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33 Commits

Author SHA1 Message Date
Frank
2d7e7d55a9 Merge pull request #1540 from FlightControl-Master/Applevangelist-submarine
Update Controllable.lua
2021-05-28 22:29:59 +02:00
Applevangelist
6e37300d9b Update Controllable.lua
Added function `IsSubmarine()`removed type from `OptionDisperseOnAttack()`
2021-05-26 08:44:30 +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
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
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
20 changed files with 2132 additions and 775 deletions

View File

@@ -277,7 +277,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
self:F( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } ) self:F( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
if self.RoutePickup == true then if self.RoutePickup == true then
if Helicopter:GetHeight( true ) <= 5.5 and Helicopter:GetVelocityKMH() < 10 then if Helicopter:GetHeight( true ) <= 5.5 and Helicopter:GetVelocityKMH() < 15 then
--self:Load( Helicopter:GetPointVec2() ) --self:Load( Helicopter:GetPointVec2() )
self:Load( self.PickupZone ) self:Load( self.PickupZone )
self.RoutePickup = false self.RoutePickup = false
@@ -285,7 +285,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
end end
if self.RouteDeploy == true then if self.RouteDeploy == true then
if Helicopter:GetHeight( true ) <= 5.5 and Helicopter:GetVelocityKMH() < 10 then if Helicopter:GetHeight( true ) <= 5.5 and Helicopter:GetVelocityKMH() < 15 then
self:Unload( self.DeployZone ) self:Unload( self.DeployZone )
self.RouteDeploy = false self.RouteDeploy = false
end end

View File

@@ -298,24 +298,78 @@ do -- Zones
-- @return #DATABASE self -- @return #DATABASE self
function DATABASE:_RegisterZones() function DATABASE:_RegisterZones()
for ZoneID, ZoneData in pairs( env.mission.triggers.zones ) do for ZoneID, ZoneData in pairs(env.mission.triggers.zones) do
local ZoneName = ZoneData.name local ZoneName = ZoneData.name
-- Color
local color=ZoneData.color or {1, 0, 0, 0.15}
-- Create new Zone
local Zone=nil --Core.Zone#ZONE_BASE
if ZoneData.type==0 then
---
-- Circular zone
---
self:I(string.format("Register ZONE: %s (Circular)", ZoneName))
Zone=ZONE:New(ZoneName)
else
self:I( { "Register ZONE:", Name = ZoneName } ) ---
local Zone = ZONE:New( ZoneName ) -- Quad-point zone
self.ZONENAMES[ZoneName] = ZoneName ---
self:AddZone( ZoneName, Zone )
self:I(string.format("Register ZONE: %s (Polygon, Quad)", ZoneName))
Zone=ZONE_POLYGON_BASE:New(ZoneName, ZoneData.verticies)
--for i,vec2 in pairs(ZoneData.verticies) do
-- local coord=COORDINATE:NewFromVec2(vec2)
-- coord:MarkToAll(string.format("%s Point %d", ZoneName, i))
--end
end
if Zone then
-- Store color of zone.
Zone.Color=color
-- Store in DB.
self.ZONENAMES[ZoneName] = ZoneName
-- Add zone.
self:AddZone(ZoneName, Zone)
end
end end
-- Polygon zones defined by late activated groups.
for ZoneGroupName, ZoneGroup in pairs( self.GROUPS ) do for ZoneGroupName, ZoneGroup in pairs( self.GROUPS ) do
if ZoneGroupName:match("#ZONE_POLYGON") then if ZoneGroupName:match("#ZONE_POLYGON") then
local ZoneName1 = ZoneGroupName:match("(.*)#ZONE_POLYGON") local ZoneName1 = ZoneGroupName:match("(.*)#ZONE_POLYGON")
local ZoneName2 = ZoneGroupName:match(".*#ZONE_POLYGON(.*)") local ZoneName2 = ZoneGroupName:match(".*#ZONE_POLYGON(.*)")
local ZoneName = ZoneName1 .. ( ZoneName2 or "" ) local ZoneName = ZoneName1 .. ( ZoneName2 or "" )
self:I( { "Register ZONE_POLYGON:", Name = ZoneName } ) -- Debug output
self:I(string.format("Register ZONE: %s (Polygon)", ZoneName))
-- Create a new polygon zone.
local Zone_Polygon = ZONE_POLYGON:New( ZoneName, ZoneGroup ) local Zone_Polygon = ZONE_POLYGON:New( ZoneName, ZoneGroup )
-- Set color.
Zone_Polygon:SetColor({1, 0, 0}, 0.15)
-- Store name in DB.
self.ZONENAMES[ZoneName] = ZoneName self.ZONENAMES[ZoneName] = ZoneName
-- Add zone to DB.
self:AddZone( ZoneName, Zone_Polygon ) self:AddZone( ZoneName, Zone_Polygon )
end end
end end

File diff suppressed because it is too large Load Diff

View File

@@ -540,7 +540,7 @@ do -- FSM
--- Returns a table with the scores defined. --- Returns a table with the scores defined.
-- @param #FSM self -- @param #FSM self
-- @param #table Scores. -- @return #table Scores.
function FSM:GetScores() function FSM:GetScores()
return self._Scores or {} return self._Scores or {}
end end

View File

@@ -164,6 +164,7 @@ do -- COORDINATE
-- --
-- * @{#COORDINATE.WaypointAir}(): Build an air route point. -- * @{#COORDINATE.WaypointAir}(): Build an air route point.
-- * @{#COORDINATE.WaypointGround}(): Build a ground route point. -- * @{#COORDINATE.WaypointGround}(): Build a ground route point.
-- * @{#COORDINATE.WaypointNaval}(): Build a naval route point.
-- --
-- Route points can be used in the Route methods of the @{Wrapper.Group#GROUP} class. -- Route points can be used in the Route methods of the @{Wrapper.Group#GROUP} class.
-- --
@@ -183,10 +184,18 @@ do -- COORDINATE
-- --
-- ## 9) Coordinate text generation -- ## 9) Coordinate text generation
-- --
--
-- * @{#COORDINATE.ToStringBR}(): Generates a Bearing & Range text in the format of DDD for DI where DDD is degrees and DI is distance. -- * @{#COORDINATE.ToStringBR}(): Generates a Bearing & Range text in the format of DDD for DI where DDD is degrees and DI is distance.
-- * @{#COORDINATE.ToStringLL}(): Generates a Latutude & Longutude text. -- * @{#COORDINATE.ToStringLL}(): Generates a Latutude & Longutude text.
-- --
-- ## 10) Drawings on F10 map
--
-- * @{#COORDINATE.CircleToAll}(): Draw a circle on the F10 map.
-- * @{#COORDINATE.LineToAll}(): Draw a line on the F10 map.
-- * @{#COORDINATE.RectToAll}(): Draw a rectangle on the F10 map.
-- * @{#COORDINATE.QuadToAll}(): Draw a shape with four points on the F10 map.
-- * @{#COORDINATE.TextToAll}(): Write some text on the F10 map.
-- * @{#COORDINATE.ArrowToAll}(): Draw an arrow on the F10 map.
--
-- @field #COORDINATE -- @field #COORDINATE
COORDINATE = { COORDINATE = {
ClassName = "COORDINATE", ClassName = "COORDINATE",
@@ -625,9 +634,9 @@ do -- COORDINATE
--- Return a random Coordinate within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE. --- Return a random Coordinate within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param DCS#Distance OuterRadius -- @param DCS#Distance OuterRadius Outer radius in meters.
-- @param DCS#Distance InnerRadius -- @param DCS#Distance InnerRadius Inner radius in meters.
-- @return #COORDINATE -- @return #COORDINATE self
function COORDINATE:GetRandomCoordinateInRadius( OuterRadius, InnerRadius ) function COORDINATE:GetRandomCoordinateInRadius( OuterRadius, InnerRadius )
self:F2( { OuterRadius, InnerRadius } ) self:F2( { OuterRadius, InnerRadius } )
@@ -1184,7 +1193,7 @@ do -- COORDINATE
-- ETA. -- ETA.
RoutePoint.ETA=0 RoutePoint.ETA=0
RoutePoint.ETA_locked=true RoutePoint.ETA_locked=false
-- Waypoint description. -- Waypoint description.
RoutePoint.name=description RoutePoint.name=description
@@ -1333,7 +1342,7 @@ do -- COORDINATE
RoutePoint.formation_template="" RoutePoint.formation_template=""
RoutePoint.ETA=0 RoutePoint.ETA=0
RoutePoint.ETA_locked=true RoutePoint.ETA_locked=false
RoutePoint.speed = ( Speed or 20 ) / 3.6 RoutePoint.speed = ( Speed or 20 ) / 3.6
RoutePoint.speed_locked = true RoutePoint.speed_locked = true
@@ -1368,7 +1377,7 @@ do -- COORDINATE
RoutePoint.formation_template = "" RoutePoint.formation_template = ""
RoutePoint.ETA=0 RoutePoint.ETA=0
RoutePoint.ETA_locked=true RoutePoint.ETA_locked=false
RoutePoint.speed = ( Speed or 20 ) / 3.6 RoutePoint.speed = ( Speed or 20 ) / 3.6
RoutePoint.speed_locked = true RoutePoint.speed_locked = true
@@ -1984,13 +1993,13 @@ do -- COORDINATE
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #COORDINATE Endpoint COORDIANTE to where the line is drawn. -- @param #COORDINATE Endpoint COORDIANTE to where the line is drawn.
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All. -- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red (default). -- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
-- @param #number Alpha Transparency [0,1]. Default 1. -- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false. -- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
-- @param #string Text (Optional) Text displayed when mark is added. Default none. -- @param #string Text (Optional) Text displayed when mark is added. Default none.
-- @return #number The resulting Mark ID which is a number. -- @return #number The resulting Mark ID, which is a number. Can be used to remove the object again.
function COORDINATE:LineToAll(Endpoint, Coalition, LineType, Color, Alpha, ReadOnly, Text) function COORDINATE:LineToAll(Endpoint, Coalition, Color, Alpha, LineType, ReadOnly, Text)
local MarkID = UTILS.GetMarkID() local MarkID = UTILS.GetMarkID()
if ReadOnly==nil then if ReadOnly==nil then
ReadOnly=false ReadOnly=false
@@ -2007,18 +2016,17 @@ do -- COORDINATE
--- Circle to all. --- Circle to all.
-- Creates a circle on the map with a given radius, color, fill color, and outline. -- Creates a circle on the map with a given radius, color, fill color, and outline.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #COORDINATE Center COORDIANTE of the center of the circle.
-- @param #numberr Radius Radius in meters. Default 1000 m. -- @param #numberr Radius Radius in meters. Default 1000 m.
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All. -- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red (default). -- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
-- @param #number Alpha Transparency [0,1]. Default 1. -- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red (default). -- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value.
-- @param #number FillAlpha Transparency [0,1]. Default 0.5. -- @param #number FillAlpha Transparency [0,1]. Default 0.15.
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false. -- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
-- @param #string Text (Optional) Text displayed when mark is added. Default none. -- @param #string Text (Optional) Text displayed when mark is added. Default none.
-- @return #number The resulting Mark ID which is a number. -- @return #number The resulting Mark ID, which is a number. Can be used to remove the object again.
function COORDINATE:CircleToAll(Radius, Coalition, LineType, Color, Alpha, FillColor, FillAlpha, ReadOnly, Text) function COORDINATE:CircleToAll(Radius, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly, Text)
local MarkID = UTILS.GetMarkID() local MarkID = UTILS.GetMarkID()
if ReadOnly==nil then if ReadOnly==nil then
ReadOnly=false ReadOnly=false
@@ -2029,14 +2037,193 @@ do -- COORDINATE
Color=Color or {1,0,0} Color=Color or {1,0,0}
Color[4]=Alpha or 1.0 Color[4]=Alpha or 1.0
LineType=LineType or 1 LineType=LineType or 1
FillColor=FillColor or {1,0,0} FillColor=FillColor or Color
FillColor[4]=FillAlpha or 0.5 FillColor[4]=FillAlpha or 0.15
trigger.action.circleToAll(Coalition, MarkID, vec3, Radius, Color, FillColor, LineType, ReadOnly, Text or "") trigger.action.circleToAll(Coalition, MarkID, vec3, Radius, Color, FillColor, LineType, ReadOnly, Text or "")
return MarkID return MarkID
end end
end -- Markings end -- Markings
--- Rectangle to all. Creates a rectangle on the map from the COORDINATE in one corner to the end COORDINATE in the opposite corner.
-- Creates a line on the F10 map from one point to another.
-- @param #COORDINATE self
-- @param #COORDINATE Endpoint COORDIANTE in the opposite corner.
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
-- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value.
-- @param #number FillAlpha Transparency [0,1]. Default 0.15.
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
-- @param #string Text (Optional) Text displayed when mark is added. Default none.
-- @return #number The resulting Mark ID, which is a number. Can be used to remove the object again.
function COORDINATE:RectToAll(Endpoint, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly, Text)
local MarkID = UTILS.GetMarkID()
if ReadOnly==nil then
ReadOnly=false
end
local vec3=Endpoint:GetVec3()
Coalition=Coalition or -1
Color=Color or {1,0,0}
Color[4]=Alpha or 1.0
LineType=LineType or 1
FillColor=FillColor or Color
FillColor[4]=FillAlpha or 0.15
trigger.action.rectToAll(Coalition, MarkID, self:GetVec3(), vec3, Color, FillColor, LineType, ReadOnly, Text or "")
return MarkID
end
--- Creates a shape defined by 4 points on the F10 map. The first point is the current COORDINATE. The remaining three points need to be specified.
-- @param #COORDINATE self
-- @param #COORDINATE Coord2 Second COORDIANTE of the quad shape.
-- @param #COORDINATE Coord3 Third COORDIANTE of the quad shape.
-- @param #COORDINATE Coord4 Fourth COORDIANTE of the quad shape.
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
-- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value.
-- @param #number FillAlpha Transparency [0,1]. Default 0.15.
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
-- @param #string Text (Optional) Text displayed when mark is added. Default none.
-- @return #number The resulting Mark ID, which is a number. Can be used to remove the object again.
function COORDINATE:QuadToAll(Coord2, Coord3, Coord4, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly, Text)
local MarkID = UTILS.GetMarkID()
if ReadOnly==nil then
ReadOnly=false
end
local point1=self:GetVec3()
local point2=Coord2:GetVec3()
local point3=Coord3:GetVec3()
local point4=Coord4:GetVec3()
Coalition=Coalition or -1
Color=Color or {1,0,0}
Color[4]=Alpha or 1.0
LineType=LineType or 1
FillColor=FillColor or Color
FillColor[4]=FillAlpha or 0.15
trigger.action.quadToAll(Coalition, MarkID, self:GetVec3(), point2, point3, point4, Color, FillColor, LineType, ReadOnly, Text or "")
return MarkID
end
--- Creates a free form shape on the F10 map. The first point is the current COORDINATE. The remaining points need to be specified.
-- **NOTE**: A free form polygon must have **at least three points** in total and currently only **up to 10 points** in total are supported.
-- @param #COORDINATE self
-- @param #table Coordinates Table of coordinates of the remaining points of the shape.
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
-- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value.
-- @param #number FillAlpha Transparency [0,1]. Default 0.15.
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
-- @param #string Text (Optional) Text displayed when mark is added. Default none.
-- @return #number The resulting Mark ID, which is a number. Can be used to remove the object again.
function COORDINATE:MarkupToAllFreeForm(Coordinates, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly, Text)
local MarkID = UTILS.GetMarkID()
if ReadOnly==nil then
ReadOnly=false
end
Coalition=Coalition or -1
Color=Color or {1,0,0}
Color[4]=Alpha or 1.0
LineType=LineType or 1
FillColor=FillColor or UTILS.DeepCopy(Color)
FillColor[4]=FillAlpha or 0.15
local vecs={}
vecs[1]=self:GetVec3()
for i,coord in ipairs(Coordinates) do
vecs[i+1]=coord:GetVec3()
end
if #vecs<3 then
self:E("ERROR: A free form polygon needs at least three points!")
elseif #vecs==3 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], Color, FillColor, LineType, ReadOnly, Text or "")
elseif #vecs==4 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], Color, FillColor, LineType, ReadOnly, Text or "")
elseif #vecs==5 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], Color, FillColor, LineType, ReadOnly, Text or "")
elseif #vecs==6 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], Color, FillColor, LineType, Text or "")
elseif #vecs==7 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], vecs[7], Color, FillColor, LineType, ReadOnly, Text or "")
elseif #vecs==8 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], vecs[7], vecs[8], Color, FillColor, LineType, ReadOnly, Text or "")
elseif #vecs==9 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], vecs[7], vecs[8], vecs[9], Color, FillColor, LineType, ReadOnly, Text or "")
elseif #vecs==10 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], vecs[7], vecs[8], vecs[9], vecs[10], Color, FillColor, LineType, ReadOnly, Text or "")
else
self:E("ERROR: Currently a free form polygon can only have 10 points in total!")
-- Unfortunately, unpack(vecs) does not work! So no idea how to generalize this :(
trigger.action.markupToAll(7, Coalition, MarkID, unpack(vecs), Color, FillColor, LineType, ReadOnly, Text or "")
end
return MarkID
end
--- Text to all. Creates a text imposed on the map at the COORDINATE. Text scales with the map.
-- @param #COORDINATE self
-- @param #string Text Text displayed on the F10 map.
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
-- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value.
-- @param #number FillAlpha Transparency [0,1]. Default 0.3.
-- @param #number FontSize Font size. Default 14.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
-- @return #number The resulting Mark ID, which is a number. Can be used to remove the object again.
function COORDINATE:TextToAll(Text, Coalition, Color, Alpha, FillColor, FillAlpha, FontSize, ReadOnly)
local MarkID = UTILS.GetMarkID()
if ReadOnly==nil then
ReadOnly=false
end
Coalition=Coalition or -1
Color=Color or {1,0,0}
Color[4]=Alpha or 1.0
FillColor=FillColor or Color
FillColor[4]=FillAlpha or 0.3
FontSize=FontSize or 14
trigger.action.textToAll(Coalition, MarkID, self:GetVec3(), Color, FillColor, FontSize, ReadOnly, Text or "Hello World")
return MarkID
end
--- Arrow to all. Creates an arrow from the COORDINATE to the endpoint COORDINATE on the F10 map. There is no control over other dimensions of the arrow.
-- @param #COORDINATE self
-- @param #COORDINATE Endpoint COORDINATE where the tip of the arrow is pointing at.
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
-- @param #number Alpha Transparency [0,1]. Default 1.
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value.
-- @param #number FillAlpha Transparency [0,1]. Default 0.15.
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
-- @param #string Text (Optional) Text displayed when mark is added. Default none.
-- @return #number The resulting Mark ID, which is a number. Can be used to remove the object again.
function COORDINATE:ArrowToAll(Endpoint, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly, Text)
local MarkID = UTILS.GetMarkID()
if ReadOnly==nil then
ReadOnly=false
end
local vec3=Endpoint:GetVec3()
Coalition=Coalition or -1
Color=Color or {1,0,0}
Color[4]=Alpha or 1.0
LineType=LineType or 1
FillColor=FillColor or Color
FillColor[4]=FillAlpha or 0.15
--trigger.action.textToAll(Coalition, MarkID, self:GetVec3(), Color, FillColor, FontSize, ReadOnly, Text or "Hello World")
trigger.action.arrowToAll(Coalition, MarkID, vec3, self:GetVec3(), Color, FillColor, LineType, ReadOnly, Text or "")
return MarkID
end
--- Returns if a Coordinate has Line of Sight (LOS) with the ToCoordinate. --- Returns if a Coordinate has Line of Sight (LOS) with the ToCoordinate.
-- @param #COORDINATE self -- @param #COORDINATE self

View File

@@ -3267,7 +3267,7 @@ do -- SET_STATIC
-- @param #SET_STATIC self -- @param #SET_STATIC self
-- @param Core.Zone#ZONE Zone The Zone to be tested for. -- @param Core.Zone#ZONE Zone The Zone to be tested for.
-- @return #boolean -- @return #boolean
function SET_STATIC:IsPatriallyInZone( Zone ) function SET_STATIC:IsPartiallyInZone( Zone )
local IsPartiallyInZone = false local IsPartiallyInZone = false

File diff suppressed because it is too large Load Diff

View File

@@ -295,6 +295,17 @@ do -- country
-- @field QATAR -- @field QATAR
-- @field OMAN -- @field OMAN
-- @field UNITED_ARAB_EMIRATES -- @field UNITED_ARAB_EMIRATES
-- @field SOUTH_AFRICA
-- @field CUBA
-- @field PORTUGAL
-- @field GDR
-- @field LEBANON
-- @field CJTF_BLUE
-- @field CJTF_RED
-- @field UN_PEACEKEEPERS
-- @field Argentinia
-- @field Cyprus
-- @field Slovenia
country = {} --#country country = {} --#country

View File

@@ -51,7 +51,7 @@
-- @field #number adv_state Advanced mode state tracker -- @field #number adv_state Advanced mode state tracker
-- @field #boolean advAwacs Boolean switch to use Awacs as a separate detection stream -- @field #boolean advAwacs Boolean switch to use Awacs as a separate detection stream
-- @field #number awacsrange Detection range of an optional Awacs unit -- @field #number awacsrange Detection range of an optional Awacs unit
-- @field #boolean UseAIOnOff Decide if we are using AI on/off (true) or AlarmState red/green (default) -- @field #boolean UseEmOnOff Decide if we are using Emissions on/off (true) or AlarmState red/green (default)
-- @field Functional.Shorad#SHORAD Shorad SHORAD Object, if available -- @field Functional.Shorad#SHORAD Shorad SHORAD Object, if available
-- @field #boolean ShoradLink If true, #MANTIS has #SHORAD enabled -- @field #boolean ShoradLink If true, #MANTIS has #SHORAD enabled
-- @field #number ShoradTime Timer in seconds, how long #SHORAD will be active after a detection inside of the defense range -- @field #number ShoradTime Timer in seconds, how long #SHORAD will be active after a detection inside of the defense range
@@ -191,7 +191,7 @@ MANTIS = {
ShoradLink = false, ShoradLink = false,
ShoradTime = 600, ShoradTime = 600,
ShoradActDistance = 15000, ShoradActDistance = 15000,
UseAIOnOff = false, UseEmOnOff = true,
} }
----------------------------------------------------------------------- -----------------------------------------------------------------------
@@ -208,7 +208,7 @@ do
--@param #string coaltion Coalition side of your setup, e.g. "blue", "red" or "neutral" --@param #string coaltion Coalition side of your setup, e.g. "blue", "red" or "neutral"
--@param #boolean dynamic Use constant (true) filtering or just filter once (false, default) (optional) --@param #boolean dynamic Use constant (true) filtering or just filter once (false, default) (optional)
--@param #string awacs Group name of your Awacs (optional) --@param #string awacs Group name of your Awacs (optional)
--@param #boolean AIOnOff Make MANTIS switch AI on and off instead of changing the alarm state between RED and GREEN (optional) --@param #boolean EmOnOff Make MANTIS switch Emissions on and off instead of changing the alarm state between RED and GREEN (optional, deault true)
--@return #MANTIS self --@return #MANTIS self
--@usage Start up your MANTIS with a basic setting --@usage Start up your MANTIS with a basic setting
-- --
@@ -230,7 +230,7 @@ do
-- `mybluemantis = MANTIS:New("bluemantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")` -- `mybluemantis = MANTIS:New("bluemantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")`
-- `mybluemantis:Start()` -- `mybluemantis:Start()`
-- --
function MANTIS:New(name,samprefix,ewrprefix,hq,coaltion,dynamic,awacs, AIOnOff) function MANTIS:New(name,samprefix,ewrprefix,hq,coaltion,dynamic,awacs, EmOnOff)
-- DONE: Create some user functions for these -- DONE: Create some user functions for these
-- DONE: Make HQ useful -- DONE: Make HQ useful
@@ -264,7 +264,11 @@ do
self.ShoradTime = 600 self.ShoradTime = 600
self.ShoradActDistance = 15000 self.ShoradActDistance = 15000
-- TODO: add emissions on/off when available .... in 2 weeks -- TODO: add emissions on/off when available .... in 2 weeks
self.UseAIOnOff = AIOnOff or false if EmOnOff then
if EmOnOff == false then
self.UseEmOnOff = false
end
end
if type(awacs) == "string" then if type(awacs) == "string" then
self.advAwacs = true self.advAwacs = true
@@ -304,7 +308,7 @@ do
end end
-- @field #string version -- @field #string version
self.version="0.4.0" self.version="0.4.1"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version)) self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
return self return self
@@ -463,11 +467,11 @@ do
end end
end end
--- Set using AI on/off instead of changing alarm state --- Set using Emissions on/off instead of changing alarm state
-- @param #MANTIS self -- @param #MANTIS self
-- @param #boolean switch Decide if we are changing alarm state or AI state -- @param #boolean switch Decide if we are changing alarm state or Emission state
function MANTIS:SetUsingAIOnOff(switch) function MANTIS:SetUsingEmOnOff(switch)
self.UseAIOnOff = switch or false self.UseEmOnOff = switch or false
end end
--- [Internal] Function to check if HQ is alive --- [Internal] Function to check if HQ is alive
@@ -714,8 +718,9 @@ do
for _i,_group in pairs (SAM_Grps) do for _i,_group in pairs (SAM_Grps) do
local group = _group local group = _group
-- TODO: add emissions on/off -- TODO: add emissions on/off
if self.UseAIOnOff then if self.UseEmOnOff then
group:SetAIOff() group:EnableEmission(false)
--group:SetAIOff()
else else
group:OptionAlarmStateGreen() -- AI off group:OptionAlarmStateGreen() -- AI off
end end
@@ -822,9 +827,10 @@ do
if IsInZone then --check any target in zone if IsInZone then --check any target in zone
if samgroup:IsAlive() then if samgroup:IsAlive() then
-- switch on SAM -- switch on SAM
if self.UseAIOnOff then if self.UseEmOnOff then
-- TODO: add emissions on/off -- TODO: add emissions on/off
samgroup:SetAIOn() --samgroup:SetAIOn()
samgroup:EnableEmission(true)
end end
samgroup:OptionAlarmStateRed() samgroup:OptionAlarmStateRed()
-- link in to SHORAD if available -- link in to SHORAD if available
@@ -843,9 +849,10 @@ do
else else
if samgroup:IsAlive() then if samgroup:IsAlive() then
-- switch off SAM -- switch off SAM
if self.UseAIOnOff then if self.UseEmOnOff then
-- TODO: add emissions on/off -- TODO: add emissions on/off
samgroup:SetAIOff() samgroup:EnableEmission(false)
--samgroup:SetAIOff()
else else
samgroup:OptionAlarmStateGreen() samgroup:OptionAlarmStateGreen()
end end
@@ -883,9 +890,10 @@ do
local name = _data[1] local name = _data[1]
local samgroup = GROUP:FindByName(name) local samgroup = GROUP:FindByName(name)
if samgroup:IsAlive() then if samgroup:IsAlive() then
if self.UseAIOnOff then if self.UseEmOnOff then
-- TODO: add emissions on/off -- TODO: add emissions on/off
samgroup:SetAIOn() --samgroup:SetAIOn()
samgroup:EnableEmission(true)
end end
samgroup:OptionAlarmStateRed() samgroup:OptionAlarmStateRed()
end -- end alive end -- end alive

View File

@@ -17,8 +17,8 @@
-- --
-- ### Authors: **FlightControl**, **applevangelist** -- ### Authors: **FlightControl**, **applevangelist**
-- --
-- Last Update: Feb 2021 -- Last Update: April 2021
-- --
-- === -- ===
-- --
-- @module Functional.Sead -- @module Functional.Sead
@@ -109,7 +109,7 @@ function SEAD:New( SEADGroupPrefixes )
end end
self:HandleEvent( EVENTS.Shot ) self:HandleEvent( EVENTS.Shot )
self:I("*** SEAD - Started Version 0.2.5") self:I("*** SEAD - Started Version 0.2.7")
return self return self
end end
@@ -205,15 +205,18 @@ function SEAD:OnEventShot( EventData )
SEADWeaponName == "weapons.missiles.AGM_84H" --AGM84 anti-radiation missiles fired SEADWeaponName == "weapons.missiles.AGM_84H" --AGM84 anti-radiation missiles fired
--]] --]]
if self:_CheckHarms(SEADWeaponName) then if self:_CheckHarms(SEADWeaponName) then
local _targetskill = "Random"
local _targetMimgroupName = "none"
local _evade = math.random (1,100) -- random number for chance of evading action local _evade = math.random (1,100) -- random number for chance of evading action
local _targetMim = EventData.Weapon:getTarget() -- Identify target local _targetMim = EventData.Weapon:getTarget() -- Identify target
local _targetMimname = Unit.getName(_targetMim) -- Unit name local _targetUnit = UNIT:Find(_targetMim) -- Unit name by DCS Object
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon)) --targeted group if _targetUnit and _targetUnit:IsAlive() then
local _targetMimgroupName = _targetMimgroup:getName() -- group name local _targetMimgroup = _targetUnit:GetGroup()
local _targetskill = _DATABASE.Templates.Units[_targetMimname].Template.skill local _targetMimgroupName = _targetMimgroup:GetName() -- group name
self:T( self.SEADGroupPrefixes ) --local _targetskill = _DATABASE.Templates.Units[_targetUnit].Template.skill
self:T( _targetMimgroupName ) self:T( self.SEADGroupPrefixes )
self:T( _targetMimgroupName )
end
-- see if we are shot at -- see if we are shot at
local SEADGroupFound = false local SEADGroupFound = false
for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do
@@ -249,6 +252,7 @@ function SEAD:OnEventShot( EventData )
local range = self.EngagementRange -- Feature Request #1355 local range = self.EngagementRange -- Feature Request #1355
self:T(string.format("*** SEAD - Engagement Range is %d", range)) 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.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.RED)
--id.groupName:enableEmission(true)
id.ctrl:setOption(AI.Option.Ground.id.AC_ENGAGEMENT_RANGE_RESTRICTION,range) --Feature Request #1355 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 self.SuppressedGroups[id.groupName] = nil --delete group id from table when done
end end
@@ -261,6 +265,7 @@ function SEAD:OnEventShot( EventData )
SuppressionEndTime = delay SuppressionEndTime = delay
} }
Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN) Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
--_targetMimgroup:enableEmission(false)
timer.scheduleFunction(SuppressionEnd, id, SuppressionEndTime) --Schedule the SuppressionEnd() function timer.scheduleFunction(SuppressionEnd, id, SuppressionEndTime) --Schedule the SuppressionEnd() function
end end
end end

View File

@@ -18,7 +18,7 @@
-- @module Functional.Shorad -- @module Functional.Shorad
-- @image Functional.Shorad.jpg -- @image Functional.Shorad.jpg
-- --
-- Date: Feb 2021 -- Date: May 2021
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **SHORAD** class, extends Core.Base#BASE --- **SHORAD** class, extends Core.Base#BASE
@@ -38,7 +38,7 @@
-- @field #boolean DefendMavs Default true, intercept incoming AG-Missiles -- @field #boolean DefendMavs Default true, intercept incoming AG-Missiles
-- @field #number DefenseLowProb Default 70, minimum detection limit -- @field #number DefenseLowProb Default 70, minimum detection limit
-- @field #number DefenseHighProb Default 90, maximim detection limit -- @field #number DefenseHighProb Default 90, maximim detection limit
-- @field #boolean UseAIOnOff Decide if we are using AI on/off (true) or AlarmState red/green (default). -- @field #boolean UseEmOnOff Decide if we are using Emission on/off (default) or AlarmState red/green.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- *Good friends are worth defending.* Mr Tushman, Wonder (the Movie) --- *Good friends are worth defending.* Mr Tushman, Wonder (the Movie)
@@ -96,7 +96,7 @@ SHORAD = {
DefendMavs = true, DefendMavs = true,
DefenseLowProb = 70, DefenseLowProb = 70,
DefenseHighProb = 90, DefenseHighProb = 90,
UseAIOnOff = false, UseEmOnOff = false,
} }
----------------------------------------------------------------------- -----------------------------------------------------------------------
@@ -159,7 +159,7 @@ do
-- @param #string Coalition Coalition, i.e. "blue", "red", or "neutral" -- @param #string Coalition Coalition, i.e. "blue", "red", or "neutral"
function SHORAD:New(Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition) function SHORAD:New(Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition)
local self = BASE:Inherit( self, BASE:New() ) local self = BASE:Inherit( self, BASE:New() )
self:F({Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition}) self:T({Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition})
local GroupSet = SET_GROUP:New():FilterPrefixes(ShoradPrefix):FilterCoalitions(Coalition):FilterCategoryGround():FilterStart() local GroupSet = SET_GROUP:New():FilterPrefixes(ShoradPrefix):FilterCoalitions(Coalition):FilterCategoryGround():FilterStart()
@@ -176,8 +176,8 @@ do
self.DefendMavs = true self.DefendMavs = true
self.DefenseLowProb = 70 -- probability to detect a missile shot, low margin self.DefenseLowProb = 70 -- probability to detect a missile shot, low margin
self.DefenseHighProb = 90 -- probability to detect a missile shot, high margin self.DefenseHighProb = 90 -- probability to detect a missile shot, high margin
self.UseAIOnOff = false -- Decide if we are using AI on/off (true) or AlarmState red/green (default) self.UseEmOnOff = true -- Decide if we are using Emission on/off (default) or AlarmState red/green
self:I("*** SHORAD - Started Version 0.1.0") self:I("*** SHORAD - Started Version 0.2.5")
-- Set the string id for output to DCS.log file. -- Set the string id for output to DCS.log file.
self.lid=string.format("SHORAD %s | ", self.name) self.lid=string.format("SHORAD %s | ", self.name)
self:_InitState() self:_InitState()
@@ -192,8 +192,9 @@ do
self:T({set = set}) self:T({set = set})
local aliveset = set:GetAliveSet() --#table local aliveset = set:GetAliveSet() --#table
for _,_group in pairs (aliveset) do for _,_group in pairs (aliveset) do
if self.UseAIOnOff then if self.UseEmOnOff then
_group:SetAIOff() --_group:SetAIOff()
_group:EnableEmission(false)
else else
_group:OptionAlarmStateGreen() --Wrapper.Group#GROUP _group:OptionAlarmStateGreen() --Wrapper.Group#GROUP
end end
@@ -208,7 +209,7 @@ do
-- @param #SHORAD self -- @param #SHORAD self
-- @param #boolean debug Switch debug on (true) or off (false) -- @param #boolean debug Switch debug on (true) or off (false)
function SHORAD:SwitchDebug(debug) function SHORAD:SwitchDebug(debug)
self:F( { debug } ) self:T( { debug } )
local onoff = debug or false local onoff = debug or false
if debug then if debug then
self.debug = true self.debug = true
@@ -225,7 +226,7 @@ do
-- @param #SHORAD self -- @param #SHORAD self
-- @param #boolean onoff -- @param #boolean onoff
function SHORAD:SwitchHARMDefense(onoff) function SHORAD:SwitchHARMDefense(onoff)
self:F( { onoff } ) self:T( { onoff } )
local onoff = onoff or true local onoff = onoff or true
self.DefendHarms = onoff self.DefendHarms = onoff
end end
@@ -234,7 +235,7 @@ do
-- @param #SHORAD self -- @param #SHORAD self
-- @param #boolean onoff -- @param #boolean onoff
function SHORAD:SwitchAGMDefense(onoff) function SHORAD:SwitchAGMDefense(onoff)
self:F( { onoff } ) self:T( { onoff } )
local onoff = onoff or true local onoff = onoff or true
self.DefendMavs = onoff self.DefendMavs = onoff
end end
@@ -244,7 +245,7 @@ do
-- @param #number low Minimum detection limit, integer 1-100 -- @param #number low Minimum detection limit, integer 1-100
-- @param #number high Maximum detection limit integer 1-100 -- @param #number high Maximum detection limit integer 1-100
function SHORAD:SetDefenseLimits(low,high) function SHORAD:SetDefenseLimits(low,high)
self:F( { low, high } ) self:T( { low, high } )
local low = low or 70 local low = low or 70
local high = high or 90 local high = high or 90
if (low < 0) or (low > 100) or (low > high) then if (low < 0) or (low > 100) or (low > high) then
@@ -279,11 +280,11 @@ do
self.Radius = radius self.Radius = radius
end end
--- Set using AI on/off instead of changing alarm state --- Set using Emission on/off instead of changing alarm state
-- @param #SHORAD self -- @param #SHORAD self
-- @param #boolean switch Decide if we are changing alarm state or AI state -- @param #boolean switch Decide if we are changing alarm state or AI state
function SHORAD:SetUsingAIOnOff(switch) function SHORAD:SetUsingEmOnOff(switch)
self.UseAIOnOff = switch or false self.UseEmOnOff = switch or false
end end
--- Check if a HARM was fired --- Check if a HARM was fired
@@ -291,7 +292,7 @@ do
-- @param #string WeaponName -- @param #string WeaponName
-- @return #boolean Returns true for a match -- @return #boolean Returns true for a match
function SHORAD:_CheckHarms(WeaponName) function SHORAD:_CheckHarms(WeaponName)
self:F( { WeaponName } ) self:T( { WeaponName } )
local hit = false local hit = false
if self.DefendHarms then if self.DefendHarms then
for _,_name in pairs (SHORAD.Harms) do for _,_name in pairs (SHORAD.Harms) do
@@ -306,7 +307,7 @@ do
-- @param #string WeaponName -- @param #string WeaponName
-- @return #boolean Returns true for a match -- @return #boolean Returns true for a match
function SHORAD:_CheckMavs(WeaponName) function SHORAD:_CheckMavs(WeaponName)
self:F( { WeaponName } ) self:T( { WeaponName } )
local hit = false local hit = false
if self.DefendMavs then if self.DefendMavs then
for _,_name in pairs (SHORAD.Mavs) do for _,_name in pairs (SHORAD.Mavs) do
@@ -351,6 +352,7 @@ do
local groupname = _groups:GetName() local groupname = _groups:GetName()
if string.find(groupname, tgtgrp, 1) then if string.find(groupname, tgtgrp, 1) then
returnname = true returnname = true
_groups:RelocateGroundRandomInRadius(7,100,false,false) -- be a bit evasive
end end
end end
return returnname return returnname
@@ -363,7 +365,8 @@ do
function SHORAD:_CheckShotAtSams(TargetGroupName) function SHORAD:_CheckShotAtSams(TargetGroupName)
local tgtgrp = TargetGroupName local tgtgrp = TargetGroupName
local shorad = self.Samset local shorad = self.Samset
local shoradset = shorad:GetAliveSet() --#table --local shoradset = shorad:GetAliveSet() --#table
local shoradset = shorad:GetSet() --#table
local returnname = false local returnname = false
for _,_groups in pairs (shoradset) do for _,_groups in pairs (shoradset) do
local groupname = _groups:GetName() local groupname = _groups:GetName()
@@ -392,6 +395,7 @@ do
-- @param #string TargetGroup Name of the target group used to build the #ZONE -- @param #string TargetGroup Name of the target group used to build the #ZONE
-- @param #number Radius Radius of the #ZONE -- @param #number Radius Radius of the #ZONE
-- @param #number ActiveTimer Number of seconds to stay active -- @param #number ActiveTimer Number of seconds to stay active
-- @param #number TargetCat (optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC
-- @usage Use this function to integrate with other systems, example -- @usage Use this function to integrate with other systems, example
-- --
-- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart() -- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
@@ -400,18 +404,30 @@ do
-- mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs") -- mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
-- mymantis:AddShorad(myshorad,720) -- mymantis:AddShorad(myshorad,720)
-- mymantis:Start() -- mymantis:Start()
function SHORAD:WakeUpShorad(TargetGroup, Radius, ActiveTimer) function SHORAD:WakeUpShorad(TargetGroup, Radius, ActiveTimer, TargetCat)
self:F({TargetGroup, Radius, ActiveTimer}) self:T({TargetGroup, Radius, ActiveTimer, TargetCat})
local targetgroup = GROUP:FindByName(TargetGroup) local targetcat = TargetCat or Object.Category.UNIT
local targetzone = ZONE_GROUP:New("Shorad",targetgroup,Radius) -- create a defense zone to check local targetgroup = TargetGroup
local targetvec2 = nil
if targetcat == Object.Category.UNIT then
targetvec2 = GROUP:FindByName(targetgroup):GetVec2()
elseif targetcat == Object.Category.STATIC then
targetvec2 = STATIC:FindByName(targetgroup,false):GetVec2()
else
local samset = self.Samset
local sam = samset:GetRandom()
targetvec2 = sam:GetVec2()
end
local targetzone = ZONE_RADIUS:New("Shorad",targetvec2,Radius) -- create a defense zone to check
local groupset = self.Groupset --Core.Set#SET_GROUP local groupset = self.Groupset --Core.Set#SET_GROUP
local shoradset = groupset:GetAliveSet() --#table local shoradset = groupset:GetAliveSet() --#table
-- local function to switch off shorad again -- local function to switch off shorad again
local function SleepShorad(group) local function SleepShorad(group)
local groupname = group:GetName() local groupname = group:GetName()
self.ActiveGroups[groupname] = nil self.ActiveGroups[groupname] = nil
if self.UseAIOnOff then if self.UseEmOnOff then
group:SetAIOff() group:EnableEmission(false)
--group:SetAIOff()
else else
group:OptionAlarmStateGreen() group:OptionAlarmStateGreen()
end end
@@ -425,8 +441,9 @@ do
local text = string.format("Waking up SHORAD %s", _group:GetName()) local text = string.format("Waking up SHORAD %s", _group:GetName())
self:T(text) self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug) local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
if self.UseAIOnOff then if self.UseEmOnOff then
_group:SetAIOn() _group:SetAIOn()
_group:EnableEmission(true)
end end
_group:OptionAlarmStateRed() _group:OptionAlarmStateRed()
local groupname = _group:GetName() local groupname = _group:GetName()
@@ -443,7 +460,7 @@ do
-- @param #SHORAD self -- @param #SHORAD self
-- @param Core.Event#EVENTDATA EventData The event details table data set -- @param Core.Event#EVENTDATA EventData The event details table data set
function SHORAD:OnEventShot( EventData ) function SHORAD:OnEventShot( EventData )
self:F( { EventData } ) self:T( { EventData } )
--local ShootingUnit = EventData.IniDCSUnit --local ShootingUnit = EventData.IniDCSUnit
--local ShootingUnitName = EventData.IniDCSUnitName --local ShootingUnitName = EventData.IniDCSUnitName
@@ -461,23 +478,45 @@ do
end end
local text = string.format("%s Missile Launched = %s | Detected probability state is %s", self.lid, ShootingWeaponName, DetectedText) local text = string.format("%s Missile Launched = %s | Detected probability state is %s", self.lid, ShootingWeaponName, DetectedText)
self:T( text ) self:T( text )
local m = MESSAGE:New(text,15,"Info"):ToAllIf(self.debug) local m = MESSAGE:New(text,10,"Info"):ToAllIf(self.debug)
-- --
if (self:_CheckHarms(ShootingWeaponName) or self:_CheckMavs(ShootingWeaponName)) and IsDetected then if (self:_CheckHarms(ShootingWeaponName) or self:_CheckMavs(ShootingWeaponName)) and IsDetected then
-- get target data -- get target data
local targetdata = EventData.Weapon:getTarget() -- Identify target local targetdata = EventData.Weapon:getTarget() -- Identify target
local targetunitname = Unit.getName(targetdata) -- Unit name local targetcat = targetdata:getCategory() -- Identify category
local targetgroup = Unit.getGroup(Weapon.getTarget(ShootingWeapon)) --targeted group self:T(string.format("Target Category (3=STATIC, 1=UNIT)= %s",tostring(targetcat)))
local targetgroupname = targetgroup:getName() -- group name local targetunit = nil
-- check if we or a SAM site are the target if targetcat == Object.Category.UNIT then -- UNIT
--local TargetGroup = EventData.TgtGroup -- Wrapper.Group#GROUP targetunit = UNIT:Find(targetdata)
local shotatus = self:_CheckShotAtShorad(targetgroupname) --#boolean elseif targetcat == Object.Category.STATIC then -- STATIC
local shotatsams = self:_CheckShotAtSams(targetgroupname) --#boolean targetunit = STATIC:Find(targetdata)
-- if being shot at, find closest SHORADs to activate end
if shotatsams or shotatus then --local targetunitname = Unit.getName(targetdata) -- Unit name
self:T({shotatsams=shotatsams,shotatus=shotatus}) if targetunit and targetunit:IsAlive() then
self:WakeUpShorad(targetgroupname, self.Radius, self.ActiveTimer) local targetunitname = targetunit:GetName()
end --local targetgroup = Unit.getGroup(Weapon.getTarget(ShootingWeapon)) --targeted group
local targetgroup = nil
local targetgroupname = "none"
if targetcat == Object.Category.UNIT then
targetgroup = targetunit:GetGroup()
targetgroupname = targetgroup:GetName() -- group name
elseif targetcat == Object.Category.STATIC then
targetgroup = targetunit
targetgroupname = targetunitname
end
local text = string.format("%s Missile Target = %s", self.lid, tostring(targetgroupname))
self:T( text )
local m = MESSAGE:New(text,10,"Info"):ToAllIf(self.debug)
-- check if we or a SAM site are the target
--local TargetGroup = EventData.TgtGroup -- Wrapper.Group#GROUP
local shotatus = self:_CheckShotAtShorad(targetgroupname) --#boolean
local shotatsams = self:_CheckShotAtSams(targetgroupname) --#boolean
-- if being shot at, find closest SHORADs to activate
if shotatsams or shotatus then
self:T({shotatsams=shotatsams,shotatus=shotatus})
self:WakeUpShorad(targetgroupname, self.Radius, self.ActiveTimer, targetcat)
end
end
end end
end end
end end

View File

@@ -2,6 +2,7 @@ __Moose.Include( 'Scripts/Moose/Utilities/Enums.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Routines.lua' ) __Moose.Include( 'Scripts/Moose/Utilities/Routines.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Utils.lua' ) __Moose.Include( 'Scripts/Moose/Utilities/Utils.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Profiler.lua' ) __Moose.Include( 'Scripts/Moose/Utilities/Profiler.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Templates.lua' )
__Moose.Include( 'Scripts/Moose/Core/Base.lua' ) __Moose.Include( 'Scripts/Moose/Core/Base.lua' )
__Moose.Include( 'Scripts/Moose/Core/UserFlag.lua' ) __Moose.Include( 'Scripts/Moose/Core/UserFlag.lua' )

View File

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

View File

@@ -652,6 +652,17 @@ function UTILS.GetMarkID()
end end
--- Remove an object (marker, circle, arrow, text, quad, ...) on the F10 map.
-- @param #number MarkID Unique ID of the object.
-- @param #number Delay (Optional) Delay in seconds before the mark is removed.
function UTILS.RemoveMark(MarkID, Delay)
if Delay and Delay>0 then
TIMER:New(UTILS.RemoveMark, MarkID):Start(Delay)
else
trigger.action.removeMark(MarkID)
end
end
-- Test if a Vec2 is in a radius of another Vec2 -- Test if a Vec2 is in a radius of another Vec2
function UTILS.IsInRadius( InVec2, Vec2, Radius ) function UTILS.IsInRadius( InVec2, Vec2, Radius )

View File

@@ -608,7 +608,7 @@ end
--- Get all airbase names of the current map. This includes ships and FARPS. --- Get all airbase names of the current map. This includes ships and FARPS.
-- @param DCS#Coalition coalition (Optional) Return only airbases belonging to the specified coalition. By default, all airbases of the map are returned. -- @param DCS#Coalition coalition (Optional) Return only airbases belonging to the specified coalition. By default, all airbases of the map are returned.
-- @param #number category (Optional) Return only airbases of a certain category, e.g. Airbase.Category.FARP -- @param #number category (Optional) Return only airbases of a certain category, e.g. `Airbase.Category.HELIPAD`.
-- @return #table Table containing all airbase names of the current map. -- @return #table Table containing all airbase names of the current map.
function AIRBASE.GetAllAirbaseNames(coalition, category) function AIRBASE.GetAllAirbaseNames(coalition, category)

View File

@@ -175,11 +175,8 @@
-- * @{#CONTROLLABLE.OptionKeepWeaponsOnThreat} -- * @{#CONTROLLABLE.OptionKeepWeaponsOnThreat}
-- --
-- ## 5.5) Air-2-Air missile attack range: -- ## 5.5) Air-2-Air missile attack range:
-- * @{#CONTROLLABLE.OptionAAAttackRange}(): Defines the usage of A2A missiles against possible targets. -- * @{#CONTROLLABLE.OptionAAAttackRange}(): Defines the usage of A2A missiles against possible targets .
-- --
-- ## 5.6) GROUND units attack range:
-- * @{#CONTROLLABLE.OptionEngageRange}(): Engage range limit in percent (a number between 0 and 100). Default 100. Defines the range at which a GROUND unit/group (e.g. a SAM site) is allowed to use its weapons automatically.
--
-- @field #CONTROLLABLE -- @field #CONTROLLABLE
CONTROLLABLE = { CONTROLLABLE = {
ClassName = "CONTROLLABLE", ClassName = "CONTROLLABLE",
@@ -507,7 +504,7 @@ function CONTROLLABLE:TaskCombo( DCSTasks )
tasks = DCSTasks tasks = DCSTasks
} }
} }
return DCSTaskCombo return DCSTaskCombo
end end
@@ -805,12 +802,12 @@ end
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:CommandSetFrequency(Frequency, Modulation, Delay) function CONTROLLABLE:CommandSetFrequency(Frequency, Modulation, Delay)
local CommandSetFrequency = { local CommandSetFrequency = {
id = 'SetFrequency', id = 'SetFrequency',
params = { params = {
frequency = Frequency*1000000, frequency = Frequency*1000000,
modulation = Modulation or radio.modulation.AM, modulation = Modulation or radio.modulation.AM,
} }
} }
if Delay and Delay>0 then if Delay and Delay>0 then
@@ -884,7 +881,7 @@ function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, At
groupId = AttackGroup:GetID(), groupId = AttackGroup:GetID(),
weaponType = WeaponType or 1073741822, weaponType = WeaponType or 1073741822,
expend = WeaponExpend or "Auto", expend = WeaponExpend or "Auto",
attackQtyLimit = AttackQty and true or false, attackQtyLimit = AttackQty and true or false,
attackQty = AttackQty or 1, attackQty = AttackQty or 1,
directionEnabled = Direction and true or false, directionEnabled = Direction and true or false,
direction = Direction and math.rad(Direction) or 0, direction = Direction and math.rad(Direction) or 0,
@@ -924,7 +921,7 @@ function CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, Atta
weaponType = WeaponType or 1073741822, weaponType = WeaponType or 1073741822,
} }
} }
return DCSTask return DCSTask
end end
@@ -1088,7 +1085,7 @@ function CONTROLLABLE:TaskEmbarking(Coordinate, GroupSetForEmbarking, Duration,
-- Distribution -- Distribution
--local distribution={} --local distribution={}
--distribution[id]=gids --distribution[id]=gids
local groupID=self and self:GetID() local groupID=self and self:GetID()
local DCSTask = { local DCSTask = {
@@ -1317,7 +1314,7 @@ function CONTROLLABLE:TaskLandAtVec2(Vec2, Duration)
duration = Duration, duration = Duration,
}, },
} }
return DCSTask return DCSTask
end end
@@ -1432,7 +1429,7 @@ end
-- @param #number AmmoCount (optional) Quantity of ammunition to expand (omit to fire until ammunition is depleted). -- @param #number AmmoCount (optional) Quantity of ammunition to expand (omit to fire until ammunition is depleted).
-- @param #number WeaponType (optional) Enum for weapon type ID. This value is only required if you want the group firing to use a specific weapon, for instance using the task on a ship to force it to fire guided missiles at targets within cannon range. See http://wiki.hoggit.us/view/DCS_enum_weapon_flag -- @param #number WeaponType (optional) Enum for weapon type ID. This value is only required if you want the group firing to use a specific weapon, for instance using the task on a ship to force it to fire guided missiles at targets within cannon range. See http://wiki.hoggit.us/view/DCS_enum_weapon_flag
-- @param #number Altitude (Optional) Altitude in meters. -- @param #number Altitude (Optional) Altitude in meters.
-- @param #number ASL Altitude is above mean sea level. Default is above ground level. -- @param #number ASL Altitude is above mean sea level. Default is above ground level.
-- @return DCS#Task The DCS task structure. -- @return DCS#Task The DCS task structure.
function CONTROLLABLE:TaskFireAtPoint( Vec2, Radius, AmmoCount, WeaponType, Altitude, ASL ) function CONTROLLABLE:TaskFireAtPoint( Vec2, Radius, AmmoCount, WeaponType, Altitude, ASL )
@@ -1454,7 +1451,7 @@ function CONTROLLABLE:TaskFireAtPoint( Vec2, Radius, AmmoCount, WeaponType, Alti
DCSTask.params.expendQty = AmmoCount DCSTask.params.expendQty = AmmoCount
DCSTask.params.expendQtyEnabled = true DCSTask.params.expendQtyEnabled = true
end end
if Altitude then if Altitude then
DCSTask.params.altitude=Altitude DCSTask.params.altitude=Altitude
end end
@@ -1462,8 +1459,8 @@ function CONTROLLABLE:TaskFireAtPoint( Vec2, Radius, AmmoCount, WeaponType, Alti
if WeaponType then if WeaponType then
DCSTask.params.weaponType=WeaponType DCSTask.params.weaponType=WeaponType
end end
self:I(DCSTask) --self:I(DCSTask)
return DCSTask return DCSTask
end end
@@ -1482,6 +1479,7 @@ end
--- (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction. --- (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.
-- The killer is player-controlled allied CAS-aircraft that is in contact with the FAC. -- The killer is player-controlled allied CAS-aircraft that is in contact with the FAC.
-- If the task is assigned to the controllable lead unit will be a FAC. -- If the task is assigned to the controllable lead unit will be a FAC.
-- It's important to note that depending on the type of unit that is being assigned the task (AIR or GROUND), you must choose the correct type of callsign enumerator. For airborne controllables use CALLSIGN.Aircraft and for ground based use CALLSIGN.JTAC enumerators.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param Wrapper.Group#GROUP AttackGroup Target GROUP object. -- @param Wrapper.Group#GROUP AttackGroup Target GROUP object.
-- @param #number WeaponType Bitmask of weapon types, which are allowed to use. -- @param #number WeaponType Bitmask of weapon types, which are allowed to use.
@@ -1489,7 +1487,7 @@ end
-- @param #boolean Datalink (Optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default. -- @param #boolean Datalink (Optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.
-- @param #number Frequency Frequency in MHz used to communicate with the FAC. Default 133 MHz. -- @param #number Frequency Frequency in MHz used to communicate with the FAC. Default 133 MHz.
-- @param #number Modulation Modulation of radio for communication. Default 0=AM. -- @param #number Modulation Modulation of radio for communication. Default 0=AM.
-- @param #number CallsignName Callsign enumerator name of the FAC. -- @param #number CallsignName Callsign enumerator name of the FAC. (CALLSIGN.Aircraft.{name} for airborne controllables, CALLSIGN.JTACS.{name} for ground units)
-- @param #number CallsignNumber Callsign number, e.g. Axeman-**1**. -- @param #number CallsignNumber Callsign number, e.g. Axeman-**1**.
-- @return DCS#Task The DCS task structure. -- @return DCS#Task The DCS task structure.
function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation, Datalink, Frequency, Modulation, CallsignName, CallsignNumber ) function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation, Datalink, Frequency, Modulation, CallsignName, CallsignNumber )
@@ -1811,7 +1809,7 @@ function CONTROLLABLE:TaskFunction( FunctionString, ... )
-- DCS task. -- DCS task.
local DCSTask = self:TaskWrappedAction(self:CommandDoScript(table.concat( DCSScript ))) local DCSTask = self:TaskWrappedAction(self:CommandDoScript(table.concat( DCSScript )))
return DCSTask return DCSTask
end end
@@ -1853,8 +1851,27 @@ do -- Patrol methods
-- Calculate the new Route. -- Calculate the new Route.
local FromCoord = PatrolGroup:GetCoordinate() local FromCoord = PatrolGroup:GetCoordinate()
local From = FromCoord:WaypointGround( 120 )
-- test for submarine
local depth = 0
local IsSub = false
if PatrolGroup:IsShip() then
local navalvec3 = FromCoord:GetVec3()
if navalvec3.y < 0 then
depth = navalvec3.y
IsSub = true
end
end
local Waypoint = Waypoints[1]
local Speed = Waypoint.speed or (20 / 3.6)
local From = FromCoord:WaypointGround( Speed )
if IsSub then
From = FromCoord:WaypointNaval( Speed, Waypoint.alt )
end
table.insert( Waypoints, 1, From ) table.insert( Waypoints, 1, From )
local TaskRoute = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRoute" ) local TaskRoute = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRoute" )
@@ -1894,7 +1911,16 @@ do -- Patrol methods
if ToWaypoint then if ToWaypoint then
FromWaypoint = ToWaypoint FromWaypoint = ToWaypoint
end end
-- test for submarine
local depth = 0
local IsSub = false
if PatrolGroup:IsShip() then
local navalvec3 = FromCoord:GetVec3()
if navalvec3.y < 0 then
depth = navalvec3.y
IsSub = true
end
end
-- Loop until a waypoint has been found that is not the same as the current waypoint. -- Loop until a waypoint has been found that is not the same as the current waypoint.
-- Otherwise the object zon't move or drive in circles and the algorithm would not do exactly -- Otherwise the object zon't move or drive in circles and the algorithm would not do exactly
-- what it is supposed to do, which is making groups drive around. -- what it is supposed to do, which is making groups drive around.
@@ -1909,9 +1935,13 @@ do -- Patrol methods
local ToCoord = COORDINATE:NewFromVec2( { x = Waypoint.x, y = Waypoint.y } ) local ToCoord = COORDINATE:NewFromVec2( { x = Waypoint.x, y = Waypoint.y } )
-- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task -- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task
local Route = {} local Route = {}
Route[#Route+1] = FromCoord:WaypointGround( Speed, Formation ) if IsSub then
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation ) Route[#Route+1] = FromCoord:WaypointNaval( Speed, depth )
Route[#Route+1] = ToCoord:WaypointNaval( Speed, Waypoint.alt )
else
Route[#Route+1] = FromCoord:WaypointGround( Speed, Formation )
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation )
end
local TaskRouteToZone = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRouteRandom", Speed, Formation, ToWaypoint ) local TaskRouteToZone = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRouteRandom", Speed, Formation, ToWaypoint )
@@ -1952,9 +1982,20 @@ do -- Patrol methods
self:F( { PatrolGroup = PatrolGroup:GetName() } ) self:F( { PatrolGroup = PatrolGroup:GetName() } )
if PatrolGroup:IsGround() or PatrolGroup:IsShip() then if PatrolGroup:IsGround() or PatrolGroup:IsShip() then
-- Calculate the new Route. -- Calculate the new Route.
local FromCoord = PatrolGroup:GetCoordinate() local FromCoord = PatrolGroup:GetCoordinate()
-- test for submarine
local depth = 0
local IsSub = false
if PatrolGroup:IsShip() then
local navalvec3 = FromCoord:GetVec3()
if navalvec3.y < 0 then
depth = navalvec3.y
IsSub = true
end
end
-- Select a random Zone and get the Coordinate of the new Zone. -- Select a random Zone and get the Coordinate of the new Zone.
local RandomZone = ZoneList[ math.random( 1, #ZoneList ) ] -- Core.Zone#ZONE local RandomZone = ZoneList[ math.random( 1, #ZoneList ) ] -- Core.Zone#ZONE
@@ -1962,9 +2003,13 @@ do -- Patrol methods
-- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task -- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task
local Route = {} local Route = {}
Route[#Route+1] = FromCoord:WaypointGround( Speed, Formation ) if IsSub then
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation ) Route[#Route+1] = FromCoord:WaypointNaval( Speed, depth )
Route[#Route+1] = ToCoord:WaypointNaval( Speed, depth )
else
Route[#Route+1] = FromCoord:WaypointGround( Speed, Formation )
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation )
end
local TaskRouteToZone = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolZones", ZoneList, Speed, Formation, DelayMin, DelayMax ) local TaskRouteToZone = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolZones", ZoneList, Speed, Formation, DelayMin, DelayMax )
@@ -1988,7 +2033,7 @@ function CONTROLLABLE:TaskRoute( Points )
id = 'Mission', id = 'Mission',
params = { params = {
airborne = self:IsAir(), airborne = self:IsAir(),
route = {points = Points}, route = {points = Points},
}, },
} }
@@ -2914,9 +2959,9 @@ end
function CONTROLLABLE:OptionROE(ROEvalue) function CONTROLLABLE:OptionROE(ROEvalue)
local DCSControllable = self:GetDCSObject() local DCSControllable = self:GetDCSObject()
if DCSControllable then if DCSControllable then
local Controller = self:_GetController() local Controller = self:_GetController()
if self:IsAir() then if self:IsAir() then
@@ -3480,13 +3525,13 @@ end
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:OptionProhibitAfterburner(Prohibit) function CONTROLLABLE:OptionProhibitAfterburner(Prohibit)
self:F2( { self.ControllableName } ) self:F2( { self.ControllableName } )
if Prohibit==nil then if Prohibit==nil then
Prohibit=true Prohibit=true
end end
if self:IsAir() then if self:IsAir() then
self:SetOption(AI.Option.Air.id.PROHIBIT_AB, Prohibit) self:SetOption(AI.Option.Air.id.PROHIBIT_AB, Prohibit)
end end
return self return self
@@ -3497,9 +3542,9 @@ end
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:OptionECM_Never() function CONTROLLABLE:OptionECM_Never()
self:F2( { self.ControllableName } ) self:F2( { self.ControllableName } )
if self:IsAir() then if self:IsAir() then
self:SetOption(AI.Option.Air.id.ECM_USING, 0) self:SetOption(AI.Option.Air.id.ECM_USING, 0)
end end
return self return self
@@ -3510,9 +3555,9 @@ end
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:OptionECM_OnlyLockByRadar() function CONTROLLABLE:OptionECM_OnlyLockByRadar()
self:F2( { self.ControllableName } ) self:F2( { self.ControllableName } )
if self:IsAir() then if self:IsAir() then
self:SetOption(AI.Option.Air.id.ECM_USING, 1) self:SetOption(AI.Option.Air.id.ECM_USING, 1)
end end
return self return self
@@ -3524,9 +3569,9 @@ end
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:OptionECM_DetectedLockByRadar() function CONTROLLABLE:OptionECM_DetectedLockByRadar()
self:F2( { self.ControllableName } ) self:F2( { self.ControllableName } )
if self:IsAir() then if self:IsAir() then
self:SetOption(AI.Option.Air.id.ECM_USING, 2) self:SetOption(AI.Option.Air.id.ECM_USING, 2)
end end
return self return self
@@ -3537,9 +3582,9 @@ end
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:OptionECM_AlwaysOn() function CONTROLLABLE:OptionECM_AlwaysOn()
self:F2( { self.ControllableName } ) self:F2( { self.ControllableName } )
if self:IsAir() then if self:IsAir() then
self:SetOption(AI.Option.Air.id.ECM_USING, 3) self:SetOption(AI.Option.Air.id.ECM_USING, 3)
end end
return self return self
@@ -3681,22 +3726,22 @@ end
--- Sets Controllable Option for A2A attack range for AIR FIGHTER units. --- Sets Controllable Option for A2A attack range for AIR FIGHTER units.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #number range Defines the range -- @param #number range Defines the range
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
-- @usage Range can be one of MAX_RANGE = 0, NEZ_RANGE = 1, HALF_WAY_RMAX_NEZ = 2, TARGET_THREAT_EST = 3, RANDOM_RANGE = 4. Defaults to 3. See: https://wiki.hoggitworld.com/view/DCS_option_missileAttack -- @usage Range can be one of MAX_RANGE = 0, NEZ_RANGE = 1, HALF_WAY_RMAX_NEZ = 2, TARGET_THREAT_EST = 3, RANDOM_RANGE = 4. Defaults to 3. See: https://wiki.hoggitworld.com/view/DCS_option_missileAttack
function CONTROLLABLE:OptionAAAttackRange(range) function CONTROLLABLE:OptionAAAttackRange(range)
self:F2( { self.ControllableName } ) self:F2( { self.ControllableName } )
-- defaults to 3 -- defaults to 3
local range = range or 3 local range = range or 3
if range < 0 or range > 4 then if range < 0 or range > 4 then
range = 3 range = 3
end end
local DCSControllable = self:GetDCSObject() local DCSControllable = self:GetDCSObject()
if DCSControllable then if DCSControllable then
local Controller = self:_GetController() local Controller = self:_GetController()
if Controller then if Controller then
if self:IsAir() then if self:IsAir() then
self:SetOption(AI.Option.Air.val.MISSILE_ATTACK, range) self:SetOption(AI.Option.Air.val.MISSILE_ATTACK, range)
end end
end end
return self return self
@@ -3709,7 +3754,7 @@ end
-- @param #number EngageRange Engage range limit in percent (a number between 0 and 100). Default 100. -- @param #number EngageRange Engage range limit in percent (a number between 0 and 100). Default 100.
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:OptionEngageRange(EngageRange) function CONTROLLABLE:OptionEngageRange(EngageRange)
self:F2( { self.ControllableName } ) self:F2( { self.ControllableName } )
-- Set default if not specified. -- Set default if not specified.
EngageRange=EngageRange or 100 EngageRange=EngageRange or 100
if EngageRange < 0 or EngageRange > 100 then if EngageRange < 0 or EngageRange > 100 then
@@ -3718,9 +3763,9 @@ function CONTROLLABLE:OptionEngageRange(EngageRange)
local DCSControllable = self:GetDCSObject() local DCSControllable = self:GetDCSObject()
if DCSControllable then if DCSControllable then
local Controller = self:_GetController() local Controller = self:_GetController()
if Controller then if Controller then
if self:IsGround() then if self:IsGround() then
self:SetOption(AI.Option.Ground.id.AC_ENGAGEMENT_RANGE_RESTRICTION, EngageRange) self:SetOption(AI.Option.Ground.id.AC_ENGAGEMENT_RANGE_RESTRICTION, EngageRange)
end end
end end
return self return self
@@ -3736,9 +3781,9 @@ end
-- @param #boolean shortcut If true and onroad is set, take a shorter route - if available - off road, default false -- @param #boolean shortcut If true and onroad is set, take a shorter route - if available - off road, default false
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut) function CONTROLLABLE:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut)
self:F2( { self.ControllableName } ) self:F2( { self.ControllableName } )
local _coord = self:GetCoordinate() local _coord = self:GetCoordinate()
local _radius = radius or 500 local _radius = radius or 500
local _speed = speed or 20 local _speed = speed or 20
local _tocoord = _coord:GetRandomCoordinateInRadius(_radius,100) local _tocoord = _coord:GetRandomCoordinateInRadius(_radius,100)
@@ -3746,7 +3791,7 @@ function CONTROLLABLE:RelocateGroundRandomInRadius(speed, radius, onroad, shortc
local _grptsk = {} local _grptsk = {}
local _candoroad = false local _candoroad = false
local _shortcut = shortcut or false local _shortcut = shortcut or false
-- create a DCS Task an push it on the group -- create a DCS Task an push it on the group
-- TaskGroundOnRoad(ToCoordinate,Speed,OffRoadFormation,Shortcut,FromCoordinate,WaypointFunction,WaypointFunctionArguments) -- TaskGroundOnRoad(ToCoordinate,Speed,OffRoadFormation,Shortcut,FromCoordinate,WaypointFunction,WaypointFunctionArguments)
if onroad then if onroad then
@@ -3756,26 +3801,46 @@ function CONTROLLABLE:RelocateGroundRandomInRadius(speed, radius, onroad, shortc
self:TaskRouteToVec2(_tocoord:GetVec2(),_speed,"Off Road") self:TaskRouteToVec2(_tocoord:GetVec2(),_speed,"Off Road")
end end
return self return self
end end
--- Defines how long a GROUND unit/group will move to avoid an ongoing attack. --- Defines how long a GROUND unit/group will move to avoid an ongoing attack.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #number Seconds Any positive number: AI will disperse, but only for the specified time before continuing their route. 0: AI will not disperse. -- @param #number Seconds Any positive number: AI will disperse, but only for the specified time before continuing their route. 0: AI will not disperse.
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:OptionDisperseOnAttack(Seconds) function CONTROLLABLE:OptionDisperseOnAttack(Seconds)
self:F2( { self.ControllableName } ) self:F2( { self.ControllableName } )
-- Set default if not specified. -- Set default if not specified.
local seconds = Seconds or 0 local seconds = Seconds or 0
local DCSControllable = self:GetDCSObject() local DCSControllable = self:GetDCSObject()
if DCSControllable then if DCSControllable then
local Controller = self:_GetController() local Controller = self:_GetController()
if Controller then if Controller then
if self:IsGround() then if self:IsGround() then
self:SetOption(AI.Option.GROUND.id.DISPERSE_ON_ATTACK, seconds) self:SetOption(AI.Option.Ground.id.DISPERSE_ON_ATTACK, seconds)
end end
end end
return self return self
end end
return nil return nil
end end
--- Returns if the unit is a submarine.
-- @param #POSITIONABLE self
-- @return #boolean Submarines attributes result.
function POSITIONABLE:IsSubmarine()
self:F2()
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitDescriptor = DCSUnit:getDesc()
if UnitDescriptor.attributes["Submarines"] == true then
return true
else
return false
end
end
return nil
end

View File

@@ -2551,9 +2551,10 @@ do -- Players
end end
--- GROUND - Switch on/off radar emissions --- GROUND - Switch on/off radar emissions for the group.
-- @param #GROUP self -- @param #GROUP self
-- @param #boolean switch -- @param #boolean switch If true, emission is enabled. If false, emission is disabled.
-- @return #GROUP self
function GROUP:EnableEmission(switch) function GROUP:EnableEmission(switch)
self:F2( self.GroupName ) self:F2( self.GroupName )
local switch = switch or false local switch = switch or false
@@ -2566,6 +2567,7 @@ function GROUP:EnableEmission(switch)
end end
return self
end end
--do -- Smoke --do -- Smoke

View File

@@ -761,40 +761,6 @@ function UNIT:GetFuel()
return nil return nil
end end
--- Sets the passed group or unit objects radar emitters on or off. Can be used on sam sites for example to shut down the radar without setting AI off or changing the alarm state.
-- @param #UNIT self
-- @param #boolean Switch If `true` or `nil`, emission is enabled. If `false`, emission is turned off.
-- @return #UNIT self
function UNIT:SetEmission(Switch)
if Switch==nil then
Switch=true
end
local DCSUnit = self:GetDCSObject()
if DCSUnit then
DCSUnit:enableEmission(Switch)
end
return self
end
--- Sets the passed group or unit objects radar emitters ON. Can be used on sam sites for example to shut down the radar without setting AI off or changing the alarm state.
-- @param #UNIT self
-- @return #UNIT self
function UNIT:EnableEmission()
self:SetEmission(true)
return self
end
--- Sets the passed group or unit objects radar emitters OFF. Can be used on sam sites for example to shut down the radar without setting AI off or changing the alarm state.
-- @param #UNIT self
-- @return #UNIT self
function UNIT:DisableEmission()
self:SetEmission(false)
return self
end
--- Returns a list of one @{Wrapper.Unit}. --- Returns a list of one @{Wrapper.Unit}.
-- @param #UNIT self -- @param #UNIT self
@@ -1429,9 +1395,10 @@ function UNIT:GetTemplateFuel()
return nil return nil
end end
--- GROUND - Switch on/off radar emissions. --- GROUND - Switch on/off radar emissions of a unit.
-- @param #UNIT self -- @param #UNIT self
-- @param #boolean switch -- @param #boolean switch If true, emission is enabled. If false, emission is disabled.
-- @return #UNIT self
function UNIT:EnableEmission(switch) function UNIT:EnableEmission(switch)
self:F2( self.UnitName ) self:F2( self.UnitName )
@@ -1445,4 +1412,5 @@ function UNIT:EnableEmission(switch)
end end
return self
end end

View File

@@ -3,6 +3,7 @@ Utilities/Routines.lua
Utilities/Utils.lua Utilities/Utils.lua
Utilities/Enums.lua Utilities/Enums.lua
Utilities/Profiler.lua Utilities/Profiler.lua
Utilities/Templates.lua
Core/Base.lua Core/Base.lua
Core/UserFlag.lua Core/UserFlag.lua

View File

@@ -30,7 +30,7 @@ This repository contains the source lua code of the MOOSE framework.
### [MOOSE_INCLUDE](https://github.com/FlightControl-Master/MOOSE_INCLUDE) - For use and generated ### [MOOSE_INCLUDE](https://github.com/FlightControl-Master/MOOSE_INCLUDE) - For use and generated
This repository contains the Moose.lua file to be included within your missions. This repository contains the Moose.lua file to be included within your missions. Note that the Moose\_.lua is technically the same as Moose.lua, but without any commentary or unnecessary whitespace in it. You only need to load **one** of those at the beginning of your mission.
### [MOOSE_DOCS](https://github.com/FlightControl-Master/MOOSE_DOCS) - Not for use ### [MOOSE_DOCS](https://github.com/FlightControl-Master/MOOSE_DOCS) - Not for use