--- **Ops** -- Combat Search and Rescue. -- -- === -- -- **CSAR** - MOOSE based Helicopter CSAR Operations. -- -- === -- -- ## Missions: -- -- ### [CSAR - Combat Search & Rescue](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20CSAR) -- -- === -- -- **Main Features:** -- -- * MOOSE-based Helicopter CSAR Operations for Players. -- -- === -- -- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original) -- @module Ops.CSAR -- @image OPS_CSAR.jpg -- Date: June 2021 ------------------------------------------------------------------------- --- **CSAR** class, extends #Core.Base#BASE, #Core.Fsm#FSM -- @type CSAR -- @field #string ClassName Name of the class. -- @field #number verbose Verbosity level. -- @field #string lid Class id string for output to DCS log file. -- @field #number coalition Coalition side number, e.g. `coalition.side.RED`. -- @extends Core.Fsm#FSM --- *Combat search and rescue (CSAR) are search and rescue operations that are carried out during war that are within or near combat zones.* (Wikipedia) -- -- === -- -- ![Banner Image](OPS_CSAR.jpg) -- -- # CSAR Concept -- -- * MOOSE-based Helicopter CSAR Operations for Players. -- * Object oriented refactoring of Ciribob\'s fantastic CSAR script. -- * No need for extra MIST loading. -- * Additional events to tailor your mission. -- -- ## 0. Prerequisites -- -- You need to load an .ogg soundfile for the pilot\'s beacons into the mission, e.g. "beacon.ogg", use a once trigger, "sound to country" for that. -- Create a late-activated single infantry unit as template in the mission editor and name it e.g. "Downed Pilot". -- -- ## 1. Basic Setup -- -- A basic setup example is the following: -- -- -- Instantiate and start a CSAR for the blue side, with template "Downed Pilot" and alias "Luftrettung" -- local my_csar = CSAR:New(coalition.side.BLUE,"Downed Pilot","Luftrettung") -- -- options -- my_csar.immortalcrew = true -- downed pilot spawn is immortal -- my_csar.invisiblecrew = false -- downed pilot spawn is visible -- -- start the FSM -- my_csar:__Start(5) -- -- ## 2. Options -- -- The following options are available (with their defaults). Only set the ones you want changed: -- -- self.allowDownedPilotCAcontrol = false -- Set to false if you don\'t want to allow control by Combined Arms. -- self.allowFARPRescue = true -- allows pilots to be rescued by landing at a FARP or Airbase. Else MASH only! -- self.autosmoke = false -- automatically smoke a downed pilot\'s location when a heli is near. -- self.coordtype = 1 -- Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates. -- self.csarOncrash = false -- (WIP) If set to true, will generate a downed pilot when a plane crashes as well. -- self.enableForAI = false -- set to false to disable AI pilots from being rescued. -- self.pilotRuntoExtractPoint = true -- Downed pilot will run to the rescue helicopter up to self.extractDistance in meters. -- self.extractDistance = 500 -- Distance the downed pilot will start to run to the rescue helicopter. -- self.immortalcrew = true -- Set to true to make wounded crew immortal. -- self.invisiblecrew = false -- Set to true to make wounded crew insvisible. -- self.loadDistance = 75 -- configure distance for pilots to get into helicopter in meters. -- self.mashprefix = {"MASH"} -- prefixes of #GROUP objects used as MASHes. -- self.max_units = 6 -- max number of pilots that can be carried if #CSAR.AircraftType is undefined. -- self.messageTime = 15 -- Time to show messages for in seconds. Doubled for long messages. -- self.radioSound = "beacon.ogg" -- the name of the sound file to use for the pilots\' radio beacons. -- self.smokecolor = 4 -- Color of smokemarker, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue. -- self.useprefix = true -- Requires CSAR helicopter #GROUP names to have the prefix(es) defined below. -- self.csarPrefix = { "helicargo", "MEDEVAC"} -- #GROUP name prefixes used for useprefix=true - DO NOT use # in helicopter names in the Mission Editor! -- self.verbose = 0 -- set to > 1 for stats output for debugging. -- -- (added 0.1.4) limit amount of downed pilots spawned by ejection events -- self.limitmaxdownedpilots = true, -- self.maxdownedpilots = 10, -- -- ## 2.1 Experimental Features -- -- "WARNING - Here\'ll be dragons! -- DANGER - For this to work you need to de-sanitize your mission environment (all three entries) in \Scripts\MissionScripting.lua -- Needs SRS => 1.9.6 to work (works on the *server* side of SRS)" -- self.useSRS = false -- Set true to use FF\'s SRS integration -- self.SRSPath = "E:\\Program Files\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your SRS installation -- server(!) -- self.SRSchannel = 300 -- radio channel -- self.SRSModulation = radio.modulation.AM -- modulation -- -- ## 3. Results -- -- Number of successful landings with save pilots and aggregated number of saved pilots is stored in these variables in the object: -- -- self.rescues -- number of successful landings *with* saved pilots -- self.rescuedpilots -- aggregated number of pilots rescued from the field (of *all* players) -- -- ## 4. Events -- -- The class comes with a number of FSM-based events that missions designers can use to shape their mission. -- These are: -- -- ### 4.1. PilotDown. -- -- The event is triggered when a new downed pilot is detected. Use e.g. `function my_csar:OnAfterPilotDown(...)` to link into this event: -- -- function my_csar:OnAfterPilotDown(from, event, to, spawnedgroup, frequency, groupname, coordinates_text) -- ... your code here ... -- end -- -- ### 4.2. Approach. -- -- A CSAR helicpoter is closing in on a downed pilot. Use e.g. `function my_csar:OnAfterApproach(...)` to link into this event: -- -- function my_csar:OnAfterApproach(from, event, to, heliname, groupname) -- ... your code here ... -- end -- -- ### 4.3. Boarded. -- -- The pilot has been boarded to the helicopter. Use e.g. `function my_csar:OnAfterBoarded(...)` to link into this event: -- -- function my_csar:OnAfterBoarded(from, event, to, heliname, groupname) -- ... your code here ... -- end -- -- ### 4.4. Returning. -- -- The CSAR helicopter is ready to return to an Airbase, FARP or MASH. Use e.g. `function my_csar:OnAfterReturning(...)` to link into this event: -- -- function my_csar:OnAfterReturning(from, event, to, heliname, groupname) -- ... your code here ... -- end -- -- ### 4.5. Rescued. -- -- The CSAR helicopter has landed close to an Airbase/MASH/FARP and the pilots are safe. Use e.g. `function my_csar:OnAfterRescued(...)` to link into this event: -- -- function my_csar:OnAfterRescued(from, event, to, heliunit, heliname, pilotssaved) -- ... your code here ... -- end -- -- ## 5. Spawn downed pilots at location to be picked up. -- -- If missions designers want to spawn downed pilots into the field, e.g. at mission begin to give the helicopter guys works, they can do this like so: -- -- -- Create downed "Pilot Wagner" in #ZONE "CSAR_Start_1" at a random point for the blue coalition -- my_csar:_SpawnCsarAtZone( "CSAR_Start_1", coalition.side.BLUE, "Pilot Wagner", true ) -- -- -- @field #CSAR CSAR = { ClassName = "CSAR", verbose = 0, lid = "", coalition = 1, coalitiontxt = "blue", FreeVHFFrequencies = {}, UsedVHFFrequencies = {}, takenOff = {}, csarUnits = {}, -- table of unit names downedPilots = {}, woundedGroups = {}, landedStatus = {}, addedTo = {}, woundedGroups = {}, -- contains the new group of units inTransitGroups = {}, -- contain a table for each SAR with all units he has with the original names smokeMarkers = {}, -- tracks smoke markers for groups heliVisibleMessage = {}, -- tracks if the first message has been sent of the heli being visible heliCloseMessage = {}, -- tracks heli close message ie heli < 500m distance max_units = 6, --number of pilots that can be carried hoverStatus = {}, -- tracks status of a helis hover above a downed pilot pilotDisabled = {}, -- tracks what aircraft a pilot is disabled for pilotLives = {}, -- tracks how many lives a pilot has useprefix = true, -- Use the Prefixed defined below, Requires Unit have the Prefix defined below csarPrefix = {}, template = nil, bluemash = {}, smokecolor = 4, rescues = 0, rescuedpilots = 0, limitmaxdownedpilots = true, maxdownedpilots = 10, } --- Downed pilots info. -- @type CSAR.DownedPilot -- @field #number index Pilot index. -- @field #string name Name of the spawned group. -- @field #number side Coalition. -- @field #string originalUnit Name of the original unit. -- @field #string desc Description. -- @field #string typename Typename of Unit. -- @field #number frequency Frequency of the NDB. -- @field #string player Player name if applicable. -- @field Wrapper.Group#GROUP group Spawned group object. -- @field #number timestamp Timestamp for approach process --- Updated and sorted list of known NDB beacons (in kHz!) from the available maps. -- @field #CSAR.SkipFrequencies CSAR.SkipFrequencies = { 214,274,291.5,295,297.5, 300.5,304,307,309.5,311,312,312.5,316, 320,324,328,329,330,336,337, 342,343,348,351,352,353,358, 363,365,368,372.5,374, 380,381,384,389,395,396, 414,420,430,432,435,440,450,455,462,470,485, 507,515,520,525,528,540,550,560,570,577,580,602,625,641,662,670,680,682,690, 705,720,722,730,735,740,745,750,770,795, 822,830,862,866, 905,907,920,935,942,950,995, 1000,1025,1030,1050,1065,1116,1175,1182,1210 } --- All slot / Limit settings -- @type CSAR.AircraftType -- @field #string typename Unit type name. CSAR.AircraftType = {} -- Type and limit CSAR.AircraftType["SA342Mistral"] = 2 CSAR.AircraftType["SA342Minigun"] = 2 CSAR.AircraftType["SA342L"] = 4 CSAR.AircraftType["SA342M"] = 4 CSAR.AircraftType["UH-1H"] = 8 CSAR.AircraftType["Mi-8MTV2"] = 12 CSAR.AircraftType["Mi-24P"] = 8 CSAR.AircraftType["Mi-24V"] = 8 --- CSAR class version. -- @field #string version CSAR.version="0.1.4r3" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- ToDo list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- DONE: SRS Integration (to be tested) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create a new CSAR object and start the FSM. -- @param #CSAR self -- @param #number Coalition Coalition side. Can also be passed as a string "red", "blue" or "neutral". -- @param #string Template Name of the late activated infantry unit standing in for the downed pilot. -- @param #string Alias An *optional* alias how this object is called in the logs etc. -- @return #CSAR self function CSAR:New(Coalition, Template, Alias) -- Inherit everything from FSM class. local self=BASE:Inherit(self, FSM:New()) -- #CSAR --set Coalition if Coalition and type(Coalition)=="string" then if Coalition=="blue" then self.coalition=coalition.side.BLUE self.coalitiontxt = Coalition elseif Coalition=="red" then self.coalition=coalition.side.RED self.coalitiontxt = Coalition elseif Coalition=="neutral" then self.coalition=coalition.side.NEUTRAL self.coalitiontxt = Coalition else self:E("ERROR: Unknown coalition in CSAR!") end else self.coalition = Coalition self.coalitiontxt = string.lower(UTILS.GetCoalitionName(self.coalition)) end -- Set alias. if Alias then self.alias=tostring(Alias) else self.alias="Red Cross" if self.coalition then if self.coalition==coalition.side.RED then self.alias="Спасение" elseif self.coalition==coalition.side.BLUE then self.alias="CSAR" end end end -- Set some string id for output to DCS.log file. self.lid=string.format("%s (%s) | ", self.alias, self.coalition and UTILS.GetCoalitionName(self.coalition) or "unknown") -- Start State. self:SetStartState("Stopped") -- Add FSM transitions. -- From State --> Event --> To State self:AddTransition("Stopped", "Start", "Running") -- Start FSM. self:AddTransition("*", "Status", "*") -- CSAR status update. self:AddTransition("*", "PilotDown", "*") -- Downed Pilot added self:AddTransition("*", "Approach", "*") -- CSAR heli closing in. self:AddTransition("*", "Boarded", "*") -- Pilot boarded. self:AddTransition("*", "Returning", "*") -- CSAR able to return to base. self:AddTransition("*", "Rescued", "*") -- Pilot at MASH. self:AddTransition("*", "Stop", "Stopped") -- Stop FSM. -- tables, mainly for tracking actions self.addedTo = {} self.allheligroupset = {} -- GROUP_SET of all helis self.csarUnits = {} -- table of CSAR unit names self.FreeVHFFrequencies = {} self.heliVisibleMessage = {} -- tracks if the first message has been sent of the heli being visible self.heliCloseMessage = {} -- tracks heli close message ie heli < 500m distance self.hoverStatus = {} -- tracks status of a helis hover above a downed pilot self.inTransitGroups = {} -- contain a table for each SAR with all units he has with the original names self.landedStatus = {} self.lastCrash = {} self.takenOff = {} self.smokeMarkers = {} -- tracks smoke markers for groups self.UsedVHFFrequencies = {} self.woundedGroups = {} -- contains the new group of units self.downedPilots = {} -- Replacement woundedGroups self.downedpilotcounter = 1 -- settings, counters etc self.rescues = 0 -- counter for successful rescue landings at FARP/AFB/MASH self.rescuedpilots = 0 -- counter for saved pilots self.csarOncrash = false -- If set to true, will generate a csar when a plane crashes as well. self.allowDownedPilotCAcontrol = false -- Set to false if you don\'t want to allow control by Combined arms. self.enableForAI = false -- set to false to disable AI units from being rescued. self.smokecolor = 4 -- Color of smokemarker for blue side, 0 is green, 1 is red, 2 is white, 3 is orange and 4 is blue self.coordtype = 2 -- Use Lat/Long DDM (0), Lat/Long DMS (1), MGRS (2), Bullseye imperial (3) or Bullseye metric (4) for coordinates. self.immortalcrew = true -- Set to true to make wounded crew immortal self.invisiblecrew = false -- Set to true to make wounded crew insvisible self.messageTime = 15 -- Time to show longer messages for in seconds self.pilotRuntoExtractPoint = true -- Downed Pilot will run to the rescue helicopter up to self.extractDistance METERS self.loadDistance = 75 -- configure distance for pilot to get in helicopter in meters. self.extractDistance = 500 -- Distance the Downed pilot will run to the rescue helicopter self.loadtimemax = 135 -- seconds self.radioSound = "beacon.ogg" -- the name of the sound file to use for the Pilot radio beacons. If this isnt added to the mission BEACONS WONT WORK! self.allowFARPRescue = true --allows pilot to be rescued by landing at a FARP or Airbase self.max_units = 6 --max number of pilots that can be carried self.useprefix = true -- Use the Prefixed defined below, Requires Unit have the Prefix defined below self.csarPrefix = { "helicargo", "MEDEVAC"} -- prefixes used for useprefix=true - DON\'T use # in names! self.template = Template or "generic" -- template for downed pilot self.mashprefix = {"MASH"} -- prefixes used to find MASHes self.bluemash = SET_GROUP:New():FilterCoalitions(self.coalition):FilterPrefixes(self.mashprefix):FilterOnce() -- currently only GROUP objects, maybe support STATICs also? self.autosmoke = false -- automatically smoke location when heli is near -- added 0.1.4 self.limitmaxdownedpilots = true self.maxdownedpilots = 25 -- WARNING - here\'ll be dragons -- for this to work you need to de-sanitize your mission environment in \Scripts\MissionScripting.lua -- needs SRS => 1.9.6 to work (works on the *server* side) self.useSRS = false -- Use FF\'s SRS integration self.SRSPath = "E:\\Program Files\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your server(!) self.SRSchannel = 300 -- radio channel self.SRSModulation = radio.modulation.AM -- modulation ------------------------ --- Pseudo Functions --- ------------------------ --- Triggers the FSM event "Start". Starts the CSAR. Initializes parameters and starts event handlers. -- @function [parent=#CSAR] Start -- @param #CSAR self --- Triggers the FSM event "Start" after a delay. Starts the CSAR. Initializes parameters and starts event handlers. -- @function [parent=#CSAR] __Start -- @param #CSAR self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Stop". Stops the CSAR and all its event handlers. -- @param #CSAR self --- Triggers the FSM event "Stop" after a delay. Stops the CSAR and all its event handlers. -- @function [parent=#CSAR] __Stop -- @param #CSAR self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Status". -- @function [parent=#CSAR] Status -- @param #CSAR self --- Triggers the FSM event "Status" after a delay. -- @function [parent=#CSAR] __Status -- @param #CSAR self -- @param #number delay Delay in seconds. --- On After "PilotDown" event. Downed Pilot detected. -- @function [parent=#CSAR] OnAfterPilotDown -- @param #CSAR self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Wrapper.Group#GROUP Group Group object of the downed pilot. -- @param #number Frequency Beacon frequency in kHz. -- @param #string Leadername Name of the #UNIT of the downed pilot. -- @param #string CoordinatesText String of the position of the pilot. Format determined by self.coordtype. --- On After "Aproach" event. Heli close to downed Pilot. -- @function [parent=#CSAR] OnAfterApproach -- @param #CSAR self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #string Heliname Name of the helicopter group. -- @param #string Woundedgroupname Name of the downed pilot\'s group. --- On After "Boarded" event. Downed pilot boarded heli. -- @function [parent=#CSAR] OnAfterBoarded -- @param #CSAR self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #string Heliname Name of the helicopter group. -- @param #string Woundedgroupname Name of the downed pilot\'s group. --- On After "Returning" event. Heli can return home with downed pilot(s). -- @function [parent=#CSAR] OnAfterReturning -- @param #CSAR self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #string Heliname Name of the helicopter group. -- @param #string Woundedgroupname Name of the downed pilot\'s group. --- On After "Rescued" event. Pilot(s) have been brought to the MASH/FARP/AFB. -- @function [parent=#CSAR] OnAfterRescued -- @param #CSAR self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Wrapper.Unit#UNIT HeliUnit Unit of the helicopter. -- @param #string HeliName Name of the helicopter group. -- @param #number PilotsSaved Number of the saved pilots on board when landing. return self end ------------------------ --- Helper Functions --- ------------------------ --- Function to insert downed pilot tracker object. -- @param #CSAR self -- @param Wrapper.Group#GROUP Group The #GROUP object -- @param #string Groupname Name of the spawned group. -- @param #number Side Coalition. -- @param #string OriginalUnit Name of original Unit. -- @param #string Description Descriptive text. -- @param #string Typename Typename of unit. -- @param #number Frequency Frequency of the NDB in Hz -- @param #string Playername Name of Player (if applicable) -- @return #CSAR self. function CSAR:_CreateDownedPilotTrack(Group,Groupname,Side,OriginalUnit,Description,Typename,Frequency,Playername) self:T({"_CreateDownedPilotTrack",Groupname,Side,OriginalUnit,Description,Typename,Frequency,Playername}) -- create new entry local DownedPilot = {} -- #CSAR.DownedPilot DownedPilot.desc = Description or "" DownedPilot.frequency = Frequency or 0 DownedPilot.index = self.downedpilotcounter DownedPilot.name = Groupname or "" DownedPilot.originalUnit = OriginalUnit or "" DownedPilot.player = Playername or "" DownedPilot.side = Side or 0 DownedPilot.typename = Typename or "" DownedPilot.group = Group DownedPilot.timestamp = 0 -- Add Pilot local PilotTable = self.downedPilots local counter = self.downedpilotcounter PilotTable[counter] = {} PilotTable[counter] = DownedPilot self:T({Table=PilotTable}) self.downedPilots = PilotTable -- Increase counter self.downedpilotcounter = self.downedpilotcounter+1 end --- Count pilots on board. -- @param #CSAR self -- @param #string _heliName -- @return #number count function CSAR:_PilotsOnboard(_heliName) self:T(self.lid .. " _PilotsOnboard") local count = 0 if self.inTransitGroups[_heliName] then for _, _group in pairs(self.inTransitGroups[_heliName]) do count = count + 1 end end return count end --- Function to check for dupe eject events. -- @param #CSAR self -- @param #string _unitname Name of unit. -- @return #boolean Outcome function CSAR:_DoubleEjection(_unitname) if self.lastCrash[_unitname] then local _time = self.lastCrash[_unitname] if timer.getTime() - _time < 10 then self:E(self.lid.."Caught double ejection!") return true end end self.lastCrash[_unitname] = timer.getTime() return false end --- Spawn a downed pilot -- @param #CSAR self -- @param #number country Country for template. -- @param Core.Point#COORDINATE point Coordinate to spawn at. -- @return Wrapper.Group#GROUP group The #GROUP object. -- @return #string alias The alias name. function CSAR:_SpawnPilotInField(country,point) self:T({country,point}) for i=1,10 do math.random(i,10000) end local template = self.template local alias = string.format("Downed Pilot-%d",math.random(1,10000)) local coalition = self.coalition local pilotcacontrol = self.allowDownedPilotCAcontrol -- Switch AI on/oof - is this really correct for CA? local _spawnedGroup = SPAWN :NewWithAlias(template,alias) :InitCoalition(coalition) :InitCountry(country) :InitAIOnOff(pilotcacontrol) :InitDelayOff() :SpawnFromCoordinate(point) return _spawnedGroup, alias -- Wrapper.Group#GROUP object end --- Add options to a downed pilot -- @param #CSAR self -- @param Wrapper.Group#GROUP group Group to use. function CSAR:_AddSpecialOptions(group) self:T(self.lid.." _AddSpecialOptions") self:T({group}) local immortalcrew = self.immortalcrew local invisiblecrew = self.invisiblecrew if immortalcrew then local _setImmortal = { id = 'SetImmortal', params = { value = true } } group:SetCommand(_setImmortal) end if invisiblecrew then local _setInvisible = { id = 'SetInvisible', params = { value = true } } group:SetCommand(_setInvisible) end group:OptionAlarmStateGreen() group:OptionROEHoldFire() end --- Function to spawn a CSAR object into the scene. -- @param #CSAR self -- @param #number _coalition Coalition -- @param DCS#country.id _country Country ID -- @param Core.Point#COORDINATE _point Coordinate -- @param #string _typeName Typename -- @param #string _unitName Unitname -- @param #string _playerName Playername -- @param #number _freq Frequency -- @param #boolean noMessage -- @param #string _description Description function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description ) self:T(self.lid .. " _AddCsar") self:T({_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description}) local template = self.template local _spawnedGroup, _alias = self:_SpawnPilotInField(_country,_point) local _typeName = _typeName or "PoW" if not noMessage then local m = MESSAGE:New("MAYDAY MAYDAY! " .. _typeName .. " is down. ",10,"INFO"):ToCoalition(self.coalition) end if not _freq then _freq = self:_GenerateADFFrequency() if not _freq then _freq = "333.25" end --noob catch end if _freq then self:_AddBeaconToGroup(_spawnedGroup, _freq) end self:_AddSpecialOptions(_spawnedGroup) local _text = " " if _playerName ~= nil then _text = "Pilot " .. _playerName .. " of " .. _unitName .. " - " .. _typeName elseif _typeName ~= nil then _text = "AI Pilot of " .. _unitName .. " - " .. _typeName else _text = _description end self:T({_spawnedGroup, _alias}) local _GroupName = _spawnedGroup:GetName() or _alias self:_CreateDownedPilotTrack(_spawnedGroup,_GroupName,_coalition,_unitName,_text,_typeName,_freq,_playerName) self:_InitSARForPilot(_spawnedGroup, _GroupName, _freq, noMessage) end --- Function to add a CSAR object into the scene at a zone coordinate. For mission designers wanting to add e.g. PoWs to the scene. -- @param #CSAR self -- @param #string _zone Name of the zone. -- @param #number _coalition Coalition. -- @param #string _description (optional) Description. -- @param #boolean _randomPoint (optional) Random yes or no. -- @param #boolean _nomessage (optional) If true, don\'t send a message to SAR. function CSAR:_SpawnCsarAtZone( _zone, _coalition, _description, _randomPoint, _nomessage) self:T(self.lid .. " _SpawnCsarAtZone") local freq = self:_GenerateADFFrequency() local _triggerZone = ZONE:New(_zone) -- trigger to use as reference position if _triggerZone == nil then self:E(self.lid.."ERROR: Can\'t find zone called " .. _zone, 10) return end local _description = _description or "none" local pos = {} if _randomPoint then local _pos = _triggerZone:GetRandomPointVec3() pos = COORDINATE:NewFromVec3(_pos) else pos = _triggerZone:GetCoordinate() end local _country = 0 if _coalition == coalition.side.BLUE then _country = country.id.USA elseif _coalition == coalition.side.RED then _country = country.id.RUSSIA else _country = country.id.UN_PEACEKEEPERS end self:_AddCsar(_coalition, _country, pos, "PoW", "Unknown", nil, freq, _nomessage, _description) end -- TODO: Split in functions per Event type --- Event handler. -- @param #CSAR self function CSAR:_EventHandler(EventData) self:T(self.lid .. " _EventHandler") self:T({Event = EventData.id}) local _event = EventData -- Core.Event#EVENTDATA -- no event if _event == nil or _event.initiator == nil then return false -- take off elseif _event.id == EVENTS.Takeoff then -- taken off self:T(self.lid .. " Event unit - Takeoff") local _coalition = _event.IniCoalition if _coalition ~= self.coalition then return --ignore! end if _event.IniGroupName then self.takenOff[_event.IniUnitName] = true end return true -- player enter unit elseif _event.id == EVENTS.PlayerEnterAircraft or _event.id == EVENTS.PlayerEnterUnit then --player entered unit self:T(self.lid .. " Event unit - Player Enter") local _coalition = _event.IniCoalition if _coalition ~= self.coalition then return --ignore! end if _event.IniPlayerName then self.takenOff[_event.IniPlayerName] = nil end local _unit = _event.IniUnit local _group = _event.IniGroup if _unit:IsHelicopter() or _group:IsHelicopter() then self:_AddMedevacMenuItem() end return true elseif (_event.id == EVENTS.PilotDead and self.csarOncrash == false) then -- Pilot dead self:T(self.lid .. " Event unit - Pilot Dead") local _unit = _event.IniUnit local _unitname = _event.IniUnitName local _group = _event.IniGroup if _unit == nil then return -- error! end local _coalition = _event.IniCoalition if _coalition ~= self.coalition then return --ignore! end -- Catch multiple events here? if self.takenOff[_event.IniUnitName] == true or _group:IsAirborne() then if self:_DoubleEjection(_unitname) then return end local m = MESSAGE:New("MAYDAY MAYDAY! " .. _unit:GetTypeName() .. " shot down. No Chute!",10,"Info"):ToCoalition(self.coalition) else self:T(self.lid .. " Pilot has not taken off, ignore") end return elseif _event.id == EVENTS.PilotDead or _event.id == EVENTS.Ejection then if _event.id == EVENTS.PilotDead and self.csarOncrash == false then return end self:T(self.lid .. " Event unit - Pilot Ejected") local _unit = _event.IniUnit local _unitname = _event.IniUnitName local _group = _event.IniGroup if _unit == nil then return -- error! end local _coalition = _unit:GetCoalition() if _coalition ~= self.coalition then return --ignore! end if self.enableForAI == false and _event.IniPlayerName == nil then return end if not self.takenOff[_event.IniUnitName] and not _group:IsAirborne() then self:T(self.lid .. " Pilot has not taken off, ignore") return -- give up, pilot hasnt taken off end if self:_DoubleEjection(_unitname) then return end -- limit no of pilots in the field. if self.limitmaxdownedpilots and self:_ReachedPilotLimit() then return end -- all checks passed, get going. local _freq = self:_GenerateADFFrequency() self:_AddCsar(_coalition, _unit:GetCountry(), _unit:GetCoordinate() , _unit:GetTypeName(), _unit:GetName(), _event.IniPlayerName, _freq, false, 0) return true elseif _event.id == EVENTS.Land then self:T(self.lid .. " Landing") if _event.IniUnitName then self.takenOff[_event.IniUnitName] = nil end if self.allowFARPRescue then local _unit = _event.IniUnit -- Wrapper.Unit#UNIT if _unit == nil then self:T(self.lid .. " Unit nil on landing") return -- error! end local _coalition = _event.IniCoalition if _coalition ~= self.coalition then return --ignore! end self.takenOff[_event.IniUnitName] = nil local _place = _event.Place -- Wrapper.Airbase#AIRBASE if _place == nil then self:T(self.lid .. " Landing Place Nil") return -- error! end if _place:GetCoalition() == self.coalition or _place:GetCoalition() == coalition.side.NEUTRAL then self:_RescuePilots(_unit) else self:T(string.format("Airfield %d, Unit %d", _place:GetCoalition(), _unit:GetCoalition())) end end return true end end --- Initialize the action for a pilot. -- @param #CSAR self -- @param Wrapper.Group#GROUP _downedGroup The group to rescue. -- @param #string _GroupName Name of the Group -- @param #number _freq Beacon frequency. -- @param #boolean _nomessage Send message true or false. function CSAR:_InitSARForPilot(_downedGroup, _GroupName, _freq, _nomessage) self:T(self.lid .. " _InitSARForPilot") local _leader = _downedGroup:GetUnit(1) --local _groupName = _downedGroup:GetName() local _groupName = _GroupName local _freqk = _freq / 1000 local _coordinatesText = self:_GetPositionOfWounded(_downedGroup) local _leadername = _leader:GetName() if not _nomessage then local _text = string.format("%s requests SAR at %s, beacon at %.2f KHz", _leadername, _coordinatesText, _freqk) self:_DisplayToAllSAR(_text,self.coalition,self.messageTime) end for _,_heliName in pairs(self.csarUnits) do self:_CheckWoundedGroupStatus(_heliName, _groupName) end -- trigger FSM event self:__PilotDown(2,_downedGroup, _freqk, _leadername, _coordinatesText) end --- Check if a name is in downed pilot table -- @param #CSAR self -- @param #string name Name to search for. -- @return #boolean Outcome. -- @return #CSAR.DownedPilot Table if found else nil. function CSAR:_CheckNameInDownedPilots(name) local PilotTable = self.downedPilots --#CSAR.DownedPilot local found = false local table = nil for _,_pilot in pairs(PilotTable) do if _pilot.name == name then found = true table = _pilot break end end return found, table end --- Check if a name is in downed pilot table and remove it. -- @param #CSAR self -- @param #string name Name to search for. -- @param #boolean force Force removal. -- @return #boolean Outcome. function CSAR:_RemoveNameFromDownedPilots(name,force) local PilotTable = self.downedPilots --#CSAR.DownedPilot local found = false for _,_pilot in pairs(PilotTable) do if _pilot.name == name then local group = _pilot.group -- Wrapper.Group#GROUP if group then if (not group:IsAlive()) or ( force == true) then -- don\'t delete groups which still exist found = true _pilot.desc = nil _pilot.frequency = nil _pilot.index = nil _pilot.name = nil _pilot.originalUnit = nil _pilot.player = nil _pilot.side = nil _pilot.typename = nil _pilot.group = nil _pilot.timestamp = nil end end end end return found end --- Check state of wounded group. -- @param #CSAR self -- @param #string heliname heliname -- @param #string woundedgroupname woundedgroupname function CSAR:_CheckWoundedGroupStatus(heliname,woundedgroupname) self:T(self.lid .. " _CheckWoundedGroupStatus") local _heliName = heliname local _woundedGroupName = woundedgroupname self:T({Heli = _heliName, Downed = _woundedGroupName}) -- if wounded group is not here then message already been sent to SARs -- stop processing any further local _found, _downedpilot = self:_CheckNameInDownedPilots(_woundedGroupName) if not _found then self:T("...not found in list!") return end local _woundedGroup = _downedpilot.group if _woundedGroup ~= nil then local _heliUnit = self:_GetSARHeli(_heliName) -- Wrapper.Unit#UNIT local _lookupKeyHeli = _heliName .. "_" .. _woundedGroupName --lookup key for message state tracking if _heliUnit == nil then self.heliVisibleMessage[_lookupKeyHeli] = nil self.heliCloseMessage[_lookupKeyHeli] = nil self.landedStatus[_lookupKeyHeli] = nil self:T("...helinunit nil!") return end --if self:_CheckGroupNotKIA(_woundedGroup, _woundedGroupName, _heliUnit, _heliName) then local _heliCoord = _heliUnit:GetCoordinate() local _leaderCoord = _woundedGroup:GetCoordinate() local _distance = self:_GetDistance(_heliCoord,_leaderCoord) if _distance < 3000 and _distance > 0 then if self:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedGroup, _woundedGroupName) == true then -- we\'re close, reschedule _downedpilot.timestamp = timer.getAbsTime() self:__Approach(-5,heliname,woundedgroupname) end else self.heliVisibleMessage[_lookupKeyHeli] = nil --reschedule as units aren\'t dead yet , schedule for a bit slower though as we\'re far away _downedpilot.timestamp = timer.getAbsTime() self:__Approach(-10,heliname,woundedgroupname) end else self:T("...Downed Pilot KIA?!") self:_RemoveNameFromDownedPilots(_downedpilot.name) end end --- Function to pop a smoke at a wounded pilot\'s positions. -- @param #CSAR self -- @param #string _woundedGroupName Name of the group. -- @param Wrapper.Group#GROUP _woundedLeader Object of the group. function CSAR:_PopSmokeForGroup(_woundedGroupName, _woundedLeader) self:T(self.lid .. " _PopSmokeForGroup") -- have we popped smoke already in the last 5 mins local _lastSmoke = self.smokeMarkers[_woundedGroupName] if _lastSmoke == nil or timer.getTime() > _lastSmoke then local _smokecolor = self.smokecolor local _smokecoord = _woundedLeader:GetCoordinate() _smokecoord:Smoke(_smokecolor) self.smokeMarkers[_woundedGroupName] = timer.getTime() + 300 -- next smoke time end end --- Function to pickup the wounded pilot from the ground. -- @param #CSAR self -- @param Wrapper.Unit#UNIT _heliUnit Object of the group. -- @param #string _pilotName Name of the pilot. -- @param Wrapper.Group#GROUP _woundedGroup Object of the group. -- @param #string _woundedGroupName Name of the group. function CSAR:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName) self:T(self.lid .. " _PickupUnit") -- board local _heliName = _heliUnit:GetName() local _groups = self.inTransitGroups[_heliName] local _unitsInHelicopter = self:_PilotsOnboard(_heliName) -- init table if there is none for this helicopter if not _groups then self.inTransitGroups[_heliName] = {} _groups = self.inTransitGroups[_heliName] end -- if the heli can\'t pick them up, show a message and return local _maxUnits = self.AircraftType[_heliUnit:GetTypeName()] if _maxUnits == nil then _maxUnits = self.max_units end if _unitsInHelicopter + 1 > _maxUnits then self:_DisplayMessageToSAR(_heliUnit, string.format("%s, %s. We\'re already crammed with %d guys! Sorry!", _pilotName, _heliName, _unitsInHelicopter, _unitsInHelicopter), self.messageTime) return true end local found,downedgrouptable = self:_CheckNameInDownedPilots(_woundedGroupName) local grouptable = downedgrouptable --#CSAR.DownedPilot self.inTransitGroups[_heliName][_woundedGroupName] = { -- DONE: Fix with #CSAR.DownedPilot originalUnit = grouptable.originalUnit, woundedGroup = _woundedGroupName, side = self.coalition, desc = grouptable.desc, player = grouptable.player, } _woundedGroup:Destroy() self:_RemoveNameFromDownedPilots(_woundedGroupName,true) self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s I\'m in! Get to the MASH ASAP! ", _heliName, _pilotName), self.messageTime,true,true) self:__Boarded(5,_heliName,_woundedGroupName) return true end --- Move group to destination. -- @param #CSAR self -- @param Wrapper.Group#GROUP _leader -- @param Core.Point#COORDINATE _destination function CSAR:_OrderGroupToMoveToPoint(_leader, _destination) self:T(self.lid .. " _OrderGroupToMoveToPoint") local group = _leader local coordinate = _destination:GetVec2() group:SetAIOn() group:RouteToVec2(coordinate,5) end --- Function to check if heli is close to group. -- @param #CSAR self -- @param #number _distance -- @param Wrapper.Unit#UNIT _heliUnit -- @param #string _heliName -- @param Wrapper.Group#GROUP _woundedGroup -- @param #string _woundedGroupName -- @return #boolean Outcome function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedGroup, _woundedGroupName) self:T(self.lid .. " _CheckCloseWoundedGroup") local _woundedLeader = _woundedGroup local _lookupKeyHeli = _heliUnit:GetName() .. "_" .. _woundedGroupName --lookup key for message state tracking local _found, _pilotable = self:_CheckNameInDownedPilots(_woundedGroupName) -- #boolean, #CSAR.DownedPilot local _pilotName = _pilotable.desc local _reset = true if (self.autosmoke == true) and (_distance < 500) then self:_PopSmokeForGroup(_woundedGroupName, _woundedLeader) end if self.heliVisibleMessage[_lookupKeyHeli] == nil then if self.autosmoke == true then self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. I hear you! Damn, that thing is loud! Land or hover by the smoke.", _heliName, _pilotName), self.messageTime,true,true) else self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. I hear you! Damn, that thing is loud! Request a Flare or Smoke if you need", _heliName, _pilotName), self.messageTime,true,true) end --mark as shown for THIS heli and THIS group self.heliVisibleMessage[_lookupKeyHeli] = true end if (_distance < 500) then if self.heliCloseMessage[_lookupKeyHeli] == nil then if self.autosmoke == true then self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. You\'re close now! Land or hover at the smoke.", _heliName, _pilotName), self.messageTime,true,true) else self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. You\'re close now! Land in a safe place, I will go there ", _heliName, _pilotName), self.messageTime,true,true) end --mark as shown for THIS heli and THIS group self.heliCloseMessage[_lookupKeyHeli] = true end -- have we landed close enough? if not _heliUnit:InAir() then -- if you land on them, doesnt matter if they were heading to someone else as you\'re closer, you win! :) if self.pilotRuntoExtractPoint == true then if (_distance < self.extractDistance) then local _time = self.landedStatus[_lookupKeyHeli] if _time == nil then self.landedStatus[_lookupKeyHeli] = math.floor( (_distance - self.loadDistance) / 3.6 ) _time = self.landedStatus[_lookupKeyHeli] self:_OrderGroupToMoveToPoint(_woundedGroup, _heliUnit:GetCoordinate()) self:_DisplayMessageToSAR(_heliUnit, "Wait till " .. _pilotName .. " gets in. \nETA " .. _time .. " more seconds.", self.messageTime, true) else _time = self.landedStatus[_lookupKeyHeli] - 10 self.landedStatus[_lookupKeyHeli] = _time end if _time <= 0 or _distance < self.loadDistance then self.landedStatus[_lookupKeyHeli] = nil self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName) return false end end else if (_distance < self.loadDistance) then self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName) return false end end else local _unitsInHelicopter = self:_PilotsOnboard(_heliName) local _maxUnits = self.AircraftType[_heliUnit:GetTypeName()] if _maxUnits == nil then _maxUnits = self.max_units end if _heliUnit:InAir() and _unitsInHelicopter + 1 <= _maxUnits then if _distance < 8.0 then --check height! local leaderheight = _woundedLeader:GetHeight() if leaderheight < 0 then leaderheight = 0 end local _height = _heliUnit:GetHeight() - leaderheight if _height <= 20.0 then local _time = self.hoverStatus[_lookupKeyHeli] if _time == nil then self.hoverStatus[_lookupKeyHeli] = 10 _time = 10 else _time = self.hoverStatus[_lookupKeyHeli] - 10 self.hoverStatus[_lookupKeyHeli] = _time end if _time > 0 then self:_DisplayMessageToSAR(_heliUnit, "Hovering above " .. _pilotName .. ". \n\nHold hover for " .. _time .. " seconds to winch them up. \n\nIf the countdown stops you\'re too far away!", self.messageTime, true) else self.hoverStatus[_lookupKeyHeli] = nil self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName) return false end _reset = false else self:_DisplayMessageToSAR(_heliUnit, "Too high to winch " .. _pilotName .. " \nReduce height and hover for 10 seconds!", self.messageTime, true,true) end end end end end if _reset then self.hoverStatus[_lookupKeyHeli] = nil end if _distance < 500 then return true else return false end end --- Check if group not KIA. -- @param #CSAR self -- @param Wrapper.Group#GROUP _woundedGroup -- @param #string _woundedGroupName -- @param Wrapper.Unit#UNIT _heliUnit -- @param #string _heliName -- @return #boolean Outcome function CSAR:_CheckGroupNotKIA(_woundedGroup, _woundedGroupName, _heliUnit, _heliName) self:T(self.lid .. " _CheckGroupNotKIA") -- check if unit has died or been picked up local inTransit = false if _woundedGroup and _heliUnit then for _currentHeli, _groups in pairs(self.inTransitGroups) do if _groups[_woundedGroupName] then inTransit = true self:_DisplayToAllSAR(string.format("%s has been picked up by %s", _woundedGroupName, _currentHeli), self.coalition, self.messageTime) break end -- end name check end -- end loop if not inTransit then -- KIA self:_DisplayToAllSAR(string.format("%s is KIA ", _woundedGroupName), self.coalition, self.messageTime) end --stops the message being displayed again self:_RemoveNameFromDownedPilots(_woundedGroupName) end --continue return inTransit end --- Monitor in-flight returning groups. -- @param #CSAR self -- @param #string heliname Heli name -- @param #string groupname Group name function CSAR:_ScheduledSARFlight(heliname,groupname) self:T(self.lid .. " _ScheduledSARFlight") self:T({heliname,groupname}) local _heliUnit = self:_GetSARHeli(heliname) local _woundedGroupName = groupname if (_heliUnit == nil) then --helicopter crashed? self.inTransitGroups[heliname] = nil return end if self.inTransitGroups[heliname] == nil or self.inTransitGroups[heliname][_woundedGroupName] == nil then -- Groups already rescued return end local _dist = self:_GetClosestMASH(_heliUnit) if _dist == -1 then return end if _dist < 200 and _heliUnit:InAir() == false then self:_RescuePilots(_heliUnit) return end --queue up self:__Returning(-5,heliname,_woundedGroupName) end --- Mark pilot as rescued and remove from tables. -- @param #CSAR self -- @param Wrapper.Unit#UNIT _heliUnit function CSAR:_RescuePilots(_heliUnit) self:T(self.lid .. " _RescuePilots") local _heliName = _heliUnit:GetName() local _rescuedGroups = self.inTransitGroups[_heliName] if _rescuedGroups == nil then -- Groups already rescued return end -- DONE: count saved units? local PilotsSaved = self:_PilotsOnboard(_heliName) self.inTransitGroups[_heliName] = nil local _txt = string.format("%s: The %d pilot(s) have been taken to the\nmedical clinic. Good job!", _heliName, PilotsSaved) self:_DisplayMessageToSAR(_heliUnit, _txt, self.messageTime) -- trigger event self:__Rescued(-1,_heliUnit,_heliName, PilotsSaved) end --- Check and return Wrappe.Unit#UNIT based on the name if alive. -- @param #CSAR self -- @param #string _unitname Name of Unit -- @return #UNIT or nil function CSAR:_GetSARHeli(_unitName) self:T(self.lid .. " _GetSARHeli") local unit = UNIT:FindByName(_unitName) if unit and unit:IsAlive() then return unit else return nil end end --- Display message to single Unit. -- @param #CSAR self -- @param Wrapper.Unit#UNIT _unit Unit #UNIT to display to. -- @param #string _text Text of message. -- @param #number _time Message show duration. -- @param #boolean _clear (optional) Clear screen. -- @param #boolean _speak (optional) Speak message via SRS. function CSAR:_DisplayMessageToSAR(_unit, _text, _time, _clear, _speak) self:T(self.lid .. " _DisplayMessageToSAR") local group = _unit:GetGroup() local _clear = _clear or nil local _time = _time or self.messageTime local m = MESSAGE:New(_text,_time,"Info",_clear):ToGroup(group) -- integrate SRS if _speak and self.useSRS then local srstext = SOUNDTEXT:New(_text) local path = self.SRSPath local modulation = self.SRSModulation local channel = self.SRSchannel local msrs = MSRS:New(path,channel,modulation) msrs:PlaySoundText(srstext, 2) end end --- Function to get string of a group\'s position. -- @param #CSAR self -- @param Wrapper.Controllable#CONTROLLABLE _woundedGroup Group or Unit object. -- @return #string Coordinates as Text function CSAR:_GetPositionOfWounded(_woundedGroup) self:T(self.lid .. " _GetPositionOfWounded") local _coordinate = _woundedGroup:GetCoordinate() local _coordinatesText = "None" if _coordinate then if self.coordtype == 0 then -- Lat/Long DMTM _coordinatesText = _coordinate:ToStringLLDDM() elseif self.coordtype == 1 then -- Lat/Long DMS _coordinatesText = _coordinate:ToStringLLDMS() elseif self.coordtype == 2 then -- MGRS _coordinatesText = _coordinate:ToStringMGRS() elseif self.coordtype == 3 then -- Bullseye Imperial local Settings = _SETTINGS:SetImperial() _coordinatesText = _coordinate:ToStringBULLS(self.coalition,Settings) else -- Bullseye Metric --(medevac.coordtype == 4) local Settings = _SETTINGS:SetMetric() _coordinatesText = _coordinate:ToStringBULLS(self.coalition,Settings) end end return _coordinatesText end --- Display active SAR tasks to player. -- @param #CSAR self -- @param #string _unitName Unit to display to function CSAR:_DisplayActiveSAR(_unitName) self:T(self.lid .. " _DisplayActiveSAR") local _msg = "Active MEDEVAC/SAR:" local _heli = self:_GetSARHeli(_unitName) -- Wrapper.Unit#UNIT if _heli == nil then return end local _heliSide = self.coalition local _csarList = {} local _DownedPilotTable = self.downedPilots self:T({Table=_DownedPilotTable}) for _, _value in pairs(_DownedPilotTable) do local _groupName = _value.name self:T(string.format("Display Active Pilot: %s", tostring(_groupName))) self:T({Table=_value}) --local _woundedGroup = GROUP:FindByName(_groupName) local _woundedGroup = _value.group if _woundedGroup then local _coordinatesText = self:_GetPositionOfWounded(_woundedGroup) local _helicoord = _heli:GetCoordinate() local _woundcoord = _woundedGroup:GetCoordinate() local _distance = self:_GetDistance(_helicoord, _woundcoord) self:T({_distance = _distance}) -- change distance to miles if self.coordtype < 4 local distancetext = "" if self.coordtype < 4 then distancetext = string.format("%.3fnm",UTILS.MetersToNM(_distance)) else distancetext = string.format("%.3fkm", _distance/1000.0) end table.insert(_csarList, { dist = _distance, msg = string.format("%s at %s - %.2f KHz ADF - %s ", _value.desc, _coordinatesText, _value.frequency / 1000, distancetext) }) end end local function sortDistance(a, b) return a.dist < b.dist end table.sort(_csarList, sortDistance) for _, _line in pairs(_csarList) do _msg = _msg .. "\n" .. _line.msg end self:_DisplayMessageToSAR(_heli, _msg, self.messageTime*2) end --- Find the closest downed pilot to a heli. -- @param #CSAR self -- @param Wrapper.Unit#UNIT _heli Helicopter #UNIT -- @return #table Table of results function CSAR:_GetClosestDownedPilot(_heli) self:T(self.lid .. " _GetClosestDownedPilot") local _side = self.coalition local _closestGroup = nil local _shortestDistance = -1 local _distance = 0 local _closestGroupInfo = nil local _heliCoord = _heli:GetCoordinate() local DownedPilotsTable = self.downedPilots for _, _groupInfo in pairs(DownedPilotsTable) do local _woundedName = _groupInfo.name local _tempWounded = _groupInfo.group -- check group exists and not moving to someone else if _tempWounded then local _tempCoord = _tempWounded:GetCoordinate() _distance = self:_GetDistance(_heliCoord, _tempCoord) if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then _shortestDistance = _distance _closestGroup = _tempWounded _closestGroupInfo = _groupInfo end end end return { pilot = _closestGroup, distance = _shortestDistance, groupInfo = _closestGroupInfo } end --- Fire a flare at the point of a downed pilot. -- @param #CSAR self -- @param #string _unitName Name of the unit. function CSAR:_SignalFlare(_unitName) self:T(self.lid .. " _SignalFlare") local _heli = self:_GetSARHeli(_unitName) if _heli == nil then return end local _closest = self:_GetClosestDownedPilot(_heli) if _closest ~= nil and _closest.pilot ~= nil and _closest.distance < 8000.0 then local _clockDir = self:_GetClockDirection(_heli, _closest.pilot) local _distance = 0 if self.coordtype < 4 then _distance = string.format("%.3fnm",UTILS.MetersToNM(_closest.distance)) else _distance = string.format("%.3fkm",_closest.distance) end local _msg = string.format("%s - Popping signal flare at your %s o\'clock. Distance %s", _unitName, _clockDir, _distance) self:_DisplayMessageToSAR(_heli, _msg, self.messageTime, false, true) local _coord = _closest.pilot:GetCoordinate() _coord:FlareRed(_clockDir) else local disttext = "4.3nm" if self.coordtype == 4 then disttext = "8km" end self:_DisplayMessageToSAR(_heli, string.format("No Pilots within %s",disttext), self.messageTime) end end --- Display info to all SAR groups. -- @param #CSAR self -- @param #string _message Message to display. -- @param #number _side Coalition of message. -- @param #number _messagetime How long to show. function CSAR:_DisplayToAllSAR(_message, _side, _messagetime) self:T(self.lid .. " _DisplayToAllSAR") for _, _unitName in pairs(self.csarUnits) do local _unit = self:_GetSARHeli(_unitName) if _unit then if not _messagetime then self:_DisplayMessageToSAR(_unit, _message, _messagetime) end end end end ---Request smoke at closest downed pilot. --@param #CSAR self --@param #string _unitName Name of the helicopter function CSAR:_Reqsmoke( _unitName ) self:T(self.lid .. " _Reqsmoke") local _heli = self:_GetSARHeli(_unitName) if _heli == nil then return end local _closest = self:_GetClosestDownedPilot(_heli) if _closest ~= nil and _closest.pilot ~= nil and _closest.distance < 8000.0 then local _clockDir = self:_GetClockDirection(_heli, _closest.pilot) local _distance = 0 if self.coordtype < 4 then _distance = string.format("%.3fnm",UTILS.MetersToNM(_closest.distance)) else _distance = string.format("%.3fkm",_closest.distance) end local _msg = string.format("%s - Popping signal smoke at your %s o\'clock. Distance %s", _unitName, _clockDir, _distance) self:_DisplayMessageToSAR(_heli, _msg, self.messageTime, false, true) local _coord = _closest.pilot:GetCoordinate() local color = self.smokecolor _coord:Smoke(color) else local disttext = "4.3nm" if self.coordtype == 4 then disttext = "8km" end self:_DisplayMessageToSAR(_heli, string.format("No Pilots within %s",disttext), self.messageTime) end end --- Determine distance to closest MASH. -- @param #CSAR self -- @param Wrapper.Unit#UNIT _heli Helicopter #UNIT -- @retunr function CSAR:_GetClosestMASH(_heli) self:T(self.lid .. " _GetClosestMASH") local _mashset = self.bluemash -- Core.Set#SET_GROUP local _mashes = _mashset:GetSetObjects() -- #table local _shortestDistance = -1 local _distance = 0 local _helicoord = _heli:GetCoordinate() local function GetCloseAirbase(coordinate,Coalition,Category) local a=coordinate:GetVec3() local distmin=math.huge local airbase=nil for DCSairbaseID, DCSairbase in pairs(world.getAirbases(Coalition)) do local b=DCSairbase:getPoint() local c=UTILS.VecSubstract(a,b) local dist=UTILS.VecNorm(c) if dist 0 then self:_AddBeaconToGroup(group,frequency) end end end --- Helper function to count active downed pilots. -- @param #CSAR self -- @return #number Number of pilots in the field. function CSAR:_CountActiveDownedPilots() self:T(self.lid .. " _CountActiveDownedPilots") local PilotsInFieldN = 0 for _, _unitName in pairs(self.downedPilots) do self:T({_unitName}) if _unitName.name ~= nil then PilotsInFieldN = PilotsInFieldN + 1 end end return PilotsInFieldN end --- Helper to decide if we're over max limit. -- @param #CSAR self -- @return #boolean True or false. function CSAR:_ReachedPilotLimit() self:T(self.lid .. " _ReachedPilotLimit") local limit = self.maxdownedpilots local islimited = self.limitmaxdownedpilots local count = self:_CountActiveDownedPilots() if islimited and (count >= limit) then return true else return false end end ------------------------------ --- FSM internal Functions --- ------------------------------ --- Function called after Start() event. -- @param #CSAR self. -- @param #string From From state. -- @param #string Event Event triggered. -- @param #string To To state. function CSAR:onafterStart(From, Event, To) self:T({From, Event, To}) self:I(self.lid .. "Started.") -- event handler self:HandleEvent(EVENTS.Takeoff, self._EventHandler) self:HandleEvent(EVENTS.Land, self._EventHandler) self:HandleEvent(EVENTS.Ejection, self._EventHandler) self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler) self:HandleEvent(EVENTS.PlayerEnterUnit, self._EventHandler) self:HandleEvent(EVENTS.PilotDead, self._EventHandler) self:_GenerateVHFrequencies() if self.useprefix then local prefixes = self.csarPrefix or {} self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(prefixes):FilterCategoryHelicopter():FilterStart() else self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategoryHelicopter():FilterStart() end self:__Status(-10) return self end --- Function called before Status() event. -- @param #CSAR self. -- @param #string From From state. -- @param #string Event Event triggered. -- @param #string To To state. function CSAR:onbeforeStatus(From, Event, To) self:T({From, Event, To}) -- housekeeping self:_AddMedevacMenuItem() self:_RefreshRadioBeacons() for _,_sar in pairs (self.csarUnits) do local PilotTable = self.downedPilots for _,_entry in pairs (PilotTable) do local entry = _entry -- #CSAR.DownedPilot local name = entry.name local timestamp = entry.timestamp or 0 local now = timer.getAbsTime() if now - timestamp > 17 then -- only check if we\'re not in approach mode, which is iterations of 5 and 10. self:_CheckWoundedGroupStatus(_sar,name) end end end return self end --- Function called after Status() event. -- @param #CSAR self. -- @param #string From From state. -- @param #string Event Event triggered. -- @param #string To To state. function CSAR:onafterStatus(From, Event, To) self:T({From, Event, To}) -- collect some stats local NumberOfSARPilots = 0 for _, _unitName in pairs(self.csarUnits) do NumberOfSARPilots = NumberOfSARPilots + 1 end local PilotsInFieldN = self:_CountActiveDownedPilots() local PilotsBoarded = 0 for _, _unitName in pairs(self.inTransitGroups) do for _,_units in pairs(_unitName) do PilotsBoarded = PilotsBoarded + 1 end end if self.verbose > 0 then local text = string.format("%s Active SAR: %d | Downed Pilots in field: %d (max %d) | Pilots boarded: %d | Landings: %d | Pilots rescued: %d", self.lid,NumberOfSARPilots,PilotsInFieldN,self.maxdownedpilots,PilotsBoarded,self.rescues,self.rescuedpilots) self:T(text) if self.verbose < 2 then self:I(text) elseif self.verbose > 1 then self:I(text) local m = MESSAGE:New(text,"10","Status",true):ToCoalition(self.coalition) end end self:__Status(-20) return self end --- Function called after Stop() event. -- @param #CSAR self. -- @param #string From From state. -- @param #string Event Event triggered. -- @param #string To To state. function CSAR:onafterStop(From, Event, To) self:T({From, Event, To}) -- event handler self:UnHandleEvent(EVENTS.Takeoff) self:UnHandleEvent(EVENTS.Land) self:UnHandleEvent(EVENTS.Ejection) self:UnHandleEvent(EVENTS.PlayerEnterUnit) self:UnHandleEvent(EVENTS.PlayerEnterAircraft) self:UnHandleEvent(EVENTS.PilotDead) self:T(self.lid .. "Stopped.") return self end --- Function called before Approach() event. -- @param #CSAR self. -- @param #string From From state. -- @param #string Event Event triggered. -- @param #string To To state. -- @param #string Heliname Name of the helicopter group. -- @param #string Woundedgroupname Name of the downed pilot\'s group. function CSAR:onbeforeApproach(From, Event, To, Heliname, Woundedgroupname) self:T({From, Event, To, Heliname, Woundedgroupname}) self:_CheckWoundedGroupStatus(Heliname,Woundedgroupname) return self end --- Function called before Boarded() event. -- @param #CSAR self. -- @param #string From From state. -- @param #string Event Event triggered. -- @param #string To To state. -- @param #string Heliname Name of the helicopter group. -- @param #string Woundedgroupname Name of the downed pilot\'s group. function CSAR:onbeforeBoarded(From, Event, To, Heliname, Woundedgroupname) self:T({From, Event, To, Heliname, Woundedgroupname}) self:_ScheduledSARFlight(Heliname,Woundedgroupname) return self end --- Function called before Returning() event. -- @param #CSAR self. -- @param #string From From state. -- @param #string Event Event triggered. -- @param #string To To state. -- @param #string Heliname Name of the helicopter group. -- @param #string Woundedgroupname Name of the downed pilot\'s group. function CSAR:onbeforeReturning(From, Event, To, Heliname, Woundedgroupname) self:T({From, Event, To, Heliname, Woundedgroupname}) self:_ScheduledSARFlight(Heliname,Woundedgroupname) return self end --- Function called before Rescued() event. -- @param #CSAR self. -- @param #string From From state. -- @param #string Event Event triggered. -- @param #string To To state. -- @param Wrapper.Unit#UNIT HeliUnit Unit of the helicopter. -- @param #string HeliName Name of the helicopter group. -- @param #number PilotsSaved Number of the saved pilots on board when landing. function CSAR:onbeforeRescued(From, Event, To, HeliUnit, HeliName, PilotsSaved) self:T({From, Event, To, HeliName, HeliUnit}) self.rescues = self.rescues + 1 self.rescuedpilots = self.rescuedpilots + PilotsSaved return self end --- Function called before PilotDown() event. -- @param #CSAR self. -- @param #string From From state. -- @param #string Event Event triggered. -- @param #string To To state. -- @param Wrapper.Group#GROUP Group Group object of the downed pilot. -- @param #number Frequency Beacon frequency in kHz. -- @param #string Leadername Name of the #UNIT of the downed pilot. -- @param #string CoordinatesText String of the position of the pilot. Format determined by self.coordtype. function CSAR:onbeforePilotDown(From, Event, To, Group, Frequency, Leadername, CoordinatesText) self:T({From, Event, To, Group, Frequency, Leadername, CoordinatesText}) return self end -------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- End Ops.CSAR --------------------------------------------------------------------------------------------------------------------------------------------------------------------