--- **Wrapper** - UNIT is a wrapper class for the DCS Class Unit. -- -- === -- -- The @{#UNIT} class is a wrapper class to handle the DCS Unit objects: -- -- * Support all DCS Unit APIs. -- * Enhance with Unit specific APIs not in the DCS Unit API set. -- * Handle local Unit Controller. -- * Manage the "state" of the DCS Unit. -- -- === -- -- ### Author: **FlightControl** -- -- ### Contributions: **funkyfranky** -- -- === -- -- @module Wrapper.Unit -- @image Wrapper_Unit.JPG --- @type UNIT -- @field #string ClassName Name of the class. -- @field #string UnitName Name of the unit. -- @field #string GroupName Name of the group the unit belongs to. -- @field #table DCSUnit The DCS Unit object from the API. -- @extends Wrapper.Controllable#CONTROLLABLE --- For each DCS Unit object alive within a running mission, a UNIT wrapper object (instance) will be created within the global _DATABASE object (an instance of @{Core.Database#DATABASE}). -- This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Unit objects are spawned (using the @{Core.Spawn} class). -- -- The UNIT class **does not contain a :New()** method, rather it provides **:Find()** methods to retrieve the object reference -- using the DCS Unit or the DCS UnitName. -- -- Another thing to know is that UNIT objects do not "contain" the DCS Unit object. -- The UNIT methods will reference the DCS Unit object by name when it is needed during API execution. -- If the DCS Unit object does not exist or is nil, the UNIT methods will return nil and log an exception in the DCS.log file. -- -- The UNIT class provides the following functions to retrieve quickly the relevant UNIT instance: -- -- * @{#UNIT.Find}(): Find a UNIT instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Unit object. -- * @{#UNIT.FindByName}(): Find a UNIT instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Unit name. -- -- IMPORTANT: ONE SHOULD NEVER SANITIZE these UNIT OBJECT REFERENCES! (make the UNIT object references nil). -- -- ## DCS UNIT APIs -- -- The DCS Unit APIs are used extensively within MOOSE. The UNIT class has for each DCS Unit API a corresponding method. -- To be able to distinguish easily in your code the difference between a UNIT API call and a DCS Unit API call, -- the first letter of the method is also capitalized. So, by example, the DCS Unit method @{DCS#Unit.getName}() -- is implemented in the UNIT class as @{#UNIT.GetName}(). -- -- ## Smoke, Flare Units -- -- The UNIT class provides methods to smoke or flare units easily. -- The @{#UNIT.SmokeBlue}(), @{#UNIT.SmokeGreen}(),@{#UNIT.SmokeOrange}(), @{#UNIT.SmokeRed}(), @{#UNIT.SmokeRed}() methods -- will smoke the unit in the corresponding color. Note that smoking a unit is done at the current position of the DCS Unit. -- When the DCS Unit moves for whatever reason, the smoking will still continue! -- The @{#UNIT.FlareGreen}(), @{#UNIT.FlareRed}(), @{#UNIT.FlareWhite}(), @{#UNIT.FlareYellow}() -- methods will fire off a flare in the air with the corresponding color. Note that a flare is a one-off shot and its effect is of very short duration. -- -- ## Location Position, Point -- -- The UNIT class provides methods to obtain the current point or position of the DCS Unit. -- The @{#UNIT.GetPointVec2}(), @{#UNIT.GetVec3}() will obtain the current **location** of the DCS Unit in a Vec2 (2D) or a **point** in a Vec3 (3D) vector respectively. -- If you want to obtain the complete **3D position** including orientation and direction vectors, consult the @{#UNIT.GetPositionVec3}() method respectively. -- -- ## Test if alive -- -- The @{#UNIT.IsAlive}(), @{#UNIT.IsActive}() methods determines if the DCS Unit is alive, meaning, it is existing and active. -- -- ## Test for proximity -- -- The UNIT class contains methods to test the location or proximity against zones or other objects. -- -- ### Zones range -- -- To test whether the Unit is within a **zone**, use the @{#UNIT.IsInZone}() or the @{#UNIT.IsNotInZone}() methods. Any zone can be tested on, but the zone must be derived from @{Core.Zone#ZONE_BASE}. -- -- ### Unit range -- -- * Test if another DCS Unit is within a given radius of the current DCS Unit, use the @{#UNIT.OtherUnitInRadius}() method. -- -- ## Test Line of Sight -- -- * Use the @{#UNIT.IsLOS}() method to check if the given unit is within line of sight. -- -- -- @field #UNIT UNIT = { ClassName="UNIT", UnitName=nil, GroupName=nil, DCSUnit = nil, } --- Unit.SensorType -- @type Unit.SensorType -- @field OPTIC -- @field RADAR -- @field IRST -- @field RWR -- Registration. --- Create a new UNIT from DCSUnit. -- @param #UNIT self -- @param #string UnitName The name of the DCS unit. -- @return #UNIT self function UNIT:Register( UnitName ) -- Inherit CONTROLLABLE. local self = BASE:Inherit( self, CONTROLLABLE:New( UnitName ) ) --#UNIT -- Set unit name. self.UnitName = UnitName local unit=Unit.getByName(self.UnitName) if unit then local group = unit:getGroup() if group then self.GroupName=group:getName() end self.DCSUnit = unit end -- Set event prio. self:SetEventPriority( 3 ) return self end -- Reference methods. --- Finds a UNIT from the _DATABASE using a DCSUnit object. -- @param #UNIT self -- @param DCS#Unit DCSUnit An existing DCS Unit object reference. -- @return #UNIT self function UNIT:Find( DCSUnit ) if DCSUnit then local UnitName = DCSUnit:getName() local UnitFound = _DATABASE:FindUnit( UnitName ) return UnitFound end return nil end --- Find a UNIT in the _DATABASE using the name of an existing DCS Unit. -- @param #UNIT self -- @param #string UnitName The Unit Name. -- @return #UNIT self function UNIT:FindByName( UnitName ) local UnitFound = _DATABASE:FindUnit( UnitName ) return UnitFound end --- Return the name of the UNIT. -- @param #UNIT self -- @return #string The UNIT name. function UNIT:Name() return self.UnitName end --- Get the DCS unit object. -- @param #UNIT self -- @return DCS#Unit The DCS unit object. function UNIT:GetDCSObject() local DCSUnit = Unit.getByName( self.UnitName ) if DCSUnit then return DCSUnit end if self.DCSUnit then return self.DCSUnit end return nil end --- Returns the unit altitude above sea level in meters. -- @param Wrapper.Unit#UNIT self -- @param #boolean FromGround Measure from the ground or from sea level (ASL). Provide **true** for measuring from the ground (AGL). **false** or **nil** if you measure from sea level. -- @return #number The height of the group or nil if is not existing or alive. function UNIT:GetAltitude(FromGround) local DCSUnit = Unit.getByName( self.UnitName ) if DCSUnit then local altitude = 0 local point = DCSUnit:getPoint() --DCS#Vec3 altitude = point.y if FromGround then local land = land.getHeight( { x = point.x, y = point.z } ) or 0 altitude = altitude - land end return altitude end return nil end --- Respawn the @{Wrapper.Unit} using a (tweaked) template of the parent Group. -- -- This function will: -- -- * Get the current position and heading of the group. -- * When the unit is alive, it will tweak the template x, y and heading coordinates of the group and the embedded units to the current units positions. -- * Then it will respawn the re-modelled group. -- -- @param #UNIT self -- @param Core.Point#COORDINATE Coordinate The position where to Spawn the new Unit at. -- @param #number Heading The heading of the unit respawn. function UNIT:ReSpawnAt( Coordinate, Heading ) self:T( self:Name() ) local SpawnGroupTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplateFromUnitName( self:Name() ) ) self:T( SpawnGroupTemplate ) local SpawnGroup = self:GetGroup() self:T( { SpawnGroup = SpawnGroup } ) if SpawnGroup then local Vec3 = SpawnGroup:GetVec3() SpawnGroupTemplate.x = Coordinate.x SpawnGroupTemplate.y = Coordinate.z self:F( #SpawnGroupTemplate.units ) for UnitID, UnitData in pairs( SpawnGroup:GetUnits() or {} ) do local GroupUnit = UnitData -- #UNIT self:F( GroupUnit:GetName() ) if GroupUnit:IsAlive() then local GroupUnitVec3 = GroupUnit:GetVec3() local GroupUnitHeading = GroupUnit:GetHeading() SpawnGroupTemplate.units[UnitID].alt = GroupUnitVec3.y SpawnGroupTemplate.units[UnitID].x = GroupUnitVec3.x SpawnGroupTemplate.units[UnitID].y = GroupUnitVec3.z SpawnGroupTemplate.units[UnitID].heading = GroupUnitHeading self:F( { UnitID, SpawnGroupTemplate.units[UnitID], SpawnGroupTemplate.units[UnitID] } ) end end end for UnitTemplateID, UnitTemplateData in pairs( SpawnGroupTemplate.units ) do self:T( { UnitTemplateData.name, self:Name() } ) SpawnGroupTemplate.units[UnitTemplateID].unitId = nil if UnitTemplateData.name == self:Name() then self:T("Adjusting") SpawnGroupTemplate.units[UnitTemplateID].alt = Coordinate.y SpawnGroupTemplate.units[UnitTemplateID].x = Coordinate.x SpawnGroupTemplate.units[UnitTemplateID].y = Coordinate.z SpawnGroupTemplate.units[UnitTemplateID].heading = Heading self:F( { UnitTemplateID, SpawnGroupTemplate.units[UnitTemplateID], SpawnGroupTemplate.units[UnitTemplateID] } ) else self:F( SpawnGroupTemplate.units[UnitTemplateID].name ) local GroupUnit = UNIT:FindByName( SpawnGroupTemplate.units[UnitTemplateID].name ) -- #UNIT if GroupUnit and GroupUnit:IsAlive() then local GroupUnitVec3 = GroupUnit:GetVec3() local GroupUnitHeading = GroupUnit:GetHeading() UnitTemplateData.alt = GroupUnitVec3.y UnitTemplateData.x = GroupUnitVec3.x UnitTemplateData.y = GroupUnitVec3.z UnitTemplateData.heading = GroupUnitHeading else if SpawnGroupTemplate.units[UnitTemplateID].name ~= self:Name() then self:T("nilling") SpawnGroupTemplate.units[UnitTemplateID].delete = true end end end end -- Remove obscolete units from the group structure local i = 1 while i <= #SpawnGroupTemplate.units do local UnitTemplateData = SpawnGroupTemplate.units[i] self:T( UnitTemplateData.name ) if UnitTemplateData.delete then table.remove( SpawnGroupTemplate.units, i ) else i = i + 1 end end SpawnGroupTemplate.groupId = nil self:T( SpawnGroupTemplate ) _DATABASE:Spawn( SpawnGroupTemplate ) end --- Returns if the unit is activated. -- @param #UNIT self -- @return #boolean `true` if Unit is activated. `nil` The DCS Unit is not existing or alive. function UNIT:IsActive() self:F2( self.UnitName ) local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitIsActive = DCSUnit:isActive() return UnitIsActive end return nil end --- Returns if the unit is exists in the mission. -- If not even the DCS unit object does exist, `nil` is returned. -- If the unit object exists, the value of the DCS API function [isExist](https://wiki.hoggitworld.com/view/DCS_func_isExist) is returned. -- @param #UNIT self -- @return #boolean Returns `true` if unit exists in the mission. function UNIT:IsExist() local DCSUnit = self:GetDCSObject() -- DCS#Unit if DCSUnit then local exists = DCSUnit:isExist() return exists end return nil end --- Returns if the Unit is alive. -- If the Unit is not alive/existent, `nil` is returned. -- If the Unit is alive and active, `true` is returned. -- If the Unit is alive but not active, `false`` is returned. -- @param #UNIT self -- @return #boolean Returns `true` if Unit is alive and active, `false` if it exists but is not active and `nil` if the object does not exist or DCS `isExist` function returns false. function UNIT:IsAlive() self:F3( self.UnitName ) local DCSUnit = self:GetDCSObject() -- DCS#Unit if DCSUnit and DCSUnit:isExist() then local UnitIsAlive = DCSUnit:isActive() return UnitIsAlive end return nil end --- Returns if the Unit is dead. -- @param #UNIT self -- @return #boolean `true` if Unit is dead, else false or nil if the unit does not exist function UNIT:IsDead() return not self:IsAlive() end --- Returns the Unit's callsign - the localized string. -- @param #UNIT self -- @return #string The Callsign of the Unit. function UNIT:GetCallsign() self:F2( self.UnitName ) local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitCallSign = DCSUnit:getCallsign() if UnitCallSign == "" then UnitCallSign = DCSUnit:getName() end return UnitCallSign end self:F( self.ClassName .. " " .. self.UnitName .. " not found!" ) return nil end --- Check if an (air) unit is a client or player slot. Information is retrieved from the group template. -- @param #UNIT self -- @return #boolean If true, unit is associated with a client or player slot. function UNIT:IsPlayer() -- Get group. local group=self:GetGroup() if not group then return false end -- Units of template group. local units=group:GetTemplate().units -- Get numbers. for _,unit in pairs(units) do -- Check if unit name matach and skill is Client or Player. if unit.name==self:GetName() and (unit.skill=="Client" or unit.skill=="Player") then return true end end return false end --- Returns name of the player that control the unit or nil if the unit is controlled by A.I. -- @param #UNIT self -- @return #string Player Name -- @return #nil The DCS Unit is not existing or alive. function UNIT:GetPlayerName() self:F( self.UnitName ) local DCSUnit = self:GetDCSObject() -- DCS#Unit if DCSUnit then local PlayerName = DCSUnit:getPlayerName() -- TODO Workaround DCS-BUG-3 - https://github.com/FlightControl-Master/MOOSE/issues/696 -- if PlayerName == nil or PlayerName == "" then -- local PlayerCategory = DCSUnit:getDesc().category -- if PlayerCategory == Unit.Category.GROUND_UNIT or PlayerCategory == Unit.Category.SHIP then -- PlayerName = "Player" .. DCSUnit:getID() -- end -- end -- -- Good code -- if PlayerName == nil then -- PlayerName = nil -- else -- if PlayerName == "" then -- PlayerName = "Player" .. DCSUnit:getID() -- end -- end return PlayerName end return nil end --- Checks is the unit is a *Player* or *Client* slot. -- @param #UNIT self -- @return #boolean If true, unit is a player or client aircraft function UNIT:IsClient() if _DATABASE.CLIENTS[self.UnitName] then return true end return false end --- Get the CLIENT of the unit -- @param #UNIT self -- @return Wrapper.Client#CLIENT function UNIT:GetClient() local client=_DATABASE.CLIENTS[self.UnitName] if client then return client end return nil end --- [AIRPLANE] Get the NATO reporting name of a UNIT. Currently airplanes only! --@param #UNIT self --@return #string NatoReportingName or "Bogey" if unknown. function UNIT:GetNatoReportingName() local typename = self:GetTypeName() return UTILS.GetReportingName(typename) end --- Returns the unit's number in the group. -- The number is the same number the unit has in ME. -- It may not be changed during the mission. -- If any unit in the group is destroyed, the numbers of another units will not be changed. -- @param #UNIT self -- @return #number The Unit number. -- @return #nil The DCS Unit is not existing or alive. function UNIT:GetNumber() self:F2( self.UnitName ) local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitNumber = DCSUnit:getNumber() return UnitNumber end return nil end --- Returns the unit's max speed in km/h derived from the DCS descriptors. -- @param #UNIT self -- @return #number Speed in km/h. function UNIT:GetSpeedMax() self:F2( self.UnitName ) local Desc = self:GetDesc() if Desc then local SpeedMax = Desc.speedMax return SpeedMax*3.6 end return 0 end --- Returns the unit's max range in meters derived from the DCS descriptors. -- For ground units it will return a range of 10,000 km as they have no real range. -- @param #UNIT self -- @return #number Range in meters. function UNIT:GetRange() self:F2( self.UnitName ) local Desc = self:GetDesc() if Desc then local Range = Desc.range --This is in kilometers (not meters) for some reason. But should check again! if Range then Range=Range*1000 -- convert to meters. else Range=10000000 --10.000 km if no range end return Range end return nil end --- Check if the unit is refuelable. Also retrieves the refuelling system (boom or probe) if applicable. -- @param #UNIT self -- @return #boolean If true, unit is refuelable (checks for the attribute "Refuelable"). -- @return #number Refueling system (if any): 0=boom, 1=probe. function UNIT:IsRefuelable() self:F2( self.UnitName ) local refuelable=self:HasAttribute("Refuelable") local system=nil local Desc=self:GetDesc() if Desc and Desc.tankerType then system=Desc.tankerType end return refuelable, system end --- Check if the unit is a tanker. Also retrieves the refuelling system (boom or probe) if applicable. -- @param #UNIT self -- @return #boolean If true, unit is refuelable (checks for the attribute "Refuelable"). -- @return #number Refueling system (if any): 0=boom, 1=probe. function UNIT:IsTanker() self:F2( self.UnitName ) local tanker=self:HasAttribute("Tankers") local system=nil if tanker then local Desc=self:GetDesc() if Desc and Desc.tankerType then system=Desc.tankerType end local typename=self:GetTypeName() -- Some hard coded data as this is not in the descriptors... if typename=="IL-78M" then system=1 --probe elseif typename=="KC130" then system=1 --probe elseif typename=="KC135BDA" then system=1 --probe elseif typename=="KC135MPRS" then system=1 --probe elseif typename=="S-3B Tanker" then system=1 --probe end end return tanker, system end --- Check if the unit can supply ammo. Currently, we have -- -- * M 818 -- * Ural-375 -- * ZIL-135 -- -- This list needs to be extended, if DCS adds other units capable of supplying ammo. -- -- @param #UNIT self -- @return #boolean If `true`, unit can supply ammo. function UNIT:IsAmmoSupply() -- Type name is the only thing we can check. There is no attribute (Sep. 2021) which would tell us. local typename=self:GetTypeName() if typename=="M 818" then -- Blue ammo truck. return true elseif typename=="Ural-375" then -- Red ammo truck. return true elseif typename=="ZIL-135" then -- Red ammo truck. Checked that it can also provide ammo. return true end return false end --- Check if the unit can supply fuel. Currently, we have -- -- * M978 HEMTT Tanker -- * ATMZ-5 -- * ATMZ-10 -- * ATZ-5 -- -- This list needs to be extended, if DCS adds other units capable of supplying fuel. -- -- @param #UNIT self -- @return #boolean If `true`, unit can supply fuel. function UNIT:IsFuelSupply() -- Type name is the only thing we can check. There is no attribute (Sep. 2021) which would tell us. local typename=self:GetTypeName() if typename=="M978 HEMTT Tanker" then return true elseif typename=="ATMZ-5" then return true elseif typename=="ATMZ-10" then return true elseif typename=="ATZ-5" then return true end return false end --- Returns the unit's group if it exists and nil otherwise. -- @param Wrapper.Unit#UNIT self -- @return Wrapper.Group#GROUP The Group of the Unit or `nil` if the unit does not exist. function UNIT:GetGroup() self:F2( self.UnitName ) local UnitGroup = GROUP:FindByName(self.GroupName) if UnitGroup then return UnitGroup else local DCSUnit = self:GetDCSObject() if DCSUnit then local grp = DCSUnit:getGroup() if grp then local UnitGroup = GROUP:FindByName( grp:getName() ) return UnitGroup end end end return nil end --- Returns the prefix name of the DCS Unit. A prefix name is a part of the name before a '#'-sign. -- DCS Units spawned with the @{Core.Spawn#SPAWN} class contain a '#'-sign to indicate the end of the (base) DCS Unit name. -- The spawn sequence number and unit number are contained within the name after the '#' sign. -- @param #UNIT self -- @return #string The name of the DCS Unit. -- @return #nil The DCS Unit is not existing or alive. function UNIT:GetPrefix() self:F2( self.UnitName ) local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitPrefix = string.match( self.UnitName, ".*#" ):sub( 1, -2 ) self:T3( UnitPrefix ) return UnitPrefix end return nil end --- Returns the Unit's ammunition. -- @param #UNIT self -- @return DCS#Unit.Ammo Table with ammuntion of the unit (or nil). This can be a complex table! function UNIT:GetAmmo() self:F2( self.UnitName ) local DCSUnit = self:GetDCSObject() if DCSUnit then --local status, unitammo = pcall( -- function() -- local UnitAmmo = DCSUnit:getAmmo() -- return UnitAmmo --end --) --if status then --return unitammo --end local UnitAmmo = DCSUnit:getAmmo() return UnitAmmo end return nil end --- Sets the Unit's Internal Cargo Mass, in kg -- @param #UNIT self -- @param #number mass to set cargo to -- @return #UNIT self function UNIT:SetUnitInternalCargo(mass) local DCSUnit = self:GetDCSObject() if DCSUnit then trigger.action.setUnitInternalCargo(DCSUnit:getName(), mass) end return self end --- Get the number of ammunition and in particular the number of shells, rockets, bombs and missiles a unit currently has. -- @param #UNIT self -- @return #number Total amount of ammo the unit has left. This is the sum of shells, rockets, bombs and missiles. -- @return #number Number of shells left. -- @return #number Number of rockets left. -- @return #number Number of bombs left. -- @return #number Number of missiles left. -- @return #number Number of artillery shells left (with explosive mass, included in shells; shells can also be machine gun ammo) function UNIT:GetAmmunition() -- Init counter. local nammo=0 local nshells=0 local nrockets=0 local nmissiles=0 local nbombs=0 local narti=0 local unit=self -- Get ammo table. local ammotable=unit:GetAmmo() if ammotable then local weapons=#ammotable -- Loop over all weapons. for w=1,weapons do -- Number of current weapon. local Nammo=ammotable[w]["count"] -- Type name of current weapon. local Tammo=ammotable[w]["desc"]["typeName"] --local _weaponString = UTILS.Split(Tammo,"%.") --local _weaponName = _weaponString[#_weaponString] -- Get the weapon category: shell=0, missile=1, rocket=2, bomb=3 local Category=ammotable[w].desc.category -- Get missile category: Weapon.MissileCategory AAM=1, SAM=2, BM=3, ANTI_SHIP=4, CRUISE=5, OTHER=6 local MissileCategory=nil if Category==Weapon.Category.MISSILE then MissileCategory=ammotable[w].desc.missileCategory end -- We are specifically looking for shells or rockets here. if Category==Weapon.Category.SHELL then -- Add up all shells. nshells=nshells+Nammo if ammotable[w].desc.warhead and ammotable[w].desc.warhead.explosiveMass and ammotable[w].desc.warhead.explosiveMass > 0 then narti=narti+Nammo end elseif Category==Weapon.Category.ROCKET then -- Add up all rockets. nrockets=nrockets+Nammo elseif Category==Weapon.Category.BOMB then -- Add up all rockets. nbombs=nbombs+Nammo elseif Category==Weapon.Category.MISSILE then -- Add up all missiles (category 5) if MissileCategory==Weapon.MissileCategory.AAM then nmissiles=nmissiles+Nammo elseif MissileCategory==Weapon.MissileCategory.ANTI_SHIP then nmissiles=nmissiles+Nammo elseif MissileCategory==Weapon.MissileCategory.BM then nmissiles=nmissiles+Nammo elseif MissileCategory==Weapon.MissileCategory.OTHER then nmissiles=nmissiles+Nammo elseif MissileCategory==Weapon.MissileCategory.SAM then nmissiles=nmissiles+Nammo elseif MissileCategory==Weapon.MissileCategory.CRUISE then nmissiles=nmissiles+Nammo end end end end -- Total amount of ammunition. nammo=nshells+nrockets+nmissiles+nbombs return nammo, nshells, nrockets, nbombs, nmissiles, narti end --- Returns the unit sensors. -- @param #UNIT self -- @return DCS#Unit.Sensors Table of sensors. function UNIT:GetSensors() self:F2( self.UnitName ) local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitSensors = DCSUnit:getSensors() return UnitSensors end return nil end -- Need to add here a function per sensortype -- unit:hasSensors(Unit.SensorType.RADAR, Unit.RadarType.AS) --- Returns if the unit has sensors of a certain type. -- @param #UNIT self -- @return #boolean returns true if the unit has specified types of sensors. This function is more preferable than Unit.getSensors() if you don't want to get information about all the unit's sensors, and just want to check if the unit has specified types of sensors. function UNIT:HasSensors( ... ) self:F2( arg ) local DCSUnit = self:GetDCSObject() if DCSUnit then local HasSensors = DCSUnit:hasSensors( unpack( arg ) ) return HasSensors end return nil end --- Returns if the unit is SEADable. -- @param #UNIT self -- @return #boolean returns true if the unit is SEADable. function UNIT:HasSEAD() self:F2() local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitSEADAttributes = DCSUnit:getDesc().attributes local HasSEAD = false if UnitSEADAttributes["RADAR_BAND1_FOR_ARM"] and UnitSEADAttributes["RADAR_BAND1_FOR_ARM"] == true or UnitSEADAttributes["RADAR_BAND2_FOR_ARM"] and UnitSEADAttributes["RADAR_BAND2_FOR_ARM"] == true or UnitSEADAttributes["Optical Tracker"] and UnitSEADAttributes["Optical Tracker"] == true then HasSEAD = true end return HasSEAD end return nil end --- Returns two values: -- -- * First value indicates if at least one of the unit's radar(s) is on. -- * Second value is the object of the radar's interest. Not nil only if at least one radar of the unit is tracking a target. -- @param #UNIT self -- @return #boolean Indicates if at least one of the unit's radar(s) is on. -- @return DCS#Object The object of the radar's interest. Not nil only if at least one radar of the unit is tracking a target. function UNIT:GetRadar() self:F2( self.UnitName ) local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitRadarOn, UnitRadarObject = DCSUnit:getRadar() return UnitRadarOn, UnitRadarObject end return nil, nil end --- Returns relative amount of fuel (from 0.0 to 1.0) the UNIT has in its internal tanks. If there are additional fuel tanks the value may be greater than 1.0. -- @param #UNIT self -- @return #number The relative amount of fuel (from 0.0 to 1.0) or *nil* if the DCS Unit is not existing or alive. function UNIT:GetFuel() self:F3( self.UnitName ) local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitFuel = DCSUnit:getFuel() return UnitFuel end return nil end --- Returns a list of one @{Wrapper.Unit}. -- @param #UNIT self -- @return #list A list of one @{Wrapper.Unit}. function UNIT:GetUnits() self:F3( { self.UnitName } ) local DCSUnit = self:GetDCSObject() local Units = {} if DCSUnit then Units[1] = UNIT:Find( DCSUnit ) self:T3( Units ) return Units end return nil end --- Returns the unit's health. Dead units has health <= 1.0. -- @param #UNIT self -- @return #number The Unit's health value or -1 if unit does not exist any more. function UNIT:GetLife() self:F2( self.UnitName ) local DCSUnit = self:GetDCSObject() if DCSUnit and DCSUnit:isExist() then local UnitLife = DCSUnit:getLife() return UnitLife end return -1 end --- Returns the Unit's initial health. -- @param #UNIT self -- @return #number The Unit's initial health value or 0 if unit does not exist any more. function UNIT:GetLife0() self:F2( self.UnitName ) local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitLife0 = DCSUnit:getLife0() return UnitLife0 end return 0 end --- Returns the unit's relative health. -- @param #UNIT self -- @return #number The Unit's relative health value, i.e. a number in [0,1] or -1 if unit does not exist any more. function UNIT:GetLifeRelative() self:F2(self.UnitName) if self and self:IsAlive() then local life0=self:GetLife0() local lifeN=self:GetLife() return lifeN/life0 end return -1 end --- Returns the unit's relative damage, i.e. 1-life. -- @param #UNIT self -- @return #number The Unit's relative health value, i.e. a number in [0,1] or 1 if unit does not exist any more. function UNIT:GetDamageRelative() self:F2(self.UnitName) if self and self:IsAlive() then return 1-self:GetLifeRelative() end return 1 end --- Returns the current value for an animation argument on the external model of the given object. -- Each model animation has an id tied to with different values representing different states of the model. -- Animation arguments can be figured out by opening the respective 3d model in the modelviewer. -- @param #UNIT self -- @param #number AnimationArgument Number corresponding to the animated part of the unit. -- @return #number Value of the animation argument [-1, 1]. If draw argument value is invalid for the unit in question a value of 0 will be returned. function UNIT:GetDrawArgumentValue(AnimationArgument) local DCSUnit = self:GetDCSObject() if DCSUnit then local value = DCSUnit:getDrawArgumentValue(AnimationArgument or 0) return value end return 0 end --- Returns the category of the #UNIT from descriptor. Returns one of -- -- * Unit.Category.AIRPLANE -- * Unit.Category.HELICOPTER -- * Unit.Category.GROUND_UNIT -- * Unit.Category.SHIP -- * Unit.Category.STRUCTURE -- -- @param #UNIT self -- @return #number Unit category from `getDesc().category`. function UNIT:GetUnitCategory() self:F3( self.UnitName ) local DCSUnit = self:GetDCSObject() if DCSUnit then return DCSUnit:getDesc().category end return nil end --- Returns the category name of the #UNIT. -- @param #UNIT self -- @return #string Category name = Helicopter, Airplane, Ground Unit, Ship function UNIT:GetCategoryName() self:F3( self.UnitName ) local DCSUnit = self:GetDCSObject() if DCSUnit then local CategoryNames = { [Unit.Category.AIRPLANE] = "Airplane", [Unit.Category.HELICOPTER] = "Helicopter", [Unit.Category.GROUND_UNIT] = "Ground Unit", [Unit.Category.SHIP] = "Ship", [Unit.Category.STRUCTURE] = "Structure", } local UnitCategory = DCSUnit:getDesc().category self:T3( UnitCategory ) return CategoryNames[UnitCategory] end return nil end --- Returns the Unit's A2G threat level on a scale from 1 to 10 ... -- Depending on the era and the type of unit, the following threat levels are foreseen: -- -- **Modern**: -- -- * Threat level 0: Unit is unarmed. -- * Threat level 1: Unit is infantry. -- * Threat level 2: Unit is an infantry vehicle. -- * Threat level 3: Unit is ground artillery. -- * Threat level 4: Unit is a tank. -- * Threat level 5: Unit is a modern tank or ifv with ATGM. -- * Threat level 6: Unit is a AAA. -- * Threat level 7: Unit is a SAM or manpad, IR guided. -- * Threat level 8: Unit is a Short Range SAM, radar guided. -- * Threat level 9: Unit is a Medium Range SAM, radar guided. -- * Threat level 10: Unit is a Long Range SAM, radar guided. -- -- **Cold**: -- -- * Threat level 0: Unit is unarmed. -- * Threat level 1: Unit is infantry. -- * Threat level 2: Unit is an infantry vehicle. -- * Threat level 3: Unit is ground artillery. -- * Threat level 4: Unit is a tank. -- * Threat level 5: Unit is a modern tank or ifv with ATGM. -- * Threat level 6: Unit is a AAA. -- * Threat level 7: Unit is a SAM or manpad, IR guided. -- * Threat level 8: Unit is a Short Range SAM, radar guided. -- * Threat level 10: Unit is a Medium Range SAM, radar guided. -- -- **Korea**: -- -- * Threat level 0: Unit is unarmed. -- * Threat level 1: Unit is infantry. -- * Threat level 2: Unit is an infantry vehicle. -- * Threat level 3: Unit is ground artillery. -- * Threat level 5: Unit is a tank. -- * Threat level 6: Unit is a AAA. -- * Threat level 7: Unit is a SAM or manpad, IR guided. -- * Threat level 10: Unit is a Short Range SAM, radar guided. -- -- **WWII**: -- -- * Threat level 0: Unit is unarmed. -- * Threat level 1: Unit is infantry. -- * Threat level 2: Unit is an infantry vehicle. -- * Threat level 3: Unit is ground artillery. -- * Threat level 5: Unit is a tank. -- * Threat level 7: Unit is FLAK. -- * Threat level 10: Unit is AAA. -- -- -- @param #UNIT self -- @return #number Number between 0 (low threat level) and 10 (high threat level). -- @return #string Some text. function UNIT:GetThreatLevel() local ThreatLevel = 0 local ThreatText = "" local Descriptor = self:GetDesc() if Descriptor then local Attributes = Descriptor.attributes if self:IsGround() then local ThreatLevels = { "Unarmed", "Infantry", "Old Tanks & APCs", "Tanks & IFVs without ATGM", "Tanks & IFV with ATGM", "Modern Tanks", "AAA", "IR Guided SAMs", "SR SAMs", "MR SAMs", "LR SAMs" } if Attributes["LR SAM"] then ThreatLevel = 10 elseif Attributes["MR SAM"] then ThreatLevel = 9 elseif Attributes["SR SAM"] and not Attributes["IR Guided SAM"] then ThreatLevel = 8 elseif ( Attributes["SR SAM"] or Attributes["MANPADS"] ) and Attributes["IR Guided SAM"] then ThreatLevel = 7 elseif Attributes["AAA"] then ThreatLevel = 6 elseif Attributes["Modern Tanks"] then ThreatLevel = 5 elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and Attributes["ATGM"] then ThreatLevel = 4 elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and not Attributes["ATGM"] then ThreatLevel = 3 elseif Attributes["Old Tanks"] or Attributes["APC"] or Attributes["Artillery"] then ThreatLevel = 2 elseif Attributes["Infantry"] or Attributes["EWR"] then ThreatLevel = 1 end ThreatText = ThreatLevels[ThreatLevel+1] end if self:IsAir() then local ThreatLevels = { "Unarmed", "Tanker", "AWACS", "Transport Helicopter", "UAV", "Bomber", "Strategic Bomber", "Attack Helicopter", "Battleplane", "Multirole Fighter", "Fighter" } if Attributes["Fighters"] then ThreatLevel = 10 elseif Attributes["Multirole fighters"] then ThreatLevel = 9 elseif Attributes["Battleplanes"] then ThreatLevel = 8 elseif Attributes["Attack helicopters"] then ThreatLevel = 7 elseif Attributes["Strategic bombers"] then ThreatLevel = 6 elseif Attributes["Bombers"] then ThreatLevel = 5 elseif Attributes["UAVs"] then ThreatLevel = 4 elseif Attributes["Transport helicopters"] then ThreatLevel = 3 elseif Attributes["AWACS"] then ThreatLevel = 2 elseif Attributes["Tankers"] then ThreatLevel = 1 end ThreatText = ThreatLevels[ThreatLevel+1] end if self:IsShip() then --["Aircraft Carriers"] = {"Heavy armed ships",}, --["Cruisers"] = {"Heavy armed ships",}, --["Destroyers"] = {"Heavy armed ships",}, --["Frigates"] = {"Heavy armed ships",}, --["Corvettes"] = {"Heavy armed ships",}, --["Heavy armed ships"] = {"Armed ships", "Armed Air Defence", "HeavyArmoredUnits",}, --["Light armed ships"] = {"Armed ships","NonArmoredUnits"}, --["Armed ships"] = {"Ships"}, --["Unarmed ships"] = {"Ships","HeavyArmoredUnits",}, local ThreatLevels = { "Unarmed ship", "Light armed ships", "Corvettes", "", "Frigates", "", "Cruiser", "", "Destroyer", "", "Aircraft Carrier" } if Attributes["Aircraft Carriers"] then ThreatLevel = 10 elseif Attributes["Destroyers"] then ThreatLevel = 8 elseif Attributes["Cruisers"] then ThreatLevel = 6 elseif Attributes["Frigates"] then ThreatLevel = 4 elseif Attributes["Corvettes"] then ThreatLevel = 2 elseif Attributes["Light armed ships"] then ThreatLevel = 1 end ThreatText = ThreatLevels[ThreatLevel+1] end end return ThreatLevel, ThreatText end --- Triggers an explosion at the coordinates of the unit. -- @param #UNIT self -- @param #number power Power of the explosion in kg TNT. Default 100 kg TNT. -- @param #number delay (Optional) Delay of explosion in seconds. -- @return #UNIT self function UNIT:Explode(power, delay) -- Default. power=power or 100 local DCSUnit = self:GetDCSObject() if DCSUnit then -- Check if delay or not. if delay and delay>0 then -- Delayed call. SCHEDULER:New(nil, self.Explode, {self, power}, delay) else -- Create an explotion at the coordinate of the unit. self:GetCoordinate():Explosion(power) end return self end return nil end -- Is functions --- Returns true if there is an **other** DCS Unit within a radius of the current 2D point of the DCS Unit. -- @param #UNIT self -- @param #UNIT AwaitUnit The other UNIT wrapper object. -- @param Radius The radius in meters with the DCS Unit in the centre. -- @return true If the other DCS Unit is within the radius of the 2D point of the DCS Unit. -- @return #nil The DCS Unit is not existing or alive. function UNIT:OtherUnitInRadius( AwaitUnit, Radius ) self:F2( { self.UnitName, AwaitUnit.UnitName, Radius } ) local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitVec3 = self:GetVec3() local AwaitUnitVec3 = AwaitUnit:GetVec3() if (((UnitVec3.x - AwaitUnitVec3.x)^2 + (UnitVec3.z - AwaitUnitVec3.z)^2)^0.5 <= Radius) then self:T3( "true" ) return true else self:T3( "false" ) return false end end return nil end --- Returns if the unit is a friendly unit. -- @param #UNIT self -- @return #boolean IsFriendly evaluation result. function UNIT:IsFriendly( FriendlyCoalition ) self:F2() local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitCoalition = DCSUnit:getCoalition() self:T3( { UnitCoalition, FriendlyCoalition } ) local IsFriendlyResult = ( UnitCoalition == FriendlyCoalition ) self:F( IsFriendlyResult ) return IsFriendlyResult end return nil end --- Returns if the unit is of a ship category. -- If the unit is a ship, this method will return true, otherwise false. -- @param #UNIT self -- @return #boolean Ship category evaluation result. function UNIT:IsShip() self:F2() local DCSUnit = self:GetDCSObject() if DCSUnit then local UnitDescriptor = DCSUnit:getDesc() self:T3( { UnitDescriptor.category, Unit.Category.SHIP } ) local IsShipResult = ( UnitDescriptor.category == Unit.Category.SHIP ) self:T3( IsShipResult ) return IsShipResult end return nil end --- Returns true if the UNIT is in the air. -- @param #UNIT self -- @param #boolean NoHeloCheck If true, no additonal checks for helos are performed. -- @return #boolean Return true if in the air or #nil if the UNIT is not existing or alive. function UNIT:InAir(NoHeloCheck) self:F2( self.UnitName ) -- Get DCS unit object. local DCSUnit = self:GetDCSObject() --DCS#Unit if DCSUnit then -- Get DCS result of whether unit is in air or not. local UnitInAir = DCSUnit:inAir() -- Get unit category. local UnitCategory = DCSUnit:getDesc().category -- If DCS says that it is in air, check if this is really the case, since we might have landed on a building where inAir()=true but actually is not. -- This is a workaround since DCS currently does not acknoledge that helos land on buildings. -- Note however, that the velocity check will fail if the ground is moving, e.g. on an aircraft carrier! if UnitInAir==true and UnitCategory == Unit.Category.HELICOPTER and (not NoHeloCheck) then local VelocityVec3 = DCSUnit:getVelocity() local Velocity = UTILS.VecNorm(VelocityVec3) local Coordinate = DCSUnit:getPoint() local LandHeight = land.getHeight( { x = Coordinate.x, y = Coordinate.z } ) local Height = Coordinate.y - LandHeight if Velocity < 1 and Height <= 60 then UnitInAir = false end end self:T3( UnitInAir ) return UnitInAir end return nil end do -- Event Handling --- Subscribe to a DCS Event. -- @param #UNIT self -- @param Core.Event#EVENTS EventID Event ID. -- @param #function EventFunction (Optional) The function to be called when the event occurs for the unit. -- @return #UNIT self function UNIT:HandleEvent(EventID, EventFunction) self:EventDispatcher():OnEventForUnit(self:GetName(), EventFunction, self, EventID) return self end --- UnSubscribe to a DCS event. -- @param #UNIT self -- @param Core.Event#EVENTS EventID Event ID. -- @return #UNIT self function UNIT:UnHandleEvent(EventID) --self:EventDispatcher():RemoveForUnit( self:GetName(), self, EventID ) -- Fixes issue #1365 https://github.com/FlightControl-Master/MOOSE/issues/1365 self:EventDispatcher():RemoveEvent(self, EventID) return self end --- Reset the subscriptions. -- @param #UNIT self -- @return #UNIT function UNIT:ResetEvents() self:EventDispatcher():Reset( self ) return self end end do -- Detection --- Returns if a unit is detecting the TargetUnit. -- @param #UNIT self -- @param #UNIT TargetUnit -- @return #boolean true If the TargetUnit is detected by the unit, otherwise false. function UNIT:IsDetected( TargetUnit ) --R2.1 local TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity = self:IsTargetDetected( TargetUnit:GetDCSObject() ) return TargetIsDetected end --- Returns if a unit has Line of Sight (LOS) with the TargetUnit. -- @param #UNIT self -- @param #UNIT TargetUnit -- @return #boolean true If the TargetUnit has LOS with the unit, otherwise false. function UNIT:IsLOS( TargetUnit ) --R2.1 local IsLOS = self:GetPointVec3():IsLOS( TargetUnit:GetPointVec3() ) return IsLOS end --- Forces the unit to become aware of the specified target, without the unit manually detecting the other unit itself. -- Applies only to a Unit Controller. Cannot be used at the group level. -- @param #UNIT self -- @param #UNIT TargetUnit The unit to be known. -- @param #boolean TypeKnown The target type is known. If *false*, the type is not known. -- @param #boolean DistanceKnown The distance to the target is known. If *false*, distance is unknown. function UNIT:KnowUnit(TargetUnit, TypeKnown, DistanceKnown) -- Defaults. if TypeKnown~=false then TypeKnown=true end if DistanceKnown~=false then DistanceKnown=true end local DCSControllable = self:GetDCSObject() if DCSControllable then local Controller = DCSControllable:getController() --self:_GetController() if Controller then local object=TargetUnit:GetDCSObject() if object then self:I(string.format("Unit %s now knows target unit %s. Type known=%s, distance known=%s", self:GetName(), TargetUnit:GetName(), tostring(TypeKnown), tostring(DistanceKnown))) Controller:knowTarget(object, TypeKnown, DistanceKnown) end end end end end --- Get the unit table from a unit's template. -- @param #UNIT self -- @return #table Table of the unit template (deep copy) or #nil. function UNIT:GetTemplate() local group=self:GetGroup() local name=self:GetName() if group then local template=group:GetTemplate() if template then for _,unit in pairs(template.units) do if unit.name==name then return UTILS.DeepCopy(unit) end end end end return nil end --- Get the payload table from a unit's template. -- The payload table has elements: -- -- * pylons -- * fuel -- * chaff -- * gun -- -- @param #UNIT self -- @return #table Payload table (deep copy) or #nil. function UNIT:GetTemplatePayload() local unit=self:GetTemplate() if unit then return unit.payload end return nil end --- Get the pylons table from a unit's template. This can be a complex table depending on the weapons the unit is carrying. -- @param #UNIT self -- @return #table Table of pylons (deepcopy) or #nil. function UNIT:GetTemplatePylons() local payload=self:GetTemplatePayload() if payload then return payload.pylons end return nil end --- Get the fuel of the unit from its template. -- @param #UNIT self -- @return #number Fuel of unit in kg. function UNIT:GetTemplateFuel() local payload=self:GetTemplatePayload() if payload then return payload.fuel end return nil end --- GROUND - Switch on/off radar emissions of a unit. -- @param #UNIT self -- @param #boolean switch If true, emission is enabled. If false, emission is disabled. -- @return #UNIT self function UNIT:EnableEmission(switch) self:F2( self.UnitName ) local switch = switch or false local DCSUnit = self:GetDCSObject() if DCSUnit then DCSUnit:enableEmission(switch) end return self end --- Get skill from Unit. -- @param #UNIT self -- @return #string Skill String of skill name. function UNIT:GetSkill() self:F2( self.UnitName ) local name = self.UnitName local skill = _DATABASE.Templates.Units[name].Template.skill or "Random" return skill end