--- **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), Thanks to: Shadowze, Cammel (testing) -- @module Ops.CSAR -- @image OPS_CSAR.jpg -- Date: Dec 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. -- * Optional SpawnCASEVAC to create casualties without beacon (e.g. handling dead ground vehicles and create CASEVAC requests). -- -- ## 0. Prerequisites -- -- You need to load an .ogg sound file 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.FARPRescueDistance = 1000 -- you need to be this close to a FARP or Airport for the pilot to be rescued. -- self.autosmoke = false -- automatically smoke a downed pilot's location when a helicopter is near. -- self.autosmokedistance = 1000 -- distance in meters for automatic smoke deployment -- 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 invisible. -- 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 smoke marker, 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 -- -- (added 0.1.8) - allow to set far/near distance for approach and optionally pilot must open doors -- self.approachdist_far = 5000 -- switch do 10 sec interval approach mode, meters -- self.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters -- self.pilotmustopendoors = false -- switch to true to enable check of open doors -- -- (added 0.1.9) -- self.suppressmessages = false -- switch off all messaging if you want to do your own -- -- (added 0.1.11) -- self.rescuehoverheight = 20 -- max height for a hovering rescue in meters -- self.rescuehoverdistance = 10 -- max distance for a hovering rescue in meters -- -- (added 0.1.12) -- -- Country codes for spawned pilots -- self.countryblue= country.id.USA -- self.countryred = country.id.RUSSIA -- self.countryneutral = country.id.UN_PEACEKEEPERS -- -- ## 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:\\Progra~1\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your SRS installation -- server(!) -- self.SRSchannel = 300 -- radio channel -- self.SRSModulation = radio.modulation.AM -- modulation -- -- -- self.csarUsePara = false -- If set to true, will use the LandingAfterEjection Event instead of Ejection --shagrat -- -- ## 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 helicopter 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 ) -- -- --Create a casualty and CASEVAC request from a "Point" (VEC2) for the blue coalition --shagrat -- my_csar:SpawnCASEVAC(Point, coalition.side.BLUE) -- -- @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 Prefix defined below, requires Unit to have the Prefix defined csarPrefix = {}, template = nil, mash = {}, 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 -- @field #boolean alive Group is alive or dead/rescued --- 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-8MT"] = 12 CSAR.AircraftType["Mi-24P"] = 8 CSAR.AircraftType["Mi-24V"] = 8 CSAR.AircraftType["Bell-47"] = 2 --- CSAR class version. -- @field #string version CSAR.version = "1.0.1r1" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- ToDo list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- DONE: SRS Integration (to be tested) -- TODO: Maybe - add option to smoke/flare closest MASH -- TODO: shagrat Add cargoWeight to helicopter when pilot boarded ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- 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 = "IFRC" 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("*", "KIA", "*") -- Pilot killed in action. 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 smoke marker 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 invisible 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 isn't added to the mission BEACONS WONT WORK! self.beaconRefresher = 29 -- seconds self.allowFARPRescue = true -- allows pilot to be rescued by landing at a FARP or Airbase self.FARPRescueDistance = 1000 -- you need to be this close to a FARP or Airport for the pilot to be rescued. 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.autosmoke = false -- automatically smoke location when heli is near self.autosmokedistance = 2000 -- distance in meters for automatic smoke deployment -- added 0.1.4 self.limitmaxdownedpilots = true self.maxdownedpilots = 25 -- generate Frequencies self:_GenerateVHFrequencies() -- added 0.1.8 self.approachdist_far = 5000 -- switch to 10 sec interval approach mode, meters self.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters self.pilotmustopendoors = false -- switch to true to enable check on open doors self.suppressmessages = false -- added 0.1.11r1 self.rescuehoverheight = 20 self.rescuehoverdistance = 10 -- added 0.1.12 self.countryblue = country.id.USA self.countryred = country.id.RUSSIA self.countryneutral = country.id.UN_PEACEKEEPERS -- added 0.1.3 self.csarUsePara = false -- shagrat set to true, will use the LandingAfterEjection Event instead of Ejection -- 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:\\Progra~1\\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. --- On After "KIA" event. Pilot is dead. -- @function [parent=#CSAR] OnAfterKIA -- @param #CSAR self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param #string Pilotname Name of the pilot KIA. return self end ------------------------ --- Helper Functions --- ------------------------ --- (Internal) 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 DownedPilot.alive = true -- 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 return self end --- (Internal) 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 --- (Internal) 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 --- (Internal) Spawn a downed pilot -- @param #CSAR self -- @param #number country Country for template. -- @param Core.Point#COORDINATE point Coordinate to spawn at. -- @param #number frequency Frequency of the pilot's beacon -- @return Wrapper.Group#GROUP group The #GROUP object. -- @return #string alias The alias name. function CSAR:_SpawnPilotInField( country, point, frequency ) self:T( { country, point, frequency } ) local freq = frequency or 1000 local freq = freq / 1000 -- kHz for i = 1, 10 do math.random( i, 10000 ) end if point:IsSurfaceTypeWater() then point.y = 0 end local template = self.template local alias = string.format( "Pilot %.2fkHz-%d", freq, math.random( 1, 99 ) ) 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 --- (Internal) 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() return self end --- (Internal) 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 -- @param #boolean forcedesc Use the description only for the pilot track entry function CSAR:_AddCsar( _coalition, _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description, forcedesc ) self:T( self.lid .. " _AddCsar" ) self:T( { _coalition, _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description } ) local template = self.template if not _freq then _freq = self:_GenerateADFFrequency() if not _freq then _freq = 333000 end -- noob catch end local _spawnedGroup, _alias = self:_SpawnPilotInField( _country, _point, _freq ) local _typeName = _typeName or "Pilot" if not noMessage then if _freq ~= 0 then -- shagrat different CASEVAC msg self:_DisplayToAllSAR( "MAYDAY MAYDAY! " .. _typeName .. " is down. ", self.coalition, self.messageTime ) else self:_DisplayToAllSAR( "Troops In Contact. " .. _typeName .. " requests CASEVAC. ", self.coalition, self.messageTime ) end end if (_freq and _freq ~= 0) then -- shagrat only add beacon if _freq is NOT 0 self:_AddBeaconToGroup( _spawnedGroup, _freq ) end self:_AddSpecialOptions( _spawnedGroup ) local _text = _description if not forcedesc then if _playerName ~= nil then if _freq ~= 0 then -- shagrat _text = "Pilot " .. _playerName else _text = "TIC - " .. _playerName end elseif _unitName ~= nil then if _freq ~= 0 then -- shagrat _text = "AI Pilot of " .. _unitName else _text = "TIC - " .. _unitName end end end self:T( { _spawnedGroup, _alias } ) local _GroupName = _spawnedGroup:GetName() or _alias self:_CreateDownedPilotTrack( _spawnedGroup, _GroupName, _coalition, _unitName, _text, _typeName, _freq, _playerName ) self:_InitSARForPilot( _spawnedGroup, _unitName, _freq, noMessage ) -- shagrat use unitName to have the aircraft callsign / descriptive "name" etc. return self end --- (Internal) 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. -- @param #string unitname (optional) Name of the lost unit. -- @param #string typename (optional) Type of plane. -- @param #boolean forcedesc (optional) Force to use the description passed only for the pilot track entry. Use to have fully custom names. function CSAR:_SpawnCsarAtZone( _zone, _coalition, _description, _randomPoint, _nomessage, unitname, typename, forcedesc ) 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 "PoW" local unitname = unitname or "Old Rusty" local typename = typename or "Phantom II" 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 = self.countryblue elseif _coalition == coalition.side.RED then _country = self.countryred else _country = self.countryneutral end self:_AddCsar( _coalition, _country, pos, typename, unitname, _description, freq, _nomessage, _description, forcedesc ) return self 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. -- @param #string Unitname (optional) Name of the lost unit. -- @param #string Typename (optional) Type of plane. -- @param #boolean Forcedesc (optional) Force to use the **description passed only** for the pilot track entry. Use to have fully custom names. -- @usage If missions designers want to spawn downed pilots into the field, e.g. at mission begin, to give the helicopter guys work, 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, "Wagner", true, false, "Charly-1-1", "F5E" ) function CSAR:SpawnCSARAtZone( Zone, Coalition, Description, RandomPoint, Nomessage, Unitname, Typename, Forcedesc ) self:_SpawnCsarAtZone( Zone, Coalition, Description, RandomPoint, Nomessage, Unitname, Typename, Forcedesc ) return self end --- (Internal) Function to add a CSAR object into the scene at a Point coordinate (VEC_2). For mission designers wanting to add e.g. casualties to the scene, that don't use beacons. -- @param #CSAR self -- @param #string _Point a POINT_VEC2. -- @param #number _coalition Coalition. -- @param #string _description (optional) Description. -- @param #boolean _nomessage (optional) If true, don't send a message to SAR. -- @param #string unitname (optional) Name of the lost unit. -- @param #string typename (optional) Type of plane. -- @param #boolean forcedesc (optional) Force to use the description passed only for the pilot track entry. Use to have fully custom names. function CSAR:_SpawnCASEVAC( _Point, _coalition, _description, _nomessage, unitname, typename, forcedesc ) -- shagrat added internal Function _SpawnCASEVAC self:T( self.lid .. " _SpawnCASEVAC" ) local _description = _description or "CASEVAC" local unitname = unitname or "CASEVAC" local typename = typename or "Ground Commander" local pos = {} pos = _Point local _country = 0 if _coalition == coalition.side.BLUE then _country = self.countryblue elseif _coalition == coalition.side.RED then _country = self.countryred else _country = self.countryneutral end -- shagrat set frequency to 0 as "flag" for no beacon self:_AddCsar( _coalition, _country, pos, typename, unitname, _description, 0, _nomessage, _description, forcedesc ) return self 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 Point a POINT_VEC2. -- @param #number Coalition Coalition. -- @param #string Description (optional) Description. -- @param #boolean addBeacon (optional) yes or no. -- @param #boolean Nomessage (optional) If true, don't send a message to SAR. -- @param #string Unitname (optional) Name of the lost unit. -- @param #string Typename (optional) Type of plane. -- @param #boolean Forcedesc (optional) Force to use the **description passed only** for the pilot track entry. Use to have fully custom names. -- @usage If missions designers want to spawn downed pilots into the field, e.g. at mission begin, to give the helicopter guys work, they can do this like so: -- -- -- Create casualty "CASEVAC" at Point #POINT_VEC2 for the blue coalition. -- my_csar:SpawnCASEVAC( POINT_VEC2, coalition.side.BLUE ) function CSAR:SpawnCASEVAC( Point, Coalition, Description, Nomessage, Unitname, Typename, Forcedesc ) self:_SpawnCASEVAC( Point, Coalition, Description, Nomessage, Unitname, Typename, Forcedesc ) return self end -- shagrat end added CASEVAC --- (Internal) 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 Player if self.enableForAI == false and _event.IniPlayerName == nil then return end -- 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 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 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. if self.csarUsePara == false then -- shagrat check parameter LandingAfterEjection, if true don't spawn a Pilot from EJECTION event, wait for the Chute to land local _freq = self:_GenerateADFFrequency() self:_AddCsar( _coalition, _unit:GetCountry(), _unit:GetCoordinate(), _unit:GetTypeName(), _unit:GetName(), _event.IniPlayerName, _freq, false, "none" ) return true end ---- shagrat on event LANDING_AFTER_EJECTION spawn pilot at parachute location elseif (_event.id == EVENTS.LandingAfterEjection and self.csarUsePara == true) then self:I( { EVENT = _event } ) local _LandingPos = COORDINATE:NewFromVec3( _event.initiator:getPosition().p ) local _unitname = "Aircraft" -- _event.initiator:getName() or "Aircraft" --shagrat Optional use of Object name which is unfortunately 'f15_Pilot_Parachute' local _typename = "Ejected Pilot" -- _event.Initiator.getTypeName() or "Ejected Pilot" local _country = _event.initiator:getCountry() local _coalition = coalition.getCountryCoalition( _country ) if _coalition == self.coalition then local _freq = self:_GenerateADFFrequency() self:I( { coalition = _coalition, country = _country, coord = _LandingPos, name = _unitname, player = _event.IniPlayerName, freq = _freq } ) self:_AddCsar( _coalition, _country, _LandingPos, nil, _unitname, _event.IniPlayerName, _freq, false, "none" ) -- shagrat add CSAR at Parachute location. Unit.destroy( _event.initiator ) -- shagrat remove static Pilot model end 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 -- anyone on board? if self.inTransitGroups[_event.IniUnitName] == nil then -- ignore return end if _place:GetCoalition() == self.coalition or _place:GetCoalition() == coalition.side.NEUTRAL then self:_ScheduledSARFlight( _event.IniUnitName, _event.IniGroupName, true ) else self:T( string.format( "Airfield %d, Unit %d", _place:GetCoalition(), _unit:GetCoalition() ) ) end end return true end return self end --- (Internal) 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 = _GroupName local _freqk = _freq / 1000 local _coordinatesText = self:_GetPositionOfWounded( _downedGroup ) local _leadername = _leader:GetName() if not _nomessage then if _freq ~= 0 then -- shagrat local _text = string.format( "%s requests SAR at %s, beacon at %.2f KHz", _groupName, _coordinatesText, _freqk ) -- shagrat _groupName to prevent 'f15_Pilot_Parachute' self:_DisplayToAllSAR( _text, self.coalition, self.messageTime ) else -- shagrat CASEVAC msg local _text = string.format( "Pickup Zone at %s.", _coordinatesText ) self:_DisplayToAllSAR( _text, self.coalition, self.messageTime ) end end for _, _heliName in pairs( self.csarUnits ) do self:_CheckWoundedGroupStatus( _heliName, _groupName ) end -- trigger FSM event self:__PilotDown( 2, _downedGroup, _freqk, _groupName, _coordinatesText ) return self end --- (Internal) 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 and _pilot.alive == true then found = true table = _pilot break end end return found, table end --- (Internal) 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 _index, _pilot in pairs( PilotTable ) do if _pilot.name == name then self.downedPilots[_index].alive = false end end return found end --- (Internal) 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 and _woundedGroup:IsAlive() 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 local _heliCoord = _heliUnit:GetCoordinate() local _leaderCoord = _woundedGroup:GetCoordinate() local _distance = self:_GetDistance( _heliCoord, _leaderCoord ) -- autosmoke if (self.autosmoke == true) and (_distance < self.autosmokedistance) and (_distance ~= -1) then self:_PopSmokeForGroup( _woundedGroupName, _woundedGroup ) end if _distance < self.approachdist_near 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 elseif _distance >= self.approachdist_near and _distance < self.approachdist_far then -- message once if self.heliVisibleMessage[_lookupKeyHeli] == nil then local _pilotName = _downedpilot.desc if self.autosmoke == true then local dist = self.autosmokedistance / 1000 local disttext = string.format( "%.0fkm", dist ) if _SETTINGS:IsImperial() then local dist = UTILS.MetersToNM( self.autosmokedistance ) disttext = string.format( "%.0fnm", dist ) end self:_DisplayMessageToSAR( _heliUnit, string.format( "%s: %s. I hear you! Finally, that is music in my ears!\nI'll pop a smoke when you are %s away.\nLand or hover by the smoke.", _heliName, _pilotName, disttext ), self.messageTime, false, true ) else self:_DisplayMessageToSAR( _heliUnit, string.format( "%s: %s. I hear you! Finally, that is music in my ears!\nRequest a flare or smoke if you need.", _heliName, _pilotName ), self.messageTime, false, true ) end -- mark as shown for THIS heli and THIS group self.heliVisibleMessage[_lookupKeyHeli] = true end self.heliCloseMessage[_lookupKeyHeli] = nil self.landedStatus[_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?!" ) if not _downedpilot.alive then -- self:__KIA(1,_downedpilot.name) self:_RemoveNameFromDownedPilots( _downedpilot.name, true ) end end return self end --- (Internal) 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():Translate( 6, math.random( 1, 360 ) ) -- shagrat place smoke at a random 6 m distance, so smoke does not obscure the pilot _smokecoord:Smoke( _smokecolor ) self.smokeMarkers[_woundedGroupName] = timer.getTime() + 300 -- next smoke time end return self end --- (Internal) 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] = { originalUnit = grouptable.originalUnit, woundedGroup = _woundedGroupName, side = self.coalition, desc = grouptable.desc, player = grouptable.player } _woundedGroup:Destroy( false ) 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 --- (Internal) 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 ) return self end --- (internal) Function to check if the heli door(s) are open. Thanks to Shadowze. -- @param #CSAR self -- @param #string unit_name Name of unit. -- @return #boolean outcome The outcome. function CSAR:_IsLoadingDoorOpen( unit_name ) self:T( self.lid .. " _IsLoadingDoorOpen" ) return UTILS.IsLoadingDoorOpen( unit_name ) end --- (Internal) 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 (_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, false, 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, false, true ) end self.heliCloseMessage[_lookupKeyHeli] = true end -- have we landed close enough? if not _heliUnit:InAir() then 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, false ) else _time = self.landedStatus[_lookupKeyHeli] - 10 self.landedStatus[_lookupKeyHeli] = _time end if _time <= 0 or _distance < self.loadDistance then if self.pilotmustopendoors and not self:_IsLoadingDoorOpen( _heliName ) then self:_DisplayMessageToSAR( _heliUnit, "Open the door to let me in!", self.messageTime, true ) return true else self.landedStatus[_lookupKeyHeli] = nil self:_PickupUnit( _heliUnit, _pilotName, _woundedGroup, _woundedGroupName ) return false end end end else if (_distance < self.loadDistance) then if self.pilotmustopendoors and not self:_IsLoadingDoorOpen( _heliName ) then self:_DisplayMessageToSAR( _heliUnit, "Open the door to let me in!", self.messageTime, true ) return true else self:_PickupUnit( _heliUnit, _pilotName, _woundedGroup, _woundedGroupName ) return false end 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 -- TODO - make variable if _distance < self.rescuehoverdistance then -- check height! local leaderheight = _woundedLeader:GetHeight() if leaderheight < 0 then leaderheight = 0 end local _height = _heliUnit:GetHeight() - leaderheight -- TODO - make variable if _height <= self.rescuehoverheight 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 if self.pilotmustopendoors and not self:_IsLoadingDoorOpen( _heliName ) then self:_DisplayMessageToSAR( _heliUnit, "Open the door to let me in!", self.messageTime, true ) return true else self.hoverStatus[_lookupKeyHeli] = nil self:_PickupUnit( _heliUnit, _pilotName, _woundedGroup, _woundedGroupName ) return false end 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 --- (Internal) Monitor in-flight returning groups. -- @param #CSAR self -- @param #string heliname Heli name -- @param #string groupname Group name -- @param #boolean isairport If true, EVENT.Landing took place at an airport or FARP function CSAR:_ScheduledSARFlight( heliname, groupname, isairport ) 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 < self.FARPRescueDistance or isairport) and _heliUnit:InAir() == false then if self.pilotmustopendoors and self:_IsLoadingDoorOpen( heliname ) == false then self:_DisplayMessageToSAR( _heliUnit, "Open the door to let me out!", self.messageTime, true ) else self:_RescuePilots( _heliUnit ) return end end -- queue up self:__Returning( -5, heliname, _woundedGroupName, isairport ) return self end --- (Internal) 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 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 ) return self end --- (Internal) Check and return Wrappe.Unit#UNIT based on the name if alive. -- @param #CSAR self -- @param #string _unitname Name of Unit -- @return Wrapper.Unit#UNIT The 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 --- (Internal) 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. -- @param #boolean _override (optional) Override message suppression function CSAR:_DisplayMessageToSAR( _unit, _text, _time, _clear, _speak, _override ) self:T( self.lid .. " _DisplayMessageToSAR" ) local group = _unit:GetGroup() local _clear = _clear or nil local _time = _time or self.messageTime if _override or not self.suppressmessages then local m = MESSAGE:New( _text, _time, "Info", _clear ):ToGroup( group ) end -- 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 return self end --- (Internal) 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() else -- Bullseye Metric --(medevac.coordtype == 4 or 3) _coordinatesText = _coordinate:ToStringBULLS( self.coalition ) end end return _coordinatesText end --- (Internal) 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 = _value.group if _woundedGroup and _value.alive then local _coordinatesText = self:_GetPositionOfWounded( _woundedGroup ) local _helicoord = _heli:GetCoordinate() local _woundcoord = _woundedGroup:GetCoordinate() local _distance = self:_GetDistance( _helicoord, _woundcoord ) self:T( { _distance = _distance } ) local distancetext = "" if _SETTINGS:IsImperial() then distancetext = string.format( "%.1fnm", UTILS.MetersToNM( _distance ) ) else distancetext = string.format( "%.1fkm", _distance / 1000.0 ) end if _value.frequency == 0 then -- shagrat insert CASEVAC without Frequency table.insert( _csarList, { dist = _distance, msg = string.format( "%s at %s - %s ", _value.desc, _coordinatesText, distancetext ) } ) else table.insert( _csarList, { dist = _distance, msg = string.format( "%s at %s - %.2f KHz ADF - %s ", _value.desc, _coordinatesText, _value.frequency / 1000, distancetext ) } ) end 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, false, false, true ) return self end --- (Internal) 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() or _heli:GetCoordinate() if _heliCoord == nil then self:E( "****Error obtaining coordinate!" ) return nil end local DownedPilotsTable = self.downedPilots for _, _groupInfo in UTILS.spairs( DownedPilotsTable ) do -- 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 --- (Internal) 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 ) local smokedist = 8000 if self.approachdist_far > smokedist then smokedist = self.approachdist_far end if _closest ~= nil and _closest.pilot ~= nil and _closest.distance > 0 and _closest.distance < smokedist then local _clockDir = self:_GetClockDirection( _heli, _closest.pilot ) local _distance = 0 if _SETTINGS:IsImperial() then _distance = string.format( "%.1fnm", UTILS.MetersToNM( _closest.distance ) ) else _distance = string.format( "%.1fkm", _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, true ) local _coord = _closest.pilot:GetCoordinate() _coord:FlareRed( _clockDir ) else local _distance = smokedist if _SETTINGS:IsImperial() then _distance = string.format( "%.1fnm", UTILS.MetersToNM( smokedist ) ) else _distance = string.format( "%.1fkm", smokedist / 1000 ) end self:_DisplayMessageToSAR( _heli, string.format( "No Pilots within %s", _distance ), self.messageTime, false, false, true ) end return self end --- (Internal) 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" ) local messagetime = _messagetime or self.messageTime for _, _unitName in pairs( self.csarUnits ) do local _unit = self:_GetSARHeli( _unitName ) if _unit and not self.suppressmessages then self:_DisplayMessageToSAR( _unit, _message, _messagetime ) end end return self end ---(Internal) 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 smokedist = 8000 if smokedist < self.approachdist_far then smokedist = self.approachdist_far end local _closest = self:_GetClosestDownedPilot( _heli ) if _closest ~= nil and _closest.pilot ~= nil and _closest.distance > 0 and _closest.distance < smokedist then local _clockDir = self:_GetClockDirection( _heli, _closest.pilot ) local _distance = 0 if _SETTINGS:IsImperial() then _distance = string.format( "%.1fnm", UTILS.MetersToNM( _closest.distance ) ) else _distance = string.format( "%.1fkm", _closest.distance / 1000 ) end local _msg = string.format( "%s - Popping smoke at your %s o\'clock. Distance %s", _unitName, _clockDir, _distance ) self:_DisplayMessageToSAR( _heli, _msg, self.messageTime, false, true, true ) local _coord = _closest.pilot:GetCoordinate() local color = self.smokecolor _coord:Smoke( color ) else local _distance = 0 if _SETTINGS:IsImperial() then _distance = string.format( "%.1fnm", UTILS.MetersToNM( smokedist ) ) else _distance = string.format( "%.1fkm", smokedist / 1000 ) end self:_DisplayMessageToSAR( _heli, string.format( "No Pilots within %s", _distance ), self.messageTime, false, false, true ) end return self end --- (Internal) 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.mash -- 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 < distmin and (Category == nil or Category == DCSairbase:getDesc().category) then distmin = dist airbase = DCSairbase end end return distmin end if self.allowFARPRescue then local position = _heli:GetCoordinate() local afb, distance = position:GetClosestAirbase2( nil, self.coalition ) _shortestDistance = distance end for _, _mashUnit in pairs( _mashes ) do if _mashUnit and _mashUnit:IsAlive() then local _mashcoord = _mashUnit:GetCoordinate() _distance = self:_GetDistance( _helicoord, _mashcoord ) if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then _shortestDistance = _distance end end end if _shortestDistance ~= -1 then return _shortestDistance else return -1 end end --- (Internal) Display onboarded rescued pilots. -- @param #CSAR self -- @param #string _unitName Name of the chopper function CSAR:_CheckOnboard( _unitName ) self:T( self.lid .. " _CheckOnboard" ) local _unit = self:_GetSARHeli( _unitName ) if _unit == nil then return end -- list onboard pilots local _inTransit = self.inTransitGroups[_unitName] if _inTransit == nil then self:_DisplayMessageToSAR( _unit, "No Rescued Pilots onboard", self.messageTime, false, false, true ) else local _text = "Onboard - RTB to FARP/Airfield or MASH: " for _, _onboard in pairs( self.inTransitGroups[_unitName] ) do _text = _text .. "\n" .. _onboard.desc end self:_DisplayMessageToSAR( _unit, _text, self.messageTime * 2, false, false, true ) end return self end --- (Internal) Populate F10 menu for CSAR players. -- @param #CSAR self function CSAR:_AddMedevacMenuItem() self:T( self.lid .. " _AddMedevacMenuItem" ) local coalition = self.coalition local allheligroupset = self.allheligroupset local _allHeliGroups = allheligroupset:GetSetObjects() -- rebuild units table local _UnitList = {} for _key, _group in pairs( _allHeliGroups ) do local _unit = _group:GetUnit( 1 ) -- Asume that there is only one unit in the flight for players if _unit then if _unit:IsAlive() and _unit:IsPlayer() then local unitName = _unit:GetName() _UnitList[unitName] = unitName end -- end isAlive end -- end if _unit end -- end for self.csarUnits = _UnitList -- build unit menus for _, _unitName in pairs( self.csarUnits ) do local _unit = self:_GetSARHeli( _unitName ) -- Wrapper.Unit#UNIT if _unit then local _group = _unit:GetGroup() -- Wrapper.Group#GROUP if _group then local groupname = _group:GetName() if self.addedTo[groupname] == nil then self.addedTo[groupname] = true local _rootPath = MENU_GROUP:New( _group, "CSAR" ) local _rootMenu1 = MENU_GROUP_COMMAND:New( _group, "List Active CSAR", _rootPath, self._DisplayActiveSAR, self, _unitName ) local _rootMenu2 = MENU_GROUP_COMMAND:New( _group, "Check Onboard", _rootPath, self._CheckOnboard, self, _unitName ) local _rootMenu3 = MENU_GROUP_COMMAND:New( _group, "Request Signal Flare", _rootPath, self._SignalFlare, self, _unitName ) local _rootMenu4 = MENU_GROUP_COMMAND:New( _group, "Request Smoke", _rootPath, self._Reqsmoke, self, _unitName ):Refresh() end end end end return self end --- (Internal) Return distance in meters between two coordinates. -- @param #CSAR self -- @param Core.Point#COORDINATE _point1 Coordinate one -- @param Core.Point#COORDINATE _point2 Coordinate two -- @return #number Distance in meters function CSAR:_GetDistance( _point1, _point2 ) self:T( self.lid .. " _GetDistance" ) if _point1 and _point2 then local distance1 = _point1:Get2DDistance( _point2 ) local distance2 = _point1:DistanceFromPointVec2( _point2 ) if distance1 and type( distance1 ) == "number" then return distance1 elseif distance2 and type( distance2 ) == "number" then return distance2 else self:E( "*****Cannot calculate distance!" ) self:E( { _point1, _point2 } ) return -1 end else self:E( "******Cannot calculate distance!" ) self:E( { _point1, _point2 } ) return -1 end end --- (Internal) Populate table with available beacon frequencies. -- @param #CSAR self function CSAR:_GenerateVHFrequencies() self:T( self.lid .. " _GenerateVHFrequencies" ) local FreeVHFFrequencies = {} FreeVHFFrequencies = UTILS.GenerateVHFrequencies() self.FreeVHFFrequencies = FreeVHFFrequencies return self end --- (Internal) Pop frequency from prepopulated table. -- @param #CSAR self -- @return #number frequency function CSAR:_GenerateADFFrequency() self:T( self.lid .. " _GenerateADFFrequency" ) -- get a free freq for a beacon if #self.FreeVHFFrequencies <= 3 then self.FreeVHFFrequencies = self.UsedVHFFrequencies self.UsedVHFFrequencies = {} end local _vhf = table.remove( self.FreeVHFFrequencies, math.random( #self.FreeVHFFrequencies ) ) return _vhf end --- (Internal) Function to determine clockwise direction for flares. -- @param #CSAR self -- @param Wrapper.Unit#UNIT _heli The Helicopter -- @param Wrapper.Group#GROUP _group The downed Group -- @return #number direction function CSAR:_GetClockDirection( _heli, _group ) self:T( self.lid .. " _GetClockDirection" ) local _playerPosition = _heli:GetCoordinate() -- get position of helicopter local _targetpostions = _group:GetCoordinate() -- get position of downed pilot local _heading = _heli:GetHeading() -- heading local DirectionVec3 = _playerPosition:GetDirectionVec3( _targetpostions ) local Angle = _playerPosition:GetAngleDegrees( DirectionVec3 ) self:T( self.lid .. " _GetClockDirection" .. tostring( Angle ) .. " " .. tostring( _heading ) ) local clock = 12 if _heading then local Aspect = Angle - _heading if Aspect == 0 then Aspect = 360 end clock = math.abs( UTILS.Round( (Aspect / 30), 0 ) ) if clock == 0 then clock = 12 end end return clock end --- (Internal) Function to add beacon to downed pilot. -- @param #CSAR self -- @param Wrapper.Group#GROUP _group Group #GROUP object. -- @param #number _freq Frequency to use function CSAR:_AddBeaconToGroup( _group, _freq ) self:T( self.lid .. " _AddBeaconToGroup" ) local _group = _group if _group == nil then -- return frequency to pool of available for _i, _current in ipairs( self.UsedVHFFrequencies ) do if _current == _freq then table.insert( self.FreeVHFFrequencies, _freq ) table.remove( self.UsedVHFFrequencies, _i ) end end return end if _group:IsAlive() then local _radioUnit = _group:GetUnit( 1 ) local Frequency = _freq -- Freq in Hertz local Sound = "l10n/DEFAULT/" .. self.radioSound trigger.action.radioTransmission( Sound, _radioUnit:GetPositionVec3(), 0, false, Frequency, 1000 ) -- Beacon in MP only runs for exactly 30secs straight end return self end --- (Internal) Helper function to (re-)add beacon to downed pilot. -- @param #CSAR self -- @param #table _args Arguments function CSAR:_RefreshRadioBeacons() self:T( self.lid .. " _RefreshRadioBeacons" ) if self:_CountActiveDownedPilots() > 0 then local PilotTable = self.downedPilots for _, _pilot in pairs( PilotTable ) do self:T( { _pilot } ) local pilot = _pilot -- #CSAR.DownedPilot local group = pilot.group local frequency = pilot.frequency or 0 -- thanks to @Thrud if group and group:IsAlive() and frequency > 0 then self:_AddBeaconToGroup( group, frequency ) end end end return self end --- (Internal) 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.desc } ) if _unitName.alive == true then PilotsInFieldN = PilotsInFieldN + 1 end end return PilotsInFieldN end --- (Internal) 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 --- ------------------------------ --- (Internal) 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.LandingAfterEjection, self._EventHandler ) -- shagrat self:HandleEvent( EVENTS.PlayerEnterAircraft, self._EventHandler ) self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventHandler ) self:HandleEvent( EVENTS.PilotDead, self._EventHandler ) 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.mash = SET_GROUP:New():FilterCoalitions( self.coalitiontxt ):FilterPrefixes( self.mashprefix ):FilterStart() -- currently only GROUP objects, maybe support STATICs also? self:__Status( -10 ) return self end --- (Internal) Function called before Status() event. -- @param #CSAR self function CSAR:_CheckDownedPilotTable() local pilots = self.downedPilots local npilots = {} for _ind, _entry in pairs( pilots ) do local _group = _entry.group if _group:IsAlive() then npilots[_ind] = _entry else if _entry.alive then self:__KIA( 1, _entry.desc ) end end end self.downedPilots = npilots return self end --- (Internal) 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() if not self.BeaconTimer or (self.BeaconTimer and not self.BeaconTimer:IsRunning()) then self.BeaconTimer = TIMER:New( self._RefreshRadioBeacons, self ) self.BeaconTimer:Start( 2, self.beaconRefresher ) end self:_CheckDownedPilotTable() for _, _sar in pairs( self.csarUnits ) do local PilotTable = self.downedPilots for _, _entry in pairs( PilotTable ) do if _entry.alive then 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 end return self end --- (Internal) 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 --- (Internal) 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.LandingAfterEjection ) -- shagrat self:UnHandleEvent( EVENTS.PlayerEnterUnit ) self:UnHandleEvent( EVENTS.PlayerEnterAircraft ) self:UnHandleEvent( EVENTS.PilotDead ) self:T( self.lid .. "Stopped." ) return self end --- (Internal) 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 --- (Internal) 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 --- (Internal) 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. -- @param #boolean IsAirport True if heli has landed on an AFB (from event land). function CSAR:onbeforeReturning( From, Event, To, Heliname, Woundedgroupname, IsAirPort ) self:T( { From, Event, To, Heliname, Woundedgroupname } ) self:_ScheduledSARFlight( Heliname, Woundedgroupname, IsAirPort ) return self end --- (Internal) 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 --- (Internal) 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 --------------------------------------------------------------------------------------------------------------------------------------------------------------------