env.info( 'Moose Embedded' ) --- Various routines -- @module routines -- @author Flightcontrol --Include.File( "Trace" ) --Include.File( "Message" ) env.setErrorMessageBoxEnabled(false) --- Extract of MIST functions. -- @author Grimes routines = {} -- don't change these routines.majorVersion = 3 routines.minorVersion = 3 routines.build = 22 ----------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------- -- Utils- conversion, Lua utils, etc. routines.utils = {} --from http://lua-users.org/wiki/CopyTable routines.utils.deepCopy = function(object) local lookup_table = {} local function _copy(object) if type(object) ~= "table" then return object elseif lookup_table[object] then return lookup_table[object] end local new_table = {} lookup_table[object] = new_table for index, value in pairs(object) do new_table[_copy(index)] = _copy(value) end return setmetatable(new_table, getmetatable(object)) end local objectreturn = _copy(object) return objectreturn end -- porting in Slmod's serialize_slmod2 routines.utils.oneLineSerialize = function(tbl) -- serialization of a table all on a single line, no comments, made to replace old get_table_string function lookup_table = {} local function _Serialize( tbl ) if type(tbl) == 'table' then --function only works for tables! if lookup_table[tbl] then return lookup_table[object] end local tbl_str = {} lookup_table[tbl] = tbl_str tbl_str[#tbl_str + 1] = '{' for ind,val in pairs(tbl) do -- serialize its fields local ind_str = {} if type(ind) == "number" then ind_str[#ind_str + 1] = '[' ind_str[#ind_str + 1] = tostring(ind) ind_str[#ind_str + 1] = ']=' else --must be a string ind_str[#ind_str + 1] = '[' ind_str[#ind_str + 1] = routines.utils.basicSerialize(ind) ind_str[#ind_str + 1] = ']=' end local val_str = {} if ((type(val) == 'number') or (type(val) == 'boolean')) then val_str[#val_str + 1] = tostring(val) val_str[#val_str + 1] = ',' tbl_str[#tbl_str + 1] = table.concat(ind_str) tbl_str[#tbl_str + 1] = table.concat(val_str) elseif type(val) == 'string' then val_str[#val_str + 1] = routines.utils.basicSerialize(val) val_str[#val_str + 1] = ',' tbl_str[#tbl_str + 1] = table.concat(ind_str) tbl_str[#tbl_str + 1] = table.concat(val_str) elseif type(val) == 'nil' then -- won't ever happen, right? val_str[#val_str + 1] = 'nil,' tbl_str[#tbl_str + 1] = table.concat(ind_str) tbl_str[#tbl_str + 1] = table.concat(val_str) elseif type(val) == 'table' then if ind == "__index" then -- tbl_str[#tbl_str + 1] = "__index" -- tbl_str[#tbl_str + 1] = ',' --I think this is right, I just added it else val_str[#val_str + 1] = _Serialize(val) val_str[#val_str + 1] = ',' --I think this is right, I just added it tbl_str[#tbl_str + 1] = table.concat(ind_str) tbl_str[#tbl_str + 1] = table.concat(val_str) end elseif type(val) == 'function' then -- tbl_str[#tbl_str + 1] = "function " .. tostring(ind) -- tbl_str[#tbl_str + 1] = ',' --I think this is right, I just added it else -- env.info('unable to serialize value type ' .. routines.utils.basicSerialize(type(val)) .. ' at index ' .. tostring(ind)) -- env.info( debug.traceback() ) end end tbl_str[#tbl_str + 1] = '}' return table.concat(tbl_str) else return tostring(tbl) end end local objectreturn = _Serialize(tbl) return objectreturn end --porting in Slmod's "safestring" basic serialize routines.utils.basicSerialize = function(s) if s == nil then return "\"\"" else if ((type(s) == 'number') or (type(s) == 'boolean') or (type(s) == 'function') or (type(s) == 'table') or (type(s) == 'userdata') ) then return tostring(s) elseif type(s) == 'string' then s = string.format('%q', s) return s end end end routines.utils.toDegree = function(angle) return angle*180/math.pi end routines.utils.toRadian = function(angle) return angle*math.pi/180 end routines.utils.metersToNM = function(meters) return meters/1852 end routines.utils.metersToFeet = function(meters) return meters/0.3048 end routines.utils.NMToMeters = function(NM) return NM*1852 end routines.utils.feetToMeters = function(feet) return feet*0.3048 end routines.utils.mpsToKnots = function(mps) return mps*3600/1852 end routines.utils.mpsToKmph = function(mps) return mps*3.6 end routines.utils.knotsToMps = function(knots) return knots*1852/3600 end routines.utils.kmphToMps = function(kmph) return kmph/3.6 end function routines.utils.makeVec2(Vec3) if Vec3.z then return {x = Vec3.x, y = Vec3.z} else return {x = Vec3.x, y = Vec3.y} -- it was actually already vec2. end end function routines.utils.makeVec3(Vec2, y) if not Vec2.z then if not y then y = 0 end return {x = Vec2.x, y = y, z = Vec2.y} else return {x = Vec2.x, y = Vec2.y, z = Vec2.z} -- it was already Vec3, actually. end end function routines.utils.makeVec3GL(Vec2, offset) local adj = offset or 0 if not Vec2.z then return {x = Vec2.x, y = (land.getHeight(Vec2) + adj), z = Vec2.y} else return {x = Vec2.x, y = (land.getHeight({x = Vec2.x, y = Vec2.z}) + adj), z = Vec2.z} end end routines.utils.zoneToVec3 = function(zone) local new = {} if type(zone) == 'table' and zone.point then new.x = zone.point.x new.y = zone.point.y new.z = zone.point.z return new elseif type(zone) == 'string' then zone = trigger.misc.getZone(zone) if zone then new.x = zone.point.x new.y = zone.point.y new.z = zone.point.z return new end end end -- gets heading-error corrected direction from point along vector vec. function routines.utils.getDir(vec, point) local dir = math.atan2(vec.z, vec.x) dir = dir + routines.getNorthCorrection(point) if dir < 0 then dir = dir + 2*math.pi -- put dir in range of 0 to 2*pi end return dir end -- gets distance in meters between two points (2 dimensional) function routines.utils.get2DDist(point1, point2) point1 = routines.utils.makeVec3(point1) point2 = routines.utils.makeVec3(point2) return routines.vec.mag({x = point1.x - point2.x, y = 0, z = point1.z - point2.z}) end -- gets distance in meters between two points (3 dimensional) function routines.utils.get3DDist(point1, point2) return routines.vec.mag({x = point1.x - point2.x, y = point1.y - point2.y, z = point1.z - point2.z}) end -- From http://lua-users.org/wiki/SimpleRound -- use negative idp for rounding ahead of decimal place, positive for rounding after decimal place routines.utils.round = function(num, idp) local mult = 10^(idp or 0) return math.floor(num * mult + 0.5) / mult end -- porting in Slmod's dostring routines.utils.dostring = function(s) local f, err = loadstring(s) if f then return true, f() else return false, err end end --3D Vector manipulation routines.vec = {} routines.vec.add = function(vec1, vec2) return {x = vec1.x + vec2.x, y = vec1.y + vec2.y, z = vec1.z + vec2.z} end routines.vec.sub = function(vec1, vec2) return {x = vec1.x - vec2.x, y = vec1.y - vec2.y, z = vec1.z - vec2.z} end routines.vec.scalarMult = function(vec, mult) return {x = vec.x*mult, y = vec.y*mult, z = vec.z*mult} end routines.vec.scalar_mult = routines.vec.scalarMult routines.vec.dp = function(vec1, vec2) return vec1.x*vec2.x + vec1.y*vec2.y + vec1.z*vec2.z end routines.vec.cp = function(vec1, vec2) return { x = vec1.y*vec2.z - vec1.z*vec2.y, y = vec1.z*vec2.x - vec1.x*vec2.z, z = vec1.x*vec2.y - vec1.y*vec2.x} end routines.vec.mag = function(vec) return (vec.x^2 + vec.y^2 + vec.z^2)^0.5 end routines.vec.getUnitVec = function(vec) local mag = routines.vec.mag(vec) return { x = vec.x/mag, y = vec.y/mag, z = vec.z/mag } end routines.vec.rotateVec2 = function(vec2, theta) return { x = vec2.x*math.cos(theta) - vec2.y*math.sin(theta), y = vec2.x*math.sin(theta) + vec2.y*math.cos(theta)} end --------------------------------------------------------------------------------------------------------------------------- -- acc- the accuracy of each easting/northing. 0, 1, 2, 3, 4, or 5. routines.tostringMGRS = function(MGRS, acc) if acc == 0 then return MGRS.UTMZone .. ' ' .. MGRS.MGRSDigraph else return MGRS.UTMZone .. ' ' .. MGRS.MGRSDigraph .. ' ' .. string.format('%0' .. acc .. 'd', routines.utils.round(MGRS.Easting/(10^(5-acc)), 0)) .. ' ' .. string.format('%0' .. acc .. 'd', routines.utils.round(MGRS.Northing/(10^(5-acc)), 0)) end end --[[acc: in DM: decimal point of minutes. In DMS: decimal point of seconds. position after the decimal of the least significant digit: So: 42.32 - acc of 2. ]] routines.tostringLL = function(lat, lon, acc, DMS) local latHemi, lonHemi if lat > 0 then latHemi = 'N' else latHemi = 'S' end if lon > 0 then lonHemi = 'E' else lonHemi = 'W' end lat = math.abs(lat) lon = math.abs(lon) local latDeg = math.floor(lat) local latMin = (lat - latDeg)*60 local lonDeg = math.floor(lon) local lonMin = (lon - lonDeg)*60 if DMS then -- degrees, minutes, and seconds. local oldLatMin = latMin latMin = math.floor(latMin) local latSec = routines.utils.round((oldLatMin - latMin)*60, acc) local oldLonMin = lonMin lonMin = math.floor(lonMin) local lonSec = routines.utils.round((oldLonMin - lonMin)*60, acc) if latSec == 60 then latSec = 0 latMin = latMin + 1 end if lonSec == 60 then lonSec = 0 lonMin = lonMin + 1 end local secFrmtStr -- create the formatting string for the seconds place if acc <= 0 then -- no decimal place. secFrmtStr = '%02d' else local width = 3 + acc -- 01.310 - that's a width of 6, for example. secFrmtStr = '%0' .. width .. '.' .. acc .. 'f' end return string.format('%02d', latDeg) .. ' ' .. string.format('%02d', latMin) .. '\' ' .. string.format(secFrmtStr, latSec) .. '"' .. latHemi .. ' ' .. string.format('%02d', lonDeg) .. ' ' .. string.format('%02d', lonMin) .. '\' ' .. string.format(secFrmtStr, lonSec) .. '"' .. lonHemi else -- degrees, decimal minutes. latMin = routines.utils.round(latMin, acc) lonMin = routines.utils.round(lonMin, acc) if latMin == 60 then latMin = 0 latDeg = latDeg + 1 end if lonMin == 60 then lonMin = 0 lonDeg = lonDeg + 1 end local minFrmtStr -- create the formatting string for the minutes place if acc <= 0 then -- no decimal place. minFrmtStr = '%02d' else local width = 3 + acc -- 01.310 - that's a width of 6, for example. minFrmtStr = '%0' .. width .. '.' .. acc .. 'f' end return string.format('%02d', latDeg) .. ' ' .. string.format(minFrmtStr, latMin) .. '\'' .. latHemi .. ' ' .. string.format('%02d', lonDeg) .. ' ' .. string.format(minFrmtStr, lonMin) .. '\'' .. lonHemi end end --[[ required: az - radian required: dist - meters optional: alt - meters (set to false or nil if you don't want to use it). optional: metric - set true to get dist and alt in km and m. precision will always be nearest degree and NM or km.]] routines.tostringBR = function(az, dist, alt, metric) az = routines.utils.round(routines.utils.toDegree(az), 0) if metric then dist = routines.utils.round(dist/1000, 2) else dist = routines.utils.round(routines.utils.metersToNM(dist), 2) end local s = string.format('%03d', az) .. ' for ' .. dist if alt then if metric then s = s .. ' at ' .. routines.utils.round(alt, 0) else s = s .. ' at ' .. routines.utils.round(routines.utils.metersToFeet(alt), 0) end end return s end routines.getNorthCorrection = function(point) --gets the correction needed for true north if not point.z then --Vec2; convert to Vec3 point.z = point.y point.y = 0 end local lat, lon = coord.LOtoLL(point) local north_posit = coord.LLtoLO(lat + 1, lon) return math.atan2(north_posit.z - point.z, north_posit.x - point.x) end -- the main area do -- THE MAIN FUNCTION -- Accessed 100 times/sec. routines.main = function() timer.scheduleFunction(routines.main, {}, timer.getTime() + 2) --reschedule first in case of Lua error ---------------------------------------------------------------------------------------------------------- --area to add new stuff in routines.do_scheduled_functions() end -- end of routines.main timer.scheduleFunction(routines.main, {}, timer.getTime() + 2) end do local Tasks = {} local task_id = 0 --[[ routines.scheduleFunction: int id = routines.schedule_task(f function, vars table, t number, rep number, st number) id - integer id of this function task f - function to run vars - table of vars for that function t - time to run function rep - time between repetitions of this function (OPTIONAL) st - time when repetitions of this function will stop automatically (OPTIONAL) ]] --- Schedule a function -- @param #function f -- @param #table parameters -- @param #Time t -- @param #Time rep seconds -- @param #Time st routines.scheduleFunction = function(f, vars, t, rep, st) --verify correct types assert(type(f) == 'function', 'variable 1, expected function, got ' .. type(f)) assert(type(vars) == 'table' or vars == nil, 'variable 2, expected table or nil, got ' .. type(f)) assert(type(t) == 'number', 'variable 3, expected number, got ' .. type(t)) assert(type(rep) == 'number' or rep == nil, 'variable 4, expected number or nil, got ' .. type(rep)) assert(type(st) == 'number' or st == nil, 'variable 5, expected number or nil, got ' .. type(st)) if not vars then vars = {} end task_id = task_id + 1 table.insert(Tasks, {f = f, vars = vars, t = t, rep = rep, st = st, id = task_id}) return task_id end -- removes a scheduled function based on the function's id. returns true if successful, false if not successful. routines.removeFunction = function(id) local i = 1 while i <= #Tasks do if Tasks[i].id == id then table.remove(Tasks, i) else i = i + 1 end end end routines.errhandler = function(errmsg) env.info( "Error in scheduled function:" .. errmsg ) env.info( debug.traceback() ) return errmsg end -------------------------------------------------------------------------------------------------------------------- -- not intended for users to use this function. routines.do_scheduled_functions = function() local i = 1 while i <= #Tasks do if not Tasks[i].rep then -- not a repeated process if Tasks[i].t <= timer.getTime() then local Task = Tasks[i] -- local reference --env.info("do_scheduled_functions:call function " .. i ) table.remove(Tasks, i) local err, errmsg = xpcall(function() Task.f( unpack(Task.vars, 1, table.maxn(Task.vars))) end, routines.errhandler ) if not err then --env.info('routines.scheduleFunction, error in scheduled function: ' .. errmsg) end --Task.f(unpack(Task.vars, 1, table.maxn(Task.vars))) -- do the task, do not increment i else i = i + 1 end else if Tasks[i].st and Tasks[i].st <= timer.getTime() then --if a stoptime was specified, and the stop time exceeded --env.info("do_scheduled_functions:remove repeated") table.remove(Tasks, i) -- stop time exceeded, do not execute, do not increment i elseif Tasks[i].t <= timer.getTime() then local Task = Tasks[i] -- local reference Task.t = timer.getTime() + Task.rep --schedule next run --env.info("do_scheduled_functions:call function " .. i ) local err, errmsg = xpcall(function() Task.f( unpack(Task.vars, 1, table.maxn(Task.vars))) end, routines.errhandler ) if not err then --env.info('routines.scheduleFunction, error in scheduled function: ' .. errmsg) end --Tasks[i].f(unpack(Tasks[i].vars, 1, table.maxn(Tasks[i].vars))) -- do the task i = i + 1 else i = i + 1 end end end end end do local idNum = 0 --Simplified event handler routines.addEventHandler = function(f) --id is optional! local handler = {} idNum = idNum + 1 handler.id = idNum handler.f = f handler.onEvent = function(self, event) self.f(event) end world.addEventHandler(handler) end routines.removeEventHandler = function(id) for key, handler in pairs(world.eventHandlers) do if handler.id and handler.id == id then world.eventHandlers[key] = nil return true end end return false end end -- need to return a Vec3 or Vec2? function routines.getRandPointInCircle(point, radius, innerRadius) local theta = 2*math.pi*math.random() local rad = math.random() + math.random() if rad > 1 then rad = 2 - rad end local radMult if innerRadius and innerRadius <= radius then radMult = (radius - innerRadius)*rad + innerRadius else radMult = radius*rad end if not point.z then --might as well work with vec2/3 point.z = point.y end local rndCoord if radius > 0 then rndCoord = {x = math.cos(theta)*radMult + point.x, y = math.sin(theta)*radMult + point.z} else rndCoord = {x = point.x, y = point.z} end return rndCoord end routines.goRoute = function(group, path) local misTask = { id = 'Mission', params = { route = { points = routines.utils.deepCopy(path), }, }, } if type(group) == 'string' then group = Group.getByName(group) end local groupCon = group:getController() if groupCon then groupCon:setTask(misTask) return true end Controller.setTask(groupCon, misTask) return false end -- Useful atomic functions from mist, ported. routines.ground = {} routines.fixedWing = {} routines.heli = {} routines.ground.buildWP = function(point, overRideForm, overRideSpeed) local wp = {} wp.x = point.x if point.z then wp.y = point.z else wp.y = point.y end local form, speed if point.speed and not overRideSpeed then wp.speed = point.speed elseif type(overRideSpeed) == 'number' then wp.speed = overRideSpeed else wp.speed = routines.utils.kmphToMps(20) end if point.form and not overRideForm then form = point.form else form = overRideForm end if not form then wp.action = 'Cone' else form = string.lower(form) if form == 'off_road' or form == 'off road' then wp.action = 'Off Road' elseif form == 'on_road' or form == 'on road' then wp.action = 'On Road' elseif form == 'rank' or form == 'line_abrest' or form == 'line abrest' or form == 'lineabrest'then wp.action = 'Rank' elseif form == 'cone' then wp.action = 'Cone' elseif form == 'diamond' then wp.action = 'Diamond' elseif form == 'vee' then wp.action = 'Vee' elseif form == 'echelon_left' or form == 'echelon left' or form == 'echelonl' then wp.action = 'EchelonL' elseif form == 'echelon_right' or form == 'echelon right' or form == 'echelonr' then wp.action = 'EchelonR' else wp.action = 'Cone' -- if nothing matched end end wp.type = 'Turning Point' return wp end routines.fixedWing.buildWP = function(point, WPtype, speed, alt, altType) local wp = {} wp.x = point.x if point.z then wp.y = point.z else wp.y = point.y end if alt and type(alt) == 'number' then wp.alt = alt else wp.alt = 2000 end if altType then altType = string.lower(altType) if altType == 'radio' or 'agl' then wp.alt_type = 'RADIO' elseif altType == 'baro' or 'asl' then wp.alt_type = 'BARO' end else wp.alt_type = 'RADIO' end if point.speed then speed = point.speed end if point.type then WPtype = point.type end if not speed then wp.speed = routines.utils.kmphToMps(500) else wp.speed = speed end if not WPtype then wp.action = 'Turning Point' else WPtype = string.lower(WPtype) if WPtype == 'flyover' or WPtype == 'fly over' or WPtype == 'fly_over' then wp.action = 'Fly Over Point' elseif WPtype == 'turningpoint' or WPtype == 'turning point' or WPtype == 'turning_point' then wp.action = 'Turning Point' else wp.action = 'Turning Point' end end wp.type = 'Turning Point' return wp end routines.heli.buildWP = function(point, WPtype, speed, alt, altType) local wp = {} wp.x = point.x if point.z then wp.y = point.z else wp.y = point.y end if alt and type(alt) == 'number' then wp.alt = alt else wp.alt = 500 end if altType then altType = string.lower(altType) if altType == 'radio' or 'agl' then wp.alt_type = 'RADIO' elseif altType == 'baro' or 'asl' then wp.alt_type = 'BARO' end else wp.alt_type = 'RADIO' end if point.speed then speed = point.speed end if point.type then WPtype = point.type end if not speed then wp.speed = routines.utils.kmphToMps(200) else wp.speed = speed end if not WPtype then wp.action = 'Turning Point' else WPtype = string.lower(WPtype) if WPtype == 'flyover' or WPtype == 'fly over' or WPtype == 'fly_over' then wp.action = 'Fly Over Point' elseif WPtype == 'turningpoint' or WPtype == 'turning point' or WPtype == 'turning_point' then wp.action = 'Turning Point' else wp.action = 'Turning Point' end end wp.type = 'Turning Point' return wp end routines.groupToRandomPoint = function(vars) local group = vars.group --Required local point = vars.point --required local radius = vars.radius or 0 local innerRadius = vars.innerRadius local form = vars.form or 'Cone' local heading = vars.heading or math.random()*2*math.pi local headingDegrees = vars.headingDegrees local speed = vars.speed or routines.utils.kmphToMps(20) local useRoads if not vars.disableRoads then useRoads = true else useRoads = false end local path = {} if headingDegrees then heading = headingDegrees*math.pi/180 end if heading >= 2*math.pi then heading = heading - 2*math.pi end local rndCoord = routines.getRandPointInCircle(point, radius, innerRadius) local offset = {} local posStart = routines.getLeadPos(group) offset.x = routines.utils.round(math.sin(heading - (math.pi/2)) * 50 + rndCoord.x, 3) offset.z = routines.utils.round(math.cos(heading + (math.pi/2)) * 50 + rndCoord.y, 3) path[#path + 1] = routines.ground.buildWP(posStart, form, speed) if useRoads == true and ((point.x - posStart.x)^2 + (point.z - posStart.z)^2)^0.5 > radius * 1.3 then path[#path + 1] = routines.ground.buildWP({['x'] = posStart.x + 11, ['z'] = posStart.z + 11}, 'off_road', speed) path[#path + 1] = routines.ground.buildWP(posStart, 'on_road', speed) path[#path + 1] = routines.ground.buildWP(offset, 'on_road', speed) else path[#path + 1] = routines.ground.buildWP({['x'] = posStart.x + 25, ['z'] = posStart.z + 25}, form, speed) end path[#path + 1] = routines.ground.buildWP(offset, form, speed) path[#path + 1] = routines.ground.buildWP(rndCoord, form, speed) routines.goRoute(group, path) return end routines.groupRandomDistSelf = function(gpData, dist, form, heading, speed) local pos = routines.getLeadPos(gpData) local fakeZone = {} fakeZone.radius = dist or math.random(300, 1000) fakeZone.point = {x = pos.x, y, pos.y, z = pos.z} routines.groupToRandomZone(gpData, fakeZone, form, heading, speed) return end routines.groupToRandomZone = function(gpData, zone, form, heading, speed) if type(gpData) == 'string' then gpData = Group.getByName(gpData) end if type(zone) == 'string' then zone = trigger.misc.getZone(zone) elseif type(zone) == 'table' and not zone.radius then zone = trigger.misc.getZone(zone[math.random(1, #zone)]) end if speed then speed = routines.utils.kmphToMps(speed) end local vars = {} vars.group = gpData vars.radius = zone.radius vars.form = form vars.headingDegrees = heading vars.speed = speed vars.point = routines.utils.zoneToVec3(zone) routines.groupToRandomPoint(vars) return end routines.isTerrainValid = function(coord, terrainTypes) -- vec2/3 and enum or table of acceptable terrain types if coord.z then coord.y = coord.z end local typeConverted = {} if type(terrainTypes) == 'string' then -- if its a string it does this check for constId, constData in pairs(land.SurfaceType) do if string.lower(constId) == string.lower(terrainTypes) or string.lower(constData) == string.lower(terrainTypes) then table.insert(typeConverted, constId) end end elseif type(terrainTypes) == 'table' then -- if its a table it does this check for typeId, typeData in pairs(terrainTypes) do for constId, constData in pairs(land.SurfaceType) do if string.lower(constId) == string.lower(typeData) or string.lower(constData) == string.lower(typeId) then table.insert(typeConverted, constId) end end end end for validIndex, validData in pairs(typeConverted) do if land.getSurfaceType(coord) == land.SurfaceType[validData] then return true end end return false end routines.groupToPoint = function(gpData, point, form, heading, speed, useRoads) if type(point) == 'string' then point = trigger.misc.getZone(point) end if speed then speed = routines.utils.kmphToMps(speed) end local vars = {} vars.group = gpData vars.form = form vars.headingDegrees = heading vars.speed = speed vars.disableRoads = useRoads vars.point = routines.utils.zoneToVec3(point) routines.groupToRandomPoint(vars) return end routines.getLeadPos = function(group) if type(group) == 'string' then -- group name group = Group.getByName(group) end local units = group:getUnits() local leader = units[1] if not leader then -- SHOULD be good, but if there is a bug, this code future-proofs it then. local lowestInd = math.huge for ind, unit in pairs(units) do if ind < lowestInd then lowestInd = ind leader = unit end end end if leader and Unit.isExist(leader) then -- maybe a little too paranoid now... return leader:getPosition().p end end --[[ vars for routines.getMGRSString: vars.units - table of unit names (NOT unitNameTable- maybe this should change). vars.acc - integer between 0 and 5, inclusive ]] routines.getMGRSString = function(vars) local units = vars.units local acc = vars.acc or 5 local avgPos = routines.getAvgPos(units) if avgPos then return routines.tostringMGRS(coord.LLtoMGRS(coord.LOtoLL(avgPos)), acc) end end --[[ vars for routines.getLLString vars.units - table of unit names (NOT unitNameTable- maybe this should change). vars.acc - integer, number of numbers after decimal place vars.DMS - if true, output in degrees, minutes, seconds. Otherwise, output in degrees, minutes. ]] routines.getLLString = function(vars) local units = vars.units local acc = vars.acc or 3 local DMS = vars.DMS local avgPos = routines.getAvgPos(units) if avgPos then local lat, lon = coord.LOtoLL(avgPos) return routines.tostringLL(lat, lon, acc, DMS) end end --[[ vars.zone - table of a zone name. vars.ref - vec3 ref point, maybe overload for vec2 as well? vars.alt - boolean, if used, includes altitude in string vars.metric - boolean, gives distance in km instead of NM. ]] routines.getBRStringZone = function(vars) local zone = trigger.misc.getZone( vars.zone ) local ref = routines.utils.makeVec3(vars.ref, 0) -- turn it into Vec3 if it is not already. local alt = vars.alt local metric = vars.metric if zone then local vec = {x = zone.point.x - ref.x, y = zone.point.y - ref.y, z = zone.point.z - ref.z} local dir = routines.utils.getDir(vec, ref) local dist = routines.utils.get2DDist(zone.point, ref) if alt then alt = zone.y end return routines.tostringBR(dir, dist, alt, metric) else env.info( 'routines.getBRStringZone: error: zone is nil' ) end end --[[ vars.units- table of unit names (NOT unitNameTable- maybe this should change). vars.ref - vec3 ref point, maybe overload for vec2 as well? vars.alt - boolean, if used, includes altitude in string vars.metric - boolean, gives distance in km instead of NM. ]] routines.getBRString = function(vars) local units = vars.units local ref = routines.utils.makeVec3(vars.ref, 0) -- turn it into Vec3 if it is not already. local alt = vars.alt local metric = vars.metric local avgPos = routines.getAvgPos(units) if avgPos then local vec = {x = avgPos.x - ref.x, y = avgPos.y - ref.y, z = avgPos.z - ref.z} local dir = routines.utils.getDir(vec, ref) local dist = routines.utils.get2DDist(avgPos, ref) if alt then alt = avgPos.y end return routines.tostringBR(dir, dist, alt, metric) end end -- Returns the Vec3 coordinates of the average position of the concentration of units most in the heading direction. --[[ vars for routines.getLeadingPos: vars.units - table of unit names vars.heading - direction vars.radius - number vars.headingDegrees - boolean, switches heading to degrees ]] routines.getLeadingPos = function(vars) local units = vars.units local heading = vars.heading local radius = vars.radius if vars.headingDegrees then heading = routines.utils.toRadian(vars.headingDegrees) end local unitPosTbl = {} for i = 1, #units do local unit = Unit.getByName(units[i]) if unit and unit:isExist() then unitPosTbl[#unitPosTbl + 1] = unit:getPosition().p end end if #unitPosTbl > 0 then -- one more more units found. -- first, find the unit most in the heading direction local maxPos = -math.huge local maxPosInd -- maxPos - the furthest in direction defined by heading; maxPosInd = for i = 1, #unitPosTbl do local rotatedVec2 = routines.vec.rotateVec2(routines.utils.makeVec2(unitPosTbl[i]), heading) if (not maxPos) or maxPos < rotatedVec2.x then maxPos = rotatedVec2.x maxPosInd = i end end --now, get all the units around this unit... local avgPos if radius then local maxUnitPos = unitPosTbl[maxPosInd] local avgx, avgy, avgz, totNum = 0, 0, 0, 0 for i = 1, #unitPosTbl do if routines.utils.get2DDist(maxUnitPos, unitPosTbl[i]) <= radius then avgx = avgx + unitPosTbl[i].x avgy = avgy + unitPosTbl[i].y avgz = avgz + unitPosTbl[i].z totNum = totNum + 1 end end avgPos = { x = avgx/totNum, y = avgy/totNum, z = avgz/totNum} else avgPos = unitPosTbl[maxPosInd] end return avgPos end end --[[ vars for routines.getLeadingMGRSString: vars.units - table of unit names vars.heading - direction vars.radius - number vars.headingDegrees - boolean, switches heading to degrees vars.acc - number, 0 to 5. ]] routines.getLeadingMGRSString = function(vars) local pos = routines.getLeadingPos(vars) if pos then local acc = vars.acc or 5 return routines.tostringMGRS(coord.LLtoMGRS(coord.LOtoLL(pos)), acc) end end --[[ vars for routines.getLeadingLLString: vars.units - table of unit names vars.heading - direction, number vars.radius - number vars.headingDegrees - boolean, switches heading to degrees vars.acc - number of digits after decimal point (can be negative) vars.DMS - boolean, true if you want DMS. ]] routines.getLeadingLLString = function(vars) local pos = routines.getLeadingPos(vars) if pos then local acc = vars.acc or 3 local DMS = vars.DMS local lat, lon = coord.LOtoLL(pos) return routines.tostringLL(lat, lon, acc, DMS) end end --[[ vars for routines.getLeadingBRString: vars.units - table of unit names vars.heading - direction, number vars.radius - number vars.headingDegrees - boolean, switches heading to degrees vars.metric - boolean, if true, use km instead of NM. vars.alt - boolean, if true, include altitude. vars.ref - vec3/vec2 reference point. ]] routines.getLeadingBRString = function(vars) local pos = routines.getLeadingPos(vars) if pos then local ref = vars.ref local alt = vars.alt local metric = vars.metric local vec = {x = pos.x - ref.x, y = pos.y - ref.y, z = pos.z - ref.z} local dir = routines.utils.getDir(vec, ref) local dist = routines.utils.get2DDist(pos, ref) if alt then alt = pos.y end return routines.tostringBR(dir, dist, alt, metric) end end --[[ vars for routines.message.add vars.text = 'Hello World' vars.displayTime = 20 vars.msgFor = {coa = {'red'}, countries = {'Ukraine', 'Georgia'}, unitTypes = {'A-10C'}} ]] --[[ vars for routines.msgMGRS vars.units - table of unit names (NOT unitNameTable- maybe this should change). vars.acc - integer between 0 and 5, inclusive vars.text - text in the message vars.displayTime - self explanatory vars.msgFor - scope ]] routines.msgMGRS = function(vars) local units = vars.units local acc = vars.acc local text = vars.text local displayTime = vars.displayTime local msgFor = vars.msgFor local s = routines.getMGRSString{units = units, acc = acc} local newText if string.find(text, '%%s') then -- look for %s newText = string.format(text, s) -- insert the coordinates into the message else -- else, just append to the end. newText = text .. s end routines.message.add{ text = newText, displayTime = displayTime, msgFor = msgFor } end --[[ vars for routines.msgLL vars.units - table of unit names (NOT unitNameTable- maybe this should change) (Yes). vars.acc - integer, number of numbers after decimal place vars.DMS - if true, output in degrees, minutes, seconds. Otherwise, output in degrees, minutes. vars.text - text in the message vars.displayTime - self explanatory vars.msgFor - scope ]] routines.msgLL = function(vars) local units = vars.units -- technically, I don't really need to do this, but it helps readability. local acc = vars.acc local DMS = vars.DMS local text = vars.text local displayTime = vars.displayTime local msgFor = vars.msgFor local s = routines.getLLString{units = units, acc = acc, DMS = DMS} local newText if string.find(text, '%%s') then -- look for %s newText = string.format(text, s) -- insert the coordinates into the message else -- else, just append to the end. newText = text .. s end routines.message.add{ text = newText, displayTime = displayTime, msgFor = msgFor } end --[[ vars.units- table of unit names (NOT unitNameTable- maybe this should change). vars.ref - vec3 ref point, maybe overload for vec2 as well? vars.alt - boolean, if used, includes altitude in string vars.metric - boolean, gives distance in km instead of NM. vars.text - text of the message vars.displayTime vars.msgFor - scope ]] routines.msgBR = function(vars) local units = vars.units -- technically, I don't really need to do this, but it helps readability. local ref = vars.ref -- vec2/vec3 will be handled in routines.getBRString local alt = vars.alt local metric = vars.metric local text = vars.text local displayTime = vars.displayTime local msgFor = vars.msgFor local s = routines.getBRString{units = units, ref = ref, alt = alt, metric = metric} local newText if string.find(text, '%%s') then -- look for %s newText = string.format(text, s) -- insert the coordinates into the message else -- else, just append to the end. newText = text .. s end routines.message.add{ text = newText, displayTime = displayTime, msgFor = msgFor } end -------------------------------------------------------------------------------------------- -- basically, just sub-types of routines.msgBR... saves folks the work of getting the ref point. --[[ vars.units- table of unit names (NOT unitNameTable- maybe this should change). vars.ref - string red, blue vars.alt - boolean, if used, includes altitude in string vars.metric - boolean, gives distance in km instead of NM. vars.text - text of the message vars.displayTime vars.msgFor - scope ]] routines.msgBullseye = function(vars) if string.lower(vars.ref) == 'red' then vars.ref = routines.DBs.missionData.bullseye.red routines.msgBR(vars) elseif string.lower(vars.ref) == 'blue' then vars.ref = routines.DBs.missionData.bullseye.blue routines.msgBR(vars) end end --[[ vars.units- table of unit names (NOT unitNameTable- maybe this should change). vars.ref - unit name of reference point vars.alt - boolean, if used, includes altitude in string vars.metric - boolean, gives distance in km instead of NM. vars.text - text of the message vars.displayTime vars.msgFor - scope ]] routines.msgBRA = function(vars) if Unit.getByName(vars.ref) then vars.ref = Unit.getByName(vars.ref):getPosition().p if not vars.alt then vars.alt = true end routines.msgBR(vars) end end -------------------------------------------------------------------------------------------- --[[ vars for routines.msgLeadingMGRS: vars.units - table of unit names vars.heading - direction vars.radius - number vars.headingDegrees - boolean, switches heading to degrees (optional) vars.acc - number, 0 to 5. vars.text - text of the message vars.displayTime vars.msgFor - scope ]] routines.msgLeadingMGRS = function(vars) local units = vars.units -- technically, I don't really need to do this, but it helps readability. local heading = vars.heading local radius = vars.radius local headingDegrees = vars.headingDegrees local acc = vars.acc local text = vars.text local displayTime = vars.displayTime local msgFor = vars.msgFor local s = routines.getLeadingMGRSString{units = units, heading = heading, radius = radius, headingDegrees = headingDegrees, acc = acc} local newText if string.find(text, '%%s') then -- look for %s newText = string.format(text, s) -- insert the coordinates into the message else -- else, just append to the end. newText = text .. s end routines.message.add{ text = newText, displayTime = displayTime, msgFor = msgFor } end --[[ vars for routines.msgLeadingLL: vars.units - table of unit names vars.heading - direction, number vars.radius - number vars.headingDegrees - boolean, switches heading to degrees (optional) vars.acc - number of digits after decimal point (can be negative) vars.DMS - boolean, true if you want DMS. (optional) vars.text - text of the message vars.displayTime vars.msgFor - scope ]] routines.msgLeadingLL = function(vars) local units = vars.units -- technically, I don't really need to do this, but it helps readability. local heading = vars.heading local radius = vars.radius local headingDegrees = vars.headingDegrees local acc = vars.acc local DMS = vars.DMS local text = vars.text local displayTime = vars.displayTime local msgFor = vars.msgFor local s = routines.getLeadingLLString{units = units, heading = heading, radius = radius, headingDegrees = headingDegrees, acc = acc, DMS = DMS} local newText if string.find(text, '%%s') then -- look for %s newText = string.format(text, s) -- insert the coordinates into the message else -- else, just append to the end. newText = text .. s end routines.message.add{ text = newText, displayTime = displayTime, msgFor = msgFor } end --[[ vars.units - table of unit names vars.heading - direction, number vars.radius - number vars.headingDegrees - boolean, switches heading to degrees (optional) vars.metric - boolean, if true, use km instead of NM. (optional) vars.alt - boolean, if true, include altitude. (optional) vars.ref - vec3/vec2 reference point. vars.text - text of the message vars.displayTime vars.msgFor - scope ]] routines.msgLeadingBR = function(vars) local units = vars.units -- technically, I don't really need to do this, but it helps readability. local heading = vars.heading local radius = vars.radius local headingDegrees = vars.headingDegrees local metric = vars.metric local alt = vars.alt local ref = vars.ref -- vec2/vec3 will be handled in routines.getBRString local text = vars.text local displayTime = vars.displayTime local msgFor = vars.msgFor local s = routines.getLeadingBRString{units = units, heading = heading, radius = radius, headingDegrees = headingDegrees, metric = metric, alt = alt, ref = ref} local newText if string.find(text, '%%s') then -- look for %s newText = string.format(text, s) -- insert the coordinates into the message else -- else, just append to the end. newText = text .. s end routines.message.add{ text = newText, displayTime = displayTime, msgFor = msgFor } end function spairs(t, order) -- collect the keys local keys = {} for k in pairs(t) do keys[#keys+1] = k end -- if order function given, sort by it by passing the table and keys a, b, -- otherwise just sort the keys if order then table.sort(keys, function(a,b) return order(t, a, b) end) else table.sort(keys) end -- return the iterator function local i = 0 return function() i = i + 1 if keys[i] then return keys[i], t[keys[i]] end end end function routines.IsPartOfGroupInZones( CargoGroup, LandingZones ) --trace.f() local CurrentZoneID = nil if CargoGroup then local CargoUnits = CargoGroup:getUnits() for CargoUnitID, CargoUnit in pairs( CargoUnits ) do if CargoUnit and CargoUnit:getLife() >= 1.0 then CurrentZoneID = routines.IsUnitInZones( CargoUnit, LandingZones ) if CurrentZoneID then break end end end end --trace.r( "", "", { CurrentZoneID } ) return CurrentZoneID end function routines.IsUnitInZones( TransportUnit, LandingZones ) --trace.f("", "routines.IsUnitInZones" ) local TransportZoneResult = nil local TransportZonePos = nil local TransportZone = nil -- fill-up some local variables to support further calculations to determine location of units within the zone. if TransportUnit then local TransportUnitPos = TransportUnit:getPosition().p if type( LandingZones ) == "table" then for LandingZoneID, LandingZoneName in pairs( LandingZones ) do TransportZone = trigger.misc.getZone( LandingZoneName ) if TransportZone then TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z} if ((( TransportUnitPos.x - TransportZonePos.x)^2 + (TransportUnitPos.z - TransportZonePos.z)^2)^0.5 <= TransportZonePos.radius) then TransportZoneResult = LandingZoneID break end end end else TransportZone = trigger.misc.getZone( LandingZones ) TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z} if ((( TransportUnitPos.x - TransportZonePos.x)^2 + (TransportUnitPos.z - TransportZonePos.z)^2)^0.5 <= TransportZonePos.radius) then TransportZoneResult = 1 end end if TransportZoneResult then --trace.i( "routines", "TransportZone:" .. TransportZoneResult ) else --trace.i( "routines", "TransportZone:nil logic" ) end return TransportZoneResult else --trace.i( "routines", "TransportZone:nil hard" ) return nil end end function routines.IsStaticInZones( TransportStatic, LandingZones ) --trace.f() local TransportZoneResult = nil local TransportZonePos = nil local TransportZone = nil -- fill-up some local variables to support further calculations to determine location of units within the zone. local TransportStaticPos = TransportStatic:getPosition().p if type( LandingZones ) == "table" then for LandingZoneID, LandingZoneName in pairs( LandingZones ) do TransportZone = trigger.misc.getZone( LandingZoneName ) if TransportZone then TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z} if ((( TransportStaticPos.x - TransportZonePos.x)^2 + (TransportStaticPos.z - TransportZonePos.z)^2)^0.5 <= TransportZonePos.radius) then TransportZoneResult = LandingZoneID break end end end else TransportZone = trigger.misc.getZone( LandingZones ) TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z} if ((( TransportStaticPos.x - TransportZonePos.x)^2 + (TransportStaticPos.z - TransportZonePos.z)^2)^0.5 <= TransportZonePos.radius) then TransportZoneResult = 1 end end --trace.r( "", "", { TransportZoneResult } ) return TransportZoneResult end function routines.IsUnitInRadius( CargoUnit, ReferencePosition, Radius ) --trace.f() local Valid = true -- fill-up some local variables to support further calculations to determine location of units within the zone. local CargoPos = CargoUnit:getPosition().p local ReferenceP = ReferencePosition.p if (((CargoPos.x - ReferenceP.x)^2 + (CargoPos.z - ReferenceP.z)^2)^0.5 <= Radius) then else Valid = false end return Valid end function routines.IsPartOfGroupInRadius( CargoGroup, ReferencePosition, Radius ) --trace.f() local Valid = true Valid = routines.ValidateGroup( CargoGroup, "CargoGroup", Valid ) -- fill-up some local variables to support further calculations to determine location of units within the zone local CargoUnits = CargoGroup:getUnits() for CargoUnitId, CargoUnit in pairs( CargoUnits ) do local CargoUnitPos = CargoUnit:getPosition().p -- env.info( 'routines.IsPartOfGroupInRadius: CargoUnitPos.x = ' .. CargoUnitPos.x .. ' CargoUnitPos.z = ' .. CargoUnitPos.z ) local ReferenceP = ReferencePosition.p -- env.info( 'routines.IsPartOfGroupInRadius: ReferenceGroupPos.x = ' .. ReferenceGroupPos.x .. ' ReferenceGroupPos.z = ' .. ReferenceGroupPos.z ) if ((( CargoUnitPos.x - ReferenceP.x)^2 + (CargoUnitPos.z - ReferenceP.z)^2)^0.5 <= Radius) then else Valid = false break end end return Valid end function routines.ValidateString( Variable, VariableName, Valid ) --trace.f() if type( Variable ) == "string" then if Variable == "" then error( "routines.ValidateString: error: " .. VariableName .. " must be filled out!" ) Valid = false end else error( "routines.ValidateString: error: " .. VariableName .. " is not a string." ) Valid = false end --trace.r( "", "", { Valid } ) return Valid end function routines.ValidateNumber( Variable, VariableName, Valid ) --trace.f() if type( Variable ) == "number" then else error( "routines.ValidateNumber: error: " .. VariableName .. " is not a number." ) Valid = false end --trace.r( "", "", { Valid } ) return Valid end function routines.ValidateGroup( Variable, VariableName, Valid ) --trace.f() if Variable == nil then error( "routines.ValidateGroup: error: " .. VariableName .. " is a nil value!" ) Valid = false end --trace.r( "", "", { Valid } ) return Valid end function routines.ValidateZone( LandingZones, VariableName, Valid ) --trace.f() if LandingZones == nil then error( "routines.ValidateGroup: error: " .. VariableName .. " is a nil value!" ) Valid = false end if type( LandingZones ) == "table" then for LandingZoneID, LandingZoneName in pairs( LandingZones ) do if trigger.misc.getZone( LandingZoneName ) == nil then error( "routines.ValidateGroup: error: Zone " .. LandingZoneName .. " does not exist!" ) Valid = false break end end else if trigger.misc.getZone( LandingZones ) == nil then error( "routines.ValidateGroup: error: Zone " .. LandingZones .. " does not exist!" ) Valid = false end end --trace.r( "", "", { Valid } ) return Valid end function routines.ValidateEnumeration( Variable, VariableName, Enum, Valid ) --trace.f() local ValidVariable = false for EnumId, EnumData in pairs( Enum ) do if Variable == EnumData then ValidVariable = true break end end if ValidVariable then else error( 'TransportValidateEnum: " .. VariableName .. " is not a valid type.' .. Variable ) Valid = false end --trace.r( "", "", { Valid } ) return Valid end function routines.getGroupRoute(groupIdent, task) -- same as getGroupPoints but returns speed and formation type along with vec2 of point} -- refactor to search by groupId and allow groupId and groupName as inputs local gpId = groupIdent if type(groupIdent) == 'string' and not tonumber(groupIdent) then gpId = _DATABASE.Groups[groupIdent].groupId end for coa_name, coa_data in pairs(env.mission.coalition) do if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then if coa_data.country then --there is a country table for cntry_id, cntry_data in pairs(coa_data.country) do for obj_type_name, obj_type_data in pairs(cntry_data) do if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" then -- only these types have points if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group! for group_num, group_data in pairs(obj_type_data.group) do if group_data and group_data.groupId == gpId then -- this is the group we are looking for if group_data.route and group_data.route.points and #group_data.route.points > 0 then local points = {} for point_num, point in pairs(group_data.route.points) do local routeData = {} if not point.point then routeData.x = point.x routeData.y = point.y else routeData.point = point.point --it's possible that the ME could move to the point = Vec2 notation. end routeData.form = point.action routeData.speed = point.speed routeData.alt = point.alt routeData.alt_type = point.alt_type routeData.airdromeId = point.airdromeId routeData.helipadId = point.helipadId routeData.type = point.type routeData.action = point.action if task then routeData.task = point.task end points[point_num] = routeData end return points end return end --if group_data and group_data.name and group_data.name == 'groupname' end --for group_num, group_data in pairs(obj_type_data.group) do end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then end --if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then end --for obj_type_name, obj_type_data in pairs(cntry_data) do end --for cntry_id, cntry_data in pairs(coa_data.country) do end --if coa_data.country then --there is a country table end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then end --for coa_name, coa_data in pairs(mission.coalition) do end routines.ground.patrolRoute = function(vars) local tempRoute = {} local useRoute = {} local gpData = vars.gpData if type(gpData) == 'string' then gpData = Group.getByName(gpData) end local useGroupRoute if not vars.useGroupRoute then useGroupRoute = vars.gpData else useGroupRoute = vars.useGroupRoute end local routeProvided = false if not vars.route then if useGroupRoute then tempRoute = routines.getGroupRoute(useGroupRoute) end else useRoute = vars.route local posStart = routines.getLeadPos(gpData) useRoute[1] = routines.ground.buildWP(posStart, useRoute[1].action, useRoute[1].speed) routeProvided = true end local overRideSpeed = vars.speed or 'default' local pType = vars.pType local offRoadForm = vars.offRoadForm or 'default' local onRoadForm = vars.onRoadForm or 'default' if routeProvided == false and #tempRoute > 0 then local posStart = routines.getLeadPos(gpData) useRoute[#useRoute + 1] = routines.ground.buildWP(posStart, offRoadForm, overRideSpeed) for i = 1, #tempRoute do local tempForm = tempRoute[i].action local tempSpeed = tempRoute[i].speed if offRoadForm == 'default' then tempForm = tempRoute[i].action end if onRoadForm == 'default' then onRoadForm = 'On Road' end if (string.lower(tempRoute[i].action) == 'on road' or string.lower(tempRoute[i].action) == 'onroad' or string.lower(tempRoute[i].action) == 'on_road') then tempForm = onRoadForm else tempForm = offRoadForm end if type(overRideSpeed) == 'number' then tempSpeed = overRideSpeed end useRoute[#useRoute + 1] = routines.ground.buildWP(tempRoute[i], tempForm, tempSpeed) end if pType and string.lower(pType) == 'doubleback' then local curRoute = routines.utils.deepCopy(useRoute) for i = #curRoute, 2, -1 do useRoute[#useRoute + 1] = routines.ground.buildWP(curRoute[i], curRoute[i].action, curRoute[i].speed) end end useRoute[1].action = useRoute[#useRoute].action -- make it so the first WP matches the last WP end local cTask3 = {} local newPatrol = {} newPatrol.route = useRoute newPatrol.gpData = gpData:getName() cTask3[#cTask3 + 1] = 'routines.ground.patrolRoute(' cTask3[#cTask3 + 1] = routines.utils.oneLineSerialize(newPatrol) cTask3[#cTask3 + 1] = ')' cTask3 = table.concat(cTask3) local tempTask = { id = 'WrappedAction', params = { action = { id = 'Script', params = { command = cTask3, }, }, }, } useRoute[#useRoute].task = tempTask routines.goRoute(gpData, useRoute) return end routines.ground.patrol = function(gpData, pType, form, speed) local vars = {} if type(gpData) == 'table' and gpData:getName() then gpData = gpData:getName() end vars.useGroupRoute = gpData vars.gpData = gpData vars.pType = pType vars.offRoadForm = form vars.speed = speed routines.ground.patrolRoute(vars) return end function routines.GetUnitHeight( CheckUnit ) --trace.f( "routines" ) local UnitPoint = CheckUnit:getPoint() local UnitPosition = { x = UnitPoint.x, y = UnitPoint.z } local UnitHeight = UnitPoint.y local LandHeight = land.getHeight( UnitPosition ) --env.info(( 'CarrierHeight: LandHeight = ' .. LandHeight .. ' CarrierHeight = ' .. CarrierHeight )) --trace.f( "routines", "Unit Height = " .. UnitHeight - LandHeight ) return UnitHeight - LandHeight end Su34Status = { status = {} } boardMsgRed = { statusMsg = "" } boardMsgAll = { timeMsg = "" } SpawnSettings = {} Su34MenuPath = {} Su34Menus = 0 function Su34AttackCarlVinson(groupName) --trace.menu("", "Su34AttackCarlVinson") local groupSu34 = Group.getByName( groupName ) local controllerSu34 = groupSu34.getController(groupSu34) local groupCarlVinson = Group.getByName("US Carl Vinson #001") controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE ) controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE ) if groupCarlVinson ~= nil then controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupCarlVinson:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = true}}) end Su34Status.status[groupName] = 1 MessageToRed( string.format('%s: ',groupName) .. 'Attacking carrier Carl Vinson. ', 10, 'RedStatus' .. groupName ) end function Su34AttackWest(groupName) --trace.f("","Su34AttackWest") local groupSu34 = Group.getByName( groupName ) local controllerSu34 = groupSu34.getController(groupSu34) local groupShipWest1 = Group.getByName("US Ship West #001") local groupShipWest2 = Group.getByName("US Ship West #002") controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE ) controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE ) if groupShipWest1 ~= nil then controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipWest1:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = true}}) end if groupShipWest2 ~= nil then controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipWest2:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = true}}) end Su34Status.status[groupName] = 2 MessageToRed( string.format('%s: ',groupName) .. 'Attacking invading ships in the west. ', 10, 'RedStatus' .. groupName ) end function Su34AttackNorth(groupName) --trace.menu("","Su34AttackNorth") local groupSu34 = Group.getByName( groupName ) local controllerSu34 = groupSu34.getController(groupSu34) local groupShipNorth1 = Group.getByName("US Ship North #001") local groupShipNorth2 = Group.getByName("US Ship North #002") local groupShipNorth3 = Group.getByName("US Ship North #003") controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE ) controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE ) if groupShipNorth1 ~= nil then controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipNorth1:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = false}}) end if groupShipNorth2 ~= nil then controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipNorth2:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = false}}) end if groupShipNorth3 ~= nil then controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipNorth3:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = false}}) end Su34Status.status[groupName] = 3 MessageToRed( string.format('%s: ',groupName) .. 'Attacking invading ships in the north. ', 10, 'RedStatus' .. groupName ) end function Su34Orbit(groupName) --trace.menu("","Su34Orbit") local groupSu34 = Group.getByName( groupName ) local controllerSu34 = groupSu34:getController() controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_HOLD ) controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE ) controllerSu34:pushTask( {id = 'ControlledTask', params = { task = { id = 'Orbit', params = { pattern = AI.Task.OrbitPattern.RACE_TRACK } }, stopCondition = { duration = 600 } } } ) Su34Status.status[groupName] = 4 MessageToRed( string.format('%s: ',groupName) .. 'In orbit and awaiting further instructions. ', 10, 'RedStatus' .. groupName ) end function Su34TakeOff(groupName) --trace.menu("","Su34TakeOff") local groupSu34 = Group.getByName( groupName ) local controllerSu34 = groupSu34:getController() controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_HOLD ) controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.BYPASS_AND_ESCAPE ) Su34Status.status[groupName] = 8 MessageToRed( string.format('%s: ',groupName) .. 'Take-Off. ', 10, 'RedStatus' .. groupName ) end function Su34Hold(groupName) --trace.menu("","Su34Hold") local groupSu34 = Group.getByName( groupName ) local controllerSu34 = groupSu34:getController() controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_HOLD ) controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.BYPASS_AND_ESCAPE ) Su34Status.status[groupName] = 5 MessageToRed( string.format('%s: ',groupName) .. 'Holding Weapons. ', 10, 'RedStatus' .. groupName ) end function Su34RTB(groupName) --trace.menu("","Su34RTB") Su34Status.status[groupName] = 6 MessageToRed( string.format('%s: ',groupName) .. 'Return to Krasnodar. ', 10, 'RedStatus' .. groupName ) end function Su34Destroyed(groupName) --trace.menu("","Su34Destroyed") Su34Status.status[groupName] = 7 MessageToRed( string.format('%s: ',groupName) .. 'Destroyed. ', 30, 'RedStatus' .. groupName ) end function GroupAlive( groupName ) --trace.menu("","GroupAlive") local groupTest = Group.getByName( groupName ) local groupExists = false if groupTest then groupExists = groupTest:isExist() end --trace.r( "", "", { groupExists } ) return groupExists end function Su34IsDead() --trace.f() end function Su34OverviewStatus() --trace.menu("","Su34OverviewStatus") local msg = "" local currentStatus = 0 local Exists = false for groupName, currentStatus in pairs(Su34Status.status) do env.info(('Su34 Overview Status: GroupName = ' .. groupName )) Alive = GroupAlive( groupName ) if Alive then if currentStatus == 1 then msg = msg .. string.format("%s: ",groupName) msg = msg .. "Attacking carrier Carl Vinson. " elseif currentStatus == 2 then msg = msg .. string.format("%s: ",groupName) msg = msg .. "Attacking supporting ships in the west. " elseif currentStatus == 3 then msg = msg .. string.format("%s: ",groupName) msg = msg .. "Attacking invading ships in the north. " elseif currentStatus == 4 then msg = msg .. string.format("%s: ",groupName) msg = msg .. "In orbit and awaiting further instructions. " elseif currentStatus == 5 then msg = msg .. string.format("%s: ",groupName) msg = msg .. "Holding Weapons. " elseif currentStatus == 6 then msg = msg .. string.format("%s: ",groupName) msg = msg .. "Return to Krasnodar. " elseif currentStatus == 7 then msg = msg .. string.format("%s: ",groupName) msg = msg .. "Destroyed. " elseif currentStatus == 8 then msg = msg .. string.format("%s: ",groupName) msg = msg .. "Take-Off. " end else if currentStatus == 7 then msg = msg .. string.format("%s: ",groupName) msg = msg .. "Destroyed. " else Su34Destroyed(groupName) end end end boardMsgRed.statusMsg = msg end function UpdateBoardMsg() --trace.f() Su34OverviewStatus() MessageToRed( boardMsgRed.statusMsg, 15, 'RedStatus' ) end function MusicReset( flg ) --trace.f() trigger.action.setUserFlag(95,flg) end function PlaneActivate(groupNameFormat, flg) --trace.f() local groupName = groupNameFormat .. string.format("#%03d", trigger.misc.getUserFlag(flg)) --trigger.action.outText(groupName,10) trigger.action.activateGroup(Group.getByName(groupName)) end function Su34Menu(groupName) --trace.f() --env.info(( 'Su34Menu(' .. groupName .. ')' )) local groupSu34 = Group.getByName( groupName ) if Su34Status.status[groupName] == 1 or Su34Status.status[groupName] == 2 or Su34Status.status[groupName] == 3 or Su34Status.status[groupName] == 4 or Su34Status.status[groupName] == 5 then if Su34MenuPath[groupName] == nil then if planeMenuPath == nil then planeMenuPath = missionCommands.addSubMenuForCoalition( coalition.side.RED, "SU-34 anti-ship flights", nil ) end Su34MenuPath[groupName] = missionCommands.addSubMenuForCoalition( coalition.side.RED, "Flight " .. groupName, planeMenuPath ) missionCommands.addCommandForCoalition( coalition.side.RED, "Attack carrier Carl Vinson", Su34MenuPath[groupName], Su34AttackCarlVinson, groupName ) missionCommands.addCommandForCoalition( coalition.side.RED, "Attack ships in the west", Su34MenuPath[groupName], Su34AttackWest, groupName ) missionCommands.addCommandForCoalition( coalition.side.RED, "Attack ships in the north", Su34MenuPath[groupName], Su34AttackNorth, groupName ) missionCommands.addCommandForCoalition( coalition.side.RED, "Hold position and await instructions", Su34MenuPath[groupName], Su34Orbit, groupName ) missionCommands.addCommandForCoalition( coalition.side.RED, "Report status", Su34MenuPath[groupName], Su34OverviewStatus ) end else if Su34MenuPath[groupName] then missionCommands.removeItemForCoalition(coalition.side.RED, Su34MenuPath[groupName]) end end end --- Obsolete function, but kept to rework in framework. function ChooseInfantry ( TeleportPrefixTable, TeleportMax ) --trace.f("Spawn") --env.info(( 'ChooseInfantry: ' )) TeleportPrefixTableCount = #TeleportPrefixTable TeleportPrefixTableIndex = math.random( 1, TeleportPrefixTableCount ) --env.info(( 'ChooseInfantry: TeleportPrefixTableIndex = ' .. TeleportPrefixTableIndex .. ' TeleportPrefixTableCount = ' .. TeleportPrefixTableCount .. ' TeleportMax = ' .. TeleportMax )) local TeleportFound = false local TeleportLoop = true local Index = TeleportPrefixTableIndex local TeleportPrefix = '' while TeleportLoop do TeleportPrefix = TeleportPrefixTable[Index] if SpawnSettings[TeleportPrefix] then if SpawnSettings[TeleportPrefix]['SpawnCount'] - 1 < TeleportMax then SpawnSettings[TeleportPrefix]['SpawnCount'] = SpawnSettings[TeleportPrefix]['SpawnCount'] + 1 TeleportFound = true else TeleportFound = false end else SpawnSettings[TeleportPrefix] = {} SpawnSettings[TeleportPrefix]['SpawnCount'] = 0 TeleportFound = true end if TeleportFound then TeleportLoop = false else if Index < TeleportPrefixTableCount then Index = Index + 1 else TeleportLoop = false end end --env.info(( 'ChooseInfantry: Loop 1 - TeleportPrefix = ' .. TeleportPrefix .. ' Index = ' .. Index )) end if TeleportFound == false then TeleportLoop = true Index = 1 while TeleportLoop do TeleportPrefix = TeleportPrefixTable[Index] if SpawnSettings[TeleportPrefix] then if SpawnSettings[TeleportPrefix]['SpawnCount'] - 1 < TeleportMax then SpawnSettings[TeleportPrefix]['SpawnCount'] = SpawnSettings[TeleportPrefix]['SpawnCount'] + 1 TeleportFound = true else TeleportFound = false end else SpawnSettings[TeleportPrefix] = {} SpawnSettings[TeleportPrefix]['SpawnCount'] = 0 TeleportFound = true end if TeleportFound then TeleportLoop = false else if Index < TeleportPrefixTableIndex then Index = Index + 1 else TeleportLoop = false end end --env.info(( 'ChooseInfantry: Loop 2 - TeleportPrefix = ' .. TeleportPrefix .. ' Index = ' .. Index )) end end local TeleportGroupName = '' if TeleportFound == true then TeleportGroupName = TeleportPrefix .. string.format("#%03d", SpawnSettings[TeleportPrefix]['SpawnCount'] ) else TeleportGroupName = '' end --env.info(('ChooseInfantry: TeleportGroupName = ' .. TeleportGroupName )) --env.info(('ChooseInfantry: return')) return TeleportGroupName end SpawnedInfantry = 0 function LandCarrier ( CarrierGroup, LandingZonePrefix ) --trace.f() --env.info(( 'LandCarrier: ' )) --env.info(( 'LandCarrier: CarrierGroup = ' .. CarrierGroup:getName() )) --env.info(( 'LandCarrier: LandingZone = ' .. LandingZonePrefix )) local controllerGroup = CarrierGroup:getController() local LandingZone = trigger.misc.getZone(LandingZonePrefix) local LandingZonePos = {} LandingZonePos.x = LandingZone.point.x + math.random(LandingZone.radius * -1, LandingZone.radius) LandingZonePos.y = LandingZone.point.z + math.random(LandingZone.radius * -1, LandingZone.radius) controllerGroup:pushTask( { id = 'Land', params = { point = LandingZonePos, durationFlag = true, duration = 10 } } ) --env.info(( 'LandCarrier: end' )) end EscortCount = 0 function EscortCarrier ( CarrierGroup, EscortPrefix, EscortLastWayPoint, EscortEngagementDistanceMax, EscortTargetTypes ) --trace.f() --env.info(( 'EscortCarrier: ' )) --env.info(( 'EscortCarrier: CarrierGroup = ' .. CarrierGroup:getName() )) --env.info(( 'EscortCarrier: EscortPrefix = ' .. EscortPrefix )) local CarrierName = CarrierGroup:getName() local EscortMission = {} local CarrierMission = {} local EscortMission = SpawnMissionGroup( EscortPrefix ) local CarrierMission = SpawnMissionGroup( CarrierGroup:getName() ) if EscortMission ~= nil and CarrierMission ~= nil then EscortCount = EscortCount + 1 EscortMissionName = string.format( EscortPrefix .. '#Escort %s', CarrierName ) EscortMission.name = EscortMissionName EscortMission.groupId = nil EscortMission.lateActivation = false EscortMission.taskSelected = false local EscortUnits = #EscortMission.units for u = 1, EscortUnits do EscortMission.units[u].name = string.format( EscortPrefix .. '#Escort %s %02d', CarrierName, u ) EscortMission.units[u].unitId = nil end EscortMission.route.points[1].task = { id = "ComboTask", params = { tasks = { [1] = { enabled = true, auto = false, id = "Escort", number = 1, params = { lastWptIndexFlagChangedManually = false, groupId = CarrierGroup:getID(), lastWptIndex = nil, lastWptIndexFlag = false, engagementDistMax = EscortEngagementDistanceMax, targetTypes = EscortTargetTypes, pos = { y = 20, x = 20, z = 0, } -- end of ["pos"] } -- end of ["params"] } -- end of [1] } -- end of ["tasks"] } -- end of ["params"] } -- end of ["task"] SpawnGroupAdd( EscortPrefix, EscortMission ) end end function SendMessageToCarrier( CarrierGroup, CarrierMessage ) --trace.f() if CarrierGroup ~= nil then MessageToGroup( CarrierGroup, CarrierMessage, 30, 'Carrier/' .. CarrierGroup:getName() ) end end function MessageToGroup( MsgGroup, MsgText, MsgTime, MsgName ) --trace.f() if type(MsgGroup) == 'string' then --env.info( 'MessageToGroup: Converted MsgGroup string "' .. MsgGroup .. '" into a Group structure.' ) MsgGroup = Group.getByName( MsgGroup ) end if MsgGroup ~= nil then local MsgTable = {} MsgTable.text = MsgText MsgTable.displayTime = MsgTime MsgTable.msgFor = { units = { MsgGroup:getUnits()[1]:getName() } } MsgTable.name = MsgName --routines.message.add( MsgTable ) --env.info(('MessageToGroup: Message sent to ' .. MsgGroup:getUnits()[1]:getName() .. ' -> ' .. MsgText )) end end function MessageToUnit( UnitName, MsgText, MsgTime, MsgName ) --trace.f() if UnitName ~= nil then local MsgTable = {} MsgTable.text = MsgText MsgTable.displayTime = MsgTime MsgTable.msgFor = { units = { UnitName } } MsgTable.name = MsgName --routines.message.add( MsgTable ) end end function MessageToAll( MsgText, MsgTime, MsgName ) --trace.f() MESSAGE:New( MsgText, "Message", MsgTime, MsgName ):ToCoalition( coalition.side.RED ):ToCoalition( coalition.side.BLUE ) end function MessageToRed( MsgText, MsgTime, MsgName ) --trace.f() MESSAGE:New( MsgText, "To Red Coalition", MsgTime, MsgName ):ToCoalition( coalition.side.RED ) end function MessageToBlue( MsgText, MsgTime, MsgName ) --trace.f() MESSAGE:New( MsgText, "To Blue Coalition", MsgTime, MsgName ):ToCoalition( coalition.side.RED ) end function getCarrierHeight( CarrierGroup ) --trace.f() if CarrierGroup ~= nil then if table.getn(CarrierGroup:getUnits()) == 1 then local CarrierUnit = CarrierGroup:getUnits()[1] local CurrentPoint = CarrierUnit:getPoint() local CurrentPosition = { x = CurrentPoint.x, y = CurrentPoint.z } local CarrierHeight = CurrentPoint.y local LandHeight = land.getHeight( CurrentPosition ) --env.info(( 'CarrierHeight: LandHeight = ' .. LandHeight .. ' CarrierHeight = ' .. CarrierHeight )) return CarrierHeight - LandHeight else return 999999 end else return 999999 end end function GetUnitHeight( CheckUnit ) --trace.f() local UnitPoint = CheckUnit:getPoint() local UnitPosition = { x = CurrentPoint.x, y = CurrentPoint.z } local UnitHeight = CurrentPoint.y local LandHeight = land.getHeight( CurrentPosition ) --env.info(( 'CarrierHeight: LandHeight = ' .. LandHeight .. ' CarrierHeight = ' .. CarrierHeight )) return UnitHeight - LandHeight end _MusicTable = {} _MusicTable.Files = {} _MusicTable.Queue = {} _MusicTable.FileCnt = 0 function MusicRegister( SndRef, SndFile, SndTime ) --trace.f() env.info(( 'MusicRegister: SndRef = ' .. SndRef )) env.info(( 'MusicRegister: SndFile = ' .. SndFile )) env.info(( 'MusicRegister: SndTime = ' .. SndTime )) _MusicTable.FileCnt = _MusicTable.FileCnt + 1 _MusicTable.Files[_MusicTable.FileCnt] = {} _MusicTable.Files[_MusicTable.FileCnt].Ref = SndRef _MusicTable.Files[_MusicTable.FileCnt].File = SndFile _MusicTable.Files[_MusicTable.FileCnt].Time = SndTime if not _MusicTable.Function then _MusicTable.Function = routines.scheduleFunction( MusicScheduler, { }, timer.getTime() + 10, 10) end end function MusicToPlayer( SndRef, PlayerName, SndContinue ) --trace.f() --env.info(( 'MusicToPlayer: SndRef = ' .. SndRef )) local PlayerUnits = AlivePlayerUnits() for PlayerUnitIdx, PlayerUnit in pairs(PlayerUnits) do local PlayerUnitName = PlayerUnit:getPlayerName() --env.info(( 'MusicToPlayer: PlayerUnitName = ' .. PlayerUnitName )) if PlayerName == PlayerUnitName then PlayerGroup = PlayerUnit:getGroup() if PlayerGroup then --env.info(( 'MusicToPlayer: PlayerGroup = ' .. PlayerGroup:getName() )) MusicToGroup( SndRef, PlayerGroup, SndContinue ) end break end end --env.info(( 'MusicToPlayer: end' )) end function MusicToGroup( SndRef, SndGroup, SndContinue ) --trace.f() --env.info(( 'MusicToGroup: SndRef = ' .. SndRef )) if SndGroup ~= nil then if _MusicTable and _MusicTable.FileCnt > 0 then if SndGroup:isExist() then if MusicCanStart(SndGroup:getUnit(1):getPlayerName()) then --env.info(( 'MusicToGroup: OK for Sound.' )) local SndIdx = 0 if SndRef == '' then --env.info(( 'MusicToGroup: SndRef as empty. Queueing at random.' )) SndIdx = math.random( 1, _MusicTable.FileCnt ) else for SndIdx = 1, _MusicTable.FileCnt do if _MusicTable.Files[SndIdx].Ref == SndRef then break end end end --env.info(( 'MusicToGroup: SndIdx = ' .. SndIdx )) --env.info(( 'MusicToGroup: Queueing Music ' .. _MusicTable.Files[SndIdx].File .. ' for Group ' .. SndGroup:getID() )) trigger.action.outSoundForGroup( SndGroup:getID(), _MusicTable.Files[SndIdx].File ) MessageToGroup( SndGroup, 'Playing ' .. _MusicTable.Files[SndIdx].File, 15, 'Music-' .. SndGroup:getUnit(1):getPlayerName() ) local SndQueueRef = SndGroup:getUnit(1):getPlayerName() if _MusicTable.Queue[SndQueueRef] == nil then _MusicTable.Queue[SndQueueRef] = {} end _MusicTable.Queue[SndQueueRef].Start = timer.getTime() _MusicTable.Queue[SndQueueRef].PlayerName = SndGroup:getUnit(1):getPlayerName() _MusicTable.Queue[SndQueueRef].Group = SndGroup _MusicTable.Queue[SndQueueRef].ID = SndGroup:getID() _MusicTable.Queue[SndQueueRef].Ref = SndIdx _MusicTable.Queue[SndQueueRef].Continue = SndContinue _MusicTable.Queue[SndQueueRef].Type = Group end end end end end function MusicCanStart(PlayerName) --trace.f() --env.info(( 'MusicCanStart:' )) local MusicOut = false if _MusicTable['Queue'] ~= nil and _MusicTable.FileCnt > 0 then --env.info(( 'MusicCanStart: PlayerName = ' .. PlayerName )) local PlayerFound = false local MusicStart = 0 local MusicTime = 0 for SndQueueIdx, SndQueue in pairs( _MusicTable.Queue ) do if SndQueue.PlayerName == PlayerName then PlayerFound = true MusicStart = SndQueue.Start MusicTime = _MusicTable.Files[SndQueue.Ref].Time break end end if PlayerFound then --env.info(( 'MusicCanStart: MusicStart = ' .. MusicStart )) --env.info(( 'MusicCanStart: MusicTime = ' .. MusicTime )) --env.info(( 'MusicCanStart: timer.getTime() = ' .. timer.getTime() )) if MusicStart + MusicTime <= timer.getTime() then MusicOut = true end else MusicOut = true end end if MusicOut then --env.info(( 'MusicCanStart: true' )) else --env.info(( 'MusicCanStart: false' )) end return MusicOut end function MusicScheduler() --trace.scheduled("", "MusicScheduler") --env.info(( 'MusicScheduler:' )) if _MusicTable['Queue'] ~= nil and _MusicTable.FileCnt > 0 then --env.info(( 'MusicScheduler: Walking Sound Queue.')) for SndQueueIdx, SndQueue in pairs( _MusicTable.Queue ) do if SndQueue.Continue then if MusicCanStart(SndQueue.PlayerName) then --env.info(('MusicScheduler: MusicToGroup')) MusicToPlayer( '', SndQueue.PlayerName, true ) end end end end end env.info(( 'Init: Scripts Loaded v1.1' )) --- BASE classes. -- -- @{#BASE} class -- ============== -- The @{#BASE} class is the super class for most of the classes defined within MOOSE. -- -- It handles: -- -- * The construction and inheritance of child classes. -- * The tracing of objects during mission execution within the DCS.log file (under saved games folder). -- -- Note: Normally you would not use the BASE class unless you are extending the MOOSE framework with new classes. -- -- BASE Trace functionality -- ======================== -- The BASE class contains trace methods to trace progress within a mission execution of a certain object. -- Note that these trace methods are inherited by each MOOSE class interiting BASE. -- As such, each object created from derived class from BASE can use the tracing functions to trace its execution. -- -- Trace a function call -- --------------------- -- There are basically 3 types of tracing methods available within BASE: -- -- * @{#BASE.F}: Trace the beginning of a function and its given parameters. -- * @{#BASE.T}: Trace further logic within a function giving optional variables or parameters. -- * @{#BASE.E}: Trace an execption within a function giving optional variables or parameters. An exception will always be traced. -- -- Tracing levels -- -------------- -- There are 3 tracing levels within MOOSE. -- These tracing levels were defined to avoid bulks of tracing to be generated by lots of objects. -- -- As such, the F and T methods have additional variants to trace level 2 and 3 respectively: -- -- * @{#BASE.F2}: Trace the beginning of a function and its given parameters with tracing level 2. -- * @{#BASE.F3}: Trace the beginning of a function and its given parameters with tracing level 3. -- * @{#BASE.T2}: Trace further logic within a function giving optional variables or parameters with tracing level 2. -- * @{#BASE.T3}: Trace further logic within a function giving optional variables or parameters with tracing level 3. -- -- BASE Inheritance support -- ======================== -- The following methods are available to support inheritance: -- -- * @{#BASE.Inherit}: Inherits from a class. -- * @{#BASE.Inherited}: Returns the parent class from the class. -- -- Future -- ====== -- Further methods may be added to BASE whenever there is a need to make "overall" functions available within MOOSE. -- -- ==== -- -- @module Base -- @author FlightControl Include.File( "Routines" ) local _TraceOn = true local _TraceLevel = 1 local _TraceClass = { --DATABASE = true, --SEAD = true, --DESTROYBASETASK = true, --MOVEMENT = true, --SPAWN = true, --STAGE = true, --ZONE = true, --GROUP = true, --UNIT = true, --CLIENT = true, --CARGO = true, --CARGO_GROUP = true, --CARGO_PACKAGE = true, --CARGO_SLINGLOAD = true, --CARGO_ZONE = true, --CLEANUP = true, --MENU_CLIENT = true, --MENU_CLIENT_COMMAND = true, --ESCORT = true, } local _TraceClassMethod = {} --- The BASE Class -- @type BASE -- @field ClassName The name of the class. -- @field ClassID The ID number of the class. BASE = { ClassName = "BASE", ClassID = 0, Events = {} } --- The Formation Class -- @type FORMATION -- @field Cone A cone formation. FORMATION = { Cone = "Cone" } --- The base constructor. This is the top top class of all classed defined within the MOOSE. -- Any new class needs to be derived from this class for proper inheritance. -- @param #BASE self -- @return #BASE The new instance of the BASE class. -- @usage -- function TASK:New() -- -- local self = BASE:Inherit( self, BASE:New() ) -- -- -- assign Task default values during construction -- self.TaskBriefing = "Task: No Task." -- self.Time = timer.getTime() -- self.ExecuteStage = _TransportExecuteStage.NONE -- -- return self -- end -- @todo need to investigate if the deepCopy is really needed... Don't think so. function BASE:New() local Child = routines.utils.deepCopy( self ) local Parent = {} setmetatable( Child, Parent ) Child.__index = Child self.ClassID = self.ClassID + 1 Child.ClassID = self.ClassID --Child.AddEvent( Child, S_EVENT_BIRTH, Child.EventBirth ) return Child end --- This is the worker method to inherit from a parent class. -- @param #BASE self -- @param Child is the Child class that inherits. -- @param #BASE Parent is the Parent class that the Child inherits from. -- @return #BASE Child function BASE:Inherit( Child, Parent ) local Child = routines.utils.deepCopy( Child ) local Parent = routines.utils.deepCopy( Parent ) if Child ~= nil then setmetatable( Child, Parent ) Child.__index = Child end --Child.ClassName = Child.ClassName .. '.' .. Child.ClassID self:T( 'Inherited from ' .. Parent.ClassName ) return Child end --- This is the worker method to retrieve the Parent class. -- @param #BASE self -- @param #BASE Child is the Child class from which the Parent class needs to be retrieved. -- @return #BASE function BASE:Inherited( Child ) local Parent = getmetatable( Child ) -- env.info('Inherited class of ' .. Child.ClassName .. ' is ' .. Parent.ClassName ) return Parent end --- Get the ClassName + ClassID of the class instance. -- The ClassName + ClassID is formatted as '%s#%09d'. -- @param #BASE self -- @return #string The ClassName + ClassID of the class instance. function BASE:GetClassNameAndID() return string.format( '%s#%09d', self:GetClassName(), self:GetClassID() ) end --- Get the ClassName of the class instance. -- @param #BASE self -- @return #string The ClassName of the class instance. function BASE:GetClassName() return self.ClassName end --- Get the ClassID of the class instance. -- @param #BASE self -- @return #string The ClassID of the class instance. function BASE:GetClassID() return self.ClassID end --- Set a new listener for the class. -- @param self -- @param DCSTypes#Event Event -- @param #function EventFunction -- @return #BASE function BASE:AddEvent( Event, EventFunction ) self:F( Event ) self.Events[#self.Events+1] = {} self.Events[#self.Events].Event = Event self.Events[#self.Events].EventFunction = EventFunction self.Events[#self.Events].EventEnabled = false return self end --- Returns the event dispatcher -- @param #BASE self -- @return Event#EVENT function BASE:Event() return _EVENTDISPATCHER end --- Enable the event listeners for the class. -- @param #BASE self -- @return #BASE function BASE:EnableEvents() self:F( #self.Events ) for EventID, Event in pairs( self.Events ) do Event.Self = self Event.EventEnabled = true end self.Events.Handler = world.addEventHandler( self ) return self end --- Disable the event listeners for the class. -- @param #BASE self -- @return #BASE function BASE:DisableEvents() self:F() world.removeEventHandler( self ) for EventID, Event in pairs( self.Events ) do Event.Self = nil Event.EventEnabled = false end return self end local BaseEventCodes = { "S_EVENT_SHOT", "S_EVENT_HIT", "S_EVENT_TAKEOFF", "S_EVENT_LAND", "S_EVENT_CRASH", "S_EVENT_EJECTION", "S_EVENT_REFUELING", "S_EVENT_DEAD", "S_EVENT_PILOT_DEAD", "S_EVENT_BASE_CAPTURED", "S_EVENT_MISSION_START", "S_EVENT_MISSION_END", "S_EVENT_TOOK_CONTROL", "S_EVENT_REFUELING_STOP", "S_EVENT_BIRTH", "S_EVENT_HUMAN_FAILURE", "S_EVENT_ENGINE_STARTUP", "S_EVENT_ENGINE_SHUTDOWN", "S_EVENT_PLAYER_ENTER_UNIT", "S_EVENT_PLAYER_LEAVE_UNIT", "S_EVENT_PLAYER_COMMENT", "S_EVENT_SHOOTING_START", "S_EVENT_SHOOTING_END", "S_EVENT_MAX", } --onEvent( {[1]="S_EVENT_BIRTH",[2]={["subPlace"]=5,["time"]=0,["initiator"]={["id_"]=16884480,},["place"]={["id_"]=5000040,},["id"]=15,["IniUnitName"]="US F-15C@RAMP-Air Support Mountains#001-01",},} -- Event = { -- id = enum world.event, -- time = Time, -- initiator = Unit, -- target = Unit, -- place = Unit, -- subPlace = enum world.BirthPlace, -- weapon = Weapon -- } --- Creation of a Birth Event. -- @param #BASE self -- @param DCSTypes#Time EventTime The time stamp of the event. -- @param DCSObject#Object Initiator The initiating object of the event. -- @param #string IniUnitName The initiating unit name. -- @param place -- @param subplace function BASE:CreateEventBirth( EventTime, Initiator, IniUnitName, place, subplace ) self:F( { EventTime, Initiator, IniUnitName, place, subplace } ) local Event = { id = world.event.S_EVENT_BIRTH, time = EventTime, initiator = Initiator, IniUnitName = IniUnitName, place = place, subplace = subplace } world.onEvent( Event ) end --- Creation of a Crash Event. -- @param #BASE self -- @param DCSTypes#Time EventTime The time stamp of the event. -- @param DCSObject#Object Initiator The initiating object of the event. function BASE:CreateEventCrash( EventTime, Initiator ) self:F( { EventTime, Initiator } ) local Event = { id = world.event.S_EVENT_CRASH, time = EventTime, initiator = Initiator, } world.onEvent( Event ) end -- TODO: Complete DCSTypes#Event structure. --- The main event handling function... This function captures all events generated for the class. -- @param #BASE self -- @param DCSTypes#Event event function BASE:onEvent(event) --self:F( { BaseEventCodes[event.id], event } ) if self then for EventID, EventObject in pairs( self.Events ) do if EventObject.EventEnabled then --env.info( 'onEvent Table EventObject.Self = ' .. tostring(EventObject.Self) ) --env.info( 'onEvent event.id = ' .. tostring(event.id) ) --env.info( 'onEvent EventObject.Event = ' .. tostring(EventObject.Event) ) if event.id == EventObject.Event then if self == EventObject.Self then if event.initiator and event.initiator:isExist() then event.IniUnitName = event.initiator:getName() end if event.target and event.target:isExist() then event.TgtUnitName = event.target:getName() end --self:T( { BaseEventCodes[event.id], event } ) --EventObject.EventFunction( self, event ) end end end end end end -- Trace section -- Log a trace (only shown when trace is on) -- TODO: Make trace function using variable parameters. --- Set trace level -- @param #BASE self -- @param #number Level function BASE:TraceLevel( Level ) _TraceLevel = Level end --- Set tracing for a class -- @param #BASE self -- @param #string Class function BASE:TraceClass( Class ) _TraceClass[Class] = true _TraceClassMethod[Class] = {} end --- Set tracing for a specific method of class -- @param #BASE self -- @param #string Class -- @param #string Method function BASE:TraceClassMethod( Class, Method ) if not _TraceClassMethod[Class] then _TraceClassMethod[Class] = {} _TraceClassMethod[Class].Method = {} end _TraceClassMethod[Class].Method[Method] = true end --- Trace a function call. Must be at the beginning of the function logic. -- @param #BASE self -- @param Arguments A #table or any field. function BASE:F( Arguments ) if _TraceOn and ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) then local DebugInfoCurrent = debug.getinfo( 2, "nl" ) local DebugInfoFrom = debug.getinfo( 3, "l" ) local Function = "function" if DebugInfoCurrent.name then Function = DebugInfoCurrent.name end if _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName].Method[Function] then local LineCurrent = DebugInfoCurrent.currentline local LineFrom = 0 if DebugInfoFrom then LineFrom = DebugInfoFrom.currentline end env.info( string.format( "%6d(%6d)/%1s:%20s%05d.%s(%s)" , LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) ) end end end --- Trace a function call level 2. Must be at the beginning of the function logic. -- @param #BASE self -- @param Arguments A #table or any field. function BASE:F2( Arguments ) if _TraceLevel >= 2 then self:F( Arguments ) end end --- Trace a function call level 3. Must be at the beginning of the function logic. -- @param #BASE self -- @param Arguments A #table or any field. function BASE:F3( Arguments ) if _TraceLevel >= 3 then self:F( Arguments ) end end --- Trace a function logic. Can be anywhere within the function logic. -- @param #BASE self -- @param Arguments A #table or any field. function BASE:T( Arguments ) if _TraceOn and ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) then local DebugInfoCurrent = debug.getinfo( 2, "nl" ) local DebugInfoFrom = debug.getinfo( 3, "l" ) local Function = "function" if DebugInfoCurrent.name then Function = DebugInfoCurrent.name end if _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName].Method[Function] then local LineCurrent = DebugInfoCurrent.currentline local LineFrom = 0 if DebugInfoFrom then LineFrom = DebugInfoFrom.currentline end env.info( string.format( "%6d(%6d)/%1s:%20s%05d.%s" , LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) ) end end end --- Trace a function logic level 2. Can be anywhere within the function logic. -- @param #BASE self -- @param Arguments A #table or any field. function BASE:T2( Arguments ) if _TraceLevel >= 2 then self:T( Arguments ) end end --- Trace a function logic level 3. Can be anywhere within the function logic. -- @param #BASE self -- @param Arguments A #table or any field. function BASE:T3( Arguments ) if _TraceLevel >= 3 then self:T( Arguments ) end end --- Log an exception which will be traced always. Can be anywhere within the function logic. -- @param #BASE self -- @param Arguments A #table or any field. function BASE:E( Arguments ) local DebugInfoCurrent = debug.getinfo( 2, "nl" ) local DebugInfoFrom = debug.getinfo( 3, "l" ) local Function = "function" if DebugInfoCurrent.name then Function = DebugInfoCurrent.name end local LineCurrent = DebugInfoCurrent.currentline local LineFrom = DebugInfoFrom.currentline env.info( string.format( "%6d(%6d)/%1s:%20s%05d.%s(%s)" , LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) ) end --- The EVENT class models an efficient event handling process between other classes and its units, weapons. -- @module Event -- @author FlightControl Include.File( "Routines" ) Include.File( "Base" ) --- The EVENT structure -- @type EVENT -- @field #EVENT.Events Events EVENT = { ClassName = "EVENT", ClassID = 0, } local _EVENTCODES = { "S_EVENT_SHOT", "S_EVENT_HIT", "S_EVENT_TAKEOFF", "S_EVENT_LAND", "S_EVENT_CRASH", "S_EVENT_EJECTION", "S_EVENT_REFUELING", "S_EVENT_DEAD", "S_EVENT_PILOT_DEAD", "S_EVENT_BASE_CAPTURED", "S_EVENT_MISSION_START", "S_EVENT_MISSION_END", "S_EVENT_TOOK_CONTROL", "S_EVENT_REFUELING_STOP", "S_EVENT_BIRTH", "S_EVENT_HUMAN_FAILURE", "S_EVENT_ENGINE_STARTUP", "S_EVENT_ENGINE_SHUTDOWN", "S_EVENT_PLAYER_ENTER_UNIT", "S_EVENT_PLAYER_LEAVE_UNIT", "S_EVENT_PLAYER_COMMENT", "S_EVENT_SHOOTING_START", "S_EVENT_SHOOTING_END", "S_EVENT_MAX", } --- The Event structure -- @type EVENTDATA -- @field id -- @field initiator -- @field target -- @field weapon -- @field IniDCSUnit -- @field IniDCSUnitName -- @field IniDCSGroup -- @field IniDCSGroupName -- @field TgtDCSUnit -- @field TgtDCSUnitName -- @field TgtDCSGroup -- @field TgtDCSGroupName -- @field Weapon -- @field WeaponName -- @field WeaponTgtDCSUnit --- The Events structure -- @type EVENT.Events -- @field #number IniUnit function EVENT:New() local self = BASE:Inherit( self, BASE:New() ) self:F() self.EventHandler = world.addEventHandler( self ) return self end function EVENT:EventText( EventID ) local EventText = _EVENTCODES[EventID] return EventText end --- Initializes the Events structure for the event -- @param #EVENT self -- @param DCSWorld#world.event EventID -- @param #string EventClass -- @return #EVENT.Events function EVENT:Init( EventID, EventClass ) self:F3( { _EVENTCODES[EventID], EventClass } ) if not self.Events[EventID] then self.Events[EventID] = {} end if not self.Events[EventID][EventClass] then self.Events[EventID][EventClass] = {} end return self.Events[EventID][EventClass] end --- Create an OnDead event handler for a group -- @param #EVENT self -- @param #table EventTemplate -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param EventSelf The self instance of the class for which the event is. -- @param #function OnEventFunction -- @return #EVENT function EVENT:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, OnEventFunction ) self:F2( EventTemplate.name ) for EventUnitID, EventUnit in pairs( EventTemplate.units ) do OnEventFunction( self, EventUnit.name, EventFunction, EventSelf ) end return self end --- Set a new listener for an S_EVENT_X event independent from a unit or a weapon. -- @param #EVENT self -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param Base#BASE EventSelf The self instance of the class for which the event is. -- @param EventID -- @return #EVENT function EVENT:OnEventGeneric( EventFunction, EventSelf, EventID ) self:F2( { EventID } ) local Event = self:Init( EventID, EventSelf:GetClassNameAndID() ) Event.EventFunction = EventFunction Event.EventSelf = EventSelf return self end --- Set a new listener for an S_EVENT_X event -- @param #EVENT self -- @param #string EventDCSUnitName -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param Base#BASE EventSelf The self instance of the class for which the event is. -- @param EventID -- @return #EVENT function EVENT:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, EventID ) self:F2( EventDCSUnitName ) local Event = self:Init( EventID, EventSelf:GetClassNameAndID() ) if not Event.IniUnit then Event.IniUnit = {} end Event.IniUnit[EventDCSUnitName] = {} Event.IniUnit[EventDCSUnitName].EventFunction = EventFunction Event.IniUnit[EventDCSUnitName].EventSelf = EventSelf return self end --- Create an OnBirth event handler for a group -- @param #EVENT self -- @param Group#GROUP EventGroup -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param EventSelf The self instance of the class for which the event is. -- @return #EVENT function EVENT:OnBirthForTemplate( EventTemplate, EventFunction, EventSelf ) self:F( EventTemplate.name ) self:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, self.OnBirthForUnit ) return self end --- Set a new listener for an S_EVENT_BIRTH event, and registers the unit born. -- @param #EVENT self -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param Base#BASE EventSelf -- @return #EVENT function EVENT:OnBirth( EventFunction, EventSelf ) self:F() self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_BIRTH ) return self end --- Set a new listener for an S_EVENT_BIRTH event. -- @param #EVENT self -- @param #string EventDCSUnitName The id of the unit for the event to be handled. -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param Base#BASE EventSelf -- @return #EVENT function EVENT:OnBirthForUnit( EventDCSUnitName, EventFunction, EventSelf ) self:F( EventDCSUnitName ) self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_BIRTH ) return self end --- Create an OnCrash event handler for a group -- @param #EVENT self -- @param Group#GROUP EventGroup -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param EventSelf The self instance of the class for which the event is. -- @return #EVENT function EVENT:OnCrashForTemplate( EventTemplate, EventFunction, EventSelf ) self:F( EventTemplate.name ) self:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, self.OnCrashForUnit ) return self end --- Set a new listener for an S_EVENT_CRASH event. -- @param #EVENT self -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param Base#BASE EventSelf -- @return #EVENT function EVENT:OnCrash( EventFunction, EventSelf ) self:F() self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_CRASH ) return self end --- Set a new listener for an S_EVENT_CRASH event. -- @param #EVENT self -- @param #string EventDCSUnitName -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param Base#BASE EventSelf The self instance of the class for which the event is. -- @return #EVENT function EVENT:OnCrashForUnit( EventDCSUnitName, EventFunction, EventSelf ) self:F( EventDCSUnitName ) self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_CRASH ) return self end --- Create an OnDead event handler for a group -- @param #EVENT self -- @param Group#GROUP EventGroup -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param EventSelf The self instance of the class for which the event is. -- @return #EVENT function EVENT:OnDeadForTemplate( EventTemplate, EventFunction, EventSelf ) self:F( EventTemplate.name ) self:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, self.OnDeadForUnit ) return self end --- Set a new listener for an S_EVENT_DEAD event. -- @param #EVENT self -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param Base#BASE EventSelf -- @return #EVENT function EVENT:OnDead( EventFunction, EventSelf ) self:F() self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_DEAD ) return self end --- Set a new listener for an S_EVENT_DEAD event. -- @param #EVENT self -- @param #string EventDCSUnitName -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param Base#BASE EventSelf The self instance of the class for which the event is. -- @return #EVENT function EVENT:OnDeadForUnit( EventDCSUnitName, EventFunction, EventSelf ) self:F( EventDCSUnitName ) self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_DEAD ) return self end --- Set a new listener for an S_EVENT_PILOT_DEAD event. -- @param #EVENT self -- @param #string EventDCSUnitName -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param Base#BASE EventSelf The self instance of the class for which the event is. -- @return #EVENT function EVENT:OnPilotDeadForUnit( EventDCSUnitName, EventFunction, EventSelf ) self:F( EventDCSUnitName ) self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_PILOT_DEAD ) return self end --- Create an OnDead event handler for a group -- @param #EVENT self -- @param #table EventTemplate -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param EventSelf The self instance of the class for which the event is. -- @return #EVENT function EVENT:OnLandForTemplate( EventTemplate, EventFunction, EventSelf ) self:F( EventTemplate.name ) self:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, self.OnLandForUnit ) return self end --- Set a new listener for an S_EVENT_LAND event. -- @param #EVENT self -- @param #string EventDCSUnitName -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param Base#BASE EventSelf The self instance of the class for which the event is. -- @return #EVENT function EVENT:OnLandForUnit( EventDCSUnitName, EventFunction, EventSelf ) self:F( EventDCSUnitName ) self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_LAND ) return self end --- Create an OnDead event handler for a group -- @param #EVENT self -- @param #table EventTemplate -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param EventSelf The self instance of the class for which the event is. -- @return #EVENT function EVENT:OnTakeOffForTemplate( EventTemplate, EventFunction, EventSelf ) self:F( EventTemplate.name ) self:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, self.OnTakeOffForUnit ) return self end --- Set a new listener for an S_EVENT_TAKEOFF event. -- @param #EVENT self -- @param #string EventDCSUnitName -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param Base#BASE EventSelf The self instance of the class for which the event is. -- @return #EVENT function EVENT:OnTakeOffForUnit( EventDCSUnitName, EventFunction, EventSelf ) self:F( EventDCSUnitName ) self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_TAKEOFF ) return self end --- Create an OnDead event handler for a group -- @param #EVENT self -- @param #table EventTemplate -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param EventSelf The self instance of the class for which the event is. -- @return #EVENT function EVENT:OnEngineShutDownForTemplate( EventTemplate, EventFunction, EventSelf ) self:F( EventTemplate.name ) self:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, self.OnEngineShutDownForUnit ) return self end --- Set a new listener for an S_EVENT_ENGINE_SHUTDOWN event. -- @param #EVENT self -- @param #string EventDCSUnitName -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param Base#BASE EventSelf The self instance of the class for which the event is. -- @return #EVENT function EVENT:OnEngineShutDownForUnit( EventDCSUnitName, EventFunction, EventSelf ) self:F( EventDCSUnitName ) self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_ENGINE_SHUTDOWN ) return self end --- Set a new listener for an S_EVENT_ENGINE_STARTUP event. -- @param #EVENT self -- @param #string EventDCSUnitName -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param Base#BASE EventSelf The self instance of the class for which the event is. -- @return #EVENT function EVENT:OnEngineStartUpForUnit( EventDCSUnitName, EventFunction, EventSelf ) self:F( EventDCSUnitName ) self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_ENGINE_STARTUP ) return self end --- Set a new listener for an S_EVENT_SHOT event. -- @param #EVENT self -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param Base#BASE EventSelf The self instance of the class for which the event is. -- @return #EVENT function EVENT:OnShot( EventFunction, EventSelf ) self:F() self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_SHOT ) return self end --- Set a new listener for an S_EVENT_SHOT event for a unit. -- @param #EVENT self -- @param #string EventDCSUnitName -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param Base#BASE EventSelf The self instance of the class for which the event is. -- @return #EVENT function EVENT:OnShotForUnit( EventDCSUnitName, EventFunction, EventSelf ) self:F( EventDCSUnitName ) self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_SHOT ) return self end --- Set a new listener for an S_EVENT_HIT event. -- @param #EVENT self -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param Base#BASE EventSelf The self instance of the class for which the event is. -- @return #EVENT function EVENT:OnHit( EventFunction, EventSelf ) self:F() self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_HIT ) return self end --- Set a new listener for an S_EVENT_HIT event. -- @param #EVENT self -- @param #string EventDCSUnitName -- @param #function EventFunction The function to be called when the event occurs for the unit. -- @param Base#BASE EventSelf The self instance of the class for which the event is. -- @return #EVENT function EVENT:OnHitForUnit( EventDCSUnitName, EventFunction, EventSelf ) self:F( EventDCSUnitName ) self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_HIT ) return self end function EVENT:onEvent( Event ) self:F( { _EVENTCODES[Event.id], Event } ) if self and self.Events and self.Events[Event.id] then if Event.initiator and Event.initiator:getCategory() == Object.Category.UNIT then Event.IniDCSUnit = Event.initiator Event.IniDCSGroup = Event.IniDCSUnit:getGroup() Event.IniDCSUnitName = Event.IniDCSUnit:getName() Event.IniDCSGroupName = "" if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then Event.IniDCSGroupName = Event.IniDCSGroup:getName() end end if Event.target then if Event.target and Event.target:getCategory() == Object.Category.UNIT then Event.TgtDCSUnit = Event.target Event.TgtDCSGroup = Event.TgtDCSUnit:getGroup() Event.TgtDCSUnitName = Event.TgtDCSUnit:getName() Event.TgtDCSGroupName = "" if Event.TgtDCSGroup and Event.TgtDCSGroup:isExist() then Event.TgtDCSGroupName = Event.TgtDCSGroup:getName() end end end if Event.weapon then Event.Weapon = Event.weapon Event.WeaponName = Event.Weapon:getTypeName() --Event.WeaponTgtDCSUnit = Event.Weapon:getTarget() end for ClassName, EventData in pairs( self.Events[Event.id] ) do if Event.IniDCSUnitName and EventData.IniUnit and EventData.IniUnit[Event.IniDCSUnitName] then self:T2( { "Calling event function for class ", ClassName, " unit ", Event.IniDCSUnitName } ) EventData.IniUnit[Event.IniDCSUnitName].EventFunction( EventData.IniUnit[Event.IniDCSUnitName].EventSelf, Event ) else if Event.IniDCSUnit and not EventData.IniUnit then self:T2( { "Calling event function for class ", ClassName } ) EventData.EventFunction( EventData.EventSelf, Event ) end end end end end --- A GROUP class abstraction of a DCSGroup class. -- The GROUP class will take an abstraction of the DCSGroup class, providing more methods that can be done with a GROUP. -- @module Group Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Message" ) Include.File( "Unit" ) --- The GROUP class -- @type GROUP -- @extends Base#BASE -- @field DCSGroup#Group DCSGroup The DCS group class. -- @field #string GroupName The name of the group. -- @field #number GroupID the ID of the group. -- @field #table Controller The controller of the group. GROUP = { ClassName = "GROUP", GroupName = "", GroupID = 0, Controller = nil, DCSGroup = nil, WayPointFunctions = {}, } --- A DCSGroup -- @type DCSGroup -- @field id_ The ID of the group in DCS --- The GROUPS structure contains references to all the created GROUP instances. local GROUPS = {} --- Create a new GROUP from a DCSGroup -- @param #GROUP self -- @param DCSGroup#Group DCSGroup The DCS Group -- @return #GROUP self function GROUP:New( DCSGroup ) local self = BASE:Inherit( self, BASE:New() ) self:F( DCSGroup ) self.DCSGroup = DCSGroup if self.DCSGroup and self.DCSGroup:isExist() then self.GroupName = DCSGroup:getName() self.GroupID = DCSGroup:getID() self.Controller = DCSGroup:getController() else self:E( { "DCSGroup is nil or does not exist, cannot initialize GROUP!", self.DCSGroup } ) end GROUPS[self.GroupID] = self return self end --- Create a new GROUP from an existing group name. -- @param #GROUP self -- @param GroupName The name of the DCS Group. -- @return #GROUP self function GROUP:NewFromName( GroupName ) local self = BASE:Inherit( self, BASE:New() ) self:F( GroupName ) self.DCSGroup = Group.getByName( GroupName ) if self.DCSGroup then self.GroupName = self.DCSGroup:getName() self.GroupID = self.DCSGroup:getID() self.Controller = self.DCSGroup:getController() end GROUPS[self.GroupID] = self return self end --- Create a new GROUP from an existing DCSUnit in the mission. -- @param #GROUP self -- @param DCSUnit The DCSUnit. -- @return #GROUP self function GROUP:NewFromDCSUnit( DCSUnit ) local self = BASE:Inherit( self, BASE:New() ) self:F( DCSUnit ) self.DCSGroup = DCSUnit:getGroup() if self.DCSGroup then self.GroupName = self.DCSGroup:getName() self.GroupID = self.DCSGroup:getID() self.Controller = self.DCSGroup:getController() end GROUPS[self.GroupID] = self return self end --- Retrieve the group mission and allow to place function hooks within the mission waypoint plan. -- Use the method @{Group#GROUP:WayPointFunction} to define the hook functions for specific waypoints. -- Use the method @{Group@GROUP:WayPointExecute) to start the execution of the new mission plan. -- Note that when WayPointInitialize is called, the Mission of the group is RESTARTED! -- @param #GROUP self -- @param #number WayPoint -- @return #GROUP function GROUP:WayPointInitialize() self.WayPoints = self:GetTaskRoute() return self end --- Registers a waypoint function that will be executed when the group moves over the WayPoint. -- @param #GROUP self -- @param #number WayPoint The waypoint number. Note that the start waypoint on the route is WayPoint 1! -- @param #number WayPointIndex When defining multiple WayPoint functions for one WayPoint, use WayPointIndex to set the sequence of actions. -- @param #function WayPointFunction The waypoint function to be called when the group moves over the waypoint. The waypoint function takes variable parameters. -- @return #GROUP function GROUP:WayPointFunction( WayPoint, WayPointIndex, WayPointFunction, ... ) self:F( { WayPoint, WayPointIndex, WayPointFunction } ) table.insert( self.WayPoints[WayPoint].task.params.tasks, WayPointIndex ) self.WayPoints[WayPoint].task.params.tasks[WayPointIndex] = self:TaskFunction( WayPoint, WayPointIndex, WayPointFunction, arg ) return self end function GROUP:TaskFunction( WayPoint, WayPointIndex, FunctionString, FunctionArguments ) local DCSTask local DCSScript = {} DCSScript[#DCSScript+1] = "local MissionGroup = GROUP.FindGroup( ... ) " DCSScript[#DCSScript+1] = FunctionString .. "( MissionGroup, " .. table.concat( FunctionArguments, "," ) .. ")" DCSTask = self:TaskWrappedAction( self:CommandDoScript( table.concat( DCSScript ) ), WayPointIndex ) self:T( DCSTask ) return DCSTask end --- Executes the WayPoint plan. -- The function gets a WayPoint parameter, that you can use to restart the mission at a specific WayPoint. -- Note that when the WayPoint parameter is used, the new start mission waypoint of the group will be 1! -- @param #GROUP self -- @param #number WayPoint The WayPoint from where to execute the mission. -- @param #WaitTime The amount seconds to wait before initiating the mission. -- @return #GROUP function GROUP:WayPointExecute( WayPoint, WaitTime ) if not WayPoint then WayPoint = 1 end -- When starting the mission from a certain point, the TaskPoints need to be deleted before the given WayPoint. for TaskPointID = 1, WayPoint - 1 do table.remove( self.WayPoints, 1 ) end self:T( self.WayPoints ) self:SetTask( self:TaskRoute( self.WayPoints ), WaitTime ) return self end --- Gets the DCSGroup of the GROUP. -- @param #GROUP self -- @return DCSGroup#Group The DCSGroup. function GROUP:GetDCSGroup() self:F( { self.GroupName } ) self.DCSGroup = Group.getByName( self.GroupName ) return self.DCSGroup end --- Gets the DCS Unit of the GROUP. -- @param #GROUP self -- @param #number UnitNumber The unit index to be returned from the GROUP. -- @return #Unit The DCS Unit. function GROUP:GetDCSUnit( UnitNumber ) self:F( { self.GroupName, UnitNumber } ) return self.DCSGroup:getUnit( UnitNumber ) end --- Gets the DCSUnits of the GROUP. -- @param #GROUP self -- @return #table The DCSUnits. function GROUP:GetDCSUnits() self:F( { self.GroupName } ) return self.DCSGroup:getUnits() end --- Activates a GROUP. -- @param #GROUP self function GROUP:Activate() self:F( { self.GroupName } ) trigger.action.activateGroup( self:GetDCSGroup() ) return self:GetDCSGroup() end --- Gets the ID of the GROUP. -- @param #GROUP self -- @return #number The ID of the GROUP. function GROUP:GetID() self:F( self.GroupName ) return self.GroupID end --- Gets the name of the GROUP. -- @param #GROUP self -- @return #string The name of the GROUP. function GROUP:GetName() self:F( self.GroupName ) return self.GroupName end --- Gets the type name of the group. -- @param #GROUP self -- @return #string The type name of the group. function GROUP:GetTypeName() self:F( self.GroupName ) return self.DCSGroup:getUnit(1):getTypeName() end --- Gets the callsign of the fist unit of the group. -- @param #GROUP self -- @return #string The callsign of the first unit of the group. function GROUP:GetCallsign() self:F( self.GroupName ) return self.DCSGroup:getUnit(1):getCallsign() end --- Gets the current Point of the GROUP in VEC3 format. -- @return #Vec3 Current x,y and z position of the group. function GROUP:GetPointVec2() self:F( self.GroupName ) local GroupPoint = self:GetUnit(1):GetPointVec2() self:T( GroupPoint ) return GroupPoint end --- Gets the current Point of the GROUP in VEC2 format. -- @return #Vec2 Current x and y position of the group in the 2D plane. function GROUP:GetPointVec2() self:F( self.GroupName ) local GroupPoint = self:GetUnit(1):GetPointVec2() self:T( GroupPoint ) return GroupPoint end --- Gets the current Point of the GROUP in VEC3 format. -- @return #Vec3 Current Vec3 position of the group. function GROUP:GetPositionVec3() self:F( self.GroupName ) local GroupPoint = self:GetUnit(1):GetPositionVec3() self:T( GroupPoint ) return GroupPoint end --- Destroy a GROUP -- Note that this destroy method also raises a destroy event at run-time. -- So all event listeners will catch the destroy event of this GROUP. -- @param #GROUP self function GROUP:Destroy() self:F( self.GroupName ) for Index, UnitData in pairs( self.DCSGroup:getUnits() ) do self:CreateEventCrash( timer.getTime(), UnitData ) end self.DCSGroup:destroy() self.DCSGroup = nil end --- Gets the DCS Unit. -- @param #GROUP self -- @param #number UnitNumber The number of the Unit to be returned. -- @return Unit#UNIT The DCS Unit. function GROUP:GetUnit( UnitNumber ) self:F( { self.GroupName, UnitNumber } ) return UNIT:New( self.DCSGroup:getUnit( UnitNumber ) ) end --- Returns the category name of the group. -- @param #GROUP self -- @return #string Category name = Helicopter, Airplane, Ground Unit, Ship function GROUP:GetCategoryName() self:F( self.GroupName ) local CategoryNames = { [Group.Category.AIRPLANE] = "Airplane", [Group.Category.HELICOPTER] = "Helicopter", [Group.Category.GROUND] = "Ground Unit", [Group.Category.SHIP] = "Ship", } return CategoryNames[self.DCSGroup:getCategory()] end -- Is Functions --- Returns if the group is of an air category. -- If the group is a helicopter or a plane, then this method will return true, otherwise false. -- @param #GROUP self -- @return #boolean Air category evaluation result. function GROUP:IsAir() self:F() local IsAirResult = self.DCSGroup:getCategory() == Group.Category.AIRPLANE or self.DCSGroup:getCategory() == Group.Category.HELICOPTER self:T( IsAirResult ) return IsAirResult end --- Returns if the group is alive. -- When the group exists at run-time, this method will return true, otherwise false. -- @param #GROUP self -- @return #boolean Alive result. function GROUP:IsAlive() self:F() local IsAliveResult = self.DCSGroup and self.DCSGroup:isExist() self:T( IsAliveResult ) return IsAliveResult end --- Returns if the GROUP is a Helicopter. -- @param #GROUP self -- @return #boolean true if GROUP are Helicopters. function GROUP:IsHelicopter() self:F2() local GroupCategory = self.DCSGroup:getCategory() self:T2( GroupCategory ) return GroupCategory == Group.Category.HELICOPTER end --- Returns if the GROUP are AirPlanes. -- @param #GROUP self -- @return #boolean true if GROUP are AirPlanes. function GROUP:IsAirPlane() self:F2() local GroupCategory = self.DCSGroup:getCategory() self:T2( GroupCategory ) return GroupCategory == Group.Category.AIRPLANE end --- Returns if the GROUP are Ground troops. -- @param #GROUP self -- @return #boolean true if GROUP are Ground troops. function GROUP:IsGround() self:F2() local GroupCategory = self.DCSGroup:getCategory() self:T2( GroupCategory ) return GroupCategory == Group.Category.GROUND end --- Returns if the GROUP are Ships. -- @param #GROUP self -- @return #boolean true if GROUP are Ships. function GROUP:IsShip() self:F2() local GroupCategory = self.DCSGroup:getCategory() self:T2( GroupCategory ) return GroupCategory == Group.Category.SHIP end --- Returns if all units of the group are on the ground or landed. -- If all units of this group are on the ground, this function will return true, otherwise false. -- @param #GROUP self -- @return #boolean All units on the ground result. function GROUP:AllOnGround() self:F() local AllOnGroundResult = true for Index, UnitData in pairs( self.DCSGroup:getUnits() ) do if UnitData:inAir() then AllOnGroundResult = false end end self:T( AllOnGroundResult ) return AllOnGroundResult end --- Returns the current maximum velocity of the group. -- Each unit within the group gets evaluated, and the maximum velocity (= the unit which is going the fastest) is returned. -- @param #GROUP self -- @return #number Maximum velocity found. function GROUP:GetMaxVelocity() self:F() local MaxVelocity = 0 for Index, UnitData in pairs( self.DCSGroup:getUnits() ) do local Velocity = UnitData:getVelocity() local VelocityTotal = math.abs( Velocity.x ) + math.abs( Velocity.y ) + math.abs( Velocity.z ) if VelocityTotal < MaxVelocity then MaxVelocity = VelocityTotal end end return MaxVelocity end --- Returns the current minimum height of the group. -- Each unit within the group gets evaluated, and the minimum height (= the unit which is the lowest elevated) is returned. -- @param #GROUP self -- @return #number Minimum height found. function GROUP:GetMinHeight() self:F() end --- Returns the current maximum height of the group. -- Each unit within the group gets evaluated, and the maximum height (= the unit which is the highest elevated) is returned. -- @param #GROUP self -- @return #number Maximum height found. function GROUP:GetMaxHeight() self:F() end -- Tasks --- Popping current Task from the group. -- @param #GROUP self -- @return Group#GROUP self function GROUP:PopCurrentTask() self:F() local Controller = self:_GetController() Controller:popTask() return self end --- Pushing Task on the queue from the group. -- @param #GROUP self -- @return Group#GROUP self function GROUP:PushTask( DCSTask, WaitTime ) self:F() local Controller = self:_GetController() -- When a group SPAWNs, it takes about a second to get the group in the simulator. Setting tasks to unspawned groups provides unexpected results. -- Therefore we schedule the functions to set the mission and options for the Group. -- Controller:pushTask( DCSTask ) if not WaitTime then Controller:pushTask( DCSTask ) else routines.scheduleFunction( Controller.pushTask, { Controller, DCSTask }, timer.getTime() + WaitTime ) end return self end --- Clearing the Task Queue and Setting the Task on the queue from the group. -- @param #GROUP self -- @return Group#GROUP self function GROUP:SetTask( DCSTask, WaitTime ) self:F( { DCSTask } ) local Controller = self:_GetController() -- When a group SPAWNs, it takes about a second to get the group in the simulator. Setting tasks to unspawned groups provides unexpected results. -- Therefore we schedule the functions to set the mission and options for the Group. -- Controller.setTask( Controller, DCSTask ) if not WaitTime then WaitTime = 1 end routines.scheduleFunction( Controller.setTask, { Controller, DCSTask }, timer.getTime() + WaitTime ) return self end --- Return a condition section for a controlled task -- @param #GROUP self -- @param #Time time -- @param #string userFlag -- @param #boolean userFlagValue -- @param #string condition -- @param #Time duration -- @param #number lastWayPoint -- return DCSTask#Task function GROUP:TaskCondition( time, userFlag, userFlagValue, condition, duration, lastWayPoint ) self:F( { time, userFlag, userFlagValue, condition, duration, lastWayPoint } ) local DCSStopCondition = {} DCSStopCondition.time = time DCSStopCondition.userFlag = userFlag DCSStopCondition.userFlagValue = userFlagValue DCSStopCondition.condition = condition DCSStopCondition.duration = duration DCSStopCondition.lastWayPoint = lastWayPoint self:T( { DCSStopCondition } ) return DCSStopCondition end --- Return a Controlled Task taking a Task and a TaskCondition -- @param #GROUP self -- @param DCSTask#Task DCSTask -- @param #DCSStopCondition DCSStopCondition -- @return DCSTask#Task function GROUP:TaskControlled( DCSTask, DCSStopCondition ) self:F( { DCSTask, DCSStopCondition } ) local DCSTaskControlled DCSTaskControlled = { id = 'ControlledTask', params = { task = DCSTask, stopCondition = DCSStopCondition } } self:T( { DCSTaskControlled } ) return DCSTaskControlled end --- Return a Combo Task taking an array of Tasks -- @param #GROUP self -- @param #list DCSTasks -- @return DCSTask#Task function GROUP:TaskCombo( DCSTasks ) self:F( { DCSTasks } ) local DCSTaskCombo DCSTaskCombo = { id = 'ComboTask', params = { tasks = DCSTasks } } self:T( { DCSTaskCombo } ) return DCSTaskCombo end --- Return a WrappedAction Task taking a Command -- @param #GROUP self -- @param DCSCommand#Command DCSCommand -- @return DCSTask#Task function GROUP:TaskWrappedAction( DCSCommand, Index ) self:F( { DCSCommand } ) local DCSTaskWrappedAction DCSTaskWrappedAction = { id = "WrappedAction", enabled = true, number = Index, auto = false, params = { action = DCSCommand, }, } self:T( { DCSTaskWrappedAction } ) return DCSTaskWrappedAction end --- Orbit at a specified position at a specified alititude during a specified duration with a specified speed. -- @param #GROUP self -- @param #Vec2 Point The point to hold the position. -- @param #number Altitude The altitude to hold the position. -- @param #number Speed The speed flying when holding the position. -- @return #GROUP self function GROUP:TaskOrbitCircleAtVec2( Point, Altitude, Speed ) self:F( { self.GroupName, Point, Altitude, Speed } ) -- pattern = enum AI.Task.OribtPattern, -- point = Vec2, -- point2 = Vec2, -- speed = Distance, -- altitude = Distance local LandHeight = land.getHeight( Point ) self:T( { LandHeight } ) local DCSTask = { id = 'Orbit', params = { pattern = AI.Task.OrbitPattern.CIRCLE, point = Point, speed = Speed, altitude = Altitude + LandHeight } } -- local AITask = { id = 'ControlledTask', -- params = { task = { id = 'Orbit', -- params = { pattern = AI.Task.OrbitPattern.CIRCLE, -- point = Point, -- speed = Speed, -- altitude = Altitude + LandHeight -- } -- }, -- stopCondition = { duration = Duration -- } -- } -- } -- ) return DCSTask end --- Orbit at the current position of the first unit of the group at a specified alititude -- @param #GROUP self -- @param #number Altitude The altitude to hold the position. -- @param #number Speed The speed flying when holding the position. -- @return #GROUP self function GROUP:TaskOrbitCircle( Altitude, Speed ) self:F( { self.GroupName, Altitude, Speed } ) local GroupPoint = self:GetPointVec2() return self:TaskOrbitCircleAtVec2( GroupPoint, Altitude, Speed ) end --- Hold position at the current position of the first unit of the group. -- @param #GROUP self -- @param #number Duration The maximum duration in seconds to hold the position. -- @return #GROUP self function GROUP:TaskHoldPosition() self:F( { self.GroupName } ) return self:TaskOrbitCircle( 30, 10 ) end --- Land the group at a Vec2Point. -- @param #GROUP self -- @param #Vec2 Point The point where to land. -- @param #number Duration The duration in seconds to stay on the ground. -- @return #GROUP self function GROUP:TaskLandAtVec2( Point, Duration ) self:F( { self.GroupName, Point, Duration } ) local DCSTask if Duration and Duration > 0 then DCSTask = { id = 'Land', params = { point = Point, durationFlag = true, duration = Duration } } else DCSTask = { id = 'Land', params = { point = Point, durationFlag = false } } end self:T( DCSTask ) return DCSTask end --- Land the group at a @{Zone#ZONE). -- @param #GROUP self -- @param Zone#ZONE Zone The zone where to land. -- @param #number Duration The duration in seconds to stay on the ground. -- @return #GROUP self function GROUP:TaskLandAtZone( Zone, Duration, RandomPoint ) self:F( { self.GroupName, Zone, Duration, RandomPoint } ) local Point if RandomPoint then Point = Zone:GetRandomPointVec2() else Point = Zone:GetPointVec2() end local DCSTask = self:TaskLandAtVec2( Point, Duration ) self:T( DCSTask ) return DCSTask end --- Attack the Unit. -- @param #GROUP self -- @param Unit#UNIT The unit. -- @return DCSTask#Task The DCS task structure. function GROUP:TaskAttackUnit( AttackUnit ) self:F( { self.GroupName, AttackUnit } ) -- AttackUnit = { -- id = 'AttackUnit', -- params = { -- unitId = Unit.ID, -- weaponType = number, -- expend = enum AI.Task.WeaponExpend -- attackQty = number, -- direction = Azimuth, -- attackQtyLimit = boolean, -- groupAttack = boolean, -- } -- } local DCSTask DCSTask = { id = 'AttackUnit', params = { unitId = AttackUnit:GetID(), expend = AI.Task.WeaponExpend.TWO, groupAttack = true, } } self:T( { DCSTask } ) return DCSTask end --- Fires at a VEC2 point. -- @param #GROUP self -- @param DCSTypes#Vec2 The point to fire at. -- @param DCSTypes#Distance Radius The radius of the zone to deploy the fire at. -- @return DCSTask#Task The DCS task structure. function GROUP:TaskFireAtPoint( PointVec2, Radius ) self:F( { self.GroupName, PointVec2, Radius } ) -- FireAtPoint = { -- id = 'FireAtPoint', -- params = { -- point = Vec2, -- radius = Distance, -- } -- } local DCSTask DCSTask = { id = 'FireAtPoint', params = { point = PointVec2, radius = Radius, } } self:T( { DCSTask } ) return DCSTask end --- Move the group to a Vec2 Point, wait for a defined duration and embark a group. -- @param #GROUP self -- @param #Vec2 Point The point where to wait. -- @param #number Duration The duration in seconds to wait. -- @param #GROUP EmbarkingGroup The group to be embarked. -- @return DCSTask#Task The DCS task structure function GROUP:TaskEmbarkingAtVec2( Point, Duration, EmbarkingGroup ) self:F( { self.GroupName, Point, Duration, EmbarkingGroup.DCSGroup } ) local DCSTask DCSTask = { id = 'Embarking', params = { x = Point.x, y = Point.y, duration = Duration, groupsForEmbarking = { EmbarkingGroup.GroupID }, durationFlag = true, distributionFlag = false, distribution = {}, } } self:T( { DCSTask } ) return DCSTask end --- Move to a defined Vec2 Point, and embark to a group when arrived within a defined Radius. -- @param #GROUP self -- @param #Vec2 Point The point where to wait. -- @param #number Radius The radius of the embarking zone around the Point. -- @return DCSTask#Task The DCS task structure. function GROUP:TaskEmbarkToTransportAtVec2( Point, Radius ) self:F( { self.GroupName, Point, Radius } ) local DCSTask --DCSTask#Task DCSTask = { id = 'EmbarkToTransport', params = { x = Point.x, y = Point.y, zoneRadius = Radius, } } self:T( { DCSTask } ) return DCSTask end --- Return a Misson task from a mission template. -- @param #GROUP self -- @param #table TaskMission A table containing the mission task. -- @return DCSTask#Task function GROUP:TaskMission( TaskMission ) self:F( Points ) local DCSTask DCSTask = { id = 'Mission', params = { TaskMission, }, } self:T( { DCSTask } ) return DCSTask end --- Return a Misson task to follow a given route defined by Points. -- @param #GROUP self -- @param #table Points A table of route points. -- @return DCSTask#Task function GROUP:TaskRoute( Points ) self:F( Points ) local DCSTask DCSTask = { id = 'Mission', params = { route = { points = Points, }, }, } self:T( { DCSTask } ) return DCSTask end --- Make the group to fly to a given point and hover. -- @param #GROUP self -- @param #Vec3 Point The destination point. -- @param #number Speed The speed to travel. -- @return #GROUP self function GROUP:TaskRouteToVec3( Point, Speed ) self:F( { Point, Speed } ) local GroupPoint = self:GetUnit( 1 ):GetPositionVec3() local PointFrom = {} PointFrom.x = GroupPoint.x PointFrom.y = GroupPoint.z PointFrom.alt = GroupPoint.y PointFrom.alt_type = "BARO" PointFrom.type = "Turning Point" PointFrom.action = "Turning Point" PointFrom.speed = Speed PointFrom.speed_locked = true PointFrom.properties = { ["vnav"] = 1, ["scale"] = 0, ["angle"] = 0, ["vangle"] = 0, ["steer"] = 2, } local PointTo = {} PointTo.x = Point.x PointTo.y = Point.z PointTo.alt = Point.y PointTo.alt_type = "BARO" PointTo.type = "Turning Point" PointTo.action = "Fly Over Point" PointTo.speed = Speed PointTo.speed_locked = true PointTo.properties = { ["vnav"] = 1, ["scale"] = 0, ["angle"] = 0, ["vangle"] = 0, ["steer"] = 2, } local Points = { PointFrom, PointTo } self:T( Points ) self:Route( Points ) return self end --- Make the group to follow a given route. -- @param #GROUP self -- @param #table GoPoints A table of Route Points. -- @return #GROUP self function GROUP:Route( GoPoints ) self:F( GoPoints ) local Points = routines.utils.deepCopy( GoPoints ) local MissionTask = { id = 'Mission', params = { route = { points = Points, }, }, } --self.Controller.setTask( self.Controller, MissionTask ) routines.scheduleFunction( self.Controller.setTask, { self.Controller, MissionTask}, timer.getTime() + 1 ) return self end --- Route the group to a given zone. -- The group final destination point can be randomized. -- A speed can be given in km/h. -- A given formation can be given. -- @param #GROUP self -- @param Zone#ZONE Zone The zone where to route to. -- @param #boolean Randomize Defines whether to target point gets randomized within the Zone. -- @param #number Speed The speed. -- @param Base#FORMATION Formation The formation string. function GROUP:TaskRouteToZone( Zone, Randomize, Speed, Formation ) self:F( Zone ) local GroupPoint = self:GetPointVec2() local PointFrom = {} PointFrom.x = GroupPoint.x PointFrom.y = GroupPoint.y PointFrom.type = "Turning Point" PointFrom.action = "Cone" PointFrom.speed = 20 / 1.6 local PointTo = {} local ZonePoint if Randomize then ZonePoint = Zone:GetRandomPointVec2() else ZonePoint = Zone:GetPointVec2() end PointTo.x = ZonePoint.x PointTo.y = ZonePoint.y PointTo.type = "Turning Point" if Formation then PointTo.action = Formation else PointTo.action = "Cone" end if Speed then PointTo.speed = Speed else PointTo.speed = 20 / 1.6 end local Points = { PointFrom, PointTo } self:T( Points ) self:Route( Points ) return self end -- Commands --- Do Script command -- @param #GROUP self -- @param #string DoScript -- @return #DCSCommand function GROUP:CommandDoScript( DoScript ) local DCSDoScript = { id = "Script", params = { command = DoScript, }, } self:T( DCSDoScript ) return DCSDoScript end --- Return the mission template of the group. -- @param #GROUP self -- @return #table The MissionTemplate function GROUP:GetTaskMission() self:F( self.GroupName ) return routines.utils.deepCopy( _DATABASE.Groups[self.GroupName].Template ) end --- Return the mission route of the group. -- @param #GROUP self -- @return #table The mission route defined by points. function GROUP:GetTaskRoute() self:F( self.GroupName ) return routines.utils.deepCopy( _DATABASE.Groups[self.GroupName].Template.route.points ) end --- Return the route of a group by using the @{Database#DATABASE} class. -- @param #GROUP self -- @param #number Begin The route point from where the copy will start. The base route point is 0. -- @param #number End The route point where the copy will end. The End point is the last point - the End point. The last point has base 0. -- @param #boolean Randomize Randomization of the route, when true. -- @param #number Radius When randomization is on, the randomization is within the radius. function GROUP:CopyRoute( Begin, End, Randomize, Radius ) self:F( { Begin, End } ) local Points = {} -- Could be a Spawned Group local GroupName = string.match( self:GetName(), ".*#" ) if GroupName then GroupName = GroupName:sub( 1, -2 ) else GroupName = self:GetName() end self:T( { GroupName } ) local Template = _DATABASE.Groups[GroupName].Template if Template then if not Begin then Begin = 0 end if not End then End = 0 end for TPointID = Begin + 1, #Template.route.points - End do if Template.route.points[TPointID] then Points[#Points+1] = routines.utils.deepCopy( Template.route.points[TPointID] ) if Randomize then if not Radius then Radius = 500 end Points[#Points].x = Points[#Points].x + math.random( Radius * -1, Radius ) Points[#Points].y = Points[#Points].y + math.random( Radius * -1, Radius ) end end end return Points end return nil end --- Get the controller for the GROUP. -- @function _GetController -- @param #GROUP self -- @return Controller#Controller function GROUP:_GetController() return self.DCSGroup:getController() end function GROUP:GetDetectedTargets() return self:_GetController():getDetectedTargets() end function GROUP:IsTargetDetected( DCSObject ) local TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity = self:_GetController().isTargetDetected( self:_GetController(), DCSObject, Controller.Detection.VISUAL, Controller.Detection.OPTIC, Controller.Detection.RADAR, Controller.Detection.IRST, Controller.Detection.RWR, Controller.Detection.DLINK ) return TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity end -- Options --- Can the GROUP hold their weapons? -- @param #GROUP self -- @return #boolean function GROUP:OptionROEHoldFirePossible() self:F( { self.GroupName } ) if self:IsAir() or self:IsGround() or self:IsShip() then return true end return false end --- Holding weapons. -- @param Group#GROUP self -- @return Group#GROUP self function GROUP:OptionROEHoldFire() self:F( { self.GroupName } ) local Controller = self:_GetController() if self:IsAir() then Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_HOLD ) elseif self:IsGround() then Controller:setOption( AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.WEAPON_HOLD ) elseif self:IsShip() then Controller:setOption( AI.Option.Naval.id.ROE, AI.Option.Naval.val.ROE.WEAPON_HOLD ) end return self end --- Can the GROUP attack returning on enemy fire? -- @param #GROUP self -- @return #boolean function GROUP:OptionROEReturnFirePossible() self:F( { self.GroupName } ) if self:IsAir() or self:IsGround() or self:IsShip() then return true end return false end --- Return fire. -- @param #GROUP self -- @return #GROUP self function GROUP:OptionROEReturnFire() self:F( { self.GroupName } ) local Controller = self:_GetController() if self:IsAir() then Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.RETURN_FIRE ) elseif self:IsGround() then Controller:setOption( AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.RETURN_FIRE ) elseif self:IsShip() then Controller:setOption( AI.Option.Naval.id.ROE, AI.Option.Naval.val.ROE.RETURN_FIRE ) end return self end --- Can the GROUP attack designated targets? -- @param #GROUP self -- @return #boolean function GROUP:OptionROEOpenFirePossible() self:F( { self.GroupName } ) if self:IsAir() or self:IsGround() or self:IsShip() then return true end return false end --- Openfire. -- @param #GROUP self -- @return #GROUP self function GROUP:OptionROEOpenFire() self:F( { self.GroupName } ) local Controller = self:_GetController() if self:IsAir() then Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE ) elseif self:IsGround() then Controller:setOption( AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.OPEN_FIRE ) elseif self:IsShip() then Controller:setOption( AI.Option.Naval.id.ROE, AI.Option.Naval.val.ROE.OPEN_FIRE ) end return self end --- Can the GROUP attack targets of opportunity? -- @param #GROUP self -- @return #boolean function GROUP:OptionROEWeaponFreePossible() self:F( { self.GroupName } ) if self:IsAir() then return true end return false end --- Weapon free. -- @param #GROUP self -- @return #GROUP self function GROUP:OptionROEWeaponFree() self:F( { self.GroupName } ) local Controller = self:_GetController() if self:IsAir() then Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_FREE ) end return self end --- Can the GROUP ignore enemy fire? -- @param #GROUP self -- @return #boolean function GROUP:OptionROTNoReactionPossible() self:F( { self.GroupName } ) if self:IsAir() then return true end return false end --- No evasion on enemy threats. -- @param #GROUP self -- @return #GROUP self function GROUP:OptionROTNoReaction() self:F( { self.GroupName } ) local Controller = self:_GetController() if self:IsAir() then Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.NO_REACTION ) end return self end --- Can the GROUP evade using passive defenses? -- @param #GROUP self -- @return #boolean function GROUP:OptionROTPassiveDefensePossible() self:F( { self.GroupName } ) if self:IsAir() then return true end return false end --- Evasion passive defense. -- @param #GROUP self -- @return #GROUP self function GROUP:OptionROTPassiveDefense() self:F( { self.GroupName } ) local Controller = self:_GetController() if self:IsAir() then Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.PASSIVE_DEFENCE ) end return self end --- Can the GROUP evade on enemy fire? -- @param #GROUP self -- @return #boolean function GROUP:OptionROTEvadeFirePossible() self:F( { self.GroupName } ) if self:IsAir() then return true end return false end --- Evade on fire. -- @param #GROUP self -- @return #GROUP self function GROUP:OptionROTEvadeFire() self:F( { self.GroupName } ) local Controller = self:_GetController() if self:IsAir() then Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE ) end return self end --- Can the GROUP evade on fire using vertical manoeuvres? -- @param #GROUP self -- @return #boolean function GROUP:OptionROTVerticalPossible() self:F( { self.GroupName } ) if self:IsAir() then return true end return false end --- Evade on fire using vertical manoeuvres. -- @param #GROUP self -- @return #GROUP self function GROUP:OptionROTVertical() self:F( { self.GroupName } ) local Controller = self:_GetController() if self:IsAir() then Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.BYPASS_AND_ESCAPE ) end return self end -- Message APIs --- Returns a message for a coalition or a client. -- @param #GROUP self -- @param #string Message The message text -- @param #Duration Duration The duration of the message. -- @return Message#MESSAGE function GROUP:Message( Message, Duration ) self:F( { Message, Duration } ) return MESSAGE:New( Message, self:GetCallsign() .. " (" .. self:GetTypeName() .. ")", Duration, self:GetClassNameAndID() ) end --- Send a message to all coalitions. -- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. -- @param #GROUP self -- @param #string Message The message text -- @param #Duration Duration The duration of the message. function GROUP:MessageToAll( Message, Duration ) self:F( { Message, Duration } ) self:Message( Message, Duration ):ToAll() end --- Send a message to the red coalition. -- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. -- @param #GROUP self -- @param #string Message The message text -- @param #Duration Duration The duration of the message. function GROUP:MessageToRed( Message, Duration ) self:F( { Message, Duration } ) self:Message( Message, Duration ):ToRed() end --- Send a message to the blue coalition. -- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. -- @param #GROUP self -- @param #string Message The message text -- @param #Duration Duration The duration of the message. function GROUP:MessageToBlue( Message, Duration ) self:F( { Message, Duration } ) self:Message( Message, Duration ):ToBlue() end --- Send a message to a client. -- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. -- @param #GROUP self -- @param #string Message The message text -- @param #Duration Duration The duration of the message. -- @param Client#CLIENT Client The client object receiving the message. function GROUP:MessageToClient( Message, Duration, Client ) self:F( { Message, Duration } ) self:Message( Message, Duration ):ToClient( Client ) end --- Find the created GROUP using the DCSGroup ID. If a GROUP was created with the DCSGroupID, the the GROUP instance will be returned. -- Otherwise nil will be returned. -- @param DCSGroup#Group Group -- @return #GROUP function GROUP.FindGroup( DCSGroup ) local self = GROUPS[DCSGroup:getID()] -- Group#GROUP self:T( self:GetClassNameAndID() ) return self end --- UNIT Classes -- @module Unit Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Message" ) --- The UNIT class -- @type UNIT -- @Extends Base#BASE -- @field #UNIT.FlareColor FlareColor -- @field #UNIT.SmokeColor SmokeColor UNIT = { ClassName="UNIT", CategoryName = { [Unit.Category.AIRPLANE] = "Airplane", [Unit.Category.HELICOPTER] = "Helicoper", [Unit.Category.GROUND_UNIT] = "Ground Unit", [Unit.Category.SHIP] = "Ship", [Unit.Category.STRUCTURE] = "Structure", }, FlareColor = { Green = trigger.flareColor.Green, Red = trigger.flareColor.Red, White = trigger.flareColor.White, Yellow = trigger.flareColor.Yellow }, SmokeColor = { Green = trigger.smokeColor.Green, Red = trigger.smokeColor.Red, White = trigger.smokeColor.White, Orange = trigger.smokeColor.Orange, Blue = trigger.smokeColor.Blue }, } --- FlareColor -- @type UNIT.FlareColor -- @field Green -- @field Red -- @field White -- @field Yellow --- SmokeColor -- @type UNIT.SmokeColor -- @field Green -- @field Red -- @field White -- @field Orange -- @field Blue --- Create a new UNIT from DCSUnit. -- @param #UNIT self -- @param DCSUnit#Unit DCSUnit -- @return Unit#UNIT function UNIT:New( DCSUnit ) local self = BASE:Inherit( self, BASE:New() ) self:F( DCSUnit:getName() ) self.DCSUnit = DCSUnit self.UnitName = DCSUnit:getName() self.UnitID = DCSUnit:getID() return self end function UNIT:IsAlive() self:F( self.UnitName ) return ( self.DCSUnit and self.DCSUnit:isExist() ) end function UNIT:GetDCSUnit() self:F( self.DCSUnit ) return self.DCSUnit end function UNIT:GetID() self:F( self.UnitID ) return self.UnitID end function UNIT:GetName() self:F( self.UnitName ) return self.UnitName end function UNIT:GetTypeName() self:F( self.UnitName ) return self.DCSUnit:getTypeName() end function UNIT:GetPrefix() self:F( self.UnitName ) local UnitPrefix = string.match( self.UnitName, ".*#" ):sub( 1, -2 ) self:T( UnitPrefix ) return UnitPrefix end function UNIT:GetCallSign() self:F( self.UnitName ) return self.DCSUnit:getCallsign() end function UNIT:GetPointVec2() self:F( self.UnitName ) local UnitPos = self.DCSUnit:getPosition().p local UnitPoint = {} UnitPoint.x = UnitPos.x UnitPoint.y = UnitPos.z self:T( UnitPoint ) return UnitPoint end function UNIT:GetPositionVec3() self:F( self.UnitName ) local UnitPos = self.DCSUnit:getPosition().p self:T( UnitPos ) return UnitPos end function UNIT:OtherUnitInRadius( AwaitUnit, Radius ) self:F( { self.UnitName, AwaitUnit.UnitName, Radius } ) local UnitPos = self:GetPositionVec3() local AwaitUnitPos = AwaitUnit:GetPositionVec3() if (((UnitPos.x - AwaitUnitPos.x)^2 + (UnitPos.z - AwaitUnitPos.z)^2)^0.5 <= Radius) then self:T( "true" ) return true else self:T( "false" ) return false end self:T( "false" ) return false end function UNIT:GetCategoryName() return self.CategoryName[ self.DCSUnit:getDesc().category ] end --- Signal a flare at the position of the UNIT. -- @param #UNIT self function UNIT:Flare( FlareColor ) self:F() trigger.action.signalFlare( self:GetPositionVec3(), FlareColor , 0 ) end --- Signal a white flare at the position of the UNIT. -- @param #UNIT self function UNIT:FlareWhite() self:F() trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.White , 0 ) end --- Signal a yellow flare at the position of the UNIT. -- @param #UNIT self function UNIT:FlareYellow() self:F() trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.Yellow , 0 ) end --- Signal a green flare at the position of the UNIT. -- @param #UNIT self function UNIT:FlareGreen() self:F() trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.Green , 0 ) end --- Signal a red flare at the position of the UNIT. -- @param #UNIT self function UNIT:FlareRed() self:F() trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.Red, 0 ) end --- Smoke the UNIT. -- @param #UNIT self function UNIT:Smoke( SmokeColor ) self:F() trigger.action.smoke( self:GetPositionVec3(), SmokeColor ) end --- Smoke the UNIT Green. -- @param #UNIT self function UNIT:SmokeGreen() self:F() trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Green ) end --- Smoke the UNIT Red. -- @param #UNIT self function UNIT:SmokeRed() self:F() trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Red ) end --- Smoke the UNIT White. -- @param #UNIT self function UNIT:SmokeWhite() self:F() trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.White ) end --- Smoke the UNIT Orange. -- @param #UNIT self function UNIT:SmokeOrange() self:F() trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Orange ) end --- Smoke the UNIT Blue. -- @param #UNIT self function UNIT:SmokeBlue() self:F() trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Blue ) end -- Is methods --- Returns if the unit is of an air category. -- If the unit is a helicopter or a plane, then this method will return true, otherwise false. -- @param #UNIT self -- @return #boolean Air category evaluation result. function UNIT:IsAir() self:F() local UnitDescriptor = self.DCSUnit:getDesc() self:T( { UnitDescriptor.category, Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } ) local IsAirResult = ( UnitDescriptor.category == Unit.Category.AIRPLANE ) or ( UnitDescriptor.category == Unit.Category.HELICOPTER ) self:T( IsAirResult ) return IsAirResult end --- ZONE Classes -- @module Zone Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Message" ) --- The ZONE class -- @type ZONE -- @Extends Base#BASE ZONE = { ClassName="ZONE", } function ZONE:New( ZoneName ) local self = BASE:Inherit( self, BASE:New() ) self:F( ZoneName ) local Zone = trigger.misc.getZone( ZoneName ) if not Zone then error( "Zone " .. ZoneName .. " does not exist." ) return nil end self.Zone = Zone self.ZoneName = ZoneName return self end function ZONE:GetPointVec2() self:F( self.ZoneName ) local Zone = trigger.misc.getZone( self.ZoneName ) local Point = { x = Zone.point.x, y = Zone.point.z } self:T( { Zone, Point } ) return Point end function ZONE:GetRandomPointVec2() self:F( self.ZoneName ) local Point = {} local Zone = trigger.misc.getZone( self.ZoneName ) local angle = math.random() * math.pi*2; Point.x = Zone.point.x + math.cos( angle ) * math.random() * Zone.radius; Point.y = Zone.point.z + math.sin( angle ) * math.random() * Zone.radius; self:T( { Zone, Point } ) return Point end function ZONE:GetRadius() self:F( self.ZoneName ) local Zone = trigger.misc.getZone( self.ZoneName ) self:T( { Zone } ) return Zone.radius end --- Manage sets of units and groups. -- -- @{#Database} class -- ================== -- Mission designers can use the DATABASE class to build sets of units belonging to certain: -- -- * Coalitions -- * Categories -- * Countries -- * Unit types -- * Starting with certain prefix strings. -- -- This list will grow over time. Planned developments are to include filters and iterators. -- Additional filters will be added around @{Zone#ZONEs}, Radiuses, Active players, ... -- More iterators will be implemented in the near future ... -- -- Administers the Initial Sets of the Mission Templates as defined within the Mission Editor. -- -- DATABASE construction methods: -- ================================= -- Create a new DATABASE object with the @{#DATABASE.New} method: -- -- * @{#DATABASE.New}: Creates a new DATABASE object. -- -- -- DATABASE filter criteria: -- ========================= -- You can set filter criteria to define the set of units within the database. -- Filter criteria are defined by: -- -- * @{#DATABASE.FilterCoalitions}: Builds the DATABASE with the units belonging to the coalition(s). -- * @{#DATABASE.FilterCategories}: Builds the DATABASE with the units belonging to the category(ies). -- * @{#DATABASE.FilterTypes}: Builds the DATABASE with the units belonging to the unit type(s). -- * @{#DATABASE.FilterCountries}: Builds the DATABASE with the units belonging to the country(ies). -- * @{#DATABASE.FilterUnitPrefixes}: Builds the DATABASE with the units starting with the same prefix string(s). -- -- Once the filter criteria have been set for the DATABASE, you can start filtering using: -- -- * @{#DATABASE.FilterStart}: Starts the filtering of the units within the database. -- -- Planned filter criteria within development are (so these are not yet available): -- -- * @{#DATABASE.FilterGroupPrefixes}: Builds the DATABASE with the groups of the units starting with the same prefix string(s). -- * @{#DATABASE.FilterZones}: Builds the DATABASE with the units within a @{Zone#ZONE}. -- -- -- DATABASE iterators: -- =================== -- Once the filters have been defined and the DATABASE has been built, you can iterate the database with the available iterator methods. -- The iterator methods will walk the DATABASE set, and call for each element within the set a function that you provide. -- The following iterator methods are currently available within the DATABASE: -- -- * @{#DATABASE.ForEachAliveUnit}: Calls a function for each alive unit it finds within the DATABASE. -- -- Planned iterators methods in development are (so these are not yet available): -- -- * @{#DATABASE.ForEachUnit}: Calls a function for each unit contained within the DATABASE. -- * @{#DATABASE.ForEachGroup}: Calls a function for each group contained within the DATABASE. -- * @{#DATABASE.ForEachUnitInZone}: Calls a function for each unit within a certain zone contained within the DATABASE. -- -- ==== -- @module Database -- @author FlightControl Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Menu" ) Include.File( "Group" ) Include.File( "Event" ) --- DATABASE class -- @type DATABASE -- @extends Base#BASE DATABASE = { ClassName = "DATABASE", DCSUnits = {}, DCSUnitsAlive = {}, Units = {}, Groups = {}, DCSGroups = {}, DCSGroupsAlive = {}, NavPoints = {}, Statics = {}, Players = {}, AlivePlayers = {}, ClientsByName = {}, ClientsByID = {}, Filter = { Coalitions = nil, Categories = nil, Types = nil, Countries = nil, UnitPrefixes = nil, GroupPrefixes = nil, }, FilterMeta = { Coalitions = { red = coalition.side.RED, blue = coalition.side.BLUE, neutral = coalition.side.NEUTRAL, }, Categories = { plane = Unit.Category.AIRPLANE, helicopter = Unit.Category.HELICOPTER, ground = Unit.Category.GROUND_UNIT, ship = Unit.Category.SHIP, structure = Unit.Category.STRUCTURE, }, }, } local _DATABASECoalition = { [1] = "Red", [2] = "Blue", } local _DATABASECategory = { [Unit.Category.AIRPLANE] = "Plane", [Unit.Category.HELICOPTER] = "Helicopter", [Unit.Category.GROUND_UNIT] = "Vehicle", [Unit.Category.SHIP] = "Ship", [Unit.Category.STRUCTURE] = "Structure", } --- Creates a new DATABASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. -- @param #DATABASE self -- @return #DATABASE -- @usage -- -- Define a new DATABASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE. -- DBObject = DATABASE:New() function DATABASE:New() -- Inherits from BASE local self = BASE:Inherit( self, BASE:New() ) _EVENTDISPATCHER:OnBirth( self._EventOnBirth, self ) _EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self ) _EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self ) return self end --- Builds a set of units of coalitons. -- Possible current coalitions are red, blue and neutral. -- @param #DATABASE self -- @param #string Coalitions Can take the following values: "red", "blue", "neutral". -- @return #DATABASE self function DATABASE:FilterCoalitions( Coalitions ) if not self.Filter.Coalitions then self.Filter.Coalitions = {} end if type( Coalitions ) ~= "table" then Coalitions = { Coalitions } end for CoalitionID, Coalition in pairs( Coalitions ) do self.Filter.Coalitions[Coalition] = Coalition end return self end --- Builds a set of units out of categories. -- Possible current categories are plane, helicopter, ground, ship. -- @param #DATABASE self -- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship". -- @return #DATABASE self function DATABASE:FilterCategories( Categories ) if not self.Filter.Categories then self.Filter.Categories = {} end if type( Categories ) ~= "table" then Categories = { Categories } end for CategoryID, Category in pairs( Categories ) do self.Filter.Categories[Category] = Category end return self end --- Builds a set of units of defined unit types. -- Possible current types are those types known within DCS world. -- @param #DATABASE self -- @param #string Types Can take those type strings known within DCS world. -- @return #DATABASE self function DATABASE:FilterTypes( Types ) if not self.Filter.Types then self.Filter.Types = {} end if type( Types ) ~= "table" then Types = { Types } end for TypeID, Type in pairs( Types ) do self.Filter.Types[Type] = Type end return self end --- Builds a set of units of defined countries. -- Possible current countries are those known within DCS world. -- @param #DATABASE self -- @param #string Countries Can take those country strings known within DCS world. -- @return #DATABASE self function DATABASE:FilterCountries( Countries ) if not self.Filter.Countries then self.Filter.Countries = {} end if type( Countries ) ~= "table" then Countries = { Countries } end for CountryID, Country in pairs( Countries ) do self.Filter.Countries[Country] = Country end return self end --- Builds a set of units of defined unit prefixes. -- All the units starting with the given prefixes will be included within the set. -- @param #DATABASE self -- @param #string Prefixes The prefix of which the unit name starts with. -- @return #DATABASE self function DATABASE:FilterUnitPrefixes( Prefixes ) if not self.Filter.UnitPrefixes then self.Filter.UnitPrefixes = {} end if type( Prefixes ) ~= "table" then Prefixes = { Prefixes } end for PrefixID, Prefix in pairs( Prefixes ) do self.Filter.UnitPrefixes[Prefix] = Prefix end return self end --- Builds a set of units of defined group prefixes. -- All the units starting with the given group prefixes will be included within the set. -- @param #DATABASE self -- @param #string Prefixes The prefix of which the group name where the unit belongs to starts with. -- @return #DATABASE self function DATABASE:FilterGroupPrefixes( Prefixes ) if not self.Filter.GroupPrefixes then self.Filter.GroupPrefixes = {} end if type( Prefixes ) ~= "table" then Prefixes = { Prefixes } end for PrefixID, Prefix in pairs( Prefixes ) do self.Filter.GroupPrefixes[Prefix] = Prefix end return self end --- Starts the filtering. -- @param #DATABASE self -- @return #DATABASE self function DATABASE:FilterStart() if _DATABASE then -- OK, we have a _DATABASE -- Now use the different filters to build the set. -- We first take ALL of the Units of the _DATABASE. for UnitRegistrationID, UnitRegistration in pairs( _DATABASE.Units ) do self:T( UnitRegistration ) local DCSUnit = Unit.getByName( UnitRegistration.UnitName ) if self:_IsIncludeDCSUnit( DCSUnit ) then self.DCSUnits[DCSUnit:getName()] = DCSUnit end if self:_IsAliveDCSUnit( DCSUnit ) then self.DCSUnitsAlive[DCSUnit:getName()] = DCSUnit end end else self:E( "There is a structural error in MOOSE. No _DATABASE has been defined! Cannot build this custom DATABASE." ) end return self end --- Instantiate new Groups within the DCSRTE. -- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined: -- SpawnCountryID, SpawnCategoryID -- This method is used by the SPAWN class. function DATABASE:Spawn( SpawnTemplate ) self:F( SpawnTemplate.name ) self:T( { SpawnTemplate.SpawnCountryID, SpawnTemplate.SpawnCategoryID } ) -- Copy the spawn variables of the template in temporary storage, nullify, and restore the spawn variables. local SpawnCoalitionID = SpawnTemplate.SpawnCoalitionID local SpawnCountryID = SpawnTemplate.SpawnCountryID local SpawnCategoryID = SpawnTemplate.SpawnCategoryID -- Nullify SpawnTemplate.SpawnCoalitionID = nil SpawnTemplate.SpawnCountryID = nil SpawnTemplate.SpawnCategoryID = nil self:_RegisterGroup( SpawnTemplate ) coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate ) -- Restore SpawnTemplate.SpawnCoalitionID = SpawnCoalitionID SpawnTemplate.SpawnCountryID = SpawnCountryID SpawnTemplate.SpawnCategoryID = SpawnCategoryID local SpawnGroup = GROUP:New( Group.getByName( SpawnTemplate.name ) ) return SpawnGroup end --- Set a status to a Group within the Database, this to check crossing events for example. function DATABASE:SetStatusGroup( GroupName, Status ) self:F( Status ) self.Groups[GroupName].Status = Status end --- Get a status to a Group within the Database, this to check crossing events for example. function DATABASE:GetStatusGroup( GroupName ) self:F( Status ) if self.Groups[GroupName] then return self.Groups[GroupName].Status else return "" end end --- Registers new Group Templates within the DATABASE Object. function DATABASE:_RegisterGroup( GroupTemplate ) local GroupTemplateName = env.getValueDictByKey(GroupTemplate.name) if not self.Groups[GroupTemplateName] then self.Groups[GroupTemplateName] = {} self.Groups[GroupTemplateName].Status = nil end self.Groups[GroupTemplateName].GroupName = GroupTemplateName self.Groups[GroupTemplateName].Template = GroupTemplate self.Groups[GroupTemplateName].groupId = GroupTemplate.groupId self.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units self.Groups[GroupTemplateName].Units = GroupTemplate.units self:T( { "Group", self.Groups[GroupTemplateName].GroupName, self.Groups[GroupTemplateName].UnitCount } ) for unit_num, UnitTemplate in pairs(GroupTemplate.units) do local UnitTemplateName = env.getValueDictByKey(UnitTemplate.name) self.Units[UnitTemplateName] = {} self.Units[UnitTemplateName].UnitName = UnitTemplateName self.Units[UnitTemplateName].Template = UnitTemplate self.Units[UnitTemplateName].GroupName = GroupTemplateName self.Units[UnitTemplateName].GroupTemplate = GroupTemplate self.Units[UnitTemplateName].GroupId = GroupTemplate.groupId if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then self.ClientsByName[UnitTemplateName] = UnitTemplate self.ClientsByID[UnitTemplate.unitId] = UnitTemplate end self:E( { "Unit", self.Units[UnitTemplateName].UnitName } ) end end --- Handles the OnBirth event for the alive units set. -- @param #DATABASE self -- @param Event#EVENTDATA Event function DATABASE:_EventOnBirth( Event ) self:F( { Event } ) if Event.IniDCSUnit then if self:_IsIncludeDCSUnit( Event.IniDCSUnit ) then self.DCSUnits[Event.IniDCSUnitName] = Event.IniDCSUnit self.DCSUnitsAlive[Event.IniDCSUnitName] = Event.IniDCSUnit end end end --- Handles the OnDead or OnCrash event for alive units set. -- @param #DATABASE self -- @param Event#EVENTDATA Event function DATABASE:_EventOnDeadOrCrash( Event ) self:F( { Event } ) if Event.IniDCSUnit then if self.DCSUnitsAlive[Event.IniDCSUnitName] then self.DCSUnits[Event.IniDCSUnitName] = nil self.DCSUnitsAlive[Event.IniDCSUnitName] = nil end end end --- Interate the DATABASE and call an interator function for each **alive** unit, providing the Unit and optional parameters. -- @param #DATABASE self -- @param #function IteratorFunction The function that will be called when there is an alive unit in the database. The function needs to accept a UNIT parameter. -- @return #DATABASE self function DATABASE:ForEachAliveUnit( IteratorFunction, ... ) self:F( arg ) local function CoRoutine() local Count = 0 for DCSUnitID, DCSUnit in pairs( self.DCSUnitsAlive ) do self:T2( DCSUnit ) IteratorFunction( DCSUnit, unpack( arg ) ) Count = Count + 1 if Count % 10 == 0 then coroutine.yield( false ) end end return true end local co = coroutine.create( CoRoutine ) local function Schedule() local status, res = coroutine.resume( co ) self:T( { status, res } ) if status == false then error( res ) end if res == false then timer.scheduleFunction( Schedule, {}, timer.getTime() + 0.001 ) end end timer.scheduleFunction( Schedule, {}, timer.getTime() + 1 ) return self end function DATABASE:ScanEnvironment() self:F() self.Navpoints = {} self.Units = {} --Build routines.db.units and self.Navpoints for coa_name, coa_data in pairs(env.mission.coalition) do if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then --self.Units[coa_name] = {} ---------------------------------------------- -- build nav points DB self.Navpoints[coa_name] = {} if coa_data.nav_points then --navpoints for nav_ind, nav_data in pairs(coa_data.nav_points) do if type(nav_data) == 'table' then self.Navpoints[coa_name][nav_ind] = routines.utils.deepCopy(nav_data) self.Navpoints[coa_name][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory. self.Navpoints[coa_name][nav_ind]['point'] = {} -- point is used by SSE, support it. self.Navpoints[coa_name][nav_ind]['point']['x'] = nav_data.x self.Navpoints[coa_name][nav_ind]['point']['y'] = 0 self.Navpoints[coa_name][nav_ind]['point']['z'] = nav_data.y end end end ------------------------------------------------- if coa_data.country then --there is a country table for cntry_id, cntry_data in pairs(coa_data.country) do local countryName = string.lower(cntry_data.name) --self.Units[coa_name][countryName] = {} --self.Units[coa_name][countryName]["countryId"] = cntry_data.id if type(cntry_data) == 'table' then --just making sure for obj_type_name, obj_type_data in pairs(cntry_data) do if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then --should be an unncessary check local category = obj_type_name if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group! --self.Units[coa_name][countryName][category] = {} for group_num, GroupTemplate in pairs(obj_type_data.group) do if GroupTemplate and GroupTemplate.units and type(GroupTemplate.units) == 'table' then --making sure again- this is a valid group self:_RegisterGroup( GroupTemplate ) end --if GroupTemplate and GroupTemplate.units then end --for group_num, GroupTemplate in pairs(obj_type_data.group) do end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then end --if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then end --for obj_type_name, obj_type_data in pairs(cntry_data) do end --if type(cntry_data) == 'table' then end --for cntry_id, cntry_data in pairs(coa_data.country) do end --if coa_data.country then --there is a country table end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then end --for coa_name, coa_data in pairs(mission.coalition) do return self end --- -- @param #DATABASE self -- @param DCSUnit#Unit DCSUnit -- @return #DATABASE self function DATABASE:_IsIncludeDCSUnit( DCSUnit ) self:F( DCSUnit ) local DCSUnitInclude = true if self.Filter.Coalitions then local DCSUnitCoalition = false for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do self:T( { "Coalition:", DCSUnit:getCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } ) if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == DCSUnit:getCoalition() then DCSUnitCoalition = true end end DCSUnitInclude = DCSUnitInclude and DCSUnitCoalition end if self.Filter.Categories then local DCSUnitCategory = false for CategoryID, CategoryName in pairs( self.Filter.Categories ) do self:T( { "Category:", DCSUnit:getDesc().category, self.FilterMeta.Categories[CategoryName], CategoryName } ) if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == DCSUnit:getDesc().category then DCSUnitCategory = true end end DCSUnitInclude = DCSUnitInclude and DCSUnitCategory end if self.Filter.Types then local DCSUnitType = false for TypeID, TypeName in pairs( self.Filter.Types ) do self:T( { "Type:", DCSUnit:getTypeName(), TypeName } ) if TypeName == DCSUnit:getTypeName() then DCSUnitType = true end end DCSUnitInclude = DCSUnitInclude and DCSUnitType end if self.Filter.Countries then local DCSUnitCountry = false for CountryID, CountryName in pairs( self.Filter.Countries ) do self:T( { "Country:", DCSUnit:getCountry(), CountryName } ) if country.id[CountryName] == DCSUnit:getCountry() then DCSUnitCountry = true end end DCSUnitInclude = DCSUnitInclude and DCSUnitCountry end if self.Filter.UnitPrefixes then local DCSUnitPrefix = false for UnitPrefixId, UnitPrefix in pairs( self.Filter.UnitPrefixes ) do self:T( { "Unit Prefix:", string.find( DCSUnit:getName(), UnitPrefix, 1 ), UnitPrefix } ) if string.find( DCSUnit:getName(), UnitPrefix, 1 ) then DCSUnitPrefix = true end end DCSUnitInclude = DCSUnitInclude and DCSUnitPrefix end self:T( DCSUnitInclude ) return DCSUnitInclude end --- -- @param #DATABASE self -- @param DCSUnit#Unit DCSUnit -- @return #DATABASE self function DATABASE:_IsAliveDCSUnit( DCSUnit ) self:F( DCSUnit ) local DCSUnitAlive = false if DCSUnit and DCSUnit:isExist() and DCSUnit:isActive() then if self.DCSUnits[DCSUnit:getName()] then DCSUnitAlive = true end end self:T( DCSUnitAlive ) return DCSUnitAlive end --- Traces the current database contents in the log ... (for debug reasons). -- @param #DATABASE self -- @return #DATABASE self function DATABASE:TraceDatabase() self:F() self:T( { "DCSUnits:", self.DCSUnits } ) self:T( { "DCSUnitsAlive:", self.DCSUnitsAlive } ) end --- The main include file for the MOOSE system. Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Database" ) Include.File( "Event" ) -- The order of the declarations is important here. Don't touch it. --- Declare the event dispatcher based on the EVENT class _EVENTDISPATCHER = EVENT:New() -- #EVENT --- Declare the main database object, which is used internally by the MOOSE classes. _DATABASE = DATABASE:New():ScanEnvironment() -- Database#DATABASE --- Models time events calling event handing functions. -- @module TimeTrigger -- @author FlightControl Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Cargo" ) Include.File( "Message" ) --- The TIMETRIGGER class -- @type TIMETRIGGER -- @extends Base#BASE TIMETRIGGER = { ClassName = "TIMETRIGGER", } --- TIMETRIGGER constructor. -- @param #TIMETRIGGER self -- @param #function TimeEventFunction -- @param #table TimeEventFunctionArguments -- @param #number StartSeconds -- @param #number RepeatSecondsInterval -- @param #number RandomizationFactor -- @param #number StopSeconds -- @return #TIMETRIGGER function TIMETRIGGER:New( TimeEventObject, TimeEventFunction, TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds ) local self = BASE:Inherit( self, BASE:New() ) self:F( { TimeEventObject, TimeEventFunction, TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds } ) self.TimeEventObject = TimeEventObject self.TimeEventFunction = TimeEventFunction self.TimeEventFunctionArguments = TimeEventFunctionArguments self.StartSeconds = StartSeconds if RepeatSecondsInterval then self.RepeatSecondsInterval = RepeatSecondsInterval else self.RepeatSecondsInterval = 0 end if RandomizationFactor then self.RandomizationFactor = RandomizationFactor else self.RandomizationFactor = 0 end if StopSeconds then self.StopSeconds = StopSeconds end self.StartTime = timer.getTime() self:T("Calling function" .. timer.getTime() + self.StartSeconds ) timer.scheduleFunction( self.Scheduler, self, timer.getTime() + self.StartSeconds + .01 ) return self end function TIMETRIGGER:Scheduler() self:F( self.TimeEventFunctionArguments ) local Result = self.TimeEventFunction( self.TimeEventObject, unpack( self.TimeEventFunctionArguments ) ) if Result and Result == true then if not self.StopSeconds or ( self.StopSeconds and timer.getTime() <= self.StartTime + self.StopSeconds ) then timer.scheduleFunction( self.Scheduler, self, timer.getTime() + self.RepeatSecondsInterval * math.random( self.RandomizationFactor * self.RepeatSecondsInterval ) + 0.01 ) end end end --- Scoring system for MOOSE. -- This scoring class calculates the hits and kills that players make within a simulation session. -- Scoring is calculated using a defined algorithm. -- With a small change in MissionScripting.lua, the scoring can also be logged in a CSV file, that can then be uploaded -- to a database or a BI tool to publish the scoring results to the player community. -- @module Scoring -- @author FlightControl Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Menu" ) Include.File( "Group" ) Include.File( "Event" ) --- The Scoring class -- @type SCORING -- @field Players A collection of the current players that have joined the game. -- @extends Base#BASE SCORING = { ClassName = "SCORING", ClassID = 0, Players = {}, } local _SCORINGCoalition = { [1] = "Red", [2] = "Blue", } local _SCORINGCategory = { [Unit.Category.AIRPLANE] = "Plane", [Unit.Category.HELICOPTER] = "Helicopter", [Unit.Category.GROUND_UNIT] = "Vehicle", [Unit.Category.SHIP] = "Ship", [Unit.Category.STRUCTURE] = "Structure", } --- Creates a new SCORING object to administer the scoring achieved by players. -- @param #SCORING self -- @param #string GameName The name of the game. This name is also logged in the CSV score file. -- @return #SCORING self -- @usage -- -- Define a new scoring object for the mission Gori Valley. -- ScoringObject = SCORING:New( "Gori Valley" ) function SCORING:New( GameName ) -- Inherits from BASE local self = BASE:Inherit( self, BASE:New() ) if GameName then self.GameName = GameName else error( "A game name must be given to register the scoring results" ) end _EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self ) _EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self ) _EVENTDISPATCHER:OnHit( self._EventOnHit, self ) self.SchedulerId = routines.scheduleFunction( SCORING._FollowPlayersScheduled, { self }, 0, 5 ) self:ScoreMenu() return self end --- Creates a score radio menu. Can be accessed using Radio -> F10. -- @param #SCORING self -- @return #SCORING self function SCORING:ScoreMenu() self.Menu = SUBMENU:New( 'Scoring' ) self.AllScoresMenu = COMMANDMENU:New( 'Score All Active Players', self.Menu, SCORING.ReportScoreAll, self ) --- = COMMANDMENU:New('Your Current Score', ReportScore, SCORING.ReportScorePlayer, self ) return self end --- Follows new players entering Clients within the DCSRTE. -- TODO: Need to see if i can catch this also with an event. It will eliminate the schedule ... function SCORING:_FollowPlayersScheduled() self:F3( "_FollowPlayersScheduled" ) local ClientUnit = 0 local CoalitionsData = { AlivePlayersRed = coalition.getPlayers(coalition.side.RED), AlivePlayersBlue = coalition.getPlayers(coalition.side.BLUE) } local unitId local unitData local AlivePlayerUnits = {} for CoalitionId, CoalitionData in pairs( CoalitionsData ) do self:T3( { "_FollowPlayersScheduled", CoalitionData } ) for UnitId, UnitData in pairs( CoalitionData ) do self:_AddPlayerFromUnit( UnitData ) end end end --- Track DEAD or CRASH events for the scoring. -- @param #SCORING self -- @param Event#EVENTDATA Event function SCORING:_EventOnDeadOrCrash( Event ) self:F( { Event } ) local TargetUnit = nil local TargetGroup = nil local TargetUnitName = "" local TargetGroupName = "" local TargetPlayerName = "" local TargetCoalition = nil local TargetCategory = nil local TargetType = nil local TargetUnitCoalition = nil local TargetUnitCategory = nil local TargetUnitType = nil if Event.IniDCSUnit then TargetUnit = Event.IniDCSUnit TargetUnitName = Event.IniDCSUnitName TargetGroup = Event.IniDCSGroup TargetGroupName = Event.IniDCSGroupName TargetPlayerName = TargetUnit:getPlayerName() TargetCoalition = TargetUnit:getCoalition() --TargetCategory = TargetUnit:getCategory() TargetCategory = TargetUnit:getDesc().category -- Workaround TargetType = TargetUnit:getTypeName() TargetUnitCoalition = _SCORINGCoalition[TargetCoalition] TargetUnitCategory = _SCORINGCategory[TargetCategory] TargetUnitType = TargetType self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType } ) end for PlayerName, PlayerData in pairs( self.Players ) do if PlayerData then -- This should normally not happen, but i'll test it anyway. self:T( "Something got killed" ) -- Some variables local InitUnitName = PlayerData.UnitName local InitUnitType = PlayerData.UnitType local InitCoalition = PlayerData.UnitCoalition local InitCategory = PlayerData.UnitCategory local InitUnitCoalition = _SCORINGCoalition[InitCoalition] local InitUnitCategory = _SCORINGCategory[InitCategory] self:T( { InitUnitName, InitUnitType, InitUnitCoalition, InitCoalition, InitUnitCategory, InitCategory } ) -- What is he hitting? if TargetCategory then if PlayerData and PlayerData.Hit and PlayerData.Hit[TargetCategory] and PlayerData.Hit[TargetCategory][TargetUnitName] then -- Was there a hit for this unit for this player before registered??? if not PlayerData.Kill[TargetCategory] then PlayerData.Kill[TargetCategory] = {} end if not PlayerData.Kill[TargetCategory][TargetType] then PlayerData.Kill[TargetCategory][TargetType] = {} PlayerData.Kill[TargetCategory][TargetType].Score = 0 PlayerData.Kill[TargetCategory][TargetType].ScoreKill = 0 PlayerData.Kill[TargetCategory][TargetType].Penalty = 0 PlayerData.Kill[TargetCategory][TargetType].PenaltyKill = 0 end if InitCoalition == TargetCoalition then PlayerData.Penalty = PlayerData.Penalty + 25 PlayerData.Kill[TargetCategory][TargetType].Penalty = PlayerData.Kill[TargetCategory][TargetType].Penalty + 25 PlayerData.Kill[TargetCategory][TargetType].PenaltyKill = PlayerData.Kill[TargetCategory][TargetType].PenaltyKill + 1 MESSAGE:New( "Player '" .. PlayerName .. "' killed a friendly " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerData.Kill[TargetCategory][TargetType].PenaltyKill .. " times. Penalty: -" .. PlayerData.Kill[TargetCategory][TargetType].Penalty .. ". Score Total:" .. PlayerData.Score - PlayerData.Penalty, "", 5, "/PENALTY" .. PlayerName .. "/" .. InitUnitName ):ToAll() self:ScoreCSV( PlayerName, "KILL_PENALTY", 1, -125, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) else PlayerData.Score = PlayerData.Score + 10 PlayerData.Kill[TargetCategory][TargetType].Score = PlayerData.Kill[TargetCategory][TargetType].Score + 10 PlayerData.Kill[TargetCategory][TargetType].ScoreKill = PlayerData.Kill[TargetCategory][TargetType].ScoreKill + 1 MESSAGE:New( "Player '" .. PlayerName .. "' killed an enemy " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerData.Kill[TargetCategory][TargetType].ScoreKill .. " times. Score: " .. PlayerData.Kill[TargetCategory][TargetType].Score .. ". Score Total:" .. PlayerData.Score - PlayerData.Penalty, "", 5, "/SCORE" .. PlayerName .. "/" .. InitUnitName ):ToAll() self:ScoreCSV( PlayerName, "KILL_SCORE", 1, 10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) end end end end end end --- Add a new player entering a Unit. function SCORING:_AddPlayerFromUnit( UnitData ) self:F( UnitData ) if UnitData:isExist() then local UnitName = UnitData:getName() local PlayerName = UnitData:getPlayerName() local UnitDesc = UnitData:getDesc() local UnitCategory = UnitDesc.category local UnitCoalition = UnitData:getCoalition() local UnitTypeName = UnitData:getTypeName() self:T( { PlayerName, UnitName, UnitCategory, UnitCoalition, UnitTypeName } ) if self.Players[PlayerName] == nil then -- I believe this is the place where a Player gets a life in a mission when he enters a unit ... self.Players[PlayerName] = {} self.Players[PlayerName].Hit = {} self.Players[PlayerName].Kill = {} self.Players[PlayerName].Mission = {} -- for CategoryID, CategoryName in pairs( SCORINGCategory ) do -- self.Players[PlayerName].Hit[CategoryID] = {} -- self.Players[PlayerName].Kill[CategoryID] = {} -- end self.Players[PlayerName].HitPlayers = {} self.Players[PlayerName].HitUnits = {} self.Players[PlayerName].Score = 0 self.Players[PlayerName].Penalty = 0 self.Players[PlayerName].PenaltyCoalition = 0 self.Players[PlayerName].PenaltyWarning = 0 end if not self.Players[PlayerName].UnitCoalition then self.Players[PlayerName].UnitCoalition = UnitCoalition else if self.Players[PlayerName].UnitCoalition ~= UnitCoalition then self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + 50 self.Players[PlayerName].PenaltyCoalition = self.Players[PlayerName].PenaltyCoalition + 1 MESSAGE:New( "Player '" .. PlayerName .. "' changed coalition from " .. _SCORINGCoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. _SCORINGCoalition[UnitCoalition] .. "(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). 50 Penalty points added.", "", 2, "/PENALTYCOALITION" .. PlayerName ):ToAll() self:ScoreCSV( PlayerName, "COALITION_PENALTY", 1, -50, self.Players[PlayerName].UnitName, _SCORINGCoalition[self.Players[PlayerName].UnitCoalition], _SCORINGCategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType, UnitName, _SCORINGCoalition[UnitCoalition], _SCORINGCategory[UnitCategory], UnitData:getTypeName() ) end end self.Players[PlayerName].UnitName = UnitName self.Players[PlayerName].UnitCoalition = UnitCoalition self.Players[PlayerName].UnitCategory = UnitCategory self.Players[PlayerName].UnitType = UnitTypeName if self.Players[PlayerName].Penalty > 100 then if self.Players[PlayerName].PenaltyWarning < 1 then MESSAGE:New( "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than 150, you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty, "", 30, "/PENALTYCOALITION" .. PlayerName ):ToAll() self.Players[PlayerName].PenaltyWarning = self.Players[PlayerName].PenaltyWarning + 1 end end if self.Players[PlayerName].Penalty > 150 then ClientGroup = GROUP:NewFromDCSUnit( UnitData ) ClientGroup:Destroy() MESSAGE:New( "Player '" .. PlayerName .. "' committed FRATRICIDE, he will be COURT MARTIALED and is DISMISSED from this mission!", "", 10, "/PENALTYCOALITION" .. PlayerName ):ToAll() end end end --- Registers Scores the players completing a Mission Task. function SCORING:_AddMissionTaskScore( PlayerUnit, MissionName, Score ) self:F( { PlayerUnit, MissionName, Score } ) local PlayerName = PlayerUnit:getPlayerName() if not self.Players[PlayerName].Mission[MissionName] then self.Players[PlayerName].Mission[MissionName] = {} self.Players[PlayerName].Mission[MissionName].ScoreTask = 0 self.Players[PlayerName].Mission[MissionName].ScoreMission = 0 end self:T( PlayerName ) self:T( self.Players[PlayerName].Mission[MissionName] ) self.Players[PlayerName].Score = self.Players[PlayerName].Score + Score self.Players[PlayerName].Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score MESSAGE:New( "Player '" .. PlayerName .. "' has finished another Task in Mission '" .. MissionName .. "'. " .. Score .. " Score points added.", "", 20, "/SCORETASK" .. PlayerName ):ToAll() self:ScoreCSV( PlayerName, "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:getName() ) end --- Registers Mission Scores for possible multiple players that contributed in the Mission. function SCORING:_AddMissionScore( MissionName, Score ) self:F( { MissionName, Score } ) for PlayerName, PlayerData in pairs( self.Players ) do if PlayerData.Mission[MissionName] then PlayerData.Score = PlayerData.Score + Score PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score MESSAGE:New( "Player '" .. PlayerName .. "' has finished Mission '" .. MissionName .. "'. " .. Score .. " Score points added.", "", 20, "/SCOREMISSION" .. PlayerName ):ToAll() self:ScoreCSV( PlayerName, "MISSION_" .. MissionName:gsub( ' ', '_' ), 1, Score ) end end end --- Handles the OnHit event for the scoring. -- @param #SCORING self -- @param Event#EVENTDATA Event function SCORING:_EventOnHit( Event ) self:F( { Event } ) local InitUnit = nil local InitUnitName = "" local InitGroup = nil local InitGroupName = "" local InitPlayerName = "dummy" local InitCoalition = nil local InitCategory = nil local InitType = nil local InitUnitCoalition = nil local InitUnitCategory = nil local InitUnitType = nil local TargetUnit = nil local TargetUnitName = "" local TargetGroup = nil local TargetGroupName = "" local TargetPlayerName = "" local TargetCoalition = nil local TargetCategory = nil local TargetType = nil local TargetUnitCoalition = nil local TargetUnitCategory = nil local TargetUnitType = nil if Event.IniDCSUnit then InitUnit = Event.IniDCSUnit InitUnitName = Event.IniDCSUnitName InitGroup = Event.IniDCSGroup InitGroupName = Event.IniDCSGroupName InitPlayerName = InitUnit:getPlayerName() InitCoalition = InitUnit:getCoalition() --TODO: Workaround Client DCS Bug --InitCategory = InitUnit:getCategory() InitCategory = InitUnit:getDesc().category InitType = InitUnit:getTypeName() InitUnitCoalition = _SCORINGCoalition[InitCoalition] InitUnitCategory = _SCORINGCategory[InitCategory] InitUnitType = InitType self:T( { InitUnitName, InitGroupName, InitPlayerName, InitCoalition, InitCategory, InitType , InitUnitCoalition, InitUnitCategory, InitUnitType } ) end if Event.TgtDCSUnit then TargetUnit = Event.TgtDCSUnit TargetUnitName = Event.TgtDCSUnitName TargetGroup = Event.TgtDCSGroup TargetGroupName = Event.TgtDCSGroupName TargetPlayerName = TargetUnit:getPlayerName() TargetCoalition = TargetUnit:getCoalition() --TODO: Workaround Client DCS Bug --TargetCategory = TargetUnit:getCategory() TargetCategory = TargetUnit:getDesc().category TargetType = TargetUnit:getTypeName() TargetUnitCoalition = _SCORINGCoalition[TargetCoalition] TargetUnitCategory = _SCORINGCategory[TargetCategory] TargetUnitType = TargetType self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType, TargetUnitCoalition, TargetUnitCategory, TargetUnitType } ) end if InitPlayerName ~= nil then -- It is a player that is hitting something self:_AddPlayerFromUnit( InitUnit ) if self.Players[InitPlayerName] then -- This should normally not happen, but i'll test it anyway. if TargetPlayerName ~= nil then -- It is a player hitting another player ... self:_AddPlayerFromUnit( TargetUnit ) self.Players[InitPlayerName].HitPlayers = self.Players[InitPlayerName].HitPlayers + 1 end self:T( "Hitting Something" ) -- What is he hitting? if TargetCategory then if not self.Players[InitPlayerName].Hit[TargetCategory] then self.Players[InitPlayerName].Hit[TargetCategory] = {} end if not self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName] then self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName] = {} self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Score = 0 self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Penalty = 0 self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].ScoreHit = 0 self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].PenaltyHit = 0 end local Score = 0 if InitCoalition == TargetCoalition then self.Players[InitPlayerName].Penalty = self.Players[InitPlayerName].Penalty + 10 self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Penalty = self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Penalty + 10 self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].PenaltyHit = self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].PenaltyHit + 1 MESSAGE:New( "Player '" .. InitPlayerName .. "' hit a friendly " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].PenaltyHit .. " times. Penalty: -" .. self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Penalty .. ". Score Total:" .. self.Players[InitPlayerName].Score - self.Players[InitPlayerName].Penalty, "", 2, "/PENALTY" .. InitPlayerName .. "/" .. InitUnitName ):ToAll() self:ScoreCSV( InitPlayerName, "HIT_PENALTY", 1, -25, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) else self.Players[InitPlayerName].Score = self.Players[InitPlayerName].Score + 10 self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Score = self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Score + 1 self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].ScoreHit = self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].ScoreHit + 1 MESSAGE:New( "Player '" .. InitPlayerName .. "' hit a target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].ScoreHit .. " times. Score: " .. self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Score .. ". Score Total:" .. self.Players[InitPlayerName].Score - self.Players[InitPlayerName].Penalty, "", 2, "/SCORE" .. InitPlayerName .. "/" .. InitUnitName ):ToAll() self:ScoreCSV( InitPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) end end end elseif InitPlayerName == nil then -- It is an AI hitting a player??? end end function SCORING:ReportScoreAll() env.info( "Hello World " ) local ScoreMessage = "" local PlayerMessage = "" self:T( "Score Report" ) for PlayerName, PlayerData in pairs( self.Players ) do if PlayerData then -- This should normally not happen, but i'll test it anyway. self:T( "Score Player: " .. PlayerName ) -- Some variables local InitUnitCoalition = _SCORINGCoalition[PlayerData.UnitCoalition] local InitUnitCategory = _SCORINGCategory[PlayerData.UnitCategory] local InitUnitType = PlayerData.UnitType local InitUnitName = PlayerData.UnitName local PlayerScore = 0 local PlayerPenalty = 0 ScoreMessage = ":\n" local ScoreMessageHits = "" for CategoryID, CategoryName in pairs( _SCORINGCategory ) do self:T( CategoryName ) if PlayerData.Hit[CategoryID] then local Score = 0 local ScoreHit = 0 local Penalty = 0 local PenaltyHit = 0 self:T( "Hit scores exist for player " .. PlayerName ) for UnitName, UnitData in pairs( PlayerData.Hit[CategoryID] ) do Score = Score + UnitData.Score ScoreHit = ScoreHit + UnitData.ScoreHit Penalty = Penalty + UnitData.Penalty PenaltyHit = UnitData.PenaltyHit end local ScoreMessageHit = string.format( "%s:%d ", CategoryName, Score - Penalty ) self:T( ScoreMessageHit ) ScoreMessageHits = ScoreMessageHits .. ScoreMessageHit PlayerScore = PlayerScore + Score PlayerPenalty = PlayerPenalty + Penalty else --ScoreMessageHits = ScoreMessageHits .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 ) end end if ScoreMessageHits ~= "" then ScoreMessage = ScoreMessage .. " Hits: " .. ScoreMessageHits .. "\n" end local ScoreMessageKills = "" for CategoryID, CategoryName in pairs( _SCORINGCategory ) do self:T( "Kill scores exist for player " .. PlayerName ) if PlayerData.Kill[CategoryID] then local Score = 0 local ScoreKill = 0 local Penalty = 0 local PenaltyKill = 0 for UnitName, UnitData in pairs( PlayerData.Kill[CategoryID] ) do Score = Score + UnitData.Score ScoreKill = ScoreKill + UnitData.ScoreKill Penalty = Penalty + UnitData.Penalty PenaltyKill = PenaltyKill + UnitData.PenaltyKill end local ScoreMessageKill = string.format( " %s:%d ", CategoryName, Score - Penalty ) self:T( ScoreMessageKill ) ScoreMessageKills = ScoreMessageKills .. ScoreMessageKill PlayerScore = PlayerScore + Score PlayerPenalty = PlayerPenalty + Penalty else --ScoreMessageKills = ScoreMessageKills .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 ) end end if ScoreMessageKills ~= "" then ScoreMessage = ScoreMessage .. " Kills: " .. ScoreMessageKills .. "\n" end local ScoreMessageCoalitionChangePenalties = "" if PlayerData.PenaltyCoalition ~= 0 then ScoreMessageCoalitionChangePenalties = ScoreMessageCoalitionChangePenalties .. string.format( " -%d (%d changed)", PlayerData.Penalty, PlayerData.PenaltyCoalition ) PlayerPenalty = PlayerPenalty + PlayerData.Penalty end if ScoreMessageCoalitionChangePenalties ~= "" then ScoreMessage = ScoreMessage .. " Coalition Penalties: " .. ScoreMessageCoalitionChangePenalties .. "\n" end local ScoreMessageMission = "" local ScoreMission = 0 local ScoreTask = 0 for MissionName, MissionData in pairs( PlayerData.Mission ) do ScoreMission = ScoreMission + MissionData.ScoreMission ScoreTask = ScoreTask + MissionData.ScoreTask ScoreMessageMission = ScoreMessageMission .. "'" .. MissionName .. "'; " end PlayerScore = PlayerScore + ScoreMission + ScoreTask if ScoreMessageMission ~= "" then ScoreMessage = ScoreMessage .. " Tasks: " .. ScoreTask .. " Mission: " .. ScoreMission .. " ( " .. ScoreMessageMission .. ")\n" end PlayerMessage = PlayerMessage .. string.format( "Player '%s' Score:%d (%d Score -%d Penalties)%s", PlayerName, PlayerScore - PlayerPenalty, PlayerScore, PlayerPenalty, ScoreMessage ) end end MESSAGE:New( PlayerMessage, "Player Scores", 30, "AllPlayerScores"):ToAll() end function SCORING:ReportScorePlayer() env.info( "Hello World " ) local ScoreMessage = "" local PlayerMessage = "" self:T( "Score Report" ) for PlayerName, PlayerData in pairs( self.Players ) do if PlayerData then -- This should normally not happen, but i'll test it anyway. self:T( "Score Player: " .. PlayerName ) -- Some variables local InitUnitCoalition = _SCORINGCoalition[PlayerData.UnitCoalition] local InitUnitCategory = _SCORINGCategory[PlayerData.UnitCategory] local InitUnitType = PlayerData.UnitType local InitUnitName = PlayerData.UnitName local PlayerScore = 0 local PlayerPenalty = 0 ScoreMessage = "" local ScoreMessageHits = "" for CategoryID, CategoryName in pairs( _SCORINGCategory ) do self:T( CategoryName ) if PlayerData.Hit[CategoryID] then local Score = 0 local ScoreHit = 0 local Penalty = 0 local PenaltyHit = 0 self:T( "Hit scores exist for player " .. PlayerName ) for UnitName, UnitData in pairs( PlayerData.Hit[CategoryID] ) do Score = Score + UnitData.Score ScoreHit = ScoreHit + UnitData.ScoreHit Penalty = Penalty + UnitData.Penalty PenaltyHit = UnitData.PenaltyHit end local ScoreMessageHit = string.format( "\n %s = %d score(%d;-%d) hits(#%d;#-%d)", CategoryName, Score - Penalty, Score, Penalty, ScoreHit, PenaltyHit ) self:T( ScoreMessageHit ) ScoreMessageHits = ScoreMessageHits .. ScoreMessageHit PlayerScore = PlayerScore + Score PlayerPenalty = PlayerPenalty + Penalty else --ScoreMessageHits = ScoreMessageHits .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 ) end end if ScoreMessageHits ~= "" then ScoreMessage = ScoreMessage .. "\n Hits: " .. ScoreMessageHits .. " " end local ScoreMessageKills = "" for CategoryID, CategoryName in pairs( _SCORINGCategory ) do self:T( "Kill scores exist for player " .. PlayerName ) if PlayerData.Kill[CategoryID] then local Score = 0 local ScoreKill = 0 local Penalty = 0 local PenaltyKill = 0 for UnitName, UnitData in pairs( PlayerData.Kill[CategoryID] ) do Score = Score + UnitData.Score ScoreKill = ScoreKill + UnitData.ScoreKill Penalty = Penalty + UnitData.Penalty PenaltyKill = PenaltyKill + UnitData.PenaltyKill end local ScoreMessageKill = string.format( "\n %s = %d score(%d;-%d) hits(#%d;#-%d)", CategoryName, Score - Penalty, Score, Penalty, ScoreKill, PenaltyKill ) self:T( ScoreMessageKill ) ScoreMessageKills = ScoreMessageKills .. ScoreMessageKill PlayerScore = PlayerScore + Score PlayerPenalty = PlayerPenalty + Penalty else --ScoreMessageKills = ScoreMessageKills .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 ) end end if ScoreMessageKills ~= "" then ScoreMessage = ScoreMessage .. "\n Kills: " .. ScoreMessageKills .. " " end local ScoreMessageCoalitionChangePenalties = "" if PlayerData.PenaltyCoalition ~= 0 then ScoreMessageCoalitionChangePenalties = ScoreMessageCoalitionChangePenalties .. string.format( " -%d (%d changed)", PlayerData.Penalty, PlayerData.PenaltyCoalition ) PlayerPenalty = PlayerPenalty + PlayerData.Penalty end if ScoreMessageCoalitionChangePenalties ~= "" then ScoreMessage = ScoreMessage .. "\n Coalition: " .. ScoreMessageCoalitionChangePenalties .. " " end local ScoreMessageMission = "" local ScoreMission = 0 local ScoreTask = 0 for MissionName, MissionData in pairs( PlayerData.Mission ) do ScoreMission = ScoreMission + MissionData.ScoreMission ScoreTask = ScoreTask + MissionData.ScoreTask ScoreMessageMission = ScoreMessageMission .. "'" .. MissionName .. "'; " end PlayerScore = PlayerScore + ScoreMission + ScoreTask if ScoreMessageMission ~= "" then ScoreMessage = ScoreMessage .. "\n Tasks: " .. ScoreTask .. " Mission: " .. ScoreMission .. " ( " .. ScoreMessageMission .. ") " end PlayerMessage = PlayerMessage .. string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties ):%s", PlayerName, PlayerScore - PlayerPenalty, PlayerScore, PlayerPenalty, ScoreMessage ) end end MESSAGE:New( PlayerMessage, "Player Scores", 30, "AllPlayerScores"):ToAll() end function SCORING:SecondsToClock(sSeconds) local nSeconds = sSeconds if nSeconds == 0 then --return nil; return "00:00:00"; else nHours = string.format("%02.f", math.floor(nSeconds/3600)); nMins = string.format("%02.f", math.floor(nSeconds/60 - (nHours*60))); nSecs = string.format("%02.f", math.floor(nSeconds - nHours*3600 - nMins *60)); return nHours..":"..nMins..":"..nSecs end end --- Opens a score CSV file to log the scores. -- @param #SCORING self -- @param #string ScoringCSV -- @return #SCORING self -- @usage -- -- Open a new CSV file to log the scores of the game Gori Valley. Let the name of the CSV file begin with "Player Scores". -- ScoringObject = SCORING:New( "Gori Valley" ) -- ScoringObject:OpenCSV( "Player Scores" ) function SCORING:OpenCSV( ScoringCSV ) self:F( ScoringCSV ) if lfs and io and os then if ScoringCSV then self.ScoringCSV = ScoringCSV local fdir = lfs.writedir() .. [[Logs\]] .. self.ScoringCSV .. " " .. os.date( "%Y-%m-%d %H-%M-%S" ) .. ".csv" self.CSVFile, self.err = io.open( fdir, "w+" ) if not self.CSVFile then error( "Error: Cannot open CSV file in " .. lfs.writedir() ) end self.CSVFile:write( '"GameName","RunTime","Time","PlayerName","ScoreType","PlayerUnitCoaltion","PlayerUnitCategory","PlayerUnitType","PlayerUnitName","TargetUnitCoalition","TargetUnitCategory","TargetUnitType","TargetUnitName","Times","Score"\n' ) self.RunTime = os.date("%y-%m-%d_%H-%M-%S") else error( "A string containing the CSV file name must be given." ) end else self:E( "The MissionScripting.lua file has not been changed to allow lfs, io and os modules to be used..." ) end return self end --- Registers a score for a player. -- @param #SCORING self -- @param #string PlayerName The name of the player. -- @param #string ScoreType The type of the score. -- @param #string ScoreTimes The amount of scores achieved. -- @param #string ScoreAmount The score given. -- @param #string PlayerUnitName The unit name of the player. -- @param #string PlayerUnitCoalition The coalition of the player unit. -- @param #string PlayerUnitCategory The category of the player unit. -- @param #string PlayerUnitType The type of the player unit. -- @param #string TargetUnitName The name of the target unit. -- @param #string TargetUnitCoalition The coalition of the target unit. -- @param #string TargetUnitCategory The category of the target unit. -- @param #string TargetUnitType The type of the target unit. -- @return #SCORING self function SCORING:ScoreCSV( PlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) --write statistic information to file local ScoreTime = self:SecondsToClock( timer.getTime() ) PlayerName = PlayerName:gsub( '"', '_' ) if PlayerUnitName and PlayerUnitName ~= '' then local PlayerUnit = Unit.getByName( PlayerUnitName ) if PlayerUnit then if not PlayerUnitCategory then --PlayerUnitCategory = SCORINGCategory[PlayerUnit:getCategory()] PlayerUnitCategory = _SCORINGCategory[PlayerUnit:getDesc().category] end if not PlayerUnitCoalition then PlayerUnitCoalition = _SCORINGCoalition[PlayerUnit:getCoalition()] end if not PlayerUnitType then PlayerUnitType = PlayerUnit:getTypeName() end else PlayerUnitName = '' PlayerUnitCategory = '' PlayerUnitCoalition = '' PlayerUnitType = '' end else PlayerUnitName = '' PlayerUnitCategory = '' PlayerUnitCoalition = '' PlayerUnitType = '' end if not TargetUnitCoalition then TargetUnitCoalition = '' end if not TargetUnitCategory then TargetUnitCategory = '' end if not TargetUnitType then TargetUnitType = '' end if not TargetUnitName then TargetUnitName = '' end if lfs and io and os then self.CSVFile:write( '"' .. self.GameName .. '"' .. ',' .. '"' .. self.RunTime .. '"' .. ',' .. '' .. ScoreTime .. '' .. ',' .. '"' .. PlayerName .. '"' .. ',' .. '"' .. ScoreType .. '"' .. ',' .. '"' .. PlayerUnitCoalition .. '"' .. ',' .. '"' .. PlayerUnitCategory .. '"' .. ',' .. '"' .. PlayerUnitType .. '"' .. ',' .. '"' .. PlayerUnitName .. '"' .. ',' .. '"' .. TargetUnitCoalition .. '"' .. ',' .. '"' .. TargetUnitCategory .. '"' .. ',' .. '"' .. TargetUnitType .. '"' .. ',' .. '"' .. TargetUnitName .. '"' .. ',' .. '' .. ScoreTimes .. '' .. ',' .. '' .. ScoreAmount ) self.CSVFile:write( "\n" ) end end function SCORING:CloseCSV() if lfs and io and os then self.CSVFile:close() end end --- CARGO Classes -- @module CARGO Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Message" ) --- Clients are those Groups defined within the Mission Editor that have the skillset defined as "Client" or "Player". -- These clients are defined within the Mission Orchestration Framework (MOF) CARGOS = {} CARGO_ZONE = { ClassName="CARGO_ZONE", CargoZoneName = '', CargoHostUnitName = '', SIGNAL = { TYPE = { SMOKE = { ID = 1, TEXT = "smoke" }, FLARE = { ID = 2, TEXT = "flare" } }, COLOR = { GREEN = { ID = 1, TRIGGERCOLOR = trigger.smokeColor.Green, TEXT = "A green" }, RED = { ID = 2, TRIGGERCOLOR = trigger.smokeColor.Red, TEXT = "A red" }, WHITE = { ID = 3, TRIGGERCOLOR = trigger.smokeColor.White, TEXT = "A white" }, ORANGE = { ID = 4, TRIGGERCOLOR = trigger.smokeColor.Orange, TEXT = "An orange" }, BLUE = { ID = 5, TRIGGERCOLOR = trigger.smokeColor.Blue, TEXT = "A blue" }, YELLOW = { ID = 6, TRIGGERCOLOR = trigger.flareColor.Yellow, TEXT = "A yellow" } } } } function CARGO_ZONE:New( CargoZoneName, CargoHostName ) local self = BASE:Inherit( self, BASE:New() ) self:F( { CargoZoneName, CargoHostName } ) self.CargoZoneName = CargoZoneName self.CargoZone = trigger.misc.getZone( CargoZoneName ) if CargoHostName then self.CargoHostName = CargoHostName end self:T( self.CargoZone ) return self end function CARGO_ZONE:Spawn() self:F( self.CargoHostName ) if self.CargoHostSpawn then local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex() if CargoHostGroup and CargoHostGroup:IsAlive() then else self.CargoHostSpawn:ReSpawn( 1 ) end else self:T( "Initialize CargoHostSpawn" ) self.CargoHostSpawn = SPAWN:New( self.CargoHostName ):Limit( 1, 1 ) self.CargoHostSpawn:ReSpawn( 1 ) end return self end function CARGO_ZONE:GetHostUnit() self:F( self ) if self.CargoHostName then -- A Host has been given, signal the host local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex() local CargoHostUnit if CargoHostGroup and CargoHostGroup:IsAlive() then CargoHostUnit = CargoHostGroup:GetUnit(1) else CargoHostUnit = StaticObject.getByName( self.CargoHostName ) end return CargoHostUnit end return nil end function CARGO_ZONE:ReportCargosToClient( Client, CargoType ) self:F() local SignalUnit = self:GetHostUnit() if SignalUnit then local SignalUnitTypeName = SignalUnit:getTypeName() local HostMessage = "" local IsCargo = false for CargoID, Cargo in pairs( CARGOS ) do if Cargo.CargoType == Task.CargoType then if Cargo:IsStatusNone() then HostMessage = HostMessage .. " - " .. Cargo.CargoName .. " - " .. Cargo.CargoType .. " (" .. Cargo.Weight .. "kg)" .. "\n" IsCargo = true end end end if not IsCargo then HostMessage = "No Cargo Available." end Client:Message( HostMessage, 20, Mission.Name .. "/StageHosts." .. SignalUnitTypeName, SignalUnitTypeName .. ": Reporting Cargo", 10 ) end end function CARGO_ZONE:Signal() self:F() local Signalled = false if self.SignalType then if self.CargoHostName then -- A Host has been given, signal the host local SignalUnit = self:GetHostUnit() if SignalUnit then self:T( 'Signalling Unit' ) local SignalVehiclePos = SignalUnit:GetPositionVec3() SignalVehiclePos.y = SignalVehiclePos.y + 2 if self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.SMOKE.ID then trigger.action.smoke( SignalVehiclePos, self.SignalColor.TRIGGERCOLOR ) Signalled = true elseif self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.FLARE.ID then trigger.action.signalFlare( SignalVehiclePos, self.SignalColor.TRIGGERCOLOR , 0 ) Signalled = false end end else local CurrentPosition = { x = self.CargoZone.point.x, y = self.CargoZone.point.z } self.CargoZone.point.y = land.getHeight( CurrentPosition ) + 2 if self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.SMOKE.ID then trigger.action.smoke( self.CargoZone.point, self.SignalColor.TRIGGERCOLOR ) Signalled = true elseif self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.FLARE.ID then trigger.action.signalFlare( self.CargoZone.point, self.SignalColor.TRIGGERCOLOR, 0 ) Signalled = false end end end return Signalled end function CARGO_ZONE:WhiteSmoke() self:F() self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.WHITE return self end function CARGO_ZONE:BlueSmoke() self:F() self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.BLUE return self end function CARGO_ZONE:RedSmoke() self:F() self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.RED return self end function CARGO_ZONE:OrangeSmoke() self:F() self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.ORANGE return self end function CARGO_ZONE:GreenSmoke() self:F() self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.GREEN return self end function CARGO_ZONE:WhiteFlare() self:F() self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.WHITE return self end function CARGO_ZONE:RedFlare() self:F() self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.RED return self end function CARGO_ZONE:GreenFlare() self:F() self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.GREEN return self end function CARGO_ZONE:YellowFlare() self:F() self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.YELLOW return self end function CARGO_ZONE:GetCargoHostUnit() self:F( self ) if self.CargoHostSpawn then local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex(1) if CargoHostGroup and CargoHostGroup:IsAlive() then local CargoHostUnit = CargoHostGroup:GetUnit(1) if CargoHostUnit and CargoHostUnit:IsAlive() then return CargoHostUnit end end end return nil end function CARGO_ZONE:GetCargoZoneName() self:F() return self.CargoZoneName end CARGO = { ClassName = "CARGO", STATUS = { NONE = 0, LOADED = 1, UNLOADED = 2, LOADING = 3 }, CargoClient = nil } --- Add Cargo to the mission... Cargo functionality needs to be reworked a bit, so this is still under construction. I need to make a CARGO Class... function CARGO:New( CargoType, CargoName, CargoWeight ) local self = BASE:Inherit( self, BASE:New() ) self:F( { CargoType, CargoName, CargoWeight } ) self.CargoType = CargoType self.CargoName = CargoName self.CargoWeight = CargoWeight self:StatusNone() return self end function CARGO:Spawn( Client ) self:F() return self end function CARGO:IsNear( Client, LandingZone ) self:F() local Near = true return Near end function CARGO:IsLoadingToClient() self:F() if self:IsStatusLoading() then return self.CargoClient end return nil end function CARGO:IsLoadedInClient() self:F() if self:IsStatusLoaded() then return self.CargoClient end return nil end function CARGO:UnLoad( Client, TargetZoneName ) self:F() self:StatusUnLoaded() return self end function CARGO:OnBoard( Client, LandingZone ) self:F() local Valid = true self.CargoClient = Client local ClientUnit = Client:GetClientGroupDCSUnit() return Valid end function CARGO:OnBoarded( Client, LandingZone ) self:F() local OnBoarded = true return OnBoarded end function CARGO:Load( Client ) self:F() self:StatusLoaded( Client ) return self end function CARGO:IsLandingRequired() self:F() return true end function CARGO:IsSlingLoad() self:F() return false end function CARGO:StatusNone() self:F() self.CargoClient = nil self.CargoStatus = CARGO.STATUS.NONE return self end function CARGO:StatusLoading( Client ) self:F() self.CargoClient = Client self.CargoStatus = CARGO.STATUS.LOADING self:T( "Cargo " .. self.CargoName .. " loading to Client: " .. self.CargoClient:GetClientGroupName() ) return self end function CARGO:StatusLoaded( Client ) self:F() self.CargoClient = Client self.CargoStatus = CARGO.STATUS.LOADED self:T( "Cargo " .. self.CargoName .. " loaded in Client: " .. self.CargoClient:GetClientGroupName() ) return self end function CARGO:StatusUnLoaded() self:F() self.CargoClient = nil self.CargoStatus = CARGO.STATUS.UNLOADED return self end function CARGO:IsStatusNone() self:F() return self.CargoStatus == CARGO.STATUS.NONE end function CARGO:IsStatusLoading() self:F() return self.CargoStatus == CARGO.STATUS.LOADING end function CARGO:IsStatusLoaded() self:F() return self.CargoStatus == CARGO.STATUS.LOADED end function CARGO:IsStatusUnLoaded() self:F() return self.CargoStatus == CARGO.STATUS.UNLOADED end CARGO_GROUP = { ClassName = "CARGO_GROUP" } function CARGO_GROUP:New( CargoType, CargoName, CargoWeight, CargoGroupTemplate, CargoZone ) local self = BASE:Inherit( self, CARGO:New( CargoType, CargoName, CargoWeight ) ) self:F( { CargoType, CargoName, CargoWeight, CargoGroupTemplate, CargoZone } ) self.CargoSpawn = SPAWN:NewWithAlias( CargoGroupTemplate, CargoName ) self.CargoZone = CargoZone CARGOS[self.CargoName] = self return self end function CARGO_GROUP:Spawn( Client ) self:F( { Client } ) local SpawnCargo = true if self:IsStatusNone() then local CargoGroup = Group.getByName( self.CargoName ) if CargoGroup and CargoGroup:isExist() then SpawnCargo = false end elseif self:IsStatusLoading() then local Client = self:IsLoadingToClient() if Client and Client:GetDCSGroup() then SpawnCargo = false else local CargoGroup = Group.getByName( self.CargoName ) if CargoGroup and CargoGroup:isExist() then SpawnCargo = false end end elseif self:IsStatusLoaded() then local ClientLoaded = self:IsLoadedInClient() -- Now test if another Client is alive (not this one), and it has the CARGO, then this cargo does not need to be initialized and spawned. if ClientLoaded and ClientLoaded ~= Client then local ClientGroup = Client:GetDCSGroup() if ClientLoaded:GetClientGroupDCSUnit() and ClientLoaded:GetClientGroupDCSUnit():isExist() then SpawnCargo = false else self:StatusNone() end else -- Same Client, but now in initialize, so set back the status to None. self:StatusNone() end elseif self:IsStatusUnLoaded() then SpawnCargo = false end if SpawnCargo then if self.CargoZone:GetCargoHostUnit() then --- ReSpawn the Cargo from the CargoHost self.CargoGroupName = self.CargoSpawn:SpawnFromUnit( self.CargoZone:GetCargoHostUnit(), 60, 30, 1 ):GetName() else --- ReSpawn the Cargo in the CargoZone without a host ... self.CargoGroupName = self.CargoSpawn:SpawnInZone( self.CargoZone, true, 1 ):GetName() end self:StatusNone() end self:T( { self.CargoGroupName, CARGOS[self.CargoName].CargoGroupName } ) return self end function CARGO_GROUP:IsNear( Client, LandingZone ) self:F() local Near = false if self.CargoGroupName then local CargoGroup = Group.getByName( self.CargoGroupName ) if routines.IsPartOfGroupInRadius( CargoGroup, Client:ClientPosition(), 250 ) then Near = true end end return Near end function CARGO_GROUP:OnBoard( Client, LandingZone, OnBoardSide ) self:F() local Valid = true local ClientUnit = Client:GetClientGroupDCSUnit() local CarrierPos = ClientUnit:getPoint() local CarrierPosMove = ClientUnit:getPoint() local CarrierPosOnBoard = ClientUnit:getPoint() local CargoGroup = Group.getByName( self.CargoGroupName ) local CargoUnits = CargoGroup:getUnits() local CargoPos = CargoUnits[1]:getPoint() local Points = {} self:T( 'CargoPos x = ' .. CargoPos.x .. " z = " .. CargoPos.z ) self:T( 'CarrierPosMove x = ' .. CarrierPosMove.x .. " z = " .. CarrierPosMove.z ) Points[#Points+1] = routines.ground.buildWP( CargoPos, "Cone", 10 ) self:T( 'Points[1] x = ' .. Points[1].x .. " y = " .. Points[1].y ) if OnBoardSide == nil then OnBoardSide = CLIENT.ONBOARDSIDE.NONE end if OnBoardSide == CLIENT.ONBOARDSIDE.LEFT then self:T( "TransportCargoOnBoard: Onboarding LEFT" ) CarrierPosMove.z = CarrierPosMove.z - 25 CarrierPosOnBoard.z = CarrierPosOnBoard.z - 5 Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 ) elseif OnBoardSide == CLIENT.ONBOARDSIDE.RIGHT then self:T( "TransportCargoOnBoard: Onboarding RIGHT" ) CarrierPosMove.z = CarrierPosMove.z + 25 CarrierPosOnBoard.z = CarrierPosOnBoard.z + 5 Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 ) elseif OnBoardSide == CLIENT.ONBOARDSIDE.BACK then self:T( "TransportCargoOnBoard: Onboarding BACK" ) CarrierPosMove.x = CarrierPosMove.x - 25 CarrierPosOnBoard.x = CarrierPosOnBoard.x - 5 Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 ) elseif OnBoardSide == CLIENT.ONBOARDSIDE.FRONT then self:T( "TransportCargoOnBoard: Onboarding FRONT" ) CarrierPosMove.x = CarrierPosMove.x + 25 CarrierPosOnBoard.x = CarrierPosOnBoard.x + 5 Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 ) elseif OnBoardSide == CLIENT.ONBOARDSIDE.NONE then self:T( "TransportCargoOnBoard: Onboarding CENTRAL" ) Points[#Points+1] = routines.ground.buildWP( CarrierPos, "Cone", 10 ) end self:T( "TransportCargoOnBoard: Routing " .. self.CargoGroupName ) routines.scheduleFunction( routines.goRoute, { self.CargoGroupName, Points}, timer.getTime() + 4 ) self:StatusLoading( Client ) return Valid end function CARGO_GROUP:OnBoarded( Client, LandingZone ) self:F() local OnBoarded = false local CargoGroup = Group.getByName( self.CargoGroupName ) if routines.IsPartOfGroupInRadius( CargoGroup, Client:ClientPosition(), 25 ) then CargoGroup:destroy() self:StatusLoaded( Client ) OnBoarded = true end return OnBoarded end function CARGO_GROUP:UnLoad( Client, TargetZoneName ) self:F() self:T( 'self.CargoName = ' .. self.CargoName ) local CargoGroup = self.CargoSpawn:SpawnFromUnit( Client:GetClientGroupUnit(), 60, 30 ) self.CargoGroupName = CargoGroup:GetName() self:T( 'self.CargoGroupName = ' .. self.CargoGroupName ) CargoGroup:TaskRouteToZone( ZONE:New( TargetZoneName ), true ) self:StatusUnLoaded() return self end CARGO_PACKAGE = { ClassName = "CARGO_PACKAGE" } function CARGO_PACKAGE:New( CargoType, CargoName, CargoWeight, CargoClient ) local self = BASE:Inherit( self, CARGO:New( CargoType, CargoName, CargoWeight ) ) self:F( { CargoType, CargoName, CargoWeight, CargoClient } ) self.CargoClient = CargoClient CARGOS[self.CargoName] = self return self end function CARGO_PACKAGE:Spawn( Client ) self:F( { self, Client } ) -- this needs to be checked thoroughly local CargoClientGroup = self.CargoClient:GetDCSGroup() if not CargoClientGroup then if not self.CargoClientSpawn then self.CargoClientSpawn = SPAWN:New( self.CargoClient:GetClientGroupName() ):Limit( 1, 1 ) end self.CargoClientSpawn:ReSpawn( 1 ) end local SpawnCargo = true if self:IsStatusNone() then elseif self:IsStatusLoading() or self:IsStatusLoaded() then local CargoClientLoaded = self:IsLoadedInClient() if CargoClientLoaded and CargoClientLoaded:GetDCSGroup() then SpawnCargo = false end elseif self:IsStatusUnLoaded() then SpawnCargo = false else end if SpawnCargo then self:StatusLoaded( self.CargoClient ) end return self end function CARGO_PACKAGE:IsNear( Client, LandingZone ) self:F() local Near = false if self.CargoClient and self.CargoClient:GetDCSGroup() then self:T( self.CargoClient.ClientName ) self:T( 'Client Exists.' ) if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), Client:ClientPosition(), 150 ) then Near = true end end return Near end function CARGO_PACKAGE:OnBoard( Client, LandingZone, OnBoardSide ) self:F() local Valid = true local ClientUnit = Client:GetClientGroupDCSUnit() local CarrierPos = ClientUnit:getPoint() local CarrierPosMove = ClientUnit:getPoint() local CarrierPosOnBoard = ClientUnit:getPoint() local CarrierPosMoveAway = ClientUnit:getPoint() local CargoHostGroup = self.CargoClient:GetDCSGroup() local CargoHostName = self.CargoClient:GetDCSGroup():getName() local CargoHostUnits = CargoHostGroup:getUnits() local CargoPos = CargoHostUnits[1]:getPoint() local Points = {} self:T( 'CargoPos x = ' .. CargoPos.x .. " z = " .. CargoPos.z ) self:T( 'CarrierPosMove x = ' .. CarrierPosMove.x .. " z = " .. CarrierPosMove.z ) Points[#Points+1] = routines.ground.buildWP( CargoPos, "Cone", 10 ) self:T( 'Points[1] x = ' .. Points[1].x .. " y = " .. Points[1].y ) if OnBoardSide == nil then OnBoardSide = CLIENT.ONBOARDSIDE.NONE end if OnBoardSide == CLIENT.ONBOARDSIDE.LEFT then self:T( "TransportCargoOnBoard: Onboarding LEFT" ) CarrierPosMove.z = CarrierPosMove.z - 25 CarrierPosOnBoard.z = CarrierPosOnBoard.z - 5 CarrierPosMoveAway.z = CarrierPosMoveAway.z - 20 Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 ) elseif OnBoardSide == CLIENT.ONBOARDSIDE.RIGHT then self:T( "TransportCargoOnBoard: Onboarding RIGHT" ) CarrierPosMove.z = CarrierPosMove.z + 25 CarrierPosOnBoard.z = CarrierPosOnBoard.z + 5 CarrierPosMoveAway.z = CarrierPosMoveAway.z + 20 Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 ) elseif OnBoardSide == CLIENT.ONBOARDSIDE.BACK then self:T( "TransportCargoOnBoard: Onboarding BACK" ) CarrierPosMove.x = CarrierPosMove.x - 25 CarrierPosOnBoard.x = CarrierPosOnBoard.x - 5 CarrierPosMoveAway.x = CarrierPosMoveAway.x - 20 Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 ) elseif OnBoardSide == CLIENT.ONBOARDSIDE.FRONT then self:T( "TransportCargoOnBoard: Onboarding FRONT" ) CarrierPosMove.x = CarrierPosMove.x + 25 CarrierPosOnBoard.x = CarrierPosOnBoard.x + 5 CarrierPosMoveAway.x = CarrierPosMoveAway.x + 20 Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 ) elseif OnBoardSide == CLIENT.ONBOARDSIDE.NONE then self:T( "TransportCargoOnBoard: Onboarding FRONT" ) CarrierPosMove.x = CarrierPosMove.x + 25 CarrierPosOnBoard.x = CarrierPosOnBoard.x + 5 CarrierPosMoveAway.x = CarrierPosMoveAway.x + 20 Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 ) Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 ) end self:T( "Routing " .. CargoHostName ) routines.scheduleFunction( routines.goRoute, { CargoHostName, Points}, timer.getTime() + 4 ) return Valid end function CARGO_PACKAGE:OnBoarded( Client, LandingZone ) self:F() local OnBoarded = false if self.CargoClient and self.CargoClient:GetDCSGroup() then if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), self.CargoClient:ClientPosition(), 10 ) then -- Switch Cargo from self.CargoClient to Client ... Each cargo can have only one client. So assigning the new client for the cargo is enough. self:StatusLoaded( Client ) -- All done, onboarded the Cargo to the new Client. OnBoarded = true end end return OnBoarded end function CARGO_PACKAGE:UnLoad( Client, TargetZoneName ) self:F() self:T( 'self.CargoName = ' .. self.CargoName ) --self:T( 'self.CargoHostName = ' .. self.CargoHostName ) --self.CargoSpawn:FromCarrier( Client:GetDCSGroup(), TargetZoneName, self.CargoHostName ) self:StatusUnLoaded() return Cargo end CARGO_SLINGLOAD = { ClassName = "CARGO_SLINGLOAD" } function CARGO_SLINGLOAD:New( CargoType, CargoName, CargoWeight, CargoZone, CargoHostName, CargoCountryID ) local self = BASE:Inherit( self, CARGO:New( CargoType, CargoName, CargoWeight ) ) self:F( { CargoType, CargoName, CargoWeight, CargoZone, CargoHostName, CargoCountryID } ) self.CargoHostName = CargoHostName -- Cargo will be initialized around the CargoZone position. self.CargoZone = CargoZone self.CargoCount = 0 self.CargoStaticName = string.format( "%s#%03d", self.CargoName, self.CargoCount ) -- The country ID needs to be correctly set. self.CargoCountryID = CargoCountryID CARGOS[self.CargoName] = self return self end function CARGO_SLINGLOAD:IsLandingRequired() self:F() return false end function CARGO_SLINGLOAD:IsSlingLoad() self:F() return true end function CARGO_SLINGLOAD:Spawn( Client ) self:F( { self, Client } ) local Zone = trigger.misc.getZone( self.CargoZone ) local ZonePos = {} ZonePos.x = Zone.point.x + math.random( Zone.radius / 2 * -1, Zone.radius / 2 ) ZonePos.y = Zone.point.z + math.random( Zone.radius / 2 * -1, Zone.radius / 2 ) self:T( "Cargo Location = " .. ZonePos.x .. ", " .. ZonePos.y ) --[[ -- This does not work in 1.5.2. CargoStatic = StaticObject.getByName( self.CargoName ) if CargoStatic then CargoStatic:destroy() end --]] CargoStatic = StaticObject.getByName( self.CargoStaticName ) if CargoStatic and CargoStatic:isExist() then CargoStatic:destroy() end -- I need to make every time a new cargo due to bugs in 1.5.2. self.CargoCount = self.CargoCount + 1 self.CargoStaticName = string.format( "%s#%03d", self.CargoName, self.CargoCount ) local CargoTemplate = { ["category"] = "Cargo", ["shape_name"] = "ab-212_cargo", ["type"] = "Cargo1", ["x"] = ZonePos.x, ["y"] = ZonePos.y, ["mass"] = self.CargoWeight, ["name"] = self.CargoStaticName, ["canCargo"] = true, ["heading"] = 0, } coalition.addStaticObject( self.CargoCountryID, CargoTemplate ) -- end return self end function CARGO_SLINGLOAD:IsNear( Client, LandingZone ) self:F() local Near = false return Near end function CARGO_SLINGLOAD:IsInLandingZone( Client, LandingZone ) self:F() local Near = false local CargoStaticUnit = StaticObject.getByName( self.CargoName ) if CargoStaticUnit then if routines.IsStaticInZones( CargoStaticUnit, LandingZone ) then Near = true end end return Near end function CARGO_SLINGLOAD:OnBoard( Client, LandingZone, OnBoardSide ) self:F() local Valid = true return Valid end function CARGO_SLINGLOAD:OnBoarded( Client, LandingZone ) self:F() local OnBoarded = false local CargoStaticUnit = StaticObject.getByName( self.CargoName ) if CargoStaticUnit then if not routines.IsStaticInZones( CargoStaticUnit, LandingZone ) then OnBoarded = true end end return OnBoarded end function CARGO_SLINGLOAD:UnLoad( Client, TargetZoneName ) self:F() self:T( 'self.CargoName = ' .. self.CargoName ) self:T( 'self.CargoGroupName = ' .. self.CargoGroupName ) self:StatusUnLoaded() return Cargo end --- The CLIENT models client units in multi player missions. -- Clients are those groups defined within the Mission Editor that have the skillset defined as "Client" or "Player". -- Note that clients are NOT the same as groups, they are NOT necessarily alive. -- @module Client -- @author FlightControl Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Cargo" ) Include.File( "Message" ) --- The CLIENT class -- @type CLIENT -- @extends Base#BASE CLIENT = { ONBOARDSIDE = { NONE = 0, LEFT = 1, RIGHT = 2, BACK = 3, FRONT = 4 }, ClassName = "CLIENT", ClientName = nil, ClientAlive = false, ClientTransport = false, ClientBriefingShown = false, _Menus = {}, _Tasks = {}, Messages = { } } --- Use this method to register new Clients within the MOF. -- @param #CLIENT self -- @param #string ClientName Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client. -- @param #string ClientBriefing Text that describes the briefing of the mission when a Player logs into the Client. -- @return #CLIENT -- @usage -- -- Create new Clients. -- local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' ) -- Mission:AddGoal( DeploySA6TroopsGoal ) -- -- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() ) -- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() ) -- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() ) -- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() ) function CLIENT:New( ClientName, ClientBriefing ) local self = BASE:Inherit( self, BASE:New() ) self:F( ClientName, ClientBriefing ) self.ClientName = ClientName self:AddBriefing( ClientBriefing ) self.MessageSwitch = true return self end --- Transport defines that the Client is a Transport. Transports show cargo. -- @param #CLIENT self -- @return #CLIENT function CLIENT:Transport() self:F() self.ClientTransport = true return self end --- AddBriefing adds a briefing to a CLIENT when a player joins a mission. -- @param #CLIENT self -- @param #string ClientBriefing is the text defining the Mission briefing. -- @return #CLIENT function CLIENT:AddBriefing( ClientBriefing ) self:F() self.ClientBriefing = ClientBriefing return self end --- Resets a CLIENT. -- @param #CLIENT self -- @param #string ClientName Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client. function CLIENT:Reset( ClientName ) self:F() self._Menus = {} end --- Checks for a client alive event and calls a function on a continuous basis. -- @param #CLIENT self -- @param #function CallBack Function. -- @return #CLIENT function CLIENT:Alive( CallBack, ... ) self:F() self.ClientAlive2 = false self.ClientCallBack = CallBack self.ClientParameters = arg self.AliveCheckScheduler = routines.scheduleFunction( self._AliveCheckScheduler, { self }, timer.getTime() + 1, 5 ) return self end -- Is Functions --- Checks if the CLIENT is a multi-seated UNIT. -- @param #CLIENT self -- @return #boolean true if multi-seated. function CLIENT:IsMultiSeated() self:F( self.ClientName ) local ClientMultiSeatedTypes = { ["Mi-8MT"] = "Mi-8MT", ["UH-1H"] = "UH-1H", ["P-51B"] = "P-51B" } if self:IsAlive() then local ClientTypeName = self:GetClientGroupUnit():GetTypeName() if ClientMultiSeatedTypes[ClientTypeName] then return true end end return false end --- Checks if client is alive and returns true or false. -- @param #CLIENT self -- @returns #boolean Returns true if client is alive. function CLIENT:IsAlive() self:F( self.ClientName ) local ClientDCSGroup = self:GetDCSGroup() if ClientDCSGroup then self:T("true") return true end self:T( "false" ) return false end --- @param #CLIENT self function CLIENT:_AliveCheckScheduler() self:F( { self.ClientName, self.ClientAlive2 } ) if self:IsAlive() then if self.ClientAlive2 == false then self:T("Calling Callback function") self.ClientCallBack( self, unpack( self.ClientParameters ) ) self.ClientAlive2 = true end else if self.ClientAlive2 == true then self.ClientAlive2 = false end end end --- Return the DCSGroup of a Client. -- This function is modified to deal with a couple of bugs in DCS 1.5.3 -- @param #CLIENT self -- @return DCSGroup#Group function CLIENT:GetDCSGroup() self:F3() -- local ClientData = Group.getByName( self.ClientName ) -- if ClientData and ClientData:isExist() then -- self:T( self.ClientName .. " : group found!" ) -- return ClientData -- else -- return nil -- end local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) } for CoalitionId, CoalitionData in pairs( CoalitionsData ) do self:T3( { "CoalitionData:", CoalitionData } ) for UnitId, UnitData in pairs( CoalitionData ) do self:T3( { "UnitData:", UnitData } ) if UnitData and UnitData:isExist() then local ClientGroup = Group.getByName( self.ClientName ) if ClientGroup then self:T3( "ClientGroup = " .. self.ClientName ) if ClientGroup:isExist() then if ClientGroup:getID() == UnitData:getGroup():getID() then self:T3( "Normal logic" ) self:T3( self.ClientName .. " : group found!" ) return ClientGroup end else -- Now we need to resolve the bugs in DCS 1.5 ... -- Consult the database for the units of the Client Group. (ClientGroup:getUnits() returns nil) self:T3( "Bug 1.5 logic" ) local ClientUnits = _DATABASE.Groups[self.ClientName].Units self:T3( { ClientUnits[1].name, env.getValueDictByKey(ClientUnits[1].name) } ) for ClientUnitID, ClientUnitData in pairs( ClientUnits ) do self:T3( { tonumber(UnitData:getID()), ClientUnitData.unitId } ) if tonumber(UnitData:getID()) == ClientUnitData.unitId then local ClientGroupTemplate = _DATABASE.Groups[self.ClientName].Template self.ClientID = ClientGroupTemplate.groupId self.ClientGroupUnit = UnitData self:T3( self.ClientName .. " : group found in bug 1.5 resolvement logic!" ) return ClientGroup end end end -- else -- error( "Client " .. self.ClientName .. " not found!" ) end end end end -- For non player clients local ClientGroup = Group.getByName( self.ClientName ) if ClientGroup then self:T3( "ClientGroup = " .. self.ClientName ) if ClientGroup:isExist() then self:T3( "Normal logic" ) self:T3( self.ClientName .. " : group found!" ) return ClientGroup end end self.ClientGroupID = nil self.ClientGroupUnit = nil return nil end -- TODO: Check DCSTypes#Group.ID --- Get the group ID of the client. -- @param #CLIENT self -- @return DCSTypes#Group.ID function CLIENT:GetClientGroupID() if not self.ClientGroupID then local ClientGroup = self:GetDCSGroup() if ClientGroup and ClientGroup:isExist() then self.ClientGroupID = ClientGroup:getID() else self.ClientGroupID = self.ClientID end end self:T( self.ClientGroupID ) return self.ClientGroupID end --- Get the name of the group of the client. -- @param #CLIENT self -- @return #string function CLIENT:GetClientGroupName() if not self.ClientGroupName then local ClientGroup = self:GetDCSGroup() if ClientGroup and ClientGroup:isExist() then self.ClientGroupName = ClientGroup:getName() else self.ClientGroupName = self.ClientName end end self:T( self.ClientGroupName ) return self.ClientGroupName end --- Returns the UNIT of the CLIENT. -- @param #CLIENT self -- @return Unit#UNIT function CLIENT:GetClientGroupUnit() self:F() local ClientGroup = self:GetDCSGroup() if ClientGroup and ClientGroup:isExist() then return UNIT:New( ClientGroup:getUnit(1) ) else return UNIT:New( self.ClientGroupUnit ) end end --- Returns the DCSUnit of the CLIENT. -- @param #CLIENT self -- @return DCSTypes#Unit function CLIENT:GetClientGroupDCSUnit() self:F2() local ClientGroup = self:GetDCSGroup() if ClientGroup and ClientGroup:isExist() then return ClientGroup:getUnit(1) else return self.ClientGroupUnit end end -- TODO what is this??? check. possible double function. function CLIENT:GetUnit() self:F() return UNIT:New( self:GetClientGroupDCSUnit() ) end --- Returns the position of the CLIENT in @{DCSTypes#Vec2} format.. -- @param #CLIENT self -- @return DCSTypes#Vec2 function CLIENT:GetPointVec2() self:F() ClientGroupUnit = self:GetClientGroupDCSUnit() if ClientGroupUnit then if ClientGroupUnit:isExist() then local PointVec3 = ClientGroupUnit:getPoint() --DCSTypes#Vec3 local PointVec2 = {} --DCSTypes#Vec2 PointVec2.x = PointVec3.x PointVec2.y = PointVec3.z self:T( { PointVec2 } ) return PointVec2 end end return nil end --- Returns the position of the CLIENT in @{DCSTypes#Vec3} format. -- @param #CLIENT self -- @return DCSTypes#Vec3 function CLIENT:ClientPosition() self:F() ClientGroupUnit = self:GetClientGroupDCSUnit() if ClientGroupUnit then if ClientGroupUnit:isExist() then return ClientGroupUnit:getPosition() end end return nil end --- Returns the altitude of the CLIENT. -- @param #CLIENT self -- @return DCSTypes#Distance function CLIENT:GetAltitude() self:F() ClientGroupUnit = self:GetClientGroupDCSUnit() if ClientGroupUnit then if ClientGroupUnit:isExist() then local PointVec3 = ClientGroupUnit:getPoint() --DCSTypes#Vec3 return PointVec3.y end end return nil end --- Evaluates if the CLIENT is a transport. -- @param #CLIENT self -- @return #boolean true is a transport. function CLIENT:IsTransport() self:F() return self.ClientTransport end --- Shows the @{Cargo#CARGO} contained within the CLIENT to the player as a message. -- The @{Cargo#CARGO} is shown using the @{Message#MESSAGE} distribution system. -- @param #CLIENT self function CLIENT:ShowCargo() self:F() local CargoMsg = "" for CargoName, Cargo in pairs( CARGOS ) do if self == Cargo:IsLoadedInClient() then CargoMsg = CargoMsg .. Cargo.CargoName .. " Type:" .. Cargo.CargoType .. " Weight: " .. Cargo.CargoWeight .. "\n" end end if CargoMsg == "" then CargoMsg = "empty" end self:Message( CargoMsg, 15, self.ClientName .. "/Cargo", "Co-Pilot: Cargo Status", 30 ) end -- TODO (1) I urgently need to revise this. --- A local function called by the DCS World Menu system to switch off messages. function CLIENT.SwitchMessages( PrmTable ) PrmTable[1].MessageSwitch = PrmTable[2] end --- The main message driver for the CLIENT. -- This function displays various messages to the Player logged into the CLIENT through the DCS World Messaging system. -- @param #CLIENT self -- @param #string Message is the text describing the message. -- @param #number MessageDuration is the duration in seconds that the Message should be displayed. -- @param #string MessageId is a text identifying the Message in the MessageQueue. The Message system overwrites Messages with the same MessageId -- @param #string MessageCategory is the category of the message (the title). -- @param #number MessageInterval is the interval in seconds between the display of the @{Message#MESSAGE} when the CLIENT is in the air. function CLIENT:Message( Message, MessageDuration, MessageId, MessageCategory, MessageInterval ) self:F() if not self.MenuMessages then if self:GetClientGroupID() then self.MenuMessages = MENU_CLIENT:New( self, 'Messages' ) self.MenuRouteMessageOn = MENU_CLIENT_COMMAND:New( self, 'Messages On', self.MenuMessages, CLIENT.SwitchMessages, { self, true } ) self.MenuRouteMessageOff = MENU_CLIENT_COMMAND:New( self,'Messages Off', self.MenuMessages, CLIENT.SwitchMessages, { self, false } ) end end if self.MessageSwitch == true then if MessageCategory == nil then MessageCategory = "Messages" end if self.Messages[MessageId] == nil then self.Messages[MessageId] = {} self.Messages[MessageId].MessageId = MessageId self.Messages[MessageId].MessageTime = timer.getTime() self.Messages[MessageId].MessageDuration = MessageDuration if MessageInterval == nil then self.Messages[MessageId].MessageInterval = 600 else self.Messages[MessageId].MessageInterval = MessageInterval end MESSAGE:New( Message, MessageCategory, MessageDuration, MessageId ):ToClient( self ) else if self:GetClientGroupDCSUnit() and not self:GetClientGroupDCSUnit():inAir() then if timer.getTime() - self.Messages[MessageId].MessageTime >= self.Messages[MessageId].MessageDuration + 10 then MESSAGE:New( Message, MessageCategory, MessageDuration, MessageId ):ToClient( self ) self.Messages[MessageId].MessageTime = timer.getTime() end else if timer.getTime() - self.Messages[MessageId].MessageTime >= self.Messages[MessageId].MessageDuration + self.Messages[MessageId].MessageInterval then MESSAGE:New( Message, MessageCategory, MessageDuration, MessageId ):ToClient( self ) self.Messages[MessageId].MessageTime = timer.getTime() end end end end end --- Message System to display Messages for Clients and Coalitions or All. -- Messages are grouped on the display panel per Category to improve readability for the players. -- Messages are shown on the display panel for an amount of seconds, and will then disappear. -- Messages are identified by an ID. The messages with the same ID belonging to the same category will be overwritten if they were still being displayed on the display panel. -- Messages are created with MESSAGE:@{New}(). -- Messages are sent to Clients with MESSAGE:@{ToClient}(). -- Messages are sent to Coalitions with MESSAGE:@{ToCoalition}(). -- Messages are sent to All Players with MESSAGE:@{ToAll}(). -- @module Message Include.File( "Base" ) --- The MESSAGE class -- @type MESSAGE MESSAGE = { ClassName = "MESSAGE", MessageCategory = 0, MessageID = 0, } --- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients. -- @param self -- @param #string MessageText is the text of the Message. -- @param #string MessageCategory is a string expressing the Category of the Message. Messages are grouped on the display panel per Category to improve readability. -- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel. -- @param #string MessageID is a string expressing the ID of the Message. -- @return #MESSAGE -- @usage -- -- Create a series of new Messages. -- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score". -- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win". -- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score". -- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score". -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ) -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) -- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ) -- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ) function MESSAGE:New( MessageText, MessageCategory, MessageDuration, MessageID ) local self = BASE:Inherit( self, BASE:New() ) self:F( { MessageText, MessageCategory, MessageDuration, MessageID } ) -- When no messagecategory is given, we don't show it as a title... if MessageCategory and MessageCategory ~= "" then self.MessageCategory = MessageCategory .. ": " else self.MessageCategory = "" end self.MessageDuration = MessageDuration self.MessageID = MessageID self.MessageTime = timer.getTime() self.MessageText = MessageText self.MessageSent = false self.MessageGroup = false self.MessageCoalition = false return self end --- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player". -- @param #MESSAGE self -- @param Client#CLIENT Client is the Group of the Client. -- @return #MESSAGE -- @usage -- -- Send the 2 messages created with the @{New} method to the Client Group. -- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1. -- ClientGroup = Group.getByName( "ClientGroup" ) -- -- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- or -- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup ) -- or -- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ) -- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ) -- MessageClient1:ToClient( ClientGroup ) -- MessageClient2:ToClient( ClientGroup ) function MESSAGE:ToClient( Client ) self:F( Client ) if Client and Client:GetClientGroupID() then local ClientGroupID = Client:GetClientGroupID() self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration ) end return self end --- Sends a MESSAGE to the Blue coalition. -- @param #MESSAGE self -- @return #MESSAGE -- @usage -- -- Send a message created with the @{New} method to the BLUE coalition. -- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue() -- or -- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue() -- or -- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) -- MessageBLUE:ToBlue() function MESSAGE:ToBlue() self:F() self:ToCoalition( coalition.side.BLUE ) return self end --- Sends a MESSAGE to the Red Coalition. -- @param #MESSAGE self -- @return #MESSAGE -- @usage -- -- Send a message created with the @{New} method to the RED coalition. -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed() -- or -- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed() -- or -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) -- MessageRED:ToRed() function MESSAGE:ToRed( ) self:F() self:ToCoalition( coalition.side.RED ) return self end --- Sends a MESSAGE to a Coalition. -- @param #MESSAGE self -- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}. -- @return #MESSAGE -- @usage -- -- Send a message created with the @{New} method to the RED coalition. -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED ) -- or -- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED ) -- or -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) -- MessageRED:ToCoalition( coalition.side.RED ) function MESSAGE:ToCoalition( CoalitionSide ) self:F( CoalitionSide ) if CoalitionSide then self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) trigger.action.outTextForCoalition( CoalitionSide, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration ) end return self end --- Sends a MESSAGE to all players. -- @param #MESSAGE self -- @return #MESSAGE -- @usage -- -- Send a message created to all players. -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll() -- or -- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll() -- or -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ) -- MessageAll:ToAll() function MESSAGE:ToAll() self:F() self:ToCoalition( coalition.side.RED ) self:ToCoalition( coalition.side.BLUE ) return self end --- The MESSAGEQUEUE class -- @type MESSAGEQUEUE MESSAGEQUEUE = { ClientGroups = {}, CoalitionSides = {} } function MESSAGEQUEUE:New( RefreshInterval ) local self = BASE:Inherit( self, BASE:New() ) self:F( { RefreshInterval } ) self.RefreshInterval = RefreshInterval self.DisplayFunction = routines.scheduleFunction( self._DisplayMessages, { self }, 0, RefreshInterval ) return self end --- This function is called automatically by the MESSAGEQUEUE scheduler. function MESSAGEQUEUE:_DisplayMessages() -- First we display all messages that a coalition needs to receive... Also those who are not in a client (CA module clients...). for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do if MessageData.MessageSent == false then --trigger.action.outTextForCoalition( CoalitionSideID, MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration ) MessageData.MessageSent = true end local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime() if MessageTimeLeft <= 0 then MessageData = nil end end end -- Then we send the messages for each individual client, but also to be included are those Coalition messages for the Clients who belong to a coalition. -- Because the Client messages will overwrite the Coalition messages (for that Client). for ClientGroupName, ClientGroupData in pairs( self.ClientGroups ) do for MessageID, MessageData in pairs( ClientGroupData.Messages ) do if MessageData.MessageGroup == false then trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration ) MessageData.MessageGroup = true end local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime() if MessageTimeLeft <= 0 then MessageData = nil end end -- Now check if the Client also has messages that belong to the Coalition of the Client... for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do local CoalitionGroup = Group.getByName( ClientGroupName ) if CoalitionGroup and CoalitionGroup:getCoalition() == CoalitionSideID then if MessageData.MessageCoalition == false then trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration ) MessageData.MessageCoalition = true end end local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime() if MessageTimeLeft <= 0 then MessageData = nil end end end end end --- The _MessageQueue object is created when the MESSAGE class module is loaded. --_MessageQueue = MESSAGEQUEUE:New( 0.5 ) --- Stages within a @{TASK} within a @{MISSION}. All of the STAGE functionality is considered internally administered and not to be used by any Mission designer. -- @module STAGE -- @author Flightcontrol Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Mission" ) Include.File( "Client" ) Include.File( "Task" ) --- The STAGE class -- @type STAGE = { ClassName = "STAGE", MSG = { ID = "None", TIME = 10 }, FREQUENCY = { NONE = 0, ONCE = 1, REPEAT = -1 }, Name = "NoStage", StageType = '', WaitTime = 1, Frequency = 1, MessageCount = 0, MessageInterval = 15, MessageShown = {}, MessageShow = false, MessageFlash = false } function STAGE:New() local self = BASE:Inherit( self, BASE:New() ) self:F() return self end function STAGE:Execute( Mission, Client, Task ) local Valid = true return Valid end function STAGE:Executing( Mission, Client, Task ) end function STAGE:Validate( Mission, Client, Task ) local Valid = true return Valid end STAGEBRIEF = { ClassName = "BRIEF", MSG = { ID = "Brief", TIME = 1 }, Name = "Brief", StageBriefingTime = 0, StageBriefingDuration = 1 } function STAGEBRIEF:New() local self = BASE:Inherit( self, STAGE:New() ) self:F() self.StageType = 'CLIENT' return self end function STAGEBRIEF:Execute( Mission, Client, Task ) local Valid = BASE:Inherited(self):Execute( Mission, Client, Task ) self:F() Mission:ShowBriefing( Client ) self.StageBriefingTime = timer.getTime() return Valid end function STAGEBRIEF:Validate( Mission, Client, Task ) local Valid = STAGE:Validate( Mission, Client, Task ) self:T() if timer.getTime() - self.StageBriefingTime <= self.StageBriefingDuration then return 0 else self.StageBriefingTime = timer.getTime() return 1 end end STAGESTART = { ClassName = "START", MSG = { ID = "Start", TIME = 1 }, Name = "Start", StageStartTime = 0, StageStartDuration = 1 } function STAGESTART:New() local self = BASE:Inherit( self, STAGE:New() ) self:F() self.StageType = 'CLIENT' return self end function STAGESTART:Execute( Mission, Client, Task ) self:F() local Valid = BASE:Inherited(self):Execute( Mission, Client, Task ) if Task.TaskBriefing then Client:Message( Task.TaskBriefing, 30, Mission.Name .. "/Stage", "Command" ) else Client:Message( 'Task ' .. Task.TaskNumber .. '.', 30, Mission.Name .. "/Stage", "Command" ) end self.StageStartTime = timer.getTime() return Valid end function STAGESTART:Validate( Mission, Client, Task ) self:F() local Valid = STAGE:Validate( Mission, Client, Task ) if timer.getTime() - self.StageStartTime <= self.StageStartDuration then return 0 else self.StageStartTime = timer.getTime() return 1 end return 1 end STAGE_CARGO_LOAD = { ClassName = "STAGE_CARGO_LOAD" } function STAGE_CARGO_LOAD:New() local self = BASE:Inherit( self, STAGE:New() ) self:F() self.StageType = 'CLIENT' return self end function STAGE_CARGO_LOAD:Execute( Mission, Client, Task ) self:F() local Valid = BASE:Inherited(self):Execute( Mission, Client, Task ) for LoadCargoID, LoadCargo in pairs( Task.Cargos.LoadCargos ) do LoadCargo:Load( Client ) end if Mission.MissionReportFlash and Client:IsTransport() then Client:ShowCargo() end return Valid end function STAGE_CARGO_LOAD:Validate( Mission, Client, Task ) self:F() local Valid = STAGE:Validate( Mission, Client, Task ) return 1 end STAGE_CARGO_INIT = { ClassName = "STAGE_CARGO_INIT" } function STAGE_CARGO_INIT:New() local self = BASE:Inherit( self, STAGE:New() ) self:F() self.StageType = 'CLIENT' return self end function STAGE_CARGO_INIT:Execute( Mission, Client, Task ) self:F() local Valid = BASE:Inherited(self):Execute( Mission, Client, Task ) for InitLandingZoneID, InitLandingZone in pairs( Task.LandingZones.LandingZones ) do self:T( InitLandingZone ) InitLandingZone:Spawn() end self:T( Task.Cargos.InitCargos ) for InitCargoID, InitCargoData in pairs( Task.Cargos.InitCargos ) do self:T( { InitCargoData } ) InitCargoData:Spawn( Client ) end return Valid end function STAGE_CARGO_INIT:Validate( Mission, Client, Task ) self:F() local Valid = STAGE:Validate( Mission, Client, Task ) return 1 end STAGEROUTE = { ClassName = "STAGEROUTE", MSG = { ID = "Route", TIME = 5 }, Frequency = STAGE.FREQUENCY.REPEAT, Name = "Route" } function STAGEROUTE:New() local self = BASE:Inherit( self, STAGE:New() ) self:F() self.StageType = 'CLIENT' self.MessageSwitch = true return self end --- Execute the routing. -- @param #STAGEROUTE self -- @param Mission#MISSION Mission -- @param Client#CLIENT Client -- @param Task#TASK Task function STAGEROUTE:Execute( Mission, Client, Task ) self:F() local Valid = BASE:Inherited(self):Execute( Mission, Client, Task ) local RouteMessage = "Fly to: " self:T( Task.LandingZones ) for LandingZoneID, LandingZoneName in pairs( Task.LandingZones.LandingZoneNames ) do RouteMessage = RouteMessage .. "\n " .. LandingZoneName .. ' at ' .. routines.getBRStringZone( { zone = LandingZoneName, ref = Client:GetClientGroupDCSUnit():getPoint(), true, true } ) .. ' km.' end if Client:IsMultiSeated() then Client:Message( RouteMessage, self.MSG.TIME, Mission.Name .. "/StageRoute", "Co-Pilot", 20 ) else Client:Message( RouteMessage, self.MSG.TIME, Mission.Name .. "/StageRoute", "Command", 20 ) end if Mission.MissionReportFlash and Client:IsTransport() then Client:ShowCargo() end return Valid end function STAGEROUTE:Validate( Mission, Client, Task ) self:F() local Valid = STAGE:Validate( Mission, Client, Task ) -- check if the Client is in the landing zone self:T( Task.LandingZones.LandingZoneNames ) Task.CurrentLandingZoneName = routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.LandingZones.LandingZoneNames ) if Task.CurrentLandingZoneName then Task.CurrentLandingZone = Task.LandingZones.LandingZones[Task.CurrentLandingZoneName].CargoZone Task.CurrentCargoZone = Task.LandingZones.LandingZones[Task.CurrentLandingZoneName] if Task.CurrentCargoZone then if not Task.Signalled then Task.Signalled = Task.CurrentCargoZone:Signal() end end return 1 end return 0 end STAGELANDING = { ClassName = "STAGELANDING", MSG = { ID = "Landing", TIME = 10 }, Name = "Landing", Signalled = false } function STAGELANDING:New() local self = BASE:Inherit( self, STAGE:New() ) self:F() self.StageType = 'CLIENT' return self end --- Execute the landing coordination. -- @param #STAGELANDING self -- @param Mission#MISSION Mission -- @param Client#CLIENT Client -- @param Task#TASK Task function STAGELANDING:Execute( Mission, Client, Task ) self:F() if Client:IsMultiSeated() then Client:Message( "We have arrived at the landing zone.", self.MSG.TIME, Mission.Name .. "/StageArrived", "Co-Pilot", 10 ) else Client:Message( "You have arrived at the landing zone.", self.MSG.TIME, Mission.Name .. "/StageArrived", "Command", 10 ) end Task.HostUnit = Task.CurrentCargoZone:GetHostUnit() self:T( { Task.HostUnit } ) if Task.HostUnit then Task.HostUnitName = Task.HostUnit:GetPrefix() Task.HostUnitTypeName = Task.HostUnit:GetTypeName() local HostMessage = "" Task.CargoNames = "" local IsFirst = true for CargoID, Cargo in pairs( CARGOS ) do if Cargo.CargoType == Task.CargoType then if Cargo:IsLandingRequired() then self:T( "Task for cargo " .. Cargo.CargoType .. " requires landing.") Task.IsLandingRequired = true end if Cargo:IsSlingLoad() then self:T( "Task for cargo " .. Cargo.CargoType .. " is a slingload.") Task.IsSlingLoad = true end if IsFirst then IsFirst = false Task.CargoNames = Task.CargoNames .. Cargo.CargoName .. "( " .. Cargo.CargoWeight .. " )" else Task.CargoNames = Task.CargoNames .. "; " .. Cargo.CargoName .. "( " .. Cargo.CargoWeight .. " )" end end end if Task.IsLandingRequired then HostMessage = "Land the helicopter to " .. Task.TEXT[1] .. " " .. Task.CargoNames .. "." else HostMessage = "Use the Radio menu and F6 to find the cargo, then fly or land near the cargo and " .. Task.TEXT[1] .. " " .. Task.CargoNames .. "." end Client:Message( HostMessage, self.MSG.TIME, Mission.Name .. "/STAGELANDING.EXEC." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")", 10 ) end end function STAGELANDING:Validate( Mission, Client, Task ) self:F() Task.CurrentLandingZoneName = routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.LandingZones.LandingZoneNames ) if Task.CurrentLandingZoneName then -- Client is in de landing zone. self:T( Task.CurrentLandingZoneName ) Task.CurrentLandingZone = Task.LandingZones.LandingZones[Task.CurrentLandingZoneName].CargoZone Task.CurrentCargoZone = Task.LandingZones.LandingZones[Task.CurrentLandingZoneName] if Task.CurrentCargoZone then if not Task.Signalled then Task.Signalled = Task.CurrentCargoZone:Signal() end end else if Task.CurrentLandingZone then Task.CurrentLandingZone = nil end if Task.CurrentCargoZone then Task.CurrentCargoZone = nil end Task.Signalled = false Task:RemoveCargoMenus( Client ) return -1 end if Task.IsLandingRequired and Client:GetClientGroupDCSUnit():inAir() then return 0 end return 1 end STAGELANDED = { ClassName = "STAGELANDED", MSG = { ID = "Land", TIME = 10 }, Name = "Landed", MenusAdded = false } function STAGELANDED:New() local self = BASE:Inherit( self, STAGE:New() ) self:F() self.StageType = 'CLIENT' return self end function STAGELANDED:Execute( Mission, Client, Task ) self:F() if Task.IsLandingRequired then Client:Message( 'You have landed within the landing zone. Use the radio menu (F10) to ' .. Task.TEXT[1] .. ' the ' .. Task.CargoType .. '.', self.MSG.TIME, Mission.Name .. "/STAGELANDED.EXEC." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" ) if not self.MenusAdded then Task.Cargo = nil Task:RemoveCargoMenus( Client ) Task:AddCargoMenus( Client, CARGOS, 250 ) end end end function STAGELANDED:Validate( Mission, Client, Task ) self:F() if not routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.CurrentLandingZoneName ) then self:T( "Client is not anymore in the landing zone, go back to stage Route, and remove cargo menus." ) Task.Signalled = false Task:RemoveCargoMenus( Client ) return -2 end if Task.IsLandingRequired and Client:GetClientGroupDCSUnit():inAir() then self:T( "Client went back in the air. Go back to stage Landing." ) Task.Signalled = false return -1 end -- Wait until cargo is selected from the menu. if Task.IsLandingRequired then if not Task.Cargo then return 0 end end return 1 end STAGEUNLOAD = { ClassName = "STAGEUNLOAD", MSG = { ID = "Unload", TIME = 10 }, Name = "Unload" } function STAGEUNLOAD:New() local self = BASE:Inherit( self, STAGE:New() ) self:F() self.StageType = 'CLIENT' return self end --- Coordinate UnLoading -- @param #STAGEUNLOAD self -- @param Mission#MISSION Mission -- @param Client#CLIENT Client -- @param Task#TASK Task function STAGEUNLOAD:Execute( Mission, Client, Task ) self:F() if Client:IsMultiSeated() then Client:Message( 'The ' .. Task.CargoType .. ' are being ' .. Task.TEXT[2] .. ' within the landing zone. Wait until the helicopter is ' .. Task.TEXT[3] .. '.', self.MSG.TIME, Mission.Name .. "/StageUnLoad", "Co-Pilot" ) else Client:Message( 'You are unloading the ' .. Task.CargoType .. ' ' .. Task.TEXT[2] .. ' within the landing zone. Wait until the helicopter is ' .. Task.TEXT[3] .. '.', self.MSG.TIME, Mission.Name .. "/StageUnLoad", "Command" ) end Task:RemoveCargoMenus( Client ) end function STAGEUNLOAD:Executing( Mission, Client, Task ) self:F() env.info( 'STAGEUNLOAD:Executing() Task.Cargo.CargoName = ' .. Task.Cargo.CargoName ) local TargetZoneName if Task.TargetZoneName then TargetZoneName = Task.TargetZoneName else TargetZoneName = Task.CurrentLandingZoneName end if Task.Cargo:UnLoad( Client, TargetZoneName ) then Task.ExecuteStage = _TransportExecuteStage.SUCCESS if Mission.MissionReportFlash then Client:ShowCargo() end end end --- Validate UnLoading -- @param #STAGEUNLOAD self -- @param Mission#MISSION Mission -- @param Client#CLIENT Client -- @param Task#TASK Task function STAGEUNLOAD:Validate( Mission, Client, Task ) self:F() env.info( 'STAGEUNLOAD:Validate()' ) if routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.CurrentLandingZoneName ) then else Task.ExecuteStage = _TransportExecuteStage.FAILED Task:RemoveCargoMenus( Client ) if Client:IsMultiSeated() then Client:Message( 'The ' .. Task.CargoType .. " haven't been successfully " .. Task.TEXT[3] .. ' within the landing zone. Task and mission has failed.', _TransportStageMsgTime.DONE, Mission.Name .. "/StageFailure", "Co-Pilot" ) else Client:Message( 'The ' .. Task.CargoType .. " haven't been successfully " .. Task.TEXT[3] .. ' within the landing zone. Task and mission has failed.', _TransportStageMsgTime.DONE, Mission.Name .. "/StageFailure", "Command" ) end return 1 end if not Client:GetClientGroupDCSUnit():inAir() then else Task.ExecuteStage = _TransportExecuteStage.FAILED Task:RemoveCargoMenus( Client ) if Client:IsMultiSeated() then Client:Message( 'The ' .. Task.CargoType .. " haven't been successfully " .. Task.TEXT[3] .. ' within the landing zone. Task and mission has failed.', _TransportStageMsgTime.DONE, Mission.Name .. "/StageFailure", "Co-Pilot" ) else Client:Message( 'The ' .. Task.CargoType .. " haven't been successfully " .. Task.TEXT[3] .. ' within the landing zone. Task and mission has failed.', _TransportStageMsgTime.DONE, Mission.Name .. "/StageFailure", "Command" ) end return 1 end if Task.ExecuteStage == _TransportExecuteStage.SUCCESS then if Client:IsMultiSeated() then Client:Message( 'The ' .. Task.CargoType .. ' have been sucessfully ' .. Task.TEXT[3] .. ' within the landing zone.', _TransportStageMsgTime.DONE, Mission.Name .. "/Stage", "Co-Pilot" ) else Client:Message( 'The ' .. Task.CargoType .. ' have been sucessfully ' .. Task.TEXT[3] .. ' within the landing zone.', _TransportStageMsgTime.DONE, Mission.Name .. "/Stage", "Command" ) end Task:RemoveCargoMenus( Client ) Task.MissionTask:AddGoalCompletion( Task.MissionTask.GoalVerb, Task.CargoName, 1 ) -- We set the cargo as one more goal completed in the mission. return 1 end return 1 end STAGELOAD = { ClassName = "STAGELOAD", MSG = { ID = "Load", TIME = 10 }, Name = "Load" } function STAGELOAD:New() local self = BASE:Inherit( self, STAGE:New() ) self:F() self.StageType = 'CLIENT' return self end function STAGELOAD:Execute( Mission, Client, Task ) self:F() if not Task.IsSlingLoad then Client:Message( 'The ' .. Task.CargoType .. ' are being ' .. Task.TEXT[2] .. ' within the landing zone. Wait until the helicopter is ' .. Task.TEXT[3] .. '.', _TransportStageMsgTime.EXECUTING, Mission.Name .. "/STAGELOAD.EXEC." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" ) -- Route the cargo to the Carrier Task.Cargo:OnBoard( Client, Task.CurrentCargoZone, Task.OnBoardSide ) Task.ExecuteStage = _TransportExecuteStage.EXECUTING else Task.ExecuteStage = _TransportExecuteStage.EXECUTING end end function STAGELOAD:Executing( Mission, Client, Task ) self:F() -- If the Cargo is ready to be loaded, load it into the Client. if not Task.IsSlingLoad then self:T( Task.Cargo.CargoName) if Task.Cargo:OnBoarded( Client, Task.CurrentCargoZone ) then -- Load the Cargo onto the Client Task.Cargo:Load( Client ) -- Message to the pilot that cargo has been loaded. Client:Message( "The cargo " .. Task.Cargo.CargoName .. " has been loaded in our helicopter.", 20, Mission.Name .. "/STAGELANDING.LOADING1." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" ) Task.ExecuteStage = _TransportExecuteStage.SUCCESS Client:ShowCargo() end else Client:Message( "Hook the " .. Task.CargoNames .. " onto the helicopter " .. Task.TEXT[3] .. " within the landing zone.", _TransportStageMsgTime.EXECUTING, Mission.Name .. "/STAGELOAD.LOADING.1." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")", 10 ) for CargoID, Cargo in pairs( CARGOS ) do self:T( "Cargo.CargoName = " .. Cargo.CargoName ) if Cargo:IsSlingLoad() then local CargoStatic = StaticObject.getByName( Cargo.CargoStaticName ) if CargoStatic then self:T( "Cargo is found in the DCS simulator.") local CargoStaticPosition = CargoStatic:getPosition().p self:T( "Cargo Position x = " .. CargoStaticPosition.x .. ", y = " .. CargoStaticPosition.y .. ", z = " .. CargoStaticPosition.z ) local CargoStaticHeight = routines.GetUnitHeight( CargoStatic ) if CargoStaticHeight > 5 then self:T( "Cargo is airborne.") Cargo:StatusLoaded() Task.Cargo = Cargo Client:Message( 'The Cargo has been successfully hooked onto the helicopter and is now being sling loaded. Fly outside the landing zone.', self.MSG.TIME, Mission.Name .. "/STAGELANDING.LOADING.2." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" ) Task.ExecuteStage = _TransportExecuteStage.SUCCESS break end else self:T( "Cargo not found in the DCS simulator." ) end end end end end function STAGELOAD:Validate( Mission, Client, Task ) self:F() self:T( "Task.CurrentLandingZoneName = " .. Task.CurrentLandingZoneName ) if not Task.IsSlingLoad then if not routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.CurrentLandingZoneName ) then Task:RemoveCargoMenus( Client ) Task.ExecuteStage = _TransportExecuteStage.FAILED Task.CargoName = nil Client:Message( "The " .. Task.CargoType .. " loading has been aborted. You flew outside the pick-up zone while loading. ", self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.1." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" ) return -1 end if not Client:GetClientGroupDCSUnit():inAir() then else -- The carrier is back in the air, undo the loading process. Task:RemoveCargoMenus( Client ) Task.ExecuteStage = _TransportExecuteStage.NONE Task.CargoName = nil Client:Message( "The " .. Task.CargoType .. " loading has been aborted. Re-start the " .. Task.TEXT[3] .. " process. Don't fly outside the pick-up zone.", self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.2." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" ) return -1 end if Task.ExecuteStage == _TransportExecuteStage.SUCCESS then Task:RemoveCargoMenus( Client ) Client:Message( "Good Job. The " .. Task.CargoType .. " has been sucessfully " .. Task.TEXT[3] .. " within the landing zone.", self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.3." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" ) Task.MissionTask:AddGoalCompletion( Task.MissionTask.GoalVerb, Task.CargoName, 1 ) return 1 end else if Task.ExecuteStage == _TransportExecuteStage.SUCCESS then CargoStatic = StaticObject.getByName( Task.Cargo.CargoStaticName ) if CargoStatic and not routines.IsStaticInZones( CargoStatic, Task.CurrentLandingZoneName ) then Client:Message( "Good Job. The " .. Task.CargoType .. " has been sucessfully " .. Task.TEXT[3] .. " and flown outside of the landing zone.", self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.4." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" ) Task.MissionTask:AddGoalCompletion( Task.MissionTask.GoalVerb, Task.Cargo.CargoName, 1 ) return 1 end end end return 0 end STAGEDONE = { ClassName = "STAGEDONE", MSG = { ID = "Done", TIME = 10 }, Name = "Done" } function STAGEDONE:New() local self = BASE:Inherit( self, STAGE:New() ) self:F() self.StageType = 'AI' return self end function STAGEDONE:Execute( Mission, Client, Task ) self:F() end function STAGEDONE:Validate( Mission, Client, Task ) self:F() Task:Done() return 0 end STAGEARRIVE = { ClassName = "STAGEARRIVE", MSG = { ID = "Arrive", TIME = 10 }, Name = "Arrive" } function STAGEARRIVE:New() local self = BASE:Inherit( self, STAGE:New() ) self:F() self.StageType = 'CLIENT' return self end --- Execute Arrival -- @param #STAGEARRIVE self -- @param Mission#MISSION Mission -- @param Client#CLIENT Client -- @param Task#TASK Task function STAGEARRIVE:Execute( Mission, Client, Task ) self:F() if Client:IsMultiSeated() then Client:Message( 'We have arrived at ' .. Task.CurrentLandingZoneName .. ".", self.MSG.TIME, Mission.Name .. "/Stage", "Co-Pilot" ) else Client:Message( 'We have arrived at ' .. Task.CurrentLandingZoneName .. ".", self.MSG.TIME, Mission.Name .. "/Stage", "Command" ) end end function STAGEARRIVE:Validate( Mission, Client, Task ) self:F() Task.CurrentLandingZoneID = routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.LandingZones ) if ( Task.CurrentLandingZoneID ) then else return -1 end return 1 end STAGEGROUPSDESTROYED = { ClassName = "STAGEGROUPSDESTROYED", DestroyGroupSize = -1, Frequency = STAGE.FREQUENCY.REPEAT, MSG = { ID = "DestroyGroup", TIME = 10 }, Name = "GroupsDestroyed" } function STAGEGROUPSDESTROYED:New() local self = BASE:Inherit( self, STAGE:New() ) self:F() self.StageType = 'AI' return self end --function STAGEGROUPSDESTROYED:Execute( Mission, Client, Task ) -- -- Client:Message( 'Task: Still ' .. DestroyGroupSize .. " of " .. Task.DestroyGroupCount .. " " .. Task.DestroyGroupType .. " to be destroyed!", self.MSG.TIME, Mission.Name .. "/Stage" ) -- --end function STAGEGROUPSDESTROYED:Validate( Mission, Client, Task ) self:F() if Task.MissionTask:IsGoalReached() then return 1 else return 0 end end function STAGEGROUPSDESTROYED:Execute( Mission, Client, Task ) self:F() self:T( { Task.ClassName, Task.Destroyed } ) --env.info( 'Event Table Task = ' .. tostring(Task) ) end --[[ _TransportStage: Defines the different stages of which of transport missions can be in. This table is internal and is used to control the sequence of messages, actions and flow. - _TransportStage.START - _TransportStage.ROUTE - _TransportStage.LAND - _TransportStage.EXECUTE - _TransportStage.DONE - _TransportStage.REMOVE --]] _TransportStage = { HOLD = "HOLD", START = "START", ROUTE = "ROUTE", LANDING = "LANDING", LANDED = "LANDED", EXECUTING = "EXECUTING", LOAD = "LOAD", UNLOAD = "UNLOAD", DONE = "DONE", NEXT = "NEXT" } _TransportStageMsgTime = { HOLD = 10, START = 60, ROUTE = 5, LANDING = 10, LANDED = 30, EXECUTING = 30, LOAD = 30, UNLOAD = 30, DONE = 30, NEXT = 0 } _TransportStageTime = { HOLD = 10, START = 5, ROUTE = 5, LANDING = 1, LANDED = 1, EXECUTING = 5, LOAD = 5, UNLOAD = 5, DONE = 1, NEXT = 0 } _TransportStageAction = { REPEAT = -1, NONE = 0, ONCE = 1 } --- The TASK Classes define major end-to-end activities within a MISSION. The TASK Class is the Master Class to orchestrate these activities. From this class, many concrete TASK classes are inherited. -- @module TASK Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Mission" ) Include.File( "Client" ) Include.File( "Stage" ) --- The TASK class -- @type TASK -- @extends Base#BASE TASK = { -- Defines the different signal types with a Task. SIGNAL = { COLOR = { RED = { ID = 1, COLOR = trigger.smokeColor.Red, TEXT = "A red" }, GREEN = { ID = 2, COLOR = trigger.smokeColor.Green, TEXT = "A green" }, BLUE = { ID = 3, COLOR = trigger.smokeColor.Blue, TEXT = "A blue" }, WHITE = { ID = 4, COLOR = trigger.smokeColor.White, TEXT = "A white" }, ORANGE = { ID = 5, COLOR = trigger.smokeColor.Orange, TEXT = "An orange" } }, TYPE = { SMOKE = { ID = 1, TEXT = "smoke" }, FLARE = { ID = 2, TEXT = "flare" } } }, ClassName = "TASK", Mission = {}, -- Owning mission of the Task Name = '', Stages = {}, Stage = {}, Cargos = { InitCargos = {}, LoadCargos = {} }, LandingZones = { LandingZoneNames = {}, LandingZones = {} }, ActiveStage = 0, TaskDone = false, TaskFailed = false, GoalTasks = {} } --- Instantiates a new TASK Base. Should never be used. Interface Class. -- @return TASK function TASK:New() local self = BASE:Inherit( self, BASE:New() ) self:F() -- assign Task default values during construction self.TaskBriefing = "Task: No Task." self.Time = timer.getTime() self.ExecuteStage = _TransportExecuteStage.NONE return self end function TASK:SetStage( StageSequenceIncrement ) self:F( { StageSequenceIncrement } ) local Valid = false if StageSequenceIncrement ~= 0 then self.ActiveStage = self.ActiveStage + StageSequenceIncrement if 1 <= self.ActiveStage and self.ActiveStage <= #self.Stages then self.Stage = self.Stages[self.ActiveStage] self:T( { self.Stage.Name } ) self.Frequency = self.Stage.Frequency Valid = true else Valid = false env.info( "TASK:SetStage() self.ActiveStage is smaller or larger than self.Stages array. self.ActiveStage = " .. self.ActiveStage ) end end self.Time = timer.getTime() return Valid end function TASK:Init() self:F() self.ActiveStage = 0 self:SetStage(1) self.TaskDone = false self.TaskFailed = false end --- Get progress of a TASK. -- @return string GoalsText function TASK:GetGoalProgress() self:F2() local GoalsText = "" for GoalVerb, GoalVerbData in pairs( self.GoalTasks ) do local Goals = self:GetGoalCompletion( GoalVerb ) if Goals and Goals ~= "" then Goals = '(' .. Goals .. ')' else Goals = '( - )' end GoalsText = GoalsText .. GoalVerb .. ': ' .. self:GetGoalCount(GoalVerb) .. ' goals ' .. Goals .. ' of ' .. self:GetGoalTotal(GoalVerb) .. ' goals completed (' .. self:GetGoalPercentage(GoalVerb) .. '%); ' end if GoalsText == "" then GoalsText = "( - )" end return GoalsText end --- Show progress of a TASK. -- @param MISSION Mission Group structure describing the Mission. -- @param CLIENT Client Group structure describing the Client. function TASK:ShowGoalProgress( Mission, Client ) self:F2() local GoalsText = "" for GoalVerb, GoalVerbData in pairs( self.GoalTasks ) do if Mission:IsCompleted() then else local Goals = self:GetGoalCompletion( GoalVerb ) if Goals and Goals ~= "" then else Goals = "-" end GoalsText = GoalsText .. self:GetGoalProgress() end end if Mission.MissionReportFlash or Mission.MissionReportShow then Client:Message( GoalsText, 10, "/TASKPROGRESS" .. self.ClassName, "Mission Command: Task Status", 30 ) end end --- Sets a TASK to status Done. function TASK:Done() self:F2() self.TaskDone = true end --- Returns if a TASK is done. -- @return bool function TASK:IsDone() self:F2( self.TaskDone ) return self.TaskDone end --- Sets a TASK to status failed. function TASK:Failed() self:F() self.TaskFailed = true end --- Returns if a TASk has failed. -- @return bool function TASK:IsFailed() self:F2( self.TaskFailed ) return self.TaskFailed end function TASK:Reset( Mission, Client ) self:F2() self.ExecuteStage = _TransportExecuteStage.NONE end --- Returns the Goals of a TASK -- @return @table Goals function TASK:GetGoals() return self.GoalTasks end --- Returns if a TASK has Goal(s). -- @param #TASK self -- @param #string GoalVerb is the name of the Goal of the TASK. -- @return bool function TASK:Goal( GoalVerb ) self:F2( { GoalVerb } ) if not GoalVerb then GoalVerb = self.GoalVerb end self:T2( {self.GoalTasks[GoalVerb] } ) if self.GoalTasks[GoalVerb] and self.GoalTasks[GoalVerb].GoalTotal > 0 then return true else return false end end --- Sets the total Goals to be achieved of the Goal Name -- @param number GoalTotal is the number of times the GoalVerb needs to be achieved. -- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used. function TASK:SetGoalTotal( GoalTotal, GoalVerb ) self:F2( { GoalTotal, GoalVerb } ) if not GoalVerb then GoalVerb = self.GoalVerb end self.GoalTasks[GoalVerb] = {} self.GoalTasks[GoalVerb].Goals = {} self.GoalTasks[GoalVerb].GoalTotal = GoalTotal self.GoalTasks[GoalVerb].GoalCount = 0 return self end --- Gets the total of Goals to be achieved within the TASK of the GoalVerb. -- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used. function TASK:GetGoalTotal( GoalVerb ) self:F2( { GoalVerb } ) if not GoalVerb then GoalVerb = self.GoalVerb end if self:Goal( GoalVerb ) then return self.GoalTasks[GoalVerb].GoalTotal else return 0 end end --- Sets the total of Goals currently achieved within the TASK of the GoalVerb. -- @param number GoalCount is the total number of Goals achieved within the TASK. -- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used. -- @return TASK function TASK:SetGoalCount( GoalCount, GoalVerb ) self:F2() if not GoalVerb then GoalVerb = self.GoalVerb end if self:Goal( GoalVerb) then self.GoalTasks[GoalVerb].GoalCount = GoalCount end return self end --- Increments the total of Goals currently achieved within the TASK of the GoalVerb, with the given GoalCountIncrease. -- @param number GoalCountIncrease is the number of new Goals achieved within the TASK. -- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used. -- @return TASK function TASK:IncreaseGoalCount( GoalCountIncrease, GoalVerb ) self:F2( { GoalCountIncrease, GoalVerb } ) if not GoalVerb then GoalVerb = self.GoalVerb end if self:Goal( GoalVerb) then self.GoalTasks[GoalVerb].GoalCount = self.GoalTasks[GoalVerb].GoalCount + GoalCountIncrease end return self end --- Gets the total of Goals currently achieved within the TASK of the GoalVerb. -- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used. -- @return TASK function TASK:GetGoalCount( GoalVerb ) self:F2() if not GoalVerb then GoalVerb = self.GoalVerb end if self:Goal( GoalVerb ) then return self.GoalTasks[GoalVerb].GoalCount else return 0 end end --- Gets the percentage of Goals currently achieved within the TASK of the GoalVerb. -- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used. -- @return TASK function TASK:GetGoalPercentage( GoalVerb ) self:F2() if not GoalVerb then GoalVerb = self.GoalVerb end if self:Goal( GoalVerb ) then return math.floor( self:GetGoalCount( GoalVerb ) / self:GetGoalTotal( GoalVerb ) * 100 + .5 ) else return 100 end end --- Returns if all the Goals of the TASK were achieved. -- @return bool function TASK:IsGoalReached() self:F2() local GoalReached = true for GoalVerb, Goals in pairs( self.GoalTasks ) do self:T2( { "GoalVerb", GoalVerb } ) if self:Goal( GoalVerb ) then local GoalToDo = self:GetGoalTotal( GoalVerb ) - self:GetGoalCount( GoalVerb ) self:T2( "GoalToDo = " .. GoalToDo ) if GoalToDo <= 0 then else GoalReached = false break end else break end end self:T( { GoalReached, self.GoalTasks } ) return GoalReached end --- Adds an Additional Goal for the TASK to be achieved. -- @param string GoalVerb is the name of the Goal of the TASK. -- @param string GoalTask is a text describing the Goal of the TASK to be achieved. -- @param number GoalIncrease is a number by which the Goal achievement is increasing. function TASK:AddGoalCompletion( GoalVerb, GoalTask, GoalIncrease ) self:F2( { GoalVerb, GoalTask, GoalIncrease } ) if self:Goal( GoalVerb ) then self.GoalTasks[GoalVerb].Goals[#self.GoalTasks[GoalVerb].Goals+1] = GoalTask self.GoalTasks[GoalVerb].GoalCount = self.GoalTasks[GoalVerb].GoalCount + GoalIncrease end return self end --- Returns if the additional Goal for the TASK was completed. -- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used. -- @return string Goals function TASK:GetGoalCompletion( GoalVerb ) self:F2( { GoalVerb } ) if self:Goal( GoalVerb ) then local Goals = "" for GoalID, GoalName in pairs( self.GoalTasks[GoalVerb].Goals ) do Goals = Goals .. GoalName .. " + " end return Goals:gsub(" + $", ""), self.GoalTasks[GoalVerb].GoalCount end end function TASK.MenuAction( Parameter ) Parameter.ReferenceTask.ExecuteStage = _TransportExecuteStage.EXECUTING Parameter.ReferenceTask.Cargo = Parameter.CargoTask end function TASK:StageExecute() self:F() local Execute = false if self.Frequency == STAGE.FREQUENCY.REPEAT then Execute = true elseif self.Frequency == STAGE.FREQUENCY.NONE then Execute = false elseif self.Frequency >= 0 then Execute = true self.Frequency = self.Frequency - 1 end return Execute end --- Work function to set signal events within a TASK. function TASK:AddSignal( SignalUnitNames, SignalType, SignalColor, SignalHeight ) self:F() local Valid = true if Valid then if type( SignalUnitNames ) == "table" then self.LandingZoneSignalUnitNames = SignalUnitNames else self.LandingZoneSignalUnitNames = { SignalUnitNames } end self.LandingZoneSignalType = SignalType self.LandingZoneSignalColor = SignalColor self.Signalled = false if SignalHeight ~= nil then self.LandingZoneSignalHeight = SignalHeight else self.LandingZoneSignalHeight = 0 end if self.TaskBriefing then self.TaskBriefing = self.TaskBriefing .. " " .. SignalColor.TEXT .. " " .. SignalType.TEXT .. " will be fired when entering the landing zone." end end return Valid end --- When the CLIENT is approaching the landing zone, a RED SMOKE will be fired by an optional SignalUnitNames. -- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone. -- @param number SignalHeight Altitude that the Signal should be fired... function TASK:AddSmokeRed( SignalUnitNames, SignalHeight ) self:F() self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.SMOKE, TASK.SIGNAL.COLOR.RED, SignalHeight ) end --- When the CLIENT is approaching the landing zone, a GREEN SMOKE will be fired by an optional SignalUnitNames. -- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone. -- @param number SignalHeight Altitude that the Signal should be fired... function TASK:AddSmokeGreen( SignalUnitNames, SignalHeight ) self:F() self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.SMOKE, TASK.SIGNAL.COLOR.GREEN, SignalHeight ) end --- When the CLIENT is approaching the landing zone, a BLUE SMOKE will be fired by an optional SignalUnitNames. -- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone. -- @param number SignalHeight Altitude that the Signal should be fired... function TASK:AddSmokeBlue( SignalUnitNames, SignalHeight ) self:F() self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.SMOKE, TASK.SIGNAL.COLOR.BLUE, SignalHeight ) end --- When the CLIENT is approaching the landing zone, a WHITE SMOKE will be fired by an optional SignalUnitNames. -- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone. -- @param number SignalHeight Altitude that the Signal should be fired... function TASK:AddSmokeWhite( SignalUnitNames, SignalHeight ) self:F() self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.SMOKE, TASK.SIGNAL.COLOR.WHITE, SignalHeight ) end --- When the CLIENT is approaching the landing zone, an ORANGE SMOKE will be fired by an optional SignalUnitNames. -- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone. -- @param number SignalHeight Altitude that the Signal should be fired... function TASK:AddSmokeOrange( SignalUnitNames, SignalHeight ) self:F() self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.SMOKE, TASK.SIGNAL.COLOR.ORANGE, SignalHeight ) end --- When the CLIENT is approaching the landing zone, a RED FLARE will be fired by an optional SignalUnitNames. -- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone. -- @param number SignalHeight Altitude that the Signal should be fired... function TASK:AddFlareRed( SignalUnitNames, SignalHeight ) self:F() self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.FLARE, TASK.SIGNAL.COLOR.RED, SignalHeight ) end --- When the CLIENT is approaching the landing zone, a GREEN FLARE will be fired by an optional SignalUnitNames. -- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone. -- @param number SignalHeight Altitude that the Signal should be fired... function TASK:AddFlareGreen( SignalUnitNames, SignalHeight ) self:F() self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.FLARE, TASK.SIGNAL.COLOR.GREEN, SignalHeight ) end --- When the CLIENT is approaching the landing zone, a BLUE FLARE will be fired by an optional SignalUnitNames. -- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone. -- @param number SignalHeight Altitude that the Signal should be fired... function TASK:AddFlareBlue( SignalUnitNames, SignalHeight ) self:F() self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.FLARE, TASK.SIGNAL.COLOR.BLUE, SignalHeight ) end --- When the CLIENT is approaching the landing zone, a WHITE FLARE will be fired by an optional SignalUnitNames. -- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone. -- @param number SignalHeight Altitude that the Signal should be fired... function TASK:AddFlareWhite( SignalUnitNames, SignalHeight ) self:F() self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.FLARE, TASK.SIGNAL.COLOR.WHITE, SignalHeight ) end --- When the CLIENT is approaching the landing zone, an ORANGE FLARE will be fired by an optional SignalUnitNames. -- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone. -- @param number SignalHeight Altitude that the Signal should be fired... function TASK:AddFlareOrange( SignalUnitNames, SignalHeight ) self:F() self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.FLARE, TASK.SIGNAL.COLOR.ORANGE, SignalHeight ) end --- A GOHOMETASK orchestrates the travel back to the home base, which is a specific zone defined within the ME. -- @module GOHOMETASK Include.File("Task") --- The GOHOMETASK class -- @type GOHOMETASK = { ClassName = "GOHOMETASK", } --- Creates a new GOHOMETASK. -- @param table{string,...}|string LandingZones Table of Landing Zone names where Home(s) are located. -- @return GOHOMETASK function GOHOMETASK:New( LandingZones ) local self = BASE:Inherit( self, TASK:New() ) self:F( { LandingZones } ) local Valid = true Valid = routines.ValidateZone( LandingZones, "LandingZones", Valid ) if Valid then self.Name = 'Fly Home' self.TaskBriefing = "Task: Fly back to your home base. Your co-pilot will provide you with the directions (required flight angle in degrees) and the distance (in km) to your home base." if type( LandingZones ) == "table" then self.LandingZones = LandingZones else self.LandingZones = { LandingZones } end self.Stages = { STAGEBRIEF:New(), STAGESTART:New(), STAGEROUTE:New(), STAGEARRIVE:New(), STAGEDONE:New() } self.SetStage( self, 1 ) end return self end --- A DESTROYBASETASK will monitor the destruction of Groups and Units. This is a BASE class, other classes are derived from this class. -- @module DESTROYBASETASK -- @see DESTROYGROUPSTASK -- @see DESTROYUNITTYPESTASK -- @see DESTROY_RADARS_TASK Include.File("Task") --- The DESTROYBASETASK class -- @type DESTROYBASETASK DESTROYBASETASK = { ClassName = "DESTROYBASETASK", Destroyed = 0, GoalVerb = "Destroy", DestroyPercentage = 100, } --- Creates a new DESTROYBASETASK. -- @param #DESTROYBASETASK self -- @param #string DestroyGroupType Text describing the group to be destroyed. f.e. "Radar Installations", "Ships", "Vehicles", "Command Centers". -- @param #string DestroyUnitType Text describing the unit types to be destroyed. f.e. "SA-6", "Row Boats", "Tanks", "Tents". -- @param #list<#string> DestroyGroupPrefixes Table of Prefixes of the Groups to be destroyed before task is completed. -- @param #number DestroyPercentage defines the %-tage that needs to be destroyed to achieve mission success. eg. If in the Group there are 10 units, then a value of 75 would require 8 units to be destroyed from the Group to complete the @{TASK}. -- @return DESTROYBASETASK function DESTROYBASETASK:New( DestroyGroupType, DestroyUnitType, DestroyGroupPrefixes, DestroyPercentage ) local self = BASE:Inherit( self, TASK:New() ) self:F() self.Name = 'Destroy' self.Destroyed = 0 self.DestroyGroupPrefixes = DestroyGroupPrefixes self.DestroyGroupType = DestroyGroupType self.DestroyUnitType = DestroyUnitType if DestroyPercentage then self.DestroyPercentage = DestroyPercentage end self.TaskBriefing = "Task: Destroy " .. DestroyGroupType .. "." self.Stages = { STAGEBRIEF:New(), STAGESTART:New(), STAGEGROUPSDESTROYED:New(), STAGEDONE:New() } self.SetStage( self, 1 ) return self end --- Handle the S_EVENT_DEAD events to validate the destruction of units for the task monitoring. -- @param #DESTROYBASETASK self -- @param Event#EVENTDATA Event structure of MOOSE. function DESTROYBASETASK:EventDead( Event ) self:F( { Event } ) if Event.IniDCSUnit then local DestroyUnit = Event.IniDCSUnit local DestroyUnitName = Event.IniDCSUnitName local DestroyGroup = Event.IniDCSGroup local DestroyGroupName = Event.IniDCSGroupName --TODO: I need to fix here if 2 groups in the mission have a similar name with GroupPrefix equal, then i should differentiate for which group the goal was reached! --I may need to test if for the goalverb that group goal was reached or something. Need to think about it a bit more ... local UnitsDestroyed = 0 for DestroyGroupPrefixID, DestroyGroupPrefix in pairs( self.DestroyGroupPrefixes ) do self:T( DestroyGroupPrefix ) if string.find( DestroyGroupName, DestroyGroupPrefix, 1, true ) then self:T( BASE:Inherited(self).ClassName ) UnitsDestroyed = self:ReportGoalProgress( DestroyGroup, DestroyUnit ) self:T( UnitsDestroyed ) end end self:T( { UnitsDestroyed } ) self:IncreaseGoalCount( UnitsDestroyed, self.GoalVerb ) end end --- Validate task completeness of DESTROYBASETASK. -- @param DestroyGroup Group structure describing the group to be evaluated. -- @param DestroyUnit Unit structure describing the Unit to be evaluated. function DESTROYBASETASK:ReportGoalProgress( DestroyGroup, DestroyUnit ) self:F() return 0 end --- DESTROYGROUPSTASK -- @module DESTROYGROUPSTASK Include.File("DestroyBaseTask") --- The DESTROYGROUPSTASK class -- @type DESTROYGROUPSTASK = { ClassName = "DESTROYGROUPSTASK", GoalVerb = "Destroy Groups", } --- Creates a new DESTROYGROUPSTASK. -- @param #DESTROYGROUPSTASK self -- @param #string DestroyGroupType String describing the group to be destroyed. -- @param #string DestroyUnitType String describing the unit to be destroyed. -- @param #list<#string> DestroyGroupNames Table of string containing the name of the groups to be destroyed before task is completed. -- @param #number DestroyPercentage defines the %-tage that needs to be destroyed to achieve mission success. eg. If in the Group there are 10 units, then a value of 75 would require 8 units to be destroyed from the Group to complete the @{TASK}. ---@return DESTROYGROUPSTASK function DESTROYGROUPSTASK:New( DestroyGroupType, DestroyUnitType, DestroyGroupNames, DestroyPercentage ) local self = BASE:Inherit( self, DESTROYBASETASK:New( DestroyGroupType, DestroyUnitType, DestroyGroupNames, DestroyPercentage ) ) self:F() self.Name = 'Destroy Groups' self.GoalVerb = "Destroy " .. DestroyGroupType _EVENTDISPATCHER:OnDead( self.EventDead , self ) _EVENTDISPATCHER:OnCrash( self.EventDead , self ) return self end --- Report Goal Progress. -- @param #DESTROYGROUPSTASK self -- @param DCSGroup#Group DestroyGroup Group structure describing the group to be evaluated. -- @param DCSUnit#Unit DestroyUnit Unit structure describing the Unit to be evaluated. -- @return #number The DestroyCount reflecting the amount of units destroyed within the group. function DESTROYGROUPSTASK:ReportGoalProgress( DestroyGroup, DestroyUnit ) self:F( { DestroyGroup, DestroyUnit, self.DestroyPercentage } ) local DestroyGroupSize = DestroyGroup:getSize() - 1 -- When a DEAD event occurs, the getSize is still one larger than the destroyed unit. local DestroyGroupInitialSize = DestroyGroup:getInitialSize() self:T( { DestroyGroupSize, DestroyGroupInitialSize - ( DestroyGroupInitialSize * self.DestroyPercentage / 100 ) } ) local DestroyCount = 0 if DestroyGroup then if DestroyGroupSize <= DestroyGroupInitialSize - ( DestroyGroupInitialSize * self.DestroyPercentage / 100 ) then DestroyCount = 1 end else DestroyCount = 1 end self:T( DestroyCount ) return DestroyCount end --- Task class to destroy radar installations. -- @module DESTROYRADARSTASK Include.File("DestroyBaseTask") --- The DESTROYRADARS class -- @type DESTROYRADARSTASK = { ClassName = "DESTROYRADARSTASK", GoalVerb = "Destroy Radars" } --- Creates a new DESTROYRADARSTASK. -- @param table{string,...} DestroyGroupNames Table of string containing the group names of which the radars are be destroyed. -- @return DESTROYRADARSTASK function DESTROYRADARSTASK:New( DestroyGroupNames ) local self = BASE:Inherit( self, DESTROYGROUPSTASK:New( 'radar installations', 'radars', DestroyGroupNames ) ) self:F() self.Name = 'Destroy Radars' _EVENTDISPATCHER:OnDead( self.EventDead , self ) return self end --- Report Goal Progress. -- @param Group DestroyGroup Group structure describing the group to be evaluated. -- @param Unit DestroyUnit Unit structure describing the Unit to be evaluated. function DESTROYRADARSTASK:ReportGoalProgress( DestroyGroup, DestroyUnit ) self:F( { DestroyGroup, DestroyUnit } ) local DestroyCount = 0 if DestroyUnit and DestroyUnit:hasSensors( Unit.SensorType.RADAR, Unit.RadarType.AS ) then if DestroyUnit and DestroyUnit:getLife() <= 1.0 then self:T( 'Destroyed a radar' ) DestroyCount = 1 end end return DestroyCount end --- Set TASK to destroy certain unit types. -- @module DESTROYUNITTYPESTASK Include.File("DestroyBaseTask") --- The DESTROYUNITTYPESTASK class -- @type DESTROYUNITTYPESTASK = { ClassName = "DESTROYUNITTYPESTASK", GoalVerb = "Destroy", } --- Creates a new DESTROYUNITTYPESTASK. -- @param string DestroyGroupType String describing the group to be destroyed. f.e. "Radar Installations", "Fleet", "Batallion", "Command Centers". -- @param string DestroyUnitType String describing the unit to be destroyed. f.e. "radars", "ships", "tanks", "centers". -- @param table{string,...} DestroyGroupNames Table of string containing the group names of which the radars are be destroyed. -- @param string DestroyUnitTypes Table of string containing the type names of the units to achieve mission success. -- @return DESTROYUNITTYPESTASK function DESTROYUNITTYPESTASK:New( DestroyGroupType, DestroyUnitType, DestroyGroupNames, DestroyUnitTypes ) local self = BASE:Inherit( self, DESTROYBASETASK:New( DestroyGroupType, DestroyUnitType, DestroyGroupNames ) ) self:F( { DestroyGroupType, DestroyUnitType, DestroyGroupNames, DestroyUnitTypes } ) if type(DestroyUnitTypes) == 'table' then self.DestroyUnitTypes = DestroyUnitTypes else self.DestroyUnitTypes = { DestroyUnitTypes } end self.Name = 'Destroy Unit Types' self.GoalVerb = "Destroy " .. DestroyGroupType _EVENTDISPATCHER:OnDead( self.EventDead , self ) return self end --- Report Goal Progress. -- @param Group DestroyGroup Group structure describing the group to be evaluated. -- @param Unit DestroyUnit Unit structure describing the Unit to be evaluated. function DESTROYUNITTYPESTASK:ReportGoalProgress( DestroyGroup, DestroyUnit ) self:F( { DestroyGroup, DestroyUnit } ) local DestroyCount = 0 for UnitTypeID, UnitType in pairs( self.DestroyUnitTypes ) do if DestroyUnit and DestroyUnit:getTypeName() == UnitType then if DestroyUnit and DestroyUnit:getLife() <= 1.0 then DestroyCount = DestroyCount + 1 end end end return DestroyCount end --- A PICKUPTASK orchestrates the loading of CARGO at a specific landing zone. -- @module PICKUPTASK -- @parent TASK Include.File("Task") Include.File("Cargo") --- The PICKUPTASK class -- @type PICKUPTASK = { ClassName = "PICKUPTASK", TEXT = { "Pick-Up", "picked-up", "loaded" }, GoalVerb = "Pick-Up" } --- Creates a new PICKUPTASK. -- @param table{string,...}|string LandingZones Table of Zone names where Cargo is to be loaded. -- @param CARGO_TYPE CargoType Type of the Cargo. The type must be of the following Enumeration:.. -- @param number OnBoardSide Reflects from which side the cargo Group will be on-boarded on the Carrier. function PICKUPTASK:New( CargoType, OnBoardSide ) local self = BASE:Inherit( self, TASK:New() ) self:F() -- self holds the inherited instance of the PICKUPTASK Class to the BASE class. local Valid = true if Valid then self.Name = 'Pickup Cargo' self.TaskBriefing = "Task: Fly to the indicated landing zones and pickup " .. CargoType .. ". Your co-pilot will provide you with the directions (required flight angle in degrees) and the distance (in km) to the pickup zone." self.CargoType = CargoType self.GoalVerb = CargoType .. " " .. self.GoalVerb self.OnBoardSide = OnBoardSide self.IsLandingRequired = false -- required to decide whether the client needs to land or not self.IsSlingLoad = false -- Indicates whether the cargo is a sling load cargo self.Stages = { STAGE_CARGO_INIT:New(), STAGE_CARGO_LOAD:New(), STAGEBRIEF:New(), STAGESTART:New(), STAGEROUTE:New(), STAGELANDING:New(), STAGELANDED:New(), STAGELOAD:New(), STAGEDONE:New() } self.SetStage( self, 1 ) end return self end function PICKUPTASK:FromZone( LandingZone ) self:F() self.LandingZones.LandingZoneNames[LandingZone.CargoZoneName] = LandingZone.CargoZoneName self.LandingZones.LandingZones[LandingZone.CargoZoneName] = LandingZone return self end function PICKUPTASK:InitCargo( InitCargos ) self:F( { InitCargos } ) if type( InitCargos ) == "table" then self.Cargos.InitCargos = InitCargos else self.Cargos.InitCargos = { InitCargos } end return self end function PICKUPTASK:LoadCargo( LoadCargos ) self:F( { LoadCargos } ) if type( LoadCargos ) == "table" then self.Cargos.LoadCargos = LoadCargos else self.Cargos.LoadCargos = { LoadCargos } end return self end function PICKUPTASK:AddCargoMenus( Client, Cargos, TransportRadius ) self:F() for CargoID, Cargo in pairs( Cargos ) do self:T( { Cargo.ClassName, Cargo.CargoName, Cargo.CargoType, Cargo:IsStatusNone(), Cargo:IsStatusLoaded(), Cargo:IsStatusLoading(), Cargo:IsStatusUnLoaded() } ) -- If the Cargo has no status, allow the menu option. if Cargo:IsStatusNone() or ( Cargo:IsStatusLoading() and Client == Cargo:IsLoadingToClient() ) then local MenuAdd = false if Cargo:IsNear( Client, self.CurrentCargoZone ) then MenuAdd = true end if MenuAdd then if Client._Menus[Cargo.CargoType] == nil then Client._Menus[Cargo.CargoType] = {} end if not Client._Menus[Cargo.CargoType].PickupMenu then Client._Menus[Cargo.CargoType].PickupMenu = missionCommands.addSubMenuForGroup( Client:GetClientGroupID(), self.TEXT[1] .. " " .. Cargo.CargoType, nil ) self:T( 'Added PickupMenu: ' .. self.TEXT[1] .. " " .. Cargo.CargoType ) end if Client._Menus[Cargo.CargoType].PickupSubMenus == nil then Client._Menus[Cargo.CargoType].PickupSubMenus = {} end Client._Menus[Cargo.CargoType].PickupSubMenus[ #Client._Menus[Cargo.CargoType].PickupSubMenus + 1 ] = missionCommands.addCommandForGroup( Client:GetClientGroupID(), Cargo.CargoName .. " ( " .. Cargo.CargoWeight .. "kg )", Client._Menus[Cargo.CargoType].PickupMenu, self.MenuAction, { ReferenceTask = self, CargoTask = Cargo } ) self:T( 'Added PickupSubMenu' .. Cargo.CargoType .. ":" .. Cargo.CargoName .. " ( " .. Cargo.CargoWeight .. "kg )" ) end end end end function PICKUPTASK:RemoveCargoMenus( Client ) self:F() for MenuID, MenuData in pairs( Client._Menus ) do for SubMenuID, SubMenuData in pairs( MenuData.PickupSubMenus ) do missionCommands.removeItemForGroup( Client:GetClientGroupID(), SubMenuData ) self:T( "Removed PickupSubMenu " ) SubMenuData = nil end if MenuData.PickupMenu then missionCommands.removeItemForGroup( Client:GetClientGroupID(), MenuData.PickupMenu ) self:T( "Removed PickupMenu " ) MenuData.PickupMenu = nil end end for CargoID, Cargo in pairs( CARGOS ) do self:T( { Cargo.ClassName, Cargo.CargoName, Cargo.CargoType, Cargo:IsStatusNone(), Cargo:IsStatusLoaded(), Cargo:IsStatusLoading(), Cargo:IsStatusUnLoaded() } ) if Cargo:IsStatusLoading() and Client == Cargo:IsLoadingToClient() then Cargo:StatusNone() end end end function PICKUPTASK:HasFailed( ClientDead ) self:F() local TaskHasFailed = self.TaskFailed return TaskHasFailed end --- A DEPLOYTASK orchestrates the deployment of CARGO within a specific landing zone. -- @module DEPLOYTASK Include.File( "Task" ) --- A DeployTask -- @type DEPLOYTASK DEPLOYTASK = { ClassName = "DEPLOYTASK", TEXT = { "Deploy", "deployed", "unloaded" }, GoalVerb = "Deployment" } --- Creates a new DEPLOYTASK object, which models the sequence of STAGEs to unload a cargo. -- @function [parent=#DEPLOYTASK] New -- @param #string CargoType Type of the Cargo. -- @return #DEPLOYTASK The created DeployTask function DEPLOYTASK:New( CargoType ) local self = BASE:Inherit( self, TASK:New() ) self:F() local Valid = true if Valid then self.Name = 'Deploy Cargo' self.TaskBriefing = "Fly to one of the indicated landing zones and deploy " .. CargoType .. ". Your co-pilot will provide you with the directions (required flight angle in degrees) and the distance (in km) to the deployment zone." self.CargoType = CargoType self.GoalVerb = CargoType .. " " .. self.GoalVerb self.Stages = { STAGE_CARGO_INIT:New(), STAGE_CARGO_LOAD:New(), STAGEBRIEF:New(), STAGESTART:New(), STAGEROUTE:New(), STAGELANDING:New(), STAGELANDED:New(), STAGEUNLOAD:New(), STAGEDONE:New() } self.SetStage( self, 1 ) end return self end function DEPLOYTASK:ToZone( LandingZone ) self:F() self.LandingZones.LandingZoneNames[LandingZone.CargoZoneName] = LandingZone.CargoZoneName self.LandingZones.LandingZones[LandingZone.CargoZoneName] = LandingZone return self end function DEPLOYTASK:InitCargo( InitCargos ) self:F( { InitCargos } ) if type( InitCargos ) == "table" then self.Cargos.InitCargos = InitCargos else self.Cargos.InitCargos = { InitCargos } end return self end function DEPLOYTASK:LoadCargo( LoadCargos ) self:F( { LoadCargos } ) if type( LoadCargos ) == "table" then self.Cargos.LoadCargos = LoadCargos else self.Cargos.LoadCargos = { LoadCargos } end return self end --- When the cargo is unloaded, it will move to the target zone name. -- @param string TargetZoneName Name of the Zone to where the Cargo should move after unloading. function DEPLOYTASK:SetCargoTargetZoneName( TargetZoneName ) self:F() local Valid = true Valid = routines.ValidateString( TargetZoneName, "TargetZoneName", Valid ) if Valid then self.TargetZoneName = TargetZoneName end return Valid end function DEPLOYTASK:AddCargoMenus( Client, Cargos, TransportRadius ) self:F() local ClientGroupID = Client:GetClientGroupID() self:T( ClientGroupID ) for CargoID, Cargo in pairs( Cargos ) do self:T( { Cargo.ClassName, Cargo.CargoName, Cargo.CargoType, Cargo.CargoWeight } ) if Cargo:IsStatusLoaded() and Client == Cargo:IsLoadedInClient() then if Client._Menus[Cargo.CargoType] == nil then Client._Menus[Cargo.CargoType] = {} end if not Client._Menus[Cargo.CargoType].DeployMenu then Client._Menus[Cargo.CargoType].DeployMenu = missionCommands.addSubMenuForGroup( ClientGroupID, self.TEXT[1] .. " " .. Cargo.CargoType, nil ) self:T( 'Added DeployMenu ' .. self.TEXT[1] ) end if Client._Menus[Cargo.CargoType].DeploySubMenus == nil then Client._Menus[Cargo.CargoType].DeploySubMenus = {} end if Client._Menus[Cargo.CargoType].DeployMenu == nil then self:T( 'deploymenu is nil' ) end Client._Menus[Cargo.CargoType].DeploySubMenus[ #Client._Menus[Cargo.CargoType].DeploySubMenus + 1 ] = missionCommands.addCommandForGroup( ClientGroupID, Cargo.CargoName .. " ( " .. Cargo.CargoWeight .. "kg )", Client._Menus[Cargo.CargoType].DeployMenu, self.MenuAction, { ReferenceTask = self, CargoTask = Cargo } ) self:T( 'Added DeploySubMenu ' .. Cargo.CargoType .. ":" .. Cargo.CargoName .. " ( " .. Cargo.CargoWeight .. "kg )" ) end end end function DEPLOYTASK:RemoveCargoMenus( Client ) self:F() local ClientGroupID = Client:GetClientGroupID() self:T( ClientGroupID ) for MenuID, MenuData in pairs( Client._Menus ) do if MenuData.DeploySubMenus ~= nil then for SubMenuID, SubMenuData in pairs( MenuData.DeploySubMenus ) do missionCommands.removeItemForGroup( ClientGroupID, SubMenuData ) self:T( "Removed DeploySubMenu " ) SubMenuData = nil end end if MenuData.DeployMenu then missionCommands.removeItemForGroup( ClientGroupID, MenuData.DeployMenu ) self:T( "Removed DeployMenu " ) MenuData.DeployMenu = nil end end end --- A NOTASK is a dummy activity... But it will show a Mission Briefing... -- @module NOTASK Include.File("Task") --- The NOTASK class -- @type NOTASK = { ClassName = "NOTASK", } --- Creates a new NOTASK. function NOTASK:New() local self = BASE:Inherit( self, TASK:New() ) self:F() local Valid = true if Valid then self.Name = 'Nothing' self.TaskBriefing = "Task: Execute your mission." self.Stages = { STAGEBRIEF:New(), STAGESTART:New(), STAGEDONE:New() } self.SetStage( self, 1 ) end return self end --- A ROUTETASK orchestrates the travel to a specific zone defined within the ME. -- @module ROUTETASK --- The ROUTETASK class -- @type ROUTETASK = { ClassName = "ROUTETASK", GoalVerb = "Route", } --- Creates a new ROUTETASK. -- @param table{sring,...}|string LandingZones Table of Zone Names where the target is located. -- @param string TaskBriefing (optional) Defines a text describing the briefing of the task. -- @return ROUTETASK function ROUTETASK:New( LandingZones, TaskBriefing ) local self = BASE:Inherit( self, TASK:New() ) self:F( { LandingZones, TaskBriefing } ) local Valid = true Valid = routines.ValidateZone( LandingZones, "LandingZones", Valid ) if Valid then self.Name = 'Route To Zone' if TaskBriefing then self.TaskBriefing = TaskBriefing .. " Your co-pilot will provide you with the directions (required flight angle in degrees) and the distance (in km) to the target objective." else self.TaskBriefing = "Task: Fly to specified zone(s). Your co-pilot will provide you with the directions (required flight angle in degrees) and the distance (in km) to the target objective." end if type( LandingZones ) == "table" then self.LandingZones = LandingZones else self.LandingZones = { LandingZones } end self.Stages = { STAGEBRIEF:New(), STAGESTART:New(), STAGEROUTE:New(), STAGEARRIVE:New(), STAGEDONE:New() } self.SetStage( self, 1 ) end return self end --- A MISSION is the main owner of a Mission orchestration within MOOSE . The Mission framework orchestrates @{CLIENT}s, @{TASK}s, @{STAGE}s etc. -- A @{CLIENT} needs to be registered within the @{MISSION} through the function @{AddClient}. A @{TASK} needs to be registered within the @{MISSION} through the function @{AddTask}. -- @module MISSION Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Client" ) Include.File( "Task" ) --- The MISSION class -- @type MISSION = { ClassName = "MISSION", Name = "", MissionStatus = "PENDING", _Clients = {}, _Tasks = {}, _ActiveTasks = {}, GoalFunction = nil, MissionReportTrigger = 0, MissionProgressTrigger = 0, MissionReportShow = false, MissionReportFlash = false, MissionTimeInterval = 0, MissionCoalition = "", SUCCESS = 1, FAILED = 2, REPEAT = 3, _GoalTasks = {} } function MISSION:Meta() local self = BASE:Inherit( self, BASE:New() ) self:F() return self end --- This is the main MISSION declaration method. Each Mission is like the master or a Mission orchestration between, Clients, Tasks, Stages etc. -- @param string MissionName is the name of the mission. This name will be used to reference the status of each mission by the players. -- @param string MissionPriority is a string indicating the "priority" of the Mission. f.e. "Primary", "Secondary" or "First", "Second". It is free format and up to the Mission designer to choose. There are no rules behind this field. -- @param string MissionBriefing is a string indicating the mission briefing to be shown when a player joins a @{CLIENT}. -- @param string MissionCoalition is a string indicating the coalition or party to which this mission belongs to. It is free format and can be chosen freely by the mission designer. Note that this field is not to be confused with the coalition concept of the ME. Examples of a Mission Coalition could be "NATO", "CCCP", "Intruders", "Terrorists"... -- @return MISSION -- @usage -- -- Declare a few missions. -- local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' ) -- local Mission = MISSIONSCHEDULER.AddMission( 'Patriots', 'Primary', 'Our intelligence reports that 3 Patriot SAM defense batteries are located near Ruisi, Kvarhiti and Gori.', 'Russia' ) -- local Mission = MISSIONSCHEDULER.AddMission( 'Package Delivery', 'Operational', 'In order to be in full control of the situation, we need you to deliver a very important package at a secret location. Fly undetected through the NATO defenses and deliver the secret package. The secret agent is located at waypoint 4.', 'Russia' ) -- local Mission = MISSIONSCHEDULER.AddMission( 'Rescue General', 'Tactical', 'Our intelligence has received a remote signal behind Gori. We believe it is a very important Russian General that was captured by Georgia. Go out there and rescue him! Ensure you stay out of the battle zone, keep south. Waypoint 4 is the location of our Russian General.', 'Russia' ) -- local Mission = MISSIONSCHEDULER.AddMission( 'NATO Transport Troops', 'Operational', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.', 'NATO' ) -- local Mission = MISSIONSCHEDULER.AddMission( 'SA-6 SAMs', 'Primary', 'Our intelligence reports that 3 SA-6 SAM defense batteries are located near Didmukha, Khetagurov and Berula. Eliminate the Russian SAMs.', 'NATO' ) -- local Mission = MISSIONSCHEDULER.AddMission( 'NATO Sling Load', 'Operational', 'Fly to the cargo pickup zone at Dzegvi or Kaspi, and sling the cargo to Soganlug airbase.', 'NATO' ) -- local Mission = MISSIONSCHEDULER.AddMission( 'Rescue secret agent', 'Tactical', 'In order to be in full control of the situation, we need you to rescue a secret agent from the woods behind enemy lines. Avoid the Russian defenses and rescue the agent. Keep south until Khasuri, and keep your eyes open for any SAM presence. The agent is located at waypoint 4 on your kneeboard.', 'NATO' ) function MISSION:New( MissionName, MissionPriority, MissionBriefing, MissionCoalition ) self = MISSION:Meta() self:T({ MissionName, MissionPriority, MissionBriefing, MissionCoalition }) local Valid = true Valid = routines.ValidateString( MissionName, "MissionName", Valid ) Valid = routines.ValidateString( MissionPriority, "MissionPriority", Valid ) Valid = routines.ValidateString( MissionBriefing, "MissionBriefing", Valid ) Valid = routines.ValidateString( MissionCoalition, "MissionCoalition", Valid ) if Valid then self.Name = MissionName self.MissionPriority = MissionPriority self.MissionBriefing = MissionBriefing self.MissionCoalition = MissionCoalition end return self end --- Returns if a Mission has completed. -- @return bool function MISSION:IsCompleted() self:F() return self.MissionStatus == "ACCOMPLISHED" end --- Set a Mission to completed. function MISSION:Completed() self:F() self.MissionStatus = "ACCOMPLISHED" self:StatusToClients() end --- Returns if a Mission is ongoing. -- treturn bool function MISSION:IsOngoing() self:F() return self.MissionStatus == "ONGOING" end --- Set a Mission to ongoing. function MISSION:Ongoing() self:F() self.MissionStatus = "ONGOING" --self:StatusToClients() end --- Returns if a Mission is pending. -- treturn bool function MISSION:IsPending() self:F() return self.MissionStatus == "PENDING" end --- Set a Mission to pending. function MISSION:Pending() self:F() self.MissionStatus = "PENDING" self:StatusToClients() end --- Returns if a Mission has failed. -- treturn bool function MISSION:IsFailed() self:F() return self.MissionStatus == "FAILED" end --- Set a Mission to failed. function MISSION:Failed() self:F() self.MissionStatus = "FAILED" self:StatusToClients() end --- Send the status of the MISSION to all Clients. function MISSION:StatusToClients() self:F() if self.MissionReportFlash then for ClientID, Client in pairs( self._Clients ) do Client:Message( self.MissionCoalition .. ' "' .. self.Name .. '": ' .. self.MissionStatus .. '! ( ' .. self.MissionPriority .. ' mission ) ', 10, self.Name .. '/Status', "Mission Command: Mission Status") end end end --- Handles the reporting. After certain time intervals, a MISSION report MESSAGE will be shown to All Players. function MISSION:ReportTrigger() self:F() if self.MissionReportShow == true then self.MissionReportShow = false return true else if self.MissionReportFlash == true then if timer.getTime() >= self.MissionReportTrigger then self.MissionReportTrigger = timer.getTime() + self.MissionTimeInterval return true else return false end else return false end end end --- Report the status of all MISSIONs to all active Clients. function MISSION:ReportToAll() self:F() local AlivePlayers = '' for ClientID, Client in pairs( self._Clients ) do if Client:GetDCSGroup() then if Client:GetClientGroupDCSUnit() then if Client:GetClientGroupDCSUnit():getLife() > 0.0 then if AlivePlayers == '' then AlivePlayers = ' Players: ' .. Client:GetClientGroupDCSUnit():getPlayerName() else AlivePlayers = AlivePlayers .. ' / ' .. Client:GetClientGroupDCSUnit():getPlayerName() end end end end end local Tasks = self:GetTasks() local TaskText = "" for TaskID, TaskData in pairs( Tasks ) do TaskText = TaskText .. " - Task " .. TaskID .. ": " .. TaskData.Name .. ": " .. TaskData:GetGoalProgress() .. "\n" end MESSAGE:New( self.MissionCoalition .. ' "' .. self.Name .. '": ' .. self.MissionStatus .. ' ( ' .. self.MissionPriority .. ' mission )' .. AlivePlayers .. "\n" .. TaskText:gsub("\n$",""), "Mission Command: Mission Report", 10, self.Name .. '/Status'):ToAll() end --- Add a goal function to a MISSION. Goal functions are called when a @{TASK} within a mission has been completed. -- @param function GoalFunction is the function defined by the mission designer to evaluate whether a certain goal has been reached after a @{TASK} finishes within the @{MISSION}. A GoalFunction must accept 2 parameters: Mission, Client, which contains the current MISSION object and the current CLIENT object respectively. -- @usage -- PatriotActivation = { -- { "US SAM Patriot Zerti", false }, -- { "US SAM Patriot Zegduleti", false }, -- { "US SAM Patriot Gvleti", false } -- } -- -- function DeployPatriotTroopsGoal( Mission, Client ) -- -- -- -- Check if the cargo is all deployed for mission success. -- for CargoID, CargoData in pairs( Mission._Cargos ) do -- if Group.getByName( CargoData.CargoGroupName ) then -- CargoGroup = Group.getByName( CargoData.CargoGroupName ) -- if CargoGroup then -- -- Check if the cargo is ready to activate -- CurrentLandingZoneID = routines.IsUnitInZones( CargoGroup:getUnits()[1], Mission:GetTask( 2 ).LandingZones ) -- The second task is the Deploytask to measure mission success upon -- if CurrentLandingZoneID then -- if PatriotActivation[CurrentLandingZoneID][2] == false then -- -- Now check if this is a new Mission Task to be completed... -- trigger.action.setGroupAIOn( Group.getByName( PatriotActivation[CurrentLandingZoneID][1] ) ) -- PatriotActivation[CurrentLandingZoneID][2] = true -- MessageToBlue( "Mission Command: Message to all airborne units! The " .. PatriotActivation[CurrentLandingZoneID][1] .. " is armed. Our air defenses are now stronger.", 60, "BLUE/PatriotDefense" ) -- MessageToRed( "Mission Command: Our satellite systems are detecting additional NATO air defenses. To all airborne units: Take care!!!", 60, "RED/PatriotDefense" ) -- Mission:GetTask( 2 ):AddGoalCompletion( "Patriots activated", PatriotActivation[CurrentLandingZoneID][1], 1 ) -- Register Patriot activation as part of mission goal. -- end -- end -- end -- end -- end -- end -- -- local Mission = MISSIONSCHEDULER.AddMission( 'NATO Transport Troops', 'Operational', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.', 'NATO' ) -- Mission:AddGoalFunction( DeployPatriotTroopsGoal ) function MISSION:AddGoalFunction( GoalFunction ) self:F() self.GoalFunction = GoalFunction end --- Show the briefing of the MISSION to the CLIENT. -- @param CLIENT Client to show briefing to. -- @return CLIENT function MISSION:ShowBriefing( Client ) self:F( { Client.ClientName } ) if not Client.ClientBriefingShown then Client.ClientBriefingShown = true local Briefing = self.MissionBriefing if Client.ClientBriefing then Briefing = Briefing .. "\n" .. Client.ClientBriefing end Briefing = Briefing .. "\n (Press [LEFT ALT]+[B] to view the graphical documentation.)" Client:Message( Briefing, 30, self.Name .. '/MissionBriefing', "Command: Mission Briefing" ) end return Client end --- Register a new @{CLIENT} to participate within the mission. -- @param CLIENT Client is the @{CLIENT} object. The object must have been instantiated with @{CLIENT:New}. -- @return CLIENT -- @usage -- Add a number of Client objects to the Mission. -- Mission:AddClient( CLIENT:New( 'US UH-1H*HOT-Deploy Troops 1', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() ) -- Mission:AddClient( CLIENT:New( 'US UH-1H*RAMP-Deploy Troops 3', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() ) -- Mission:AddClient( CLIENT:New( 'US UH-1H*HOT-Deploy Troops 2', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() ) -- Mission:AddClient( CLIENT:New( 'US UH-1H*RAMP-Deploy Troops 4', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() ) function MISSION:AddClient( Client ) self:F( { Client } ) local Valid = true if Valid then self._Clients[Client.ClientName] = Client end return Client end --- Find a @{CLIENT} object within the @{MISSION} by its ClientName. -- @param CLIENT ClientName is a string defining the Client Group as defined within the ME. -- @return CLIENT -- @usage -- -- Seach for Client "Bomber" within the Mission. -- local BomberClient = Mission:FindClient( "Bomber" ) function MISSION:FindClient( ClientName ) self:F( { self._Clients[ClientName] } ) return self._Clients[ClientName] end --- Register a @{TASK} to be completed within the @{MISSION}. Note that there can be multiple @{TASK}s registered to be completed. Each TASK can be set a certain Goal. The MISSION will not be completed until all Goals are reached. -- @param TASK Task is the @{TASK} object. The object must have been instantiated with @{TASK:New} or any of its inherited @{TASK}s. -- @param number TaskNumber is the sequence number of the TASK within the MISSION. This number does have to be chronological. -- @return TASK -- @usage -- -- Define a few tasks for the Mission. -- PickupZones = { "NATO Gold Pickup Zone", "NATO Titan Pickup Zone" } -- PickupSignalUnits = { "NATO Gold Coordination Center", "NATO Titan Coordination Center" } -- -- -- Assign the Pickup Task -- local PickupTask = PICKUPTASK:New( PickupZones, CARGO_TYPE.ENGINEERS, CLIENT.ONBOARDSIDE.LEFT ) -- PickupTask:AddSmokeBlue( PickupSignalUnits ) -- PickupTask:SetGoalTotal( 3 ) -- Mission:AddTask( PickupTask, 1 ) -- -- -- Assign the Deploy Task -- local PatriotActivationZones = { "US Patriot Battery 1 Activation", "US Patriot Battery 2 Activation", "US Patriot Battery 3 Activation" } -- local PatriotActivationZonesSmokeUnits = { "US SAM Patriot - Battery 1 Control", "US SAM Patriot - Battery 2 Control", "US SAM Patriot - Battery 3 Control" } -- local DeployTask = DEPLOYTASK:New( PatriotActivationZones, CARGO_TYPE.ENGINEERS ) -- --DeployTask:SetCargoTargetZoneName( 'US Troops Attack ' .. math.random(2) ) -- DeployTask:AddSmokeBlue( PatriotActivationZonesSmokeUnits ) -- DeployTask:SetGoalTotal( 3 ) -- DeployTask:SetGoalTotal( 3, "Patriots activated" ) -- Mission:AddTask( DeployTask, 2 ) function MISSION:AddTask( Task, TaskNumber ) self:F() self._Tasks[TaskNumber] = Task self._Tasks[TaskNumber]:EnableEvents() self._Tasks[TaskNumber].ID = TaskNumber return Task end --- Get the TASK idenified by the TaskNumber from the Mission. This function is useful in GoalFunctions. -- @param number TaskNumber is the number of the @{TASK} within the @{MISSION}. -- @return TASK -- @usage -- -- Get Task 2 from the Mission. -- Task2 = Mission:GetTask( 2 ) function MISSION:GetTask( TaskNumber ) self:F() local Valid = true local Task = nil if type(TaskNumber) ~= "number" then Valid = false end if Valid then Task = self._Tasks[TaskNumber] end return Task end --- Get all the TASKs from the Mission. This function is useful in GoalFunctions. -- @return {TASK,...} Structure of TASKS with the @{TASK} number as the key. -- @usage -- -- Get Tasks from the Mission. -- Tasks = Mission:GetTasks() -- env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" ) function MISSION:GetTasks() self:F() return self._Tasks end --[[ _TransportExecuteStage: Defines the different stages of Transport unload/load execution. This table is internal and is used to control the validity of Transport load/unload timing. - _TransportExecuteStage.EXECUTING - _TransportExecuteStage.SUCCESS - _TransportExecuteStage.FAILED --]] _TransportExecuteStage = { NONE = 0, EXECUTING = 1, SUCCESS = 2, FAILED = 3 } --- The MISSIONSCHEDULER is an OBJECT and is the main scheduler of ALL active MISSIONs registered within this scheduler. It's workings are considered internal and is automatically created when the Mission.lua file is included. -- @type MISSIONSCHEDULER MISSIONSCHEDULER = { Missions = {}, MissionCount = 0, TimeIntervalCount = 0, TimeIntervalShow = 150, TimeSeconds = 14400, TimeShow = 5 } --- This is the main MISSIONSCHEDULER Scheduler function. It is considered internal and is automatically created when the Mission.lua file is included. function MISSIONSCHEDULER.Scheduler() -- loop through the missions in the TransportTasks for MissionName, Mission in pairs( MISSIONSCHEDULER.Missions ) do if not Mission:IsCompleted() then -- This flag will monitor if for this mission, there are clients alive. If this flag is still false at the end of the loop, the mission status will be set to Pending (if not Failed or Completed). local ClientsAlive = false for ClientID, Client in pairs( Mission._Clients ) do if Client:GetDCSGroup() then -- There is at least one Client that is alive... So the Mission status is set to Ongoing. ClientsAlive = true -- If this Client was not registered as Alive before: -- 1. We register the Client as Alive. -- 2. We initialize the Client Tasks and make a link to the original Mission Task. -- 3. We initialize the Cargos. -- 4. We flag the Mission as Ongoing. if not Client.ClientAlive then Client.ClientAlive = true Client.ClientBriefingShown = false for TaskNumber, Task in pairs( Mission._Tasks ) do -- Note that this a deepCopy. Each client must have their own Tasks with own Stages!!! Client._Tasks[TaskNumber] = routines.utils.deepCopy( Mission._Tasks[TaskNumber] ) -- Each MissionTask must point to the original Mission. Client._Tasks[TaskNumber].MissionTask = Mission._Tasks[TaskNumber] Client._Tasks[TaskNumber].Cargos = Mission._Tasks[TaskNumber].Cargos Client._Tasks[TaskNumber].LandingZones = Mission._Tasks[TaskNumber].LandingZones end Mission:Ongoing() end -- For each Client, check for each Task the state and evolve the mission. -- This flag will indicate if the Task of the Client is Complete. TaskComplete = false for TaskNumber, Task in pairs( Client._Tasks ) do if not Task.Stage then Task:SetStage( 1 ) end local TransportTime = timer.getTime() if not Task:IsDone() then if Task:Goal() then Task:ShowGoalProgress( Mission, Client ) end --env.info( 'Scheduler: Mission = ' .. Mission.Name .. ' / Client = ' .. Client.ClientName .. ' / Task = ' .. Task.Name .. ' / Stage = ' .. Task.ActiveStage .. ' - ' .. Task.Stage.Name .. ' - ' .. Task.Stage.StageType ) -- Action if Task:StageExecute() then Task.Stage:Execute( Mission, Client, Task ) end -- Wait until execution is finished if Task.ExecuteStage == _TransportExecuteStage.EXECUTING then Task.Stage:Executing( Mission, Client, Task ) end -- Validate completion or reverse to earlier stage if Task.Time + Task.Stage.WaitTime <= TransportTime then Task:SetStage( Task.Stage:Validate( Mission, Client, Task ) ) end if Task:IsDone() then --env.info( 'Scheduler: Mission '.. Mission.Name .. ' Task ' .. Task.Name .. ' Stage ' .. Task.Stage.Name .. ' done. TaskComplete = ' .. string.format ( "%s", TaskComplete and "true" or "false" ) ) TaskComplete = true -- when a task is not yet completed, a mission cannot be completed else -- break only if this task is not yet done, so that future task are not yet activated. TaskComplete = false -- when a task is not yet completed, a mission cannot be completed --env.info( 'Scheduler: Mission "'.. Mission.Name .. '" Task "' .. Task.Name .. '" Stage "' .. Task.Stage.Name .. '" break. TaskComplete = ' .. string.format ( "%s", TaskComplete and "true" or "false" ) ) break end if TaskComplete then if Mission.GoalFunction ~= nil then Mission.GoalFunction( Mission, Client ) end _DATABASE:_AddMissionTaskScore( Client:GetClientGroupDCSUnit(), Mission.Name, 25 ) -- if not Mission:IsCompleted() then -- end end end end local MissionComplete = true for TaskNumber, Task in pairs( Mission._Tasks ) do if Task:Goal() then -- Task:ShowGoalProgress( Mission, Client ) if Task:IsGoalReached() then else MissionComplete = false end else MissionComplete = false -- If there is no goal, the mission should never be ended. The goal status will be set somewhere else. end end if MissionComplete then Mission:Completed() if MISSIONSCHEDULER.Scoring then MISSIONSCHEDULER.Scoring:_AddMissionScore( Mission.Name, 100 ) end else if TaskComplete then -- Reset for new tasking of active client Client.ClientAlive = false -- Reset the client tasks. end end else if Client.ClientAlive then env.info( 'Scheduler: Client "' .. Client.ClientName .. '" is inactive.' ) Client.ClientAlive = false -- This is tricky. If we sanitize Client._Tasks before sanitizing Client._Tasks[TaskNumber].MissionTask, then the original MissionTask will be sanitized, and will be lost within the garbage collector. -- So first sanitize Client._Tasks[TaskNumber].MissionTask, after that, sanitize only the whole _Tasks structure... --Client._Tasks[TaskNumber].MissionTask = nil --Client._Tasks = nil end end end -- If all Clients of this Mission are not activated, then the Mission status needs to be put back into Pending status. -- But only if the Mission was Ongoing. In case the Mission is Completed or Failed, the Mission status may not be changed. In these cases, this will be the last run of this Mission in the Scheduler. if ClientsAlive == false then if Mission:IsOngoing() then -- Mission status back to pending... Mission:Pending() end end end Mission:StatusToClients() if Mission:ReportTrigger() then Mission:ReportToAll() end end end --- Start the MISSIONSCHEDULER. function MISSIONSCHEDULER.Start() if MISSIONSCHEDULER ~= nil then MISSIONSCHEDULER.SchedulerId = routines.scheduleFunction( MISSIONSCHEDULER.Scheduler, { }, 0, 2 ) end end --- Stop the MISSIONSCHEDULER. function MISSIONSCHEDULER.Stop() if MISSIONSCHEDULER.SchedulerId then routines.removeFunction(MISSIONSCHEDULER.SchedulerId) MISSIONSCHEDULER.SchedulerId = nil end end --- This is the main MISSION declaration method. Each Mission is like the master or a Mission orchestration between, Clients, Tasks, Stages etc. -- @param Mission is the MISSION object instantiated by @{MISSION:New}. -- @return MISSION -- @usage -- -- Declare a mission. -- Mission = MISSION:New( 'Russia Transport Troops SA-6', -- 'Operational', -- 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', -- 'Russia' ) -- MISSIONSCHEDULER:AddMission( Mission ) function MISSIONSCHEDULER.AddMission( Mission ) MISSIONSCHEDULER.Missions[Mission.Name] = Mission MISSIONSCHEDULER.MissionCount = MISSIONSCHEDULER.MissionCount + 1 -- Add an overall AI Client for the AI tasks... This AI Client will facilitate the Events in the background for each Task. --MissionAdd:AddClient( CLIENT:New( 'AI' ) ) return Mission end --- Remove a MISSION from the MISSIONSCHEDULER. -- @param MissionName is the name of the MISSION given at declaration using @{AddMission}. -- @usage -- -- Declare a mission. -- Mission = MISSION:New( 'Russia Transport Troops SA-6', -- 'Operational', -- 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', -- 'Russia' ) -- MISSIONSCHEDULER:AddMission( Mission ) -- -- -- Now remove the Mission. -- MISSIONSCHEDULER:RemoveMission( 'Russia Transport Troops SA-6' ) function MISSIONSCHEDULER.RemoveMission( MissionName ) MISSIONSCHEDULER.Missions[MissionName] = nil MISSIONSCHEDULER.MissionCount = MISSIONSCHEDULER.MissionCount - 1 end --- Find a MISSION within the MISSIONSCHEDULER. -- @param MissionName is the name of the MISSION given at declaration using @{AddMission}. -- @return MISSION -- @usage -- -- Declare a mission. -- Mission = MISSION:New( 'Russia Transport Troops SA-6', -- 'Operational', -- 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', -- 'Russia' ) -- MISSIONSCHEDULER:AddMission( Mission ) -- -- -- Now find the Mission. -- MissionFind = MISSIONSCHEDULER:FindMission( 'Russia Transport Troops SA-6' ) function MISSIONSCHEDULER.FindMission( MissionName ) return MISSIONSCHEDULER.Missions[MissionName] end -- Internal function used by the MISSIONSCHEDULER menu. function MISSIONSCHEDULER.ReportMissionsShow( ) for MissionName, Mission in pairs( MISSIONSCHEDULER.Missions ) do Mission.MissionReportShow = true Mission.MissionReportFlash = false end end -- Internal function used by the MISSIONSCHEDULER menu. function MISSIONSCHEDULER.ReportMissionsFlash( TimeInterval ) local Count = 0 for MissionName, Mission in pairs( MISSIONSCHEDULER.Missions ) do Mission.MissionReportShow = false Mission.MissionReportFlash = true Mission.MissionReportTrigger = timer.getTime() + Count * TimeInterval Mission.MissionTimeInterval = MISSIONSCHEDULER.MissionCount * TimeInterval env.info( "TimeInterval = " .. Mission.MissionTimeInterval ) Count = Count + 1 end end -- Internal function used by the MISSIONSCHEDULER menu. function MISSIONSCHEDULER.ReportMissionsHide( Prm ) for MissionName, Mission in pairs( MISSIONSCHEDULER.Missions ) do Mission.MissionReportShow = false Mission.MissionReportFlash = false end end --- Enables a MENU option in the communications menu under F10 to control the status of the active missions. -- This function should be called only once when starting the MISSIONSCHEDULER. function MISSIONSCHEDULER.ReportMenu() local ReportMenu = SUBMENU:New( 'Status' ) local ReportMenuShow = COMMANDMENU:New( 'Show Report Missions', ReportMenu, MISSIONSCHEDULER.ReportMissionsShow, 0 ) local ReportMenuFlash = COMMANDMENU:New('Flash Report Missions', ReportMenu, MISSIONSCHEDULER.ReportMissionsFlash, 120 ) local ReportMenuHide = COMMANDMENU:New( 'Hide Report Missions', ReportMenu, MISSIONSCHEDULER.ReportMissionsHide, 0 ) end --- Show the remaining mission time. function MISSIONSCHEDULER:TimeShow() self.TimeIntervalCount = self.TimeIntervalCount + 1 if self.TimeIntervalCount >= self.TimeTriggerShow then local TimeMsg = string.format("%00d", ( self.TimeSeconds / 60 ) - ( timer.getTime() / 60 )) .. ' minutes left until mission reload.' MESSAGE:New( TimeMsg, "Mission time", self.TimeShow, '/TimeMsg' ):ToAll() self.TimeIntervalCount = 0 end end function MISSIONSCHEDULER:Time( TimeSeconds, TimeIntervalShow, TimeShow ) self.TimeIntervalCount = 0 self.TimeSeconds = TimeSeconds self.TimeIntervalShow = TimeIntervalShow self.TimeShow = TimeShow end --- Adds a mission scoring to the game. function MISSIONSCHEDULER:Scoring( Scoring ) self.Scoring = Scoring end --- The CLEANUP class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area. -- @module CleanUp -- @author Flightcontrol Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Mission" ) Include.File( "Client" ) Include.File( "Task" ) --- The CLEANUP class. -- @type CLEANUP -- @extends Base#BASE CLEANUP = { ClassName = "CLEANUP", ZoneNames = {}, TimeInterval = 300, CleanUpList = {}, } --- Creates the main object which is handling the cleaning of the debris within the given Zone Names. -- @param #CLEANUP self -- @param #table ZoneNames Is a table of zone names where the debris should be cleaned. Also a single string can be passed with one zone name. -- @param #number TimeInterval The interval in seconds when the clean activity takes place. The default is 300 seconds, thus every 5 minutes. -- @return #CLEANUP -- @usage -- -- Clean these Zones. -- CleanUpAirports = CLEANUP:New( { 'CLEAN Tbilisi', 'CLEAN Kutaisi' }, 150 ) -- or -- CleanUpTbilisi = CLEANUP:New( 'CLEAN Tbilisi', 150 ) -- CleanUpKutaisi = CLEANUP:New( 'CLEAN Kutaisi', 600 ) function CLEANUP:New( ZoneNames, TimeInterval ) local self = BASE:Inherit( self, BASE:New() ) self:F( { ZoneNames, TimeInterval } ) if type( ZoneNames ) == 'table' then self.ZoneNames = ZoneNames else self.ZoneNames = { ZoneNames } end if TimeInterval then self.TimeInterval = TimeInterval end _EVENTDISPATCHER:OnBirth( self._OnEventBirth, self ) self.CleanUpScheduler = routines.scheduleFunction( self._CleanUpScheduler, { self }, timer.getTime() + 1, TimeInterval ) return self end --- Destroys a group from the simulator, but checks first if it is still existing! -- @param #CLEANUP self -- @param DCSGroup#Group GroupObject The object to be destroyed. -- @param #string CleanUpGroupName The groupname... function CLEANUP:_DestroyGroup( GroupObject, CleanUpGroupName ) self:F( { GroupObject, CleanUpGroupName } ) if GroupObject then -- and GroupObject:isExist() then --MESSAGE:New( "Destroy Group " .. CleanUpGroupName, CleanUpGroupName, 1, CleanUpGroupName ):ToAll() trigger.action.deactivateGroup(GroupObject) self:T( { "GroupObject Destroyed", GroupObject } ) end end --- Destroys a @{DCSUnit#Unit} from the simulator, but checks first if it is still existing! -- @param #CLEANUP self -- @param DCSUnit#Unit CleanUpUnit The object to be destroyed. -- @param #string CleanUpUnitName The Unit name ... function CLEANUP:_DestroyUnit( CleanUpUnit, CleanUpUnitName ) self:F( { CleanUpUnit, CleanUpUnitName } ) if CleanUpUnit then --MESSAGE:New( "Destroy " .. CleanUpUnitName, CleanUpUnitName, 1, CleanUpUnitName ):ToAll() local CleanUpGroup = Unit.getGroup(CleanUpUnit) -- TODO Client bug in 1.5.3 if CleanUpGroup and CleanUpGroup:isExist() then local CleanUpGroupUnits = CleanUpGroup:getUnits() if #CleanUpGroupUnits == 1 then local CleanUpGroupName = CleanUpGroup:getName() --self:CreateEventCrash( timer.getTime(), CleanUpUnit ) CleanUpGroup:destroy() self:T( { "Destroyed Group:", CleanUpGroupName } ) else CleanUpUnit:destroy() self:T( { "Destroyed Unit:", CleanUpUnitName } ) end self.CleanUpList[CleanUpUnitName] = nil -- Cleaning from the list CleanUpUnit = nil end end end -- TODO check DCSTypes#Weapon --- Destroys a missile from the simulator, but checks first if it is still existing! -- @param #CLEANUP self -- @param DCSTypes#Weapon MissileObject function CLEANUP:_DestroyMissile( MissileObject ) self:F( { MissileObject } ) if MissileObject and MissileObject:isExist() then MissileObject:destroy() self:T( "MissileObject Destroyed") end end function CLEANUP:_OnEventBirth( Event ) self:F( { Event } ) self.CleanUpList[Event.IniDCSUnitName] = {} self.CleanUpList[Event.IniDCSUnitName].CleanUpUnit = Event.IniDCSUnit self.CleanUpList[Event.IniDCSUnitName].CleanUpGroup = Event.IniDCSGroup self.CleanUpList[Event.IniDCSUnitName].CleanUpGroupName = Event.IniDCSGroupName self.CleanUpList[Event.IniDCSUnitName].CleanUpUnitName = Event.IniDCSUnitName _EVENTDISPATCHER:OnEngineShutDownForUnit( Event.IniDCSUnitName, self._EventAddForCleanUp, self ) _EVENTDISPATCHER:OnEngineStartUpForUnit( Event.IniDCSUnitName, self._EventAddForCleanUp, self ) _EVENTDISPATCHER:OnHitForUnit( Event.IniDCSUnitName, self._EventAddForCleanUp, self ) _EVENTDISPATCHER:OnPilotDeadForUnit( Event.IniDCSUnitName, self._EventCrash, self ) _EVENTDISPATCHER:OnDeadForUnit( Event.IniDCSUnitName, self._EventCrash, self ) _EVENTDISPATCHER:OnCrashForUnit( Event.IniDCSUnitName, self._EventCrash, self ) _EVENTDISPATCHER:OnShotForUnit( Event.IniDCSUnitName, self._EventShot, self ) --self:AddEvent( world.event.S_EVENT_ENGINE_SHUTDOWN, self._EventAddForCleanUp ) --self:AddEvent( world.event.S_EVENT_ENGINE_STARTUP, self._EventAddForCleanUp ) -- self:AddEvent( world.event.S_EVENT_HIT, self._EventAddForCleanUp ) -- , self._EventHitCleanUp ) -- self:AddEvent( world.event.S_EVENT_CRASH, self._EventCrash ) -- , self._EventHitCleanUp ) -- --self:AddEvent( world.event.S_EVENT_DEAD, self._EventCrash ) -- self:AddEvent( world.event.S_EVENT_SHOT, self._EventShot ) -- -- self:EnableEvents() end --- Detects if a crash event occurs. -- Crashed units go into a CleanUpList for removal. -- @param #CLEANUP self -- @param DCSTypes#Event event function CLEANUP:_EventCrash( Event ) self:F( { Event } ) --TODO: This stuff is not working due to a DCS bug. Burning units cannot be destroyed. --MESSAGE:New( "Crash ", "Crash", 10, "Crash" ):ToAll() -- self:T("before getGroup") -- local _grp = Unit.getGroup(event.initiator)-- Identify the group that fired -- self:T("after getGroup") -- _grp:destroy() -- self:T("after deactivateGroup") -- event.initiator:destroy() self.CleanUpList[Event.IniDCSUnitName] = {} self.CleanUpList[Event.IniDCSUnitName].CleanUpUnit = Event.IniDCSUnit self.CleanUpList[Event.IniDCSUnitName].CleanUpGroup = Event.IniDCSGroup self.CleanUpList[Event.IniDCSUnitName].CleanUpGroupName = Event.IniDCSGroupName self.CleanUpList[Event.IniDCSUnitName].CleanUpUnitName = Event.IniDCSUnitName end --- Detects if a unit shoots a missile. -- If this occurs within one of the zones, then the weapon used must be destroyed. -- @param #CLEANUP self -- @param DCSTypes#Event event function CLEANUP:_EventShot( Event ) self:F( { Event } ) -- Test if the missile was fired within one of the CLEANUP.ZoneNames. local CurrentLandingZoneID = 0 CurrentLandingZoneID = routines.IsUnitInZones( Event.IniDCSUnit, self.ZoneNames ) if ( CurrentLandingZoneID ) then -- Okay, the missile was fired within the CLEANUP.ZoneNames, destroy the fired weapon. --_SEADmissile:destroy() routines.scheduleFunction( CLEANUP._DestroyMissile, { self, Event.Weapon }, timer.getTime() + 0.1) end end --- Detects if the Unit has an S_EVENT_HIT within the given ZoneNames. If this is the case, destroy the unit. -- @param #CLEANUP self -- @param DCSTypes#Event event function CLEANUP:_EventHitCleanUp( Event ) self:F( { Event } ) if Event.IniDCSUnit then if routines.IsUnitInZones( Event.IniDCSUnit, self.ZoneNames ) ~= nil then self:T( { "Life: ", Event.IniDCSUnitName, ' = ', Event.IniDCSUnit:getLife(), "/", Event.IniDCSUnit:getLife0() } ) if Event.IniDCSUnit:getLife() < Event.IniDCSUnit:getLife0() then self:T( "CleanUp: Destroy: " .. Event.IniDCSUnitName ) routines.scheduleFunction( CLEANUP._DestroyUnit, { self, Event.IniDCSUnit }, timer.getTime() + 0.1) end end end if Event.TgtDCSUnit then if routines.IsUnitInZones( Event.TgtDCSUnit, self.ZoneNames ) ~= nil then self:T( { "Life: ", Event.TgtDCSUnitName, ' = ', Event.TgtDCSUnit:getLife(), "/", Event.TgtDCSUnit:getLife0() } ) if Event.TgtDCSUnit:getLife() < Event.TgtDCSUnit:getLife0() then self:T( "CleanUp: Destroy: " .. Event.TgtDCSUnitName ) routines.scheduleFunction( CLEANUP._DestroyUnit, { self, Event.TgtDCSUnit }, timer.getTime() + 0.1 ) end end end end --- Add the @{DCSUnit#Unit} to the CleanUpList for CleanUp. function CLEANUP:_AddForCleanUp( CleanUpUnit, CleanUpUnitName ) self:F( { CleanUpUnit, CleanUpUnitName } ) self.CleanUpList[CleanUpUnitName] = {} self.CleanUpList[CleanUpUnitName].CleanUpUnit = CleanUpUnit self.CleanUpList[CleanUpUnitName].CleanUpUnitName = CleanUpUnitName self.CleanUpList[CleanUpUnitName].CleanUpGroup = Unit.getGroup(CleanUpUnit) self.CleanUpList[CleanUpUnitName].CleanUpGroupName = Unit.getGroup(CleanUpUnit):getName() self.CleanUpList[CleanUpUnitName].CleanUpTime = timer.getTime() self.CleanUpList[CleanUpUnitName].CleanUpMoved = false self:T( { "CleanUp: Add to CleanUpList: ", Unit.getGroup(CleanUpUnit):getName(), CleanUpUnitName } ) end --- Detects if the Unit has an S_EVENT_ENGINE_SHUTDOWN or an S_EVENT_HIT within the given ZoneNames. If this is the case, add the Group to the CLEANUP List. -- @param #CLEANUP self -- @param DCSTypes#Event event function CLEANUP:_EventAddForCleanUp( Event ) if Event.IniDCSUnit then if self.CleanUpList[Event.IniDCSUnitName] == nil then if routines.IsUnitInZones( Event.IniDCSUnit, self.ZoneNames ) ~= nil then self:_AddForCleanUp( Event.IniDCSUnit, Event.IniDCSUnitName ) end end end if Event.TgtDCSUnit then if self.CleanUpList[Event.TgtDCSUnitName] == nil then if routines.IsUnitInZones( Event.TgtDCSUnit, self.ZoneNames ) ~= nil then self:_AddForCleanUp( Event.TgtDCSUnit, Event.TgtDCSUnitName ) end end end end local CleanUpSurfaceTypeText = { "LAND", "SHALLOW_WATER", "WATER", "ROAD", "RUNWAY" } --- At the defined time interval, CleanUp the Groups within the CleanUpList. -- @param #CLEANUP self function CLEANUP:_CleanUpScheduler() self:F( { "CleanUp Scheduler" } ) local CleanUpCount = 0 for CleanUpUnitName, UnitData in pairs( self.CleanUpList ) do CleanUpCount = CleanUpCount + 1 self:T( { CleanUpUnitName, UnitData } ) local CleanUpUnit = Unit.getByName(UnitData.CleanUpUnitName) local CleanUpGroupName = UnitData.CleanUpGroupName local CleanUpUnitName = UnitData.CleanUpUnitName if CleanUpUnit then self:T( { "CleanUp Scheduler", "Checking:", CleanUpUnitName } ) if _DATABASE:GetStatusGroup( CleanUpGroupName ) ~= "ReSpawn" then local CleanUpUnitVec3 = CleanUpUnit:getPoint() --self:T( CleanUpUnitVec3 ) local CleanUpUnitVec2 = {} CleanUpUnitVec2.x = CleanUpUnitVec3.x CleanUpUnitVec2.y = CleanUpUnitVec3.z --self:T( CleanUpUnitVec2 ) local CleanUpSurfaceType = land.getSurfaceType(CleanUpUnitVec2) --self:T( CleanUpSurfaceType ) --MESSAGE:New( "Surface " .. CleanUpUnitName .. " = " .. CleanUpSurfaceTypeText[CleanUpSurfaceType], CleanUpUnitName, 10, CleanUpUnitName ):ToAll() if CleanUpUnit and CleanUpUnit:getLife() <= CleanUpUnit:getLife0() * 0.95 then if CleanUpSurfaceType == land.SurfaceType.RUNWAY then if CleanUpUnit:inAir() then local CleanUpLandHeight = land.getHeight(CleanUpUnitVec2) local CleanUpUnitHeight = CleanUpUnitVec3.y - CleanUpLandHeight self:T( { "CleanUp Scheduler", "Height = " .. CleanUpUnitHeight } ) if CleanUpUnitHeight < 30 then self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because below safe height and damaged." } ) self:_DestroyUnit(CleanUpUnit, CleanUpUnitName) end else self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because on runway and damaged." } ) self:_DestroyUnit(CleanUpUnit, CleanUpUnitName) end end end -- Clean Units which are waiting for a very long time in the CleanUpZone. if CleanUpUnit then local CleanUpUnitVelocity = CleanUpUnit:getVelocity() local CleanUpUnitVelocityTotal = math.abs(CleanUpUnitVelocity.x) + math.abs(CleanUpUnitVelocity.y) + math.abs(CleanUpUnitVelocity.z) if CleanUpUnitVelocityTotal < 1 then if UnitData.CleanUpMoved then if UnitData.CleanUpTime + 180 <= timer.getTime() then self:T( { "CleanUp Scheduler", "Destroy due to not moving anymore " .. CleanUpUnitName } ) self:_DestroyUnit(CleanUpUnit, CleanUpUnitName) end end else UnitData.CleanUpTime = timer.getTime() UnitData.CleanUpMoved = true --MESSAGE:New( "Moved " .. CleanUpUnitName, CleanUpUnitName, 10, CleanUpUnitName ):ToAll() end end else -- Do nothing ... self.CleanUpList[CleanUpUnitName] = nil -- Not anymore in the DCSRTE end else self:T( "CleanUp: Group " .. CleanUpUnitName .. " cannot be found in DCS RTE, removing ..." ) self.CleanUpList[CleanUpUnitName] = nil -- Not anymore in the DCSRTE end end self:T(CleanUpCount) end --- Dynamic spawning of groups (and units). -- -- @{#SPAWN} class -- =============== -- The @{#SPAWN} class allows to spawn dynamically new groups, based on pre-defined initialization settings, modifying the behaviour when groups are spawned. -- For each group to be spawned, within the mission editor, a group has to be created with the "late activation flag" set. We call this group the *"Spawn Template"* of the SPAWN object. -- A reference to this Spawn Template needs to be provided when constructing the SPAWN object, by indicating the name of the group within the mission editor in the constructor methods. -- -- Within the SPAWN object, there is an internal index that keeps track of which group from the internal group list was spawned. -- When new groups get spawned by using the SPAWN functions (see below), it will be validated whether the Limits (@{#SPAWN.Limit}) of the SPAWN object are not reached. -- When all is valid, a new group will be created by the spawning methods, and the internal index will be increased with 1. -- -- Regarding the name of new spawned groups, a _SpawnPrefix_ will be assigned for each new group created. -- If you want to have the Spawn Template name to be used as the _SpawnPrefix_ name, use the @{#SPAWN.New} constructor. -- However, when the @{#SPAWN.NewWithAlias} constructor was used, the Alias name will define the _SpawnPrefix_ name. -- Groups will follow the following naming structure when spawned at run-time: -- -- 1. Spawned groups will have the name _SpawnPrefix_#ggg, where ggg is a counter from 0 to 999. -- 2. Spawned units will have the name _SpawnPrefix_#ggg-uu, where uu is a counter from 0 to 99 for each new spawned unit belonging to the group. -- -- Some additional notes that need to be remembered: -- -- * Templates are actually groups defined within the mission editor, with the flag "Late Activation" set. As such, these groups are never used within the mission, but are used by the @{#SPAWN} module. -- * It is important to defined BEFORE you spawn new groups, a proper initialization of the SPAWN instance is done with the options you want to use. -- * When designing a mission, NEVER name groups using a "#" within the name of the group Spawn Template(s), or the SPAWN module logic won't work anymore. -- -- SPAWN construction methods: -- =========================== -- Create a new SPAWN object with the @{#SPAWN.New} or the @{#SPAWN.NewWithAlias} methods: -- -- * @{#SPAWN.New}: Creates a new SPAWN object taking the name of the group that functions as the Template. -- -- It is important to understand how the SPAWN class works internally. The SPAWN object created will contain internally a list of groups that will be spawned and that are already spawned. -- The initialization functions will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons. -- So in principle, the group list will contain all parameters and configurations after initialization, and when groups get actually spawned, this spawning can be done quickly and efficient. -- -- SPAWN initialization methods: -- ============================= -- A spawn object will behave differently based on the usage of initialization methods: -- -- * @{#SPAWN.Limit}: Limits the amount of groups that can be alive at the same time and that can be dynamically spawned. -- * @{#SPAWN.RandomizeRoute}: Randomize the routes of spawned groups. -- * @{#SPAWN.RandomizeTemplate}: Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined. -- * @{#SPAWN.Uncontrolled}: Spawn plane groups uncontrolled. -- * @{#SPAWN.Array}: Make groups visible before they are actually activated, and order these groups like a batallion in an array. -- * @{#SPAWN.InitRepeat}: Re-spawn groups when they land at the home base. Similar functions are @{#SPAWN.InitRepeatOnLanding} and @{#SPAWN.InitRepeatOnEngineShutDown}. -- -- SPAWN spawning methods: -- ======================= -- Groups can be spawned at different times and methods: -- -- * @{#SPAWN.Spawn}: Spawn one new group based on the last spawned index. -- * @{#SPAWN.ReSpawn}: Re-spawn a group based on a given index. -- * @{#SPAWN.SpawnScheduled}: Spawn groups at scheduled but randomized intervals. You can use @{#SPAWN.SpawnScheduleStart} and @{#SPAWN.SpawnScheduleStop} to start and stop the schedule respectively. -- * @{#SPAWN.SpawnFromUnit}: Spawn a new group taking the position of a @{UNIT}. -- * @{#SPAWN.SpawnInZone}: Spawn a new group in a @{ZONE}. -- -- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{GROUP#GROUP.New} object, that contains a reference to the DCSGroup object. -- You can use the @{GROUP} object to do further actions with the DCSGroup. -- -- SPAWN object cleaning: -- ========================= -- Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive. -- In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't, -- and it may occur that no new groups are or can be spawned as limits are reached. -- To prevent this, a @{#SPAWN.CleanUp} initialization method has been defined that will silently monitor the status of each spawned group. -- Once a group has a velocity = 0, and has been waiting for a defined interval, that group will be cleaned or removed from run-time. -- There is a catch however :-) If a damaged group has returned to an airbase within the coalition, that group will not be considered as "lost"... -- In such a case, when the inactive group is cleaned, a new group will Re-spawned automatically. -- This models AI that has succesfully returned to their airbase, to restart their combat activities. -- Check the @{#SPAWN.CleanUp} for further info. -- -- ==== -- @module Spawn -- @author FlightControl Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Database" ) Include.File( "Group" ) Include.File( "Zone" ) Include.File( "Event" ) --- SPAWN Class -- @type SPAWN -- @extends Base#BASE -- @field ClassName -- @field #string SpawnTemplatePrefix -- @field #string SpawnAliasPrefix SPAWN = { ClassName = "SPAWN", SpawnTemplatePrefix = nil, SpawnAliasPrefix = nil, } --- Creates the main object to spawn a GROUP defined in the DCS ME. -- @param #SPAWN self -- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix. -- @return #SPAWN -- @usage -- -- NATO helicopters engaging in the battle field. -- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ) -- @usage local Plane = SPAWN:New( "Plane" ) -- Creates a new local variable that can initiate new planes with the name "Plane#ddd" using the template "Plane" as defined within the ME. function SPAWN:New( SpawnTemplatePrefix ) local self = BASE:Inherit( self, BASE:New() ) self:F( { SpawnTemplatePrefix } ) local TemplateGroup = Group.getByName( SpawnTemplatePrefix ) if TemplateGroup then self.SpawnTemplatePrefix = SpawnTemplatePrefix self.SpawnIndex = 0 self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart. self.AliveUnits = 0 -- Contains the counter how many units are currently alive self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not. self.SpawnTemplate = self._GetTemplate( self, SpawnTemplatePrefix ) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!! self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning. self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts. self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time. self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned. self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false. self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned. self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned. else error( "SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" ) end return self end --- Creates a new SPAWN instance to create new groups based on the defined template and using a new alias for each new group. -- @param #SPAWN self -- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. -- @param #string SpawnAliasPrefix is the name that will be given to the Group at runtime. -- @return #SPAWN -- @usage -- -- NATO helicopters engaging in the battle field. -- Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' ) -- @usage local PlaneWithAlias = SPAWN:NewWithAlias( "Plane", "Bomber" ) -- Creates a new local variable that can instantiate new planes with the name "Bomber#ddd" using the template "Plane" as defined within the ME. function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix ) local self = BASE:Inherit( self, BASE:New() ) self:F( { SpawnTemplatePrefix, SpawnAliasPrefix } ) local TemplateGroup = Group.getByName( SpawnTemplatePrefix ) if TemplateGroup then self.SpawnTemplatePrefix = SpawnTemplatePrefix self.SpawnAliasPrefix = SpawnAliasPrefix self.SpawnIndex = 0 self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart. self.AliveUnits = 0 -- Contains the counter how many units are currently alive self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not. self.SpawnTemplate = self._GetTemplate( self, SpawnTemplatePrefix ) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!! self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning. self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts. self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time. self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned. self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false. self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned. self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned. else error( "SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" ) end return self end --- Limits the Maximum amount of Units that can be alive at the same time, and the maximum amount of groups that can be spawned. -- Note that this method is exceptionally important to balance the performance of the mission. Depending on the machine etc, a mission can only process a maximum amount of units. -- If the time interval must be short, but there should not be more Units or Groups alive than a maximum amount of units, then this function should be used... -- When a @{#SPAWN.New} is executed and the limit of the amount of units alive is reached, then no new spawn will happen of the group, until some of these units of the spawn object will be destroyed. -- @param #SPAWN self -- @param #number SpawnMaxUnitsAlive The maximum amount of units that can be alive at runtime. -- @param #number SpawnMaxGroups The maximum amount of groups that can be spawned. When the limit is reached, then no more actual spawns will happen of the group. -- This parameter is useful to define a maximum amount of airplanes, ground troops, helicopters, ships etc within a supply area. -- This parameter accepts the value 0, which defines that there are no maximum group limits, but there are limits on the maximum of units that can be alive at the same time. -- @return #SPAWN self -- @usage -- -- NATO helicopters engaging in the battle field. -- -- This helicopter group consists of one Unit. So, this group will SPAWN maximum 2 groups simultaneously within the DCSRTE. -- -- There will be maximum 24 groups spawned during the whole mission lifetime. -- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Limit( 2, 24 ) function SPAWN:Limit( SpawnMaxUnitsAlive, SpawnMaxGroups ) self:F( { self.SpawnTemplatePrefix, SpawnMaxUnitsAlive, SpawnMaxGroups } ) self.SpawnMaxUnitsAlive = SpawnMaxUnitsAlive -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time. self.SpawnMaxGroups = SpawnMaxGroups -- The maximum amount of groups that can be spawned. for SpawnGroupID = 1, self.SpawnMaxGroups do self:_InitializeSpawnGroups( SpawnGroupID ) end return self end --- Randomizes the defined route of the SpawnTemplatePrefix group in the ME. This is very useful to define extra variation of the behaviour of groups. -- @param #SPAWN self -- @param #number SpawnStartPoint is the waypoint where the randomization begins. -- Note that the StartPoint = 0 equaling the point where the group is spawned. -- @param #number SpawnEndPoint is the waypoint where the randomization ends counting backwards. -- This parameter is useful to avoid randomization to end at a waypoint earlier than the last waypoint on the route. -- @param #number SpawnRadius is the radius in meters in which the randomization of the new waypoints, with the original waypoint of the original template located in the middle ... -- @return #SPAWN -- @usage -- -- NATO helicopters engaging in the battle field. -- -- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP). -- -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter. -- -- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters. -- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):RandomizeRoute( 2, 2, 2000 ) function SPAWN:RandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius ) self:F( { self.SpawnTemplatePrefix, SpawnStartPoint, SpawnEndPoint, SpawnRadius } ) self.SpawnRandomizeRoute = true self.SpawnRandomizeRouteStartPoint = SpawnStartPoint self.SpawnRandomizeRouteEndPoint = SpawnEndPoint self.SpawnRandomizeRouteRadius = SpawnRadius for GroupID = 1, self.SpawnMaxGroups do self:_RandomizeRoute( GroupID ) end return self end --- This function is rather complicated to understand. But I'll try to explain. -- This function becomes useful when you need to spawn groups with random templates of groups defined within the mission editor, -- but they will all follow the same Template route and have the same prefix name. -- In other words, this method randomizes between a defined set of groups the template to be used for each new spawn of a group. -- @param #SPAWN self -- @param #string SpawnTemplatePrefixTable A table with the names of the groups defined within the mission editor, from which one will be choosen when a new group will be spawned. -- @return #SPAWN -- @usage -- -- NATO Tank Platoons invading Gori. -- -- Choose between 13 different 'US Tank Platoon' configurations for each new SPAWN the Group to be spawned for the -- -- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SpawnTemplatePrefixes. -- -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and -- -- with a limit set of maximum 12 Units alive simulteneously and 150 Groups to be spawned during the whole mission. -- Spawn_US_Platoon = { 'US Tank Platoon 1', 'US Tank Platoon 2', 'US Tank Platoon 3', 'US Tank Platoon 4', 'US Tank Platoon 5', -- 'US Tank Platoon 6', 'US Tank Platoon 7', 'US Tank Platoon 8', 'US Tank Platoon 9', 'US Tank Platoon 10', -- 'US Tank Platoon 11', 'US Tank Platoon 12', 'US Tank Platoon 13' } -- Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):Limit( 12, 150 ):Schedule( 200, 0.4 ):RandomizeTemplate( Spawn_US_Platoon ):RandomizeRoute( 3, 3, 2000 ) -- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):Limit( 12, 150 ):Schedule( 200, 0.4 ):RandomizeTemplate( Spawn_US_Platoon ):RandomizeRoute( 3, 3, 2000 ) -- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):Limit( 12, 150 ):Schedule( 200, 0.4 ):RandomizeTemplate( Spawn_US_Platoon ):RandomizeRoute( 3, 3, 2000 ) function SPAWN:RandomizeTemplate( SpawnTemplatePrefixTable ) self:F( { self.SpawnTemplatePrefix, SpawnTemplatePrefixTable } ) self.SpawnTemplatePrefixTable = SpawnTemplatePrefixTable self.SpawnRandomizeTemplate = true for SpawnGroupID = 1, self.SpawnMaxGroups do self:_RandomizeTemplate( SpawnGroupID ) end return self end --- For planes and helicopters, when these groups go home and land on their home airbases and farps, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment. -- This function is used to re-spawn automatically (so no extra call is needed anymore) the same group after it has landed. -- This will enable a spawned group to be re-spawned after it lands, until it is destroyed... -- Note: When the group is respawned, it will re-spawn from the original airbase where it took off. -- So ensure that the routes for groups that respawn, always return to the original airbase, or players may get confused ... -- @param #SPAWN self -- @return #SPAWN self -- @usage -- -- RU Su-34 - AI Ship Attack -- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically. -- SpawnRU_SU34 = SPAWN:New( 'TF1 RU Su-34 Krymsk@AI - Attack Ships' ):Schedule( 2, 3, 1800, 0.4 ):SpawnUncontrolled():RandomizeRoute( 1, 1, 3000 ):RepeatOnEngineShutDown() function SPAWN:InitRepeat() self:F( { self.SpawnTemplatePrefix, self.SpawnIndex } ) self.Repeat = true self.RepeatOnEngineShutDown = false self.RepeatOnLanding = true return self end --- Respawn group after landing. -- @param #SPAWN self -- @return #SPAWN self function SPAWN:InitRepeatOnLanding() self:F( { self.SpawnTemplatePrefix } ) self:InitRepeat() self.RepeatOnEngineShutDown = false self.RepeatOnLanding = true return self end --- Respawn after landing when its engines have shut down. -- @param #SPAWN self -- @return #SPAWN self function SPAWN:InitRepeatOnEngineShutDown() self:F( { self.SpawnTemplatePrefix } ) self:InitRepeat() self.RepeatOnEngineShutDown = true self.RepeatOnLanding = false return self end --- CleanUp groups when they are still alive, but inactive. -- When groups are still alive and have become inactive due to damage and are unable to contribute anything, then this group will be removed at defined intervals in seconds. -- @param #SPAWN self -- @param #string SpawnCleanUpInterval The interval to check for inactive groups within seconds. -- @return #SPAWN self -- @usage Spawn_Helicopter:CleanUp( 20 ) -- CleanUp the spawning of the helicopters every 20 seconds when they become inactive. function SPAWN:CleanUp( SpawnCleanUpInterval ) self:F( { self.SpawnTemplatePrefix, SpawnCleanUpInterval } ) self.SpawnCleanUpInterval = SpawnCleanUpInterval self.SpawnCleanUpTimeStamps = {} self.CleanUpFunction = routines.scheduleFunction( self._SpawnCleanUpScheduler, { self }, timer.getTime() + 1, SpawnCleanUpInterval ) return self end --- Makes the groups visible before start (like a batallion). -- The method will take the position of the group as the first position in the array. -- @param #SPAWN self -- @param #number SpawnAngle The angle in degrees how the groups and each unit of the group will be positioned. -- @param #number SpawnWidth The amount of Groups that will be positioned on the X axis. -- @param #number SpawnDeltaX The space between each Group on the X-axis. -- @param #number SpawnDeltaY The space between each Group on the Y-axis. -- @return #SPAWN self -- @usage -- -- Define an array of Groups. -- Spawn_BE_Ground = SPAWN:New( 'BE Ground' ):Limit( 2, 24 ):Visible( 90, "Diamond", 10, 100, 50 ) function SPAWN:Array( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY ) self:F( { self.SpawnTemplatePrefix, SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY } ) self.SpawnVisible = true -- When the first Spawn executes, all the Groups need to be made visible before start. local SpawnX = 0 local SpawnY = 0 local SpawnXIndex = 0 local SpawnYIndex = 0 for SpawnGroupID = 1, self.SpawnMaxGroups do self:T( { SpawnX, SpawnY, SpawnXIndex, SpawnYIndex } ) self.SpawnGroups[SpawnGroupID].Visible = true self.SpawnGroups[SpawnGroupID].Spawned = false SpawnXIndex = SpawnXIndex + 1 if SpawnWidth and SpawnWidth ~= 0 then if SpawnXIndex >= SpawnWidth then SpawnXIndex = 0 SpawnYIndex = SpawnYIndex + 1 end end local SpawnRootX = self.SpawnGroups[SpawnGroupID].SpawnTemplate.x local SpawnRootY = self.SpawnGroups[SpawnGroupID].SpawnTemplate.y self:_TranslateRotate( SpawnGroupID, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle ) self.SpawnGroups[SpawnGroupID].SpawnTemplate.lateActivation = true self.SpawnGroups[SpawnGroupID].SpawnTemplate.visible = true self.SpawnGroups[SpawnGroupID].Visible = true _EVENTDISPATCHER:OnBirthForTemplate( self.SpawnGroups[SpawnGroupID].SpawnTemplate, self._OnBirth, self ) _EVENTDISPATCHER:OnCrashForTemplate( self.SpawnGroups[SpawnGroupID].SpawnTemplate, self._OnDeadOrCrash, self ) _EVENTDISPATCHER:OnDeadForTemplate( self.SpawnGroups[SpawnGroupID].SpawnTemplate, self._OnDeadOrCrash, self ) if self.Repeat then _EVENTDISPATCHER:OnTakeOffForTemplate( self.SpawnGroups[SpawnGroupID].SpawnTemplate, self._OnTakeOff, self ) _EVENTDISPATCHER:OnLandForTemplate( self.SpawnGroups[SpawnGroupID].SpawnTemplate, self._OnLand, self ) end if self.RepeatOnEngineShutDown then _EVENTDISPATCHER:OnEngineShutDownForTemplate( self.SpawnGroups[SpawnGroupID].SpawnTemplate, self._OnEngineShutDown, self ) end self.SpawnGroups[SpawnGroupID].Group = _DATABASE:Spawn( self.SpawnGroups[SpawnGroupID].SpawnTemplate ) SpawnX = SpawnXIndex * SpawnDeltaX SpawnY = SpawnYIndex * SpawnDeltaY end return self end --- Will spawn a group based on the internal index. -- Note: Uses @{DATABASE} module defined in MOOSE. -- @param #SPAWN self -- @return Group#GROUP The group that was spawned. You can use this group for further actions. function SPAWN:Spawn() self:F( { self.SpawnTemplatePrefix, self.SpawnIndex } ) return self:SpawnWithIndex( self.SpawnIndex + 1 ) end --- Will re-spawn a group based on a given index. -- Note: Uses @{DATABASE} module defined in MOOSE. -- @param #SPAWN self -- @param #string SpawnIndex The index of the group to be spawned. -- @return Group#GROUP The group that was spawned. You can use this group for further actions. function SPAWN:ReSpawn( SpawnIndex ) self:F( { self.SpawnTemplatePrefix, SpawnIndex } ) if not SpawnIndex then SpawnIndex = 1 end -- TODO: This logic makes DCS crash and i don't know why (yet). local SpawnGroup = self:GetGroupFromIndex( SpawnIndex ) if SpawnGroup then local SpawnDCSGroup = SpawnGroup:GetDCSGroup() if SpawnDCSGroup then SpawnGroup:Destroy() end end return self:SpawnWithIndex( SpawnIndex ) end --- Will spawn a group with a specified index number. -- Uses @{DATABASE} global object defined in MOOSE. -- @param #SPAWN self -- @return Group#GROUP The group that was spawned. You can use this group for further actions. function SPAWN:SpawnWithIndex( SpawnIndex ) self:F( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnMaxGroups } ) if self:_GetSpawnIndex( SpawnIndex ) then if self.SpawnGroups[self.SpawnIndex].Visible then self.SpawnGroups[self.SpawnIndex].Group:Activate() else self:T( self.SpawnGroups[self.SpawnIndex].SpawnTemplate ) _EVENTDISPATCHER:OnBirthForTemplate( self.SpawnGroups[self.SpawnIndex].SpawnTemplate, self._OnBirth, self ) _EVENTDISPATCHER:OnCrashForTemplate( self.SpawnGroups[self.SpawnIndex].SpawnTemplate, self._OnDeadOrCrash, self ) _EVENTDISPATCHER:OnDeadForTemplate( self.SpawnGroups[self.SpawnIndex].SpawnTemplate, self._OnDeadOrCrash, self ) if self.Repeat then _EVENTDISPATCHER:OnTakeOffForTemplate( self.SpawnGroups[self.SpawnIndex].SpawnTemplate, self._OnTakeOff, self ) _EVENTDISPATCHER:OnLandForTemplate( self.SpawnGroups[self.SpawnIndex].SpawnTemplate, self._OnLand, self ) end if self.RepeatOnEngineShutDown then _EVENTDISPATCHER:OnEngineShutDownForTemplate( self.SpawnGroups[self.SpawnIndex].SpawnTemplate, self._OnEngineShutDown, self ) end self.SpawnGroups[self.SpawnIndex].Group = _DATABASE:Spawn( self.SpawnGroups[self.SpawnIndex].SpawnTemplate ) -- If there is a SpawnFunction hook defined, call it. if self.SpawnFunctionHook then self.SpawnFunctionHook( self.SpawnGroups[self.SpawnIndex].Group, unpack( self.SpawnFunctionArguments ) ) end -- TODO: Need to fix this by putting an "R" in the name of the group when the group repeats. --if self.Repeat then -- _DATABASE:SetStatusGroup( SpawnTemplate.name, "ReSpawn" ) --end end self.SpawnGroups[self.SpawnIndex].Spawned = true return self.SpawnGroups[self.SpawnIndex].Group else --self:E( { self.SpawnTemplatePrefix, "No more Groups to Spawn:", SpawnIndex, self.SpawnMaxGroups } ) end return nil end --- Spawns new groups at varying time intervals. -- This is useful if you want to have continuity within your missions of certain (AI) groups to be present (alive) within your missions. -- @param #SPAWN self -- @param #number SpawnTime The time interval defined in seconds between each new spawn of new groups. -- @param #number SpawnTimeVariation The variation to be applied on the defined time interval between each new spawn. -- The variation is a number between 0 and 1, representing the %-tage of variation to be applied on the time interval. -- @return #SPAWN self -- @usage -- -- NATO helicopters engaging in the battle field. -- -- The time interval is set to SPAWN new helicopters between each 600 seconds, with a time variation of 50%. -- -- The time variation in this case will be between 450 seconds and 750 seconds. -- -- This is calculated as follows: -- -- Low limit: 600 * ( 1 - 0.5 / 2 ) = 450 -- -- High limit: 600 * ( 1 + 0.5 / 2 ) = 750 -- -- Between these two values, a random amount of seconds will be choosen for each new spawn of the helicopters. -- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 ) function SPAWN:SpawnScheduled( SpawnTime, SpawnTimeVariation ) self:F( { SpawnTime, SpawnTimeVariation } ) self.SpawnCurrentTimer = 0 -- The internal timer counter to trigger a scheduled spawning of SpawnTemplatePrefix. self.SpawnSetTimer = 0 -- The internal timer value when a scheduled spawning of SpawnTemplatePrefix occurs. self.AliveFactor = 1 -- self.SpawnLowTimer = 0 self.SpawnHighTimer = 0 if SpawnTime ~= nil and SpawnTimeVariation ~= nil then self.SpawnLowTimer = SpawnTime - SpawnTime / 2 * SpawnTimeVariation self.SpawnHighTimer = SpawnTime + SpawnTime / 2 * SpawnTimeVariation self:SpawnScheduleStart() end self:T( { self.SpawnLowTimer, self.SpawnHighTimer } ) return self end --- Allows to place a CallFunction hook when a new group spawns. -- The provided function will be called when a new group is spawned, including its given parameters. -- The first parameter of the SpawnFunction is the @{Group#GROUP} that was spawned. -- @param #SPAWN self -- @param #function SpawnFunctionHook The function to be called when a group spawns. -- @param SpawnFunctionArguments A random amount of arguments to be provided to the function when the group spawns. -- @return #SPAWN function SPAWN:SpawnFunction( SpawnFunctionHook, ... ) self:F( SpawnFunction ) self.SpawnFunctionHook = SpawnFunctionHook self.SpawnFunctionArguments = {} if arg then self.SpawnFunctionArguments = arg end return self end --- Will start the spawning scheduler. -- Note: This function is called automatically when @{#SPAWN.Scheduled} is called. function SPAWN:SpawnScheduleStart() self:F( { self.SpawnTemplatePrefix } ) --local ClientUnit = #AlivePlayerUnits() self.AliveFactor = 10 -- ( 10 - ClientUnit ) / 10 if self.SpawnIsScheduled == false then self.SpawnIsScheduled = true self.SpawnInit = true self.SpawnSetTimer = math.random( self.SpawnLowTimer * self.AliveFactor / 10 , self.SpawnHighTimer * self.AliveFactor / 10 ) self.SpawnFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 1 ) end end --- Will stop the scheduled spawning scheduler. function SPAWN:SpawnScheduleStop() self:F( { self.SpawnTemplatePrefix } ) self.SpawnIsScheduled = false end --- Will spawn a group from a hosting unit. This function is mostly advisable to be used if you want to simulate spawning from air units, like helicopters, which are dropping infantry into a defined Landing Zone. -- Note that each point in the route assigned to the spawning group is reset to the point of the spawn. -- You can use the returned group to further define the route to be followed. -- @param #SPAWN self -- @param Unit#UNIT HostUnit The air or ground unit dropping or unloading the group. -- @param #number OuterRadius The outer radius in meters where the new group will be spawned. -- @param #number InnerRadius The inner radius in meters where the new group will NOT be spawned. -- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone. -- @return Group#GROUP that was spawned. -- @return #nil Nothing was spawned. function SPAWN:SpawnFromUnit( HostUnit, OuterRadius, InnerRadius, SpawnIndex ) self:F( { self.SpawnTemplatePrefix, HostUnit, OuterRadius, InnerRadius, SpawnIndex } ) if HostUnit and HostUnit:IsAlive() then -- and HostUnit:getUnit(1):inAir() == false then if SpawnIndex then else SpawnIndex = self.SpawnIndex + 1 end if self:_GetSpawnIndex( SpawnIndex ) then local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate if SpawnTemplate then local UnitPoint = HostUnit:GetPointVec2() --for PointID, Point in pairs( SpawnTemplate.route.points ) do --Point.x = UnitPoint.x --Point.y = UnitPoint.y --Point.alt = nil --Point.alt_type = nil --end SpawnTemplate.route.points = nil SpawnTemplate.route.points = {} SpawnTemplate.route.points[1] = {} SpawnTemplate.route.points[1].x = UnitPoint.x SpawnTemplate.route.points[1].y = UnitPoint.y if not InnerRadius then InnerRadius = 10 end if not OuterRadius then OuterRadius = 50 end -- Apply SpawnFormation for UnitID = 1, #SpawnTemplate.units do if InnerRadius == 0 then SpawnTemplate.units[UnitID].x = UnitPoint.x SpawnTemplate.units[UnitID].y = UnitPoint.y else local CirclePos = routines.getRandPointInCircle( UnitPoint, OuterRadius, InnerRadius ) SpawnTemplate.units[UnitID].x = CirclePos.x SpawnTemplate.units[UnitID].y = CirclePos.y end self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y ) end local SpawnPos = routines.getRandPointInCircle( UnitPoint, OuterRadius, InnerRadius ) local Point = {} Point.type = "Turning Point" Point.x = SpawnPos.x Point.y = SpawnPos.y Point.action = "Cone" Point.speed = 5 table.insert( SpawnTemplate.route.points, 2, Point ) return self:SpawnWithIndex( self.SpawnIndex ) end end end return nil end --- Will spawn a Group within a given @{Zone#ZONE}. -- Once the group is spawned within the zone, it will continue on its route. -- The first waypoint (where the group is spawned) is replaced with the zone coordinates. -- @param #SPAWN self -- @param Zone#ZONE Zone The zone where the group is to be spawned. -- @param #number ZoneRandomize (Optional) Set to true if you want to randomize the starting point in the zone. -- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone. -- @return Group#GROUP that was spawned. -- @return #nil when nothing was spawned. function SPAWN:SpawnInZone( Zone, ZoneRandomize, SpawnIndex ) self:F( { self.SpawnTemplatePrefix, Zone, ZoneRandomize, SpawnIndex } ) if Zone then if SpawnIndex then else SpawnIndex = self.SpawnIndex + 1 end if self:_GetSpawnIndex( SpawnIndex ) then local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate if SpawnTemplate then local ZonePoint if ZoneRandomize == true then ZonePoint = Zone:GetRandomPointVec2() else ZonePoint = Zone:GetPointVec2() end SpawnTemplate.route.points[1].x = ZonePoint.x SpawnTemplate.route.points[1].y = ZonePoint.y -- Apply SpawnFormation for UnitID = 1, #SpawnTemplate.units do SpawnTemplate.units[UnitID].x = ZonePoint.x SpawnTemplate.units[UnitID].y = ZonePoint.y self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y ) end return self:SpawnWithIndex( self.SpawnIndex ) end end end return nil end --- Will spawn a plane group in uncontrolled mode... -- This will be similar to the uncontrolled flag setting in the ME. -- @return #SPAWN self function SPAWN:UnControlled() self:F( { self.SpawnTemplatePrefix } ) self.SpawnUnControlled = true for SpawnGroupID = 1, self.SpawnMaxGroups do self.SpawnGroups[SpawnGroupID].UnControlled = true end return self end --- Will return the SpawnGroupName either with with a specific count number or without any count. -- @param #SPAWN self -- @param #number SpawnIndex Is the number of the Group that is to be spawned. -- @return #string SpawnGroupName function SPAWN:SpawnGroupName( SpawnIndex ) self:F( { self.SpawnTemplatePrefix, SpawnIndex } ) local SpawnPrefix = self.SpawnTemplatePrefix if self.SpawnAliasPrefix then SpawnPrefix = self.SpawnAliasPrefix end if SpawnIndex then local SpawnName = string.format( '%s#%03d', SpawnPrefix, SpawnIndex ) self:T( SpawnName ) return SpawnName else self:T( SpawnPrefix ) return SpawnPrefix end end --- Find the first alive group. -- @param #SPAWN self -- @param #number SpawnCursor A number holding the index from where to find the first group from. -- @return Group#GROUP, #number The group found, the new index where the group was found. -- @return #nil, #nil When no group is found, #nil is returned. function SPAWN:GetFirstAliveGroup( SpawnCursor ) self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnCursor } ) for SpawnIndex = 1, self.SpawnCount do local SpawnGroup = self:GetGroupFromIndex( SpawnIndex ) if SpawnGroup and SpawnGroup:IsAlive() then SpawnCursor = SpawnIndex return SpawnGroup, SpawnCursor end end return nil, nil end --- Find the next alive group. -- @param #SPAWN self -- @param #number SpawnCursor A number holding the last found previous index. -- @return Group#GROUP, #number The group found, the new index where the group was found. -- @return #nil, #nil When no group is found, #nil is returned. function SPAWN:GetNextAliveGroup( SpawnCursor ) self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnCursor } ) SpawnCursor = SpawnCursor + 1 for SpawnIndex = SpawnCursor, self.SpawnCount do local SpawnGroup = self:GetGroupFromIndex( SpawnIndex ) if SpawnGroup and SpawnGroup:IsAlive() then SpawnCursor = SpawnIndex return SpawnGroup, SpawnCursor end end return nil, nil end --- Find the last alive group during runtime. function SPAWN:GetLastAliveGroup() self:F( { self.SpawnTemplatePrefixself.SpawnAliasPrefix } ) self.SpawnIndex = self:_GetLastIndex() for SpawnIndex = self.SpawnIndex, 1, -1 do local SpawnGroup = self:GetGroupFromIndex( SpawnIndex ) if SpawnGroup and SpawnGroup:IsAlive() then self.SpawnIndex = SpawnIndex return SpawnGroup end end self.SpawnIndex = nil return nil end --- Get the group from an index. -- Returns the group from the SpawnGroups list. -- If no index is given, it will return the first group in the list. -- @param #SPAWN self -- @param #number SpawnIndex The index of the group to return. -- @return Group#GROUP function SPAWN:GetGroupFromIndex( SpawnIndex ) self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndex } ) if not SpawnIndex then SpawnIndex = 1 end if self.SpawnGroups and self.SpawnGroups[SpawnIndex] then local SpawnGroup = self.SpawnGroups[SpawnIndex].Group return SpawnGroup else return nil end end --- Get the group index from a DCSUnit. -- The method will search for a #-mark, and will return the index behind the #-mark of the DCSUnit. -- It will return nil of no prefix was found. -- @param #SPAWN self -- @param DCSUnit The DCS unit to be searched. -- @return #string The prefix -- @return #nil Nothing found function SPAWN:_GetGroupIndexFromDCSUnit( DCSUnit ) self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, DCSUnit } ) if DCSUnit and DCSUnit:getName() then local IndexString = string.match( DCSUnit:getName(), "#.*-" ):sub( 2, -2 ) self:T( IndexString ) if IndexString then local Index = tonumber( IndexString ) self:T( { "Index:", IndexString, Index } ) return Index end end return nil end --- Return the prefix of a DCSUnit. -- The method will search for a #-mark, and will return the text before the #-mark. -- It will return nil of no prefix was found. -- @param #SPAWN self -- @param DCSUnit The DCS unit to be searched. -- @return #string The prefix -- @return #nil Nothing found function SPAWN:_GetPrefixFromDCSUnit( DCSUnit ) self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, DCSUnit } ) if DCSUnit and DCSUnit:getName() then local SpawnPrefix = string.match( DCSUnit:getName(), ".*#" ) if SpawnPrefix then SpawnPrefix = SpawnPrefix:sub( 1, -2 ) end self:T( SpawnPrefix ) return SpawnPrefix end return nil end --- Return the group within the SpawnGroups collection with input a DCSUnit. function SPAWN:_GetGroupFromDCSUnit( DCSUnit ) self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, DCSUnit } ) if DCSUnit then local SpawnPrefix = self:_GetPrefixFromDCSUnit( DCSUnit ) if self.SpawnTemplatePrefix == SpawnPrefix or ( self.SpawnAliasPrefix and self.SpawnAliasPrefix == SpawnPrefix ) then local SpawnGroupIndex = self:_GetGroupIndexFromDCSUnit( DCSUnit ) local SpawnGroup = self.SpawnGroups[SpawnGroupIndex].Group self:T( SpawnGroup ) return SpawnGroup end end return nil end --- Get the index from a given group. -- The function will search the name of the group for a #, and will return the number behind the #-mark. function SPAWN:GetSpawnIndexFromGroup( SpawnGroup ) self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } ) local IndexString = string.match( SpawnGroup:GetName(), "#.*$" ):sub( 2 ) local Index = tonumber( IndexString ) self:T( IndexString, Index ) return Index end --- Return the last maximum index that can be used. function SPAWN:_GetLastIndex() self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } ) return self.SpawnMaxGroups end --- Initalize the SpawnGroups collection. function SPAWN:_InitializeSpawnGroups( SpawnIndex ) self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndex } ) if not self.SpawnGroups[SpawnIndex] then self.SpawnGroups[SpawnIndex] = {} self.SpawnGroups[SpawnIndex].Visible = false self.SpawnGroups[SpawnIndex].Spawned = false self.SpawnGroups[SpawnIndex].UnControlled = false self.SpawnGroups[SpawnIndex].Spawned = false self.SpawnGroups[SpawnIndex].SpawnTime = 0 self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix = self.SpawnTemplatePrefix self.SpawnGroups[SpawnIndex].SpawnTemplate = self:_Prepare( self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix, SpawnIndex ) end self:_RandomizeTemplate( SpawnIndex ) self:_RandomizeRoute( SpawnIndex ) --self:_TranslateRotate( SpawnIndex ) return self.SpawnGroups[SpawnIndex] end --- Gets the CategoryID of the Group with the given SpawnPrefix function SPAWN:_GetGroupCategoryID( SpawnPrefix ) local TemplateGroup = Group.getByName( SpawnPrefix ) if TemplateGroup then return TemplateGroup:getCategory() else return nil end end --- Gets the CoalitionID of the Group with the given SpawnPrefix function SPAWN:_GetGroupCoalitionID( SpawnPrefix ) local TemplateGroup = Group.getByName( SpawnPrefix ) if TemplateGroup then return TemplateGroup:getCoalition() else return nil end end --- Gets the CountryID of the Group with the given SpawnPrefix function SPAWN:_GetGroupCountryID( SpawnPrefix ) self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnPrefix } ) local TemplateGroup = Group.getByName( SpawnPrefix ) if TemplateGroup then local TemplateUnits = TemplateGroup:getUnits() return TemplateUnits[1]:getCountry() else return nil end end --- Gets the Group Template from the ME environment definition. -- This method used the @{DATABASE} object, which contains ALL initial and new spawned object in MOOSE. function SPAWN:_GetTemplate( SpawnTemplatePrefix ) self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnTemplatePrefix } ) local SpawnTemplate = nil SpawnTemplate = routines.utils.deepCopy( _DATABASE.Groups[SpawnTemplatePrefix].Template ) if SpawnTemplate == nil then error( 'No Template returned for SpawnTemplatePrefix = ' .. SpawnTemplatePrefix ) end SpawnTemplate.SpawnCoalitionID = self:_GetGroupCoalitionID( SpawnTemplatePrefix ) SpawnTemplate.SpawnCategoryID = self:_GetGroupCategoryID( SpawnTemplatePrefix ) SpawnTemplate.SpawnCountryID = self:_GetGroupCountryID( SpawnTemplatePrefix ) self:T( { SpawnTemplate } ) return SpawnTemplate end --- Prepares the new Group Template. function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } ) local SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix ) SpawnTemplate.name = self:SpawnGroupName( SpawnIndex ) SpawnTemplate.groupId = nil SpawnTemplate.lateActivation = false if SpawnTemplate.SpawnCategoryID == Group.Category.GROUND then SpawnTemplate.visible = false end if SpawnTemplate.SpawnCategoryID == Group.Category.HELICOPTER or SpawnTemplate.SpawnCategoryID == Group.Category.AIRPLANE then SpawnTemplate.uncontrolled = false end for UnitID = 1, #SpawnTemplate.units do SpawnTemplate.units[UnitID].name = string.format( SpawnTemplate.name .. '-%02d', UnitID ) SpawnTemplate.units[UnitID].unitId = nil SpawnTemplate.units[UnitID].x = SpawnTemplate.route.points[1].x SpawnTemplate.units[UnitID].y = SpawnTemplate.route.points[1].y end self:T( { "Template:", SpawnTemplate } ) return SpawnTemplate end --- Internal function randomizing the routes. -- @param #SPAWN self -- @param #number SpawnIndex The index of the group to be spawned. -- @return #SPAWN function SPAWN:_RandomizeRoute( SpawnIndex ) self:F( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnRandomizeRoute, self.SpawnRandomizeRouteStartPoint, self.SpawnRandomizeRouteEndPoint, self.SpawnRandomizeRouteRadius } ) if self.SpawnRandomizeRoute then local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate local RouteCount = #SpawnTemplate.route.points for t = self.SpawnRandomizeRouteStartPoint + 1, ( RouteCount - self.SpawnRandomizeRouteEndPoint ) do SpawnTemplate.route.points[t].x = SpawnTemplate.route.points[t].x + math.random( self.SpawnRandomizeRouteRadius * -1, self.SpawnRandomizeRouteRadius ) SpawnTemplate.route.points[t].y = SpawnTemplate.route.points[t].y + math.random( self.SpawnRandomizeRouteRadius * -1, self.SpawnRandomizeRouteRadius ) -- TODO: manage altitude for airborne units ... SpawnTemplate.route.points[t].alt = nil --SpawnGroup.route.points[t].alt_type = nil self:T( 'SpawnTemplate.route.points[' .. t .. '].x = ' .. SpawnTemplate.route.points[t].x .. ', SpawnTemplate.route.points[' .. t .. '].y = ' .. SpawnTemplate.route.points[t].y ) end end return self end function SPAWN:_RandomizeTemplate( SpawnIndex ) self:F( { self.SpawnTemplatePrefix, SpawnIndex } ) if self.SpawnRandomizeTemplate then self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix = self.SpawnTemplatePrefixTable[ math.random( 1, #self.SpawnTemplatePrefixTable ) ] self.SpawnGroups[SpawnIndex].SpawnTemplate = self:_Prepare( self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix, SpawnIndex ) self.SpawnGroups[SpawnIndex].SpawnTemplate.route = routines.utils.deepCopy( self.SpawnTemplate.route ) self.SpawnGroups[SpawnIndex].SpawnTemplate.x = self.SpawnTemplate.x self.SpawnGroups[SpawnIndex].SpawnTemplate.y = self.SpawnTemplate.y for UnitID = 1, #self.SpawnGroups[SpawnIndex].SpawnTemplate.units do self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].heading = self.SpawnTemplate.units[1].heading end end self:_RandomizeRoute( SpawnIndex ) return self end function SPAWN:_TranslateRotate( SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle ) self:F( { self.SpawnTemplatePrefix, SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle } ) -- Translate local TranslatedX = SpawnX local TranslatedY = SpawnY -- Rotate -- From Wikipedia: https://en.wikipedia.org/wiki/Rotation_matrix#Common_rotations -- x' = x \cos \theta - y \sin \theta\ -- y' = x \sin \theta + y \cos \theta\ local RotatedX = - TranslatedX * math.cos( math.rad( SpawnAngle ) ) + TranslatedY * math.sin( math.rad( SpawnAngle ) ) local RotatedY = TranslatedX * math.sin( math.rad( SpawnAngle ) ) + TranslatedY * math.cos( math.rad( SpawnAngle ) ) -- Assign self.SpawnGroups[SpawnIndex].SpawnTemplate.x = SpawnRootX - RotatedX self.SpawnGroups[SpawnIndex].SpawnTemplate.y = SpawnRootY + RotatedY local SpawnUnitCount = table.getn( self.SpawnGroups[SpawnIndex].SpawnTemplate.units ) for u = 1, SpawnUnitCount do -- Translate local TranslatedX = SpawnX local TranslatedY = SpawnY - 10 * ( u - 1 ) -- Rotate local RotatedX = - TranslatedX * math.cos( math.rad( SpawnAngle ) ) + TranslatedY * math.sin( math.rad( SpawnAngle ) ) local RotatedY = TranslatedX * math.sin( math.rad( SpawnAngle ) ) + TranslatedY * math.cos( math.rad( SpawnAngle ) ) -- Assign self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].x = SpawnRootX - RotatedX self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].y = SpawnRootY + RotatedY self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].heading = self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].heading + math.rad( SpawnAngle ) end return self end --- Get the next index of the groups to be spawned. This function is complicated, as it is used at several spaces. function SPAWN:_GetSpawnIndex( SpawnIndex ) self:F( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive, self.AliveUnits, #self.SpawnTemplate.units } ) if ( self.SpawnMaxGroups == 0 ) or ( SpawnIndex <= self.SpawnMaxGroups ) then if ( self.SpawnMaxUnitsAlive == 0 ) or ( self.AliveUnits < self.SpawnMaxUnitsAlive * #self.SpawnTemplate.units ) or self.UnControlled then if SpawnIndex and SpawnIndex >= self.SpawnCount + 1 then self.SpawnCount = self.SpawnCount + 1 SpawnIndex = self.SpawnCount end self.SpawnIndex = SpawnIndex if not self.SpawnGroups[self.SpawnIndex] then self:_InitializeSpawnGroups( self.SpawnIndex ) end else return nil end else return nil end return self.SpawnIndex end -- TODO Need to delete this... _DATABASE does this now ... function SPAWN:_OnBirth( event ) if timer.getTime0() < timer.getAbsTime() then -- dont need to add units spawned in at the start of the mission if mist is loaded in init line if event.initiator and event.initiator:getName() then local EventPrefix = self:_GetPrefixFromDCSUnit( event.initiator ) if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then self:T( { "Birth event: " .. event.initiator:getName(), event } ) --MessageToAll( "Mission command: unit " .. SpawnTemplatePrefix .. " spawned." , 5, EventPrefix .. '/Event') self.AliveUnits = self.AliveUnits + 1 self:T( "Alive Units: " .. self.AliveUnits ) end end end end --- Obscolete -- @todo Need to delete this... _DATABASE does this now ... function SPAWN:_OnDeadOrCrash( event ) self:F( self.SpawnTemplatePrefix, event ) if event.initiator and event.initiator:getName() then local EventPrefix = self:_GetPrefixFromDCSUnit( event.initiator ) if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then self:T( { "Dead event: " .. event.initiator:getName(), event } ) -- local DestroyedUnit = Unit.getByName( EventPrefix ) -- if DestroyedUnit and DestroyedUnit.getLife() <= 1.0 then --MessageToAll( "Mission command: unit " .. SpawnTemplatePrefix .. " crashed." , 5, EventPrefix .. '/Event') self.AliveUnits = self.AliveUnits - 1 self:T( "Alive Units: " .. self.AliveUnits ) -- end end end end --- Will detect AIR Units taking off... When the event takes place, the spawned Group is registered as airborne... -- This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups. -- @todo Need to test for AIR Groups only... function SPAWN:_OnTakeOff( event ) self:F( self.SpawnTemplatePrefix, event ) if event.initiator and event.initiator:getName() then local SpawnGroup = self:_GetGroupFromDCSUnit( event.initiator ) if SpawnGroup then self:T( { "TakeOff event: " .. event.initiator:getName(), event } ) self:T( "self.Landed = false" ) self.Landed = false end end end --- Will detect AIR Units landing... When the event takes place, the spawned Group is registered as landed. -- This is needed to ensure that Re-SPAWNing is only done for landed AIR Groups. -- @todo Need to test for AIR Groups only... function SPAWN:_OnLand( event ) self:F( self.SpawnTemplatePrefix, event ) local SpawnUnit = event.initiator if SpawnUnit and SpawnUnit:isExist() and Object.getCategory(SpawnUnit) == Object.Category.UNIT then local SpawnGroup = self:_GetGroupFromDCSUnit( SpawnUnit ) if SpawnGroup then self:T( { "Landed event:" .. SpawnUnit:getName(), event } ) self.Landed = true self:T( "self.Landed = true" ) if self.Landed and self.RepeatOnLanding then local SpawnGroupIndex = self:GetSpawnIndexFromGroup( SpawnGroup ) self:T( { "Landed:", "ReSpawn:", SpawnGroup:GetName(), SpawnGroupIndex } ) self:ReSpawn( SpawnGroupIndex ) end end end end --- Will detect AIR Units shutting down their engines ... -- When the event takes place, and the method @{RepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN. -- But only when the Unit was registered to have landed. -- @param #SPAWN self -- @see _OnTakeOff -- @see _OnLand -- @todo Need to test for AIR Groups only... function SPAWN:_OnEngineShutDown( event ) self:F( self.SpawnTemplatePrefix, event ) local SpawnUnit = event.initiator if SpawnUnit and SpawnUnit:isExist() and Object.getCategory(SpawnUnit) == Object.Category.UNIT then local SpawnGroup = self:_GetGroupFromDCSUnit( SpawnUnit ) if SpawnGroup then self:T( { "EngineShutDown event: " .. SpawnUnit:getName(), event } ) if self.Landed and self.RepeatOnEngineShutDown then local SpawnGroupIndex = self:GetSpawnIndexFromGroup( SpawnGroup ) self:T( { "EngineShutDown: ", "ReSpawn:", SpawnGroup:GetName(), SpawnGroupIndex } ) self:ReSpawn( SpawnGroupIndex ) end end end end --- This function is called automatically by the Spawning scheduler. -- It is the internal worker method SPAWNing new Groups on the defined time intervals. function SPAWN:_Scheduler() self:F( { "_Scheduler", self.SpawnTemplatePrefix, self.SpawnAliasPrefix, self.SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive } ) if self.SpawnInit or self.SpawnCurrentTimer == self.SpawnSetTimer then -- Validate if there are still groups left in the batch... self:Spawn() self.SpawnInit = false if self.SpawnIsScheduled == true then --local ClientUnit = #AlivePlayerUnits() self.AliveFactor = 1 -- ( 10 - ClientUnit ) / 10 self.SpawnCurrentTimer = 0 self.SpawnSetTimer = math.random( self.SpawnLowTimer * self.AliveFactor , self.SpawnHighTimer * self.AliveFactor ) end else self.SpawnCurrentTimer = self.SpawnCurrentTimer + 1 end end function SPAWN:_SpawnCleanUpScheduler() self:F( { "CleanUp Scheduler:", self.SpawnTemplatePrefix } ) local SpawnCursor local SpawnGroup, SpawnCursor = self:GetFirstAliveGroup( SpawnCursor ) self:T( { "CleanUp Scheduler:", SpawnGroup } ) while SpawnGroup do if SpawnGroup:AllOnGround() and SpawnGroup:GetMaxVelocity() < 1 then if not self.SpawnCleanUpTimeStamps[SpawnGroup:GetName()] then self.SpawnCleanUpTimeStamps[SpawnGroup:GetName()] = timer.getTime() else if self.SpawnCleanUpTimeStamps[SpawnGroup:GetName()] + self.SpawnCleanUpInterval < timer.getTime() then self:T( { "CleanUp Scheduler:", "Cleaning:", SpawnGroup } ) SpawnGroup:Destroy() end end else self.SpawnCleanUpTimeStamps[SpawnGroup:GetName()] = nil end SpawnGroup, SpawnCursor = self:GetNextAliveGroup( SpawnCursor ) self:T( { "CleanUp Scheduler:", SpawnGroup } ) end end --- Limit the simultaneous movement of Groups within a running Mission. -- This module is defined to improve the performance in missions, and to bring additional realism for GROUND vehicles. -- Performance: If in a DCSRTE there are a lot of moving GROUND units, then in a multi player mission, this WILL create lag if -- the main DCS execution core of your CPU is fully utilized. So, this class will limit the amount of simultaneous moving GROUND units -- on defined intervals (currently every minute). -- @module MOVEMENT Include.File( "Routines" ) --- the MOVEMENT class -- @type MOVEMENT = { ClassName = "MOVEMENT", } --- Creates the main object which is handling the GROUND forces movement. -- @param table{string,...}|string MovePrefixes is a table of the Prefixes (names) of the GROUND Groups that need to be controlled by the MOVEMENT Object. -- @param number MoveMaximum is a number that defines the maximum amount of GROUND Units to be moving during one minute. -- @return MOVEMENT -- @usage -- -- Limit the amount of simultaneous moving units on the ground to prevent lag. -- Movement_US_Platoons = MOVEMENT:New( { 'US Tank Platoon Left', 'US Tank Platoon Middle', 'US Tank Platoon Right', 'US CH-47D Troops' }, 15 ) function MOVEMENT:New( MovePrefixes, MoveMaximum ) local self = BASE:Inherit( self, BASE:New() ) self:F( { MovePrefixes, MoveMaximum } ) if type( MovePrefixes ) == 'table' then self.MovePrefixes = MovePrefixes else self.MovePrefixes = { MovePrefixes } end self.MoveCount = 0 -- The internal counter of the amount of Moveing the has happened since MoveStart. self.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move... self.AliveUnits = 0 -- Contains the counter how many units are currently alive self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not. _EVENTDISPATCHER:OnBirth( self.OnBirth, self ) -- self:AddEvent( world.event.S_EVENT_BIRTH, self.OnBirth ) -- -- self:EnableEvents() self:ScheduleStart() return self end --- Call this function to start the MOVEMENT scheduling. function MOVEMENT:ScheduleStart() self:F() self.MoveFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 120 ) end --- Call this function to stop the MOVEMENT scheduling. -- @todo need to implement it ... Forgot. function MOVEMENT:ScheduleStop() self:F() end --- Captures the birth events when new Units were spawned. -- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration. function MOVEMENT:OnBirth( Event ) self:F( { Event } ) if timer.getTime0() < timer.getAbsTime() then -- dont need to add units spawned in at the start of the mission if mist is loaded in init line if Event.IniDCSUnit then self:T( "Birth object : " .. Event.IniDCSUnitName ) if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then for MovePrefixID, MovePrefix in pairs( self.MovePrefixes ) do if string.find( Event.IniDCSUnitName, MovePrefix, 1, true ) then self.AliveUnits = self.AliveUnits + 1 self.MoveUnits[Event.IniDCSUnitName] = Event.IniDCSGroupName self:T( self.AliveUnits ) end end end end _EVENTDISPATCHER:OnCrashForUnit( Event.IniDCSUnitName, self.OnDeadOrCrash, self ) _EVENTDISPATCHER:OnDeadForUnit( Event.IniDCSUnitName, self.OnDeadOrCrash, self ) end end --- Captures the Dead or Crash events when Units crash or are destroyed. -- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration. function MOVEMENT:OnDeadOrCrash( Event ) self:F( { Event } ) if Event.IniDCSUnit then self:T( "Dead object : " .. Event.IniDCSUnitName ) for MovePrefixID, MovePrefix in pairs( self.MovePrefixes ) do if string.find( Event.IniDCSUnitName, MovePrefix, 1, true ) then self.AliveUnits = self.AliveUnits - 1 self.MoveUnits[Event.IniDCSUnitName] = nil self:T( self.AliveUnits ) end end end end --- This function is called automatically by the MOVEMENT scheduler. A new function is scheduled when MoveScheduled is true. function MOVEMENT:_Scheduler() self:F( { self.MovePrefixes, self.MoveMaximum, self.AliveUnits, self.MovementGroups } ) if self.AliveUnits > 0 then local MoveProbability = ( self.MoveMaximum * 100 ) / self.AliveUnits self:T( 'Move Probability = ' .. MoveProbability ) for MovementUnitName, MovementGroupName in pairs( self.MoveUnits ) do local MovementGroup = Group.getByName( MovementGroupName ) if MovementGroup and MovementGroup:isExist() then local MoveOrStop = math.random( 1, 100 ) self:T( 'MoveOrStop = ' .. MoveOrStop ) if MoveOrStop <= MoveProbability then self:T( 'Group continues moving = ' .. MovementGroupName ) trigger.action.groupContinueMoving( MovementGroup ) else self:T( 'Group stops moving = ' .. MovementGroupName ) trigger.action.groupStopMoving( MovementGroup ) end else self.MoveUnits[MovementUnitName] = nil end end end end --- Provides defensive behaviour to a set of SAM sites within a running Mission. -- @module Sead -- @author to be searched on the forum -- @author (co) Flightcontrol (Modified and enriched with functionality) Include.File( "Routines" ) Include.File( "Event" ) Include.File( "Base" ) Include.File( "Mission" ) Include.File( "Client" ) Include.File( "Task" ) --- The SEAD class -- @type SEAD -- @extends Base#BASE SEAD = { ClassName = "SEAD", TargetSkill = { Average = { Evade = 50, DelayOff = { 10, 25 }, DelayOn = { 10, 30 } } , Good = { Evade = 30, DelayOff = { 8, 20 }, DelayOn = { 20, 40 } } , High = { Evade = 15, DelayOff = { 5, 17 }, DelayOn = { 30, 50 } } , Excellent = { Evade = 10, DelayOff = { 3, 10 }, DelayOn = { 30, 60 } } }, SEADGroupPrefixes = {} } --- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles. -- When an anti radiation missile is fired (KH-58, KH-31P, KH-31A, KH-25MPU, HARM missiles), the SA will shut down their radars and will take evasive actions... -- Chances are big that the missile will miss. -- @param table{string,...}|string SEADGroupPrefixes which is a table of Prefixes of the SA Groups in the DCSRTE on which evasive actions need to be taken. -- @return SEAD -- @usage -- -- CCCP SEAD Defenses -- -- Defends the Russian SA installations from SEAD attacks. -- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } ) function SEAD:New( SEADGroupPrefixes ) local self = BASE:Inherit( self, BASE:New() ) self:F( SEADGroupPrefixes ) if type( SEADGroupPrefixes ) == 'table' then for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix end else self.SEADGroupNames[SEADGroupPrefixes] = SEADGroupPrefixes end _EVENTDISPATCHER:OnShot( self.EventShot, self ) return self end --- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME. -- @see SEAD function SEAD:EventShot( Event ) self:F( { Event } ) local SEADUnit = Event.IniDCSUnit local SEADUnitName = Event.IniDCSUnitName local SEADWeapon = Event.Weapon -- Identify the weapon fired local SEADWeaponName = Event.WeaponName -- return weapon type --trigger.action.outText( string.format("Alerte, depart missile " ..string.format(SEADWeaponName)), 20) --debug message -- Start of the 2nd loop self:T( "Missile Launched = " .. SEADWeaponName ) if SEADWeaponName == "KH-58" or SEADWeaponName == "KH-25MPU" or SEADWeaponName == "AGM-88" or SEADWeaponName == "KH-31A" or SEADWeaponName == "KH-31P" then -- Check if the missile is a SEAD local _evade = math.random (1,100) -- random number for chance of evading action local _targetMim = Event.Weapon:getTarget() -- Identify target local _targetMimname = Unit.getName(_targetMim) local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon)) local _targetMimgroupName = _targetMimgroup:getName() local _targetMimcont= _targetMimgroup:getController() local _targetskill = _DATABASE.Units[_targetMimname].Template.skill self:T( self.SEADGroupPrefixes ) self:T( _targetMimgroupName ) local SEADGroupFound = false for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do if string.find( _targetMimgroupName, SEADGroupPrefix, 1, true ) then SEADGroupFound = true self:T( 'Group Found' ) break end end if SEADGroupFound == true then if _targetskill == "Random" then -- when skill is random, choose a skill local Skills = { "Average", "Good", "High", "Excellent" } _targetskill = Skills[ math.random(1,4) ] end self:T( _targetskill ) -- debug message for skill check if self.TargetSkill[_targetskill] then if (_evade > self.TargetSkill[_targetskill].Evade) then self:T( string.format("Evading, target skill " ..string.format(_targetskill)) ) --debug message local _targetMim = Weapon.getTarget(SEADWeapon) local _targetMimname = Unit.getName(_targetMim) local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon)) local _targetMimcont= _targetMimgroup:getController() routines.groupRandomDistSelf(_targetMimgroup,300,'Diamond',250,20) -- move randomly local SuppressedGroups1 = {} -- unit suppressed radar off for a random time local function SuppressionEnd1(id) id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN) SuppressedGroups1[id.groupName] = nil end local id = { groupName = _targetMimgroup, ctrl = _targetMimcont } local delay1 = math.random(self.TargetSkill[_targetskill].DelayOff[1], self.TargetSkill[_targetskill].DelayOff[2]) if SuppressedGroups1[id.groupName] == nil then SuppressedGroups1[id.groupName] = { SuppressionEndTime1 = timer.getTime() + delay1, SuppressionEndN1 = SuppressionEndCounter1 --Store instance of SuppressionEnd() scheduled function } Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN) timer.scheduleFunction(SuppressionEnd1, id, SuppressedGroups1[id.groupName].SuppressionEndTime1) --Schedule the SuppressionEnd() function --trigger.action.outText( string.format("Radar Off " ..string.format(delay1)), 20) end local SuppressedGroups = {} local function SuppressionEnd(id) id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.RED) SuppressedGroups[id.groupName] = nil end local id = { groupName = _targetMimgroup, ctrl = _targetMimcont } local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2]) if SuppressedGroups[id.groupName] == nil then SuppressedGroups[id.groupName] = { SuppressionEndTime = timer.getTime() + delay, SuppressionEndN = SuppressionEndCounter --Store instance of SuppressionEnd() scheduled function } timer.scheduleFunction(SuppressionEnd, id, SuppressedGroups[id.groupName].SuppressionEndTime) --Schedule the SuppressionEnd() function --trigger.action.outText( string.format("Radar On " ..string.format(delay)), 20) end end end end end end --- Taking the lead of AI escorting your flight. -- -- @{#ESCORT} class -- ================ -- The @{#ESCORT} class allows you to interact with escorting AI on your flight and take the lead. -- Each escorting group can be commanded with a whole set of radio commands (radio menu in your flight, and then F10). -- -- The radio commands will vary according the category of the group. The richest set of commands are with Helicopters and AirPlanes. -- Ships and Ground troops will have a more limited set, but they can provide support through the bombing of targets designated by the other escorts. -- -- RADIO MENUs that can be created: -- ================================ -- Find a summary below of the current available commands: -- -- Navigation ...: -- --------------- -- Escort group navigation functions: -- -- * **"Join-Up and Follow at x meters":** The escort group fill follow you at about x meters, and they will follow you. -- * **"Flare":** Provides menu commands to let the escort group shoot a flare in the air in a color. -- * **"Smoke":** Provides menu commands to let the escort group smoke the air in a color. Note that smoking is only available for ground and naval troops. -- -- Hold position ...: -- ------------------ -- Escort group navigation functions: -- -- * **"At current location":** Stops the escort group and they will hover 30 meters above the ground at the position they stopped. -- * **"At client location":** Stops the escort group and they will hover 30 meters above the ground at the position they stopped. -- -- Report targets ...: -- ------------------- -- Report targets will make the escort group to report any target that it identifies within a 8km range. Any detected target can be attacked using the 4. Attack nearby targets function. (see below). -- -- * **"Report now":** Will report the current detected targets. -- * **"Report targets on":** Will make the escort group to report detected targets and will fill the "Attack nearby targets" menu list. -- * **"Report targets off":** Will stop detecting targets. -- -- Scan targets ...: -- ----------------- -- Menu items to pop-up the escort group for target scanning. After scanning, the escort group will resume with the mission or defined task. -- -- * **"Scan targets 30 seconds":** Scan 30 seconds for targets. -- * **"Scan targets 60 seconds":** Scan 60 seconds for targets. -- -- Attack targets ...: -- ------------------- -- This menu item will list all detected targets within a 15km range. Depending on the level of detection (known/unknown) and visuality, the targets type will also be listed. -- -- Request assistance from ...: -- ---------------------------- -- This menu item will list all detected targets within a 15km range, as with the menu item **Attack Targets**. -- This menu item allows to request attack support from other escorts supporting the current client group. -- eg. the function allows a player to request support from the Ship escort to attack a target identified by the Plane escort with its Tomahawk missiles. -- eg. the function allows a player to request support from other Planes escorting to bomb the unit with illumination missiles or bombs, so that the main plane escort can attack the area. -- -- ROE ...: -- -------- -- Sets the Rules of Engagement (ROE) of the escort group when in flight. -- -- * **"Hold Fire":** The escort group will hold fire. -- * **"Return Fire":** The escort group will return fire. -- * **"Open Fire":** The escort group will open fire on designated targets. -- * **"Weapon Free":** The escort group will engage with any target. -- -- Evasion ...: -- ------------ -- Will define the evasion techniques that the escort group will perform during flight or combat. -- -- * **"Fight until death":** The escort group will have no reaction to threats. -- * **"Use flares, chaff and jammers":** The escort group will use passive defense using flares and jammers. No evasive manoeuvres are executed. -- * **"Evade enemy fire":** The rescort group will evade enemy fire before firing. -- * **"Go below radar and evade fire":** The escort group will perform evasive vertical manoeuvres. -- -- Resume Mission ...: -- ------------------- -- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint. -- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission. -- -- ESCORT construction methods. -- ============================ -- Create a new SPAWN object with the @{#ESCORT.New} method: -- -- * @{#ESCORT.New}: Creates a new ESCORT object from a @{Group#GROUP} for a @{Client#CLIENT}, with an optional briefing text. -- -- ESCORT initialization methods. -- ============================== -- The following menus are created within the RADIO MENU of an active unit hosted by a player: -- -- * @{#ESCORT.MenuFollowAt}: Creates a menu to make the escort follow the client. -- * @{#ESCORT.MenuHoldAtEscortPosition}: Creates a menu to hold the escort at its current position. -- * @{#ESCORT.MenuHoldAtLeaderPosition}: Creates a menu to hold the escort at the client position. -- * @{#ESCORT.MenuScanForTargets}: Creates a menu so that the escort scans targets. -- * @{#ESCORT.MenuFlare}: Creates a menu to disperse flares. -- * @{#ESCORT.MenuSmoke}: Creates a menu to disparse smoke. -- * @{#ESCORT.MenuReportTargets}: Creates a menu so that the escort reports targets. -- * @{#ESCORT.MenuReportPosition}: Creates a menu so that the escort reports its current position from bullseye. -- * @{#ESCORT.MenuAssistedAttack: Creates a menu so that the escort supportes assisted attack from other escorts with the client. -- * @{#ESCORT.MenuROE: Creates a menu structure to set the rules of engagement of the escort. -- * @{#ESCORT.MenuEvasion: Creates a menu structure to set the evasion techniques when the escort is under threat. -- * @{#ESCORT.MenuResumeMission}: Creates a menu structure so that the escort can resume from a waypoint. -- -- @module Escort -- @author FlightControl Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Database" ) Include.File( "Group" ) Include.File( "Zone" ) --- -- @type ESCORT -- @extends Base#BASE -- @field Client#CLIENT EscortClient -- @field Group#GROUP EscortGroup -- @field #string EscortName -- @field #ESCORT.MODE EscortMode The mode the escort is in. -- @field #number FollowScheduler The id of the _FollowScheduler function. -- @field #boolean ReportTargets If true, nearby targets are reported. -- @Field DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the EscortGroup. -- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the EscortGroup. -- @field Menu#MENU_CLIENT EscortMenuResumeMission ESCORT = { ClassName = "ESCORT", EscortName = nil, -- The Escort Name EscortClient = nil, EscortGroup = nil, EscortMode = nil, MODE = { FOLLOW = 1, MISSION = 2, }, Targets = {}, -- The identified targets FollowScheduler = nil, ReportTargets = true, OptionROE = AI.Option.Air.val.ROE.OPEN_FIRE, OptionReactionOnThreat = AI.Option.Air.val.REACTION_ON_THREAT.ALLOW_ABORT_MISSION, TaskPoints = {} } --- ESCORT.Mode class -- @type ESCORT.MODE -- @field #number FOLLOW -- @field #number MISSION --- MENUPARAM type -- @type MENUPARAM -- @field #ESCORT ParamSelf -- @field #Distance ParamDistance -- @field #function ParamFunction -- @field #string ParamMessage --- ESCORT class constructor for an AI group -- @param #ESCORT self -- @param Client#CLIENT EscortClient The client escorted by the EscortGroup. -- @param Group#GROUP EscortGroup The group AI escorting the EscortClient. -- @param #string EscortName Name of the escort. -- @return #ESCORT self function ESCORT:New( EscortClient, EscortGroup, EscortName, EscortBriefing ) local self = BASE:Inherit( self, BASE:New() ) self:F( { EscortClient, EscortGroup, EscortName } ) self.EscortClient = EscortClient -- Client#CLIENT self.EscortGroup = EscortGroup -- Group#GROUP self.EscortName = EscortName self.EscortBriefing = EscortBriefing self:T( EscortGroup:GetClassNameAndID() ) -- Set EscortGroup known at EscortClient. if not self.EscortClient._EscortGroups then self.EscortClient._EscortGroups = {} end if not self.EscortClient._EscortGroups[EscortGroup:GetName()] then self.EscortClient._EscortGroups[EscortGroup:GetName()] = {} self.EscortClient._EscortGroups[EscortGroup:GetName()].EscortGroup = self.EscortGroup self.EscortClient._EscortGroups[EscortGroup:GetName()].EscortName = self.EscortName self.EscortClient._EscortGroups[EscortGroup:GetName()].Targets = {} self.EscortMode = ESCORT.MODE.FOLLOW end self.EscortMenu = MENU_CLIENT:New( self.EscortClient, self.EscortName ) self.EscortGroup:WayPointInitialize(1) self.EscortGroup:OptionROTVertical() self.EscortGroup:OptionROEOpenFire() EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") reporting! " .. "We're escorting your flight. " .. "Use the Radio Menu and F10 and use the options under + " .. EscortName .. "\n", 60, EscortClient ) return self end --- Defines the default menus -- @param #ESCORT self -- @return #ESCORT function ESCORT:Menus() self:F() self:MenuFollowAt( 100 ) self:MenuFollowAt( 200 ) self:MenuFollowAt( 300 ) self:MenuFollowAt( 400 ) self:MenuScanForTargets( 100, 60 ) self:MenuHoldAtEscortPosition( 30 ) self:MenuHoldAtLeaderPosition( 30 ) self:MenuFlare() self:MenuSmoke() self:MenuReportTargets( 60 ) self:MenuAssistedAttack() self:MenuROE() self:MenuEvasion() self:MenuResumeMission() return self end --- Defines a menu slot to let the escort Join and Follow you at a certain distance. -- This menu will appear under **Navigation**. -- @param #ESCORT self -- @param DCSTypes#Distance Distance The distance in meters that the escort needs to follow the client. -- @return #ESCORT function ESCORT:MenuFollowAt( Distance ) self:F(Distance) if self.EscortGroup:IsAir() then if not self.EscortMenuReportNavigation then self.EscortMenuReportNavigation = MENU_CLIENT:New( self.EscortClient, "Navigation", self.EscortMenu ) end if not self.EscortMenuJoinUpAndFollow then self.EscortMenuJoinUpAndFollow = {} end self.EscortMenuJoinUpAndFollow[#self.EscortMenuJoinUpAndFollow+1] = MENU_CLIENT_COMMAND:New( self.EscortClient, "Join-Up and Follow at " .. Distance, self.EscortMenuReportNavigation, ESCORT._JoinUpAndFollow, { ParamSelf = self, ParamDistance = Distance } ) self.EscortMode = ESCORT.MODE.FOLLOW end return self end --- Defines a menu slot to let the escort hold at their current position and stay low with a specified height during a specified time in seconds. -- This menu will appear under **Hold position**. -- @param #ESCORT self -- @param DCSTypes#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters. -- @param DCSTypes#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given. -- @param #string MenuTextFormat Optional parameter that shows the menu option text. The text string is formatted, and should contain two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed. -- @return #ESCORT -- TODO: Implement Seconds parameter. Challenge is to first develop the "continue from last activity" function. function ESCORT:MenuHoldAtEscortPosition( Height, Seconds, MenuTextFormat ) self:F( { Height, Seconds, MenuTextFormat } ) if self.EscortGroup:IsAir() then if not self.EscortMenuHold then self.EscortMenuHold = MENU_CLIENT:New( self.EscortClient, "Hold position", self.EscortMenu ) end if not Height then Height = 30 end if not Seconds then Seconds = 0 end local MenuText = "" if not MenuTextFormat then if Seconds == 0 then MenuText = string.format( "Hold at %d meter", Height ) else MenuText = string.format( "Hold at %d meter for %d seconds", Height, Seconds ) end else if Seconds == 0 then MenuText = string.format( MenuTextFormat, Height ) else MenuText = string.format( MenuTextFormat, Height, Seconds ) end end if not self.EscortMenuHoldPosition then self.EscortMenuHoldPosition = {} end self.EscortMenuHoldPosition[#self.EscortMenuHoldPosition+1] = MENU_CLIENT_COMMAND :New( self.EscortClient, MenuText, self.EscortMenuHold, ESCORT._HoldPosition, { ParamSelf = self, ParamOrbitGroup = self.EscortGroup, ParamHeight = Height, ParamSeconds = Seconds } ) end return self end --- Defines a menu slot to let the escort hold at the client position and stay low with a specified height during a specified time in seconds. -- This menu will appear under **Navigation**. -- @param #ESCORT self -- @param DCSTypes#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters. -- @param DCSTypes#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given. -- @param #string MenuTextFormat Optional parameter that shows the menu option text. The text string is formatted, and should contain one or two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed. -- @return #ESCORT -- TODO: Implement Seconds parameter. Challenge is to first develop the "continue from last activity" function. function ESCORT:MenuHoldAtLeaderPosition( Height, Seconds, MenuTextFormat ) self:F( { Height, Seconds, MenuTextFormat } ) if self.EscortGroup:IsAir() then if not self.EscortMenuHold then self.EscortMenuHold = MENU_CLIENT:New( self.EscortClient, "Hold position", self.EscortMenu ) end if not Height then Height = 30 end if not Seconds then Seconds = 0 end local MenuText = "" if not MenuTextFormat then if Seconds == 0 then MenuText = string.format( "Rejoin and hold at %d meter", Height ) else MenuText = string.format( "Rejoin and hold at %d meter for %d seconds", Height, Seconds ) end else if Seconds == 0 then MenuText = string.format( MenuTextFormat, Height ) else MenuText = string.format( MenuTextFormat, Height, Seconds ) end end if not self.EscortMenuHoldAtLeaderPosition then self.EscortMenuHoldAtLeaderPosition = {} end self.EscortMenuHoldAtLeaderPosition[#self.EscortMenuHoldAtLeaderPosition+1] = MENU_CLIENT_COMMAND :New( self.EscortClient, MenuText, self.EscortMenuHold, ESCORT._HoldPosition, { ParamSelf = self, ParamOrbitGroup = self.EscortClient, ParamHeight = Height, ParamSeconds = Seconds } ) end return self end --- Defines a menu slot to let the escort scan for targets at a certain height for a certain time in seconds. -- This menu will appear under **Scan targets**. -- @param #ESCORT self -- @param DCSTypes#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters. -- @param DCSTypes#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given. -- @param #string MenuTextFormat Optional parameter that shows the menu option text. The text string is formatted, and should contain one or two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed. -- @return #ESCORT function ESCORT:MenuScanForTargets( Height, Seconds, MenuTextFormat ) self:F( { Height, Seconds, MenuTextFormat } ) if self.EscortGroup:IsAir() then if not self.EscortMenuScan then self.EscortMenuScan = MENU_CLIENT:New( self.EscortClient, "Scan for targets", self.EscortMenu ) end if not Height then Height = 100 end if not Seconds then Seconds = 30 end local MenuText = "" if not MenuTextFormat then if Seconds == 0 then MenuText = string.format( "At %d meter", Height ) else MenuText = string.format( "At %d meter for %d seconds", Height, Seconds ) end else if Seconds == 0 then MenuText = string.format( MenuTextFormat, Height ) else MenuText = string.format( MenuTextFormat, Height, Seconds ) end end if not self.EscortMenuScanForTargets then self.EscortMenuScanForTargets = {} end self.EscortMenuScanForTargets[#self.EscortMenuScanForTargets+1] = MENU_CLIENT_COMMAND :New( self.EscortClient, MenuText, self.EscortMenuScan, ESCORT._ScanTargets, { ParamSelf = self, ParamScanDuration = 30 } ) end return self end --- Defines a menu slot to let the escort disperse a flare in a certain color. -- This menu will appear under **Navigation**. -- The flare will be fired from the first unit in the group. -- @param #ESCORT self -- @param #string MenuTextFormat Optional parameter that shows the menu option text. If no text is given, the default text will be displayed. -- @return #ESCORT function ESCORT:MenuFlare( MenuTextFormat ) self:F() if not self.EscortMenuReportNavigation then self.EscortMenuReportNavigation = MENU_CLIENT:New( self.EscortClient, "Navigation", self.EscortMenu ) end local MenuText = "" if not MenuTextFormat then MenuText = "Flare" else MenuText = MenuTextFormat end if not self.EscortMenuFlare then self.EscortMenuFlare = MENU_CLIENT:New( self.EscortClient, MenuText, self.EscortMenuReportNavigation, ESCORT._Flare, { ParamSelf = self } ) self.EscortMenuFlareGreen = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release green flare", self.EscortMenuFlare, ESCORT._Flare, { ParamSelf = self, ParamColor = UNIT.FlareColor.Green, ParamMessage = "Released a green flare!" } ) self.EscortMenuFlareRed = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release red flare", self.EscortMenuFlare, ESCORT._Flare, { ParamSelf = self, ParamColor = UNIT.FlareColor.Red, ParamMessage = "Released a red flare!" } ) self.EscortMenuFlareWhite = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release white flare", self.EscortMenuFlare, ESCORT._Flare, { ParamSelf = self, ParamColor = UNIT.FlareColor.White, ParamMessage = "Released a white flare!" } ) self.EscortMenuFlareYellow = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release yellow flare", self.EscortMenuFlare, ESCORT._Flare, { ParamSelf = self, ParamColor = UNIT.FlareColor.Yellow, ParamMessage = "Released a yellow flare!" } ) end return self end --- Defines a menu slot to let the escort disperse a smoke in a certain color. -- This menu will appear under **Navigation**. -- Note that smoke menu options will only be displayed for ships and ground units. Not for air units. -- The smoke will be fired from the first unit in the group. -- @param #ESCORT self -- @param #string MenuTextFormat Optional parameter that shows the menu option text. If no text is given, the default text will be displayed. -- @return #ESCORT function ESCORT:MenuSmoke( MenuTextFormat ) self:F() if not self.EscortGroup:IsAir() then if not self.EscortMenuReportNavigation then self.EscortMenuReportNavigation = MENU_CLIENT:New( self.EscortClient, "Navigation", self.EscortMenu ) end local MenuText = "" if not MenuTextFormat then MenuText = "Smoke" else MenuText = MenuTextFormat end if not self.EscortMenuSmoke then self.EscortMenuSmoke = MENU_CLIENT:New( self.EscortClient, "Smoke", self.EscortMenuReportNavigation, ESCORT._Smoke, { ParamSelf = self } ) self.EscortMenuSmokeGreen = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release green smoke", self.EscortMenuSmoke, ESCORT._Smoke, { ParamSelf = self, ParamColor = UNIT.SmokeColor.Green, ParamMessage = "Releasing green smoke!" } ) self.EscortMenuSmokeRed = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release red smoke", self.EscortMenuSmoke, ESCORT._Smoke, { ParamSelf = self, ParamColor = UNIT.SmokeColor.Red, ParamMessage = "Releasing red smoke!" } ) self.EscortMenuSmokeWhite = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release white smoke", self.EscortMenuSmoke, ESCORT._Smoke, { ParamSelf = self, ParamColor = UNIT.SmokeColor.White, ParamMessage = "Releasing white smoke!" } ) self.EscortMenuSmokeOrange = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release orange smoke", self.EscortMenuSmoke, ESCORT._Smoke, { ParamSelf = self, ParamColor = UNIT.SmokeColor.Orange, ParamMessage = "Releasing orange smoke!" } ) self.EscortMenuSmokeBlue = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release blue smoke", self.EscortMenuSmoke, ESCORT._Smoke, { ParamSelf = self, ParamColor = UNIT.SmokeColor.Blue, ParamMessage = "Releasing blue smoke!" } ) end end return self end --- Defines a menu slot to let the escort report their current detected targets with a specified time interval in seconds. -- This menu will appear under **Report targets**. -- Note that if a report targets menu is not specified, no targets will be detected by the escort, and the attack and assisted attack menus will not be displayed. -- @param #ESCORT self -- @param DCSTypes#Time Seconds Optional parameter that lets the escort report their current detected targets after specified time interval in seconds. The default time is 30 seconds. -- @return #ESCORT function ESCORT:MenuReportTargets( Seconds ) self:F( { Seconds } ) if not self.EscortMenuReportNearbyTargets then self.EscortMenuReportNearbyTargets = MENU_CLIENT:New( self.EscortClient, "Report targets", self.EscortMenu ) end if not Seconds then Seconds = 30 end -- Report Targets self.EscortMenuReportNearbyTargetsNow = MENU_CLIENT_COMMAND:New( self.EscortClient, "Report targets now!", self.EscortMenuReportNearbyTargets, ESCORT._ReportNearbyTargetsNow, { ParamSelf = self } ) self.EscortMenuReportNearbyTargetsOn = MENU_CLIENT_COMMAND:New( self.EscortClient, "Report targets on", self.EscortMenuReportNearbyTargets, ESCORT._SwitchReportNearbyTargets, { ParamSelf = self, ParamReportTargets = true } ) self.EscortMenuReportNearbyTargetsOff = MENU_CLIENT_COMMAND:New( self.EscortClient, "Report targets off", self.EscortMenuReportNearbyTargets, ESCORT._SwitchReportNearbyTargets, { ParamSelf = self, ParamReportTargets = false, } ) -- Attack Targets self.EscortMenuAttackNearbyTargets = MENU_CLIENT:New( self.EscortClient, "Attack targets", self.EscortMenu ) self.ReportTargetsScheduler = routines.scheduleFunction( self._ReportTargetsScheduler, { self }, timer.getTime() + 1, Seconds ) return self end --- Defines a menu slot to let the escort attack its detected targets using assisted attack from another escort joined also with the client. -- This menu will appear under **Request assistance from**. -- Note that this method needs to be preceded with the method MenuReportTargets. -- @param #ESCORT self -- @return #ESCORT function ESCORT:MenuAssistedAttack() self:F() -- Request assistance from other escorts. -- This is very useful to let f.e. an escorting ship attack a target detected by an escorting plane... self.EscortMenuTargetAssistance = MENU_CLIENT:New( self.EscortClient, "Request assistance from", self.EscortMenu ) return self end --- Defines a menu to let the escort set its rules of engagement. -- All rules of engagement will appear under the menu **ROE**. -- @param #ESCORT self -- @return #ESCORT function ESCORT:MenuROE( MenuTextFormat ) self:F( MenuTextFormat ) if not self.EscortMenuROE then -- Rules of Engagement self.EscortMenuROE = MENU_CLIENT:New( self.EscortClient, "ROE", self.EscortMenu ) if self.EscortGroup:OptionROEHoldFirePossible() then self.EscortMenuROEHoldFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Hold Fire", self.EscortMenuROE, ESCORT._ROE, { ParamSelf = self, ParamFunction = self.EscortGroup:OptionROEHoldFire(), ParamMessage = "Holding weapons!" } ) end if self.EscortGroup:OptionROEReturnFirePossible() then self.EscortMenuROEReturnFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Return Fire", self.EscortMenuROE, ESCORT._ROE, { ParamSelf = self, ParamFunction = self.EscortGroup:OptionROEReturnFire(), ParamMessage = "Returning fire!" } ) end if self.EscortGroup:OptionROEOpenFirePossible() then self.EscortMenuROEOpenFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Open Fire", self.EscortMenuROE, ESCORT._ROE, { ParamSelf = self, ParamFunction = self.EscortGroup:OptionROEOpenFire(), ParamMessage = "Opening fire on designated targets!!" } ) end if self.EscortGroup:OptionROEWeaponFreePossible() then self.EscortMenuROEWeaponFree = MENU_CLIENT_COMMAND:New( self.EscortClient, "Weapon Free", self.EscortMenuROE, ESCORT._ROE, { ParamSelf = self, ParamFunction = self.EscortGroup:OptionROEWeaponFree(), ParamMessage = "Opening fire on targets of opportunity!" } ) end end return self end --- Defines a menu to let the escort set its evasion when under threat. -- All rules of engagement will appear under the menu **Evasion**. -- @param #ESCORT self -- @return #ESCORT function ESCORT:MenuEvasion( MenuTextFormat ) self:F( MenuTextFormat ) if self.EscortGroup:IsAir() then if not self.EscortMenuEvasion then -- Reaction to Threats self.EscortMenuEvasion = MENU_CLIENT:New( self.EscortClient, "Evasion", self.EscortMenu ) if self.EscortGroup:OptionROTNoReactionPossible() then self.EscortMenuEvasionNoReaction = MENU_CLIENT_COMMAND:New( self.EscortClient, "Fight until death", self.EscortMenuEvasion, ESCORT._ROT, { ParamSelf = self, ParamFunction = self.EscortGroup:OptionROTNoReaction(), ParamMessage = "Fighting until death!" } ) end if self.EscortGroup:OptionROTPassiveDefensePossible() then self.EscortMenuEvasionPassiveDefense = MENU_CLIENT_COMMAND:New( self.EscortClient, "Use flares, chaff and jammers", self.EscortMenuEvasion, ESCORT._ROT, { ParamSelf = self, ParamFunction = self.EscortGroup:OptionROTPassiveDefense(), ParamMessage = "Defending using jammers, chaff and flares!" } ) end if self.EscortGroup:OptionROTEvadeFirePossible() then self.EscortMenuEvasionEvadeFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Evade enemy fire", self.EscortMenuEvasion, ESCORT._ROT, { ParamSelf = self, ParamFunction = self.EscortGroup:OptionROTEvadeFire(), ParamMessage = "Evading on enemy fire!" } ) end if self.EscortGroup:OptionROTVerticalPossible() then self.EscortMenuOptionEvasionVertical = MENU_CLIENT_COMMAND:New( self.EscortClient, "Go below radar and evade fire", self.EscortMenuEvasion, ESCORT._ROT, { ParamSelf = self, ParamFunction = self.EscortGroup:OptionROTVertical(), ParamMessage = "Evading on enemy fire with vertical manoeuvres!" } ) end end end return self end --- Defines a menu to let the escort resume its mission from a waypoint on its route. -- All rules of engagement will appear under the menu **Resume mission from**. -- @param #ESCORT self -- @return #ESCORT function ESCORT:MenuResumeMission() self:F() if not self.EscortMenuResumeMission then -- Mission Resume Menu Root self.EscortMenuResumeMission = MENU_CLIENT:New( self.EscortClient, "Resume mission from", self.EscortMenu ) end return self end --- @param #MENUPARAM MenuParam function ESCORT._HoldPosition( MenuParam ) local self = MenuParam.ParamSelf local EscortGroup = self.EscortGroup local EscortClient = self.EscortClient local OrbitGroup = MenuParam.ParamOrbitGroup -- Group#GROUP local OrbitUnit = OrbitGroup:GetUnit(1) -- Unit#UNIT local OrbitHeight = MenuParam.ParamHeight local OrbitSeconds = MenuParam.ParamSeconds -- Not implemented yet routines.removeFunction( self.FollowScheduler ) local PointFrom = {} local GroupPoint = EscortGroup:GetUnit(1):GetPositionVec3() PointFrom = {} PointFrom.x = GroupPoint.x PointFrom.y = GroupPoint.z PointFrom.speed = 250 PointFrom.type = AI.Task.WaypointType.TURNING_POINT PointFrom.alt = GroupPoint.y PointFrom.alt_type = AI.Task.AltitudeType.BARO local OrbitPoint = OrbitUnit:GetPointVec2() local PointTo = {} PointTo.x = OrbitPoint.x PointTo.y = OrbitPoint.y PointTo.speed = 250 PointTo.type = AI.Task.WaypointType.TURNING_POINT PointTo.alt = OrbitHeight PointTo.alt_type = AI.Task.AltitudeType.BARO PointTo.task = EscortGroup:TaskOrbitCircleAtVec2( OrbitPoint, OrbitHeight, 0 ) local Points = { PointFrom, PointTo } EscortGroup:OptionROEHoldFire() EscortGroup:OptionROTPassiveDefense() EscortGroup:SetTask( EscortGroup:TaskRoute( Points ) ) EscortGroup:MessageToClient( "Orbiting at location.", 10, EscortClient ) end --- @param #MENUPARAM MenuParam function ESCORT._JoinUpAndFollow( MenuParam ) local self = MenuParam.ParamSelf local EscortGroup = self.EscortGroup local EscortClient = self.EscortClient self.Distance = MenuParam.ParamDistance self:JoinUpAndFollow( EscortGroup, EscortClient, self.Distance ) end --- JoinsUp and Follows a CLIENT. -- @param Escort#ESCORT self -- @param Group#GROUP EscortGroup -- @param Client#CLIENT EscortClient -- @param DCSTypes#Distance Distance function ESCORT:JoinUpAndFollow( EscortGroup, EscortClient, Distance ) self:F( { EscortGroup, EscortClient, Distance } ) if self.FollowScheduler then routines.removeFunction( self.FollowScheduler ) end EscortGroup:OptionROEHoldFire() EscortGroup:OptionROTPassiveDefense() self.EscortMode = ESCORT.MODE.FOLLOW self.CT1 = 0 self.GT1 = 0 self.FollowScheduler = routines.scheduleFunction( self._FollowScheduler, { self, Distance }, timer.getTime() + 1, .5 ) EscortGroup:MessageToClient( "Rejoining and Following at " .. Distance .. "!", 30, EscortClient ) end --- @param #MENUPARAM MenuParam function ESCORT._Flare( MenuParam ) local self = MenuParam.ParamSelf local EscortGroup = self.EscortGroup local EscortClient = self.EscortClient local Color = MenuParam.ParamColor local Message = MenuParam.ParamMessage EscortGroup:GetUnit(1):Flare( Color ) EscortGroup:MessageToClient( Message, 10, EscortClient ) end --- @param #MENUPARAM MenuParam function ESCORT._Smoke( MenuParam ) local self = MenuParam.ParamSelf local EscortGroup = self.EscortGroup local EscortClient = self.EscortClient local Color = MenuParam.ParamColor local Message = MenuParam.ParamMessage EscortGroup:GetUnit(1):Smoke( Color ) EscortGroup:MessageToClient( Message, 10, EscortClient ) end --- @param #MENUPARAM MenuParam function ESCORT._ReportNearbyTargetsNow( MenuParam ) local self = MenuParam.ParamSelf local EscortGroup = self.EscortGroup local EscortClient = self.EscortClient self:_ReportTargetsScheduler() end function ESCORT._SwitchReportNearbyTargets( MenuParam ) local self = MenuParam.ParamSelf local EscortGroup = self.EscortGroup local EscortClient = self.EscortClient self.ReportTargets = MenuParam.ParamReportTargets if self.ReportTargets then if not self.ReportTargetsScheduler then self.ReportTargetsScheduler = routines.scheduleFunction( self._ReportTargetsScheduler, { self }, timer.getTime() + 1, 30 ) end else routines.removeFunction( self.ReportTargetsScheduler ) self.ReportTargetsScheduler = nil end end --- @param #MENUPARAM MenuParam function ESCORT._ScanTargets( MenuParam ) local self = MenuParam.ParamSelf local EscortGroup = self.EscortGroup local EscortClient = self.EscortClient local ScanDuration = MenuParam.ParamScanDuration if self.FollowScheduler then routines.removeFunction( self.FollowScheduler ) end self:T( { "FollowScheduler after removefunction: ", self.FollowScheduler } ) if EscortGroup:IsHelicopter() then routines.scheduleFunction( EscortGroup.PushTask, { EscortGroup, EscortGroup:TaskControlled( EscortGroup:TaskOrbitCircle( 200, 20 ), EscortGroup:TaskCondition( nil, nil, nil, nil, ScanDuration, nil ) ) }, timer.getTime() + 1 ) elseif EscortGroup:IsAirPlane() then routines.scheduleFunction( EscortGroup.PushTask, { EscortGroup, EscortGroup:TaskControlled( EscortGroup:TaskOrbitCircle( 1000, 500 ), EscortGroup:TaskCondition( nil, nil, nil, nil, ScanDuration, nil ) ) }, timer.getTime() + 1 ) end EscortGroup:MessageToClient( "Scanning targets for " .. ScanDuration .. " seconds.", ScanDuration, EscortClient ) if self.EscortMode == ESCORT.MODE.FOLLOW then self.FollowScheduler = routines.scheduleFunction( self._FollowScheduler, { self, Distance }, timer.getTime() + ScanDuration, 1 ) end end function _Resume( EscortGroup ) env.info( '_Resume' ) local Escort = EscortGroup.Escort -- #ESCORT env.info( "EscortMode = " .. Escort.EscortMode ) if Escort.EscortMode == ESCORT.MODE.FOLLOW then Escort:JoinUpAndFollow( EscortGroup, Escort.EscortClient, Escort.Distance ) end end --- @param #MENUPARAM MenuParam function ESCORT._AttackTarget( MenuParam ) local self = MenuParam.ParamSelf local EscortGroup = self.EscortGroup local EscortClient = self.EscortClient local AttackUnit = MenuParam.ParamUnit -- Unit#UNIT if self.FollowScheduler then routines.removeFunction( self.FollowScheduler ) end self:T( AttackUnit ) if EscortGroup:IsAir() then EscortGroup:OptionROEOpenFire() EscortGroup:OptionROTPassiveDefense() EscortGroup.Escort = self -- Need to do this trick to get the reference for the escort in the _Resume function. routines.scheduleFunction( EscortGroup.PushTask, { EscortGroup, EscortGroup:TaskCombo( { EscortGroup:TaskAttackUnit( AttackUnit ), EscortGroup:TaskFunction( 1, 2, "_Resume", {"''"} ) } ) }, timer.getTime() + 10 ) else routines.scheduleFunction( EscortGroup.PushTask, { EscortGroup, EscortGroup:TaskCombo( { EscortGroup:TaskFireAtPoint( AttackUnit:GetPointVec2(), 50 ) } ) }, timer.getTime() + 10 ) end EscortGroup:MessageToClient( "Engaging Designated Unit!", 10, EscortClient ) end --- @param #MENUPARAM MenuParam function ESCORT._AssistTarget( MenuParam ) local self = MenuParam.ParamSelf local EscortGroup = self.EscortGroup local EscortClient = self.EscortClient local EscortGroupAttack = MenuParam.ParamEscortGroup local AttackUnit = MenuParam.ParamUnit -- Unit#UNIT if self.FollowScheduler then routines.removeFunction( self.FollowScheduler ) end self:T( AttackUnit ) if EscortGroupAttack:IsAir() then EscortGroupAttack:OptionROEOpenFire() EscortGroupAttack:OptionROTVertical() routines.scheduleFunction( EscortGroupAttack.PushTask, { EscortGroupAttack, EscortGroupAttack:TaskCombo( { EscortGroupAttack:TaskAttackUnit( AttackUnit ), EscortGroupAttack:TaskOrbitCircle( 500, 350 ) } ) }, timer.getTime() + 10 ) else routines.scheduleFunction( EscortGroupAttack.PushTask, { EscortGroupAttack, EscortGroupAttack:TaskCombo( { EscortGroupAttack:TaskFireAtPoint( AttackUnit:GetPointVec2(), 50 ) } ) }, timer.getTime() + 10 ) end EscortGroupAttack:MessageToClient( "Assisting with the destroying the enemy unit!", 10, EscortClient ) end --- @param #MENUPARAM MenuParam function ESCORT._ROE( MenuParam ) local self = MenuParam.ParamSelf local EscortGroup = self.EscortGroup local EscortClient = self.EscortClient local EscortROEFunction = MenuParam.ParamFunction local EscortROEMessage = MenuParam.ParamMessage pcall( function() EscortROEFunction() end ) EscortGroup:MessageToClient( EscortROEMessage, 10, EscortClient ) end --- @param #MENUPARAM MenuParam function ESCORT._ROT( MenuParam ) local self = MenuParam.ParamSelf local EscortGroup = self.EscortGroup local EscortClient = self.EscortClient local EscortROTFunction = MenuParam.ParamFunction local EscortROTMessage = MenuParam.ParamMessage pcall( function() EscortROTFunction() end ) EscortGroup:MessageToClient( EscortROTMessage, 10, EscortClient ) end --- @param #MENUPARAM MenuParam function ESCORT._ResumeMission( MenuParam ) local self = MenuParam.ParamSelf local EscortGroup = self.EscortGroup local EscortClient = self.EscortClient local WayPoint = MenuParam.ParamWayPoint routines.removeFunction( self.FollowScheduler ) self.FollowScheduler = nil local WayPoints = EscortGroup:GetTaskRoute() self:T( WayPoint, WayPoints ) for WayPointIgnore = 1, WayPoint do table.remove( WayPoints, 1 ) end routines.scheduleFunction( EscortGroup.SetTask, {EscortGroup, EscortGroup:TaskRoute( WayPoints ) }, timer.getTime() + 1 ) EscortGroup:MessageToClient( "Resuming mission from waypoint " .. WayPoint .. ".", 10, EscortClient ) end --- Registers the waypoints -- @param #ESCORT self -- @return #table function ESCORT:RegisterRoute() self:F() local EscortGroup = self.EscortGroup -- Group#GROUP local TaskPoints = EscortGroup:GetTaskRoute() self:T( TaskPoints ) return TaskPoints end --- @param Escort#ESCORT self function ESCORT:_FollowScheduler( FollowDistance ) self:F( { FollowDistance }) if self.EscortGroup:IsAlive() and self.EscortClient:IsAlive() then local ClientUnit = self.EscortClient:GetClientGroupUnit() local GroupUnit = self.EscortGroup:GetUnit( 1 ) if self.CT1 == 0 and self.GT1 == 0 then self.CV1 = ClientUnit:GetPositionVec3() self.CT1 = timer.getTime() self.GV1 = GroupUnit:GetPositionVec3() self.GT1 = timer.getTime() else local CT1 = self.CT1 local CT2 = timer.getTime() local CV1 = self.CV1 local CV2 = ClientUnit:GetPositionVec3() self.CT1 = CT2 self.CV1 = CV2 local CD = ( ( CV2.x - CV1.x )^2 + ( CV2.y - CV1.y )^2 + ( CV2.z - CV1.z )^2 ) ^ 0.5 local CT = CT2 - CT1 local CS = ( 3600 / CT ) * ( CD / 1000 ) self:T2( { "Client:", CS, CD, CT, CV2, CV1, CT2, CT1 } ) local GT1 = self.GT1 local GT2 = timer.getTime() local GV1 = self.GV1 local GV2 = GroupUnit:GetPositionVec3() self.GT1 = GT2 self.GV1 = GV2 local GD = ( ( GV2.x - GV1.x )^2 + ( GV2.y - GV1.y )^2 + ( GV2.z - GV1.z )^2 ) ^ 0.5 local GT = GT2 - GT1 local GS = ( 3600 / GT ) * ( GD / 1000 ) self:T2( { "Group:", GS, GD, GT, GV2, GV1, GT2, GT1 } ) -- Calculate the group direction vector local GV = { x = GV2.x - CV2.x, y = GV2.y - CV2.y, z = GV2.z - CV2.z } -- Calculate GH2, GH2 with the same height as CV2. local GH2 = { x = GV2.x, y = CV2.y, z = GV2.z } -- Calculate the angle of GV to the orthonormal plane local alpha = math.atan2( GV.z, GV.x ) -- Now we calculate the intersecting vector between the circle around CV2 with radius FollowDistance and GH2. -- From the GeoGebra model: CVI = (x(CV2) + FollowDistance cos(alpha), y(GH2) + FollowDistance sin(alpha), z(CV2)) local CVI = { x = CV2.x + FollowDistance * math.cos(alpha), y = GH2.y, z = CV2.z + FollowDistance * math.sin(alpha), } -- Calculate the direction vector DV of the escort group. We use CVI as the base and CV2 as the direction. local DV = { x = CV2.x - CVI.x, y = CV2.y - CVI.y, z = CV2.z - CVI.z } -- We now calculate the unary direction vector DVu, so that we can multiply DVu with the speed, which is expressed in meters / s. -- We need to calculate this vector to predict the point the escort group needs to fly to according its speed. -- The distance of the destination point should be far enough not to have the aircraft starting to swipe left to right... local DVu = { x = DV.x / FollowDistance, y = DV.y / FollowDistance, z = DV.z / FollowDistance } -- Now we can calculate the group destination vector GDV. local GDV = { x = DVu.x * CS * 8 + CVI.x, y = CVI.y, z = DVu.z * CS * 8 + CVI.z } self:T2( { "CV2:", CV2 } ) self:T2( { "CVI:", CVI } ) self:T2( { "GDV:", GDV } ) -- Measure distance between client and group local CatchUpDistance = ( ( GDV.x - GV2.x )^2 + ( GDV.y - GV2.y )^2 + ( GDV.z - GV2.z )^2 ) ^ 0.5 -- The calculation of the Speed would simulate that the group would take 30 seconds to overcome -- the requested Distance). local Time = 10 local CatchUpSpeed = ( CatchUpDistance - ( CS * 8.4 ) ) / Time local Speed = CS + CatchUpSpeed if Speed < 0 then Speed = 0 end self:T( { "Client Speed, Escort Speed, Speed, FlyDistance, Time:", CS, GS, Speed, Distance, Time } ) -- Now route the escort to the desired point with the desired speed. self.EscortGroup:TaskRouteToVec3( GDV, Speed / 3.6 ) -- DCS models speed in Mps (Miles per second) end else routines.removeFunction( self.FollowScheduler ) end end --- Report Targets Scheduler. -- @param #ESCORT self function ESCORT:_ReportTargetsScheduler() self:F( self.EscortGroup:GetName() ) if self.EscortGroup:IsAlive() and self.EscortClient:IsAlive() then local EscortGroupName = self.EscortGroup:GetName() local EscortTargets = self.EscortGroup:GetDetectedTargets() local ClientEscortTargets = self.EscortClient._EscortGroups[EscortGroupName].Targets local EscortTargetMessages = "" for EscortTargetID, EscortTarget in pairs( EscortTargets ) do local EscortObject = EscortTarget.object self:T( EscortObject ) if EscortObject and EscortObject:isExist() and EscortObject.id_ < 50000000 then local EscortTargetUnit = UNIT:New( EscortObject ) local EscortTargetUnitName = EscortTargetUnit:GetName() -- local EscortTargetIsDetected, -- EscortTargetIsVisible, -- EscortTargetLastTime, -- EscortTargetKnowType, -- EscortTargetKnowDistance, -- EscortTargetLastPos, -- EscortTargetLastVelocity -- = self.EscortGroup:IsTargetDetected( EscortObject ) -- -- self:T( { EscortTargetIsDetected, -- EscortTargetIsVisible, -- EscortTargetLastTime, -- EscortTargetKnowType, -- EscortTargetKnowDistance, -- EscortTargetLastPos, -- EscortTargetLastVelocity } ) local EscortTargetUnitPositionVec3 = EscortTargetUnit:GetPositionVec3() local EscortPositionVec3 = self.EscortGroup:GetPositionVec3() local Distance = ( ( EscortTargetUnitPositionVec3.x - EscortPositionVec3.x )^2 + ( EscortTargetUnitPositionVec3.y - EscortPositionVec3.y )^2 + ( EscortTargetUnitPositionVec3.z - EscortPositionVec3.z )^2 ) ^ 0.5 / 1000 self:T( { self.EscortGroup:GetName(), EscortTargetUnit:GetName(), Distance, EscortTarget } ) if Distance <= 15 then if not ClientEscortTargets[EscortTargetUnitName] then ClientEscortTargets[EscortTargetUnitName] = {} end ClientEscortTargets[EscortTargetUnitName].AttackUnit = EscortTargetUnit ClientEscortTargets[EscortTargetUnitName].visible = EscortTarget.visible ClientEscortTargets[EscortTargetUnitName].type = EscortTarget.type ClientEscortTargets[EscortTargetUnitName].distance = EscortTarget.distance else if ClientEscortTargets[EscortTargetUnitName] then ClientEscortTargets[EscortTargetUnitName] = nil end end end end self:T( { "Sorting Targets Table:", ClientEscortTargets } ) table.sort( ClientEscortTargets, function( a, b ) return a.Distance < b.Distance end ) self:T( { "Sorted Targets Table:", ClientEscortTargets } ) -- Remove the sub menus of the Attack menu of the Escort for the EscortGroup. self.EscortMenuAttackNearbyTargets:RemoveSubMenus() if self.EscortMenuTargetAssistance then self.EscortMenuTargetAssistance:RemoveSubMenus() end --for MenuIndex = 1, #self.EscortMenuAttackTargets do -- self:T( { "Remove Menu:", self.EscortMenuAttackTargets[MenuIndex] } ) -- self.EscortMenuAttackTargets[MenuIndex] = self.EscortMenuAttackTargets[MenuIndex]:Remove() --end if ClientEscortTargets then for ClientEscortTargetUnitName, ClientEscortTargetData in pairs( ClientEscortTargets ) do for ClientEscortGroupName, EscortGroupData in pairs( self.EscortClient._EscortGroups ) do if ClientEscortTargetData and ClientEscortTargetData.AttackUnit:IsAlive() then local EscortTargetMessage = "" local EscortTargetCategoryName = ClientEscortTargetData.AttackUnit:GetCategoryName() local EscortTargetCategoryType = ClientEscortTargetData.AttackUnit:GetTypeName() if ClientEscortTargetData.type then EscortTargetMessage = EscortTargetMessage .. EscortTargetCategoryName .. " (" .. EscortTargetCategoryType .. ") at " else EscortTargetMessage = EscortTargetMessage .. "Unknown target at " end local EscortTargetUnitPositionVec3 = ClientEscortTargetData.AttackUnit:GetPositionVec3() local EscortPositionVec3 = self.EscortGroup:GetPositionVec3() local Distance = ( ( EscortTargetUnitPositionVec3.x - EscortPositionVec3.x )^2 + ( EscortTargetUnitPositionVec3.y - EscortPositionVec3.y )^2 + ( EscortTargetUnitPositionVec3.z - EscortPositionVec3.z )^2 ) ^ 0.5 / 1000 self:T( { self.EscortGroup:GetName(), ClientEscortTargetData.AttackUnit:GetName(), Distance, ClientEscortTargetData.AttackUnit } ) if ClientEscortTargetData.visible == false then EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " estimated km" else EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " km" end if ClientEscortTargetData.visible then EscortTargetMessage = EscortTargetMessage .. ", visual" end if ClientEscortGroupName == EscortGroupName then MENU_CLIENT_COMMAND:New( self.EscortClient, EscortTargetMessage, self.EscortMenuAttackNearbyTargets, ESCORT._AttackTarget, { ParamSelf = self, ParamUnit = ClientEscortTargetData.AttackUnit } ) EscortTargetMessages = EscortTargetMessages .. "\n - " .. EscortTargetMessage else if self.EscortMenuTargetAssistance then local MenuTargetAssistance = MENU_CLIENT:New( self.EscortClient, EscortGroupData.EscortName, self.EscortMenuTargetAssistance ) MENU_CLIENT_COMMAND:New( self.EscortClient, EscortTargetMessage, MenuTargetAssistance, ESCORT._AssistTarget, { ParamSelf = self, ParamEscortGroup = EscortGroupData.EscortGroup, ParamUnit = ClientEscortTargetData.AttackUnit } ) end end else ClientEscortTargetData = nil end end end if EscortTargetMessages ~= "" and self.ReportTargets == true then self.EscortGroup:MessageToClient( "Detected targets within 15 km range:" .. EscortTargetMessages:gsub("\n$",""), 20, self.EscortClient ) else self.EscortGroup:MessageToClient( "No targets detected!", 20, self.EscortClient ) end end if self.EscortMenuResumeMission then self.EscortMenuResumeMission:RemoveSubMenus() -- if self.EscortMenuResumeWayPoints then -- for MenuIndex = 1, #self.EscortMenuResumeWayPoints do -- self:T( { "Remove Menu:", self.EscortMenuResumeWayPoints[MenuIndex] } ) -- self.EscortMenuResumeWayPoints[MenuIndex] = self.EscortMenuResumeWayPoints[MenuIndex]:Remove() -- end -- end local TaskPoints = self:RegisterRoute() for WayPointID, WayPoint in pairs( TaskPoints ) do local EscortPositionVec3 = self.EscortGroup:GetPositionVec3() local Distance = ( ( WayPoint.x - EscortPositionVec3.x )^2 + ( WayPoint.y - EscortPositionVec3.z )^2 ) ^ 0.5 / 1000 MENU_CLIENT_COMMAND:New( self.EscortClient, "Waypoint " .. WayPointID .. " at " .. string.format( "%.2f", Distance ).. "km", self.EscortMenuResumeMission, ESCORT._ResumeMission, { ParamSelf = self, ParamWayPoint = WayPointID } ) end end else routines.removeFunction( self.ReportTargetsScheduler ) self.ReportTargetsScheduler = nil end end --- Provides missile training functions. -- @module MissileTrainer -- @author FlightControl Include.File( "Client" ) Include.File( "TimeTrigger" ) --- The MISSILETRAINER class -- @type MISSILETRAINER -- @extends Base#BASE MISSILETRAINER = { ClassName = "MISSILETRAINER", } --- Creates the main object which is handling missile tracking. -- When a missile is fired a TIMETRIGGER is set off that follows the missile. When near a certain a client player, the missile will be destroyed. -- @param #MISSILETRAINER -- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player. -- @return #MISSILETRAINER function MISSILETRAINER:New( Distance ) local self = BASE:Inherit( self, BASE:New() ) self:F( Distance ) self.TimeTriggers = {} self.TimeTriggerID = 0 self.Distance = Distance _EVENTDISPATCHER:OnShot( self._EventShot, self ) return self end --- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME. -- @see MISSILETRAINER function MISSILETRAINER:_EventShot( Event ) self:F( { Event } ) local TrainerSourceDCSUnit = Event.IniDCSUnit local TrainerSourceDCSUnitName = Event.IniDCSUnitName local TrainerWeapon = Event.Weapon -- Identify the weapon fired local TrainerWeaponName = Event.WeaponName -- return weapon type self:T( "Missile Launched = " .. TrainerWeaponName ) local TrainerTargetDCSUnit = TrainerWeapon:getTarget() -- Identify target local TrainerTargetDCSUnitName = Unit.getName( TrainerTargetDCSUnit ) local TrainerTargetDCSGroup = TrainerTargetDCSUnit:getGroup() local TrainerTargetDCSGroupName = TrainerTargetDCSGroup:getName() local TrainerTargetSkill = _DATABASE.Units[TrainerTargetDCSUnitName].Template.skill self:T( TrainerTargetSkill ) if TrainerTargetSkill == "Client" or TrainerTargetSkill == "Player" then self.TimeTriggers[#self.TimeTriggers+1] = TIMETRIGGER:New( self, self._FollowMissile, { TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit }, 0.5, 0.05, 0 ) end end function MISSILETRAINER:_FollowMissile( TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit ) self:F( { TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit } ) local TrainerSourceUnit = UNIT:New( TrainerSourceDCSUnit ) local TrainerTargetUnit = UNIT:New( TrainerTargetDCSUnit ) local PositionMissile = TrainerWeapon:getPoint() local PositionTarget = TrainerTargetUnit:GetPositionVec3() local Distance = ( ( PositionMissile.x - PositionTarget.x )^2 + ( PositionMissile.y - PositionTarget.y )^2 + ( PositionMissile.z - PositionTarget.z )^2 ) ^ 0.5 MESSAGE:New( "Distance Missle = " .. Distance, nil, 0.2, "/Missile" ):ToAll() if Distance <= self.Distance then TrainerWeapon:destroy() MESSAGE:New( "Missle Destroyed", nil, 5, "/Missile" ):ToAll() return false end return true end