2021-07-02 20:15:12 +02:00

2563 lines
96 KiB
Lua

--- **Ops** -- Combat Troops & Logistics Deployment.
--
-- ===
--
-- **CTLD** - MOOSE based Helicopter CTLD Operations.
--
-- ===
--
-- ## Missions:
--
-- ### [CTLD - Combat Troop & Logistics Deployment](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20CTLD)
--
-- ===
--
-- **Main Features:**
--
-- * MOOSE-based Helicopter CTLD Operations for Players.
--
-- ===
--
-- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing)
-- @module Ops.CTLD
-- @image OPS_CTLD.jpg
-- Date: July 2021
do
------------------------------------------------------
--- **CTLD_CARGO** class, extends #Core.Base#BASE
-- @type CTLD_CARGO
-- @field #number ID ID of this cargo.
-- @field #string Name Name for menu.
-- @field #table Templates Table of #POSITIONABLE objects.
-- @field #CTLD_CARGO.Enum Type Enumerator of Type.
-- @field #boolean HasBeenMoved Flag for moving.
-- @field #boolean LoadDirectly Flag for direct loading.
-- @field #number CratesNeeded Crates needed to build.
-- @field Wrapper.Positionable#POSITIONABLE Positionable Representation of cargo in the mission.
-- @field #boolean HasBeenDropped True if dropped from heli.
-- @extends Core.Fsm#FSM
CTLD_CARGO = {
ClassName = "CTLD_CARGO",
ID = 0,
Name = "none",
Templates = {},
CargoType = "none",
HasBeenMoved = false,
LoadDirectly = false,
CratesNeeded = 0,
Positionable = nil,
HasBeenDropped = false,
}
--- Define cargo types.
-- @type CTLD_CARGO.Enum
-- @field #string Type Type of Cargo.
CTLD_CARGO.Enum = {
VEHICLE = "Vehicle", -- #string vehicles
TROOPS = "Troops", -- #string troops
FOB = "FOB", -- #string FOB
CRATE = "CRATE", -- #string crate
}
--- Function to create new CTLD_CARGO object.
-- @param #CTLD_CARGO self
-- @param #number ID ID of this #CTLD_CARGO
-- @param #string Name Name for menu.
-- @param #table Templates Table of #POSITIONABLE objects.
-- @param #CTLD_CARGO.Enum Sorte Enumerator of Type.
-- @param #boolean HasBeenMoved Flag for moving.
-- @param #boolean LoadDirectly Flag for direct loading.
-- @param #number CratesNeeded Crates needed to build.
-- @param Wrapper.Positionable#POSITIONABLE Positionable Representation of cargo in the mission.
-- @param #boolean Dropped Cargo/Troops have been unloaded from a chopper.
-- @return #CTLD_CARGO self
function CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #CTLD
self:T({ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped})
self.ID = ID or math.random(100000,1000000)
self.Name = Name or "none" -- #string
self.Templates = Templates or {} -- #table
self.CargoType = Sorte or "type" -- #CTLD_CARGO.Enum
self.HasBeenMoved = HasBeenMoved or false -- #booolean
self.LoadDirectly = LoadDirectly or false -- #booolean
self.CratesNeeded = CratesNeeded or 0 -- #number
self.Positionable = Positionable or nil -- Wrapper.Positionable#POSITIONABLE
self.HasBeenDropped = Dropped or false --#boolean
return self
end
--- Query ID.
-- @param #CTLD_CARGO self
-- @return #number ID
function CTLD_CARGO:GetID()
return self.ID
end
--- Query Name.
-- @param #CTLD_CARGO self
-- @return #string Name
function CTLD_CARGO:GetName()
return self.Name
end
--- Query Templates.
-- @param #CTLD_CARGO self
-- @return #table Templates
function CTLD_CARGO:GetTemplates()
return self.Templates
end
--- Query has moved.
-- @param #CTLD_CARGO self
-- @return #boolean Has moved
function CTLD_CARGO:HasMoved()
return self.HasBeenMoved
end
--- Query was dropped.
-- @param #CTLD_CARGO self
-- @return #boolean Has been dropped.
function CTLD_CARGO:WasDropped()
return self.HasBeenDropped
end
--- Query directly loadable.
-- @param #CTLD_CARGO self
-- @return #boolean loadable
function CTLD_CARGO:CanLoadDirectly()
return self.LoadDirectly
end
--- Query number of crates or troopsize.
-- @param #CTLD_CARGO self
-- @return #number Crates or size of troops.
function CTLD_CARGO:GetCratesNeeded()
return self.CratesNeeded
end
--- Query type.
-- @param #CTLD_CARGO self
-- @return #CTLD_CARGO.Enum Type
function CTLD_CARGO:GetType()
return self.CargoType
end
--- Query type.
-- @param #CTLD_CARGO self
-- @return Wrapper.Positionable#POSITIONABLE Positionable
function CTLD_CARGO:GetPositionable()
return self.Positionable
end
--- Set HasMoved.
-- @param #CTLD_CARGO self
-- @param #boolean moved
function CTLD_CARGO:SetHasMoved(moved)
self.HasBeenMoved = moved or false
end
--- Query if cargo has been loaded.
-- @param #CTLD_CARGO self
-- @param #boolean loaded
function CTLD_CARGO:Isloaded()
if self.HasBeenMoved and not self.WasDropped() then
return true
else
return false
end
end
--- Set WasDropped.
-- @param #CTLD_CARGO self
-- @param #boolean dropped
function CTLD_CARGO:SetWasDropped(dropped)
self.HasBeenDropped = dropped or false
end
end
do
-------------------------------------------------------------------------
--- **CTLD** class, extends Core.Base#BASE, Core.Fsm#FSM
-- @type CTLD
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field #string lid Class id string for output to DCS log file.
-- @field #number coalition Coalition side number, e.g. `coalition.side.RED`.
-- @extends Core.Fsm#FSM
--- *Combat Troop & Logistics Deployment (CTLD): Everyone wants to be a POG, until there\'s POG stuff to be done.* (Mil Saying)
--
-- ===
--
-- ![Banner Image](OPS_CTLD.jpg)
--
-- # CTLD Concept
--
-- * MOOSE-based CTLD for Players.
-- * Object oriented refactoring of Ciribob\'s fantastic CTLD script.
-- * No need for extra MIST loading.
-- * Additional events to tailor your mission.
-- * ANY late activated group can serve as cargo, either as troops or crates, which have to be build on-location.
--
-- ## 0. Prerequisites
--
-- You need to load an .ogg soundfile for the pilot\'s beacons into the mission, e.g. "beacon.ogg", use a once trigger, "sound to country" for that.
-- Create the late-activated troops, vehicles (no statics at this point!) that will make up your deployable forces.
--
-- ## 1. Basic Setup
--
-- ## 1.1 Create and start a CTLD instance
--
-- A basic setup example is the following:
--
-- -- Instantiate and start a CTLD for the blue side, using helicopter groups named "Helicargo" and alias "Lufttransportbrigade I"
-- local my_ctld = CTLD:New(coalition.side.BLUE,{"Helicargo"},"Lufttransportbrigade I")
-- my_ctld:__Start(5)
--
-- ## 1.2 Add cargo types available
--
-- Add *generic* cargo types that you need for your missions, here infantry units, vehicles and a FOB. These need to be late-activated Wrapper.Group#GROUP objects:
--
-- -- add infantry unit called "Anti-Tank Small" using template "ATS", of type TROOP with size 3
-- -- infantry units will be loaded directly from LOAD zones into the heli (matching number of free seats needed)
-- my_ctld:AddTroopsCargo("Anti-Tank Small",{"ATS"},CTLD_CARGO.Enum.TROOPS,3)
--
-- -- add infantry unit called "Anti-Tank" using templates "AA" and "AA"", of type TROOP with size 4
-- my_ctld:AddTroopsCargo("Anti-Air",{"AA","AA2"},CTLD_CARGO.Enum.TROOPS,4)
--
-- -- add vehicle called "Humvee" using template "Humvee", of type VEHICLE, size 2, i.e. needs two crates to be build
-- -- vehicles and FOB will be spawned as crates in a LOAD zone first. Once transported to DROP zones, they can be build into the objects
-- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2)
--
-- -- add infantry unit called "Forward Ops Base" using template "FOB", of type FOB, size 4, i.e. needs four crates to be build:
-- my_ctld:AddCratesCargo("Forward Ops Base",{"FOB"},CTLD_CARGO.Enum.FOB,4)
--
-- ## 1.3 Add logistics zones
--
-- Add zones for loading troops and crates and dropping, building crates
--
-- -- Add a zone of type LOAD to our setup. Players can load troops and crates.
-- -- "Loadzone" is the name of the zone from the ME. Players can load, if they are inside of the zone.
-- -- Smoke and Flare color for this zone is blue, it is active (can be used) and has a radio beacon.
-- my_ctld:AddCTLDZone("Loadzone",CTLD.CargoZoneType.LOAD,SMOKECOLOR.Blue,true,true)
--
-- -- Add a zone of type DROP. Players can drop crates here.
-- -- Smoke and Flare color for this zone is blue, it is active (can be used) and has a radio beacon.
-- -- NOTE: Troops can be unloaded anywhere, also when hovering in parameters.
-- my_ctld:AddCTLDZone("Dropzone",CTLD.CargoZoneType.DROP,SMOKECOLOR.Red,true,true)
--
-- -- Add two zones of type MOVE. Dropped troops and vehicles will move to the nearest one. See options.
-- -- Smoke and Flare color for this zone is blue, it is active (can be used) and has a radio beacon.
-- my_ctld:AddCTLDZone("Movezone",CTLD.CargoZoneType.MOVE,SMOKECOLOR.Orange,false,false)
--
-- my_ctld:AddCTLDZone("Movezone2",CTLD.CargoZoneType.MOVE,SMOKECOLOR.White,true,true)
--
--
-- ## 2. Options
--
-- The following options are available (with their defaults). Only set the ones you want changed:
--
-- my_ctld.useprefix = true -- (DO NOT SWITCH THIS OFF UNLESS YOU KNOW WHAT YOU ARE DOING!) Adjust **before** starting CTLD. If set to false, *all* choppers of the coalition side will be enabled for CTLD.
-- my_ctld.CrateDistance = 30 -- List and Load crates in this radius only.
-- my_ctld.maximumHoverHeight = 15 -- Hover max this high to load.
-- my_ctld.minimumHoverHeight = 4 -- Hover min this low to load.
-- my_ctld.forcehoverload = true -- Crates (not: troops) can only be loaded while hovering.
-- my_ctld.hoverautoloading = true -- Crates in CrateDistance in a LOAD zone will be loaded automatically if space allows.
-- my_ctld.smokedistance = 2000 -- Smoke or flares can be request for zones this far away (in meters).
-- my_ctld.movetroopstowpzone = true -- Troops and vehicles will move to the nearest MOVE zone...
-- my_ctld.movetroopsdistance = 5000 -- .. but only if this far away (in meters)
-- my_ctld.smokedistance = 2000 -- Only smoke or flare zones if requesting player unit is this far away (in meters)
-- my_ctld.suppressmessages = false -- Set to true if you want to script your own messages.
--
-- ## 2.1 User functions
--
-- ### 2.1.1 Adjust or add chopper unit-type capabilities
--
-- Use this function to adjust what a heli type can or cannot do:
--
-- -- E.g. update unit capabilities for testing. Please stay realistic in your mission design.
-- -- Make a Gazelle into a heavy truck, this type can load both crates and troops and eight of each type:
-- my_ctld:UnitCapabilities("SA342L", true, true, 8, 8)
--
-- Default unit type capabilities are:
--
-- ["SA342Mistral"] = {type="SA342Mistral", crates=false, troops=true, cratelimit = 0, trooplimit = 4},
-- ["SA342L"] = {type="SA342L", crates=false, troops=true, cratelimit = 0, trooplimit = 2},
-- ["SA342M"] = {type="SA342M", crates=false, troops=true, cratelimit = 0, trooplimit = 4},
-- ["SA342Minigun"] = {type="SA342Minigun", crates=false, troops=true, cratelimit = 0, trooplimit = 2},
-- ["UH-1H"] = {type="UH-1H", crates=true, troops=true, cratelimit = 1, trooplimit = 8},
-- ["Mi-8MTV2"] = {type="Mi-8MTV2", crates=true, troops=true, cratelimit = 2, trooplimit = 12},
-- ["Ka-50"] = {type="Ka-50", crates=false, troops=false, cratelimit = 0, trooplimit = 0},
-- ["Mi-24P"] = {type="Mi-24P", crates=true, troops=true, cratelimit = 1, trooplimit = 8},
-- ["Mi-24V"] = {type="Mi-24V", crates=true, troops=true, cratelimit = 1, trooplimit = 8},
--
--
-- ### 2.1.2 Activate and deactivate zones
--
-- Activate a zone:
--
-- -- Activate zone called Name of type #CTLD.CargoZoneType ZoneType:
-- my_ctld:ActivateZone(Name,CTLD.CargoZoneType.MOVE)
--
-- Deactivate a zone:
--
-- -- Deactivate zone called Name of type #CTLD.CargoZoneType ZoneType:
-- my_ctld:DeactivateZone(Name,CTLD.CargoZoneType.DROP)
--
-- ## 3. Events
--
-- The class comes with a number of FSM-based events that missions designers can use to shape their mission.
-- These are:
--
-- ## 3.1 OnAfterTroopsPickedUp
--
-- This function is called when a player has loaded Troops:
--
-- function my_ctld:OnAfterTroopsPickedUp(From, Event, To, Group, Unit, Cargo)
-- ... your code here ...
-- end
--
-- ## 3.2 OnAfterCratesPickedUp
--
-- This function is called when a player has picked up crates:
--
-- function my_ctld:OnAfterCratesPickedUp(From, Event, To, Group, Unit, Cargo)
-- ... your code here ...
-- end
--
-- ## 3.3 OnAfterTroopsDeployed
--
-- This function is called when a player has deployed troops into the field:
--
-- function my_ctld:OnAfterTroopsDeployed(From, Event, To, Group, Unit, Troops)
-- ... your code here ...
-- end
--
-- ## 3.4 OnAfterCratesDropped
--
-- This function is called when a player has deployed crates to a DROP zone:
--
-- function my_ctld:OnAfterCratesDropped(From, Event, To, Group, Unit, Cargotable)
-- ... your code here ...
-- end
--
-- ## 3.5 OnAfterCratesBuild
--
-- This function is called when a player has build a vehicle or FOB:
--
-- function my_ctld:OnAfterCratesBuild(From, Event, To, Group, Unit, Vehicle)
-- ... your code here ...
-- end
--
-- ## 4. F10 Menu structure
--
-- CTLD management menu is under the F10 top menu and called "CTLD"
--
-- ## 4.1 Manage Crates
--
-- Use this entry to get, load, list nearby, drop, and build crates. Also @see options.
--
-- ## 4.2 Manage Troops
--
-- Use this entry to load and drop troops.
--
-- ## 4.3 List boarded cargo
--
-- Lists what you have loaded. Shows load capabilities for number of crates and number of seats for troops.
--
-- ## 4.4 Smoke & Flare zones nearby
--
-- Does what it says.
--
-- ## 4.5 List active zone beacons
--
-- Lists active radio beacons for all zones, where zones are both active and have a beacon. @see `CTLD:AddCTLDZone()`
--
-- ## 4.6 Show hover parameters
--
-- Lists hover parameters and indicates if these are curently fulfilled. Also @see options on hover heights.
--
-- ## 5. Support for Hercules mod by Anubis
--
-- Basic support for the Hercules mod By Anubis has been build into CTLD. Currently this does **not** cover objects and troops which can
-- be loaded from the Rearm/Refuel menu, i.e. you can drop them into the field, but you cannot use them in functions scripted with this class.
--
-- local my_ctld = CTLD:New(coalition.side.BLUE,{"Helicargo", "Hercules"},"Lufttransportbrigade I")
--
-- Enable these options for Hercules support:
--
-- my_ctld.enableHercules = true
-- my_ctld.HercMinAngels = 155 -- for troop/cargo drop via chute in meters, ca 470 ft
-- my_ctld.HercMaxAngels = 2000 -- for troop/cargo drop via chute in meters, ca 6000 ft
--
-- Also, the following options need to be set to `true`:
--
-- my_ctld.useprefix = true -- this is true by default and MUST BE ON.
--
-- Standard transport capabilities as per the real Hercules are:
--
-- ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64}, -- 19t cargo, 64 paratroopers
--
-- @field #CTLD
CTLD = {
ClassName = "CTLD",
verbose = 0,
lid = "",
coalition = 1,
coalitiontxt = "blue",
PilotGroups = {}, -- #GROUP_SET of heli pilots
CtldUnits = {}, -- Table of helicopter #GROUPs
FreeVHFFrequencies = {}, -- Table of VHF
FreeUHFFrequencies = {}, -- Table of UHF
FreeFMFrequencies = {}, -- Table of FM
CargoCounter = 0,
dropOffZones = {},
wpZones = {},
Cargo_Troops = {}, -- generic troops objects
Cargo_Crates = {}, -- generic crate objects
Loaded_Cargo = {}, -- cargo aboard units
Spawned_Crates = {}, -- Holds objects for crates spawned generally
Spawned_Cargo = {}, -- Binds together spawned_crates and their CTLD_CARGO objects
CrateDistance = 30, -- list crates in this radius
debug = false,
wpZones = {},
pickupZones = {},
dropOffZones = {},
}
------------------------------
-- DONE: Zone Checks
-- DONE: TEST Hover load and unload
-- DONE: Crate unload
-- DONE: Hover (auto-)load
-- TODO: (More) Housekeeping
-- DONE: Troops running to WP Zone
-- DONE: Zone Radio Beacons
-- DONE: Stats Running
-- DONE: Added support for Hercules
------------------------------
--- Radio Beacons
-- @type CTLD.ZoneBeacon
-- @field #string name -- Name of zone for the coordinate
-- @field #number frequency -- in mHz
-- @field #number modulation -- i.e.radio.modulation.FM or radio.modulation.AM
--- Zone Info.
-- @type CTLD.CargoZone
-- @field #string name Name of Zone.
-- @field #string color Smoke color for zone, e.g. SMOKECOLOR.Red.
-- @field #boolean active Active or not.
-- @field #string type Type of zone, i.e. load,drop,move
-- @field #boolean hasbeacon Create and run radio beacons if active.
-- @field #table fmbeacon Beacon info as #CTLD.ZoneBeacon
-- @field #table uhfbeacon Beacon info as #CTLD.ZoneBeacon
-- @field #table vhfbeacon Beacon info as #CTLD.ZoneBeacon
--- Zone Type Info.
-- @type CTLD.
CTLD.CargoZoneType = {
LOAD = "load",
DROP = "drop",
MOVE = "move",
}
--- Buildable table info.
-- @type CTLD.Buildable
-- @field #string Name Name of the object.
-- @field #number Required Required crates.
-- @field #number Found Found crates.
-- @field #table Template Template names for this build.
-- @field #boolean CanBuild Is buildable or not.
-- @field #CTLD_CARGO.Enum Type Type enumerator (for moves).
--- Unit capabilities.
-- @type CTLD.UnitCapabilities
-- @field #string type Unit type.
-- @field #boolean crates Can transport crate.
-- @field #boolean troops Can transport troops.
-- @field #number cratelimit Number of crates transportable.
-- @field #number trooplimit Number of troop units transportable.
CTLD.UnitTypes = {
["SA342Mistral"] = {type="SA342Mistral", crates=false, troops=true, cratelimit = 0, trooplimit = 4},
["SA342L"] = {type="SA342L", crates=false, troops=true, cratelimit = 0, trooplimit = 2},
["SA342M"] = {type="SA342M", crates=false, troops=true, cratelimit = 0, trooplimit = 4},
["SA342Minigun"] = {type="SA342Minigun", crates=false, troops=true, cratelimit = 0, trooplimit = 2},
["UH-1H"] = {type="UH-1H", crates=true, troops=true, cratelimit = 1, trooplimit = 8},
["Mi-8MTV2"] = {type="Mi-8MTV2", crates=true, troops=true, cratelimit = 2, trooplimit = 12},
["Ka-50"] = {type="Ka-50", crates=false, troops=false, cratelimit = 0, trooplimit = 0},
["Mi-24P"] = {type="Mi-24P", crates=true, troops=true, cratelimit = 2, trooplimit = 8},
["Mi-24V"] = {type="Mi-24V", crates=true, troops=true, cratelimit = 2, trooplimit = 8},
["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64}, -- 19t cargo, 64 paratroopers
}
--- Updated and sorted known NDB beacons (in kHz!) from the available maps
-- @field #CTLD.SkipFrequencies
CTLD.SkipFrequencies = {
214,274,291.5,295,297.5,
300.5,304,307,309.5,311,312,312.5,316,
320,324,328,329,330,336,337,
342,343,348,351,352,353,358,
363,365,368,372.5,374,
380,381,384,389,395,396,
414,420,430,432,435,440,450,455,462,470,485,
507,515,520,525,528,540,550,560,570,577,580,602,625,641,662,670,680,682,690,
705,720,722,730,735,740,745,750,770,795,
822,830,862,866,
905,907,920,935,942,950,995,
1000,1025,1030,1050,1065,1116,1175,1182,1210
}
--- CTLD class version.
-- @field #string version
CTLD.version="0.1.3r1"
--- Instantiate a new CTLD.
-- @param #CTLD self
-- @param #string Coalition Coalition of this CTLD. I.e. coalition.side.BLUE or coalition.side.RED or coalition.side.NEUTRAL
-- @param #table Prefixes Table of pilot prefixes.
-- @param #string Alias Alias of this CTLD for logging.
-- @return #CTLD self
function CTLD:New(Coalition, Prefixes, Alias)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #CTLD
BASE:T({Coalition, Prefixes, Alias})
--set Coalition
if Coalition and type(Coalition)=="string" then
if Coalition=="blue" then
self.coalition=coalition.side.BLUE
self.coalitiontxt = Coalition
elseif Coalition=="red" then
self.coalition=coalition.side.RED
self.coalitiontxt = Coalition
elseif Coalition=="neutral" then
self.coalition=coalition.side.NEUTRAL
self.coalitiontxt = Coalition
else
self:E("ERROR: Unknown coalition in CTLD!")
end
else
self.coalition = Coalition
self.coalitiontxt = string.lower(UTILS.GetCoalitionName(self.coalition))
end
-- Set alias.
if Alias then
self.alias=tostring(Alias)
else
self.alias="UNHCR"
if self.coalition then
if self.coalition==coalition.side.RED then
self.alias="Red CTLD"
elseif self.coalition==coalition.side.BLUE then
self.alias="Blue CTLD"
end
end
end
-- Set some string id for output to DCS.log file.
self.lid=string.format("%s (%s) | ", self.alias, self.coalition and UTILS.GetCoalitionName(self.coalition) or "unknown")
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "Running") -- Start FSM.
self:AddTransition("*", "Status", "*") -- CTLD status update.
self:AddTransition("*", "TroopsPickedUp", "*") -- CTLD pickup event.
self:AddTransition("*", "CratesPickedUp", "*") -- CTLD pickup event.
self:AddTransition("*", "TroopsDeployed", "*") -- CTLD deploy event.
self:AddTransition("*", "TroopsRTB", "*") -- CTLD deploy event.
self:AddTransition("*", "CratesDropped", "*") -- CTLD deploy event.
self:AddTransition("*", "CratesBuild", "*") -- CTLD build event.
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
-- tables
self.PilotGroups ={}
self.CtldUnits = {}
-- Beacons
self.FreeVHFFrequencies = {}
self.FreeUHFFrequencies = {}
self.FreeFMFrequencies = {}
self.UsedVHFFrequencies = {}
self.UsedUHFFrequencies = {}
self.UsedFMFrequencies = {}
--self.jtacGeneratedLaserCodes = {}
-- radio beacons
self.RadioSound = "beacon.ogg"
-- zones stuff
self.pickupZones = {}
self.dropOffZones = {}
self.wpZones = {}
-- Cargo
self.Cargo_Crates = {}
self.Cargo_Troops = {}
self.Loaded_Cargo = {}
self.Spawned_Crates = {}
self.Spawned_Cargo = {}
self.MenusDone = {}
self.DroppedTroops = {}
self.DroppedCrates = {}
self.CargoCounter = 0
self.CrateCounter = 0
self.TroopCounter = 0
-- setup
self.CrateDistance = 30 -- list/load crates in this radius
self.prefixes = Prefixes or {"Cargoheli"}
--self.I({prefixes = self.prefixes})
self.useprefix = true
self.maximumHoverHeight = 15
self.minimumHoverHeight = 4
self.forcehoverload = true
self.hoverautoloading = true
self.smokedistance = 2000
self.movetroopstowpzone = true
self.movetroopsdistance = 5000
-- added support Hercules Mod
self.enableHercules = false
self.HercMinAngels = 165 -- for troop/cargo drop via chute
self.HercMaxAngels = 2000 -- for troop/cargo drop via chute
-- message suppression
self.suppressmessages = false
for i=1,100 do
math.random()
end
self:_GenerateVHFrequencies()
self:_GenerateUHFrequencies()
self:_GenerateFMFrequencies()
--self:_GenerateLaserCodes() -- curr unused
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the CTLD. Initializes parameters and starts event handlers.
-- @function [parent=#CTLD] Start
-- @param #CTLD self
--- Triggers the FSM event "Start" after a delay. Starts the CTLD. Initializes parameters and starts event handlers.
-- @function [parent=#CTLD] __Start
-- @param #CTLD self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the CTLD and all its event handlers.
-- @param #CTLD self
--- Triggers the FSM event "Stop" after a delay. Stops the CTLD and all its event handlers.
-- @function [parent=#CTLD] __Stop
-- @param #CTLD self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Status".
-- @function [parent=#CTLD] Status
-- @param #CTLD self
--- Triggers the FSM event "Status" after a delay.
-- @function [parent=#CTLD] __Status
-- @param #CTLD self
-- @param #number delay Delay in seconds.
--- FSM Function OnAfterTroopsPickedUp.
-- @function [parent=#CTLD] OnAfterTroopsPickedUp
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #CTLD_CARGO Cargo Cargo troops.
-- @return #CTLD self
--- FSM Function OnAfterCratesPickedUp.
-- @function [parent=#CTLD] OnAfterCratesPickedUp
-- @param #CTLD self
-- @param #string From State .
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #CTLD_CARGO Cargo Cargo crate.
-- @return #CTLD self
--- FSM Function OnAfterTroopsDeployed.
-- @function [parent=#CTLD] OnAfterTroopsDeployed
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Troops Troops #GROUP Object.
-- @return #CTLD self
--- FSM Function OnAfterCratesDropped.
-- @function [parent=#CTLD] OnAfterCratesDropped
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #table Cargotable Table of #CTLD_CARGO objects dropped.
-- @return #CTLD self
--- FSM Function OnAfterCratesBuild.
-- @function [parent=#CTLD] OnAfterCratesBuild
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB build.
-- @return #CTLD self
--- FSM Function OnAfterTroopsRTB.
-- @function [parent=#CTLD] OnAfterTroopsRTB
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
return self
end
-------------------------------------------------------------------
-- Helper and User Functions
-------------------------------------------------------------------
--- (Internal) Function to get capabilities of a chopper
-- @param #CTLD self
-- @param Wrapper.Unit#UNIT Unit The unit
-- @return #table Capabilities Table of caps
function CTLD:_GetUnitCapabilities(Unit)
self:T(self.lid .. " _GetUnitCapabilities")
local _unit = Unit -- Wrapper.Unit#UNIT
local unittype = _unit:GetTypeName()
local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
if not capabilities or capabilities == {} then
-- e.g. ["Ka-50"] = {type="Ka-50", crates=false, troops=false, cratelimit = 0, trooplimit = 0},
capabilities = {}
capabilities.troops = false
capabilities.crates = false
capabilities.cratelimit = 0
capabilities.trooplimit = 0
capabilities.type = "generic"
end
return capabilities
end
--- (Internal) Function to generate valid UHF Frequencies
-- @param #CTLD self
function CTLD:_GenerateUHFrequencies()
self:T(self.lid .. " _GenerateUHFrequencies")
self.FreeUHFFrequencies = {}
local _start = 220000000
while _start < 399000000 do
table.insert(self.FreeUHFFrequencies, _start)
_start = _start + 500000
end
return self
end
--- (Internal) Function to generate valid FM Frequencies
-- @param #CTLD sel
function CTLD:_GenerateFMFrequencies()
self:T(self.lid .. " _GenerateFMrequencies")
self.FreeFMFrequencies = {}
local _start = 220000000
while _start < 399000000 do
_start = _start + 500000
end
for _first = 3, 7 do
for _second = 0, 5 do
for _third = 0, 9 do
local _frequency = ((100 * _first) + (10 * _second) + _third) * 100000 --extra 0 because we didnt bother with 4th digit
table.insert(self.FreeFMFrequencies, _frequency)
end
end
end
return self
end
--- (Internal) Populate table with available VHF beacon frequencies.
-- @param #CTLD self
function CTLD:_GenerateVHFrequencies()
self:T(self.lid .. " _GenerateVHFrequencies")
local _skipFrequencies = self.SkipFrequencies
self.FreeVHFFrequencies = {}
self.UsedVHFFrequencies = {}
-- first range
local _start = 200000
while _start < 400000 do
-- skip existing NDB frequencies#
local _found = false
for _, value in pairs(_skipFrequencies) do
if value * 1000 == _start then
_found = true
break
end
end
if _found == false then
table.insert(self.FreeVHFFrequencies, _start)
end
_start = _start + 10000
end
-- second range
_start = 400000
while _start < 850000 do
-- skip existing NDB frequencies
local _found = false
for _, value in pairs(_skipFrequencies) do
if value * 1000 == _start then
_found = true
break
end
end
if _found == false then
table.insert(self.FreeVHFFrequencies, _start)
end
_start = _start + 10000
end
-- third range
_start = 850000
while _start <= 999000 do -- adjusted for Gazelle
-- skip existing NDB frequencies
local _found = false
for _, value in pairs(_skipFrequencies) do
if value * 1000 == _start then
_found = true
break
end
end
if _found == false then
table.insert(self.FreeVHFFrequencies, _start)
end
_start = _start + 50000
end
return self
end
--- (Internal) Function to generate valid laser codes.
-- @param #CTLD self
function CTLD:_GenerateLaserCodes()
self:T(self.lid .. " _GenerateLaserCodes")
self.jtacGeneratedLaserCodes = {}
-- generate list of laser codes
local _code = 1111
local _count = 1
while _code < 1777 and _count < 30 do
while true do
_code = _code + 1
if not self:_ContainsDigit(_code, 8)
and not self:_ContainsDigit(_code, 9)
and not self:_ContainsDigit(_code, 0) then
table.insert(self.jtacGeneratedLaserCodes, _code)
break
end
end
_count = _count + 1
end
end
--- (Internal) Helper function to generate laser codes.
-- @param #CTLD self
-- @param #number _number
-- @param #number _numberToFind
function CTLD:_ContainsDigit(_number, _numberToFind)
self:T(self.lid .. " _ContainsDigit")
local _thisNumber = _number
local _thisDigit = 0
while _thisNumber ~= 0 do
_thisDigit = _thisNumber % 10
_thisNumber = math.floor(_thisNumber / 10)
if _thisDigit == _numberToFind then
return true
end
end
return false
end
--- (Internal) Event handler function
-- @param #CTLD self
-- @param Core.Event#EVENTDATA EventData
function CTLD:_EventHandler(EventData)
-- TODO: events dead and playerleaveunit - nil table entries
self:T(string.format("%s Event = %d",self.lid, EventData.id))
local event = EventData -- Core.Event#EVENTDATA
if event.id == EVENTS.PlayerEnterAircraft or event.id == EVENTS.PlayerEnterUnit then
local _coalition = event.IniCoalition
if _coalition ~= self.coalition then
return --ignore!
end
-- check is Helicopter
local _unit = event.IniUnit
local _group = event.IniGroup
if _unit:IsHelicopter() or _group:IsHelicopter() then
self:_RefreshF10Menus()
end
-- Herc support
--self:T_unit:GetTypeName())
if _unit:GetTypeName() == "Hercules" and self.enableHercules then
self:_RefreshF10Menus()
end
return
elseif event.id == EVENTS.PlayerLeaveUnit then
-- remove from pilot table
local unitname = event.IniUnitName or "none"
self.CtldUnits[unitname] = nil
end
return self
end
--- (Internal) Function to message a group.
-- @param #CTLD self
-- @param #string Text The text to display.
-- @param #number Time Number of seconds to display the message.
-- @param #boolean Clearscreen Clear screen or not.
-- @param Wrapper.Group#GROUP Group The group receiving the message.
function CTLD:_SendMessage(Text, Time, Clearscreen, Group)
self:T(self.lid .. " _SendMessage")
if not self.suppressmessages then
local m = MESSAGE:New(Text,Time,"CTLD",Clearscreen):ToGroup(Group)
end
return self
end
--- (Internal) Function to load troops into a heli.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
-- @param #CTLD_CARGO Cargotype
function CTLD:_LoadTroops(Group, Unit, Cargotype)
self:T(self.lid .. " _LoadTroops")
-- landed or hovering over load zone?
local grounded = not self:IsUnitInAir(Unit)
local hoverload = self:CanHoverLoad(Unit)
-- check if we are in LOAD zone
local inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD)
if not inzone then
self:_SendMessage("You are not close enough to a logistics zone!", 10, false, Group)
if not self.debug then return self end
elseif not grounded and not hoverload then
self:_SendMessage("You need to land or hover in position to load!", 10, false, Group)
--local m = MESSAGE:New("You need to land or hover in position to load!",15,"CTLD"):ToGroup(Group)
if not self.debug then return self end
end
-- load troops into heli
local group = Group -- Wrapper.Group#GROUP
local unit = Unit -- Wrapper.Unit#UNIT
local unitname = unit:GetName()
local cargotype = Cargotype -- #CTLD_CARGO
local cratename = cargotype:GetName() -- #string
--self:Tself.lid .. string.format("Troops %s requested", cratename))
-- see if this heli can load troops
local unittype = unit:GetTypeName()
--local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
local capabilities = self:_GetUnitCapabilities(Unit)
local cantroops = capabilities.troops -- #boolean
local trooplimit = capabilities.trooplimit -- #number
local troopsize = cargotype:GetCratesNeeded() -- #number
-- have we loaded stuff already?
local numberonboard = 0
local loaded = {}
if self.Loaded_Cargo[unitname] then
loaded = self.Loaded_Cargo[unitname] -- #CTLD.LoadedCargo
numberonboard = loaded.Troopsloaded or 0
else
loaded = {} -- #CTLD.LoadedCargo
loaded.Troopsloaded = 0
loaded.Cratesloaded = 0
loaded.Cargo = {}
end
if troopsize + numberonboard > trooplimit then
self:_SendMessage("Sorry, we\'re crammed already!", 10, false, Group)
--local m = MESSAGE:New("Sorry, we\'re crammed already!",10,"CTLD",true):ToGroup(group)
return
else
loaded.Troopsloaded = loaded.Troopsloaded + troopsize
table.insert(loaded.Cargo,Cargotype)
self.Loaded_Cargo[unitname] = loaded
self:_SendMessage("Troops boarded!", 10, false, Group)
--local m = MESSAGE:New("Troops boarded!",10,"CTLD",true):ToGroup(group)
self:__TroopsPickedUp(1,Group, Unit, Cargotype)
end
return self
end
--- (Internal) Function to spawn crates in front of the heli.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
-- @param #CTLD_CARGO Cargo
-- @param #number number Number of crates to generate (for dropping)
-- @param #boolean drop If true we\'re dropping from heli rather than loading.
function CTLD:_GetCrates(Group, Unit, Cargo, number, drop)
self:T(self.lid .. " _GetCrates")
local cgoname = Cargo:GetName()
--self:T{cgoname, number, drop})
-- check if we are in LOAD zone
local inzone = false
local drop = drop or false
if not drop then
inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD)
else
inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.DROP)
end
if not inzone then
self:_SendMessage("You are not close enough to a logistics zone!", 10, false, Group)
--local m = MESSAGE:New("You are not close enough to a logistics zone!",15,"CTLD"):ToGroup(Group)
if not self.debug then return self end
end
-- avoid crate spam
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
--local capabilities = self.UnitTypes[Unit:GetTypeName()] -- #CTLD.UnitCapabilities
local canloadcratesno = capabilities.cratelimit
local loaddist = self.CrateDistance or 30
local nearcrates, numbernearby = self:_FindCratesNearby(Group,Unit,loaddist)
if numbernearby >= canloadcratesno and not drop then
self:_SendMessage("There are enough crates nearby already! Take care of those first!", 10, false, Group)
--local m = MESSAGE:New("There are enough crates nearby already! Take care of those first!",15,"CTLD"):ToGroup(Group)
return self
end
-- spawn crates in front of helicopter
local IsHerc = self:IsHercules(Unit) -- Herc
local cargotype = Cargo -- #CTLD_CARGO
local number = number or cargotype:GetCratesNeeded() --#number
local cratesneeded = cargotype:GetCratesNeeded() --#number
local cratename = cargotype:GetName()
--self:Tself.lid .. string.format("Crate %s requested", cratename))
local cratetemplate = "Container"-- #string
-- get position and heading of heli
local position = Unit:GetCoordinate()
local heading = Unit:GetHeading() + 1
local height = Unit:GetHeight()
local droppedcargo = {}
-- loop crates needed
for i=1,number do
local cratealias = string.format("%s-%d", cratetemplate, math.random(1,100000))
local cratedistance = i*4 + 6
if IsHerc then
-- wider radius
cratedistance = i*4 + 12
end
local rheading = math.floor(math.random(90,270) * heading + 1 / 360)
if not IsHerc then
rheading = rheading + 180 -- mirror for Helis
end
if rheading > 360 then rheading = rheading - 360 end -- catch > 360
local cratecoord = position:Translate(cratedistance,rheading)
local cratevec2 = cratecoord:GetVec2()
self.CrateCounter = self.CrateCounter + 1
self.Spawned_Crates[self.CrateCounter] = SPAWNSTATIC:NewFromType("container_cargo","Cargos",country.id.GERMANY)
:InitCoordinate(cratecoord)
:Spawn(270,cratealias)
local templ = cargotype:GetTemplates()
local sorte = cargotype:GetType()
self.CargoCounter = self.CargoCounter +1
local realcargo = nil
if drop then
realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,true,false,cratesneeded,self.Spawned_Crates[self.CrateCounter],true)
table.insert(droppedcargo,realcargo)
else
realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,false,false,cratesneeded,self.Spawned_Crates[self.CrateCounter])
end
table.insert(self.Spawned_Cargo, realcargo)
end
local text = string.format("Crates for %s have been positioned near you!",cratename)
if drop then
text = string.format("Crates for %s have been dropped!",cratename)
self:__CratesDropped(1, Group, Unit, droppedcargo)
end
self:_SendMessage(text, 10, false, Group)
--local m = MESSAGE:New(text,15,"CTLD",true):ToGroup(Group)
return self
end
--- (Internal) Function to find and list nearby crates.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
-- @return #CTLD self
function CTLD:_ListCratesNearby( _group, _unit)
self:T(self.lid .. " _ListCratesNearby")
local finddist = self.CrateDistance or 30
local crates,number = self:_FindCratesNearby(_group,_unit, finddist) -- #table
if number > 0 then
local text = REPORT:New("Crates Found Nearby:")
text:Add("------------------------------------------------------------")
for _,_entry in pairs (crates) do
local entry = _entry -- #CTLD_CARGO
local name = entry:GetName() --#string
-- TODO Meaningful sorting/aggregation
local dropped = entry:WasDropped()
if dropped then
text:Add(string.format("Dropped crate for %s",name))
else
text:Add(string.format("Crate for %s",name))
end
end
if text:GetCount() == 1 then
text:Add("--------- N O N E ------------")
end
text:Add("------------------------------------------------------------")
self:_SendMessage(text:Text(), 30, true, _group)
--local m = MESSAGE:New(text:Text(),15,"CTLD",true):ToGroup(_group)
else
self:_SendMessage(string.format("No (loadable) crates within %d meters!",finddist), 10, false, _group)
--local m = MESSAGE:New(string.format("No (loadable) crates within %d meters!",finddist),15,"CTLD",true):ToGroup(_group)
end
return self
end
--- (Internal) Return distance in meters between two coordinates.
-- @param #CTLD self
-- @param Core.Point#COORDINATE _point1 Coordinate one
-- @param Core.Point#COORDINATE _point2 Coordinate two
-- @return #number Distance in meters
function CTLD:_GetDistance(_point1, _point2)
self:T(self.lid .. " _GetDistance")
if _point1 and _point2 then
local distance = _point1:DistanceFromPointVec2(_point2)
return distance
else
return -1
end
end
--- (Internal) Function to find and return nearby crates.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP _group Group
-- @param Wrapper.Unit#UNIT _unit Unit
-- @param #number _dist Distance
-- @return #table Table of crates
-- @return #number Number Number of crates found
function CTLD:_FindCratesNearby( _group, _unit, _dist)
self:T(self.lid .. " _FindCratesNearby")
local finddist = _dist
local location = _group:GetCoordinate()
local existingcrates = self.Spawned_Cargo -- #table
-- cycle
local index = 0
local found = {}
for _,_cargoobject in pairs (existingcrates) do
local cargo = _cargoobject -- #CTLD_CARGO
local static = cargo:GetPositionable() -- Wrapper.Static#STATIC -- crates
local staticid = cargo:GetID()
if static and static:IsAlive() then
local staticpos = static:GetCoordinate()
local distance = self:_GetDistance(location,staticpos)
if distance <= finddist and static then
index = index + 1
table.insert(found, staticid, cargo)
end
end
end
--self:Tstring.format("Found crates = %d",index))
-- table.sort(found)
--self:T({found})
return found, index
end
--- (Internal) Function to get and load nearby crates.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
-- @return #CTLD self
function CTLD:_LoadCratesNearby(Group, Unit)
self:T(self.lid .. " _LoadCratesNearby")
-- load crates into heli
local group = Group -- Wrapper.Group#GROUP
local unit = Unit -- Wrapper.Unit#UNIT
local unitname = unit:GetName()
-- see if this heli can load crates
local unittype = unit:GetTypeName()
local capabilities = self:_GetUnitCapabilities(Unit)
--local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
local cancrates = capabilities.crates -- #boolean
local cratelimit = capabilities.cratelimit -- #number
local grounded = not self:IsUnitInAir(Unit)
local canhoverload = self:CanHoverLoad(Unit)
--- cases -------------------------------
-- Chopper can\'t do crates - bark & return
-- Chopper can do crates -
-- --> hover if forcedhover or bark and return
-- --> hover or land if not forcedhover
-----------------------------------------
if not cancrates then
self:_SendMessage("Sorry this chopper cannot carry crates!", 10, false, Group)
--local m = MESSAGE:New("Sorry this chopper cannot carry crates!",10,"CTLD"):ToGroup(Group)
elseif self.forcehoverload and not canhoverload then
self:_SendMessage("Hover over the crates to pick them up!", 10, false, Group)
--local m = MESSAGE:New("Hover over the crates to pick them up!",10,"CTLD"):ToGroup(Group)
elseif not grounded and not canhoverload then
self:_SendMessage("Land or hover over the crates to pick them up!", 10, false, Group)
--local m = MESSAGE:New("Land or hover over the crates to pick them up!",10,"CTLD"):ToGroup(Group)
else
-- have we loaded stuff already?
local numberonboard = 0
local loaded = {}
if self.Loaded_Cargo[unitname] then
loaded = self.Loaded_Cargo[unitname] -- #CTLD.LoadedCargo
numberonboard = loaded.Cratesloaded or 0
else
loaded = {} -- #CTLD.LoadedCargo
loaded.Troopsloaded = 0
loaded.Cratesloaded = 0
loaded.Cargo = {}
end
-- get nearby crates
local finddist = self.CrateDistance or 30
local nearcrates,number = self:_FindCratesNearby(Group,Unit,finddist) -- #table
if number == 0 or numberonboard == cratelimit then
self:_SendMessage("Sorry no loadable crates nearby or fully loaded!", 10, false, Group)
--local m = MESSAGE:New("Sorry no loadable crates nearby or fully loaded!",10,"CTLD"):ToGroup(Group)
return -- exit
else
-- go through crates and load
local capacity = cratelimit - numberonboard
local crateidsloaded = {}
local loops = 0
while loaded.Cratesloaded < cratelimit and loops < number do
--for _ind,_crate in pairs (nearcrates) do
loops = loops + 1
local crateind = 0
-- get crate with largest index
for _ind,_crate in pairs (nearcrates) do
if not _crate:HasMoved() and not _crate:WasDropped() and _crate:GetID() > crateind then
--crate = _crate
crateind = _crate:GetID()
end
end
-- load one if we found one
if crateind > 0 then
local crate = nearcrates[crateind] -- #CTLD_CARGO
loaded.Cratesloaded = loaded.Cratesloaded + 1
crate:SetHasMoved(true)
table.insert(loaded.Cargo, crate)
table.insert(crateidsloaded,crate:GetID())
-- destroy crate
crate:GetPositionable():Destroy()
crate.Positionable = nil
self:_SendMessage(string.format("Crate ID %d for %s loaded!",crate:GetID(),crate:GetName()), 10, false, Group)
--local m = MESSAGE:New(string.format("Crate ID %d for %s loaded!",crate:GetID(),crate:GetName()),10,"CTLD"):ToGroup(Group)
self:__CratesPickedUp(1, Group, Unit, crate)
end
--if loaded.Cratesloaded == cratelimit then break end
end
self.Loaded_Cargo[unitname] = loaded
-- clean up real world crates
local existingcrates = self.Spawned_Cargo -- #table
local newexcrates = {}
for _,_crate in pairs(existingcrates) do
local excrate = _crate -- #CTLD_CARGO
local ID = excrate:GetID()
for _,_ID in pairs(crateidsloaded) do
if ID ~= _ID then
table.insert(newexcrates,_crate)
end
end
end
self.Spawned_Cargo = nil
self.Spawned_Cargo = newexcrates
end
end
return self
end
--- (Internal) Function to list loaded cargo.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
-- @return #CTLD self
function CTLD:_ListCargo(Group, Unit)
self:T(self.lid .. " _ListCargo")
local unitname = Unit:GetName()
local unittype = Unit:GetTypeName()
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
--local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
local trooplimit = capabilities.trooplimit -- #boolean
local cratelimit = capabilities.cratelimit -- #number
local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo
if self.Loaded_Cargo[unitname] then
local no_troops = loadedcargo.Troopsloaded or 0
local no_crates = loadedcargo.Cratesloaded or 0
local cargotable = loadedcargo.Cargo or {} -- #table
local report = REPORT:New("Transport Checkout Sheet")
report:Add("------------------------------------------------------------")
report:Add(string.format("Troops: %d(%d), Crates: %d(%d)",no_troops,trooplimit,no_crates,cratelimit))
report:Add("------------------------------------------------------------")
report:Add("-- TROOPS --")
for _,_cargo in pairs(cargotable) do
local cargo = _cargo -- #CTLD_CARGO
local type = cargo:GetType() -- #CTLD_CARGO.Enum
if type == CTLD_CARGO.Enum.TROOPS and not cargo:WasDropped() then
report:Add(string.format("Troop: %s size %d",cargo:GetName(),cargo:GetCratesNeeded()))
end
end
if report:GetCount() == 4 then
report:Add("--------- N O N E ------------")
end
report:Add("------------------------------------------------------------")
report:Add("-- CRATES --")
local cratecount = 0
for _,_cargo in pairs(cargotable) do
local cargo = _cargo -- #CTLD_CARGO
local type = cargo:GetType() -- #CTLD_CARGO.Enum
if type ~= CTLD_CARGO.Enum.TROOPS then
report:Add(string.format("Crate: %s size 1",cargo:GetName()))
cratecount = cratecount + 1
end
end
if cratecount == 0 then
report:Add("--------- N O N E ------------")
end
report:Add("------------------------------------------------------------")
local text = report:Text()
self:_SendMessage(text, 30, true, Group)
--local m = MESSAGE:New(text,30,"CTLD",true):ToGroup(Group)
else
self:_SendMessage(string.format("Nothing loaded!\nTroop limit: %d | Crate limit %d",trooplimit,cratelimit), 10, false, Group)
--local m = MESSAGE:New(string.format("Nothing loaded!\nTroop limit: %d | Crate limit %d",trooplimit,cratelimit),10,"CTLD"):ToGroup(Group)
end
return self
end
--- (Internal) Function to check if a unit is a Hercules C-130.
-- @param #CTLD self
-- @param Wrapper.Unit#UNIT Unit
-- @return #boolean Outcome
function CTLD:IsHercules(Unit)
if Unit:GetTypeName() == "Hercules" then
return true
else
return false
end
end
--- (Internal) Function to unload troops from heli.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
function CTLD:_UnloadTroops(Group, Unit)
self:T(self.lid .. " _UnloadTroops")
-- check if we are in LOAD zone
local droppingatbase = false
local inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD)
if inzone then
droppingatbase = true
end
-- check for hover unload
local hoverunload = self:IsCorrectHover(Unit) --if true we\'re hovering in parameters
local IsHerc = self:IsHercules(Unit)
if IsHerc then
-- no hover but airdrop here
hoverunload = self:IsCorrectFlightParameters(Unit)
end
-- check if we\'re landed
local grounded = not self:IsUnitInAir(Unit)
-- Get what we have loaded
local unitname = Unit:GetName()
if self.Loaded_Cargo[unitname] and (grounded or hoverunload) then
if not droppingatbase or self.debug then
local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo
-- looking for troops
local cargotable = loadedcargo.Cargo
for _,_cargo in pairs (cargotable) do
local cargo = _cargo -- #CTLD_CARGO
local type = cargo:GetType() -- #CTLD_CARGO.Enum
if type == CTLD_CARGO.Enum.TROOPS and not cargo:WasDropped() then
-- unload troops
local name = cargo:GetName() or "none"
local temptable = cargo:GetTemplates() or {}
local position = Group:GetCoordinate()
local zoneradius = 100 -- drop zone radius
local factor = 1
if IsHerc then
factor = cargo:GetCratesNeeded() or 1 -- spread a bit more if airdropping
zoneradius = Unit:GetVelocityMPS() or 100
end
local zone = ZONE_GROUP:New(string.format("Unload zone-%s",unitname),Group,zoneradius*factor)
local randomcoord = zone:GetRandomCoordinate(10,30*factor):GetVec2()
for _,_template in pairs(temptable) do
self.TroopCounter = self.TroopCounter + 1
local alias = string.format("%s-%d", _template, math.random(1,100000))
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(true,20,2)
:InitDelayOff()
:SpawnFromVec2(randomcoord)
if self.movetroopstowpzone then
self:_MoveGroupToZone(self.DroppedTroops[self.TroopCounter])
end
end -- template loop
cargo:SetWasDropped(true)
self:_SendMessage(string.format("Dropped Troops %s into action!",name), 10, false, Group)
--local m = MESSAGE:New(string.format("Dropped Troops %s into action!",name),10,"CTLD"):ToGroup(Group)
self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter])
end -- if type end
end -- cargotable loop
else -- droppingatbase
self:_SendMessage("Troops have returned to base!", 10, false, Group)
--local m = MESSAGE:New("Troops have returned to base!",15,"CTLD"):ToGroup(Group)
self:__TroopsRTB(1, Group, Unit)
end
-- cleanup load list
local loaded = {} -- #CTLD.LoadedCargo
loaded.Troopsloaded = 0
loaded.Cratesloaded = 0
loaded.Cargo = {}
local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo
local cargotable = loadedcargo.Cargo or {}
for _,_cargo in pairs (cargotable) do
local cargo = _cargo -- #CTLD_CARGO
local type = cargo:GetType() -- #CTLD_CARGO.Enum
local dropped = cargo:WasDropped()
--local moved = cargo:HasMoved()
if type ~= CTLD_CARGO.Enum.TROOP and not dropped then
table.insert(loaded.Cargo,_cargo)
loaded.Cratesloaded = loaded.Cratesloaded + 1
end
end
self.Loaded_Cargo[unitname] = nil
self.Loaded_Cargo[unitname] = loaded
else
if IsHerc then
self:_SendMessage("Nothing loaded or not within airdrop parameters!", 10, false, Group)
--local m = MESSAGE:New("Nothing loaded or not within airdrop parameters!",10,"CTLD"):ToGroup(Group)
else
self:_SendMessage("Nothing loaded or not hovering within parameters!", 10, false, Group)
--local m = MESSAGE:New("Nothing loaded or not hovering within parameters!",10,"CTLD"):ToGroup(Group)
end
end
return self
end
--- (Internal) Function to unload crates from heli.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrappe.Unit#UNIT Unit
function CTLD:_UnloadCrates(Group, Unit)
self:T(self.lid .. " _UnloadCrates")
-- check if we are in DROP zone
local inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.DROP)
if not inzone then
self:_SendMessage("You are not close enough to a drop zone!", 10, false, Group)
--local m = MESSAGE:New("You are not close enough to a drop zone!",15,"CTLD"):ToGroup(Group)
if not self.debug then
return self
end
end
-- check for hover unload
local hoverunload = self:IsCorrectHover(Unit) --if true we\'re hovering in parameters
local IsHerc = self:IsHercules(Unit)
if IsHerc then
-- no hover but airdrop here
hoverunload = self:IsCorrectFlightParameters(Unit)
end
-- check if we\'re landed
local grounded = not self:IsUnitInAir(Unit)
-- Get what we have loaded
local unitname = Unit:GetName()
if self.Loaded_Cargo[unitname] and (grounded or hoverunload) then
local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo
-- looking for troops
local cargotable = loadedcargo.Cargo
for _,_cargo in pairs (cargotable) do
local cargo = _cargo -- #CTLD_CARGO
local type = cargo:GetType() -- #CTLD_CARGO.Enum
if type ~= CTLD_CARGO.Enum.TROOPS and not cargo:WasDropped() then
-- unload crates
self:_GetCrates(Group, Unit, cargo, 1, true)
cargo:SetWasDropped(true)
cargo:SetHasMoved(true)
--local name cargo:GetName()
--local m = MESSAGE:New(string.format("Dropped Crate for %s!",name),10,"CTLD"):ToGroup(Group)
end
end
-- cleanup load list
local loaded = {} -- #CTLD.LoadedCargo
loaded.Troopsloaded = 0
loaded.Cratesloaded = 0
loaded.Cargo = {}
for _,_cargo in pairs (cargotable) do
local cargo = _cargo -- #CTLD_CARGO
local type = cargo:GetType() -- #CTLD_CARGO.Enum
local size = cargo:GetCratesNeeded()
if type == CTLD_CARGO.Enum.TROOP then
table.insert(loaded.Cargo,_cargo)
loaded.Cratesloaded = loaded.Troopsloaded + size
end
end
self.Loaded_Cargo[unitname] = nil
self.Loaded_Cargo[unitname] = loaded
else
if IsHerc then
self:_SendMessage("Nothing loaded or not within airdrop parameters!", 10, false, Group)
--local m = MESSAGE:New("Nothing loaded or not within airdrop parameters!",10,"CTLD"):ToGroup(Group)
else
self:_SendMessage("Nothing loaded or not hovering within parameters!", 10, false, Group)
--local m = MESSAGE:New("Nothing loaded or not hovering within parameters!",10,"CTLD"):ToGroup(Group)
end
end
return self
end
--- (Internal) Function to build nearby crates.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrappe.Unit#UNIT Unit
function CTLD:_BuildCrates(Group, Unit)
self:T(self.lid .. " _BuildCrates")
-- get nearby crates
local finddist = self.CrateDistance or 30
local crates,number = self:_FindCratesNearby(Group,Unit, finddist) -- #table
local buildables = {}
local foundbuilds = false
local canbuild = false
if number > 0 then
-- get dropped crates
for _,_crate in pairs(crates) do
local Crate = _crate -- #CTLD_CARGO
if Crate:WasDropped() then
-- we can build these - maybe
local name = Crate:GetName()
local required = Crate:GetCratesNeeded()
local template = Crate:GetTemplates()
local ctype = Crate:GetType()
if not buildables[name] then
local object = {} -- #CTLD.Buildable
object.Name = name
object.Required = required
object.Found = 1
object.Template = template
object.CanBuild = false
object.Type = ctype -- #CTLD_CARGO.Enum
buildables[name] = object
foundbuilds = true
else
buildables[name].Found = buildables[name].Found + 1
if buildables[name].Found >= buildables[name].Required then
buildables[name].CanBuild = true
canbuild = true
end
foundbuilds = true
end
--self:T{buildables = buildables})
end -- end dropped
end -- end crate loop
-- ok let\'s list what we have
local report = REPORT:New("Checklist Buildable Crates")
report:Add("------------------------------------------------------------")
for _,_build in pairs(buildables) do
local build = _build -- Object table from above
local name = build.Name
local needed = build.Required
local found = build.Found
local txtok = "NO"
if build.CanBuild then
txtok = "YES"
end
--self:T{name,needed,found,txtok})
local text = string.format("Type: %s | Required %d | Found %d | Can Build %s", name, needed, found, txtok)
report:Add(text)
end -- end list buildables
if not foundbuilds then report:Add(" --- None Found ---") end
report:Add("------------------------------------------------------------")
local text = report:Text()
self:_SendMessage(text, 30, true, Group)
--local m = MESSAGE:New(text,30,"CTLD",true):ToGroup(Group)
-- let\'s get going
if canbuild then
-- loop again
for _,_build in pairs(buildables) do
local build = _build -- #CTLD.Buildable
if build.CanBuild then
self:_CleanUpCrates(crates,build,number)
self:_BuildObjectFromCrates(Group,Unit,build)
end
end
end
else
self:_SendMessage(string.format("No crates within %d meters!",finddist), 10, false, Group)
--local m = MESSAGE:New(string.format("No crates within %d meters!",finddist),15,"CTLD",true):ToGroup(Group)
end -- number > 0
return self
end
--- (Internal) Function to actually SPAWN buildables in the mission.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Group#UNIT Unit
-- @param #CTLD.Buildable Build
function CTLD:_BuildObjectFromCrates(Group,Unit,Build)
self:T(self.lid .. " _BuildObjectFromCrates")
-- Spawn-a-crate-content
local position = Unit:GetCoordinate() or Group:GetCoordinate()
local unitname = Unit:GetName() or Group:GetName()
local name = Build.Name
local type = Build.Type -- #CTLD_CARGO.Enum
local canmove = false
if type == CTLD_CARGO.Enum.VEHICLE then canmove = true end
local temptable = Build.Template or {}
local zone = ZONE_GROUP:New(string.format("Unload zone-%s",unitname),Group,100)
local randomcoord = zone:GetRandomCoordinate(20,50):GetVec2()
for _,_template in pairs(temptable) do
self.TroopCounter = self.TroopCounter + 1
local alias = string.format("%s-%d", _template, math.random(1,100000))
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(true,20,2)
:InitDelayOff()
:SpawnFromVec2(randomcoord)
if self.movetroopstowpzone and canmove then
self:_MoveGroupToZone(self.DroppedTroops[self.TroopCounter])
end
self:__CratesBuild(1,Group,Unit,self.DroppedTroops[self.TroopCounter])
end -- template loop
return self
end
--- (Internal) Function to move group to WP zone.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group The Group to move.
function CTLD:_MoveGroupToZone(Group)
self:T(self.lid .. " _MoveGroupToZone")
local groupname = Group:GetName() or "none"
local groupcoord = Group:GetCoordinate()
--self:Tself.lid .. " _MoveGroupToZone for " .. groupname)
-- Get closest zone of type
local outcome, name, zone, distance = self:IsUnitInZone(Group,CTLD.CargoZoneType.MOVE)
--self:Tstring.format("Closest WP zone %s is %d meters",name,distance))
if (distance <= self.movetroopsdistance) and zone then
-- yes, we can ;)
local groupname = Group:GetName()
--self:Tstring.format("Moving troops %s to zone %s, distance %d!",groupname,name,distance))
local zonecoord = zone:GetRandomCoordinate(20,125) -- Core.Point#COORDINATE
local coordinate = zonecoord:GetVec2()
--self:T{coordinate=coordinate})
Group:SetAIOn()
Group:OptionAlarmStateAuto()
Group:OptionDisperseOnAttack(30)
Group:OptionROEOpenFirePossible()
Group:RouteToVec2(coordinate,5)
end
return self
end
--- (Internal) Housekeeping - Cleanup crates when build
-- @param #CTLD self
-- @param #table Crates Table of #CTLD_CARGO objects near the unit.
-- @param #CTLD.Buildable Build Table build object.
-- @param #number Number Number of objects in Crates (found) to limit search.
function CTLD:_CleanUpCrates(Crates,Build,Number)
self:T(self.lid .. " _CleanUpCrates")
-- clean up real world crates
local build = Build -- #CTLD.Buildable
--self:T{Build = Build})
local existingcrates = self.Spawned_Cargo -- #table of exising crates
local newexcrates = {}
-- get right number of crates to destroy
local numberdest = Build.Required
local nametype = Build.Name
local found = 0
local rounds = Number
local destIDs = {}
-- loop and find matching IDs in the set
for _,_crate in pairs(Crates) do
local nowcrate = _crate -- #CTLD_CARGO
local name = nowcrate:GetName()
--self:Tstring.format("Looking for Crate for %s", name))
local thisID = nowcrate:GetID()
if name == nametype then -- matching crate type
table.insert(destIDs,thisID)
found = found + 1
nowcrate:GetPositionable():Destroy()
nowcrate.Positionable = nil
--self:Tstring.format("%s Found %d Need %d", name, found, numberdest))
end
if found == numberdest then break end -- got enough
end
--self:T{destIDs})
-- loop and remove from real world representation
for _,_crate in pairs(existingcrates) do
local excrate = _crate -- #CTLD_CARGO
local ID = excrate:GetID()
for _,_ID in pairs(destIDs) do
if ID ~= _ID then
table.insert(newexcrates,_crate)
end
end
end
-- reset Spawned_Cargo
self.Spawned_Cargo = nil
self.Spawned_Cargo = newexcrates
return self
end
--- (Internal) Housekeeping - Function to refresh F10 menus.
-- @param #CTLD self
-- @return #CTLD self
function CTLD:_RefreshF10Menus()
self:T(self.lid .. " _RefreshF10Menus")
local PlayerSet = self.PilotGroups -- Core.Set#SET_GROUP
local PlayerTable = PlayerSet:GetSetObjects() -- #table of #GROUP objects
--self:T({PlayerTable=PlayerTable})
-- rebuild units table
local _UnitList = {}
for _key, _group in pairs (PlayerTable) do
local _unit = _group:GetUnit(1) -- Wrapper.Unit#UNIT Asume that there is only one unit in the flight for players
if _unit then
if _unit:IsAlive() and _unit:IsPlayer() then
if _unit:IsHelicopter() or (_unit:GetTypeName() == "Hercules" and self.enableHercules) then --ensure no stupid unit entries here
local unitName = _unit:GetName()
_UnitList[unitName] = unitName
end
end -- end isAlive
end -- end if _unit
end -- end for
self.CtldUnits = _UnitList
-- build unit menus
local menucount = 0
local menus = {}
for _, _unitName in pairs(self.CtldUnits) do
if not self.MenusDone[_unitName] then
local _unit = UNIT:FindByName(_unitName) -- Wrapper.Unit#UNIT
if _unit then
local _group = _unit:GetGroup() -- Wrapper.Group#GROUP
if _group then
-- get chopper capabilities
local unittype = _unit:GetTypeName()
local capabilities = self:_GetUnitCapabilities(_unit) -- #CTLD.UnitCapabilities
--local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
local cantroops = capabilities.troops
local cancrates = capabilities.crates
-- top menu
local topmenu = MENU_GROUP:New(_group,"CTLD",nil)
local topcrates = MENU_GROUP:New(_group,"Manage Crates",topmenu)
local toptroops = MENU_GROUP:New(_group,"Manage Troops",topmenu)
local listmenu = MENU_GROUP_COMMAND:New(_group,"List boarded cargo",topmenu, self._ListCargo, self, _group, _unit)
local smokemenu = MENU_GROUP_COMMAND:New(_group,"Smoke zones nearby",topmenu, self.SmokeZoneNearBy, self, _unit, false)
local smokemenu = MENU_GROUP_COMMAND:New(_group,"Flare zones nearby",topmenu, self.SmokeZoneNearBy, self, _unit, true):Refresh()
-- sub menus
-- sub menu crates management
if cancrates then
local loadmenu = MENU_GROUP_COMMAND:New(_group,"Load crates",topcrates, self._LoadCratesNearby, self, _group, _unit)
local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates)
for _,_entry in pairs(self.Cargo_Crates) do
local entry = _entry -- #CTLD_CARGO
menucount = menucount + 1
local menutext = string.format("Get crate for %s",entry.Name)
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,cratesmenu,self._GetCrates, self, _group, _unit, entry)
end
listmenu = MENU_GROUP_COMMAND:New(_group,"List crates nearby",topcrates, self._ListCratesNearby, self, _group, _unit)
local unloadmenu = MENU_GROUP_COMMAND:New(_group,"Drop crates",topcrates, self._UnloadCrates, self, _group, _unit)
local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit):Refresh()
end
-- sub menu troops management
if cantroops then
local troopsmenu = MENU_GROUP:New(_group,"Load troops",toptroops)
for _,_entry in pairs(self.Cargo_Troops) do
local entry = _entry -- #CTLD_CARGO
menucount = menucount + 1
menus[menucount] = MENU_GROUP_COMMAND:New(_group,entry.Name,troopsmenu,self._LoadTroops, self, _group, _unit, entry)
end
local unloadmenu1 = MENU_GROUP_COMMAND:New(_group,"Drop troops",toptroops, self._UnloadTroops, self, _group, _unit):Refresh()
end
local rbcns = MENU_GROUP_COMMAND:New(_group,"List active zone beacons",topmenu, self._ListRadioBeacons, self, _group, _unit)
if unittype == "Hercules" then
local hoverpars = MENU_GROUP_COMMAND:New(_group,"Show flight parameters",topmenu, self._ShowFlightParams, self, _group, _unit):Refresh()
else
local hoverpars = MENU_GROUP_COMMAND:New(_group,"Show hover parameters",topmenu, self._ShowHoverParams, self, _group, _unit):Refresh()
end
self.MenusDone[_unitName] = true
end -- end group
end -- end unit
else -- menu build check
self:T(self.lid .. " Menus already done for this group!")
end -- end menu build check
end -- end for
return self
end
--- User function - Add *generic* troop type loadable as cargo. This type will load directly into the heli without crates.
-- @param #CTLD self
-- @param #string Name Unique name of this type of troop. E.g. "Anti-Air Small".
-- @param #table Templates Table of #string names of late activated Wrapper.Group#GROUP making up this troop.
-- @param #CTLD_CARGO.Enum Type Type of cargo, here TROOPS - these will move to a nearby destination zone when dropped/build.
-- @param #number NoTroops Size of the group in number of Units across combined templates (for loading).
function CTLD:AddTroopsCargo(Name,Templates,Type,NoTroops)
self:T(self.lid .. " AddTroopsCargo")
self.CargoCounter = self.CargoCounter + 1
-- Troops are directly loadable
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Templates,Type,false,true,NoTroops)
table.insert(self.Cargo_Troops,cargo)
return self
end
--- User function - Add *generic* crate-type loadable as cargo. This type will create crates that need to be loaded, moved, dropped and built.
-- @param #CTLD self
-- @param #string Name Unique name of this type of cargo. E.g. "Humvee".
-- @param #table Templates Table of #string names of late activated Wrapper.Group#GROUP building this cargo.
-- @param #CTLD_CARGO.Enum Type Type of cargo. I.e. VEHICLE or FOB. VEHICLE will move to destination zones when dropped/build, FOB stays put.
-- @param #number NoCrates Number of crates needed to build this cargo.
function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates)
self:T(self.lid .. " AddCratesCargo")
self.CargoCounter = self.CargoCounter + 1
-- Crates are not directly loadable
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Templates,Type,false,false,NoCrates)
table.insert(self.Cargo_Crates,cargo)
return self
end
--- User function - Add a #CTLD.CargoZoneType zone for this CTLD instance.
-- @param #CTLD self
-- @param #CTLD.CargoZone Zone Zone #CTLD.CargoZone describing the zone.
function CTLD:AddZone(Zone)
self:T(self.lid .. " AddZone")
local zone = Zone -- #CTLD.CargoZone
if zone.type == CTLD.CargoZoneType.LOAD then
table.insert(self.pickupZones,zone)
--self:T"Registered LOAD zone " .. zone.name)
elseif zone.type == CTLD.CargoZoneType.DROP then
table.insert(self.dropOffZones,zone)
--self:T"Registered DROP zone " .. zone.name)
else
table.insert(self.wpZones,zone)
--self:T"Registered MOVE zone " .. zone.name)
end
return self
end
--- User function - Activate Name #CTLD.CargoZone.Type ZoneType for this CTLD instance.
-- @param #CTLD self
-- @param #string Name Name of the zone to change in the ME.
-- @param #CTLD.CargoZoneTyp ZoneType Type of zone this belongs to.
-- @param #boolean NewState (Optional) Set to true to activate, false to switch off.
function CTLD:ActivateZone(Name,ZoneType,NewState)
self:T(self.lid .. " AddZone")
local newstate = true
-- set optional in case we\'re deactivating
if not NewState or NewState == false then
newstate = false
end
-- get correct table
local zone = ZoneType -- #CTLD.CargoZone
local table = {}
if zone.type == CTLD.CargoZoneType.LOAD then
table = self.pickupZones
elseif zone.type == CTLD.CargoZoneType.DROP then
table = self.dropOffZones
else
table = self.wpZones
end
-- loop table
for _,_zone in pairs(table) do
local thiszone = _zone --#CTLD.CargoZone
if thiszone.name == Name then
thiszone.active = newstate
break
end
end
return self
end
--- User function - Deactivate Name #CTLD.CargoZoneType ZoneType for this CTLD instance.
-- @param #CTLD self
-- @param #string Name Name of the zone to change in the ME.
-- @param #CTLD.CargoZoneTyp ZoneType Type of zone this belongs to.
function CTLD:DeactivateZone(Name,ZoneType)
self:T(self.lid .. " AddZone")
self:ActivateZone(Name,ZoneType,false)
return self
end
--- (Internal) Function to obtain a valid FM frequency.
-- @param #CTLD self
-- @param #string Name Name of zone.
-- @return #CTLD.ZoneBeacon Beacon Beacon table.
function CTLD:_GetFMBeacon(Name)
self:T(self.lid .. " _GetFMBeacon")
local beacon = {} -- #CTLD.ZoneBeacon
if #self.FreeFMFrequencies <= 1 then
self.FreeFMFrequencies = self.UsedFMFrequencies
self.UsedFMFrequencies = {}
end
--random
local FM = table.remove(self.FreeFMFrequencies, math.random(#self.FreeFMFrequencies))
table.insert(self.UsedFMFrequencies, FM)
beacon.name = Name
beacon.frequency = FM / 1000000
beacon.modulation = radio.modulation.FM
return beacon
end
--- (Internal) Function to obtain a valid UHF frequency.
-- @param #CTLD self
-- @param #string Name Name of zone.
-- @return #CTLD.ZoneBeacon Beacon Beacon table.
function CTLD:_GetUHFBeacon(Name)
self:T(self.lid .. " _GetUHFBeacon")
local beacon = {} -- #CTLD.ZoneBeacon
if #self.FreeUHFFrequencies <= 1 then
self.FreeUHFFrequencies = self.UsedUHFFrequencies
self.UsedUHFFrequencies = {}
end
--random
local UHF = table.remove(self.FreeUHFFrequencies, math.random(#self.FreeUHFFrequencies))
table.insert(self.UsedUHFFrequencies, UHF)
beacon.name = Name
beacon.frequency = UHF / 1000000
beacon.modulation = radio.modulation.AM
return beacon
end
--- (Internal) Function to obtain a valid VHF frequency.
-- @param #CTLD self
-- @param #string Name Name of zone.
-- @return #CTLD.ZoneBeacon Beacon Beacon table.
function CTLD:_GetVHFBeacon(Name)
self:T(self.lid .. " _GetVHFBeacon")
local beacon = {} -- #CTLD.ZoneBeacon
if #self.FreeVHFFrequencies <= 3 then
self.FreeVHFFrequencies = self.UsedVHFFrequencies
self.UsedVHFFrequencies = {}
end
--get random
local VHF = table.remove(self.FreeVHFFrequencies, math.random(#self.FreeVHFFrequencies))
table.insert(self.UsedVHFFrequencies, VHF)
beacon.name = Name
beacon.frequency = VHF / 1000000
beacon.modulation = radio.modulation.FM
return beacon
end
--- User function - Crates and adds a #CTLD.CargoZone zone for this CTLD instance.
-- Zones of type LOAD: Players load crates and troops here.
-- Zones of type DROP: Players can drop crates here. Note that troops can be unloaded anywhere.
-- Zone of type MOVE: Dropped troops and vehicles will start moving to the nearest zone of this type (also see options).
-- @param #CTLD self
-- @param #string Name Name of this zone, as in Mission Editor.
-- @param #string Type Type of this zone, #CTLD.CargoZoneType
-- @param #number Color Smoke/Flare color e.g. #SMOKECOLOR.Red
-- @param #string Active Is this zone currently active?
-- @param #string HasBeacon Does this zone have a beacon if it is active?
-- @return #CTLD self
function CTLD:AddCTLDZone(Name, Type, Color, Active, HasBeacon)
self:T(self.lid .. " AddCTLDZone")
local ctldzone = {} -- #CTLD.CargoZone
ctldzone.active = Active or false
ctldzone.color = Color or SMOKECOLOR.Red
ctldzone.name = Name or "NONE"
ctldzone.type = Type or CTLD.CargoZoneType.MOVE -- #CTLD.CargoZoneType
ctldzone.hasbeacon = HasBeacon or false
if HasBeacon then
ctldzone.fmbeacon = self:_GetFMBeacon(Name)
ctldzone.uhfbeacon = self:_GetUHFBeacon(Name)
ctldzone.vhfbeacon = self:_GetVHFBeacon(Name)
else
ctldzone.fmbeacon = nil
ctldzone.uhfbeacon = nil
ctldzone.vhfbeacon = nil
end
self:AddZone(ctldzone)
return self
end
--- (Internal) Function to show list of radio beacons
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
function CTLD:_ListRadioBeacons(Group, Unit)
self:T(self.lid .. " _ListRadioBeacons")
local report = REPORT:New("Active Zone Beacons")
report:Add("------------------------------------------------------------")
local zones = {[1] = self.pickupZones, [2] = self.wpZones, [3] = self.dropOffZones}
for i=1,3 do
for index,cargozone in pairs(zones[i]) do
-- Get Beacon object from zone
local czone = cargozone -- #CTLD.CargoZone
if czone.active and czone.hasbeacon then
local FMbeacon = czone.fmbeacon -- #CTLD.ZoneBeacon
local VHFbeacon = czone.vhfbeacon -- #CTLD.ZoneBeacon
local UHFbeacon = czone.uhfbeacon -- #CTLD.ZoneBeacon
local Name = czone.name
local FM = FMbeacon.frequency -- MHz
local VHF = VHFbeacon.frequency * 1000 -- KHz
local UHF = UHFbeacon.frequency -- MHz
report:AddIndent(string.format(" %s | FM %s Mhz | VHF %s KHz | UHF %s Mhz ", Name, FM, VHF, UHF),"|")
end
end
end
if report:GetCount() == 1 then
report:Add("--------- N O N E ------------")
end
report:Add("------------------------------------------------------------")
self:_SendMessage(report:Text(), 30, true, Group)
--local m = MESSAGE:New(report:Text(),30,"CTLD",true):ToGroup(Group)
return self
end
--- (Internal) Add radio beacon to zone. Runs 30 secs.
-- @param #CTLD self
-- @param #string Name Name of zone.
-- @param #string Sound Name of soundfile.
-- @param #number Mhz Frequency in Mhz.
-- @param #number Modulation Modulation AM or FM.
function CTLD:_AddRadioBeacon(Name, Sound, Mhz, Modulation)
self:T(self.lid .. " _AddRadioBeacon")
local Zone = ZONE:FindByName(Name)
local Sound = Sound or "beacon.ogg"
if Zone then
local ZoneCoord = Zone:GetCoordinate()
local ZoneVec3 = ZoneCoord:GetVec3()
local Frequency = Mhz * 1000000 -- Freq in Hertz
local Sound = "l10n/DEFAULT/"..Sound
trigger.action.radioTransmission(Sound, ZoneVec3, Modulation, false, Frequency, 1000) -- Beacon in MP only runs for 30secs straight
end
return self
end
--- (Internal) Function to refresh radio beacons
-- @param #CTLD self
function CTLD:_RefreshRadioBeacons()
self:T(self.lid .. " _RefreshRadioBeacons")
local zones = {[1] = self.pickupZones, [2] = self.wpZones, [3] = self.dropOffZones}
for i=1,3 do
for index,cargozone in pairs(zones[i]) do
-- Get Beacon object from zone
local czone = cargozone -- #CTLD.CargoZone
local Sound = self.RadioSound
if czone.active and czone.hasbeacon then
local FMbeacon = czone.fmbeacon -- #CTLD.ZoneBeacon
local VHFbeacon = czone.vhfbeacon -- #CTLD.ZoneBeacon
local UHFbeacon = czone.uhfbeacon -- #CTLD.ZoneBeacon
local Name = czone.name
local FM = FMbeacon.frequency -- MHz
local VHF = VHFbeacon.frequency -- KHz
local UHF = UHFbeacon.frequency -- MHz
self:_AddRadioBeacon(Name,Sound,FM,radio.modulation.FM)
self:_AddRadioBeacon(Name,Sound,VHF,radio.modulation.FM)
self:_AddRadioBeacon(Name,Sound,UHF,radio.modulation.AM)
end
end
end
return self
end
--- (Internal) Function to see if a unit is in a specific zone type.
-- @param #CTLD self
-- @param Wrapper.Unit#UNIT Unit Unit
-- @param #CTLD.CargoZoneType Zonetype Zonetype
-- @return #boolean Outcome Is in zone or not
-- @return #string name Closest zone name
-- @return #string zone Closest Core.Zone#ZONE object
-- @return #number distance Distance to closest zone
function CTLD:IsUnitInZone(Unit,Zonetype)
self:T(self.lid .. " IsUnitInZone")
local unitname = Unit:GetName()
--self:Tstring.format("%s | Zone search for %s | Type %s",self.lid,unitname,Zonetype))
local zonetable = {}
local outcome = false
if Zonetype == CTLD.CargoZoneType.LOAD then
zonetable = self.pickupZones -- #table
elseif Zonetype == CTLD.CargoZoneType.DROP then
zonetable = self.dropOffZones -- #table
else
zonetable = self.wpZones -- #table
end
--- now see if we\'re in
local zonecoord = nil
local colorret = nil
local maxdist = 1000000 -- 100km
local zoneret = nil
local zonenameret = nil
for _,_cargozone in pairs(zonetable) do
local czone = _cargozone -- #CTLD.CargoZone
local unitcoord = Unit:GetCoordinate()
local zonename = czone.name
local zone = ZONE:FindByName(zonename)
zonecoord = zone:GetCoordinate()
local active = czone.active
local color = czone.color
local zoneradius = zone:GetRadius()
local distance = self:_GetDistance(zonecoord,unitcoord)
--self:Tstring.format("Check distance: %d",distance))
if distance <= zoneradius and active then
outcome = true
end
if maxdist > distance then
maxdist = distance
zoneret = zone
zonenameret = zonename
colorret = color
end
end
--self:T{outcome, zonenameret, zoneret, maxdist})
return outcome, zonenameret, zoneret, maxdist
end
--- User function - Start smoke in a zone close to the Unit.
-- @param #CTLD self
-- @param Wrapper.Unit#UNIT Unit The Unit.
-- @param #boolean Flare If true, flare instead.
function CTLD:SmokeZoneNearBy(Unit, Flare)
self:T(self.lid .. " SmokeZoneNearBy")
-- table of #CTLD.CargoZone table
local unitcoord = Unit:GetCoordinate()
local Group = Unit:GetGroup()
local smokedistance = self.smokedistance
local smoked = false
local zones = {[1] = self.pickupZones, [2] = self.wpZones, [3] = self.dropOffZones}
for i=1,3 do
for index,cargozone in pairs(zones[i]) do
local CZone = cargozone --#CTLD.CargoZone
local zonename = CZone.name
local zone = ZONE:FindByName(zonename)
local zonecoord = zone:GetCoordinate()
local active = CZone.active
local color = CZone.color
local distance = self:_GetDistance(zonecoord,unitcoord)
if distance < smokedistance and active then
-- smoke zone since we\'re nearby
if not Flare then
zonecoord:Smoke(color or SMOKECOLOR.White)
else
if color == SMOKECOLOR.Blue then color = FLARECOLOR.White end
zonecoord:Flare(color or FLARECOLOR.White)
end
local txt = "smoking"
if Flare then txt = "flaring" end
self:_SendMessage(string.format("Roger, %s zone %s!",txt, zonename), 10, false, Group)
--local m = MESSAGE:New(string.format("Roger, %s zone %s!",txt, zonename),10,"CTLD"):ToGroup(Group)
smoked = true
end
end
end
if not smoked then
local distance = UTILS.MetersToNM(self.smokedistance)
self:_SendMessage(string.format("Negative, need to be closer than %dnm to a zone!",distance), 10, false, Group)
--local m = MESSAGE:New(string.format("Negative, need to be closer than %dnm to a zone!",distance),10,"CTLD"):ToGroup(Group)
end
return self
end
--- User - Function to add/adjust unittype capabilities.
-- @param #CTLD self
-- @param #string Unittype The unittype to adjust. If passed as Wrapper.Unit#UNIT, it will search for the unit in the mission.
-- @param #boolean Cancrates Unit can load crates.
-- @param #boolean Cantroops Unit can load troops.
-- @param #number Cratelimit Unit can carry number of crates.
-- @param #number Trooplimit Unit can carry number of troops.
function CTLD:UnitCapabilities(Unittype, Cancrates, Cantroops, Cratelimit, Trooplimit)
self:T(self.lid .. " UnitCapabilities")
local unittype = nil
local unit = nil
if type(Unittype) == "string" then
unittype = Unittype
elseif type(Unittype) == "table" then
unit = UNIT:FindByName(Unittype) -- Wrapper.Unit#UNIT
unittype = unit:GetTypeName()
else
return self
end
-- set capabilities
local capabilities = {} -- #CTLD.UnitCapabilities
capabilities.type = unittype
capabilities.crates = Cancrates or false
capabilities.troops = Cantroops or false
capabilities.cratelimit = Cratelimit or 0
capabilities.trooplimit = Trooplimit or 0
self.UnitTypes[unittype] = capabilities
return self
end
--- (Internal) Check if a unit is hovering *in parameters*.
-- @param #CTLD self
-- @param Wrapper.Unit#UNIT Unit
-- @return #boolean Outcome
function CTLD:IsCorrectHover(Unit)
self:T(self.lid .. " IsCorrectHover")
local outcome = false
-- see if we are in air and within parameters.
if self:IsUnitInAir(Unit) then
-- get speed and height
local uspeed = Unit:GetVelocityMPS()
local uheight = Unit:GetHeight()
local ucoord = Unit:GetCoordinate()
local gheight = ucoord:GetLandHeight()
local aheight = uheight - gheight -- height above ground
local maxh = self.maximumHoverHeight -- 15
local minh = self.minimumHoverHeight -- 5
local mspeed = 2 -- 2 m/s
--self:Tstring.format("%s Unit parameters: at %dm AGL with %dmps",self.lid,aheight,uspeed))
if (uspeed <= mspeed) and (aheight <= maxh) and (aheight >= minh) then
-- yep within parameters
outcome = true
end
end
return outcome
end
--- (Internal) Check if a Hercules is flying *in parameters* for air drops.
-- @param #CTLD self
-- @param Wrapper.Unit#UNIT Unit
-- @return #boolean Outcome
function CTLD:IsCorrectFlightParameters(Unit)
self:T(self.lid .. " IsCorrectFlightParameters")
local outcome = false
-- see if we are in air and within parameters.
if self:IsUnitInAir(Unit) then
-- get speed and height
local uspeed = Unit:GetVelocityMPS()
local uheight = Unit:GetHeight()
local ucoord = Unit:GetCoordinate()
local gheight = ucoord:GetLandHeight()
local aheight = uheight - gheight -- height above ground
local maxh = self.HercMinAngels-- 1500m
local minh = self.HercMaxAngels -- 5000m
local mspeed = 2 -- 2 m/s
-- TODO:Add speed test for Herc, should not be above 280kph/150kn
--self:Tstring.format("%s Unit parameters: at %dm AGL with %dmps",self.lid,aheight,uspeed))
if (aheight <= maxh) and (aheight >= minh) then
-- yep within parameters
outcome = true
end
end
return outcome
end
--- (Internal) List if a unit is hovering *in parameters*.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
function CTLD:_ShowHoverParams(Group,Unit)
local inhover = self:IsCorrectHover(Unit)
local htxt = "true"
if not inhover then htxt = "false" end
local text = string.format("Hover parameters (autoload/drop):\n - Min height %dm \n - Max height %dm \n - Max speed 2mps \n - In parameter: %s", self.minimumHoverHeight, self.maximumHoverHeight, htxt)
self:_SendMessage(text, 10, false, Group)
--local m = MESSAGE:New(text,10,"CTLD",false):ToGroup(Group)
return self
end
--- (Internal) List if a Herc unit is flying *in parameters*.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
function CTLD:_ShowFlightParams(Group,Unit)
local inhover = self:IsCorrectFlightParameters(Unit)
local htxt = "true"
if not inhover then htxt = "false" end
local minheight = UTILS.MetersToFeet(self.HercMinAngels)
local maxheight = UTILS.MetersToFeet(self.HercMaxAngels)
local text = string.format("Flight parameters (airdrop):\n - Min height %dft \n - Max height %dft \n - In parameter: %s", minheight, maxheight, htxt)
self:_SendMessage(text, 10, false, Group)
--local m = MESSAGE:New(text,15,"CTLD",false):ToGroup(Group)
return self
end
--- (Internal) Check if a unit is in a load zone and is hovering in parameters.
-- @param #CTLD self
-- @param Wrapper.Unit#UNIT Unit
-- @return #boolean Outcome
function CTLD:CanHoverLoad(Unit)
self:T(self.lid .. " CanHoverLoad")
if self:IsHercules(Unit) then return false end
local outcome = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD) and self:IsCorrectHover(Unit)
return outcome
end
--- (Internal) Check if a unit is above ground.
-- @param #CTLD self
-- @param Wrapper.Unit#UNIT Unit
-- @return #boolean Outcome
function CTLD:IsUnitInAir(Unit)
-- get speed and height
local minheight = self.minimumHoverHeight
if self.enableHercules and Unit:GetTypeName() == "Hercules" then
minheight = 5.1 -- herc is 5m AGL on the ground
end
local uheight = Unit:GetHeight()
local ucoord = Unit:GetCoordinate()
local gheight = ucoord:GetLandHeight()
local aheight = uheight - gheight -- height above ground
if aheight >= minheight then
return true
else
return false
end
end
--- (Internal) Autoload if we can do crates, have capacity free and are in a load zone.
-- @param #CTLD self
-- @param Wrapper.Unit#UNIT Unit
-- @return #CTLD self
function CTLD:AutoHoverLoad(Unit)
self:T(self.lid .. " AutoHoverLoad")
-- get capabilities and current load
local unittype = Unit:GetTypeName()
local unitname = Unit:GetName()
local Group = Unit:GetGroup()
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
--local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
local cancrates = capabilities.crates -- #boolean
local cratelimit = capabilities.cratelimit -- #number
if cancrates then
-- get load
local numberonboard = 0
local loaded = {}
if self.Loaded_Cargo[unitname] then
loaded = self.Loaded_Cargo[unitname] -- #CTLD.LoadedCargo
numberonboard = loaded.Cratesloaded or 0
end
local load = cratelimit - numberonboard
local canload = self:CanHoverLoad(Unit)
if canload and load > 0 then
self:_LoadCratesNearby(Group,Unit)
end
end
return self
end
--- (Internal) Run through all pilots and see if we autoload.
-- @param #CTLD self
-- @return #CTLD self
function CTLD:CheckAutoHoverload()
if self.hoverautoloading then
for _,_pilot in pairs (self.CtldUnits) do
local Unit = UNIT:FindByName(_pilot)
self:AutoHoverLoad(Unit)
end
end
return self
end
-------------------------------------------------------------------
-- FSM functions
-------------------------------------------------------------------
--- (Internal) FSM Function onafterStart.
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @return #CTLD self
function CTLD:onafterStart(From, Event, To)
self:T({From, Event, To})
if self.useprefix or self.enableHercules then
local prefix = self.prefixes
--self:T{prefix=prefix})
if self.enableHercules then
--self:T("CTLD with prefixes and Hercules")
self.PilotGroups = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(prefix):FilterStart()
else
--self:T("CTLD with prefixes NO Hercules")
self.PilotGroups = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(prefix):FilterCategories("helicopter"):FilterStart()
end
else
--self:T("CTLD NO prefixes NO Hercules")
self.PilotGroups = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategories("helicopter"):FilterStart()
end
-- Events
self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterUnit, self._EventHandler)
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._EventHandler)
self:__Status(-5)
return self
end
--- (Internal) FSM Function onbeforeStatus.
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @return #CTLD self
function CTLD:onbeforeStatus(From, Event, To)
self:T({From, Event, To})
self:_RefreshF10Menus()
self:_RefreshRadioBeacons()
self:CheckAutoHoverload()
return self
end
--- (Internal) FSM Function onafterStatus.
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @return #CTLD self
function CTLD:onafterStatus(From, Event, To)
self:T({From, Event, To})
-- gather some stats
-- pilots
local pilots = 0
for _,_pilot in pairs (self.CtldUnits) do
pilots = pilots + 1
end
-- spawned cargo boxes curr in field
local boxes = 0
for _,_pilot in pairs (self.Spawned_Cargo) do
boxes = boxes + 1
end
local cc = self.CargoCounter
local tc = self.TroopCounter
if self.debug or self.verbose > 0 then
local text = string.format("%s Pilots %d | Live Crates %d |\nCargo Counter %d | Troop Counter %d", self.lid, pilots, boxes, cc, tc)
local m = MESSAGE:New(text,10,"CTLD"):ToAll()
end
self:__Status(-30)
return self
end
--- (Internal) FSM Function onafterStop.
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @return #CTLD self
function CTLD:onafterStop(From, Event, To)
self:T({From, Event, To})
self:UnhandleEvent(EVENTS.PlayerEnterAircraft)
self:UnhandleEvent(EVENTS.PlayerEnterUnit)
self:UnhandleEvent(EVENTS.PlayerLeaveUnit)
return self
end
--- (Internal) FSM Function onbeforeTroopsPickedUp.
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #CTLD_CARGO Cargo Cargo crate.
-- @return #CTLD self
function CTLD:onbeforeTroopsPickedUp(From, Event, To, Group, Unit, Cargo)
self:T({From, Event, To})
return self
end
--- (Internal) FSM Function onbeforeCratesPickedUp.
-- @param #CTLD self
-- @param #string From State .
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #CTLD_CARGO Cargo Cargo crate.
-- @return #CTLD self
function CTLD:onbeforeCratesPickedUp(From, Event, To, Group, Unit, Cargo)
self:T({From, Event, To})
return self
end
--- (Internal) FSM Function onbeforeTroopsDeployed.
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Troops Troops #GROUP Object.
-- @return #CTLD self
function CTLD:onbeforeTroopsDeployed(From, Event, To, Group, Unit, Troops)
self:T({From, Event, To})
return self
end
--- (Internal) FSM Function onbeforeCratesDropped.
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #table Cargotable Table of #CTLD_CARGO objects dropped.
-- @return #CTLD self
function CTLD:onbeforeCratesDropped(From, Event, To, Group, Unit, Cargotable)
self:T({From, Event, To})
return self
end
--- (Internal) FSM Function onbeforeCratesBuild.
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Vehicle The #GROUP object of the vehicle or FOB build.
-- @return #CTLD self
function CTLD:onbeforeCratesBuild(From, Event, To, Group, Unit, Vehicle)
self:T({From, Event, To})
return self
end
--- (Internal) FSM Function onbeforeTroopsRTB.
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @return #CTLD self
function CTLD:onbeforeTroopsRTB(From, Event, To, Group, Unit)
self:T({From, Event, To})
return self
end
end -- end do
-------------------------------------------------------------------
-- End Ops.CTLD.lua
-------------------------------------------------------------------