2018-05-23 13:51:47 +02:00

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--- **Functional** -- Management of target **Designation**. Lase, smoke and illuminate targets.
--
-- ===
--
-- DESIGNATE is orchestrating the designation of potential targets executed by a Recce group,
-- and communicates these to a dedicated attacking group of players,
-- so that following a dynamically generated menu system,
-- each detected set of potential targets can be lased or smoked...
--
-- Targets can be:
--
-- * **Lased** for a period of time.
-- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
-- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
--
--
-- ### Authors:
--
-- * **FlightControl**: Design & Programming
--
-- @module Functional.Designate
do -- DESIGNATE
--- @type DESIGNATE
-- @extends Core.Fsm#FSM_PROCESS
--- # DESIGNATE class, extends @{Fsm#FSM}
--
-- DESIGNATE is managing the designation of detected targets.
-- Targets detected by recce will be communicated to a group of attacking players.
-- A menu system is made available that allows to:
--
-- * **Lased** for a period of time.
-- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
-- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.
--
-- The following terminology is being used throughout this document:
--
-- * The **DesignateObject** is the object of the DESIGNATE class, which is this class explained in the document.
-- * The **DetectionObject** is the object of a DETECTION_ class (DETECTION_TYPES, DETECTION_AREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into _DetectionItems_.
-- * **TargetGroups** is the list of detected target groupings by the _DetectionObject_. Each _TargetGroup_ contains a _TargetSet_.
-- * **TargetGroup** is one element of the __TargetGroups__ list, and contains a _TargetSet_.
-- * The **TargetSet** is a SET_UNITS collection of _Targets_, that have been detected by the _DetectionObject_.
-- * A **Target** is a detected UNIT object by the _DetectionObject_.
-- * A **Threat Level** is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario.
-- * The **RecceSet** is a SET_GROUP collection that contains the **RecceGroups**.
-- * A **RecceGroup** is a GROUP object containing the **Recces**.
-- * A **Recce** is a UNIT object executing the reconnaissance as part the _DetectionObject_. A Recce can be of any UNIT type.
-- * An **AttackGroup** is a GROUP object that contain _Players_.
-- * A **Player** is an active CLIENT object containing a human player.
-- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_.
--
-- ## 0. Player Manual
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia3.JPG)
--
-- A typical mission setup would require Recce (a @{Set} of Recce) to be detecting potential targets.
-- The DetectionObject will group the detected targets based on the detection method being used.
-- Possible detection methods could be by Area, by Type or by Unit.
-- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document.
--
-- **Recce** require to have Line of Sight (LOS) towards the targets.
-- The **Recce** will report any detected targets to the Players (on the picture Observers).
-- When targets are detected, a menu will be made available that allows those **TargetGroups** to be designated.
-- Designation can be done by Lasing, Smoking and Illumination.
-- Smoking is useful during the day, while illumination is recommended to be used during the night.
-- Smoking can designate specific targets, but not very precise, while lasing is very accurate and allows to
-- players to attack the targets using laser guided bombs or rockets.
-- Illumination will lighten up the Target Area.
--
-- **Recce** can be ground based or airborne. Airborne **Recce** (AFAC) can be really useful to designate a large amount of targets
-- in a wide open area, as airborne **Recce** has a large LOS.
-- However, ground based **Recce** are very useful to smoke or illuminate targets, as they can be much closer
-- to the Target Area.
--
-- It is recommended to make the **Recce** invisible and immortal using the Mission Editor in DCS World.
-- This will ensure that the detection process won't be interrupted and that targets can be designated.
-- However, you don't have to, so to simulate a more real-word situation or simulation, **Recce can also be destroyed**!
--
-- ### 0.1. Player View (Observer)
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia4.JPG)
--
-- The RecceSet is continuously detecting for potential Targets,
-- executing its task as part of the DetectionObject.
-- Once Targets have been detected, the DesignateObject will trigger the **Detect Event**.
--
-- In order to prevent an overflow in the DesignateObject of detected targets,
-- there is a maximum amount of TargetGroups
-- that can be put in **scope** of the DesignateObject.
-- We call this the **MaximumDesignations** term.
--
-- ### 0.2. Designate Menu
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia5.JPG)
--
-- For each detected TargetGroup, there is:
--
-- * A **Designate Menu** are created and continuously refreshed, containing the **DesignationID** and the **Designation Status**.
-- * The RecceGroups are reporting to each AttackGroup, sending **Messages** containing the Threat Level and the TargetSet composition.
--
-- A Player can then select an action from the **Designate Menu**.
-- The Designation Status is shown between the ( ).
--
-- It indicates for each TargetGroup the current active designation action applied:
--
-- * An "I" for Illumnation designation.
-- * An "S" for Smoking designation.
-- * An "L" for Lasing designation.
--
-- Note that multiple designation methods can be active at the same time!
-- Note the **Auto Lase** option. When switched on, the available **Recce** will lase
-- Targets when detected.
--
-- Targets are designated per **Threat Level**.
-- The most threatening targets from an Air to Ground perspective, are designated first!
-- This is for all designation methods.
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia6.JPG)
--
-- Each Designate Menu has a sub menu structure, which allows specific actions to be triggered:
--
-- * Lase Targets using a specific laser code.
-- * Smoke Targets using a specific smoke color.
-- * Illuminate areas.
--
-- ### 0.3. Lasing Targets
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia7.JPG)
--
-- Lasing targets is done as expected. Each available Recce can lase only ONE target through!
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia8.JPG)
--
-- Lasing can be done for specific laser codes. The Su-25T requires laser code 1113, while the A-10A requires laser code 1680.
-- For those, specific menu options can be made available for players to lase with these codes.
-- Auto Lase (as explained above), will ensure continuous lasing of available targets.
-- The status report shows which targets are being designated.
--
-- The following logic is executed when a TargetGroup is selected to be *lased* from the Designation Menu:
--
-- * The RecceSet is searched for any Recce that is within *designation distance* from a Target in the TargetGroup that is currently not being designated.
-- * If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated.
-- * During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given.
-- * When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event.
-- * When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting.
-- * When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported.
--
-- In this way, DESIGNATE assists players to designate ground targets for a coordinated attack!
--
-- ### 0.4. Illuminating Targets
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia9.JPG)
--
-- Illumination bombs are fired between 500 and 700 meters altitude and will burn about 2 minutes, while slowly decending.
-- Each available recce within range will fire an illumination bomb.
-- Illumination bombs can be fired in while lasing targets.
-- When illumination bombs are fired, it will take about 2 minutes until a sequent bomb run can be requested using the menus.
--
-- ### 0.5. Smoking Targets
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia10.JPG)
--
-- Smoke will fire for 5 minutes.
-- Each available recce within range will smoke a target.
-- Smoking can be requested while lasing targets.
-- Smoke will appear “around” the targets, because of accuracy limitations.
--
--
-- Have FUN!
--
-- ## 1. DESIGNATE constructor
--
-- * @{#DESIGNATE.New}(): Creates a new DESIGNATE object.
--
-- ## 2. DESIGNATE is a FSM
--
-- Designate is a finite state machine, which allows for controlled transitions of states.
--
-- ### 2.1 DESIGNATE States
--
-- * **Designating** ( Group ): The designation process.
--
-- ### 2.2 DESIGNATE Events
--
-- * **@{#DESIGNATE.Detect}**: Detect targets.
-- * **@{#DESIGNATE.LaseOn}**: Lase the targets with the specified Index.
-- * **@{#DESIGNATE.LaseOff}**: Stop lasing the targets with the specified Index.
-- * **@{#DESIGNATE.Smoke}**: Smoke the targets with the specified Index.
-- * **@{#DESIGNATE.Status}**: Report designation status.
--
-- ## 3. Maximum Designations
--
-- In order to prevent an overflow of designations due to many Detected Targets, there is a
-- Maximum Designations scope that is set in the DesignationObject.
--
-- The method @{#DESIGNATE.SetMaximumDesignations}() will put a limit on the amount of designations put in scope of the DesignationObject.
-- Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected.
--
-- ## 4. Laser codes
--
-- ### 4.1. Set possible laser codes
--
-- An array of laser codes can be provided, that will be used by the DESIGNATE when lasing.
-- The laser code is communicated by the Recce when it is lasing a larget.
-- Note that the default laser code is 1113.
-- Working known laser codes are: 1113,1462,1483,1537,1362,1214,1131,1182,1644,1614,1515,1411,1621,1138,1542,1678,1573,1314,1643,1257,1467,1375,1341,1275,1237
--
-- Use the method @{#DESIGNATE.SetLaserCodes}() to set the possible laser codes to be selected from.
-- One laser code can be given or an sequence of laser codes through an table...
--
-- Designate:SetLaserCodes( 1214 )
--
-- The above sets one laser code with the value 1214.
--
-- Designate:SetLaserCodes( { 1214, 1131, 1614, 1138 } )
--
-- The above sets a collection of possible laser codes that can be assigned. **Note the { } notation!**
--
-- ### 4.2. Auto generate laser codes
--
-- Use the method @{#DESIGNATE.GenerateLaserCodes}() to generate all possible laser codes. Logic implemented and advised by Ciribob!
--
-- ### 4.3. Add specific lase codes to the lase menu
--
-- Certain plane types can only drop laser guided ordonnance when targets are lased with specific laser codes.
-- The SU-25T needs targets to be lased using laser code 1113.
-- The A-10A needs targets to be lased using laser code 1680.
--
-- The method @{#DESIGNATE.AddMenuLaserCode}() to allow a player to lase a target using a specific laser code.
-- Remove such a lase menu option using @{#DESIGNATE.RemoveMenuLaserCode}().
--
-- ## 5. Autolase to automatically lase detected targets.
--
-- DetectionItems can be auto lased once detected by Recces. As such, there is almost no action required from the Players using the Designate Menu.
-- The **auto lase** function can be activated through the Designation Menu.
-- Use the method @{#DESIGNATE.SetAutoLase}() to activate or deactivate the auto lase function programmatically.
-- Note that autolase will automatically activate lasing for ALL DetectedItems. Individual items can be switched-off if required using the Designation Menu.
--
-- Designate:SetAutoLase( true )
--
-- Activate the auto lasing.
--
-- ## 6. Target prioritization on threat level
--
-- Targets can be detected of different types in one DetectionItem. Depending on the type of the Target, a different threat level applies in an Air to Ground combat context.
-- SAMs are of a higher threat than normal tanks. So, if the Target type was recognized, the Recces will select those targets that form the biggest threat first,
-- and will continue this until the remaining vehicles with the lowest threat have been reached.
--
-- This threat level prioritization can be activated using the method @{#DESIGNATE.SetThreatLevelPrioritization}().
-- If not activated, Targets will be selected in a random order, but most like those first which are the closest to the Recce marking the Target.
--
-- Designate:SetThreatLevelPrioritization( true )
--
-- The example will activate the threat level prioritization for this the Designate object. Threats will be marked based on the threat level of the Target.
--
-- ## 6. Designate Menu Location for a Mission
--
-- You can make DESIGNATE work for a @{Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission.
-- Use the method @{#DESIGNATE.SetMission}() to set the @{Mission} object for the designate function.
--
-- ## 7. Status Report
--
-- A status report is available that displays the current Targets detected, grouped per DetectionItem, and a list of which Targets are currently being marked.
--
-- * The status report can be shown by selecting "Status" -> "Report Status" from the Designation menu .
-- * The status report can be automatically flashed by selecting "Status" -> "Flash Status On".
-- * The automatic flashing of the status report can be deactivated by selecting "Status" -> "Flash Status Off".
-- * The flashing of the status menu is disabled by default.
-- * The method @{#DESIGNATE.FlashStatusMenu}() can be used to enable or disable to flashing of the status menu.
--
-- Designate:FlashStatusMenu( true )
--
-- The example will activate the flashing of the status menu for this Designate object.
--
-- @field #DESIGNATE
DESIGNATE = {
ClassName = "DESIGNATE",
}
--- DESIGNATE Constructor. This class is an abstract class and should not be instantiated.
-- @param #DESIGNATE self
-- @param Tasking.CommandCenter#COMMANDCENTER CC
-- @param Functional.Detection#DETECTION_BASE Detection
-- @param Core.Set#SET_GROUP AttackSet The Attack collection of GROUP objects to designate and report for.
-- @param Tasking.Mission#MISSION Mission (Optional) The Mission where the menu needs to be attached.
-- @return #DESIGNATE
function DESIGNATE:New( CC, Detection, AttackSet, Mission )
local self = BASE:Inherit( self, FSM:New() ) -- #DESIGNATE
self:F( { Detection } )
self:SetStartState( "Designating" )
self:AddTransition( "*", "Detect", "*" )
--- Detect Handler OnBefore for DESIGNATE
-- @function [parent=#DESIGNATE] OnBeforeDetect
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Detect Handler OnAfter for DESIGNATE
-- @function [parent=#DESIGNATE] OnAfterDetect
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Detect Trigger for DESIGNATE
-- @function [parent=#DESIGNATE] Detect
-- @param #DESIGNATE self
--- Detect Asynchronous Trigger for DESIGNATE
-- @function [parent=#DESIGNATE] __Detect
-- @param #DESIGNATE self
-- @param #number Delay
self:AddTransition( "*", "LaseOn", "Lasing" )
--- LaseOn Handler OnBefore for DESIGNATE
-- @function [parent=#DESIGNATE ] OnBeforeLaseOn
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- LaseOn Handler OnAfter for DESIGNATE
-- @function [parent=#DESIGNATE ] OnAfterLaseOn
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
--- LaseOn Trigger for DESIGNATE
-- @function [parent=#DESIGNATE ] LaseOn
-- @param #DESIGNATE self
--- LaseOn Asynchronous Trigger for DESIGNATE
-- @function [parent=#DESIGNATE ] __LaseOn
-- @param #DESIGNATE self
-- @param #number Delay
self:AddTransition( "Lasing", "Lasing", "Lasing" )
self:AddTransition( "*", "LaseOff", "Designate" )
--- LaseOff Handler OnBefore for DESIGNATE
-- @function [parent=#DESIGNATE ] OnBeforeLaseOff
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- LaseOff Handler OnAfter for DESIGNATE
-- @function [parent=#DESIGNATE ] OnAfterLaseOff
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
--- LaseOff Trigger for DESIGNATE
-- @function [parent=#DESIGNATE ] LaseOff
-- @param #DESIGNATE self
--- LaseOff Asynchronous Trigger for DESIGNATE
-- @function [parent=#DESIGNATE ] __LaseOff
-- @param #DESIGNATE self
-- @param #number Delay
self:AddTransition( "*", "Smoke", "*" )
--- Smoke Handler OnBefore for DESIGNATE
-- @function [parent=#DESIGNATE ] OnBeforeSmoke
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Smoke Handler OnAfter for DESIGNATE
-- @function [parent=#DESIGNATE ] OnAfterSmoke
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Smoke Trigger for DESIGNATE
-- @function [parent=#DESIGNATE ] Smoke
-- @param #DESIGNATE self
--- Smoke Asynchronous Trigger for DESIGNATE
-- @function [parent=#DESIGNATE ] __Smoke
-- @param #DESIGNATE self
-- @param #number Delay
self:AddTransition( "*", "Illuminate", "*" )
--- Illuminate Handler OnBefore for DESIGNATE
-- @function [parent=#DESIGNATE] OnBeforeIlluminate
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Illuminate Handler OnAfter for DESIGNATE
-- @function [parent=#DESIGNATE] OnAfterIlluminate
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Illuminate Trigger for DESIGNATE
-- @function [parent=#DESIGNATE] Illuminate
-- @param #DESIGNATE self
--- Illuminate Asynchronous Trigger for DESIGNATE
-- @function [parent=#DESIGNATE] __Illuminate
-- @param #DESIGNATE self
-- @param #number Delay
self:AddTransition( "*", "DoneSmoking", "*" )
self:AddTransition( "*", "DoneIlluminating", "*" )
self:AddTransition( "*", "Status", "*" )
--- Status Handler OnBefore for DESIGNATE
-- @function [parent=#DESIGNATE ] OnBeforeStatus
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Status Handler OnAfter for DESIGNATE
-- @function [parent=#DESIGNATE ] OnAfterStatus
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Status Trigger for DESIGNATE
-- @function [parent=#DESIGNATE ] Status
-- @param #DESIGNATE self
--- Status Asynchronous Trigger for DESIGNATE
-- @function [parent=#DESIGNATE ] __Status
-- @param #DESIGNATE self
-- @param #number Delay
self.CC = CC
self.Detection = Detection
self.AttackSet = AttackSet
self.RecceSet = Detection:GetDetectionSetGroup()
self.Recces = {}
self.Designating = {}
self:SetDesignateName()
self.LaseDuration = 60
self:SetFlashStatusMenu( false )
self:SetFlashDetectionMessages( true )
self:SetMission( Mission )
self:SetLaserCodes( { 1688, 1130, 4785, 6547, 1465, 4578 } ) -- set self.LaserCodes
self:SetAutoLase( false, false ) -- set self.Autolase and don't send message.
self:SetThreatLevelPrioritization( false ) -- self.ThreatLevelPrioritization, default is threat level priorization off
self:SetMaximumDesignations( 5 ) -- Sets the maximum designations. The default is 5 designations.
self:SetMaximumDistanceDesignations( 8000 ) -- Sets the maximum distance on which designations can be accepted. The default is 8000 meters.
self:SetMaximumMarkings( 2 ) -- Per target group, a maximum of 2 markings will be made by default.
self:SetDesignateMenu()
self.LaserCodesUsed = {}
self.MenuLaserCodes = {} -- This map contains the laser codes that will be shown in the designate menu to lase with specific laser codes.
self.Detection:__Start( 2 )
self:__Detect( -15 )
self.MarkScheduler = SCHEDULER:New( self )
return self
end
--- Set the flashing of the status menu for all AttackGroups.
-- @param #DESIGNATE self
-- @param #boolean FlashMenu true: the status menu will be flashed every detection run; false: no flashing of the menu.
-- @return #DESIGNATE
-- @usage
--
-- -- Enable the designate status message flashing...
-- Designate:SetFlashStatusMenu( true )
--
-- -- Disable the designate statusmessage flashing...
-- Designate:SetFlashStatusMenu()
--
-- -- Disable the designate status message flashing...
-- Designate:SetFlashStatusMenu( false )
function DESIGNATE:SetFlashStatusMenu( FlashMenu ) --R2.1
self.FlashStatusMenu = {}
self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup )
self.FlashStatusMenu[AttackGroup] = FlashMenu
end
)
return self
end
--- Set the flashing of the new detection messages.
-- @param #DESIGNATE self
-- @param #boolean FlashDetectionMessage true: The detection message will be flashed every time a new detection was done; false: no messages will be displayed.
-- @return #DESIGNATE
-- @usage
--
-- -- Enable the message flashing...
-- Designate:SetFlashDetectionMessages( true )
--
-- -- Disable the message flashing...
-- Designate:SetFlashDetectionMessages()
--
-- -- Disable the message flashing...
-- Designate:SetFlashDetectionMessages( false )
function DESIGNATE:SetFlashDetectionMessages( FlashDetectionMessage )
self.FlashDetectionMessage = {}
self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup )
self.FlashDetectionMessage[AttackGroup] = FlashDetectionMessage
end
)
return self
end
--- Set the maximum amount of designations.
-- @param #DESIGNATE self
-- @param #number MaximumDesignations
-- @return #DESIGNATE
function DESIGNATE:SetMaximumDesignations( MaximumDesignations )
self.MaximumDesignations = MaximumDesignations
return self
end
--- Set the maximum ground designation distance.
-- @param #DESIGNATE self
-- @param #number MaximumDistanceGroundDesignation Maximum ground designation distance in meters.
-- @return #DESIGNATE
function DESIGNATE:SetMaximumDistanceGroundDesignation( MaximumDistanceGroundDesignation )
self.MaximumDistanceGroundDesignation = MaximumDistanceGroundDesignation
return self
end
--- Set the maximum air designation distance.
-- @param #DESIGNATE self
-- @param #number MaximumDistanceAirDesignation Maximum air designation distance in meters.
-- @return #DESIGNATE
function DESIGNATE:SetMaximumDistanceAirDesignation( MaximumDistanceAirDesignation )
self.MaximumDistanceAirDesignation = MaximumDistanceAirDesignation
return self
end
--- Set the overall maximum distance when designations can be accepted.
-- @param #DESIGNATE self
-- @param #number MaximumDistanceDesignations Maximum distance in meters to accept designations.
-- @return #DESIGNATE
function DESIGNATE:SetMaximumDistanceDesignations( MaximumDistanceDesignations )
self.MaximumDistanceDesignations = MaximumDistanceDesignations
return self
end
--- Set the maximum amount of markings FACs will do, per designated target group.
-- @param #DESIGNATE self
-- @param #number MaximumMarkings Maximum markings FACs will do, per designated target group.
-- @return #DESIGNATE
function DESIGNATE:SetMaximumMarkings( MaximumMarkings )
self.MaximumMarkings = MaximumMarkings
return self
end
--- Set an array of possible laser codes.
-- Each new lase will select a code from this table.
-- @param #DESIGNATE self
-- @param #list<#number> LaserCodes
-- @return #DESIGNATE
function DESIGNATE:SetLaserCodes( LaserCodes ) --R2.1
self.LaserCodes = ( type( LaserCodes ) == "table" ) and LaserCodes or { LaserCodes }
self:F( { LaserCodes = self.LaserCodes } )
self.LaserCodesUsed = {}
return self
end
--- Add a specific lase code to the designate lase menu to lase targets with a specific laser code.
-- The MenuText will appear in the lase menu.
-- @param #DESIGNATE self
-- @param #number LaserCode The specific laser code to be added to the lase menu.
-- @param #string MenuText The text to be shown to the player. If you specify a %d in the MenuText, the %d will be replaced with the LaserCode specified.
-- @return #DESIGNATE
-- @usage
-- RecceDesignation:AddMenuLaserCode( 1113, "Lase with %d for Su-25T" )
-- RecceDesignation:AddMenuLaserCode( 1680, "Lase with %d for A-10A" )
--
function DESIGNATE:AddMenuLaserCode( LaserCode, MenuText )
self.MenuLaserCodes[LaserCode] = MenuText
self:SetDesignateMenu()
return self
end
--- Removes a specific lase code from the designate lase menu.
-- @param #DESIGNATE self
-- @param #number LaserCode The specific laser code that was set to be added to the lase menu.
-- @return #DESIGNATE
-- @usage
-- RecceDesignation:RemoveMenuLaserCode( 1113 )
--
function DESIGNATE:RemoveMenuLaserCode( LaserCode )
self.MenuLaserCodes[LaserCode] = nil
self:SetDesignateMenu()
return self
end
--- Set the name of the designation. The name will appear in the menu.
-- This method can be used to control different designations for different plane types.
-- @param #DESIGNATE self
-- @param #string DesignateName
-- @return #DESIGNATE
function DESIGNATE:SetDesignateName( DesignateName )
self.DesignateName = "Designation" .. ( DesignateName and ( " for " .. DesignateName ) or "" )
return self
end
--- Generate an array of possible laser codes.
-- Each new lase will select a code from this table.
-- The entered value can range from 1111 - 1788,
-- -- but the first digit of the series must be a 1 or 2
-- -- and the last three digits must be between 1 and 8.
-- The range used to be bugged so its not 1 - 8 but 0 - 7.
-- function below will use the range 1-7 just in case
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:GenerateLaserCodes() --R2.1
self.LaserCodes = {}
local function containsDigit(_number, _numberToFind)
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
-- 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 containsDigit(_code, 8)
and not containsDigit(_code, 9)
and not containsDigit(_code, 0) then
self:T(_code)
table.insert( self.LaserCodes, _code )
break
end
end
_count = _count + 1
end
self.LaserCodesUsed = {}
return self
end
--- Set auto lase.
-- Auto lase will start lasing targets immediately when these are in range.
-- @param #DESIGNATE self
-- @param #boolean AutoLase (optional) true sets autolase on, false off. Default is off.
-- @param #boolean Message (optional) true is send message, false or nil won't send a message. Default is no message sent.
-- @return #DESIGNATE
function DESIGNATE:SetAutoLase( AutoLase, Message )
self.AutoLase = AutoLase or false
if Message then
local AutoLaseOnOff = ( self.AutoLase == true ) and "On" or "Off"
local CC = self.CC:GetPositionable()
if CC then
CC:MessageToSetGroup( self.DesignateName .. ": Auto Lase " .. AutoLaseOnOff .. ".", 15, self.AttackSet )
end
end
self:CoordinateLase()
self:SetDesignateMenu()
return self
end
--- Set priorization of Targets based on the **Threat Level of the Target** in an Air to Ground context.
-- @param #DESIGNATE self
-- @param #boolean Prioritize
-- @return #DESIGNATE
function DESIGNATE:SetThreatLevelPrioritization( Prioritize ) --R2.1
self.ThreatLevelPrioritization = Prioritize
return self
end
--- Set the MISSION object for which designate will function.
-- When a MISSION object is assigned, the menu for the designation will be located at the Mission Menu.
-- @param #DESIGNATE self
-- @param Tasking.Mission#MISSION Mission The MISSION object.
-- @return #DESIGNATE
function DESIGNATE:SetMission( Mission ) --R2.2
self.Mission = Mission
return self
end
---
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterDetect()
self:__Detect( -math.random( 60 ) )
self:DesignationScope()
self:CoordinateLase()
self:SendStatus()
self:SetDesignateMenu()
return self
end
--- Adapt the designation scope according the detected items.
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:DesignationScope()
local DetectedItems = self.Detection:GetDetectedItemsByIndex()
local DetectedItemCount = 0
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = self.Detection:GetDetectedItemByIndex( DesignateIndex )
if DetectedItem then
-- Check LOS...
local IsDetected = self.Detection:IsDetectedItemDetected( DetectedItem )
self:F({IsDetected = IsDetected })
if IsDetected == false then
self:F("Removing")
-- This Detection is obsolete, remove from the designate scope
self.Designating[DesignateIndex] = nil
self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup )
if AttackGroup:IsAlive() == true then
local DetectionText = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " )
self.CC:GetPositionable():MessageToGroup( "Targets out of LOS\n" .. DetectionText, 10, AttackGroup, self.DesignateName )
end
end
)
else
DetectedItemCount = DetectedItemCount + 1
end
else
-- This Detection is obsolete, remove from the designate scope
self.Designating[DesignateIndex] = nil
end
end
if DetectedItemCount < 5 then
for DesignateIndex, DetectedItem in pairs( DetectedItems ) do
local IsDetected = self.Detection:IsDetectedItemDetected( DetectedItem )
if IsDetected == true then
self:F( { DistanceRecce = DetectedItem.DistanceRecce } )
if DetectedItem.DistanceRecce <= self.MaximumDistanceDesignations then
if self.Designating[DesignateIndex] == nil then
-- ok, we added one item to the designate scope.
self.AttackSet:ForEachGroupAlive(
function( AttackGroup )
if self.FlashDetectionMessage[AttackGroup] == true then
local DetectionText = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " )
self.CC:GetPositionable():MessageToGroup( "Targets detected at \n" .. DetectionText, 10, AttackGroup, self.DesignateName )
end
end
)
self.Designating[DesignateIndex] = ""
-- When we found an item for designation, we stop the loop.
-- So each iteration over the detected items, a new detected item will be selected to be designated.
-- Until all detected items were found or until there are about 5 designations allocated.
break
end
end
end
end
end
return self
end
--- Coordinates the Auto Lase.
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:CoordinateLase()
local DetectedItems = self.Detection:GetDetectedItemsByIndex()
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = DetectedItems[DesignateIndex]
if DetectedItem then
if self.AutoLase then
self:LaseOn( DesignateIndex, self.LaseDuration )
end
end
end
return self
end
--- Sends the status to the Attack Groups.
-- @param #DESIGNATE self
-- @param Wrapper.Group#GROUP AttackGroup
-- @param #number Duration The time in seconds the report should be visible.
-- @return #DESIGNATE
function DESIGNATE:SendStatus( MenuAttackGroup )
self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup )
if self.FlashStatusMenu[AttackGroup] or ( MenuAttackGroup and ( AttackGroup:GetName() == MenuAttackGroup:GetName() ) ) then
local DetectedReport = REPORT:New( "Targets ready for Designation:" )
local DetectedItems = self.Detection:GetDetectedItemsByIndex()
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = DetectedItems[DesignateIndex]
if DetectedItem then
local Report = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " )
DetectedReport:Add( string.rep( "-", 140 ) )
DetectedReport:Add( " - " .. Report )
if string.find( Designating, "L" ) then
DetectedReport:Add( " - " .. "Lasing Targets" )
end
if string.find( Designating, "S" ) then
DetectedReport:Add( " - " .. "Smoking Targets" )
end
if string.find( Designating, "I" ) then
DetectedReport:Add( " - " .. "Illuminating Area" )
end
end
end
local CC = self.CC:GetPositionable()
CC:MessageTypeToGroup( DetectedReport:Text( "\n" ), MESSAGE.Type.Information, AttackGroup, self.DesignateName )
local DesignationReport = REPORT:New( "Marking Targets:" )
self.RecceSet:ForEachGroupAlive(
function( RecceGroup )
local RecceUnits = RecceGroup:GetUnits()
for UnitID, RecceData in pairs( RecceUnits ) do
local Recce = RecceData -- Wrapper.Unit#UNIT
if Recce:IsLasing() then
DesignationReport:Add( " - " .. Recce:GetMessageText( "Marking " .. Recce:GetSpot().Target:GetTypeName() .. " with laser " .. Recce:GetSpot().LaserCode .. "." ) )
end
end
end
)
CC:MessageTypeToGroup( DesignationReport:Text(), MESSAGE.Type.Information, AttackGroup, self.DesignateName )
end
end
)
return self
end
--- Sets the Designate Menu.
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:SetDesignateMenu()
self.AttackSet:Flush( self )
self.AttackSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup )
self.MenuDesignate = self.MenuDesignate or {}
local MissionMenu = nil
if self.Mission then
MissionMenu = self.Mission:GetRootMenu( AttackGroup )
end
local MenuTime = timer.getTime()
self.MenuDesignate[AttackGroup] = MENU_GROUP_DELAYED:New( AttackGroup, self.DesignateName, MissionMenu ):SetTime( MenuTime ):SetTag( self.DesignateName )
local MenuDesignate = self.MenuDesignate[AttackGroup] -- Core.Menu#MENU_GROUP_DELAYED
-- Set Menu option for auto lase
if self.AutoLase then
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Auto Lase Off", MenuDesignate, self.MenuAutoLase, self, false ):SetTime( MenuTime ):SetTag( self.DesignateName )
else
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Auto Lase On", MenuDesignate, self.MenuAutoLase, self, true ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
local StatusMenu = MENU_GROUP_DELAYED:New( AttackGroup, "Status", MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Report Status", StatusMenu, self.MenuStatus, self, AttackGroup ):SetTime( MenuTime ):SetTag( self.DesignateName )
if self.FlashStatusMenu[AttackGroup] then
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Flash Status Report Off", StatusMenu, self.MenuFlashStatus, self, AttackGroup, false ):SetTime( MenuTime ):SetTag( self.DesignateName )
else
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Flash Status Report On", StatusMenu, self.MenuFlashStatus, self, AttackGroup, true ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = self.Detection:GetDetectedItemByIndex( DesignateIndex )
if DetectedItem then
local Coord = self.Detection:GetDetectedItemCoordinate( DetectedItem )
local ID = self.Detection:GetDetectedItemID( DetectedItem )
local MenuText = ID --.. ", " .. Coord:ToStringA2G( AttackGroup )
MenuText = string.format( "(%3s) %s", Designating, MenuText )
local DetectedMenu = MENU_GROUP_DELAYED:New( AttackGroup, MenuText, MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName )
-- Build the Lasing menu.
if string.find( Designating, "L", 1, true ) == nil then
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Search other target", DetectedMenu, self.MenuForget, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
for LaserCode, MenuText in pairs( self.MenuLaserCodes ) do
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, string.format( MenuText, LaserCode ), DetectedMenu, self.MenuLaseCode, self, DesignateIndex, 60, LaserCode ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Lase with random laser code(s)", DetectedMenu, self.MenuLaseOn, self, DesignateIndex, 60 ):SetTime( MenuTime ):SetTag( self.DesignateName )
else
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Stop lasing", DetectedMenu, self.MenuLaseOff, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
-- Build the Smoking menu.
if string.find( Designating, "S", 1, true ) == nil then
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke red", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Red ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke blue", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Blue ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke green", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Green ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke white", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.White ):SetTime( MenuTime ):SetTag( self.DesignateName )
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke orange", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Orange ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
-- Build the Illuminate menu.
if string.find( Designating, "I", 1, true ) == nil then
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Illuminate", DetectedMenu, self.MenuIlluminate, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
end
end
end
MenuDesignate:Remove( MenuTime, self.DesignateName )
MenuDesignate:Set()
end
)
return self
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuStatus( AttackGroup )
self:F("Status")
self:SendStatus( AttackGroup )
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuFlashStatus( AttackGroup, Flash )
self:F("Flash Status")
self.FlashStatusMenu[AttackGroup] = Flash
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuForget( Index )
self:F("Forget")
self.Designating[Index] = ""
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuAutoLase( AutoLase )
self:F("AutoLase")
self:SetAutoLase( AutoLase, true )
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuSmoke( Index, Color )
self:F("Designate through Smoke")
if string.find( self.Designating[Index], "S" ) == nil then
self.Designating[Index] = self.Designating[Index] .. "S"
end
self:Smoke( Index, Color )
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuIlluminate( Index )
self:F("Designate through Illumination")
if string.find( self.Designating[Index], "I", 1, true ) == nil then
self.Designating[Index] = self.Designating[Index] .. "I"
end
self:__Illuminate( 1, Index )
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuLaseOn( Index, Duration )
self:F("Designate through Lase")
self:__LaseOn( 1, Index, Duration )
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuLaseCode( Index, Duration, LaserCode )
self:F( "Designate through Lase using " .. LaserCode )
self:__LaseOn( 1, Index, Duration, LaserCode )
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuLaseOff( Index, Duration )
self:F("Lasing off")
self.Designating[Index] = string.gsub( self.Designating[Index], "L", "" )
self:__LaseOff( 1, Index )
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
function DESIGNATE:onafterLaseOn( From, Event, To, Index, Duration, LaserCode )
if string.find( self.Designating[Index], "L", 1, true ) == nil then
self.Designating[Index] = self.Designating[Index] .. "L"
end
self.LaseStart = timer.getTime()
self.LaseDuration = Duration
self:Lasing( Index, Duration, LaserCode )
end
---
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterLasing( From, Event, To, Index, Duration, LaserCodeRequested )
local DetectedItem = self.Detection:GetDetectedItemByIndex( Index )
local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem )
local MarkingCount = 0
local MarkedTypes = {}
local ReportTypes = REPORT:New()
local ReportLaserCodes = REPORT:New()
TargetSetUnit:Flush( self )
--self:F( { Recces = self.Recces } )
for TargetUnit, RecceData in pairs( self.Recces ) do
local Recce = RecceData -- Wrapper.Unit#UNIT
self:F( { TargetUnit = TargetUnit, Recce = Recce:GetName() } )
if not Recce:IsLasing() then
local LaserCode = Recce:GetLaserCode() -- (Not deleted when stopping with lasing).
self:F( { ClearingLaserCode = LaserCode } )
self.LaserCodesUsed[LaserCode] = nil
self.Recces[TargetUnit] = nil
end
end
-- If a specific lasercode is requested, we disable one active lase!
if LaserCodeRequested then
for TargetUnit, RecceData in pairs( self.Recces ) do -- We break after the first has been processed.
local Recce = RecceData -- Wrapper.Unit#UNIT
self:F( { TargetUnit = TargetUnit, Recce = Recce:GetName() } )
if Recce:IsLasing() then
-- When a Recce is lasing, we switch the lasing off, and clear the references to the lasing in the DESIGNATE class.
Recce:LaseOff() -- Switch off the lasing.
local LaserCode = Recce:GetLaserCode() -- (Not deleted when stopping with lasing).
self:F( { ClearingLaserCode = LaserCode } )
self.LaserCodesUsed[LaserCode] = nil
self.Recces[TargetUnit] = nil
break
end
end
end
if self.AutoLase or ( not self.AutoLase and ( self.LaseStart + Duration >= timer.getTime() ) ) then
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
--- @param Wrapper.Unit#UNIT SmokeUnit
function( TargetUnit )
self:F( { TargetUnit = TargetUnit:GetName() } )
if MarkingCount < self.MaximumMarkings then
if TargetUnit:IsAlive() then
local Recce = self.Recces[TargetUnit]
if not Recce then
self:F( "Lasing..." )
self.RecceSet:Flush( self)
for RecceGroupID, RecceGroup in pairs( self.RecceSet:GetSet() ) do
for UnitID, UnitData in pairs( RecceGroup:GetUnits() or {} ) do
local RecceUnit = UnitData -- Wrapper.Unit#UNIT
local RecceUnitDesc = RecceUnit:GetDesc()
--self:F( { RecceUnit = RecceUnit:GetName(), RecceDescription = RecceUnitDesc } )
if RecceUnit:IsLasing() == false then
--self:F( { IsDetected = RecceUnit:IsDetected( TargetUnit ), IsLOS = RecceUnit:IsLOS( TargetUnit ) } )
if RecceUnit:IsDetected( TargetUnit ) and RecceUnit:IsLOS( TargetUnit ) then
local LaserCodeIndex = math.random( 1, #self.LaserCodes )
local LaserCode = self.LaserCodes[LaserCodeIndex]
--self:F( { LaserCode = LaserCode, LaserCodeUsed = self.LaserCodesUsed[LaserCode] } )
if LaserCodeRequested and LaserCodeRequested ~= LaserCode then
LaserCode = LaserCodeRequested
LaserCodeRequested = nil
end
if not self.LaserCodesUsed[LaserCode] then
self.LaserCodesUsed[LaserCode] = LaserCodeIndex
local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration )
local AttackSet = self.AttackSet
local DesignateName = self.DesignateName
function Spot:OnAfterDestroyed( From, Event, To )
self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed. " .. TargetSetUnit:Count() .. " targets left.",
5, AttackSet, self.DesignateName )
end
self.Recces[TargetUnit] = RecceUnit
-- OK. We have assigned for the Recce a TargetUnit. We can exit the function.
MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName()
--RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.",
-- 5, self.AttackSet, DesignateName )
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
ReportTypes:Add(TargetUnitType)
end
ReportLaserCodes:Add(RecceUnit.LaserCode)
return
end
else
--RecceUnit:MessageToSetGroup( "Can't mark " .. TargetUnit:GetTypeName(), 5, self.AttackSet )
end
else
-- The Recce is lasing, but the Target is not detected or within LOS. So stop lasing and send a report.
if not RecceUnit:IsDetected( TargetUnit ) or not RecceUnit:IsLOS( TargetUnit ) then
local Recce = self.Recces[TargetUnit] -- Wrapper.Unit#UNIT
if Recce then
Recce:LaseOff()
Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, self.AttackSet, self.DesignateName )
end
else
--MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName()
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
ReportTypes:Add(TargetUnitType)
end
ReportLaserCodes:Add(RecceUnit.LaserCode)
end
end
end
end
else
MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName()
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
ReportTypes:Add(TargetUnitType)
end
ReportLaserCodes:Add(Recce.LaserCode)
--Recce:MessageToSetGroup( self.DesignateName .. ": Marking " .. TargetUnit:GetTypeName() .. " with laser " .. Recce.LaserCode .. ".", 5, self.AttackSet )
end
end
end
end
)
local MarkedTypesText = ReportTypes:Text(', ')
local MarkedLaserCodesText = ReportLaserCodes:Text(', ')
self.CC:GetPositionable():MessageToSetGroup( "Marking " .. MarkingCount .. " x " .. MarkedTypesText .. ", code " .. MarkedLaserCodesText .. ".", 5, self.AttackSet, self.DesignateName )
self:__Lasing( -30, Index, Duration, LaserCodeRequested )
self:SetDesignateMenu()
else
self:LaseOff( Index )
end
end
---
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterLaseOff( From, Event, To, Index )
local CC = self.CC:GetPositionable()
if CC then
CC:MessageToSetGroup( "Stopped lasing.", 5, self.AttackSet, self.DesignateName )
end
local DetectedItem = self.Detection:GetDetectedItemByIndex( Index )
local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem )
local Recces = self.Recces
for TargetID, RecceData in pairs( Recces ) do
local Recce = RecceData -- Wrapper.Unit#UNIT
Recce:MessageToSetGroup( "Stopped lasing " .. Recce:GetSpot().Target:GetTypeName() .. ".", 5, self.AttackSet, self.DesignateName )
Recce:LaseOff()
end
Recces = nil
self.Recces = {}
self.LaserCodesUsed = {}
self.Designating[Index] = string.gsub( self.Designating[Index], "L", "" )
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterSmoke( From, Event, To, Index, Color )
local DetectedItem = self.Detection:GetDetectedItemByIndex( Index )
local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem )
local TargetSetUnitCount = TargetSetUnit:Count()
local MarkedCount = 0
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
--- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit )
if MarkedCount < self.MaximumMarkings then
MarkedCount = MarkedCount + 1
self:F( "Smoking ..." )
local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(SmokeUnit:GetPointVec2())
local RecceUnit = RecceGroup:GetUnit( 1 )
if RecceUnit then
RecceUnit:MessageToSetGroup( "Smoking " .. SmokeUnit:GetTypeName() .. ".", 5, self.AttackSet, self.DesignateName )
if SmokeUnit:IsAlive() then
SmokeUnit:Smoke( Color, 50, 2 )
end
self.MarkScheduler:Schedule( self,
function()
self:DoneSmoking( Index )
end, {}, math.random( 180, 240 )
)
end
end
end
)
end
--- Illuminating
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterIlluminate( From, Event, To, Index )
local DetectedItem = self.Detection:GetDetectedItemByIndex( Index )
local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem )
local TargetUnit = TargetSetUnit:GetFirst()
if TargetUnit then
local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(TargetUnit:GetPointVec2())
local RecceUnit = RecceGroup:GetUnit( 1 )
if RecceUnit then
RecceUnit:MessageToSetGroup( "Illuminating " .. TargetUnit:GetTypeName() .. ".", 5, self.AttackSet, self.DesignateName )
if TargetUnit:IsAlive() then
-- Fire 2 illumination bombs at random locations.
TargetUnit:GetPointVec3():AddY(math.random( 350, 500) ):AddX(math.random(-50,50) ):AddZ(math.random(-50,50) ):IlluminationBomb()
TargetUnit:GetPointVec3():AddY(math.random( 350, 500) ):AddX(math.random(-50,50) ):AddZ(math.random(-50,50) ):IlluminationBomb()
end
self.MarkScheduler:Schedule( self,
function()
self:DoneIlluminating( Index )
end, {}, math.random( 60, 90 )
)
end
end
end
--- DoneSmoking
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterDoneSmoking( From, Event, To, Index )
self.Designating[Index] = string.gsub( self.Designating[Index], "S", "" )
self:SetDesignateMenu()
end
--- DoneIlluminating
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterDoneIlluminating( From, Event, To, Index )
self.Designating[Index] = string.gsub( self.Designating[Index], "I", "" )
self:SetDesignateMenu()
end
end