2020-06-27 22:44:50 +02:00

853 lines
27 KiB
Lua

--- **Ops** - Enhanced Naval Group.
--
-- **Main Features:**
--
-- * Dynamically add and remove waypoints
-- * Let the group steam into the wind
-- * Command a full stop
-- * Let a submarine dive and surface
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Ops.NavyGroup
-- @image OPS_NavyGroup.png
--- NAVYGROUP class.
-- @type NAVYGROUP
-- @field #boolean turning If true, group is currently turning.
-- @field #NAVYGROUP.IntoWind intowind Into wind info.
-- @extends Ops.OpsGroup#OPSGROUP
--- *Something must be left to chance; nothing is sure in a sea fight above all.* -- Horatio Nelson
--
-- ===
--
-- ![Banner Image](..\Presentations\NAVYGROUP\NavyGroup_Main.jpg)
--
-- # The NAVYGROUP Concept
--
-- This class enhances naval groups.
--
-- @field #NAVYGROUP
NAVYGROUP = {
ClassName = "NAVYGROUP",
verbose = 2,
turning = false,
intowind = nil,
}
--- Navy group element.
-- @type NAVYGROUP.Element
-- @field #string name Name of the element, i.e. the unit.
-- @field #string typename Type name.
--- Navy group element.
-- @type NAVYGROUP.IntoWind
-- @field #number Tstart Time to start.
-- @field #number Tstop Time to stop.
-- @field #boolean Uturn U-turn.
-- @field #number Speed Speed in knots.
--- NavyGroup version.
-- @field #string version
NAVYGROUP.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Stop and resume route.
-- TODO: Add waypoints.
-- TODO: Add tasks.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new NAVYGROUP class object.
-- @param #NAVYGROUP self
-- @param #string GroupName Name of the group.
-- @return #NAVYGROUP self
function NAVYGROUP:New(GroupName)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, OPSGROUP:New(GroupName)) -- #NAVYGROUP
-- Set some string id for output to DCS.log file.
self.lid=string.format("NAVYGROUP %s | ", self.groupname)
-- Defaults
self:SetDefaultROE()
self:SetDetection()
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "FullStop", "Holding") -- Hold position.
self:AddTransition("*", "Cruise", "Cruising") -- Hold position.
self:AddTransition("*", "TurnIntoWind", "*") -- Command the group to turn into the wind.
self:AddTransition("*", "TurningStarted", "*") -- Group started turning.
self:AddTransition("*", "TurningStopped", "*") -- Group stopped turning.
self:AddTransition("*", "Dive", "Diving") -- Command a submarine to dive.
self:AddTransition("Diving", "Surface", "Cruising") -- Command a submarine to go to the surface.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Stop". Stops the NAVYGROUP and all its event handlers.
-- @param #NAVYGROUP self
--- Triggers the FSM event "Stop" after a delay. Stops the NAVYGROUP and all its event handlers.
-- @function [parent=#NAVYGROUP] __Stop
-- @param #NAVYGROUP self
-- @param #number delay Delay in seconds.
-- TODO: Add pseudo functions.
-- Init waypoints.
self:InitWaypoints()
-- Initialize the group.
self:_InitGroup()
-- Debug trace.
if false then
self.Debug=true
BASE:TraceOnOff(true)
BASE:TraceClass(self.ClassName)
BASE:TraceLevel(1)
end
-- Handle events:
self:HandleEvent(EVENTS.Birth, self.OnEventBirth)
self:HandleEvent(EVENTS.Dead, self.OnEventDead)
self:HandleEvent(EVENTS.RemoveUnit, self.OnEventRemoveUnit)
-- Start the status monitoring.
self:__CheckZone(-1)
self:__Status(-2)
self:__QueueUpdate(-3)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add a *scheduled* task.
-- @param #NAVYGROUP self
-- @param Core.Point#COORDINATE Coordinate Coordinate of the target.
-- @param #number Radius Radius in meters. Default 100 m.
-- @param #number Nshots Number of shots to fire. Default 3.
-- @param #number WeaponType Type of weapon. Default auto.
-- @param #string Clock Time when to start the attack.
-- @param #number Prio Priority of the task.
function NAVYGROUP:AddTaskFireAtPoint(Coordinate, Radius, Nshots, WeaponType, Clock, Prio)
local DCStask=CONTROLLABLE.TaskFireAtPoint(nil, Coordinate:GetVec2(), Radius, Nshots, WeaponType)
self:AddTask(DCStask, Clock, nil, Prio)
end
--- Add a *scheduled* task.
-- @param #NAVYGROUP self
-- @param Wrapper.Group#GROUP TargetGroup Target group.
-- @param #number WeaponExpend How much weapons does are used.
-- @param #number WeaponType Type of weapon. Default auto.
-- @param #string Clock Time when to start the attack.
-- @param #number Prio Priority of the task.
function NAVYGROUP:AddTaskAttackGroup(TargetGroup, WeaponExpend, WeaponType, Clock, Prio)
local DCStask=CONTROLLABLE.TaskAttackGroup(nil, TargetGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit, GroupAttack)
self:AddTask(DCStask, Clock, nil, Prio)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Update status.
-- @param #NAVYGROUP self
function NAVYGROUP:onafterStatus(From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
---
-- Detection
---
-- Check if group has detected any units.
if self.detectionOn then
self:_CheckDetectedUnits()
end
-- Current heading and position of the carrier.
local hdg=self:GetHeading()
local pos=self:GetCoordinate()
local speed=self.group:GetVelocityKNOTS()
-- Check if group started or stopped turning.
self:_CheckTurning()
-- Check water is ahead.
local collision=self:_CheckCollisionCoord(pos:Translate(self.collisiondist or 5000, hdg))
local intowind=false
if self.intowind then
if timer.getAbsTime()>=self.intowind.Tstop then
if self.intowind.Uturn then
self:UpdateRoute(self.currentwp)
else
self:UpdateRoute()
end
self.intowind=nil
else
intowind=true
end
end
-- Get number of tasks and missions.
local nTaskTot, nTaskSched, nTaskWP=self:CountRemainingTasks()
local nMissions=self:CountRemainingMissison()
-- Info text.
local text=string.format("State %s: Speed=%.1f knots Heading=%03d intowind=%s turning=%s collision=%s Tasks=%d Missions=%d", fsmstate, speed, hdg, tostring(intowind), tostring(self.turning), tostring(collision), nTaskTot, nMissions)
self:I(self.lid..text)
---
-- Tasks
---
-- Task queue.
if #self.taskqueue>0 and self.verbose>1 then
local text=string.format("Tasks #%d", #self.taskqueue)
for i,_task in pairs(self.taskqueue) do
local task=_task --Ops.OpsGroup#OPSGROUP.Task
local name=task.description
local taskid=task.dcstask.id or "unknown"
local status=task.status
local clock=UTILS.SecondsToClock(task.time, true)
local eta=task.time-timer.getAbsTime()
local started=task.timestamp and UTILS.SecondsToClock(task.timestamp, true) or "N/A"
local duration=-1
if task.duration then
duration=task.duration
if task.timestamp then
-- Time the task is running.
duration=task.duration-(timer.getAbsTime()-task.timestamp)
else
-- Time the task is supposed to run.
duration=task.duration
end
end
-- Output text for element.
if task.type==OPSGROUP.TaskType.SCHEDULED then
text=text..string.format("\n[%d] %s (%s): status=%s, scheduled=%s (%d sec), started=%s, duration=%d", i, taskid, name, status, clock, eta, started, duration)
elseif task.type==OPSGROUP.TaskType.WAYPOINT then
text=text..string.format("\n[%d] %s (%s): status=%s, waypoint=%d, started=%s, duration=%d, stopflag=%d", i, taskid, name, status, task.waypoint, started, duration, task.stopflag:Get())
end
end
self:I(self.lid..text)
end
---
-- Missions
---
-- Current mission name.
if self.verbose>0 then
local Mission=self:GetMissionByID(self.currentmission)
-- Current status.
local text=string.format("Missions %d, Current: %s", self:CountRemainingMissison(), Mission and Mission.name or "none")
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
local Cstart= UTILS.SecondsToClock(mission.Tstart, true)
local Cstop = mission.Tstop and UTILS.SecondsToClock(mission.Tstop, true) or "INF"
text=text..string.format("\n[%d] %s (%s) status=%s (%s), Time=%s-%s, prio=%d wp=%s targets=%d",
i, tostring(mission.name), mission.type, mission:GetGroupStatus(self), tostring(mission.status), Cstart, Cstop, mission.prio, tostring(mission:GetGroupWaypointIndex(self)), mission:CountMissionTargets())
end
self:I(self.lid..text)
end
-- Next check in ~30 seconds.
if not self:IsStopped() then
self:__Status(-10)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Events
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "ElementSpawned" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #NAVYGROUP.Element Element The group element.
function NAVYGROUP:onafterElementSpawned(From, Event, To, Element)
self:I(self.lid..string.format("Element spawned %s", Element.name))
-- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.SPAWNED)
end
--- On after "Spawned" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function NAVYGROUP:onafterSpawned(From, Event, To)
self:I(self.lid..string.format("Group spawned!"))
if self.ai then
-- Set default ROE and ROT options.
self:SetOptionROE(self.roe)
end
-- Get orientation.
self.Corientlast=self.group:GetUnit(1):GetOrientationX()
-- Update route.
self:__Cruise(-1)
end
--- On after "UpdateRoute" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number n Waypoint number. Default is next waypoint.
-- @param #number Speed Speed in knots. Default cruise speed.
-- @param #number Depth Depth in meters. Default 0 meters.
function NAVYGROUP:onafterUpdateRoute(From, Event, To, n, Speed, Depth)
-- Update route from this waypoint number onwards.
n=n or self.currentwp+1
-- Update waypoint tasks, i.e. inject WP tasks into waypoint table.
self:_UpdateWaypointTasks()
-- Waypoints.
local waypoints={}
-- Speed.
local speed=Speed and UTILS.KnotsToKmph(Speed) or self.speedCruise
-- Depth for submarines.
local depth=Depth or 0
local current=self:GetCoordinate():WaypointNaval(speed, depth)
table.insert(waypoints, current)
-- Add remaining waypoints to route.
for i=n, #self.waypoints do
local wp=self.waypoints[i]
-- Set speed.
wp.speed=UTILS.KmphToMps(speed)
wp.alt=-depth --Depth and -Depth or wp.alt
-- Add waypoint.
table.insert(waypoints, wp)
end
if #waypoints>1 then
self:I(self.lid..string.format("Updateing route: WP=%d, Speed=%.1f knots, depth=%d meters", #self.waypoints-n+1, UTILS.KmphToKnots(speed), depth))
-- Route group to all defined waypoints remaining.
self:Route(waypoints)
else
---
-- No waypoints left
---
self:I(self.lid..string.format("No waypoints left"))
-- TODO: Switch to waypoint 1
--self:UpdateRoute(1)
end
end
--- On after "TurnIntoWind" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number Duration Duration in seconds.
-- @param #number Speed Speed in knots.
-- @param #boolean Uturn Return to the place we came from.
function NAVYGROUP:onafterTurnIntoWind(From, Event, To, Duration, Speed, Uturn)
local headingTo=self:GetCoordinate():GetWind(50)
local intowind={} --#NAVYGROUP.IntoWind
intowind.Speed=Speed
intowind.Tstart=timer.getAbsTime()
intowind.Tstop=intowind.Tstart+Duration
intowind.Uturn=Uturn or false
intowind.Heading=headingTo
self.intowind=intowind
self:I(self.lid..string.format("Steaming into wind: Heading=%03d Speed=%.1f knots, Tstart=%d Tstop=%d", intowind.Heading, intowind.Speed, intowind.Tstart, intowind.Tstop))
local distance=UTILS.NMToMeters(1000)
local wp={}
local coord=self:GetCoordinate()
local Coord=coord:Translate(distance, headingTo)
wp[1]=coord:WaypointNaval(Speed)
wp[2]=Coord:WaypointNaval(Speed)
self:Route(wp)
end
--- On after "FullStop" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function NAVYGROUP:onafterFullStop(From, Event, To)
-- Get current position.
local pos=self:GetCoordinate()
-- Create a new waypoint.
local wp=pos:WaypointNaval(0)
-- Create new route consisting of only this position ==> Stop!
self:Route({wp})
end
--- On after "Cruise" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function NAVYGROUP:onafterCruise(From, Event, To)
self:UpdateRoute()
end
--- On after "Dive" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number Depth Dive depth in meters.
function NAVYGROUP:onafterDive(From, Event, To, Depth)
env.info("FF Diving")
self:UpdateRoute(nil, nil, Depth)
end
--- On after "Surface" event.
-- @param #NAVYGROUP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number Depth Dive depth in meters.
function NAVYGROUP:onafterSurface(From, Event, To)
self:UpdateRoute(nil, nil, 0)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Events DCS
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Event function handling the birth of a unit.
-- @param #NAVYGROUP self
-- @param Core.Event#EVENTDATA EventData Event data.
function NAVYGROUP:OnEventBirth(EventData)
-- Check that this is the right group.
if EventData and EventData.IniGroup and EventData.IniUnit and EventData.IniGroupName and EventData.IniGroupName==self.groupname then
local unit=EventData.IniUnit
local group=EventData.IniGroup
local unitname=EventData.IniUnitName
if self.respawning then
local function reset()
self.respawning=nil
end
-- Reset switch in 1 sec. This should allow all birth events of n>1 groups to have passed.
-- TODO: Can I do this more rigorously?
self:ScheduleOnce(1, reset)
else
-- Get element.
local element=self:GetElementByName(unitname)
-- Set element to spawned state.
self:T3(self.lid..string.format("EVENT: Element %s born ==> spawned", element.name))
self:ElementSpawned(element)
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Routing
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add an a waypoint to the route.
-- @param #NAVYGROUP self
-- @param Core.Point#COORDINATE coordinate The coordinate of the waypoint. Use COORDINATE:SetAltitude(altitude) to define the altitude.
-- @param #number wpnumber Waypoint number. Default at the end.
-- @param #number speed Speed in knots. Default 11 kts.
-- @param #boolean updateroute If true or nil, call UpdateRoute. If false, no call.
-- @return #number Waypoint index.
function NAVYGROUP:AddWaypoint(coordinate, wpnumber, speed, updateroute)
-- Waypoint number. Default is at the end.
wpnumber=wpnumber or #self.waypoints+1
if wpnumber>self.currentwp then
self.passedfinalwp=false
end
-- Speed in knots.
speed=speed or 11
-- Speed at waypoint.
local speedkmh=UTILS.KnotsToKmph(speed)
-- Create a Naval waypoint.
local wp=coordinate:WaypointNaval(speedkmh)
-- Add to table.
table.insert(self.waypoints, wpnumber, wp)
-- Debug info.
self:T(self.lid..string.format("Adding NAVAL waypoint #%d, speed=%.1f knots. Last waypoint passed was #%s. Total waypoints #%d", wpnumber, speed, self.currentwp, #self.waypoints))
-- Shift all waypoint tasks after the inserted waypoint.
for _,_task in pairs(self.taskqueue) do
local task=_task --Ops.OpsGroup#OPSGROUP.Task
if task.type==OPSGROUP.TaskType.WAYPOINT and task.waypoint and task.waypoint>=wpnumber then
task.waypoint=task.waypoint+1
end
end
-- Shift all mission waypoints after the inserted waypoint.
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
-- Get mission waypoint index.
local wpidx=mission:GetGroupWaypointIndex(self)
-- Increase number if this waypoint lies in the future.
if wpidx and wpidx>=wpnumber then
mission:SetGroupWaypointIndex(self, wpidx+1)
end
end
-- Update route.
if updateroute==nil or updateroute==true then
self:_CheckGroupDone(1)
end
return wpnumber
end
--- Initialize group parameters. Also initializes waypoints if self.waypoints is nil.
-- @param #NAVYGROUP self
-- @return #NAVYGROUP self
function NAVYGROUP:_InitGroup()
-- First check if group was already initialized.
if self.groupinitialized then
self:E(self.lid.."WARNING: Group was already initialized!")
return
end
-- Get template of group.
self.template=self.group:GetTemplate()
-- Define category.
self.isAircraft=false
self.isNaval=true
self.isGround=false
-- Helo group.
--self.isSubmarine=self.group:IsSubmarine()
-- Ships are always AI.
self.ai=true
-- Is (template) group late activated.
self.isLateActivated=self.template.lateActivation
-- Naval groups cannot be uncontrolled.
self.isUncontrolled=false
-- Max speed in km/h.
self.speedmax=self.group:GetSpeedMax()
-- Cruise speed: 70% of max speed but within limit.
self.speedCruise=self.speedmax*0.7
-- Group ammo.
--self.ammo=self:GetAmmoTot()
self.traveldist=0
self.traveltime=timer.getAbsTime()
self.position=self:GetCoordinate()
-- Radio parameters from template.
self.radioOn=true -- Radio is always on for ships.
self.radioFreq=tonumber(self.template.units[1].frequency)/1000000
self.radioModu=tonumber(self.template.units[1].modulation)/1000000
-- If not set by the use explicitly yet, we take the template values as defaults.
if not self.radioFreqDefault then
self.radioFreqDefault=self.radioFreq
self.radioModuDefault=self.radioModu
end
-- Set default formation.
if not self.formationDefault then
if self.ishelo then
self.formationDefault=ENUMS.Formation.RotaryWing.EchelonLeft.D300
else
self.formationDefault=ENUMS.Formation.FixedWing.EchelonLeft.Group
end
end
local units=self.group:GetUnits()
for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
local element={} --#NAVYGROUP.Element
element.name=unit:GetName()
element.typename=unit:GetTypeName()
element.status=OPSGROUP.ElementStatus.INUTERO
table.insert(self.elements, element)
self:GetAmmoUnit(unit, true)
if unit:IsAlive() then
self:ElementSpawned(element)
end
end
-- Get first unit. This is used to extract other parameters.
local unit=self.group:GetUnit(1)
if unit then
self.descriptors=unit:GetDesc()
self.actype=unit:GetTypeName()
-- Debug info.
local text=string.format("Initialized Navy Group %s:\n", self.groupname)
text=text..string.format("AC type = %s\n", self.actype)
text=text..string.format("Speed max = %.1f Knots\n", UTILS.KmphToKnots(self.speedmax))
text=text..string.format("Speed cruise = %.1f Knots\n", UTILS.KmphToKnots(self.speedCruise))
text=text..string.format("Elements = %d\n", #self.elements)
text=text..string.format("Waypoints = %d\n", #self.waypoints)
text=text..string.format("Radio = %.1f MHz %s %s\n", self.radioFreq, UTILS.GetModulationName(self.radioModu), tostring(self.radioOn))
--text=text..string.format("Ammo = %d (G=%d/R=%d/B=%d/M=%d)\n", self.ammo.Total, self.ammo.Guns, self.ammo.Rockets, self.ammo.Bombs, self.ammo.Missiles)
text=text..string.format("FSM state = %s\n", self:GetState())
text=text..string.format("Is alive = %s\n", tostring(self.group:IsAlive()))
text=text..string.format("LateActivate = %s\n", tostring(self:IsLateActivated()))
self:I(self.lid..text)
-- Init done.
self.groupinitialized=true
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check for possible collisions between two coordinates.
-- @param #NAVYGROUP self
-- @param Core.Point#COORDINATE coordto Coordinate to which the collision is check.
-- @param Core.Point#COORDINATE coordfrom Coordinate from which the collision is check.
-- @return #boolean If true, surface type ahead is not deep water.
-- @return #number Max free distance in meters.
function NAVYGROUP:_CheckCollisionCoord(coordto, coordfrom)
-- Increment in meters.
local dx=100
-- From coordinate. Default 500 in front of the carrier.
local d=0
if coordfrom then
d=0
else
d=250
coordfrom=self:GetCoordinate():Translate(d, self:GetHeading())
end
-- Distance between the two coordinates.
local dmax=coordfrom:Get2DDistance(coordto)
-- Direction.
local direction=coordfrom:HeadingTo(coordto)
-- Scan path between the two coordinates.
local clear=true
while d<=dmax do
-- Check point.
local cp=coordfrom:Translate(d, direction)
-- Check if surface type is water.
if not cp:IsSurfaceTypeWater() then
-- Debug mark points.
if self.Debug or true then
local st=cp:GetSurfaceType()
cp:MarkToAll(string.format("Collision check surface type %d", st))
end
-- Collision WARNING!
clear=false
break
end
-- Increase distance.
d=d+dx
end
local text=""
if clear then
text=string.format("Path into direction %03d° is clear for the next %.1f NM.", direction, UTILS.MetersToNM(d))
else
text=string.format("Detected obstacle at distance %.1f NM into direction %03d°.", UTILS.MetersToNM(d), direction)
end
self:T(self.lid..text)
return not clear, d
end
--- Check if group is turning.
-- @param #NAVYGROUP self
function NAVYGROUP:_CheckTurning()
-- Current orientation of carrier.
local vNew=self.group:GetUnit(1):GetOrientationX()
-- Last orientation from 30 seconds ago.
local vLast=self.Corientlast or vNew
-- We only need the X-Z plane.
vNew.y=0 ; vLast.y=0
-- Angle between current heading and last time we checked ~30 seconds ago.
local deltaLast=math.deg(math.acos(UTILS.VecDot(vNew,vLast)/UTILS.VecNorm(vNew)/UTILS.VecNorm(vLast)))
-- Last orientation becomes new orientation
self.Corientlast=vNew
-- Carrier is turning when its heading changed by at least two degrees since last check.
local turning=math.abs(deltaLast)>=2
-- Check if turning stopped.
if self.turning and not turning then
-- Carrier was turning but is not any more.
self:TurningStopped()
elseif turning and not self.turning then
-- Carrier was not turning but is now.
self:TurningStarted()
end
-- Update turning.
self.turning=turning
end
--- Check if group is done, i.e.
--
-- * passed the final waypoint,
-- * no current task
-- * no current mission
-- * number of remaining tasks is zero
-- * number of remaining missions is zero
--
-- @param #NAVYGROUP self
-- @param #number delay Delay in seconds.
function NAVYGROUP:_CheckGroupDone(delay)
if self:IsAlive() and self.ai then
if delay and delay>0 then
-- Delayed call.
self:ScheduleOnce(delay, NAVYGROUP._CheckGroupDone, self)
else
if not self.passedfinalwp then
self:UpdateRoute()
end
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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