mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
12308 lines
400 KiB
Lua
12308 lines
400 KiB
Lua
--- Various routines
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-- @module routines
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-- @author Flightcontrol
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--Include.File( "Trace" )
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--Include.File( "Message" )
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env.setErrorMessageBoxEnabled(false)
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--- Extract of MIST functions.
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-- @author Grimes
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routines = {}
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-- don't change these
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routines.majorVersion = 3
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routines.minorVersion = 3
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routines.build = 22
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-----------------------------------------------------------------------------------------------------------------
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----------------------------------------------------------------------------------------------
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-- Utils- conversion, Lua utils, etc.
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routines.utils = {}
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--from http://lua-users.org/wiki/CopyTable
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routines.utils.deepCopy = function(object)
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local lookup_table = {}
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local function _copy(object)
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if type(object) ~= "table" then
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return object
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elseif lookup_table[object] then
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return lookup_table[object]
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end
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local new_table = {}
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lookup_table[object] = new_table
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for index, value in pairs(object) do
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new_table[_copy(index)] = _copy(value)
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end
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return setmetatable(new_table, getmetatable(object))
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end
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local objectreturn = _copy(object)
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return objectreturn
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end
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-- porting in Slmod's serialize_slmod2
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routines.utils.oneLineSerialize = function(tbl) -- serialization of a table all on a single line, no comments, made to replace old get_table_string function
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lookup_table = {}
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local function _Serialize( tbl )
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if type(tbl) == 'table' then --function only works for tables!
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if lookup_table[tbl] then
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return lookup_table[object]
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end
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local tbl_str = {}
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lookup_table[tbl] = tbl_str
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tbl_str[#tbl_str + 1] = '{'
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for ind,val in pairs(tbl) do -- serialize its fields
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local ind_str = {}
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if type(ind) == "number" then
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ind_str[#ind_str + 1] = '['
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ind_str[#ind_str + 1] = tostring(ind)
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ind_str[#ind_str + 1] = ']='
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else --must be a string
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ind_str[#ind_str + 1] = '['
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ind_str[#ind_str + 1] = routines.utils.basicSerialize(ind)
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ind_str[#ind_str + 1] = ']='
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end
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local val_str = {}
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if ((type(val) == 'number') or (type(val) == 'boolean')) then
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val_str[#val_str + 1] = tostring(val)
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val_str[#val_str + 1] = ','
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tbl_str[#tbl_str + 1] = table.concat(ind_str)
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tbl_str[#tbl_str + 1] = table.concat(val_str)
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elseif type(val) == 'string' then
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val_str[#val_str + 1] = routines.utils.basicSerialize(val)
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val_str[#val_str + 1] = ','
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tbl_str[#tbl_str + 1] = table.concat(ind_str)
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tbl_str[#tbl_str + 1] = table.concat(val_str)
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elseif type(val) == 'nil' then -- won't ever happen, right?
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val_str[#val_str + 1] = 'nil,'
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tbl_str[#tbl_str + 1] = table.concat(ind_str)
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tbl_str[#tbl_str + 1] = table.concat(val_str)
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elseif type(val) == 'table' then
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if ind == "__index" then
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-- tbl_str[#tbl_str + 1] = "__index"
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-- tbl_str[#tbl_str + 1] = ',' --I think this is right, I just added it
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else
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val_str[#val_str + 1] = _Serialize(val)
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val_str[#val_str + 1] = ',' --I think this is right, I just added it
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tbl_str[#tbl_str + 1] = table.concat(ind_str)
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tbl_str[#tbl_str + 1] = table.concat(val_str)
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end
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elseif type(val) == 'function' then
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-- tbl_str[#tbl_str + 1] = "function " .. tostring(ind)
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-- tbl_str[#tbl_str + 1] = ',' --I think this is right, I just added it
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else
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-- env.info('unable to serialize value type ' .. routines.utils.basicSerialize(type(val)) .. ' at index ' .. tostring(ind))
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-- env.info( debug.traceback() )
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end
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end
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tbl_str[#tbl_str + 1] = '}'
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return table.concat(tbl_str)
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else
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return tostring(tbl)
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end
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end
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local objectreturn = _Serialize(tbl)
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return objectreturn
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end
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--porting in Slmod's "safestring" basic serialize
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routines.utils.basicSerialize = function(s)
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if s == nil then
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return "\"\""
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else
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if ((type(s) == 'number') or (type(s) == 'boolean') or (type(s) == 'function') or (type(s) == 'table') or (type(s) == 'userdata') ) then
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return tostring(s)
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elseif type(s) == 'string' then
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s = string.format('%q', s)
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return s
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end
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end
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end
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routines.utils.toDegree = function(angle)
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return angle*180/math.pi
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end
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routines.utils.toRadian = function(angle)
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return angle*math.pi/180
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end
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routines.utils.metersToNM = function(meters)
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return meters/1852
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end
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routines.utils.metersToFeet = function(meters)
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return meters/0.3048
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end
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routines.utils.NMToMeters = function(NM)
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return NM*1852
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end
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routines.utils.feetToMeters = function(feet)
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return feet*0.3048
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end
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routines.utils.mpsToKnots = function(mps)
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return mps*3600/1852
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end
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routines.utils.mpsToKmph = function(mps)
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return mps*3.6
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end
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routines.utils.knotsToMps = function(knots)
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return knots*1852/3600
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end
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routines.utils.kmphToMps = function(kmph)
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return kmph/3.6
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end
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function routines.utils.makeVec2(Vec3)
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if Vec3.z then
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return {x = Vec3.x, y = Vec3.z}
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else
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return {x = Vec3.x, y = Vec3.y} -- it was actually already vec2.
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end
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end
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function routines.utils.makeVec3(Vec2, y)
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if not Vec2.z then
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if not y then
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y = 0
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end
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return {x = Vec2.x, y = y, z = Vec2.y}
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else
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return {x = Vec2.x, y = Vec2.y, z = Vec2.z} -- it was already Vec3, actually.
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end
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end
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function routines.utils.makeVec3GL(Vec2, offset)
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local adj = offset or 0
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if not Vec2.z then
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return {x = Vec2.x, y = (land.getHeight(Vec2) + adj), z = Vec2.y}
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else
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return {x = Vec2.x, y = (land.getHeight({x = Vec2.x, y = Vec2.z}) + adj), z = Vec2.z}
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end
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end
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routines.utils.zoneToVec3 = function(zone)
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local new = {}
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if type(zone) == 'table' and zone.point then
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new.x = zone.point.x
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new.y = zone.point.y
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new.z = zone.point.z
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return new
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elseif type(zone) == 'string' then
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zone = trigger.misc.getZone(zone)
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if zone then
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new.x = zone.point.x
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new.y = zone.point.y
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new.z = zone.point.z
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return new
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end
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end
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end
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-- gets heading-error corrected direction from point along vector vec.
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function routines.utils.getDir(vec, point)
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local dir = math.atan2(vec.z, vec.x)
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dir = dir + routines.getNorthCorrection(point)
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if dir < 0 then
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dir = dir + 2*math.pi -- put dir in range of 0 to 2*pi
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end
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return dir
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end
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-- gets distance in meters between two points (2 dimensional)
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function routines.utils.get2DDist(point1, point2)
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point1 = routines.utils.makeVec3(point1)
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point2 = routines.utils.makeVec3(point2)
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return routines.vec.mag({x = point1.x - point2.x, y = 0, z = point1.z - point2.z})
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end
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-- gets distance in meters between two points (3 dimensional)
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function routines.utils.get3DDist(point1, point2)
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return routines.vec.mag({x = point1.x - point2.x, y = point1.y - point2.y, z = point1.z - point2.z})
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end
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-- From http://lua-users.org/wiki/SimpleRound
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-- use negative idp for rounding ahead of decimal place, positive for rounding after decimal place
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routines.utils.round = function(num, idp)
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local mult = 10^(idp or 0)
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return math.floor(num * mult + 0.5) / mult
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end
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-- porting in Slmod's dostring
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routines.utils.dostring = function(s)
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local f, err = loadstring(s)
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if f then
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return true, f()
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else
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return false, err
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end
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end
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--3D Vector manipulation
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routines.vec = {}
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routines.vec.add = function(vec1, vec2)
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return {x = vec1.x + vec2.x, y = vec1.y + vec2.y, z = vec1.z + vec2.z}
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end
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routines.vec.sub = function(vec1, vec2)
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return {x = vec1.x - vec2.x, y = vec1.y - vec2.y, z = vec1.z - vec2.z}
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end
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routines.vec.scalarMult = function(vec, mult)
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return {x = vec.x*mult, y = vec.y*mult, z = vec.z*mult}
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end
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routines.vec.scalar_mult = routines.vec.scalarMult
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routines.vec.dp = function(vec1, vec2)
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return vec1.x*vec2.x + vec1.y*vec2.y + vec1.z*vec2.z
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end
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routines.vec.cp = function(vec1, vec2)
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return { x = vec1.y*vec2.z - vec1.z*vec2.y, y = vec1.z*vec2.x - vec1.x*vec2.z, z = vec1.x*vec2.y - vec1.y*vec2.x}
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end
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routines.vec.mag = function(vec)
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return (vec.x^2 + vec.y^2 + vec.z^2)^0.5
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end
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routines.vec.getUnitVec = function(vec)
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local mag = routines.vec.mag(vec)
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return { x = vec.x/mag, y = vec.y/mag, z = vec.z/mag }
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end
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routines.vec.rotateVec2 = function(vec2, theta)
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return { x = vec2.x*math.cos(theta) - vec2.y*math.sin(theta), y = vec2.x*math.sin(theta) + vec2.y*math.cos(theta)}
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end
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---------------------------------------------------------------------------------------------------------------------------
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-- acc- the accuracy of each easting/northing. 0, 1, 2, 3, 4, or 5.
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routines.tostringMGRS = function(MGRS, acc)
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if acc == 0 then
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return MGRS.UTMZone .. ' ' .. MGRS.MGRSDigraph
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else
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return MGRS.UTMZone .. ' ' .. MGRS.MGRSDigraph .. ' ' .. string.format('%0' .. acc .. 'd', routines.utils.round(MGRS.Easting/(10^(5-acc)), 0))
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.. ' ' .. string.format('%0' .. acc .. 'd', routines.utils.round(MGRS.Northing/(10^(5-acc)), 0))
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end
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end
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--[[acc:
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in DM: decimal point of minutes.
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In DMS: decimal point of seconds.
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position after the decimal of the least significant digit:
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So:
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42.32 - acc of 2.
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]]
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routines.tostringLL = function(lat, lon, acc, DMS)
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local latHemi, lonHemi
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if lat > 0 then
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latHemi = 'N'
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else
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latHemi = 'S'
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end
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if lon > 0 then
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lonHemi = 'E'
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else
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lonHemi = 'W'
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end
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lat = math.abs(lat)
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lon = math.abs(lon)
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local latDeg = math.floor(lat)
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local latMin = (lat - latDeg)*60
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local lonDeg = math.floor(lon)
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local lonMin = (lon - lonDeg)*60
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if DMS then -- degrees, minutes, and seconds.
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local oldLatMin = latMin
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latMin = math.floor(latMin)
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local latSec = routines.utils.round((oldLatMin - latMin)*60, acc)
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local oldLonMin = lonMin
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lonMin = math.floor(lonMin)
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local lonSec = routines.utils.round((oldLonMin - lonMin)*60, acc)
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if latSec == 60 then
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latSec = 0
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latMin = latMin + 1
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end
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if lonSec == 60 then
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lonSec = 0
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lonMin = lonMin + 1
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end
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local secFrmtStr -- create the formatting string for the seconds place
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if acc <= 0 then -- no decimal place.
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secFrmtStr = '%02d'
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else
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local width = 3 + acc -- 01.310 - that's a width of 6, for example.
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secFrmtStr = '%0' .. width .. '.' .. acc .. 'f'
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end
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return string.format('%02d', latDeg) .. ' ' .. string.format('%02d', latMin) .. '\' ' .. string.format(secFrmtStr, latSec) .. '"' .. latHemi .. ' '
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.. string.format('%02d', lonDeg) .. ' ' .. string.format('%02d', lonMin) .. '\' ' .. string.format(secFrmtStr, lonSec) .. '"' .. lonHemi
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else -- degrees, decimal minutes.
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latMin = routines.utils.round(latMin, acc)
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lonMin = routines.utils.round(lonMin, acc)
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if latMin == 60 then
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latMin = 0
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latDeg = latDeg + 1
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end
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if lonMin == 60 then
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lonMin = 0
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lonDeg = lonDeg + 1
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end
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local minFrmtStr -- create the formatting string for the minutes place
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if acc <= 0 then -- no decimal place.
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minFrmtStr = '%02d'
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else
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local width = 3 + acc -- 01.310 - that's a width of 6, for example.
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minFrmtStr = '%0' .. width .. '.' .. acc .. 'f'
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end
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return string.format('%02d', latDeg) .. ' ' .. string.format(minFrmtStr, latMin) .. '\'' .. latHemi .. ' '
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.. string.format('%02d', lonDeg) .. ' ' .. string.format(minFrmtStr, lonMin) .. '\'' .. lonHemi
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end
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end
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--[[ required: az - radian
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required: dist - meters
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optional: alt - meters (set to false or nil if you don't want to use it).
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optional: metric - set true to get dist and alt in km and m.
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precision will always be nearest degree and NM or km.]]
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routines.tostringBR = function(az, dist, alt, metric)
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az = routines.utils.round(routines.utils.toDegree(az), 0)
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if metric then
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dist = routines.utils.round(dist/1000, 2)
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else
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dist = routines.utils.round(routines.utils.metersToNM(dist), 2)
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end
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local s = string.format('%03d', az) .. ' for ' .. dist
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if alt then
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if metric then
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s = s .. ' at ' .. routines.utils.round(alt, 0)
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else
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s = s .. ' at ' .. routines.utils.round(routines.utils.metersToFeet(alt), 0)
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end
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end
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return s
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end
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routines.getNorthCorrection = function(point) --gets the correction needed for true north
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if not point.z then --Vec2; convert to Vec3
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point.z = point.y
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point.y = 0
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end
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local lat, lon = coord.LOtoLL(point)
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local north_posit = coord.LLtoLO(lat + 1, lon)
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return math.atan2(north_posit.z - point.z, north_posit.x - point.x)
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end
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-- the main area
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do
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-- THE MAIN FUNCTION -- Accessed 100 times/sec.
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routines.main = function()
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timer.scheduleFunction(routines.main, {}, timer.getTime() + 0.1) --reschedule first in case of Lua error
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----------------------------------------------------------------------------------------------------------
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--area to add new stuff in
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routines.do_scheduled_functions()
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end -- end of routines.main
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timer.scheduleFunction(routines.main, {}, timer.getTime() + 0.1)
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end
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do
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local Tasks = {}
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local task_id = 0
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--[[ routines.scheduleFunction:
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int id = routines.schedule_task(f function, vars table, t number, rep number, st number)
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id - integer id of this function task
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f - function to run
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vars - table of vars for that function
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t - time to run function
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rep - time between repetitions of this function (OPTIONAL)
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st - time when repetitions of this function will stop automatically (OPTIONAL)
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]]
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routines.scheduleFunction = function(f, vars, t, rep, st)
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--verify correct types
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assert(type(f) == 'function', 'variable 1, expected function, got ' .. type(f))
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assert(type(vars) == 'table' or vars == nil, 'variable 2, expected table or nil, got ' .. type(f))
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assert(type(t) == 'number', 'variable 3, expected number, got ' .. type(t))
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assert(type(rep) == 'number' or rep == nil, 'variable 4, expected number or nil, got ' .. type(rep))
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assert(type(st) == 'number' or st == nil, 'variable 5, expected number or nil, got ' .. type(st))
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if not vars then
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vars = {}
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end
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task_id = task_id + 1
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table.insert(Tasks, {f = f, vars = vars, t = t, rep = rep, st = st, id = task_id})
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return task_id
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end
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-- removes a scheduled function based on the function's id. returns true if successful, false if not successful.
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routines.removeFunction = function(id)
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local i = 1
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while i <= #Tasks do
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if Tasks[i].id == id then
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table.remove(Tasks, i)
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else
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i = i + 1
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end
|
|
end
|
|
end
|
|
|
|
routines.errhandler = function(errmsg)
|
|
|
|
env.info( "Error in scheduled function:" .. errmsg )
|
|
env.info( debug.traceback() )
|
|
|
|
return errmsg
|
|
end
|
|
|
|
--------------------------------------------------------------------------------------------------------------------
|
|
-- not intended for users to use this function.
|
|
routines.do_scheduled_functions = function()
|
|
local i = 1
|
|
while i <= #Tasks do
|
|
if not Tasks[i].rep then -- not a repeated process
|
|
if Tasks[i].t <= timer.getTime() then
|
|
local Task = Tasks[i] -- local reference
|
|
--env.info("do_scheduled_functions:call function " .. i )
|
|
table.remove(Tasks, i)
|
|
local err, errmsg = xpcall(function() Task.f( unpack(Task.vars, 1, table.maxn(Task.vars))) end, routines.errhandler )
|
|
if not err then
|
|
--env.info('routines.scheduleFunction, error in scheduled function: ' .. errmsg)
|
|
end
|
|
--Task.f(unpack(Task.vars, 1, table.maxn(Task.vars))) -- do the task, do not increment i
|
|
else
|
|
i = i + 1
|
|
end
|
|
else
|
|
if Tasks[i].st and Tasks[i].st <= timer.getTime() then --if a stoptime was specified, and the stop time exceeded
|
|
--env.info("do_scheduled_functions:remove repeated")
|
|
table.remove(Tasks, i) -- stop time exceeded, do not execute, do not increment i
|
|
elseif Tasks[i].t <= timer.getTime() then
|
|
local Task = Tasks[i] -- local reference
|
|
Task.t = timer.getTime() + Task.rep --schedule next run
|
|
--env.info("do_scheduled_functions:call function " .. i )
|
|
local err, errmsg = xpcall(function() Task.f( unpack(Task.vars, 1, table.maxn(Task.vars))) end, routines.errhandler )
|
|
if not err then
|
|
--env.info('routines.scheduleFunction, error in scheduled function: ' .. errmsg)
|
|
end
|
|
--Tasks[i].f(unpack(Tasks[i].vars, 1, table.maxn(Tasks[i].vars))) -- do the task
|
|
i = i + 1
|
|
else
|
|
i = i + 1
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
do
|
|
local idNum = 0
|
|
|
|
--Simplified event handler
|
|
routines.addEventHandler = function(f) --id is optional!
|
|
local handler = {}
|
|
idNum = idNum + 1
|
|
handler.id = idNum
|
|
handler.f = f
|
|
handler.onEvent = function(self, event)
|
|
self.f(event)
|
|
end
|
|
world.addEventHandler(handler)
|
|
end
|
|
|
|
routines.removeEventHandler = function(id)
|
|
for key, handler in pairs(world.eventHandlers) do
|
|
if handler.id and handler.id == id then
|
|
world.eventHandlers[key] = nil
|
|
return true
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
end
|
|
|
|
-- need to return a Vec3 or Vec2?
|
|
function routines.getRandPointInCircle(point, radius, innerRadius)
|
|
local theta = 2*math.pi*math.random()
|
|
local rad = math.random() + math.random()
|
|
if rad > 1 then
|
|
rad = 2 - rad
|
|
end
|
|
|
|
local radMult
|
|
if innerRadius and innerRadius <= radius then
|
|
radMult = (radius - innerRadius)*rad + innerRadius
|
|
else
|
|
radMult = radius*rad
|
|
end
|
|
|
|
if not point.z then --might as well work with vec2/3
|
|
point.z = point.y
|
|
end
|
|
|
|
local rndCoord
|
|
if radius > 0 then
|
|
rndCoord = {x = math.cos(theta)*radMult + point.x, y = math.sin(theta)*radMult + point.z}
|
|
else
|
|
rndCoord = {x = point.x, y = point.z}
|
|
end
|
|
return rndCoord
|
|
end
|
|
|
|
routines.goRoute = function(group, path)
|
|
local misTask = {
|
|
id = 'Mission',
|
|
params = {
|
|
route = {
|
|
points = routines.utils.deepCopy(path),
|
|
},
|
|
},
|
|
}
|
|
if type(group) == 'string' then
|
|
group = Group.getByName(group)
|
|
end
|
|
local groupCon = group:getController()
|
|
if groupCon then
|
|
groupCon:setTask(misTask)
|
|
return true
|
|
end
|
|
|
|
Controller.setTask(groupCon, misTask)
|
|
return false
|
|
end
|
|
|
|
|
|
-- Useful atomic functions from mist, ported.
|
|
|
|
routines.ground = {}
|
|
routines.fixedWing = {}
|
|
routines.heli = {}
|
|
|
|
routines.ground.buildWP = function(point, overRideForm, overRideSpeed)
|
|
|
|
local wp = {}
|
|
wp.x = point.x
|
|
|
|
if point.z then
|
|
wp.y = point.z
|
|
else
|
|
wp.y = point.y
|
|
end
|
|
local form, speed
|
|
|
|
if point.speed and not overRideSpeed then
|
|
wp.speed = point.speed
|
|
elseif type(overRideSpeed) == 'number' then
|
|
wp.speed = overRideSpeed
|
|
else
|
|
wp.speed = routines.utils.kmphToMps(20)
|
|
end
|
|
|
|
if point.form and not overRideForm then
|
|
form = point.form
|
|
else
|
|
form = overRideForm
|
|
end
|
|
|
|
if not form then
|
|
wp.action = 'Cone'
|
|
else
|
|
form = string.lower(form)
|
|
if form == 'off_road' or form == 'off road' then
|
|
wp.action = 'Off Road'
|
|
elseif form == 'on_road' or form == 'on road' then
|
|
wp.action = 'On Road'
|
|
elseif form == 'rank' or form == 'line_abrest' or form == 'line abrest' or form == 'lineabrest'then
|
|
wp.action = 'Rank'
|
|
elseif form == 'cone' then
|
|
wp.action = 'Cone'
|
|
elseif form == 'diamond' then
|
|
wp.action = 'Diamond'
|
|
elseif form == 'vee' then
|
|
wp.action = 'Vee'
|
|
elseif form == 'echelon_left' or form == 'echelon left' or form == 'echelonl' then
|
|
wp.action = 'EchelonL'
|
|
elseif form == 'echelon_right' or form == 'echelon right' or form == 'echelonr' then
|
|
wp.action = 'EchelonR'
|
|
else
|
|
wp.action = 'Cone' -- if nothing matched
|
|
end
|
|
end
|
|
|
|
wp.type = 'Turning Point'
|
|
|
|
return wp
|
|
|
|
end
|
|
|
|
routines.fixedWing.buildWP = function(point, WPtype, speed, alt, altType)
|
|
|
|
local wp = {}
|
|
wp.x = point.x
|
|
|
|
if point.z then
|
|
wp.y = point.z
|
|
else
|
|
wp.y = point.y
|
|
end
|
|
|
|
if alt and type(alt) == 'number' then
|
|
wp.alt = alt
|
|
else
|
|
wp.alt = 2000
|
|
end
|
|
|
|
if altType then
|
|
altType = string.lower(altType)
|
|
if altType == 'radio' or 'agl' then
|
|
wp.alt_type = 'RADIO'
|
|
elseif altType == 'baro' or 'asl' then
|
|
wp.alt_type = 'BARO'
|
|
end
|
|
else
|
|
wp.alt_type = 'RADIO'
|
|
end
|
|
|
|
if point.speed then
|
|
speed = point.speed
|
|
end
|
|
|
|
if point.type then
|
|
WPtype = point.type
|
|
end
|
|
|
|
if not speed then
|
|
wp.speed = routines.utils.kmphToMps(500)
|
|
else
|
|
wp.speed = speed
|
|
end
|
|
|
|
if not WPtype then
|
|
wp.action = 'Turning Point'
|
|
else
|
|
WPtype = string.lower(WPtype)
|
|
if WPtype == 'flyover' or WPtype == 'fly over' or WPtype == 'fly_over' then
|
|
wp.action = 'Fly Over Point'
|
|
elseif WPtype == 'turningpoint' or WPtype == 'turning point' or WPtype == 'turning_point' then
|
|
wp.action = 'Turning Point'
|
|
else
|
|
wp.action = 'Turning Point'
|
|
end
|
|
end
|
|
|
|
wp.type = 'Turning Point'
|
|
return wp
|
|
end
|
|
|
|
routines.heli.buildWP = function(point, WPtype, speed, alt, altType)
|
|
|
|
local wp = {}
|
|
wp.x = point.x
|
|
|
|
if point.z then
|
|
wp.y = point.z
|
|
else
|
|
wp.y = point.y
|
|
end
|
|
|
|
if alt and type(alt) == 'number' then
|
|
wp.alt = alt
|
|
else
|
|
wp.alt = 500
|
|
end
|
|
|
|
if altType then
|
|
altType = string.lower(altType)
|
|
if altType == 'radio' or 'agl' then
|
|
wp.alt_type = 'RADIO'
|
|
elseif altType == 'baro' or 'asl' then
|
|
wp.alt_type = 'BARO'
|
|
end
|
|
else
|
|
wp.alt_type = 'RADIO'
|
|
end
|
|
|
|
if point.speed then
|
|
speed = point.speed
|
|
end
|
|
|
|
if point.type then
|
|
WPtype = point.type
|
|
end
|
|
|
|
if not speed then
|
|
wp.speed = routines.utils.kmphToMps(200)
|
|
else
|
|
wp.speed = speed
|
|
end
|
|
|
|
if not WPtype then
|
|
wp.action = 'Turning Point'
|
|
else
|
|
WPtype = string.lower(WPtype)
|
|
if WPtype == 'flyover' or WPtype == 'fly over' or WPtype == 'fly_over' then
|
|
wp.action = 'Fly Over Point'
|
|
elseif WPtype == 'turningpoint' or WPtype == 'turning point' or WPtype == 'turning_point' then
|
|
wp.action = 'Turning Point'
|
|
else
|
|
wp.action = 'Turning Point'
|
|
end
|
|
end
|
|
|
|
wp.type = 'Turning Point'
|
|
return wp
|
|
end
|
|
|
|
routines.groupToRandomPoint = function(vars)
|
|
local group = vars.group --Required
|
|
local point = vars.point --required
|
|
local radius = vars.radius or 0
|
|
local innerRadius = vars.innerRadius
|
|
local form = vars.form or 'Cone'
|
|
local heading = vars.heading or math.random()*2*math.pi
|
|
local headingDegrees = vars.headingDegrees
|
|
local speed = vars.speed or routines.utils.kmphToMps(20)
|
|
|
|
|
|
local useRoads
|
|
if not vars.disableRoads then
|
|
useRoads = true
|
|
else
|
|
useRoads = false
|
|
end
|
|
|
|
local path = {}
|
|
|
|
if headingDegrees then
|
|
heading = headingDegrees*math.pi/180
|
|
end
|
|
|
|
if heading >= 2*math.pi then
|
|
heading = heading - 2*math.pi
|
|
end
|
|
|
|
local rndCoord = routines.getRandPointInCircle(point, radius, innerRadius)
|
|
|
|
local offset = {}
|
|
local posStart = routines.getLeadPos(group)
|
|
|
|
offset.x = routines.utils.round(math.sin(heading - (math.pi/2)) * 50 + rndCoord.x, 3)
|
|
offset.z = routines.utils.round(math.cos(heading + (math.pi/2)) * 50 + rndCoord.y, 3)
|
|
path[#path + 1] = routines.ground.buildWP(posStart, form, speed)
|
|
|
|
|
|
if useRoads == true and ((point.x - posStart.x)^2 + (point.z - posStart.z)^2)^0.5 > radius * 1.3 then
|
|
path[#path + 1] = routines.ground.buildWP({['x'] = posStart.x + 11, ['z'] = posStart.z + 11}, 'off_road', speed)
|
|
path[#path + 1] = routines.ground.buildWP(posStart, 'on_road', speed)
|
|
path[#path + 1] = routines.ground.buildWP(offset, 'on_road', speed)
|
|
else
|
|
path[#path + 1] = routines.ground.buildWP({['x'] = posStart.x + 25, ['z'] = posStart.z + 25}, form, speed)
|
|
end
|
|
|
|
path[#path + 1] = routines.ground.buildWP(offset, form, speed)
|
|
path[#path + 1] = routines.ground.buildWP(rndCoord, form, speed)
|
|
|
|
routines.goRoute(group, path)
|
|
|
|
return
|
|
end
|
|
|
|
routines.groupRandomDistSelf = function(gpData, dist, form, heading, speed)
|
|
local pos = routines.getLeadPos(gpData)
|
|
local fakeZone = {}
|
|
fakeZone.radius = dist or math.random(300, 1000)
|
|
fakeZone.point = {x = pos.x, y, pos.y, z = pos.z}
|
|
routines.groupToRandomZone(gpData, fakeZone, form, heading, speed)
|
|
|
|
return
|
|
end
|
|
|
|
routines.groupToRandomZone = function(gpData, zone, form, heading, speed)
|
|
if type(gpData) == 'string' then
|
|
gpData = Group.getByName(gpData)
|
|
end
|
|
|
|
if type(zone) == 'string' then
|
|
zone = trigger.misc.getZone(zone)
|
|
elseif type(zone) == 'table' and not zone.radius then
|
|
zone = trigger.misc.getZone(zone[math.random(1, #zone)])
|
|
end
|
|
|
|
if speed then
|
|
speed = routines.utils.kmphToMps(speed)
|
|
end
|
|
|
|
local vars = {}
|
|
vars.group = gpData
|
|
vars.radius = zone.radius
|
|
vars.form = form
|
|
vars.headingDegrees = heading
|
|
vars.speed = speed
|
|
vars.point = routines.utils.zoneToVec3(zone)
|
|
|
|
routines.groupToRandomPoint(vars)
|
|
|
|
return
|
|
end
|
|
|
|
routines.isTerrainValid = function(coord, terrainTypes) -- vec2/3 and enum or table of acceptable terrain types
|
|
if coord.z then
|
|
coord.y = coord.z
|
|
end
|
|
local typeConverted = {}
|
|
|
|
if type(terrainTypes) == 'string' then -- if its a string it does this check
|
|
for constId, constData in pairs(land.SurfaceType) do
|
|
if string.lower(constId) == string.lower(terrainTypes) or string.lower(constData) == string.lower(terrainTypes) then
|
|
table.insert(typeConverted, constId)
|
|
end
|
|
end
|
|
elseif type(terrainTypes) == 'table' then -- if its a table it does this check
|
|
for typeId, typeData in pairs(terrainTypes) do
|
|
for constId, constData in pairs(land.SurfaceType) do
|
|
if string.lower(constId) == string.lower(typeData) or string.lower(constData) == string.lower(typeId) then
|
|
table.insert(typeConverted, constId)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
for validIndex, validData in pairs(typeConverted) do
|
|
if land.getSurfaceType(coord) == land.SurfaceType[validData] then
|
|
return true
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
|
|
routines.groupToPoint = function(gpData, point, form, heading, speed, useRoads)
|
|
if type(point) == 'string' then
|
|
point = trigger.misc.getZone(point)
|
|
end
|
|
if speed then
|
|
speed = routines.utils.kmphToMps(speed)
|
|
end
|
|
|
|
local vars = {}
|
|
vars.group = gpData
|
|
vars.form = form
|
|
vars.headingDegrees = heading
|
|
vars.speed = speed
|
|
vars.disableRoads = useRoads
|
|
vars.point = routines.utils.zoneToVec3(point)
|
|
routines.groupToRandomPoint(vars)
|
|
|
|
return
|
|
end
|
|
|
|
|
|
routines.getLeadPos = function(group)
|
|
if type(group) == 'string' then -- group name
|
|
group = Group.getByName(group)
|
|
end
|
|
|
|
local units = group:getUnits()
|
|
|
|
local leader = units[1]
|
|
if not leader then -- SHOULD be good, but if there is a bug, this code future-proofs it then.
|
|
local lowestInd = math.huge
|
|
for ind, unit in pairs(units) do
|
|
if ind < lowestInd then
|
|
lowestInd = ind
|
|
leader = unit
|
|
end
|
|
end
|
|
end
|
|
if leader and Unit.isExist(leader) then -- maybe a little too paranoid now...
|
|
return leader:getPosition().p
|
|
end
|
|
end
|
|
|
|
--[[ vars for routines.getMGRSString:
|
|
vars.units - table of unit names (NOT unitNameTable- maybe this should change).
|
|
vars.acc - integer between 0 and 5, inclusive
|
|
]]
|
|
routines.getMGRSString = function(vars)
|
|
local units = vars.units
|
|
local acc = vars.acc or 5
|
|
local avgPos = routines.getAvgPos(units)
|
|
if avgPos then
|
|
return routines.tostringMGRS(coord.LLtoMGRS(coord.LOtoLL(avgPos)), acc)
|
|
end
|
|
end
|
|
|
|
--[[ vars for routines.getLLString
|
|
vars.units - table of unit names (NOT unitNameTable- maybe this should change).
|
|
vars.acc - integer, number of numbers after decimal place
|
|
vars.DMS - if true, output in degrees, minutes, seconds. Otherwise, output in degrees, minutes.
|
|
|
|
|
|
]]
|
|
routines.getLLString = function(vars)
|
|
local units = vars.units
|
|
local acc = vars.acc or 3
|
|
local DMS = vars.DMS
|
|
local avgPos = routines.getAvgPos(units)
|
|
if avgPos then
|
|
local lat, lon = coord.LOtoLL(avgPos)
|
|
return routines.tostringLL(lat, lon, acc, DMS)
|
|
end
|
|
end
|
|
|
|
--[[
|
|
vars.zone - table of a zone name.
|
|
vars.ref - vec3 ref point, maybe overload for vec2 as well?
|
|
vars.alt - boolean, if used, includes altitude in string
|
|
vars.metric - boolean, gives distance in km instead of NM.
|
|
]]
|
|
routines.getBRStringZone = function(vars)
|
|
local zone = trigger.misc.getZone( vars.zone )
|
|
local ref = routines.utils.makeVec3(vars.ref, 0) -- turn it into Vec3 if it is not already.
|
|
local alt = vars.alt
|
|
local metric = vars.metric
|
|
if zone then
|
|
local vec = {x = zone.point.x - ref.x, y = zone.point.y - ref.y, z = zone.point.z - ref.z}
|
|
local dir = routines.utils.getDir(vec, ref)
|
|
local dist = routines.utils.get2DDist(zone.point, ref)
|
|
if alt then
|
|
alt = zone.y
|
|
end
|
|
return routines.tostringBR(dir, dist, alt, metric)
|
|
else
|
|
env.info( 'routines.getBRStringZone: error: zone is nil' )
|
|
end
|
|
end
|
|
|
|
--[[
|
|
vars.units- table of unit names (NOT unitNameTable- maybe this should change).
|
|
vars.ref - vec3 ref point, maybe overload for vec2 as well?
|
|
vars.alt - boolean, if used, includes altitude in string
|
|
vars.metric - boolean, gives distance in km instead of NM.
|
|
]]
|
|
routines.getBRString = function(vars)
|
|
local units = vars.units
|
|
local ref = routines.utils.makeVec3(vars.ref, 0) -- turn it into Vec3 if it is not already.
|
|
local alt = vars.alt
|
|
local metric = vars.metric
|
|
local avgPos = routines.getAvgPos(units)
|
|
if avgPos then
|
|
local vec = {x = avgPos.x - ref.x, y = avgPos.y - ref.y, z = avgPos.z - ref.z}
|
|
local dir = routines.utils.getDir(vec, ref)
|
|
local dist = routines.utils.get2DDist(avgPos, ref)
|
|
if alt then
|
|
alt = avgPos.y
|
|
end
|
|
return routines.tostringBR(dir, dist, alt, metric)
|
|
end
|
|
end
|
|
|
|
|
|
-- Returns the Vec3 coordinates of the average position of the concentration of units most in the heading direction.
|
|
--[[ vars for routines.getLeadingPos:
|
|
vars.units - table of unit names
|
|
vars.heading - direction
|
|
vars.radius - number
|
|
vars.headingDegrees - boolean, switches heading to degrees
|
|
]]
|
|
routines.getLeadingPos = function(vars)
|
|
local units = vars.units
|
|
local heading = vars.heading
|
|
local radius = vars.radius
|
|
if vars.headingDegrees then
|
|
heading = routines.utils.toRadian(vars.headingDegrees)
|
|
end
|
|
|
|
local unitPosTbl = {}
|
|
for i = 1, #units do
|
|
local unit = Unit.getByName(units[i])
|
|
if unit and unit:isExist() then
|
|
unitPosTbl[#unitPosTbl + 1] = unit:getPosition().p
|
|
end
|
|
end
|
|
if #unitPosTbl > 0 then -- one more more units found.
|
|
-- first, find the unit most in the heading direction
|
|
local maxPos = -math.huge
|
|
|
|
local maxPosInd -- maxPos - the furthest in direction defined by heading; maxPosInd =
|
|
for i = 1, #unitPosTbl do
|
|
local rotatedVec2 = routines.vec.rotateVec2(routines.utils.makeVec2(unitPosTbl[i]), heading)
|
|
if (not maxPos) or maxPos < rotatedVec2.x then
|
|
maxPos = rotatedVec2.x
|
|
maxPosInd = i
|
|
end
|
|
end
|
|
|
|
--now, get all the units around this unit...
|
|
local avgPos
|
|
if radius then
|
|
local maxUnitPos = unitPosTbl[maxPosInd]
|
|
local avgx, avgy, avgz, totNum = 0, 0, 0, 0
|
|
for i = 1, #unitPosTbl do
|
|
if routines.utils.get2DDist(maxUnitPos, unitPosTbl[i]) <= radius then
|
|
avgx = avgx + unitPosTbl[i].x
|
|
avgy = avgy + unitPosTbl[i].y
|
|
avgz = avgz + unitPosTbl[i].z
|
|
totNum = totNum + 1
|
|
end
|
|
end
|
|
avgPos = { x = avgx/totNum, y = avgy/totNum, z = avgz/totNum}
|
|
else
|
|
avgPos = unitPosTbl[maxPosInd]
|
|
end
|
|
|
|
return avgPos
|
|
end
|
|
end
|
|
|
|
|
|
--[[ vars for routines.getLeadingMGRSString:
|
|
vars.units - table of unit names
|
|
vars.heading - direction
|
|
vars.radius - number
|
|
vars.headingDegrees - boolean, switches heading to degrees
|
|
vars.acc - number, 0 to 5.
|
|
]]
|
|
routines.getLeadingMGRSString = function(vars)
|
|
local pos = routines.getLeadingPos(vars)
|
|
if pos then
|
|
local acc = vars.acc or 5
|
|
return routines.tostringMGRS(coord.LLtoMGRS(coord.LOtoLL(pos)), acc)
|
|
end
|
|
end
|
|
|
|
--[[ vars for routines.getLeadingLLString:
|
|
vars.units - table of unit names
|
|
vars.heading - direction, number
|
|
vars.radius - number
|
|
vars.headingDegrees - boolean, switches heading to degrees
|
|
vars.acc - number of digits after decimal point (can be negative)
|
|
vars.DMS - boolean, true if you want DMS.
|
|
]]
|
|
routines.getLeadingLLString = function(vars)
|
|
local pos = routines.getLeadingPos(vars)
|
|
if pos then
|
|
local acc = vars.acc or 3
|
|
local DMS = vars.DMS
|
|
local lat, lon = coord.LOtoLL(pos)
|
|
return routines.tostringLL(lat, lon, acc, DMS)
|
|
end
|
|
end
|
|
|
|
|
|
|
|
--[[ vars for routines.getLeadingBRString:
|
|
vars.units - table of unit names
|
|
vars.heading - direction, number
|
|
vars.radius - number
|
|
vars.headingDegrees - boolean, switches heading to degrees
|
|
vars.metric - boolean, if true, use km instead of NM.
|
|
vars.alt - boolean, if true, include altitude.
|
|
vars.ref - vec3/vec2 reference point.
|
|
]]
|
|
routines.getLeadingBRString = function(vars)
|
|
local pos = routines.getLeadingPos(vars)
|
|
if pos then
|
|
local ref = vars.ref
|
|
local alt = vars.alt
|
|
local metric = vars.metric
|
|
|
|
local vec = {x = pos.x - ref.x, y = pos.y - ref.y, z = pos.z - ref.z}
|
|
local dir = routines.utils.getDir(vec, ref)
|
|
local dist = routines.utils.get2DDist(pos, ref)
|
|
if alt then
|
|
alt = pos.y
|
|
end
|
|
return routines.tostringBR(dir, dist, alt, metric)
|
|
end
|
|
end
|
|
|
|
--[[ vars for routines.message.add
|
|
vars.text = 'Hello World'
|
|
vars.displayTime = 20
|
|
vars.msgFor = {coa = {'red'}, countries = {'Ukraine', 'Georgia'}, unitTypes = {'A-10C'}}
|
|
|
|
]]
|
|
|
|
--[[ vars for routines.msgMGRS
|
|
vars.units - table of unit names (NOT unitNameTable- maybe this should change).
|
|
vars.acc - integer between 0 and 5, inclusive
|
|
vars.text - text in the message
|
|
vars.displayTime - self explanatory
|
|
vars.msgFor - scope
|
|
]]
|
|
routines.msgMGRS = function(vars)
|
|
local units = vars.units
|
|
local acc = vars.acc
|
|
local text = vars.text
|
|
local displayTime = vars.displayTime
|
|
local msgFor = vars.msgFor
|
|
|
|
local s = routines.getMGRSString{units = units, acc = acc}
|
|
local newText
|
|
if string.find(text, '%%s') then -- look for %s
|
|
newText = string.format(text, s) -- insert the coordinates into the message
|
|
else -- else, just append to the end.
|
|
newText = text .. s
|
|
end
|
|
|
|
routines.message.add{
|
|
text = newText,
|
|
displayTime = displayTime,
|
|
msgFor = msgFor
|
|
}
|
|
end
|
|
|
|
--[[ vars for routines.msgLL
|
|
vars.units - table of unit names (NOT unitNameTable- maybe this should change) (Yes).
|
|
vars.acc - integer, number of numbers after decimal place
|
|
vars.DMS - if true, output in degrees, minutes, seconds. Otherwise, output in degrees, minutes.
|
|
vars.text - text in the message
|
|
vars.displayTime - self explanatory
|
|
vars.msgFor - scope
|
|
]]
|
|
routines.msgLL = function(vars)
|
|
local units = vars.units -- technically, I don't really need to do this, but it helps readability.
|
|
local acc = vars.acc
|
|
local DMS = vars.DMS
|
|
local text = vars.text
|
|
local displayTime = vars.displayTime
|
|
local msgFor = vars.msgFor
|
|
|
|
local s = routines.getLLString{units = units, acc = acc, DMS = DMS}
|
|
local newText
|
|
if string.find(text, '%%s') then -- look for %s
|
|
newText = string.format(text, s) -- insert the coordinates into the message
|
|
else -- else, just append to the end.
|
|
newText = text .. s
|
|
end
|
|
|
|
routines.message.add{
|
|
text = newText,
|
|
displayTime = displayTime,
|
|
msgFor = msgFor
|
|
}
|
|
|
|
end
|
|
|
|
|
|
--[[
|
|
vars.units- table of unit names (NOT unitNameTable- maybe this should change).
|
|
vars.ref - vec3 ref point, maybe overload for vec2 as well?
|
|
vars.alt - boolean, if used, includes altitude in string
|
|
vars.metric - boolean, gives distance in km instead of NM.
|
|
vars.text - text of the message
|
|
vars.displayTime
|
|
vars.msgFor - scope
|
|
]]
|
|
routines.msgBR = function(vars)
|
|
local units = vars.units -- technically, I don't really need to do this, but it helps readability.
|
|
local ref = vars.ref -- vec2/vec3 will be handled in routines.getBRString
|
|
local alt = vars.alt
|
|
local metric = vars.metric
|
|
local text = vars.text
|
|
local displayTime = vars.displayTime
|
|
local msgFor = vars.msgFor
|
|
|
|
local s = routines.getBRString{units = units, ref = ref, alt = alt, metric = metric}
|
|
local newText
|
|
if string.find(text, '%%s') then -- look for %s
|
|
newText = string.format(text, s) -- insert the coordinates into the message
|
|
else -- else, just append to the end.
|
|
newText = text .. s
|
|
end
|
|
|
|
routines.message.add{
|
|
text = newText,
|
|
displayTime = displayTime,
|
|
msgFor = msgFor
|
|
}
|
|
|
|
end
|
|
|
|
|
|
--------------------------------------------------------------------------------------------
|
|
-- basically, just sub-types of routines.msgBR... saves folks the work of getting the ref point.
|
|
--[[
|
|
vars.units- table of unit names (NOT unitNameTable- maybe this should change).
|
|
vars.ref - string red, blue
|
|
vars.alt - boolean, if used, includes altitude in string
|
|
vars.metric - boolean, gives distance in km instead of NM.
|
|
vars.text - text of the message
|
|
vars.displayTime
|
|
vars.msgFor - scope
|
|
]]
|
|
routines.msgBullseye = function(vars)
|
|
if string.lower(vars.ref) == 'red' then
|
|
vars.ref = routines.DBs.missionData.bullseye.red
|
|
routines.msgBR(vars)
|
|
elseif string.lower(vars.ref) == 'blue' then
|
|
vars.ref = routines.DBs.missionData.bullseye.blue
|
|
routines.msgBR(vars)
|
|
end
|
|
end
|
|
|
|
--[[
|
|
vars.units- table of unit names (NOT unitNameTable- maybe this should change).
|
|
vars.ref - unit name of reference point
|
|
vars.alt - boolean, if used, includes altitude in string
|
|
vars.metric - boolean, gives distance in km instead of NM.
|
|
vars.text - text of the message
|
|
vars.displayTime
|
|
vars.msgFor - scope
|
|
]]
|
|
|
|
routines.msgBRA = function(vars)
|
|
if Unit.getByName(vars.ref) then
|
|
vars.ref = Unit.getByName(vars.ref):getPosition().p
|
|
if not vars.alt then
|
|
vars.alt = true
|
|
end
|
|
routines.msgBR(vars)
|
|
end
|
|
end
|
|
--------------------------------------------------------------------------------------------
|
|
|
|
--[[ vars for routines.msgLeadingMGRS:
|
|
vars.units - table of unit names
|
|
vars.heading - direction
|
|
vars.radius - number
|
|
vars.headingDegrees - boolean, switches heading to degrees (optional)
|
|
vars.acc - number, 0 to 5.
|
|
vars.text - text of the message
|
|
vars.displayTime
|
|
vars.msgFor - scope
|
|
]]
|
|
routines.msgLeadingMGRS = function(vars)
|
|
local units = vars.units -- technically, I don't really need to do this, but it helps readability.
|
|
local heading = vars.heading
|
|
local radius = vars.radius
|
|
local headingDegrees = vars.headingDegrees
|
|
local acc = vars.acc
|
|
local text = vars.text
|
|
local displayTime = vars.displayTime
|
|
local msgFor = vars.msgFor
|
|
|
|
local s = routines.getLeadingMGRSString{units = units, heading = heading, radius = radius, headingDegrees = headingDegrees, acc = acc}
|
|
local newText
|
|
if string.find(text, '%%s') then -- look for %s
|
|
newText = string.format(text, s) -- insert the coordinates into the message
|
|
else -- else, just append to the end.
|
|
newText = text .. s
|
|
end
|
|
|
|
routines.message.add{
|
|
text = newText,
|
|
displayTime = displayTime,
|
|
msgFor = msgFor
|
|
}
|
|
|
|
|
|
end
|
|
--[[ vars for routines.msgLeadingLL:
|
|
vars.units - table of unit names
|
|
vars.heading - direction, number
|
|
vars.radius - number
|
|
vars.headingDegrees - boolean, switches heading to degrees (optional)
|
|
vars.acc - number of digits after decimal point (can be negative)
|
|
vars.DMS - boolean, true if you want DMS. (optional)
|
|
vars.text - text of the message
|
|
vars.displayTime
|
|
vars.msgFor - scope
|
|
]]
|
|
routines.msgLeadingLL = function(vars)
|
|
local units = vars.units -- technically, I don't really need to do this, but it helps readability.
|
|
local heading = vars.heading
|
|
local radius = vars.radius
|
|
local headingDegrees = vars.headingDegrees
|
|
local acc = vars.acc
|
|
local DMS = vars.DMS
|
|
local text = vars.text
|
|
local displayTime = vars.displayTime
|
|
local msgFor = vars.msgFor
|
|
|
|
local s = routines.getLeadingLLString{units = units, heading = heading, radius = radius, headingDegrees = headingDegrees, acc = acc, DMS = DMS}
|
|
local newText
|
|
if string.find(text, '%%s') then -- look for %s
|
|
newText = string.format(text, s) -- insert the coordinates into the message
|
|
else -- else, just append to the end.
|
|
newText = text .. s
|
|
end
|
|
|
|
routines.message.add{
|
|
text = newText,
|
|
displayTime = displayTime,
|
|
msgFor = msgFor
|
|
}
|
|
|
|
end
|
|
|
|
--[[
|
|
vars.units - table of unit names
|
|
vars.heading - direction, number
|
|
vars.radius - number
|
|
vars.headingDegrees - boolean, switches heading to degrees (optional)
|
|
vars.metric - boolean, if true, use km instead of NM. (optional)
|
|
vars.alt - boolean, if true, include altitude. (optional)
|
|
vars.ref - vec3/vec2 reference point.
|
|
vars.text - text of the message
|
|
vars.displayTime
|
|
vars.msgFor - scope
|
|
]]
|
|
routines.msgLeadingBR = function(vars)
|
|
local units = vars.units -- technically, I don't really need to do this, but it helps readability.
|
|
local heading = vars.heading
|
|
local radius = vars.radius
|
|
local headingDegrees = vars.headingDegrees
|
|
local metric = vars.metric
|
|
local alt = vars.alt
|
|
local ref = vars.ref -- vec2/vec3 will be handled in routines.getBRString
|
|
local text = vars.text
|
|
local displayTime = vars.displayTime
|
|
local msgFor = vars.msgFor
|
|
|
|
local s = routines.getLeadingBRString{units = units, heading = heading, radius = radius, headingDegrees = headingDegrees, metric = metric, alt = alt, ref = ref}
|
|
local newText
|
|
if string.find(text, '%%s') then -- look for %s
|
|
newText = string.format(text, s) -- insert the coordinates into the message
|
|
else -- else, just append to the end.
|
|
newText = text .. s
|
|
end
|
|
|
|
routines.message.add{
|
|
text = newText,
|
|
displayTime = displayTime,
|
|
msgFor = msgFor
|
|
}
|
|
end
|
|
|
|
|
|
function spairs(t, order)
|
|
-- collect the keys
|
|
local keys = {}
|
|
for k in pairs(t) do keys[#keys+1] = k end
|
|
|
|
-- if order function given, sort by it by passing the table and keys a, b,
|
|
-- otherwise just sort the keys
|
|
if order then
|
|
table.sort(keys, function(a,b) return order(t, a, b) end)
|
|
else
|
|
table.sort(keys)
|
|
end
|
|
|
|
-- return the iterator function
|
|
local i = 0
|
|
return function()
|
|
i = i + 1
|
|
if keys[i] then
|
|
return keys[i], t[keys[i]]
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
function routines.IsPartOfGroupInZones( CargoGroup, LandingZones )
|
|
--trace.f()
|
|
|
|
local CurrentZoneID = nil
|
|
|
|
if CargoGroup then
|
|
local CargoUnits = CargoGroup:getUnits()
|
|
for CargoUnitID, CargoUnit in pairs( CargoUnits ) do
|
|
if CargoUnit and CargoUnit:getLife() >= 1.0 then
|
|
CurrentZoneID = routines.IsUnitInZones( CargoUnit, LandingZones )
|
|
if CurrentZoneID then
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
--trace.r( "", "", { CurrentZoneID } )
|
|
return CurrentZoneID
|
|
end
|
|
|
|
|
|
|
|
function routines.IsUnitInZones( TransportUnit, LandingZones )
|
|
--trace.f("", "routines.IsUnitInZones" )
|
|
|
|
local TransportZoneResult = nil
|
|
local TransportZonePos = nil
|
|
local TransportZone = nil
|
|
|
|
-- fill-up some local variables to support further calculations to determine location of units within the zone.
|
|
if TransportUnit then
|
|
local TransportUnitPos = TransportUnit:getPosition().p
|
|
if type( LandingZones ) == "table" then
|
|
for LandingZoneID, LandingZoneName in pairs( LandingZones ) do
|
|
TransportZone = trigger.misc.getZone( LandingZoneName )
|
|
if TransportZone then
|
|
TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z}
|
|
if ((( TransportUnitPos.x - TransportZonePos.x)^2 + (TransportUnitPos.z - TransportZonePos.z)^2)^0.5 <= TransportZonePos.radius) then
|
|
TransportZoneResult = LandingZoneID
|
|
break
|
|
end
|
|
end
|
|
end
|
|
else
|
|
TransportZone = trigger.misc.getZone( LandingZones )
|
|
TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z}
|
|
if ((( TransportUnitPos.x - TransportZonePos.x)^2 + (TransportUnitPos.z - TransportZonePos.z)^2)^0.5 <= TransportZonePos.radius) then
|
|
TransportZoneResult = 1
|
|
end
|
|
end
|
|
if TransportZoneResult then
|
|
--trace.i( "routines", "TransportZone:" .. TransportZoneResult )
|
|
else
|
|
--trace.i( "routines", "TransportZone:nil logic" )
|
|
end
|
|
return TransportZoneResult
|
|
else
|
|
--trace.i( "routines", "TransportZone:nil hard" )
|
|
return nil
|
|
end
|
|
end
|
|
|
|
function routines.IsStaticInZones( TransportStatic, LandingZones )
|
|
--trace.f()
|
|
|
|
local TransportZoneResult = nil
|
|
local TransportZonePos = nil
|
|
local TransportZone = nil
|
|
|
|
-- fill-up some local variables to support further calculations to determine location of units within the zone.
|
|
local TransportStaticPos = TransportStatic:getPosition().p
|
|
if type( LandingZones ) == "table" then
|
|
for LandingZoneID, LandingZoneName in pairs( LandingZones ) do
|
|
TransportZone = trigger.misc.getZone( LandingZoneName )
|
|
if TransportZone then
|
|
TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z}
|
|
if ((( TransportStaticPos.x - TransportZonePos.x)^2 + (TransportStaticPos.z - TransportZonePos.z)^2)^0.5 <= TransportZonePos.radius) then
|
|
TransportZoneResult = LandingZoneID
|
|
break
|
|
end
|
|
end
|
|
end
|
|
else
|
|
TransportZone = trigger.misc.getZone( LandingZones )
|
|
TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z}
|
|
if ((( TransportStaticPos.x - TransportZonePos.x)^2 + (TransportStaticPos.z - TransportZonePos.z)^2)^0.5 <= TransportZonePos.radius) then
|
|
TransportZoneResult = 1
|
|
end
|
|
end
|
|
|
|
--trace.r( "", "", { TransportZoneResult } )
|
|
return TransportZoneResult
|
|
end
|
|
|
|
|
|
function routines.IsUnitInRadius( CargoUnit, ReferencePosition, Radius )
|
|
--trace.f()
|
|
|
|
local Valid = true
|
|
|
|
-- fill-up some local variables to support further calculations to determine location of units within the zone.
|
|
local CargoPos = CargoUnit:getPosition().p
|
|
local ReferenceP = ReferencePosition.p
|
|
|
|
if (((CargoPos.x - ReferenceP.x)^2 + (CargoPos.z - ReferenceP.z)^2)^0.5 <= Radius) then
|
|
else
|
|
Valid = false
|
|
end
|
|
|
|
return Valid
|
|
end
|
|
|
|
function routines.IsPartOfGroupInRadius( CargoGroup, ReferencePosition, Radius )
|
|
--trace.f()
|
|
|
|
local Valid = true
|
|
|
|
Valid = routines.ValidateGroup( CargoGroup, "CargoGroup", Valid )
|
|
|
|
-- fill-up some local variables to support further calculations to determine location of units within the zone
|
|
local CargoUnits = CargoGroup:getUnits()
|
|
for CargoUnitId, CargoUnit in pairs( CargoUnits ) do
|
|
local CargoUnitPos = CargoUnit:getPosition().p
|
|
-- env.info( 'routines.IsPartOfGroupInRadius: CargoUnitPos.x = ' .. CargoUnitPos.x .. ' CargoUnitPos.z = ' .. CargoUnitPos.z )
|
|
local ReferenceP = ReferencePosition.p
|
|
-- env.info( 'routines.IsPartOfGroupInRadius: ReferenceGroupPos.x = ' .. ReferenceGroupPos.x .. ' ReferenceGroupPos.z = ' .. ReferenceGroupPos.z )
|
|
|
|
if ((( CargoUnitPos.x - ReferenceP.x)^2 + (CargoUnitPos.z - ReferenceP.z)^2)^0.5 <= Radius) then
|
|
else
|
|
Valid = false
|
|
break
|
|
end
|
|
end
|
|
|
|
return Valid
|
|
end
|
|
|
|
|
|
function routines.ValidateString( Variable, VariableName, Valid )
|
|
--trace.f()
|
|
|
|
if type( Variable ) == "string" then
|
|
if Variable == "" then
|
|
error( "routines.ValidateString: error: " .. VariableName .. " must be filled out!" )
|
|
Valid = false
|
|
end
|
|
else
|
|
error( "routines.ValidateString: error: " .. VariableName .. " is not a string." )
|
|
Valid = false
|
|
end
|
|
|
|
--trace.r( "", "", { Valid } )
|
|
return Valid
|
|
end
|
|
|
|
function routines.ValidateNumber( Variable, VariableName, Valid )
|
|
--trace.f()
|
|
|
|
if type( Variable ) == "number" then
|
|
else
|
|
error( "routines.ValidateNumber: error: " .. VariableName .. " is not a number." )
|
|
Valid = false
|
|
end
|
|
|
|
--trace.r( "", "", { Valid } )
|
|
return Valid
|
|
|
|
end
|
|
|
|
function routines.ValidateGroup( Variable, VariableName, Valid )
|
|
--trace.f()
|
|
|
|
if Variable == nil then
|
|
error( "routines.ValidateGroup: error: " .. VariableName .. " is a nil value!" )
|
|
Valid = false
|
|
end
|
|
|
|
--trace.r( "", "", { Valid } )
|
|
return Valid
|
|
end
|
|
|
|
function routines.ValidateZone( LandingZones, VariableName, Valid )
|
|
--trace.f()
|
|
|
|
if LandingZones == nil then
|
|
error( "routines.ValidateGroup: error: " .. VariableName .. " is a nil value!" )
|
|
Valid = false
|
|
end
|
|
|
|
if type( LandingZones ) == "table" then
|
|
for LandingZoneID, LandingZoneName in pairs( LandingZones ) do
|
|
if trigger.misc.getZone( LandingZoneName ) == nil then
|
|
error( "routines.ValidateGroup: error: Zone " .. LandingZoneName .. " does not exist!" )
|
|
Valid = false
|
|
break
|
|
end
|
|
end
|
|
else
|
|
if trigger.misc.getZone( LandingZones ) == nil then
|
|
error( "routines.ValidateGroup: error: Zone " .. LandingZones .. " does not exist!" )
|
|
Valid = false
|
|
end
|
|
end
|
|
|
|
--trace.r( "", "", { Valid } )
|
|
return Valid
|
|
end
|
|
|
|
function routines.ValidateEnumeration( Variable, VariableName, Enum, Valid )
|
|
--trace.f()
|
|
|
|
local ValidVariable = false
|
|
|
|
for EnumId, EnumData in pairs( Enum ) do
|
|
if Variable == EnumData then
|
|
ValidVariable = true
|
|
break
|
|
end
|
|
end
|
|
|
|
if ValidVariable then
|
|
else
|
|
error( 'TransportValidateEnum: " .. VariableName .. " is not a valid type.' .. Variable )
|
|
Valid = false
|
|
end
|
|
|
|
--trace.r( "", "", { Valid } )
|
|
return Valid
|
|
end
|
|
|
|
function routines.getGroupRoute(groupIdent, task) -- same as getGroupPoints but returns speed and formation type along with vec2 of point}
|
|
-- refactor to search by groupId and allow groupId and groupName as inputs
|
|
local gpId = groupIdent
|
|
if type(groupIdent) == 'string' and not tonumber(groupIdent) then
|
|
gpId = _Database.Groups[groupIdent].groupId
|
|
end
|
|
|
|
for coa_name, coa_data in pairs(env.mission.coalition) do
|
|
if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then
|
|
if coa_data.country then --there is a country table
|
|
for cntry_id, cntry_data in pairs(coa_data.country) do
|
|
for obj_type_name, obj_type_data in pairs(cntry_data) do
|
|
if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" then -- only these types have points
|
|
if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group!
|
|
for group_num, group_data in pairs(obj_type_data.group) do
|
|
if group_data and group_data.groupId == gpId then -- this is the group we are looking for
|
|
if group_data.route and group_data.route.points and #group_data.route.points > 0 then
|
|
local points = {}
|
|
|
|
for point_num, point in pairs(group_data.route.points) do
|
|
local routeData = {}
|
|
if not point.point then
|
|
routeData.x = point.x
|
|
routeData.y = point.y
|
|
else
|
|
routeData.point = point.point --it's possible that the ME could move to the point = Vec2 notation.
|
|
end
|
|
routeData.form = point.action
|
|
routeData.speed = point.speed
|
|
routeData.alt = point.alt
|
|
routeData.alt_type = point.alt_type
|
|
routeData.airdromeId = point.airdromeId
|
|
routeData.helipadId = point.helipadId
|
|
routeData.type = point.type
|
|
routeData.action = point.action
|
|
if task then
|
|
routeData.task = point.task
|
|
end
|
|
points[point_num] = routeData
|
|
end
|
|
|
|
return points
|
|
end
|
|
return
|
|
end --if group_data and group_data.name and group_data.name == 'groupname'
|
|
end --for group_num, group_data in pairs(obj_type_data.group) do
|
|
end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then
|
|
end --if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then
|
|
end --for obj_type_name, obj_type_data in pairs(cntry_data) do
|
|
end --for cntry_id, cntry_data in pairs(coa_data.country) do
|
|
end --if coa_data.country then --there is a country table
|
|
end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then
|
|
end --for coa_name, coa_data in pairs(mission.coalition) do
|
|
end
|
|
routines.ground.patrolRoute = function(vars)
|
|
|
|
|
|
local tempRoute = {}
|
|
local useRoute = {}
|
|
local gpData = vars.gpData
|
|
if type(gpData) == 'string' then
|
|
gpData = Group.getByName(gpData)
|
|
end
|
|
|
|
local useGroupRoute
|
|
if not vars.useGroupRoute then
|
|
useGroupRoute = vars.gpData
|
|
else
|
|
useGroupRoute = vars.useGroupRoute
|
|
end
|
|
local routeProvided = false
|
|
if not vars.route then
|
|
if useGroupRoute then
|
|
tempRoute = routines.getGroupRoute(useGroupRoute)
|
|
end
|
|
else
|
|
useRoute = vars.route
|
|
local posStart = routines.getLeadPos(gpData)
|
|
useRoute[1] = routines.ground.buildWP(posStart, useRoute[1].action, useRoute[1].speed)
|
|
routeProvided = true
|
|
end
|
|
|
|
|
|
local overRideSpeed = vars.speed or 'default'
|
|
local pType = vars.pType
|
|
local offRoadForm = vars.offRoadForm or 'default'
|
|
local onRoadForm = vars.onRoadForm or 'default'
|
|
|
|
if routeProvided == false and #tempRoute > 0 then
|
|
local posStart = routines.getLeadPos(gpData)
|
|
|
|
|
|
useRoute[#useRoute + 1] = routines.ground.buildWP(posStart, offRoadForm, overRideSpeed)
|
|
for i = 1, #tempRoute do
|
|
local tempForm = tempRoute[i].action
|
|
local tempSpeed = tempRoute[i].speed
|
|
|
|
if offRoadForm == 'default' then
|
|
tempForm = tempRoute[i].action
|
|
end
|
|
if onRoadForm == 'default' then
|
|
onRoadForm = 'On Road'
|
|
end
|
|
if (string.lower(tempRoute[i].action) == 'on road' or string.lower(tempRoute[i].action) == 'onroad' or string.lower(tempRoute[i].action) == 'on_road') then
|
|
tempForm = onRoadForm
|
|
else
|
|
tempForm = offRoadForm
|
|
end
|
|
|
|
if type(overRideSpeed) == 'number' then
|
|
tempSpeed = overRideSpeed
|
|
end
|
|
|
|
|
|
useRoute[#useRoute + 1] = routines.ground.buildWP(tempRoute[i], tempForm, tempSpeed)
|
|
end
|
|
|
|
if pType and string.lower(pType) == 'doubleback' then
|
|
local curRoute = routines.utils.deepCopy(useRoute)
|
|
for i = #curRoute, 2, -1 do
|
|
useRoute[#useRoute + 1] = routines.ground.buildWP(curRoute[i], curRoute[i].action, curRoute[i].speed)
|
|
end
|
|
end
|
|
|
|
useRoute[1].action = useRoute[#useRoute].action -- make it so the first WP matches the last WP
|
|
end
|
|
|
|
local cTask3 = {}
|
|
local newPatrol = {}
|
|
newPatrol.route = useRoute
|
|
newPatrol.gpData = gpData:getName()
|
|
cTask3[#cTask3 + 1] = 'routines.ground.patrolRoute('
|
|
cTask3[#cTask3 + 1] = routines.utils.oneLineSerialize(newPatrol)
|
|
cTask3[#cTask3 + 1] = ')'
|
|
cTask3 = table.concat(cTask3)
|
|
local tempTask = {
|
|
id = 'WrappedAction',
|
|
params = {
|
|
action = {
|
|
id = 'Script',
|
|
params = {
|
|
command = cTask3,
|
|
|
|
},
|
|
},
|
|
},
|
|
}
|
|
|
|
|
|
useRoute[#useRoute].task = tempTask
|
|
routines.goRoute(gpData, useRoute)
|
|
|
|
return
|
|
end
|
|
|
|
routines.ground.patrol = function(gpData, pType, form, speed)
|
|
local vars = {}
|
|
|
|
if type(gpData) == 'table' and gpData:getName() then
|
|
gpData = gpData:getName()
|
|
end
|
|
|
|
vars.useGroupRoute = gpData
|
|
vars.gpData = gpData
|
|
vars.pType = pType
|
|
vars.offRoadForm = form
|
|
vars.speed = speed
|
|
|
|
routines.ground.patrolRoute(vars)
|
|
|
|
return
|
|
end
|
|
|
|
function routines.GetUnitHeight( CheckUnit )
|
|
--trace.f( "routines" )
|
|
|
|
local UnitPoint = CheckUnit:getPoint()
|
|
local UnitPosition = { x = UnitPoint.x, y = UnitPoint.z }
|
|
local UnitHeight = UnitPoint.y
|
|
|
|
local LandHeight = land.getHeight( UnitPosition )
|
|
|
|
--env.info(( 'CarrierHeight: LandHeight = ' .. LandHeight .. ' CarrierHeight = ' .. CarrierHeight ))
|
|
|
|
--trace.f( "routines", "Unit Height = " .. UnitHeight - LandHeight )
|
|
|
|
return UnitHeight - LandHeight
|
|
|
|
end
|
|
|
|
|
|
|
|
Su34Status = { status = {} }
|
|
boardMsgRed = { statusMsg = "" }
|
|
boardMsgAll = { timeMsg = "" }
|
|
SpawnSettings = {}
|
|
Su34MenuPath = {}
|
|
Su34Menus = 0
|
|
|
|
|
|
function Su34AttackCarlVinson(groupName)
|
|
--trace.menu("", "Su34AttackCarlVinson")
|
|
local groupSu34 = Group.getByName( groupName )
|
|
local controllerSu34 = groupSu34.getController(groupSu34)
|
|
local groupCarlVinson = Group.getByName("US Carl Vinson #001")
|
|
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE )
|
|
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE )
|
|
if groupCarlVinson ~= nil then
|
|
controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupCarlVinson:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = true}})
|
|
end
|
|
Su34Status.status[groupName] = 1
|
|
MessageToRed( string.format('%s: ',groupName) .. 'Attacking carrier Carl Vinson. ', 10, 'RedStatus' .. groupName )
|
|
end
|
|
|
|
function Su34AttackWest(groupName)
|
|
--trace.f("","Su34AttackWest")
|
|
local groupSu34 = Group.getByName( groupName )
|
|
local controllerSu34 = groupSu34.getController(groupSu34)
|
|
local groupShipWest1 = Group.getByName("US Ship West #001")
|
|
local groupShipWest2 = Group.getByName("US Ship West #002")
|
|
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE )
|
|
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE )
|
|
if groupShipWest1 ~= nil then
|
|
controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipWest1:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = true}})
|
|
end
|
|
if groupShipWest2 ~= nil then
|
|
controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipWest2:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = true}})
|
|
end
|
|
Su34Status.status[groupName] = 2
|
|
MessageToRed( string.format('%s: ',groupName) .. 'Attacking invading ships in the west. ', 10, 'RedStatus' .. groupName )
|
|
end
|
|
|
|
function Su34AttackNorth(groupName)
|
|
--trace.menu("","Su34AttackNorth")
|
|
local groupSu34 = Group.getByName( groupName )
|
|
local controllerSu34 = groupSu34.getController(groupSu34)
|
|
local groupShipNorth1 = Group.getByName("US Ship North #001")
|
|
local groupShipNorth2 = Group.getByName("US Ship North #002")
|
|
local groupShipNorth3 = Group.getByName("US Ship North #003")
|
|
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE )
|
|
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE )
|
|
if groupShipNorth1 ~= nil then
|
|
controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipNorth1:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = false}})
|
|
end
|
|
if groupShipNorth2 ~= nil then
|
|
controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipNorth2:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = false}})
|
|
end
|
|
if groupShipNorth3 ~= nil then
|
|
controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipNorth3:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = false}})
|
|
end
|
|
Su34Status.status[groupName] = 3
|
|
MessageToRed( string.format('%s: ',groupName) .. 'Attacking invading ships in the north. ', 10, 'RedStatus' .. groupName )
|
|
end
|
|
|
|
function Su34Orbit(groupName)
|
|
--trace.menu("","Su34Orbit")
|
|
local groupSu34 = Group.getByName( groupName )
|
|
local controllerSu34 = groupSu34:getController()
|
|
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_HOLD )
|
|
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE )
|
|
controllerSu34:pushTask( {id = 'ControlledTask', params = { task = { id = 'Orbit', params = { pattern = AI.Task.OrbitPattern.RACE_TRACK } }, stopCondition = { duration = 600 } } } )
|
|
Su34Status.status[groupName] = 4
|
|
MessageToRed( string.format('%s: ',groupName) .. 'In orbit and awaiting further instructions. ', 10, 'RedStatus' .. groupName )
|
|
end
|
|
|
|
function Su34TakeOff(groupName)
|
|
--trace.menu("","Su34TakeOff")
|
|
local groupSu34 = Group.getByName( groupName )
|
|
local controllerSu34 = groupSu34:getController()
|
|
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_HOLD )
|
|
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.BYPASS_AND_ESCAPE )
|
|
Su34Status.status[groupName] = 8
|
|
MessageToRed( string.format('%s: ',groupName) .. 'Take-Off. ', 10, 'RedStatus' .. groupName )
|
|
end
|
|
|
|
function Su34Hold(groupName)
|
|
--trace.menu("","Su34Hold")
|
|
local groupSu34 = Group.getByName( groupName )
|
|
local controllerSu34 = groupSu34:getController()
|
|
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_HOLD )
|
|
controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.BYPASS_AND_ESCAPE )
|
|
Su34Status.status[groupName] = 5
|
|
MessageToRed( string.format('%s: ',groupName) .. 'Holding Weapons. ', 10, 'RedStatus' .. groupName )
|
|
end
|
|
|
|
function Su34RTB(groupName)
|
|
--trace.menu("","Su34RTB")
|
|
Su34Status.status[groupName] = 6
|
|
MessageToRed( string.format('%s: ',groupName) .. 'Return to Krasnodar. ', 10, 'RedStatus' .. groupName )
|
|
end
|
|
|
|
function Su34Destroyed(groupName)
|
|
--trace.menu("","Su34Destroyed")
|
|
Su34Status.status[groupName] = 7
|
|
MessageToRed( string.format('%s: ',groupName) .. 'Destroyed. ', 30, 'RedStatus' .. groupName )
|
|
end
|
|
|
|
function GroupAlive( groupName )
|
|
--trace.menu("","GroupAlive")
|
|
local groupTest = Group.getByName( groupName )
|
|
|
|
local groupExists = false
|
|
|
|
if groupTest then
|
|
groupExists = groupTest:isExist()
|
|
end
|
|
|
|
--trace.r( "", "", { groupExists } )
|
|
return groupExists
|
|
end
|
|
|
|
function Su34IsDead()
|
|
--trace.f()
|
|
|
|
end
|
|
|
|
function Su34OverviewStatus()
|
|
--trace.menu("","Su34OverviewStatus")
|
|
local msg = ""
|
|
local currentStatus = 0
|
|
local Exists = false
|
|
|
|
for groupName, currentStatus in pairs(Su34Status.status) do
|
|
|
|
env.info(('Su34 Overview Status: GroupName = ' .. groupName ))
|
|
Alive = GroupAlive( groupName )
|
|
|
|
if Alive then
|
|
if currentStatus == 1 then
|
|
msg = msg .. string.format("%s: ",groupName)
|
|
msg = msg .. "Attacking carrier Carl Vinson. "
|
|
elseif currentStatus == 2 then
|
|
msg = msg .. string.format("%s: ",groupName)
|
|
msg = msg .. "Attacking supporting ships in the west. "
|
|
elseif currentStatus == 3 then
|
|
msg = msg .. string.format("%s: ",groupName)
|
|
msg = msg .. "Attacking invading ships in the north. "
|
|
elseif currentStatus == 4 then
|
|
msg = msg .. string.format("%s: ",groupName)
|
|
msg = msg .. "In orbit and awaiting further instructions. "
|
|
elseif currentStatus == 5 then
|
|
msg = msg .. string.format("%s: ",groupName)
|
|
msg = msg .. "Holding Weapons. "
|
|
elseif currentStatus == 6 then
|
|
msg = msg .. string.format("%s: ",groupName)
|
|
msg = msg .. "Return to Krasnodar. "
|
|
elseif currentStatus == 7 then
|
|
msg = msg .. string.format("%s: ",groupName)
|
|
msg = msg .. "Destroyed. "
|
|
elseif currentStatus == 8 then
|
|
msg = msg .. string.format("%s: ",groupName)
|
|
msg = msg .. "Take-Off. "
|
|
end
|
|
else
|
|
if currentStatus == 7 then
|
|
msg = msg .. string.format("%s: ",groupName)
|
|
msg = msg .. "Destroyed. "
|
|
else
|
|
Su34Destroyed(groupName)
|
|
end
|
|
end
|
|
end
|
|
|
|
boardMsgRed.statusMsg = msg
|
|
end
|
|
|
|
|
|
function UpdateBoardMsg()
|
|
--trace.f()
|
|
Su34OverviewStatus()
|
|
MessageToRed( boardMsgRed.statusMsg, 15, 'RedStatus' )
|
|
end
|
|
|
|
function MusicReset( flg )
|
|
--trace.f()
|
|
trigger.action.setUserFlag(95,flg)
|
|
end
|
|
|
|
function PlaneActivate(groupNameFormat, flg)
|
|
--trace.f()
|
|
local groupName = groupNameFormat .. string.format("#%03d", trigger.misc.getUserFlag(flg))
|
|
--trigger.action.outText(groupName,10)
|
|
trigger.action.activateGroup(Group.getByName(groupName))
|
|
end
|
|
|
|
function Su34Menu(groupName)
|
|
--trace.f()
|
|
|
|
--env.info(( 'Su34Menu(' .. groupName .. ')' ))
|
|
local groupSu34 = Group.getByName( groupName )
|
|
|
|
if Su34Status.status[groupName] == 1 or
|
|
Su34Status.status[groupName] == 2 or
|
|
Su34Status.status[groupName] == 3 or
|
|
Su34Status.status[groupName] == 4 or
|
|
Su34Status.status[groupName] == 5 then
|
|
if Su34MenuPath[groupName] == nil then
|
|
if planeMenuPath == nil then
|
|
planeMenuPath = missionCommands.addSubMenuForCoalition(
|
|
coalition.side.RED,
|
|
"SU-34 anti-ship flights",
|
|
nil
|
|
)
|
|
end
|
|
Su34MenuPath[groupName] = missionCommands.addSubMenuForCoalition(
|
|
coalition.side.RED,
|
|
"Flight " .. groupName,
|
|
planeMenuPath
|
|
)
|
|
|
|
missionCommands.addCommandForCoalition(
|
|
coalition.side.RED,
|
|
"Attack carrier Carl Vinson",
|
|
Su34MenuPath[groupName],
|
|
Su34AttackCarlVinson,
|
|
groupName
|
|
)
|
|
|
|
missionCommands.addCommandForCoalition(
|
|
coalition.side.RED,
|
|
"Attack ships in the west",
|
|
Su34MenuPath[groupName],
|
|
Su34AttackWest,
|
|
groupName
|
|
)
|
|
|
|
missionCommands.addCommandForCoalition(
|
|
coalition.side.RED,
|
|
"Attack ships in the north",
|
|
Su34MenuPath[groupName],
|
|
Su34AttackNorth,
|
|
groupName
|
|
)
|
|
|
|
missionCommands.addCommandForCoalition(
|
|
coalition.side.RED,
|
|
"Hold position and await instructions",
|
|
Su34MenuPath[groupName],
|
|
Su34Orbit,
|
|
groupName
|
|
)
|
|
|
|
missionCommands.addCommandForCoalition(
|
|
coalition.side.RED,
|
|
"Report status",
|
|
Su34MenuPath[groupName],
|
|
Su34OverviewStatus
|
|
)
|
|
end
|
|
else
|
|
if Su34MenuPath[groupName] then
|
|
missionCommands.removeItemForCoalition(coalition.side.RED, Su34MenuPath[groupName])
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Obsolete function, but kept to rework in framework.
|
|
|
|
function ChooseInfantry ( TeleportPrefixTable, TeleportMax )
|
|
--trace.f("Spawn")
|
|
--env.info(( 'ChooseInfantry: ' ))
|
|
|
|
TeleportPrefixTableCount = #TeleportPrefixTable
|
|
TeleportPrefixTableIndex = math.random( 1, TeleportPrefixTableCount )
|
|
|
|
--env.info(( 'ChooseInfantry: TeleportPrefixTableIndex = ' .. TeleportPrefixTableIndex .. ' TeleportPrefixTableCount = ' .. TeleportPrefixTableCount .. ' TeleportMax = ' .. TeleportMax ))
|
|
|
|
local TeleportFound = false
|
|
local TeleportLoop = true
|
|
local Index = TeleportPrefixTableIndex
|
|
local TeleportPrefix = ''
|
|
|
|
while TeleportLoop do
|
|
TeleportPrefix = TeleportPrefixTable[Index]
|
|
if SpawnSettings[TeleportPrefix] then
|
|
if SpawnSettings[TeleportPrefix]['SpawnCount'] - 1 < TeleportMax then
|
|
SpawnSettings[TeleportPrefix]['SpawnCount'] = SpawnSettings[TeleportPrefix]['SpawnCount'] + 1
|
|
TeleportFound = true
|
|
else
|
|
TeleportFound = false
|
|
end
|
|
else
|
|
SpawnSettings[TeleportPrefix] = {}
|
|
SpawnSettings[TeleportPrefix]['SpawnCount'] = 0
|
|
TeleportFound = true
|
|
end
|
|
if TeleportFound then
|
|
TeleportLoop = false
|
|
else
|
|
if Index < TeleportPrefixTableCount then
|
|
Index = Index + 1
|
|
else
|
|
TeleportLoop = false
|
|
end
|
|
end
|
|
--env.info(( 'ChooseInfantry: Loop 1 - TeleportPrefix = ' .. TeleportPrefix .. ' Index = ' .. Index ))
|
|
end
|
|
|
|
if TeleportFound == false then
|
|
TeleportLoop = true
|
|
Index = 1
|
|
while TeleportLoop do
|
|
TeleportPrefix = TeleportPrefixTable[Index]
|
|
if SpawnSettings[TeleportPrefix] then
|
|
if SpawnSettings[TeleportPrefix]['SpawnCount'] - 1 < TeleportMax then
|
|
SpawnSettings[TeleportPrefix]['SpawnCount'] = SpawnSettings[TeleportPrefix]['SpawnCount'] + 1
|
|
TeleportFound = true
|
|
else
|
|
TeleportFound = false
|
|
end
|
|
else
|
|
SpawnSettings[TeleportPrefix] = {}
|
|
SpawnSettings[TeleportPrefix]['SpawnCount'] = 0
|
|
TeleportFound = true
|
|
end
|
|
if TeleportFound then
|
|
TeleportLoop = false
|
|
else
|
|
if Index < TeleportPrefixTableIndex then
|
|
Index = Index + 1
|
|
else
|
|
TeleportLoop = false
|
|
end
|
|
end
|
|
--env.info(( 'ChooseInfantry: Loop 2 - TeleportPrefix = ' .. TeleportPrefix .. ' Index = ' .. Index ))
|
|
end
|
|
end
|
|
|
|
local TeleportGroupName = ''
|
|
if TeleportFound == true then
|
|
TeleportGroupName = TeleportPrefix .. string.format("#%03d", SpawnSettings[TeleportPrefix]['SpawnCount'] )
|
|
else
|
|
TeleportGroupName = ''
|
|
end
|
|
|
|
--env.info(('ChooseInfantry: TeleportGroupName = ' .. TeleportGroupName ))
|
|
--env.info(('ChooseInfantry: return'))
|
|
|
|
return TeleportGroupName
|
|
end
|
|
|
|
SpawnedInfantry = 0
|
|
|
|
function LandCarrier ( CarrierGroup, LandingZonePrefix )
|
|
--trace.f()
|
|
--env.info(( 'LandCarrier: ' ))
|
|
--env.info(( 'LandCarrier: CarrierGroup = ' .. CarrierGroup:getName() ))
|
|
--env.info(( 'LandCarrier: LandingZone = ' .. LandingZonePrefix ))
|
|
|
|
local controllerGroup = CarrierGroup:getController()
|
|
|
|
local LandingZone = trigger.misc.getZone(LandingZonePrefix)
|
|
local LandingZonePos = {}
|
|
LandingZonePos.x = LandingZone.point.x + math.random(LandingZone.radius * -1, LandingZone.radius)
|
|
LandingZonePos.y = LandingZone.point.z + math.random(LandingZone.radius * -1, LandingZone.radius)
|
|
|
|
controllerGroup:pushTask( { id = 'Land', params = { point = LandingZonePos, durationFlag = true, duration = 10 } } )
|
|
|
|
--env.info(( 'LandCarrier: end' ))
|
|
end
|
|
|
|
EscortCount = 0
|
|
function EscortCarrier ( CarrierGroup, EscortPrefix, EscortLastWayPoint, EscortEngagementDistanceMax, EscortTargetTypes )
|
|
--trace.f()
|
|
--env.info(( 'EscortCarrier: ' ))
|
|
--env.info(( 'EscortCarrier: CarrierGroup = ' .. CarrierGroup:getName() ))
|
|
--env.info(( 'EscortCarrier: EscortPrefix = ' .. EscortPrefix ))
|
|
|
|
local CarrierName = CarrierGroup:getName()
|
|
|
|
local EscortMission = {}
|
|
local CarrierMission = {}
|
|
|
|
local EscortMission = SpawnMissionGroup( EscortPrefix )
|
|
local CarrierMission = SpawnMissionGroup( CarrierGroup:getName() )
|
|
|
|
if EscortMission ~= nil and CarrierMission ~= nil then
|
|
|
|
EscortCount = EscortCount + 1
|
|
EscortMissionName = string.format( EscortPrefix .. '#Escort %s', CarrierName )
|
|
EscortMission.name = EscortMissionName
|
|
EscortMission.groupId = nil
|
|
EscortMission.lateActivation = false
|
|
EscortMission.taskSelected = false
|
|
|
|
local EscortUnits = #EscortMission.units
|
|
for u = 1, EscortUnits do
|
|
EscortMission.units[u].name = string.format( EscortPrefix .. '#Escort %s %02d', CarrierName, u )
|
|
EscortMission.units[u].unitId = nil
|
|
end
|
|
|
|
|
|
EscortMission.route.points[1].task = { id = "ComboTask",
|
|
params =
|
|
{
|
|
tasks =
|
|
{
|
|
[1] =
|
|
{
|
|
enabled = true,
|
|
auto = false,
|
|
id = "Escort",
|
|
number = 1,
|
|
params =
|
|
{
|
|
lastWptIndexFlagChangedManually = false,
|
|
groupId = CarrierGroup:getID(),
|
|
lastWptIndex = nil,
|
|
lastWptIndexFlag = false,
|
|
engagementDistMax = EscortEngagementDistanceMax,
|
|
targetTypes = EscortTargetTypes,
|
|
pos =
|
|
{
|
|
y = 20,
|
|
x = 20,
|
|
z = 0,
|
|
} -- end of ["pos"]
|
|
} -- end of ["params"]
|
|
} -- end of [1]
|
|
} -- end of ["tasks"]
|
|
} -- end of ["params"]
|
|
} -- end of ["task"]
|
|
|
|
SpawnGroupAdd( EscortPrefix, EscortMission )
|
|
|
|
end
|
|
end
|
|
|
|
function SendMessageToCarrier( CarrierGroup, CarrierMessage )
|
|
--trace.f()
|
|
|
|
if CarrierGroup ~= nil then
|
|
MessageToGroup( CarrierGroup, CarrierMessage, 30, 'Carrier/' .. CarrierGroup:getName() )
|
|
end
|
|
|
|
end
|
|
|
|
function MessageToGroup( MsgGroup, MsgText, MsgTime, MsgName )
|
|
--trace.f()
|
|
|
|
if type(MsgGroup) == 'string' then
|
|
--env.info( 'MessageToGroup: Converted MsgGroup string "' .. MsgGroup .. '" into a Group structure.' )
|
|
MsgGroup = Group.getByName( MsgGroup )
|
|
end
|
|
|
|
if MsgGroup ~= nil then
|
|
local MsgTable = {}
|
|
MsgTable.text = MsgText
|
|
MsgTable.displayTime = MsgTime
|
|
MsgTable.msgFor = { units = { MsgGroup:getUnits()[1]:getName() } }
|
|
MsgTable.name = MsgName
|
|
--routines.message.add( MsgTable )
|
|
--env.info(('MessageToGroup: Message sent to ' .. MsgGroup:getUnits()[1]:getName() .. ' -> ' .. MsgText ))
|
|
end
|
|
end
|
|
|
|
function MessageToUnit( UnitName, MsgText, MsgTime, MsgName )
|
|
--trace.f()
|
|
|
|
if UnitName ~= nil then
|
|
local MsgTable = {}
|
|
MsgTable.text = MsgText
|
|
MsgTable.displayTime = MsgTime
|
|
MsgTable.msgFor = { units = { UnitName } }
|
|
MsgTable.name = MsgName
|
|
--routines.message.add( MsgTable )
|
|
end
|
|
end
|
|
|
|
function MessageToAll( MsgText, MsgTime, MsgName )
|
|
--trace.f()
|
|
|
|
MESSAGE:New( MsgText, "Message", MsgTime, MsgName ):ToCoalition( coalition.side.RED ):ToCoalition( coalition.side.BLUE )
|
|
end
|
|
|
|
function MessageToRed( MsgText, MsgTime, MsgName )
|
|
--trace.f()
|
|
|
|
MESSAGE:New( MsgText, "To Red Coalition", MsgTime, MsgName ):ToCoalition( coalition.side.RED )
|
|
end
|
|
|
|
function MessageToBlue( MsgText, MsgTime, MsgName )
|
|
--trace.f()
|
|
|
|
MESSAGE:New( MsgText, "To Blue Coalition", MsgTime, MsgName ):ToCoalition( coalition.side.RED )
|
|
end
|
|
|
|
function getCarrierHeight( CarrierGroup )
|
|
--trace.f()
|
|
|
|
if CarrierGroup ~= nil then
|
|
if table.getn(CarrierGroup:getUnits()) == 1 then
|
|
local CarrierUnit = CarrierGroup:getUnits()[1]
|
|
local CurrentPoint = CarrierUnit:getPoint()
|
|
|
|
local CurrentPosition = { x = CurrentPoint.x, y = CurrentPoint.z }
|
|
local CarrierHeight = CurrentPoint.y
|
|
|
|
local LandHeight = land.getHeight( CurrentPosition )
|
|
|
|
--env.info(( 'CarrierHeight: LandHeight = ' .. LandHeight .. ' CarrierHeight = ' .. CarrierHeight ))
|
|
|
|
return CarrierHeight - LandHeight
|
|
else
|
|
return 999999
|
|
end
|
|
else
|
|
return 999999
|
|
end
|
|
|
|
end
|
|
|
|
function GetUnitHeight( CheckUnit )
|
|
--trace.f()
|
|
|
|
local UnitPoint = CheckUnit:getPoint()
|
|
local UnitPosition = { x = CurrentPoint.x, y = CurrentPoint.z }
|
|
local UnitHeight = CurrentPoint.y
|
|
|
|
local LandHeight = land.getHeight( CurrentPosition )
|
|
|
|
--env.info(( 'CarrierHeight: LandHeight = ' .. LandHeight .. ' CarrierHeight = ' .. CarrierHeight ))
|
|
|
|
return UnitHeight - LandHeight
|
|
|
|
end
|
|
|
|
|
|
_MusicTable = {}
|
|
_MusicTable.Files = {}
|
|
_MusicTable.Queue = {}
|
|
_MusicTable.FileCnt = 0
|
|
|
|
|
|
function MusicRegister( SndRef, SndFile, SndTime )
|
|
--trace.f()
|
|
|
|
env.info(( 'MusicRegister: SndRef = ' .. SndRef ))
|
|
env.info(( 'MusicRegister: SndFile = ' .. SndFile ))
|
|
env.info(( 'MusicRegister: SndTime = ' .. SndTime ))
|
|
|
|
|
|
_MusicTable.FileCnt = _MusicTable.FileCnt + 1
|
|
|
|
_MusicTable.Files[_MusicTable.FileCnt] = {}
|
|
_MusicTable.Files[_MusicTable.FileCnt].Ref = SndRef
|
|
_MusicTable.Files[_MusicTable.FileCnt].File = SndFile
|
|
_MusicTable.Files[_MusicTable.FileCnt].Time = SndTime
|
|
|
|
if not _MusicTable.Function then
|
|
_MusicTable.Function = routines.scheduleFunction( MusicScheduler, { }, timer.getTime() + 10, 10)
|
|
end
|
|
|
|
end
|
|
|
|
function MusicToPlayer( SndRef, PlayerName, SndContinue )
|
|
--trace.f()
|
|
|
|
--env.info(( 'MusicToPlayer: SndRef = ' .. SndRef ))
|
|
|
|
local PlayerUnits = AlivePlayerUnits()
|
|
for PlayerUnitIdx, PlayerUnit in pairs(PlayerUnits) do
|
|
local PlayerUnitName = PlayerUnit:getPlayerName()
|
|
--env.info(( 'MusicToPlayer: PlayerUnitName = ' .. PlayerUnitName ))
|
|
if PlayerName == PlayerUnitName then
|
|
PlayerGroup = PlayerUnit:getGroup()
|
|
if PlayerGroup then
|
|
--env.info(( 'MusicToPlayer: PlayerGroup = ' .. PlayerGroup:getName() ))
|
|
MusicToGroup( SndRef, PlayerGroup, SndContinue )
|
|
end
|
|
break
|
|
end
|
|
end
|
|
|
|
--env.info(( 'MusicToPlayer: end' ))
|
|
|
|
end
|
|
|
|
function MusicToGroup( SndRef, SndGroup, SndContinue )
|
|
--trace.f()
|
|
|
|
--env.info(( 'MusicToGroup: SndRef = ' .. SndRef ))
|
|
|
|
if SndGroup ~= nil then
|
|
if _MusicTable and _MusicTable.FileCnt > 0 then
|
|
if SndGroup:isExist() then
|
|
if MusicCanStart(SndGroup:getUnit(1):getPlayerName()) then
|
|
--env.info(( 'MusicToGroup: OK for Sound.' ))
|
|
local SndIdx = 0
|
|
if SndRef == '' then
|
|
--env.info(( 'MusicToGroup: SndRef as empty. Queueing at random.' ))
|
|
SndIdx = math.random( 1, _MusicTable.FileCnt )
|
|
else
|
|
for SndIdx = 1, _MusicTable.FileCnt do
|
|
if _MusicTable.Files[SndIdx].Ref == SndRef then
|
|
break
|
|
end
|
|
end
|
|
end
|
|
--env.info(( 'MusicToGroup: SndIdx = ' .. SndIdx ))
|
|
--env.info(( 'MusicToGroup: Queueing Music ' .. _MusicTable.Files[SndIdx].File .. ' for Group ' .. SndGroup:getID() ))
|
|
trigger.action.outSoundForGroup( SndGroup:getID(), _MusicTable.Files[SndIdx].File )
|
|
MessageToGroup( SndGroup, 'Playing ' .. _MusicTable.Files[SndIdx].File, 15, 'Music-' .. SndGroup:getUnit(1):getPlayerName() )
|
|
|
|
local SndQueueRef = SndGroup:getUnit(1):getPlayerName()
|
|
if _MusicTable.Queue[SndQueueRef] == nil then
|
|
_MusicTable.Queue[SndQueueRef] = {}
|
|
end
|
|
_MusicTable.Queue[SndQueueRef].Start = timer.getTime()
|
|
_MusicTable.Queue[SndQueueRef].PlayerName = SndGroup:getUnit(1):getPlayerName()
|
|
_MusicTable.Queue[SndQueueRef].Group = SndGroup
|
|
_MusicTable.Queue[SndQueueRef].ID = SndGroup:getID()
|
|
_MusicTable.Queue[SndQueueRef].Ref = SndIdx
|
|
_MusicTable.Queue[SndQueueRef].Continue = SndContinue
|
|
_MusicTable.Queue[SndQueueRef].Type = Group
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function MusicCanStart(PlayerName)
|
|
--trace.f()
|
|
|
|
--env.info(( 'MusicCanStart:' ))
|
|
|
|
local MusicOut = false
|
|
|
|
if _MusicTable['Queue'] ~= nil and _MusicTable.FileCnt > 0 then
|
|
--env.info(( 'MusicCanStart: PlayerName = ' .. PlayerName ))
|
|
local PlayerFound = false
|
|
local MusicStart = 0
|
|
local MusicTime = 0
|
|
for SndQueueIdx, SndQueue in pairs( _MusicTable.Queue ) do
|
|
if SndQueue.PlayerName == PlayerName then
|
|
PlayerFound = true
|
|
MusicStart = SndQueue.Start
|
|
MusicTime = _MusicTable.Files[SndQueue.Ref].Time
|
|
break
|
|
end
|
|
end
|
|
if PlayerFound then
|
|
--env.info(( 'MusicCanStart: MusicStart = ' .. MusicStart ))
|
|
--env.info(( 'MusicCanStart: MusicTime = ' .. MusicTime ))
|
|
--env.info(( 'MusicCanStart: timer.getTime() = ' .. timer.getTime() ))
|
|
|
|
if MusicStart + MusicTime <= timer.getTime() then
|
|
MusicOut = true
|
|
end
|
|
else
|
|
MusicOut = true
|
|
end
|
|
end
|
|
|
|
if MusicOut then
|
|
--env.info(( 'MusicCanStart: true' ))
|
|
else
|
|
--env.info(( 'MusicCanStart: false' ))
|
|
end
|
|
|
|
return MusicOut
|
|
end
|
|
|
|
function MusicScheduler()
|
|
--trace.scheduled("", "MusicScheduler")
|
|
|
|
--env.info(( 'MusicScheduler:' ))
|
|
if _MusicTable['Queue'] ~= nil and _MusicTable.FileCnt > 0 then
|
|
--env.info(( 'MusicScheduler: Walking Sound Queue.'))
|
|
for SndQueueIdx, SndQueue in pairs( _MusicTable.Queue ) do
|
|
if SndQueue.Continue then
|
|
if MusicCanStart(SndQueue.PlayerName) then
|
|
--env.info(('MusicScheduler: MusicToGroup'))
|
|
MusicToPlayer( '', SndQueue.PlayerName, true )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
|
|
env.info(( 'Init: Scripts Loaded v1.1' ))
|
|
|
|
--- The BASE class for all the classes defined within MOOSE.
|
|
-- @module Base
|
|
-- @author FlightControl
|
|
|
|
Include.File( "Routines" )
|
|
|
|
local _TraceOn = true
|
|
local _TraceLevel = 1
|
|
local _TraceClass = {
|
|
--DATABASE = true,
|
|
--SEAD = true,
|
|
--DESTROYBASETASK = true,
|
|
--MOVEMENT = true,
|
|
--SPAWN = true,
|
|
--STAGE = true,
|
|
--ZONE = true,
|
|
GROUP = true,
|
|
--UNIT = true,
|
|
--CLIENT = true,
|
|
--CARGO = true,
|
|
--CARGO_GROUP = true,
|
|
--CARGO_PACKAGE = true,
|
|
--CARGO_SLINGLOAD = true,
|
|
--CARGO_ZONE = true,
|
|
--CLEANUP = true,
|
|
--MENU_CLIENT = true,
|
|
--MENU_CLIENT_COMMAND = true,
|
|
ESCORT = true,
|
|
}
|
|
|
|
--- The BASE Class
|
|
-- @type BASE
|
|
-- @field ClassName The name of the class.
|
|
-- @field ClassID The ID number of the class.
|
|
BASE = {
|
|
ClassName = "BASE",
|
|
ClassID = 0,
|
|
Events = {}
|
|
}
|
|
|
|
--- The Formation Class
|
|
-- @type FORMATION
|
|
-- @field Cone A cone formation.
|
|
FORMATION = {
|
|
Cone = "Cone"
|
|
}
|
|
|
|
--- The base constructor. This is the top top class of all classed defined within the MOOSE.
|
|
-- Any new class needs to be derived from this class for proper inheritance.
|
|
-- @param #BASE self
|
|
-- @return #BASE The new instance of the BASE class.
|
|
-- @usage
|
|
-- function TASK:New()
|
|
--
|
|
-- local self = BASE:Inherit( self, BASE:New() )
|
|
--
|
|
-- -- assign Task default values during construction
|
|
-- self.TaskBriefing = "Task: No Task."
|
|
-- self.Time = timer.getTime()
|
|
-- self.ExecuteStage = _TransportExecuteStage.NONE
|
|
--
|
|
-- return self
|
|
-- end
|
|
-- @todo need to investigate if the deepCopy is really needed... Don't think so.
|
|
|
|
function BASE:New()
|
|
local Child = routines.utils.deepCopy( self )
|
|
local Parent = {}
|
|
setmetatable( Child, Parent )
|
|
Child.__index = Child
|
|
self.ClassID = self.ClassID + 1
|
|
Child.ClassID = self.ClassID
|
|
--Child.AddEvent( Child, S_EVENT_BIRTH, Child.EventBirth )
|
|
return Child
|
|
end
|
|
|
|
--- This is the worker method to inherit from a parent class.
|
|
-- @param #BASE self
|
|
-- @param Child is the Child class that inherits.
|
|
-- @param #BASE Parent is the Parent class that the Child inherits from.
|
|
-- @return #BASE Child
|
|
function BASE:Inherit( Child, Parent )
|
|
local Child = routines.utils.deepCopy( Child )
|
|
local Parent = routines.utils.deepCopy( Parent )
|
|
if Child ~= nil then
|
|
setmetatable( Child, Parent )
|
|
Child.__index = Child
|
|
end
|
|
--Child.ClassName = Child.ClassName .. '.' .. Child.ClassID
|
|
self:T( 'Inherited from ' .. Parent.ClassName )
|
|
return Child
|
|
end
|
|
|
|
--- This is the worker method to retrieve the Parent class.
|
|
-- @param #BASE self
|
|
-- @param #BASE Child is the Child class from which the Parent class needs to be retrieved.
|
|
-- @return #BASE
|
|
function BASE:Inherited( Child )
|
|
local Parent = getmetatable( Child )
|
|
-- env.info('Inherited class of ' .. Child.ClassName .. ' is ' .. Parent.ClassName )
|
|
return Parent
|
|
end
|
|
|
|
--- Get the ClassName + ClassID of the class instance.
|
|
-- The ClassName + ClassID is formatted as '%s#%09d'.
|
|
-- @param #BASE self
|
|
-- @return #string The ClassName + ClassID of the class instance.
|
|
function BASE:GetClassNameAndID()
|
|
return string.format( '%s#%09d', self:GetClassName(), self:GetClassID() )
|
|
end
|
|
|
|
--- Get the ClassName of the class instance.
|
|
-- @param #BASE self
|
|
-- @return #string The ClassName of the class instance.
|
|
function BASE:GetClassName()
|
|
return self.ClassName
|
|
end
|
|
|
|
--- Get the ClassID of the class instance.
|
|
-- @param #BASE self
|
|
-- @return #string The ClassID of the class instance.
|
|
function BASE:GetClassID()
|
|
return self.ClassID
|
|
end
|
|
|
|
--- Set a new listener for the class.
|
|
-- @param self
|
|
-- @param DCSTypes#Event Event
|
|
-- @param #function EventFunction
|
|
-- @return #BASE
|
|
function BASE:AddEvent( Event, EventFunction )
|
|
self:F( Event )
|
|
|
|
self.Events[#self.Events+1] = {}
|
|
self.Events[#self.Events].Event = Event
|
|
self.Events[#self.Events].EventFunction = EventFunction
|
|
self.Events[#self.Events].EventEnabled = false
|
|
|
|
return self
|
|
end
|
|
|
|
--- Enable the event listeners for the class.
|
|
-- @param #BASE self
|
|
-- @return #BASE
|
|
function BASE:EnableEvents()
|
|
self:F( #self.Events )
|
|
|
|
for EventID, Event in pairs( self.Events ) do
|
|
Event.Self = self
|
|
Event.EventEnabled = true
|
|
end
|
|
self.Events.Handler = world.addEventHandler( self )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Disable the event listeners for the class.
|
|
-- @param #BASE self
|
|
-- @return #BASE
|
|
function BASE:DisableEvents()
|
|
self:F()
|
|
|
|
world.removeEventHandler( self )
|
|
for EventID, Event in pairs( self.Events ) do
|
|
Event.Self = nil
|
|
Event.EventEnabled = false
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
local BaseEventCodes = {
|
|
"S_EVENT_SHOT",
|
|
"S_EVENT_HIT",
|
|
"S_EVENT_TAKEOFF",
|
|
"S_EVENT_LAND",
|
|
"S_EVENT_CRASH",
|
|
"S_EVENT_EJECTION",
|
|
"S_EVENT_REFUELING",
|
|
"S_EVENT_DEAD",
|
|
"S_EVENT_PILOT_DEAD",
|
|
"S_EVENT_BASE_CAPTURED",
|
|
"S_EVENT_MISSION_START",
|
|
"S_EVENT_MISSION_END",
|
|
"S_EVENT_TOOK_CONTROL",
|
|
"S_EVENT_REFUELING_STOP",
|
|
"S_EVENT_BIRTH",
|
|
"S_EVENT_HUMAN_FAILURE",
|
|
"S_EVENT_ENGINE_STARTUP",
|
|
"S_EVENT_ENGINE_SHUTDOWN",
|
|
"S_EVENT_PLAYER_ENTER_UNIT",
|
|
"S_EVENT_PLAYER_LEAVE_UNIT",
|
|
"S_EVENT_PLAYER_COMMENT",
|
|
"S_EVENT_SHOOTING_START",
|
|
"S_EVENT_SHOOTING_END",
|
|
"S_EVENT_MAX",
|
|
}
|
|
|
|
--onEvent( {[1]="S_EVENT_BIRTH",[2]={["subPlace"]=5,["time"]=0,["initiator"]={["id_"]=16884480,},["place"]={["id_"]=5000040,},["id"]=15,["IniUnitName"]="US F-15C@RAMP-Air Support Mountains#001-01",},}
|
|
-- Event = {
|
|
-- id = enum world.event,
|
|
-- time = Time,
|
|
-- initiator = Unit,
|
|
-- target = Unit,
|
|
-- place = Unit,
|
|
-- subPlace = enum world.BirthPlace,
|
|
-- weapon = Weapon
|
|
-- }
|
|
|
|
--- Creation of a Birth Event.
|
|
-- @param #BASE self
|
|
-- @param DCSTypes#Time EventTime The time stamp of the event.
|
|
-- @param DCSObject#Object Initiator The initiating object of the event.
|
|
-- @param #string IniUnitName The initiating unit name.
|
|
-- @param place
|
|
-- @param subplace
|
|
function BASE:CreateEventBirth( EventTime, Initiator, IniUnitName, place, subplace )
|
|
self:F( { EventTime, Initiator, IniUnitName, place, subplace } )
|
|
|
|
local Event = {
|
|
id = world.event.S_EVENT_BIRTH,
|
|
time = EventTime,
|
|
initiator = Initiator,
|
|
IniUnitName = IniUnitName,
|
|
place = place,
|
|
subplace = subplace
|
|
}
|
|
|
|
world.onEvent( Event )
|
|
end
|
|
|
|
--- Creation of a Crash Event.
|
|
-- @param #BASE self
|
|
-- @param DCSTypes#Time EventTime The time stamp of the event.
|
|
-- @param DCSObject#Object Initiator The initiating object of the event.
|
|
function BASE:CreateEventCrash( EventTime, Initiator )
|
|
self:F( { EventTime, Initiator } )
|
|
|
|
local Event = {
|
|
id = world.event.S_EVENT_CRASH,
|
|
time = EventTime,
|
|
initiator = Initiator,
|
|
}
|
|
|
|
world.onEvent( Event )
|
|
end
|
|
|
|
-- TODO: Complete DCSTypes#Event structure.
|
|
--- The main event handling function... This function captures all events generated for the class.
|
|
-- @param #BASE self
|
|
-- @param DCSTypes#Event event
|
|
function BASE:onEvent(event)
|
|
|
|
--env.info( 'onEvent Table self = ' .. tostring(self) )
|
|
if self then
|
|
for EventID, EventObject in pairs( self.Events ) do
|
|
if EventObject.EventEnabled then
|
|
--env.info( 'onEvent Table EventObject.Self = ' .. tostring(EventObject.Self) )
|
|
--env.info( 'onEvent event.id = ' .. tostring(event.id) )
|
|
--env.info( 'onEvent EventObject.Event = ' .. tostring(EventObject.Event) )
|
|
if event.id == EventObject.Event then
|
|
if self == EventObject.Self then
|
|
if event.initiator and event.initiator:isExist() then
|
|
event.IniUnitName = event.initiator:getName()
|
|
end
|
|
if event.target and event.target:isExist() then
|
|
event.TgtUnitName = event.target:getName()
|
|
end
|
|
self:T( { BaseEventCodes[event.id], event } )
|
|
EventObject.EventFunction( self, event )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Trace section
|
|
|
|
-- Log a trace (only shown when trace is on)
|
|
-- TODO: Make trace function using variable parameters.
|
|
|
|
--- Trace a function call. Must be at the beginning of the function logic.
|
|
-- @param #BASE self
|
|
-- @param Arguments A #table or any field.
|
|
function BASE:F( Arguments )
|
|
|
|
if _TraceOn and _TraceClass[self.ClassName] then
|
|
|
|
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
|
|
local DebugInfoFrom = debug.getinfo( 3, "l" )
|
|
|
|
local Function = "function"
|
|
if DebugInfoCurrent.name then
|
|
Function = DebugInfoCurrent.name
|
|
end
|
|
|
|
local LineCurrent = DebugInfoCurrent.currentline
|
|
local LineFrom = 0
|
|
if DebugInfoFrom then
|
|
LineFrom = DebugInfoFrom.currentline
|
|
end
|
|
env.info( string.format( "%6d\(%6d\)/%1s:%20s%05d.%s\(%s\)" , LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
|
|
end
|
|
end
|
|
|
|
--- Trace a function call level 2. Must be at the beginning of the function logic.
|
|
-- @param #BASE self
|
|
-- @param Arguments A #table or any field.
|
|
function BASE:F2( Arguments )
|
|
|
|
if _TraceLevel >= 2 then
|
|
self:F( Arguments )
|
|
end
|
|
|
|
end
|
|
|
|
--- Trace a function call level 3. Must be at the beginning of the function logic.
|
|
-- @param #BASE self
|
|
-- @param Arguments A #table or any field.
|
|
function BASE:F3( Arguments )
|
|
|
|
if _TraceLevel >= 3 then
|
|
self:F( Arguments )
|
|
end
|
|
|
|
end
|
|
|
|
--- Trace a function logic. Can be anywhere within the function logic.
|
|
-- @param #BASE self
|
|
-- @param Arguments A #table or any field.
|
|
function BASE:T( Arguments )
|
|
|
|
if _TraceOn and _TraceClass[self.ClassName] then
|
|
|
|
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
|
|
local DebugInfoFrom = debug.getinfo( 3, "l" )
|
|
|
|
local Function = "function"
|
|
if DebugInfoCurrent.name then
|
|
Function = DebugInfoCurrent.name
|
|
end
|
|
|
|
local LineCurrent = DebugInfoCurrent.currentline
|
|
local LineFrom = 0
|
|
if DebugInfoFrom then
|
|
LineFrom = DebugInfoFrom.currentline
|
|
end
|
|
env.info( string.format( "%6d\(%6d\)/%1s:%20s%05d.%s" , LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
|
|
end
|
|
end
|
|
|
|
--- Trace a function logic level 2. Can be anywhere within the function logic.
|
|
-- @param #BASE self
|
|
-- @param Arguments A #table or any field.
|
|
function BASE:T2( Arguments )
|
|
|
|
if _TraceLevel >= 2 then
|
|
self:T( Arguments )
|
|
end
|
|
|
|
end
|
|
|
|
--- Trace a function logic level 3. Can be anywhere within the function logic.
|
|
-- @param #BASE self
|
|
-- @param Arguments A #table or any field.
|
|
function BASE:T3( Arguments )
|
|
|
|
if _TraceLevel >= 3 then
|
|
self:T( Arguments )
|
|
end
|
|
|
|
end
|
|
|
|
--- Log an exception which will be traced always. Can be anywhere within the function logic.
|
|
-- @param #BASE self
|
|
-- @param Arguments A #table or any field.
|
|
function BASE:E( Arguments )
|
|
|
|
local DebugInfoCurrent = debug.getinfo( 2, "nl" )
|
|
local DebugInfoFrom = debug.getinfo( 3, "l" )
|
|
|
|
local Function = "function"
|
|
if DebugInfoCurrent.name then
|
|
Function = DebugInfoCurrent.name
|
|
end
|
|
|
|
local LineCurrent = DebugInfoCurrent.currentline
|
|
local LineFrom = DebugInfoFrom.currentline
|
|
|
|
env.info( string.format( "%6d\(%6d\)/%1s:%20s%05d.%s\(%s\)" , LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
|
|
end
|
|
|
|
|
|
|
|
--- Encapsulation of DCS World Menu system in a set of MENU classes.
|
|
-- @module Menu
|
|
|
|
Include.File( "Routines" )
|
|
Include.File( "Base" )
|
|
|
|
--- The MENU class
|
|
-- @type MENU
|
|
-- @extends Base#BASE
|
|
MENU = {
|
|
ClassName = "MENU",
|
|
MenuPath = nil,
|
|
MenuText = "",
|
|
MenuParentPath = nil
|
|
}
|
|
|
|
---
|
|
function MENU:New( MenuText, MenuParentPath )
|
|
|
|
-- Arrange meta tables
|
|
local Child = BASE:Inherit( self, BASE:New() )
|
|
|
|
Child.MenuPath = nil
|
|
Child.MenuText = MenuText
|
|
Child.MenuParentPath = MenuParentPath
|
|
return Child
|
|
end
|
|
|
|
--- The COMMANDMENU class
|
|
-- @type COMMANDMENU
|
|
-- @extends Menu#MENU
|
|
COMMANDMENU = {
|
|
ClassName = "COMMANDMENU",
|
|
CommandMenuFunction = nil,
|
|
CommandMenuArgument = nil
|
|
}
|
|
|
|
function COMMANDMENU:New( MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument )
|
|
|
|
-- Arrange meta tables
|
|
|
|
local MenuParentPath = nil
|
|
if ParentMenu ~= nil then
|
|
MenuParentPath = ParentMenu.MenuPath
|
|
end
|
|
|
|
local Child = BASE:Inherit( self, MENU:New( MenuText, MenuParentPath ) )
|
|
|
|
Child.MenuPath = missionCommands.addCommand( MenuText, MenuParentPath, CommandMenuFunction, CommandMenuArgument )
|
|
Child.CommandMenuFunction = CommandMenuFunction
|
|
Child.CommandMenuArgument = CommandMenuArgument
|
|
return Child
|
|
end
|
|
|
|
--- The SUBMENU class
|
|
-- @type SUBMENU
|
|
-- @extends Menu#MENU
|
|
SUBMENU = {
|
|
ClassName = "SUBMENU"
|
|
}
|
|
|
|
function SUBMENU:New( MenuText, ParentMenu )
|
|
|
|
-- Arrange meta tables
|
|
local MenuParentPath = nil
|
|
if ParentMenu ~= nil then
|
|
MenuParentPath = ParentMenu.MenuPath
|
|
end
|
|
|
|
local Child = BASE:Inherit( self, MENU:New( MenuText, MenuParentPath ) )
|
|
|
|
Child.MenuPath = missionCommands.addSubMenu( MenuText, MenuParentPath )
|
|
return Child
|
|
end
|
|
|
|
-- This local variable is used to cache the menus registered under clients.
|
|
-- Menus don't dissapear when clients are destroyed and restarted.
|
|
-- So every menu for a client created must be tracked so that program logic accidentally does not create
|
|
-- the same menus twice during initialization logic.
|
|
-- These menu classes are handling this logic with this variable.
|
|
local _MENUCLIENTS = {}
|
|
|
|
--- The MENU_CLIENT class
|
|
-- @type MENU_CLIENT
|
|
-- @extends Menu#MENU
|
|
MENU_CLIENT = {
|
|
ClassName = "MENU_CLIENT"
|
|
}
|
|
|
|
--- Creates a new menu item for a group
|
|
-- @param self
|
|
-- @param Client#CLIENT MenuClient The Client owning the menu.
|
|
-- @param #string MenuText The text for the menu.
|
|
-- @param #table ParentMenu The parent menu.
|
|
-- @return #MENU_CLIENT self
|
|
function MENU_CLIENT:New( MenuClient, MenuText, ParentMenu )
|
|
|
|
-- Arrange meta tables
|
|
local MenuParentPath = {}
|
|
if ParentMenu ~= nil then
|
|
MenuParentPath = ParentMenu.MenuPath
|
|
end
|
|
|
|
local self = BASE:Inherit( self, MENU:New( MenuText, MenuParentPath ) )
|
|
self:F( { MenuClient, MenuText, ParentMenu } )
|
|
|
|
self.MenuClient = MenuClient
|
|
self.MenuClientGroupID = MenuClient:GetClientGroupID()
|
|
self.MenuParentPath = MenuParentPath
|
|
self.MenuText = MenuText
|
|
|
|
if not _MENUCLIENTS[self.MenuClientGroupID] then
|
|
_MENUCLIENTS[self.MenuClientGroupID] = {}
|
|
end
|
|
|
|
local MenuPath = _MENUCLIENTS[self.MenuClientGroupID]
|
|
|
|
self:T( { MenuClient:GetClientGroupName(), MenuPath[table.concat(MenuParentPath)], MenuParentPath, MenuText } )
|
|
|
|
if not MenuPath[table.concat(MenuParentPath) .. "/" .. MenuText] then
|
|
self.MenuPath = missionCommands.addSubMenuForGroup( self.MenuClient:GetClientGroupID(), MenuText, MenuParentPath )
|
|
MenuPath[table.concat(MenuParentPath) .. "/" .. MenuText] = self.MenuPath
|
|
else
|
|
self.MenuPath = MenuPath[table.concat(MenuParentPath) .. "/" .. MenuText]
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- The MENU_CLIENT_COMMAND class
|
|
-- @type MENU_CLIENT_COMMAND
|
|
-- @extends Menu#MENU
|
|
MENU_CLIENT_COMMAND = {
|
|
ClassName = "MENU_CLIENT_COMMAND"
|
|
}
|
|
|
|
--- Creates a new radio command item for a group
|
|
-- @param self
|
|
-- @param Client#CLIENT MenuClient The Client owning the menu.
|
|
-- @param MenuText The text for the menu.
|
|
-- @param ParentMenu The parent menu.
|
|
-- @param CommandMenuFunction A function that is called when the menu key is pressed.
|
|
-- @param CommandMenuArgument An argument for the function.
|
|
-- @return Menu#MENU_CLIENT_COMMAND self
|
|
function MENU_CLIENT_COMMAND:New( MenuClient, MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument )
|
|
|
|
-- Arrange meta tables
|
|
|
|
local MenuParentPath = {}
|
|
if ParentMenu ~= nil then
|
|
MenuParentPath = ParentMenu.MenuPath
|
|
end
|
|
|
|
local self = BASE:Inherit( self, MENU:New( MenuText, MenuParentPath ) )
|
|
|
|
self.MenuClient = MenuClient
|
|
self.MenuClientGroupID = MenuClient:GetClientGroupID()
|
|
self.MenuParentPath = MenuParentPath
|
|
self.MenuText = MenuText
|
|
|
|
if not _MENUCLIENTS[self.MenuClientGroupID] then
|
|
_MENUCLIENTS[self.MenuClientGroupID] = {}
|
|
end
|
|
|
|
local MenuPath = _MENUCLIENTS[self.MenuClientGroupID]
|
|
|
|
self:T( { MenuClient:GetClientGroupName(), MenuPath[table.concat(MenuParentPath)], MenuParentPath, MenuText, CommandMenuFunction, CommandMenuArgument } )
|
|
|
|
if not MenuPath[table.concat(MenuParentPath) .. "/" .. MenuText] then
|
|
self.MenuPath = missionCommands.addCommandForGroup( self.MenuClient:GetClientGroupID(), MenuText, MenuParentPath, CommandMenuFunction, CommandMenuArgument )
|
|
MenuPath[table.concat(MenuParentPath) .. "/" .. MenuText] = self.MenuPath
|
|
else
|
|
self.MenuPath = MenuPath[table.concat(MenuParentPath) .. "/" .. MenuText]
|
|
end
|
|
|
|
self.CommandMenuFunction = CommandMenuFunction
|
|
self.CommandMenuArgument = CommandMenuArgument
|
|
return self
|
|
end
|
|
|
|
function MENU_CLIENT_COMMAND:Remove()
|
|
|
|
if not _MENUCLIENTS[self.MenuClientGroupID] then
|
|
_MENUCLIENTS[self.MenuClientGroupID] = {}
|
|
end
|
|
|
|
local MenuPath = _MENUCLIENTS[self.MenuClientGroupID]
|
|
|
|
if MenuPath[table.concat(self.MenuParentPath) .. "/" .. self.MenuText] then
|
|
MenuPath[table.concat(self.MenuParentPath) .. "/" .. self.MenuText] = nil
|
|
end
|
|
missionCommands.removeItemForGroup( self.MenuClient:GetClientGroupID(), self.MenuPath )
|
|
return nil
|
|
end
|
|
--- A GROUP class abstraction of a DCSGroup class.
|
|
-- The GROUP class will take an abstraction of the DCSGroup class, providing more methods that can be done with a GROUP.
|
|
-- @module Group
|
|
|
|
Include.File( "Routines" )
|
|
Include.File( "Base" )
|
|
Include.File( "Message" )
|
|
Include.File( "Unit" )
|
|
|
|
--- The GROUP class
|
|
-- @type GROUP
|
|
-- @extends Base#BASE
|
|
-- @field DCSGroup#Group DCSGroup The DCS group class.
|
|
-- @field #string GroupName The name of the group.
|
|
-- @field #number GroupID the ID of the group.
|
|
-- @field #table Controller The controller of the group.
|
|
GROUP = {
|
|
ClassName = "GROUP",
|
|
GroupName = "",
|
|
GroupID = 0,
|
|
Controller = nil,
|
|
DCSGroup = nil,
|
|
}
|
|
|
|
--- A DCSGroup
|
|
-- @type DCSGroup
|
|
-- @field id_ The ID of the group in DCS
|
|
|
|
--- The GROUPS structure contains references to all the created GROUP instances.
|
|
local GROUPS = {}
|
|
|
|
--- Create a new GROUP from a DCSGroup
|
|
-- @param self
|
|
-- @param DCSGroup#Group DCSGroup The DCS Group
|
|
-- @return #GROUP self
|
|
function GROUP:New( DCSGroup )
|
|
local self = BASE:Inherit( self, BASE:New() )
|
|
self:F( DCSGroup )
|
|
|
|
self.DCSGroup = DCSGroup
|
|
if self.DCSGroup and self.DCSGroup:isExist() then
|
|
self.GroupName = DCSGroup:getName()
|
|
self.GroupID = DCSGroup:getID()
|
|
self.Controller = DCSGroup:getController()
|
|
else
|
|
self:E( { "DCSGroup is nil or does not exist, cannot initialize GROUP!", self.DCSGroup } )
|
|
end
|
|
|
|
GROUPS[self.GroupID] = self
|
|
|
|
return self
|
|
end
|
|
|
|
--- Create a new GROUP from an existing group name.
|
|
-- @param self
|
|
-- @param GroupName The name of the DCS Group.
|
|
-- @return #GROUP self
|
|
function GROUP:NewFromName( GroupName )
|
|
local self = BASE:Inherit( self, BASE:New() )
|
|
self:F( GroupName )
|
|
|
|
self.DCSGroup = Group.getByName( GroupName )
|
|
if self.DCSGroup then
|
|
self.GroupName = self.DCSGroup:getName()
|
|
self.GroupID = self.DCSGroup:getID()
|
|
self.Controller = self.DCSGroup:getController()
|
|
end
|
|
|
|
GROUPS[self.GroupID] = self
|
|
|
|
return self
|
|
end
|
|
|
|
--- Create a new GROUP from an existing DCSUnit in the mission.
|
|
-- @param self
|
|
-- @param DCSUnit The DCSUnit.
|
|
-- @return #GROUP self
|
|
function GROUP:NewFromDCSUnit( DCSUnit )
|
|
local self = BASE:Inherit( self, BASE:New() )
|
|
self:F( DCSUnit )
|
|
|
|
self.DCSGroup = DCSUnit:getGroup()
|
|
if self.DCSGroup then
|
|
self.GroupName = self.DCSGroup:getName()
|
|
self.GroupID = self.DCSGroup:getID()
|
|
self.Controller = self.DCSGroup:getController()
|
|
end
|
|
|
|
GROUPS[self.GroupID] = self
|
|
|
|
return self
|
|
end
|
|
|
|
--- Gets the DCSGroup of the GROUP.
|
|
-- @param self
|
|
-- @return #Group The DCSGroup.
|
|
function GROUP:GetDCSGroup()
|
|
self:F( { self.GroupName } )
|
|
self.DCSGroup = Group.getByName( self.GroupName )
|
|
return self.DCSGroup
|
|
end
|
|
|
|
--- Gets the DCS Unit of the GROUP.
|
|
-- @param self
|
|
-- @param #number UnitNumber The unit index to be returned from the GROUP.
|
|
-- @return #Unit The DCS Unit.
|
|
function GROUP:GetDCSUnit( UnitNumber )
|
|
self:F( { self.GroupName, UnitNumber } )
|
|
return self.DCSGroup:getUnit( UnitNumber )
|
|
|
|
end
|
|
|
|
--- Activates a GROUP.
|
|
-- @param self
|
|
function GROUP:Activate()
|
|
self:F( { self.GroupName } )
|
|
trigger.action.activateGroup( self:GetDCSGroup() )
|
|
return self:GetDCSGroup()
|
|
end
|
|
|
|
--- Gets the ID of the GROUP.
|
|
-- @param self
|
|
-- @return #number The ID of the GROUP.
|
|
function GROUP:GetID()
|
|
self:F( self.GroupName )
|
|
|
|
return self.GroupID
|
|
end
|
|
|
|
--- Gets the name of the GROUP.
|
|
-- @param self
|
|
-- @return #string The name of the GROUP.
|
|
function GROUP:GetName()
|
|
self:F( self.GroupName )
|
|
|
|
return self.GroupName
|
|
end
|
|
|
|
--- Gets the type name of the group.
|
|
-- @param #GROUP self
|
|
-- @return #string The type name of the group.
|
|
function GROUP:GetTypeName()
|
|
self:F( self.GroupName )
|
|
|
|
return self.DCSGroup:getUnit(1):getTypeName()
|
|
end
|
|
|
|
--- Gets the callsign of the fist unit of the group.
|
|
-- @param #GROUP self
|
|
-- @return #string The callsign of the first unit of the group.
|
|
function GROUP:GetCallsign()
|
|
self:F( self.GroupName )
|
|
|
|
return self.DCSGroup:getUnit(1):getCallsign()
|
|
end
|
|
|
|
--- Gets the current Point of the GROUP in VEC3 format.
|
|
-- @return #Vec3 Current x,y and z position of the group.
|
|
function GROUP:GetPointVec2()
|
|
self:F( self.GroupName )
|
|
|
|
local GroupPoint = self:GetUnit(1):GetPointVec2()
|
|
self:T( GroupPoint )
|
|
return GroupPoint
|
|
end
|
|
|
|
--- Gets the current Point of the GROUP in VEC2 format.
|
|
-- @return #Vec2 Current x and y position of the group in the 2D plane.
|
|
function GROUP:GetPointVec2()
|
|
self:F( self.GroupName )
|
|
|
|
local GroupPoint = self:GetUnit(1):GetPointVec2()
|
|
self:T( GroupPoint )
|
|
return GroupPoint
|
|
end
|
|
|
|
--- Gets the current Point of the GROUP in VEC3 format.
|
|
-- @return #Vec3 Current Vec3 position of the group.
|
|
function GROUP:GetPositionVec3()
|
|
self:F( self.GroupName )
|
|
|
|
local GroupPoint = self:GetUnit(1):GetPositionVec3()
|
|
self:T( GroupPoint )
|
|
return GroupPoint
|
|
end
|
|
|
|
--- Destroy a GROUP
|
|
-- Note that this destroy method also raises a destroy event at run-time.
|
|
-- So all event listeners will catch the destroy event of this GROUP.
|
|
-- @param self
|
|
function GROUP:Destroy()
|
|
self:F( self.GroupName )
|
|
|
|
for Index, UnitData in pairs( self.DCSGroup:getUnits() ) do
|
|
self:CreateEventCrash( timer.getTime(), UnitData )
|
|
end
|
|
|
|
self.DCSGroup:destroy()
|
|
end
|
|
|
|
--- Gets the DCS Unit.
|
|
-- @param #GROUP self
|
|
-- @param #number UnitNumber The number of the Unit to be returned.
|
|
-- @return Unit#UNIT The DCS Unit.
|
|
function GROUP:GetUnit( UnitNumber )
|
|
self:F( { self.GroupName, UnitNumber } )
|
|
return UNIT:New( self.DCSGroup:getUnit( UnitNumber ) )
|
|
end
|
|
|
|
--- Returns the category name of the group.
|
|
-- @param #GROUP self
|
|
-- @return #string Category name = Helicopter, Airplane, Ground Unit, Ship
|
|
function GROUP:GetCategoryName()
|
|
self:F( self.GroupName )
|
|
|
|
local CategoryNames = {
|
|
[Group.Category.AIRPLANE] = "Airplane",
|
|
[Group.Category.HELICOPTER] = "Helicopter",
|
|
[Group.Category.GROUND] = "Ground Unit",
|
|
[Group.Category.SHIP] = "Ship",
|
|
}
|
|
|
|
return CategoryNames[self.DCSGroup:getCategory()]
|
|
end
|
|
|
|
-- Is Functions
|
|
|
|
--- Returns if the group is of an air category.
|
|
-- If the group is a helicopter or a plane, then this method will return true, otherwise false.
|
|
-- @param self
|
|
-- @return #boolean Air category evaluation result.
|
|
function GROUP:IsAir()
|
|
self:F()
|
|
|
|
local IsAirResult = self.DCSGroup:getCategory() == Group.Category.AIRPLANE or self.DCSGroup:getCategory() == Group.Category.HELICOPTER
|
|
|
|
self:T( IsAirResult )
|
|
return IsAirResult
|
|
end
|
|
|
|
--- Returns if the group is alive.
|
|
-- When the group exists at run-time, this method will return true, otherwise false.
|
|
-- @param self
|
|
-- @return #boolean Alive result.
|
|
function GROUP:IsAlive()
|
|
self:F()
|
|
|
|
local IsAliveResult = self.DCSGroup and self.DCSGroup:isExist()
|
|
|
|
self:T( IsAliveResult )
|
|
return IsAliveResult
|
|
end
|
|
|
|
--- Returns if the GROUP is a Helicopter.
|
|
-- @param #GROUP self
|
|
-- @return #boolean true if GROUP are Helicopters.
|
|
function GROUP:IsHelicopter()
|
|
self:F2()
|
|
|
|
local GroupCategory = self.DCSGroup:getCategory()
|
|
self:T2( GroupCategory )
|
|
|
|
return GroupCategory == Group.Category.HELICOPTER
|
|
end
|
|
|
|
--- Returns if the GROUP are AirPlanes.
|
|
-- @param #GROUP self
|
|
-- @return #boolean true if GROUP are AirPlanes.
|
|
function GROUP:IsAirPlane()
|
|
self:F2()
|
|
|
|
local GroupCategory = self.DCSGroup:getCategory()
|
|
self:T2( GroupCategory )
|
|
|
|
return GroupCategory == Group.Category.AIRPLANE
|
|
end
|
|
|
|
--- Returns if the GROUP are Ground troops.
|
|
-- @param #GROUP self
|
|
-- @return #boolean true if GROUP are Ground troops.
|
|
function GROUP:IsGround()
|
|
self:F2()
|
|
|
|
local GroupCategory = self.DCSGroup:getCategory()
|
|
self:T2( GroupCategory )
|
|
|
|
return GroupCategory == Group.Category.GROUND
|
|
end
|
|
|
|
--- Returns if the GROUP are Ships.
|
|
-- @param #GROUP self
|
|
-- @return #boolean true if GROUP are Ships.
|
|
function GROUP:IsShip()
|
|
self:F2()
|
|
|
|
local GroupCategory = self.DCSGroup:getCategory()
|
|
self:T2( GroupCategory )
|
|
|
|
return GroupCategory == Group.Category.SHIP
|
|
end
|
|
|
|
--- Returns if all units of the group are on the ground or landed.
|
|
-- If all units of this group are on the ground, this function will return true, otherwise false.
|
|
-- @param self
|
|
-- @return #boolean All units on the ground result.
|
|
function GROUP:AllOnGround()
|
|
self:F()
|
|
|
|
local AllOnGroundResult = true
|
|
|
|
for Index, UnitData in pairs( self.DCSGroup:getUnits() ) do
|
|
if UnitData:inAir() then
|
|
AllOnGroundResult = false
|
|
end
|
|
end
|
|
|
|
self:T( AllOnGroundResult )
|
|
return AllOnGroundResult
|
|
end
|
|
|
|
--- Returns the current maximum velocity of the group.
|
|
-- Each unit within the group gets evaluated, and the maximum velocity (= the unit which is going the fastest) is returned.
|
|
-- @param #GROUP self
|
|
-- @return #number Maximum velocity found.
|
|
function GROUP:GetMaxVelocity()
|
|
self:F()
|
|
|
|
local MaxVelocity = 0
|
|
|
|
for Index, UnitData in pairs( self.DCSGroup:getUnits() ) do
|
|
|
|
local Velocity = UnitData:getVelocity()
|
|
local VelocityTotal = math.abs( Velocity.x ) + math.abs( Velocity.y ) + math.abs( Velocity.z )
|
|
|
|
if VelocityTotal < MaxVelocity then
|
|
MaxVelocity = VelocityTotal
|
|
end
|
|
end
|
|
|
|
return MaxVelocity
|
|
end
|
|
|
|
--- Returns the current minimum height of the group.
|
|
-- Each unit within the group gets evaluated, and the minimum height (= the unit which is the lowest elevated) is returned.
|
|
-- @param self
|
|
-- @return #number Minimum height found.
|
|
function GROUP:GetMinHeight()
|
|
self:F()
|
|
|
|
end
|
|
|
|
--- Returns the current maximum height of the group.
|
|
-- Each unit within the group gets evaluated, and the maximum height (= the unit which is the highest elevated) is returned.
|
|
-- @param self
|
|
-- @return #number Maximum height found.
|
|
function GROUP:GetMaxHeight()
|
|
self:F()
|
|
|
|
end
|
|
|
|
-- Tasks
|
|
|
|
--- Popping current Task from the group.
|
|
-- @param #GROUP self
|
|
-- @return Group#GROUP self
|
|
function GROUP:PopCurrentTask()
|
|
self:F()
|
|
|
|
local Controller = self:_GetController()
|
|
|
|
Controller:popTask()
|
|
|
|
return self
|
|
end
|
|
|
|
--- Pushing Task on the queue from the group.
|
|
-- @param #GROUP self
|
|
-- @return Group#GROUP self
|
|
function GROUP:PushTask( DCSTask )
|
|
self:F()
|
|
|
|
local Controller = self:_GetController()
|
|
|
|
Controller:pushTask( DCSTask )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Clearing the Task Queue and Setting the Task on the queue from the group.
|
|
-- @param #GROUP self
|
|
-- @return Group#GROUP self
|
|
function GROUP:SetTask( DCSTask )
|
|
self:F()
|
|
|
|
local Controller = self:_GetController()
|
|
|
|
Controller:setTask( DCSTask )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Return a condition section for a controlled task
|
|
-- @param #GROUP self
|
|
-- @param #Time time
|
|
-- @param #string userFlag
|
|
-- @param #boolean userFlagValue
|
|
-- @param #string condition
|
|
-- @param #Time duration
|
|
-- @param #number lastWayPoint
|
|
-- return #DCSTask
|
|
function GROUP:TaskCondition( time, userFlag, userFlagValue, condition, duration, lastWayPoint )
|
|
self:F( { time, userFlag, userFlagValue, condition, duration, lastWayPoint } )
|
|
|
|
local DCSStopCondition = {}
|
|
DCSStopCondition.time = time
|
|
DCSStopCondition.userFlag = userFlag
|
|
DCSStopCondition.userFlagValue = userFlagValue
|
|
DCSStopCondition.condition = condition
|
|
DCSStopCondition.duration = duration
|
|
DCSStopCondition.lastWayPoint = lastWayPoint
|
|
|
|
self:T( { DCSStopCondition } )
|
|
return DCSStopCondition
|
|
end
|
|
|
|
--- Return a Controlled Task taking a Task and a TaskCondition
|
|
-- @param #GROUP self
|
|
-- @param #DCSTask DCSTask
|
|
-- @param #DCSStopCondition DCSStopCondition
|
|
-- @return #DCSTask
|
|
function GROUP:TaskControlled( DCSTask, DCSStopCondition )
|
|
self:F( { DCSTask, DCSStopCondition } )
|
|
|
|
local DCSTaskControlled
|
|
|
|
DCSTaskControlled = {
|
|
id = 'ControlledTask',
|
|
params = {
|
|
task = DCSTask,
|
|
stopCondition = DCSStopCondition,
|
|
}
|
|
}
|
|
|
|
self:T( { DCSTaskControlled } )
|
|
return DCSTaskControlled
|
|
end
|
|
|
|
--- Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
|
|
-- @param #GROUP self
|
|
-- @param #Vec2 Point The point to hold the position.
|
|
-- @param #number Altitude The altitude to hold the position.
|
|
-- @param #number Speed The speed flying when holding the position.
|
|
-- @return #GROUP self
|
|
function GROUP:TaskOrbitCircleAtVec2( Point, Altitude, Speed )
|
|
self:F( { self.GroupName, Point, Altitude, Speed } )
|
|
|
|
-- pattern = enum AI.Task.OribtPattern,
|
|
-- point = Vec2,
|
|
-- point2 = Vec2,
|
|
-- speed = Distance,
|
|
-- altitude = Distance
|
|
|
|
local LandHeight = land.getHeight( Point )
|
|
|
|
self:T( { LandHeight } )
|
|
|
|
local DCSTask = { id = 'Orbit',
|
|
params = { pattern = AI.Task.OrbitPattern.CIRCLE,
|
|
point = Point,
|
|
speed = Speed,
|
|
altitude = Altitude + LandHeight
|
|
}
|
|
}
|
|
|
|
|
|
-- local AITask = { id = 'ControlledTask',
|
|
-- params = { task = { id = 'Orbit',
|
|
-- params = { pattern = AI.Task.OrbitPattern.CIRCLE,
|
|
-- point = Point,
|
|
-- speed = Speed,
|
|
-- altitude = Altitude + LandHeight
|
|
-- }
|
|
-- },
|
|
-- stopCondition = { duration = Duration
|
|
-- }
|
|
-- }
|
|
-- }
|
|
-- )
|
|
|
|
return DCSTask
|
|
end
|
|
|
|
--- Orbit at the current position of the first unit of the group at a specified alititude
|
|
-- @param #GROUP self
|
|
-- @param #number Altitude The altitude to hold the position.
|
|
-- @param #number Speed The speed flying when holding the position.
|
|
-- @return #GROUP self
|
|
function GROUP:TaskOrbitCircle( Altitude, Speed )
|
|
self:F( { self.GroupName, Altitude, Speed } )
|
|
|
|
local GroupPoint = self:GetPointVec2()
|
|
|
|
return self:TaskOrbitCircleAtVec2( GroupPoint, Altitude, Speed )
|
|
end
|
|
|
|
|
|
|
|
--- Hold position at the current position of the first unit of the group.
|
|
-- @param #GROUP self
|
|
-- @param #number Duration The maximum duration in seconds to hold the position.
|
|
-- @return #GROUP self
|
|
function GROUP:TaskHoldPosition()
|
|
self:F( { self.GroupName } )
|
|
|
|
return self:TaskOrbitCircle( 30, 10 )
|
|
end
|
|
|
|
|
|
--- Land the group at a Vec2Point.
|
|
-- @param #GROUP self
|
|
-- @param #Vec2 Point The point where to land.
|
|
-- @param #number Duration The duration in seconds to stay on the ground.
|
|
-- @return #GROUP self
|
|
function GROUP:TaskLandAtVec2( Point, Duration )
|
|
self:F( { self.GroupName, Point, Duration } )
|
|
|
|
local DCSTask
|
|
|
|
if Duration and Duration > 0 then
|
|
DCSTask = { id = 'Land', params = { point = Point, durationFlag = true, duration = Duration } }
|
|
else
|
|
DCSTask = { id = 'Land', params = { point = Point, durationFlag = false } }
|
|
end
|
|
|
|
self:T( DCSTask )
|
|
return DCSTask
|
|
end
|
|
|
|
--- Land the group at a @{Zone#ZONE).
|
|
-- @param #GROUP self
|
|
-- @param Zone#ZONE Zone The zone where to land.
|
|
-- @param #number Duration The duration in seconds to stay on the ground.
|
|
-- @return #GROUP self
|
|
function GROUP:TaskLandAtZone( Zone, Duration )
|
|
self:F( { self.GroupName, Zone, Duration } )
|
|
|
|
local Point = Zone:GetPointVec2()
|
|
|
|
local DCSTask = self:TaskLandAtVec2( Point, Duration )
|
|
|
|
self:T( DCSTask )
|
|
return DCSTask
|
|
end
|
|
|
|
|
|
--- Attack the Unit.
|
|
-- @param #GROUP self
|
|
-- @param Unit#UNIT The unit.
|
|
-- @return #DCSTask The DCS task structure.
|
|
function GROUP:TaskAttackUnit( AttackUnit )
|
|
self:F( { self.GroupName, AttackUnit } )
|
|
|
|
-- AttackUnit = {
|
|
-- id = 'AttackUnit',
|
|
-- params = {
|
|
-- unitId = Unit.ID,
|
|
-- weaponType = number,
|
|
-- expend = enum AI.Task.WeaponExpend
|
|
-- attackQty = number,
|
|
-- direction = Azimuth,
|
|
-- attackQtyLimit = boolean,
|
|
-- groupAttack = boolean,
|
|
-- }
|
|
-- }
|
|
|
|
local DCSTask
|
|
DCSTask = { id = 'AttackUnit',
|
|
params = { unitId = AttackUnit:GetID(),
|
|
expend = AI.Task.WeaponExpend.TWO,
|
|
groupAttack = true,
|
|
}
|
|
}
|
|
|
|
self:T( { DCSTask } )
|
|
return DCSTask
|
|
end
|
|
|
|
|
|
|
|
--- Move the group to a Vec2 Point, wait for a defined duration and embark a group.
|
|
-- @param #GROUP self
|
|
-- @param #Vec2 Point The point where to wait.
|
|
-- @param #number Duration The duration in seconds to wait.
|
|
-- @param #GROUP EmbarkingGroup The group to be embarked.
|
|
-- @return #DCSTask The DCS task structure
|
|
function GROUP:TaskEmbarkingAtVec2( Point, Duration, EmbarkingGroup )
|
|
self:F( { self.GroupName, Point, Duration, EmbarkingGroup.DCSGroup } )
|
|
|
|
local DCSTask
|
|
DCSTask = { id = 'Embarking',
|
|
params = { x = Point.x,
|
|
y = Point.y,
|
|
duration = Duration,
|
|
groupsForEmbarking = { EmbarkingGroup.GroupID },
|
|
durationFlag = true,
|
|
distributionFlag = false,
|
|
distribution = {},
|
|
}
|
|
}
|
|
|
|
self:T( { DCSTask } )
|
|
return DCSTask
|
|
end
|
|
|
|
--- Move to a defined Vec2 Point, and embark to a group when arrived within a defined Radius.
|
|
-- @param #GROUP self
|
|
-- @param #Vec2 Point The point where to wait.
|
|
-- @param #number Radius The radius of the embarking zone around the Point.
|
|
-- @return #DCSTask The DCS task structure.
|
|
function GROUP:TaskEmbarkToTransportAtVec2( Point, Radius )
|
|
self:F( { self.GroupName, Point, Radius } )
|
|
|
|
local DCSTask --#DCSTask
|
|
DCSTask = { id = 'EmbarkToTransport',
|
|
params = { x = Point.x,
|
|
y = Point.y,
|
|
zoneRadius = Radius,
|
|
}
|
|
}
|
|
|
|
self:T( { DCSTask } )
|
|
return DCSTask
|
|
end
|
|
|
|
--- Return a Misson task from a mission template.
|
|
-- @param #GROUP self
|
|
-- @param #table TaskMission A table containing the mission task.
|
|
-- @return #DCSTask
|
|
function GROUP:TaskMission( TaskMission )
|
|
self:F( Points )
|
|
|
|
local DCSTask
|
|
DCSTask = { id = 'Mission', params = { TaskMission, }, }
|
|
|
|
self:T( { DCSTask } )
|
|
return DCSTask
|
|
end
|
|
|
|
--- Return a Misson task to follow a given route defined by Points.
|
|
-- @param #GROUP self
|
|
-- @param #table Points A table of route points.
|
|
-- @return #DCSTask
|
|
function GROUP:TaskRoute( Points )
|
|
self:F( Points )
|
|
|
|
local DCSTask
|
|
DCSTask = { id = 'Mission', params = { route = { points = Points, }, }, }
|
|
|
|
self:T( { DCSTask } )
|
|
return DCSTask
|
|
end
|
|
|
|
--- Make the group to fly to a given point and hover.
|
|
-- @param #GROUP self
|
|
-- @param #Vec3 Point The destination point.
|
|
-- @param #number Speed The speed to travel.
|
|
-- @return #GROUP self
|
|
function GROUP:TaskRouteToVec3( Point, Speed )
|
|
self:F( { Point, Speed } )
|
|
|
|
local GroupPoint = self:GetUnit( 1 ):GetPositionVec3()
|
|
|
|
local PointFrom = {}
|
|
PointFrom.x = GroupPoint.x
|
|
PointFrom.y = GroupPoint.z
|
|
PointFrom.alt = GroupPoint.y
|
|
PointFrom.type = "Turning Point"
|
|
|
|
local PointTo = {}
|
|
PointTo.x = Point.x
|
|
PointTo.y = Point.z
|
|
PointTo.alt = Point.y
|
|
PointTo.type = "Turning Point"
|
|
PointTo.speed = Speed
|
|
PointTo.speed_locked = true
|
|
|
|
local Points = { PointFrom, PointTo }
|
|
|
|
self:T( Points )
|
|
|
|
self:Route( Points )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
|
|
--- Make the group to follow a given route.
|
|
-- @param #GROUP self
|
|
-- @param #table GoPoints A table of Route Points.
|
|
-- @return #GROUP self
|
|
function GROUP:Route( GoPoints )
|
|
self:F( GoPoints )
|
|
|
|
local Points = routines.utils.deepCopy( GoPoints )
|
|
local MissionTask = { id = 'Mission', params = { route = { points = Points, }, }, }
|
|
|
|
--self.Controller.setTask( self.Controller, MissionTask )
|
|
|
|
routines.scheduleFunction( self.Controller.setTask, { self.Controller, MissionTask}, timer.getTime() + 1 )
|
|
|
|
return self
|
|
end
|
|
|
|
function GROUP:TaskRegisterWayPoint( WayPoint )
|
|
|
|
local DCSTask
|
|
|
|
DCSTask = { id = "WrappedAction",
|
|
enabled = true,
|
|
auto = false,
|
|
number = 1,
|
|
params =
|
|
{
|
|
action =
|
|
{
|
|
id = "Script",
|
|
params =
|
|
{
|
|
command = "local MissionGroup = GROUP.FindGroup( ... ) " ..
|
|
"env.info( MissionGroup:GetName() ) " ..
|
|
"MissionGroup:RegisterWayPoint ( " .. WayPoint .. " )",
|
|
}, -- end of ["params"]
|
|
}, -- end of ["action"]
|
|
}, -- end of ["params"]
|
|
}
|
|
self:T( DCSTask )
|
|
|
|
return DCSTask
|
|
end
|
|
|
|
--- Route the group to a given zone.
|
|
-- The group final destination point can be randomized.
|
|
-- A speed can be given in km/h.
|
|
-- A given formation can be given.
|
|
-- @param #GROUP self
|
|
-- @param Zone#ZONE Zone The zone where to route to.
|
|
-- @param #boolean Randomize Defines whether to target point gets randomized within the Zone.
|
|
-- @param #number Speed The speed.
|
|
-- @param Base#FORMATION Formation The formation string.
|
|
function GROUP:TaskRouteToZone( Zone, Randomize, Speed, Formation )
|
|
self:F( Zone )
|
|
|
|
local GroupPoint = self:GetPointVec2()
|
|
|
|
local PointFrom = {}
|
|
PointFrom.x = GroupPoint.x
|
|
PointFrom.y = GroupPoint.y
|
|
PointFrom.type = "Turning Point"
|
|
PointFrom.action = "Cone"
|
|
PointFrom.speed = 20 / 1.6
|
|
|
|
|
|
local PointTo = {}
|
|
local ZonePoint
|
|
|
|
if Randomize then
|
|
ZonePoint = Zone:GetRandomPoint()
|
|
else
|
|
ZonePoint = Zone:GetPointVec2()
|
|
end
|
|
|
|
PointTo.x = ZonePoint.x
|
|
PointTo.y = ZonePoint.y
|
|
PointTo.type = "Turning Point"
|
|
|
|
if Formation then
|
|
PointTo.action = Formation
|
|
else
|
|
PointTo.action = "Cone"
|
|
end
|
|
|
|
if Speed then
|
|
PointTo.speed = Speed
|
|
else
|
|
PointTo.speed = 20 / 1.6
|
|
end
|
|
|
|
local Points = { PointFrom, PointTo }
|
|
|
|
self:T( Points )
|
|
|
|
self:Route( Points )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Return the mission template of the group.
|
|
-- @param #GROUP self
|
|
-- @return #table The MissionTemplate
|
|
function GROUP:GetTaskMission()
|
|
self:F( self.GroupName )
|
|
|
|
return routines.utils.deepCopy( _Database.Groups[self.GroupName].Template )
|
|
end
|
|
|
|
--- Return the mission route of the group.
|
|
-- @param #GROUP self
|
|
-- @return #table The mission route defined by points.
|
|
function GROUP:GetTaskRoute()
|
|
self:F( self.GroupName )
|
|
|
|
return routines.utils.deepCopy( _Database.Groups[self.GroupName].Template.route.points )
|
|
end
|
|
|
|
--- Return the route of a group by using the @{Database#DATABASE} class.
|
|
-- @param #GROUP self
|
|
-- @param #number Begin The route point from where the copy will start. The base route point is 0.
|
|
-- @param #number End The route point where the copy will end. The End point is the last point - the End point. The last point has base 0.
|
|
-- @param #boolean Randomize Randomization of the route, when true.
|
|
-- @param #number Radius When randomization is on, the randomization is within the radius.
|
|
function GROUP:CopyRoute( Begin, End, Randomize, Radius )
|
|
self:F( { Begin, End } )
|
|
|
|
local Points = {}
|
|
|
|
-- Could be a Spawned Group
|
|
local GroupName = string.match( self:GetName(), ".*#" )
|
|
if GroupName then
|
|
GroupName = GroupName:sub( 1, -2 )
|
|
else
|
|
GroupName = self:GetName()
|
|
end
|
|
|
|
self:T( { GroupName } )
|
|
|
|
local Template = _Database.Groups[GroupName].Template
|
|
|
|
if Template then
|
|
if not Begin then
|
|
Begin = 0
|
|
end
|
|
if not End then
|
|
End = 0
|
|
end
|
|
|
|
for TPointID = Begin + 1, #Template.route.points - End do
|
|
if Template.route.points[TPointID] then
|
|
Points[#Points+1] = routines.utils.deepCopy( Template.route.points[TPointID] )
|
|
if Randomize then
|
|
if not Radius then
|
|
Radius = 500
|
|
end
|
|
Points[#Points].x = Points[#Points].x + math.random( Radius * -1, Radius )
|
|
Points[#Points].y = Points[#Points].y + math.random( Radius * -1, Radius )
|
|
end
|
|
end
|
|
end
|
|
return Points
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Get the controller for the GROUP.
|
|
-- @function _GetController
|
|
-- @param #GROUP self
|
|
-- @return Controller#Controller
|
|
function GROUP:_GetController()
|
|
|
|
return self.DCSGroup:getController()
|
|
|
|
end
|
|
|
|
function GROUP:GetDetectedTargets()
|
|
|
|
return self:_GetController():getDetectedTargets()
|
|
|
|
end
|
|
|
|
function GROUP:IsTargetDetected( DCSObject )
|
|
|
|
local TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity
|
|
= self:_GetController():isTargetDetected( DCSObject )
|
|
|
|
return TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity
|
|
|
|
end
|
|
|
|
-- Options
|
|
|
|
--- Can the GROUP hold their weapons?
|
|
-- @param #GROUP self
|
|
-- @return #boolean
|
|
function GROUP:OptionROEHoldFirePossible()
|
|
self:F( { self.GroupName } )
|
|
|
|
if self:IsAir() or self:IsGround() or self:IsShip() then
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Holding weapons.
|
|
-- @param #GROUP self
|
|
-- @return #GROUP self
|
|
function GROUP:OptionROEHoldFire()
|
|
self:F( { self.GroupName } )
|
|
|
|
local Controller = self:_GetController()
|
|
|
|
if self:IsAir() then
|
|
Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_HOLD )
|
|
elseif self:IsGround() then
|
|
Controller:setOption( AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.WEAPON_HOLD )
|
|
elseif self:IsShip() then
|
|
Controller:setOption( AI.Option.Naval.id.ROE, AI.Option.Naval.val.ROE.WEAPON_HOLD )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Can the GROUP attack returning on enemy fire?
|
|
-- @param #GROUP self
|
|
-- @return #boolean
|
|
function GROUP:OptionROEReturnFirePossible()
|
|
self:F( { self.GroupName } )
|
|
|
|
if self:IsAir() or self:IsGround() or self:IsShip() then
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Return fire.
|
|
-- @param #GROUP self
|
|
-- @return #GROUP self
|
|
function GROUP:OptionROEReturnFire()
|
|
self:F( { self.GroupName } )
|
|
|
|
local Controller = self:_GetController()
|
|
|
|
if self:IsAir() then
|
|
Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.RETURN_FIRE )
|
|
elseif self:IsGround() then
|
|
Controller:setOption( AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.RETURN_FIRE )
|
|
elseif self:IsShip() then
|
|
Controller:setOption( AI.Option.Naval.id.ROE, AI.Option.Naval.val.ROE.RETURN_FIRE )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Can the GROUP attack designated targets?
|
|
-- @param #GROUP self
|
|
-- @return #boolean
|
|
function GROUP:OptionROEOpenFirePossible()
|
|
self:F( { self.GroupName } )
|
|
|
|
if self:IsAir() or self:IsGround() or self:IsShip() then
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Openfire.
|
|
-- @param #GROUP self
|
|
-- @return #GROUP self
|
|
function GROUP:OptionROEOpenFire()
|
|
self:F( { self.GroupName } )
|
|
|
|
local Controller = self:_GetController()
|
|
|
|
if self:IsAir() then
|
|
Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE )
|
|
elseif self:IsGround() then
|
|
Controller:setOption( AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.OPEN_FIRE )
|
|
elseif self:IsShip() then
|
|
Controller:setOption( AI.Option.Naval.id.ROE, AI.Option.Naval.val.ROE.OPEN_FIRE )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Can the GROUP attack targets of opportunity?
|
|
-- @param #GROUP self
|
|
-- @return #boolean
|
|
function GROUP:OptionROEWeaponFreePossible()
|
|
self:F( { self.GroupName } )
|
|
|
|
if self:IsAir() then
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Weapon free.
|
|
-- @param #GROUP self
|
|
-- @return #GROUP self
|
|
function GROUP:OptionROEWeaponFree()
|
|
self:F( { self.GroupName } )
|
|
|
|
local Controller = self:_GetController()
|
|
|
|
if self:IsAir() then
|
|
Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_FREE )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Can the GROUP ignore enemy fire?
|
|
-- @param #GROUP self
|
|
-- @return #boolean
|
|
function GROUP:OptionROTNoReactionPossible()
|
|
self:F( { self.GroupName } )
|
|
|
|
if self:IsAir() then
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
--- No evasion on enemy threats.
|
|
-- @param #GROUP self
|
|
-- @return #GROUP self
|
|
function GROUP:OptionROTNoReaction()
|
|
self:F( { self.GroupName } )
|
|
|
|
local Controller = self:_GetController()
|
|
|
|
if self:IsAir() then
|
|
Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.NO_REACTION )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Can the GROUP evade using passive defenses?
|
|
-- @param #GROUP self
|
|
-- @return #boolean
|
|
function GROUP:OptionROTPassiveDefensePossible()
|
|
self:F( { self.GroupName } )
|
|
|
|
if self:IsAir() then
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Evasion passive defense.
|
|
-- @param #GROUP self
|
|
-- @return #GROUP self
|
|
function GROUP:OptionROTPassiveDefense()
|
|
self:F( { self.GroupName } )
|
|
|
|
local Controller = self:_GetController()
|
|
|
|
if self:IsAir() then
|
|
Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.PASSIVE_DEFENCE )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Can the GROUP evade on enemy fire?
|
|
-- @param #GROUP self
|
|
-- @return #boolean
|
|
function GROUP:OptionROTEvadeFirePossible()
|
|
self:F( { self.GroupName } )
|
|
|
|
if self:IsAir() then
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
--- Evade on fire.
|
|
-- @param #GROUP self
|
|
-- @return #GROUP self
|
|
function GROUP:OptionROTEvadeFire()
|
|
self:F( { self.GroupName } )
|
|
|
|
local Controller = self:_GetController()
|
|
|
|
if self:IsAir() then
|
|
Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Can the GROUP evade on fire using vertical manoeuvres?
|
|
-- @param #GROUP self
|
|
-- @return #boolean
|
|
function GROUP:OptionROTVerticalPossible()
|
|
self:F( { self.GroupName } )
|
|
|
|
if self:IsAir() then
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
|
|
--- Evade on fire using vertical manoeuvres.
|
|
-- @param #GROUP self
|
|
-- @return #GROUP self
|
|
function GROUP:OptionROTVertical()
|
|
self:F( { self.GroupName } )
|
|
|
|
local Controller = self:_GetController()
|
|
|
|
if self:IsAir() then
|
|
Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.BYPASS_AND_ESCAPE )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
-- Message APIs
|
|
|
|
--- Returns a message for a coalition or a client.
|
|
-- @param #GROUP self
|
|
-- @param #string Message The message text
|
|
-- @param #Duration Duration The duration of the message.
|
|
-- @return Message#MESSAGE
|
|
function GROUP:Message( Message, Duration )
|
|
self:F( { Message, Duration } )
|
|
|
|
return MESSAGE:New( Message, self:GetCallsign() .. "(" .. self:GetTypeName() .. ")", Duration, self:GetClassNameAndID() )
|
|
end
|
|
|
|
--- Send a message to all coalitions.
|
|
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
|
|
-- @param #GROUP self
|
|
-- @param #string Message The message text
|
|
-- @param #Duration Duration The duration of the message.
|
|
function GROUP:MessageToAll( Message, Duration )
|
|
self:F( { Message, Duration } )
|
|
|
|
self:Message( Message, Duration ):ToAll()
|
|
end
|
|
|
|
--- Send a message to the red coalition.
|
|
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
|
|
-- @param #GROUP self
|
|
-- @param #string Message The message text
|
|
-- @param #Duration Duration The duration of the message.
|
|
function GROUP:MessageToRed( Message, Duration )
|
|
self:F( { Message, Duration } )
|
|
|
|
self:Message( Message, Duration ):ToRed()
|
|
end
|
|
|
|
--- Send a message to the blue coalition.
|
|
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
|
|
-- @param #GROUP self
|
|
-- @param #string Message The message text
|
|
-- @param #Duration Duration The duration of the message.
|
|
function GROUP:MessageToBlue( Message, Duration )
|
|
self:F( { Message, Duration } )
|
|
|
|
self:Message( Message, Duration ):ToBlue()
|
|
end
|
|
|
|
--- Send a message to a client.
|
|
-- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
|
|
-- @param #GROUP self
|
|
-- @param #string Message The message text
|
|
-- @param #Duration Duration The duration of the message.
|
|
-- @param Client#CLIENT Client The client object receiving the message.
|
|
function GROUP:MessageToClient( Message, Duration, Client )
|
|
self:F( { Message, Duration } )
|
|
|
|
self:Message( Message, Duration ):ToClient( Client )
|
|
end
|
|
|
|
function GROUP:RegisterWayPoint( WayPoint )
|
|
|
|
self:Message( "Moving over wayPoint " .. WayPoint, 20 ):ToAll()
|
|
self.WayPoint = WayPoint
|
|
end
|
|
|
|
|
|
|
|
|
|
--- Find the created GROUP using the DCSGroup ID. If a GROUP was created with the DCSGroupID, the the GROUP instance will be returned.
|
|
-- Otherwise nil will be returned.
|
|
-- @param DCSGroup#Group Group
|
|
-- @return #GROUP
|
|
function GROUP.FindGroup( DCSGroup )
|
|
|
|
local self = GROUPS[DCSGroup:getID()] -- Group#GROUP
|
|
self:T( self:GetClassNameAndID() )
|
|
return self
|
|
|
|
end
|
|
|
|
|
|
--- UNIT Classes
|
|
-- @module Unit
|
|
|
|
Include.File( "Routines" )
|
|
Include.File( "Base" )
|
|
Include.File( "Message" )
|
|
|
|
--- The UNIT class
|
|
-- @type UNIT
|
|
-- @Extends Base#BASE
|
|
-- @field #UNIT.FlareColor FlareColor
|
|
-- @field #UNIT.SmokeColor SmokeColor
|
|
UNIT = {
|
|
ClassName="UNIT",
|
|
CategoryName = {
|
|
[Unit.Category.AIRPLANE] = "Airplane",
|
|
[Unit.Category.HELICOPTER] = "Helicoper",
|
|
[Unit.Category.GROUND_UNIT] = "Ground Unit",
|
|
[Unit.Category.SHIP] = "Ship",
|
|
[Unit.Category.STRUCTURE] = "Structure",
|
|
},
|
|
FlareColor = {
|
|
Green = trigger.flareColor.Green,
|
|
Red = trigger.flareColor.Red,
|
|
White = trigger.flareColor.White,
|
|
Yellow = trigger.flareColor.Yellow
|
|
},
|
|
SmokeColor = {
|
|
Green = trigger.smokeColor.Green,
|
|
Red = trigger.smokeColor.Red,
|
|
White = trigger.smokeColor.White,
|
|
Orange = trigger.smokeColor.Orange,
|
|
Blue = trigger.smokeColor.Blue
|
|
},
|
|
}
|
|
|
|
--- FlareColor
|
|
-- @type UNIT.FlareColor
|
|
-- @field Green
|
|
-- @field Red
|
|
-- @field White
|
|
-- @field Yellow
|
|
|
|
--- SmokeColor
|
|
-- @type UNIT.SmokeColor
|
|
-- @field Green
|
|
-- @field Red
|
|
-- @field White
|
|
-- @field Orange
|
|
-- @field Blue
|
|
|
|
function UNIT:New( DCSUnit )
|
|
local self = BASE:Inherit( self, BASE:New() )
|
|
self:F( DCSUnit:getName() )
|
|
|
|
self.DCSUnit = DCSUnit
|
|
self.UnitName = DCSUnit:getName()
|
|
self.UnitID = DCSUnit:getID()
|
|
|
|
return self
|
|
end
|
|
|
|
function UNIT:IsAlive()
|
|
self:F( self.UnitName )
|
|
|
|
return ( self.DCSUnit and self.DCSUnit:isExist() )
|
|
end
|
|
|
|
|
|
function UNIT:GetDCSUnit()
|
|
self:F( self.DCSUnit )
|
|
|
|
return self.DCSUnit
|
|
end
|
|
|
|
function UNIT:GetID()
|
|
self:F( self.UnitID )
|
|
|
|
return self.UnitID
|
|
end
|
|
|
|
|
|
function UNIT:GetName()
|
|
self:F( self.UnitName )
|
|
|
|
return self.UnitName
|
|
end
|
|
|
|
function UNIT:GetTypeName()
|
|
self:F( self.UnitName )
|
|
|
|
return self.DCSUnit:getTypeName()
|
|
end
|
|
|
|
function UNIT:GetPrefix()
|
|
self:F( self.UnitName )
|
|
|
|
local UnitPrefix = string.match( self.UnitName, ".*#" ):sub( 1, -2 )
|
|
self:T( UnitPrefix )
|
|
|
|
return UnitPrefix
|
|
end
|
|
|
|
|
|
function UNIT:GetCallSign()
|
|
self:F( self.UnitName )
|
|
|
|
return self.DCSUnit:getCallsign()
|
|
end
|
|
|
|
|
|
function UNIT:GetPointVec2()
|
|
self:F( self.UnitName )
|
|
|
|
local UnitPos = self.DCSUnit:getPosition().p
|
|
|
|
local UnitPoint = {}
|
|
UnitPoint.x = UnitPos.x
|
|
UnitPoint.y = UnitPos.z
|
|
|
|
self:T( UnitPoint )
|
|
return UnitPoint
|
|
end
|
|
|
|
|
|
function UNIT:GetPositionVec3()
|
|
self:F( self.UnitName )
|
|
|
|
local UnitPos = self.DCSUnit:getPosition().p
|
|
|
|
self:T( UnitPos )
|
|
return UnitPos
|
|
end
|
|
|
|
function UNIT:OtherUnitInRadius( AwaitUnit, Radius )
|
|
self:F( { self.UnitName, AwaitUnit.UnitName, Radius } )
|
|
|
|
local UnitPos = self:GetPositionVec3()
|
|
local AwaitUnitPos = AwaitUnit:GetPositionVec3()
|
|
|
|
if (((UnitPos.x - AwaitUnitPos.x)^2 + (UnitPos.z - AwaitUnitPos.z)^2)^0.5 <= Radius) then
|
|
self:T( "true" )
|
|
return true
|
|
else
|
|
self:T( "false" )
|
|
return false
|
|
end
|
|
|
|
self:T( "false" )
|
|
return false
|
|
end
|
|
|
|
function UNIT:GetCategoryName()
|
|
return self.CategoryName[ self.DCSUnit:getDesc().category ]
|
|
end
|
|
|
|
--- Signal a flare at the position of the UNIT.
|
|
-- @param #UNIT self
|
|
function UNIT:Flare( FlareColor )
|
|
self:F()
|
|
trigger.action.signalFlare( self:GetPositionVec3(), FlareColor , 0 )
|
|
end
|
|
|
|
--- Signal a white flare at the position of the UNIT.
|
|
-- @param #UNIT self
|
|
function UNIT:FlareWhite()
|
|
self:F()
|
|
trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.White , 0 )
|
|
end
|
|
|
|
--- Signal a yellow flare at the position of the UNIT.
|
|
-- @param #UNIT self
|
|
function UNIT:FlareYellow()
|
|
self:F()
|
|
trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.Yellow , 0 )
|
|
end
|
|
|
|
--- Signal a green flare at the position of the UNIT.
|
|
-- @param #UNIT self
|
|
function UNIT:FlareGreen()
|
|
self:F()
|
|
trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.Green , 0 )
|
|
end
|
|
|
|
--- Signal a red flare at the position of the UNIT.
|
|
-- @param #UNIT self
|
|
function UNIT:FlareRed()
|
|
self:F()
|
|
trigger.action.signalFlare( self:GetPositionVec3(), trigger.flareColor.Red, 0 )
|
|
end
|
|
|
|
--- Smoke the UNIT.
|
|
-- @param #UNIT self
|
|
function UNIT:Smoke( SmokeColor )
|
|
self:F()
|
|
trigger.action.smoke( self:GetPositionVec3(), SmokeColor )
|
|
end
|
|
|
|
--- Smoke the UNIT Green.
|
|
-- @param #UNIT self
|
|
function UNIT:SmokeGreen()
|
|
self:F()
|
|
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Green )
|
|
end
|
|
|
|
--- Smoke the UNIT Red.
|
|
-- @param #UNIT self
|
|
function UNIT:SmokeRed()
|
|
self:F()
|
|
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Red )
|
|
end
|
|
|
|
--- Smoke the UNIT White.
|
|
-- @param #UNIT self
|
|
function UNIT:SmokeWhite()
|
|
self:F()
|
|
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.White )
|
|
end
|
|
|
|
--- Smoke the UNIT Orange.
|
|
-- @param #UNIT self
|
|
function UNIT:SmokeOrange()
|
|
self:F()
|
|
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Orange )
|
|
end
|
|
|
|
--- Smoke the UNIT Blue.
|
|
-- @param #UNIT self
|
|
function UNIT:SmokeBlue()
|
|
self:F()
|
|
trigger.action.smoke( self:GetPositionVec3(), trigger.smokeColor.Blue )
|
|
end
|
|
|
|
|
|
--- ZONE Classes
|
|
-- @module Zone
|
|
|
|
Include.File( "Routines" )
|
|
Include.File( "Base" )
|
|
Include.File( "Message" )
|
|
|
|
--- The ZONE class
|
|
-- @type ZONE
|
|
-- @Extends Base#BASE
|
|
ZONE = {
|
|
ClassName="ZONE",
|
|
}
|
|
|
|
function ZONE:New( ZoneName )
|
|
local self = BASE:Inherit( self, BASE:New() )
|
|
self:F( ZoneName )
|
|
|
|
local Zone = trigger.misc.getZone( ZoneName )
|
|
|
|
if not Zone then
|
|
error( "Zone " .. ZoneName .. " does not exist." )
|
|
return nil
|
|
end
|
|
|
|
self.Zone = Zone
|
|
self.ZoneName = ZoneName
|
|
|
|
return self
|
|
end
|
|
|
|
function ZONE:GetPointVec2()
|
|
self:F( self.ZoneName )
|
|
|
|
local Zone = trigger.misc.getZone( self.ZoneName )
|
|
local Point = { x = Zone.point.x, y = Zone.point.z }
|
|
|
|
self:T( { Zone, Point } )
|
|
|
|
return Point
|
|
end
|
|
|
|
function ZONE:GetRandomPoint()
|
|
self:F( self.ZoneName )
|
|
|
|
local Point = {}
|
|
|
|
local Zone = trigger.misc.getZone( self.ZoneName )
|
|
|
|
Point.x = Zone.point.x + math.random( Zone.radius * -1, Zone.radius )
|
|
Point.y = Zone.point.z + math.random( Zone.radius * -1, Zone.radius )
|
|
|
|
self:T( { Zone, Point } )
|
|
|
|
return Point
|
|
end
|
|
|
|
function ZONE:GetRadius()
|
|
self:F( self.ZoneName )
|
|
|
|
local Zone = trigger.misc.getZone( self.ZoneName )
|
|
|
|
self:T( { Zone } )
|
|
|
|
return Zone.radius
|
|
end
|
|
|
|
--- Administers the Initial Sets of the Mission Templates as defined within the Mission Editor.
|
|
-- Administers the Spawning of new Groups within the DCSRTE and administers these new Groups within the DATABASE object(s).
|
|
-- @module Database
|
|
-- @author FlightControl
|
|
|
|
Include.File( "Routines" )
|
|
Include.File( "Base" )
|
|
Include.File( "Menu" )
|
|
Include.File( "Group" )
|
|
|
|
--- The DATABASE class
|
|
-- @type DATABASE
|
|
-- @extends Base#BASE
|
|
DATABASE = {
|
|
ClassName = "DATABASE",
|
|
Units = {},
|
|
Groups = {},
|
|
NavPoints = {},
|
|
Statics = {},
|
|
Players = {},
|
|
ActivePlayers = {},
|
|
ClientsByName = {},
|
|
ClientsByID = {},
|
|
}
|
|
|
|
DATABASECoalition =
|
|
{
|
|
[1] = "Red",
|
|
[2] = "Blue",
|
|
}
|
|
|
|
DATABASECategory =
|
|
{
|
|
[Unit.Category.AIRPLANE] = "Plane",
|
|
[Unit.Category.HELICOPTER] = "Helicopter",
|
|
[Unit.Category.GROUND_UNIT] = "Vehicle",
|
|
[Unit.Category.SHIP] = "Ship",
|
|
[Unit.Category.STRUCTURE] = "Structure",
|
|
}
|
|
|
|
|
|
--- Creates a new DATABASE Object to administer the Groups defined and alive within the DCSRTE.
|
|
-- @return DATABASE
|
|
-- @usage
|
|
-- -- Define a new DATABASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
|
|
-- DBObject = DATABASE:New()
|
|
function DATABASE:New()
|
|
|
|
-- Inherits from BASE
|
|
local self = BASE:Inherit( self, BASE:New() )
|
|
|
|
self.Navpoints = {}
|
|
self.Units = {}
|
|
--Build routines.db.units and self.Navpoints
|
|
for coa_name, coa_data in pairs(env.mission.coalition) do
|
|
|
|
if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then
|
|
self.Units[coa_name] = {}
|
|
|
|
----------------------------------------------
|
|
-- build nav points DB
|
|
self.Navpoints[coa_name] = {}
|
|
if coa_data.nav_points then --navpoints
|
|
for nav_ind, nav_data in pairs(coa_data.nav_points) do
|
|
|
|
if type(nav_data) == 'table' then
|
|
self.Navpoints[coa_name][nav_ind] = routines.utils.deepCopy(nav_data)
|
|
|
|
self.Navpoints[coa_name][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
|
|
self.Navpoints[coa_name][nav_ind]['point'] = {} -- point is used by SSE, support it.
|
|
self.Navpoints[coa_name][nav_ind]['point']['x'] = nav_data.x
|
|
self.Navpoints[coa_name][nav_ind]['point']['y'] = 0
|
|
self.Navpoints[coa_name][nav_ind]['point']['z'] = nav_data.y
|
|
end
|
|
end
|
|
end
|
|
-------------------------------------------------
|
|
if coa_data.country then --there is a country table
|
|
for cntry_id, cntry_data in pairs(coa_data.country) do
|
|
|
|
local countryName = string.lower(cntry_data.name)
|
|
self.Units[coa_name][countryName] = {}
|
|
self.Units[coa_name][countryName]["countryId"] = cntry_data.id
|
|
|
|
if type(cntry_data) == 'table' then --just making sure
|
|
|
|
for obj_type_name, obj_type_data in pairs(cntry_data) do
|
|
|
|
if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then --should be an unncessary check
|
|
|
|
local category = obj_type_name
|
|
|
|
if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group!
|
|
|
|
self.Units[coa_name][countryName][category] = {}
|
|
|
|
for group_num, GroupTemplate in pairs(obj_type_data.group) do
|
|
|
|
if GroupTemplate and GroupTemplate.units and type(GroupTemplate.units) == 'table' then --making sure again- this is a valid group
|
|
self:_RegisterGroup( GroupTemplate )
|
|
end --if GroupTemplate and GroupTemplate.units then
|
|
end --for group_num, GroupTemplate in pairs(obj_type_data.group) do
|
|
end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then
|
|
end --if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then
|
|
end --for obj_type_name, obj_type_data in pairs(cntry_data) do
|
|
end --if type(cntry_data) == 'table' then
|
|
end --for cntry_id, cntry_data in pairs(coa_data.country) do
|
|
end --if coa_data.country then --there is a country table
|
|
end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then
|
|
end --for coa_name, coa_data in pairs(mission.coalition) do
|
|
|
|
--self:AddEvent( world.event.S_EVENT_BIRTH, self.OnBirth )
|
|
self:AddEvent( world.event.S_EVENT_DEAD, self.OnDeadOrCrash )
|
|
self:AddEvent( world.event.S_EVENT_CRASH, self.OnDeadOrCrash )
|
|
|
|
self:AddEvent( world.event.S_EVENT_HIT, self.OnHit)
|
|
|
|
self:EnableEvents()
|
|
|
|
self.SchedulerId = routines.scheduleFunction( DATABASE._FollowPlayers, { self }, 0, 5 )
|
|
|
|
self:ScoreMenu()
|
|
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Instantiate new Groups within the DCSRTE.
|
|
-- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined:
|
|
-- SpawnCountryID, SpawnCategoryID
|
|
-- This method is used by the SPAWN class.
|
|
function DATABASE:Spawn( SpawnTemplate )
|
|
|
|
self:T( { SpawnTemplate.SpawnCountryID, SpawnTemplate.SpawnCategoryID, SpawnTemplate.name } )
|
|
|
|
-- Copy the spawn variables of the template in temporary storage, nullify, and restore the spawn variables.
|
|
local SpawnCoalitionID = SpawnTemplate.SpawnCoalitionID
|
|
local SpawnCountryID = SpawnTemplate.SpawnCountryID
|
|
local SpawnCategoryID = SpawnTemplate.SpawnCategoryID
|
|
|
|
-- Nullify
|
|
SpawnTemplate.SpawnCoalitionID = nil
|
|
SpawnTemplate.SpawnCountryID = nil
|
|
SpawnTemplate.SpawnCategoryID = nil
|
|
|
|
self:_RegisterGroup( SpawnTemplate )
|
|
coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate )
|
|
|
|
-- Restore
|
|
SpawnTemplate.SpawnCoalitionID = SpawnCoalitionID
|
|
SpawnTemplate.SpawnCountryID = SpawnCountryID
|
|
SpawnTemplate.SpawnCategoryID = SpawnCategoryID
|
|
|
|
|
|
local SpawnGroup = GROUP:New( Group.getByName( SpawnTemplate.name ) )
|
|
return SpawnGroup
|
|
end
|
|
|
|
|
|
--- Set a status to a Group within the Database, this to check crossing events for example.
|
|
function DATABASE:SetStatusGroup( GroupName, Status )
|
|
self:F( Status )
|
|
|
|
self.Groups[GroupName].Status = Status
|
|
end
|
|
|
|
|
|
--- Get a status to a Group within the Database, this to check crossing events for example.
|
|
function DATABASE:GetStatusGroup( GroupName )
|
|
self:F( Status )
|
|
|
|
if self.Groups[GroupName] then
|
|
return self.Groups[GroupName].Status
|
|
else
|
|
return ""
|
|
end
|
|
end
|
|
|
|
|
|
--- Private
|
|
-- @section Private
|
|
|
|
|
|
--- Registers new Group Templates within the DATABASE Object.
|
|
function DATABASE:_RegisterGroup( GroupTemplate )
|
|
|
|
local GroupTemplateName = env.getValueDictByKey(GroupTemplate.name)
|
|
|
|
if not self.Groups[GroupTemplateName] then
|
|
self.Groups[GroupTemplateName] = {}
|
|
self.Groups[GroupTemplateName].Status = nil
|
|
end
|
|
self.Groups[GroupTemplateName].GroupName = GroupTemplateName
|
|
self.Groups[GroupTemplateName].Template = GroupTemplate
|
|
self.Groups[GroupTemplateName].groupId = GroupTemplate.groupId
|
|
self.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units
|
|
self.Groups[GroupTemplateName].Units = GroupTemplate.units
|
|
|
|
self:T( { "Group", self.Groups[GroupTemplateName].GroupName, self.Groups[GroupTemplateName].UnitCount } )
|
|
|
|
for unit_num, UnitTemplate in pairs(GroupTemplate.units) do
|
|
|
|
local UnitTemplateName = env.getValueDictByKey(UnitTemplate.name)
|
|
self.Units[UnitTemplateName] = {}
|
|
self.Units[UnitTemplateName].UnitName = UnitTemplateName
|
|
self.Units[UnitTemplateName].Template = UnitTemplate
|
|
self.Units[UnitTemplateName].GroupName = GroupTemplateName
|
|
self.Units[UnitTemplateName].GroupTemplate = GroupTemplate
|
|
self.Units[UnitTemplateName].GroupId = GroupTemplate.groupId
|
|
if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then
|
|
self.ClientsByName[UnitTemplateName] = UnitTemplate
|
|
self.ClientsByID[UnitTemplate.unitId] = UnitTemplate
|
|
end
|
|
self:T( { "Unit", self.Units[UnitTemplateName].UnitName } )
|
|
end
|
|
end
|
|
|
|
|
|
--- Events
|
|
-- @section Events
|
|
|
|
|
|
--- Track DCSRTE DEAD or CRASH events for the internal scoring.
|
|
function DATABASE:OnDeadOrCrash( event )
|
|
--self:T( { event } )
|
|
|
|
local TargetUnit = nil
|
|
local TargetGroup = nil
|
|
local TargetUnitName = ""
|
|
local TargetGroupName = ""
|
|
local TargetPlayerName = ""
|
|
local TargetCoalition = nil
|
|
local TargetCategory = nil
|
|
local TargetType = nil
|
|
local TargetUnitCoalition = nil
|
|
local TargetUnitCategory = nil
|
|
local TargetUnitType = nil
|
|
|
|
if event.initiator and Object.getCategory(event.initiator) == Object.Category.UNIT then
|
|
|
|
TargetUnit = event.initiator
|
|
TargetGroup = Unit.getGroup( TargetUnit )
|
|
TargetUnitDesc = TargetUnit:getDesc()
|
|
|
|
TargetUnitName = TargetUnit:getName()
|
|
if TargetGroup and TargetGroup:isExist() then
|
|
TargetGroupName = TargetGroup:getName()
|
|
end
|
|
TargetPlayerName = TargetUnit:getPlayerName()
|
|
|
|
TargetCoalition = TargetUnit:getCoalition()
|
|
--TargetCategory = TargetUnit:getCategory()
|
|
TargetCategory = TargetUnitDesc.category -- Workaround
|
|
TargetType = TargetUnit:getTypeName()
|
|
|
|
TargetUnitCoalition = DATABASECoalition[TargetCoalition]
|
|
TargetUnitCategory = DATABASECategory[TargetCategory]
|
|
TargetUnitType = TargetType
|
|
|
|
--self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType } )
|
|
end
|
|
|
|
for PlayerName, PlayerData in pairs( self.Players ) do
|
|
if PlayerData then -- This should normally not happen, but i'll test it anyway.
|
|
self:T( "Something got killed" )
|
|
|
|
-- Some variables
|
|
local InitUnitName = PlayerData.UnitName
|
|
local InitUnitType = PlayerData.UnitType
|
|
local InitCoalition = PlayerData.UnitCoalition
|
|
local InitCategory = PlayerData.UnitCategory
|
|
local InitUnitCoalition = DATABASECoalition[InitCoalition]
|
|
local InitUnitCategory = DATABASECategory[InitCategory]
|
|
|
|
self:T( { InitUnitName, InitUnitType, InitUnitCoalition, InitCoalition, InitUnitCategory, InitCategory } )
|
|
|
|
-- What is he hitting?
|
|
if TargetCategory then
|
|
if PlayerData and PlayerData.Hit and PlayerData.Hit[TargetCategory] and PlayerData.Hit[TargetCategory][TargetUnitName] then -- Was there a hit for this unit for this player before registered???
|
|
if not PlayerData.Kill[TargetCategory] then
|
|
PlayerData.Kill[TargetCategory] = {}
|
|
end
|
|
if not PlayerData.Kill[TargetCategory][TargetType] then
|
|
PlayerData.Kill[TargetCategory][TargetType] = {}
|
|
PlayerData.Kill[TargetCategory][TargetType].Score = 0
|
|
PlayerData.Kill[TargetCategory][TargetType].ScoreKill = 0
|
|
PlayerData.Kill[TargetCategory][TargetType].Penalty = 0
|
|
PlayerData.Kill[TargetCategory][TargetType].PenaltyKill = 0
|
|
end
|
|
|
|
if InitCoalition == TargetCoalition then
|
|
PlayerData.Penalty = PlayerData.Penalty + 25
|
|
PlayerData.Kill[TargetCategory][TargetType].Penalty = PlayerData.Kill[TargetCategory][TargetType].Penalty + 25
|
|
PlayerData.Kill[TargetCategory][TargetType].PenaltyKill = PlayerData.Kill[TargetCategory][TargetType].PenaltyKill + 1
|
|
MESSAGE:New( "Player '" .. PlayerName .. "' killed a friendly " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
|
|
PlayerData.Kill[TargetCategory][TargetType].PenaltyKill .. " times. Penalty: -" .. PlayerData.Kill[TargetCategory][TargetType].Penalty ..
|
|
". Score Total:" .. PlayerData.Score - PlayerData.Penalty,
|
|
"", 5, "/PENALTY" .. PlayerName .. "/" .. InitUnitName ):ToAll()
|
|
self:ScoreAdd( PlayerName, "KILL_PENALTY", 1, -125, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
|
else
|
|
PlayerData.Score = PlayerData.Score + 10
|
|
PlayerData.Kill[TargetCategory][TargetType].Score = PlayerData.Kill[TargetCategory][TargetType].Score + 10
|
|
PlayerData.Kill[TargetCategory][TargetType].ScoreKill = PlayerData.Kill[TargetCategory][TargetType].ScoreKill + 1
|
|
MESSAGE:New( "Player '" .. PlayerName .. "' killed an enemy " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
|
|
PlayerData.Kill[TargetCategory][TargetType].ScoreKill .. " times. Score: " .. PlayerData.Kill[TargetCategory][TargetType].Score ..
|
|
". Score Total:" .. PlayerData.Score - PlayerData.Penalty,
|
|
"", 5, "/SCORE" .. PlayerName .. "/" .. InitUnitName ):ToAll()
|
|
self:ScoreAdd( PlayerName, "KILL_SCORE", 1, 10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
--- Scheduled
|
|
-- @section Scheduled
|
|
|
|
|
|
--- Follows new players entering Clients within the DCSRTE.
|
|
function DATABASE:_FollowPlayers()
|
|
self:F( "_FollowPlayers" )
|
|
|
|
local ClientUnit = 0
|
|
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers(coalition.side.RED), AlivePlayersBlue = coalition.getPlayers(coalition.side.BLUE) }
|
|
local unitId
|
|
local unitData
|
|
local AlivePlayerUnits = {}
|
|
|
|
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
|
self:T( { "_FollowPlayers", CoalitionData } )
|
|
for UnitId, UnitData in pairs( CoalitionData ) do
|
|
self:_AddPlayerFromUnit( UnitData )
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
--- Private
|
|
-- @section Private
|
|
|
|
|
|
--- Add a new player entering a Unit.
|
|
function DATABASE:_AddPlayerFromUnit( UnitData )
|
|
self:F( UnitData )
|
|
|
|
if UnitData:isExist() then
|
|
local UnitName = UnitData:getName()
|
|
local PlayerName = UnitData:getPlayerName()
|
|
local UnitDesc = UnitData:getDesc()
|
|
local UnitCategory = UnitDesc.category
|
|
local UnitCoalition = UnitData:getCoalition()
|
|
local UnitTypeName = UnitData:getTypeName()
|
|
|
|
self:T( { PlayerName, UnitName, UnitCategory, UnitCoalition, UnitTypeName } )
|
|
|
|
if self.Players[PlayerName] == nil then -- I believe this is the place where a Player gets a life in a mission when he enters a unit ...
|
|
self.Players[PlayerName] = {}
|
|
self.Players[PlayerName].Hit = {}
|
|
self.Players[PlayerName].Kill = {}
|
|
self.Players[PlayerName].Mission = {}
|
|
|
|
-- for CategoryID, CategoryName in pairs( DATABASECategory ) do
|
|
-- self.Players[PlayerName].Hit[CategoryID] = {}
|
|
-- self.Players[PlayerName].Kill[CategoryID] = {}
|
|
-- end
|
|
self.Players[PlayerName].HitPlayers = {}
|
|
self.Players[PlayerName].HitUnits = {}
|
|
self.Players[PlayerName].Score = 0
|
|
self.Players[PlayerName].Penalty = 0
|
|
self.Players[PlayerName].PenaltyCoalition = 0
|
|
self.Players[PlayerName].PenaltyWarning = 0
|
|
end
|
|
|
|
if not self.Players[PlayerName].UnitCoalition then
|
|
self.Players[PlayerName].UnitCoalition = UnitCoalition
|
|
else
|
|
if self.Players[PlayerName].UnitCoalition ~= UnitCoalition then
|
|
self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + 50
|
|
self.Players[PlayerName].PenaltyCoalition = self.Players[PlayerName].PenaltyCoalition + 1
|
|
MESSAGE:New( "Player '" .. PlayerName .. "' changed coalition from " .. DATABASECoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. DATABASECoalition[UnitCoalition] ..
|
|
"(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). 50 Penalty points added.",
|
|
"",
|
|
2,
|
|
"/PENALTYCOALITION" .. PlayerName
|
|
):ToAll()
|
|
self:ScoreAdd( PlayerName, "COALITION_PENALTY", 1, -50, self.Players[PlayerName].UnitName, DATABASECoalition[self.Players[PlayerName].UnitCoalition], DATABASECategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType,
|
|
UnitName, DATABASECoalition[UnitCoalition], DATABASECategory[UnitCategory], UnitData:getTypeName() )
|
|
end
|
|
end
|
|
self.Players[PlayerName].UnitName = UnitName
|
|
self.Players[PlayerName].UnitCoalition = UnitCoalition
|
|
self.Players[PlayerName].UnitCategory = UnitCategory
|
|
self.Players[PlayerName].UnitType = UnitTypeName
|
|
|
|
if self.Players[PlayerName].Penalty > 100 then
|
|
if self.Players[PlayerName].PenaltyWarning < 1 then
|
|
MESSAGE:New( "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than 150, you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty,
|
|
"",
|
|
30,
|
|
"/PENALTYCOALITION" .. PlayerName
|
|
):ToAll()
|
|
self.Players[PlayerName].PenaltyWarning = self.Players[PlayerName].PenaltyWarning + 1
|
|
end
|
|
end
|
|
|
|
if self.Players[PlayerName].Penalty > 150 then
|
|
ClientGroup = GROUP:NewFromDCSUnit( UnitData )
|
|
ClientGroup:Destroy()
|
|
MESSAGE:New( "Player '" .. PlayerName .. "' committed FRATRICIDE, he will be COURT MARTIALED and is DISMISSED from this mission!",
|
|
"",
|
|
10,
|
|
"/PENALTYCOALITION" .. PlayerName
|
|
):ToAll()
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
|
|
--- Registers Scores the players completing a Mission Task.
|
|
function DATABASE:_AddMissionTaskScore( PlayerUnit, MissionName, Score )
|
|
self:F( { PlayerUnit, MissionName, Score } )
|
|
|
|
local PlayerName = PlayerUnit:getPlayerName()
|
|
|
|
if not self.Players[PlayerName].Mission[MissionName] then
|
|
self.Players[PlayerName].Mission[MissionName] = {}
|
|
self.Players[PlayerName].Mission[MissionName].ScoreTask = 0
|
|
self.Players[PlayerName].Mission[MissionName].ScoreMission = 0
|
|
end
|
|
|
|
self:T( PlayerName )
|
|
self:T( self.Players[PlayerName].Mission[MissionName] )
|
|
|
|
self.Players[PlayerName].Score = self.Players[PlayerName].Score + Score
|
|
self.Players[PlayerName].Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score
|
|
|
|
MESSAGE:New( "Player '" .. PlayerName .. "' has finished another Task in Mission '" .. MissionName .. "'. " ..
|
|
Score .. " Score points added.",
|
|
"", 20, "/SCORETASK" .. PlayerName ):ToAll()
|
|
|
|
_Database:ScoreAdd( PlayerName, "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:getName() )
|
|
end
|
|
|
|
|
|
--- Registers Mission Scores for possible multiple players that contributed in the Mission.
|
|
function DATABASE:_AddMissionScore( MissionName, Score )
|
|
self:F( { PlayerUnit, MissionName, Score } )
|
|
|
|
for PlayerName, PlayerData in pairs( self.Players ) do
|
|
|
|
if PlayerData.Mission[MissionName] then
|
|
PlayerData.Score = PlayerData.Score + Score
|
|
PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score
|
|
MESSAGE:New( "Player '" .. PlayerName .. "' has finished Mission '" .. MissionName .. "'. " ..
|
|
Score .. " Score points added.",
|
|
"", 20, "/SCOREMISSION" .. PlayerName ):ToAll()
|
|
_Database:ScoreAdd( PlayerName, "MISSION_" .. MissionName:gsub( ' ', '_' ), 1, Score )
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
--- Events
|
|
-- @section Events
|
|
|
|
|
|
function DATABASE:OnHit( event )
|
|
self:F( { event } )
|
|
|
|
local InitUnit = nil
|
|
local InitUnitName = ""
|
|
local InitGroupName = ""
|
|
local InitPlayerName = "dummy"
|
|
|
|
local InitCoalition = nil
|
|
local InitCategory = nil
|
|
local InitType = nil
|
|
local InitUnitCoalition = nil
|
|
local InitUnitCategory = nil
|
|
local InitUnitType = nil
|
|
|
|
local TargetUnit = nil
|
|
local TargetUnitName = ""
|
|
local TargetGroupName = ""
|
|
local TargetPlayerName = ""
|
|
|
|
local TargetCoalition = nil
|
|
local TargetCategory = nil
|
|
local TargetType = nil
|
|
local TargetUnitCoalition = nil
|
|
local TargetUnitCategory = nil
|
|
local TargetUnitType = nil
|
|
|
|
if event.initiator and event.initiator:getName() then
|
|
|
|
if event.initiator and Object.getCategory(event.initiator) == Object.Category.UNIT then
|
|
|
|
InitUnit = event.initiator
|
|
InitGroup = Unit.getGroup( InitUnit )
|
|
InitUnitDesc = InitUnit:getDesc()
|
|
|
|
InitUnitName = InitUnit:getName()
|
|
if InitGroup and InitGroup:isExist() then
|
|
InitGroupName = InitGroup:getName()
|
|
end
|
|
InitPlayerName = InitUnit:getPlayerName()
|
|
|
|
InitCoalition = InitUnit:getCoalition()
|
|
--InitCategory = InitUnit:getCategory()
|
|
InitCategory = InitUnitDesc.category -- Workaround
|
|
InitType = InitUnit:getTypeName()
|
|
|
|
InitUnitCoalition = DATABASECoalition[InitCoalition]
|
|
InitUnitCategory = DATABASECategory[InitCategory]
|
|
InitUnitType = InitType
|
|
|
|
self:T( { InitUnitName, InitGroupName, InitPlayerName, InitCoalition, InitCategory, InitType , InitUnitCoalition, InitUnitCategory, InitUnitType } )
|
|
self:T( { InitUnitDesc } )
|
|
end
|
|
|
|
|
|
if event.target and Object.getCategory(event.target) == Object.Category.UNIT then
|
|
|
|
TargetUnit = event.target
|
|
TargetGroup = Unit.getGroup( TargetUnit )
|
|
TargetUnitDesc = TargetUnit:getDesc()
|
|
|
|
TargetUnitName = TargetUnit:getName()
|
|
if TargetGroup and TargetGroup:isExist() then
|
|
TargetGroupName = TargetGroup:getName()
|
|
end
|
|
TargetPlayerName = TargetUnit:getPlayerName()
|
|
|
|
TargetCoalition = TargetUnit:getCoalition()
|
|
--TargetCategory = TargetUnit:getCategory()
|
|
TargetCategory = TargetUnitDesc.category -- Workaround
|
|
TargetType = TargetUnit:getTypeName()
|
|
|
|
TargetUnitCoalition = DATABASECoalition[TargetCoalition]
|
|
TargetUnitCategory = DATABASECategory[TargetCategory]
|
|
TargetUnitType = TargetType
|
|
|
|
self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType, TargetUnitCoalition, TargetUnitCategory, TargetUnitType } )
|
|
self:T( { TargetUnitDesc } )
|
|
end
|
|
|
|
if InitPlayerName ~= nil then -- It is a player that is hitting something
|
|
self:_AddPlayerFromUnit( InitUnit )
|
|
if self.Players[InitPlayerName] then -- This should normally not happen, but i'll test it anyway.
|
|
if TargetPlayerName ~= nil then -- It is a player hitting another player ...
|
|
self:_AddPlayerFromUnit( TargetUnit )
|
|
self.Players[InitPlayerName].HitPlayers = self.Players[InitPlayerName].HitPlayers + 1
|
|
end
|
|
|
|
self:T( "Hitting Something" )
|
|
-- What is he hitting?
|
|
if TargetCategory then
|
|
if not self.Players[InitPlayerName].Hit[TargetCategory] then
|
|
self.Players[InitPlayerName].Hit[TargetCategory] = {}
|
|
end
|
|
if not self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName] then
|
|
self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName] = {}
|
|
self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Score = 0
|
|
self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Penalty = 0
|
|
self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].ScoreHit = 0
|
|
self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].PenaltyHit = 0
|
|
end
|
|
local Score = 0
|
|
if InitCoalition == TargetCoalition then
|
|
self.Players[InitPlayerName].Penalty = self.Players[InitPlayerName].Penalty + 10
|
|
self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Penalty = self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Penalty + 10
|
|
self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].PenaltyHit = self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].PenaltyHit + 1
|
|
MESSAGE:New( "Player '" .. InitPlayerName .. "' hit a friendly " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
|
|
self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].PenaltyHit .. " times. Penalty: -" .. self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Penalty ..
|
|
". Score Total:" .. self.Players[InitPlayerName].Score - self.Players[InitPlayerName].Penalty,
|
|
"",
|
|
2,
|
|
"/PENALTY" .. InitPlayerName .. "/" .. InitUnitName
|
|
):ToAll()
|
|
self:ScoreAdd( InitPlayerName, "HIT_PENALTY", 1, -25, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
|
else
|
|
self.Players[InitPlayerName].Score = self.Players[InitPlayerName].Score + 10
|
|
self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Score = self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Score + 1
|
|
self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].ScoreHit = self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].ScoreHit + 1
|
|
MESSAGE:New( "Player '" .. InitPlayerName .. "' hit a target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
|
|
self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].ScoreHit .. " times. Score: " .. self.Players[InitPlayerName].Hit[TargetCategory][TargetUnitName].Score ..
|
|
". Score Total:" .. self.Players[InitPlayerName].Score - self.Players[InitPlayerName].Penalty,
|
|
"",
|
|
2,
|
|
"/SCORE" .. InitPlayerName .. "/" .. InitUnitName
|
|
):ToAll()
|
|
self:ScoreAdd( InitPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
|
end
|
|
end
|
|
end
|
|
elseif InitPlayerName == nil then -- It is an AI hitting a player???
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
function DATABASE:ReportScoreAll()
|
|
|
|
env.info( "Hello World " )
|
|
|
|
local ScoreMessage = ""
|
|
local PlayerMessage = ""
|
|
|
|
self:T( "Score Report" )
|
|
|
|
for PlayerName, PlayerData in pairs( self.Players ) do
|
|
if PlayerData then -- This should normally not happen, but i'll test it anyway.
|
|
self:T( "Score Player: " .. PlayerName )
|
|
|
|
-- Some variables
|
|
local InitUnitCoalition = DATABASECoalition[PlayerData.UnitCoalition]
|
|
local InitUnitCategory = DATABASECategory[PlayerData.UnitCategory]
|
|
local InitUnitType = PlayerData.UnitType
|
|
local InitUnitName = PlayerData.UnitName
|
|
|
|
local PlayerScore = 0
|
|
local PlayerPenalty = 0
|
|
|
|
ScoreMessage = ":\n"
|
|
|
|
local ScoreMessageHits = ""
|
|
|
|
for CategoryID, CategoryName in pairs( DATABASECategory ) do
|
|
self:T( CategoryName )
|
|
if PlayerData.Hit[CategoryID] then
|
|
local Score = 0
|
|
local ScoreHit = 0
|
|
local Penalty = 0
|
|
local PenaltyHit = 0
|
|
self:T( "Hit scores exist for player " .. PlayerName )
|
|
for UnitName, UnitData in pairs( PlayerData.Hit[CategoryID] ) do
|
|
Score = Score + UnitData.Score
|
|
ScoreHit = ScoreHit + UnitData.ScoreHit
|
|
Penalty = Penalty + UnitData.Penalty
|
|
PenaltyHit = UnitData.PenaltyHit
|
|
end
|
|
local ScoreMessageHit = string.format( "%s:%d ", CategoryName, Score - Penalty )
|
|
self:T( ScoreMessageHit )
|
|
ScoreMessageHits = ScoreMessageHits .. ScoreMessageHit
|
|
PlayerScore = PlayerScore + Score
|
|
PlayerPenalty = PlayerPenalty + Penalty
|
|
else
|
|
--ScoreMessageHits = ScoreMessageHits .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 )
|
|
end
|
|
end
|
|
if ScoreMessageHits ~= "" then
|
|
ScoreMessage = ScoreMessage .. " Hits: " .. ScoreMessageHits .. "\n"
|
|
end
|
|
|
|
local ScoreMessageKills = ""
|
|
for CategoryID, CategoryName in pairs( DATABASECategory ) do
|
|
self:T( "Kill scores exist for player " .. PlayerName )
|
|
if PlayerData.Kill[CategoryID] then
|
|
local Score = 0
|
|
local ScoreKill = 0
|
|
local Penalty = 0
|
|
local PenaltyKill = 0
|
|
|
|
for UnitName, UnitData in pairs( PlayerData.Kill[CategoryID] ) do
|
|
Score = Score + UnitData.Score
|
|
ScoreKill = ScoreKill + UnitData.ScoreKill
|
|
Penalty = Penalty + UnitData.Penalty
|
|
PenaltyKill = PenaltyKill + UnitData.PenaltyKill
|
|
end
|
|
|
|
local ScoreMessageKill = string.format( " %s:%d ", CategoryName, Score - Penalty )
|
|
self:T( ScoreMessageKill )
|
|
ScoreMessageKills = ScoreMessageKills .. ScoreMessageKill
|
|
|
|
PlayerScore = PlayerScore + Score
|
|
PlayerPenalty = PlayerPenalty + Penalty
|
|
else
|
|
--ScoreMessageKills = ScoreMessageKills .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 )
|
|
end
|
|
end
|
|
if ScoreMessageKills ~= "" then
|
|
ScoreMessage = ScoreMessage .. " Kills: " .. ScoreMessageKills .. "\n"
|
|
end
|
|
|
|
local ScoreMessageCoalitionChangePenalties = ""
|
|
if PlayerData.PenaltyCoalition ~= 0 then
|
|
ScoreMessageCoalitionChangePenalties = ScoreMessageCoalitionChangePenalties .. string.format( " -%d (%d changed)", PlayerData.Penalty, PlayerData.PenaltyCoalition )
|
|
PlayerPenalty = PlayerPenalty + PlayerData.Penalty
|
|
end
|
|
if ScoreMessageCoalitionChangePenalties ~= "" then
|
|
ScoreMessage = ScoreMessage .. " Coalition Penalties: " .. ScoreMessageCoalitionChangePenalties .. "\n"
|
|
end
|
|
|
|
local ScoreMessageMission = ""
|
|
local ScoreMission = 0
|
|
local ScoreTask = 0
|
|
for MissionName, MissionData in pairs( PlayerData.Mission ) do
|
|
ScoreMission = ScoreMission + MissionData.ScoreMission
|
|
ScoreTask = ScoreTask + MissionData.ScoreTask
|
|
ScoreMessageMission = ScoreMessageMission .. "'" .. MissionName .. "'; "
|
|
end
|
|
PlayerScore = PlayerScore + ScoreMission + ScoreTask
|
|
|
|
if ScoreMessageMission ~= "" then
|
|
ScoreMessage = ScoreMessage .. " Tasks: " .. ScoreTask .. " Mission: " .. ScoreMission .. " ( " .. ScoreMessageMission .. ")\n"
|
|
end
|
|
|
|
PlayerMessage = PlayerMessage .. string.format( "Player '%s' Score:%d (%d Score -%d Penalties)%s", PlayerName, PlayerScore - PlayerPenalty, PlayerScore, PlayerPenalty, ScoreMessage )
|
|
end
|
|
end
|
|
MESSAGE:New( PlayerMessage, "Player Scores", 30, "AllPlayerScores"):ToAll()
|
|
end
|
|
|
|
|
|
function DATABASE:ReportScorePlayer()
|
|
|
|
env.info( "Hello World " )
|
|
|
|
local ScoreMessage = ""
|
|
local PlayerMessage = ""
|
|
|
|
self:T( "Score Report" )
|
|
|
|
for PlayerName, PlayerData in pairs( self.Players ) do
|
|
if PlayerData then -- This should normally not happen, but i'll test it anyway.
|
|
self:T( "Score Player: " .. PlayerName )
|
|
|
|
-- Some variables
|
|
local InitUnitCoalition = DATABASECoalition[PlayerData.UnitCoalition]
|
|
local InitUnitCategory = DATABASECategory[PlayerData.UnitCategory]
|
|
local InitUnitType = PlayerData.UnitType
|
|
local InitUnitName = PlayerData.UnitName
|
|
|
|
local PlayerScore = 0
|
|
local PlayerPenalty = 0
|
|
|
|
ScoreMessage = ""
|
|
|
|
local ScoreMessageHits = ""
|
|
|
|
for CategoryID, CategoryName in pairs( DATABASECategory ) do
|
|
self:T( CategoryName )
|
|
if PlayerData.Hit[CategoryID] then
|
|
local Score = 0
|
|
local ScoreHit = 0
|
|
local Penalty = 0
|
|
local PenaltyHit = 0
|
|
self:T( "Hit scores exist for player " .. PlayerName )
|
|
for UnitName, UnitData in pairs( PlayerData.Hit[CategoryID] ) do
|
|
Score = Score + UnitData.Score
|
|
ScoreHit = ScoreHit + UnitData.ScoreHit
|
|
Penalty = Penalty + UnitData.Penalty
|
|
PenaltyHit = UnitData.PenaltyHit
|
|
end
|
|
local ScoreMessageHit = string.format( "\n %s = %d score(%d;-%d) hits(#%d;#-%d)", CategoryName, Score - Penalty, Score, Penalty, ScoreHit, PenaltyHit )
|
|
self:T( ScoreMessageHit )
|
|
ScoreMessageHits = ScoreMessageHits .. ScoreMessageHit
|
|
PlayerScore = PlayerScore + Score
|
|
PlayerPenalty = PlayerPenalty + Penalty
|
|
else
|
|
--ScoreMessageHits = ScoreMessageHits .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 )
|
|
end
|
|
end
|
|
if ScoreMessageHits ~= "" then
|
|
ScoreMessage = ScoreMessage .. "\n Hits: " .. ScoreMessageHits .. " "
|
|
end
|
|
|
|
local ScoreMessageKills = ""
|
|
for CategoryID, CategoryName in pairs( DATABASECategory ) do
|
|
self:T( "Kill scores exist for player " .. PlayerName )
|
|
if PlayerData.Kill[CategoryID] then
|
|
local Score = 0
|
|
local ScoreKill = 0
|
|
local Penalty = 0
|
|
local PenaltyKill = 0
|
|
|
|
for UnitName, UnitData in pairs( PlayerData.Kill[CategoryID] ) do
|
|
Score = Score + UnitData.Score
|
|
ScoreKill = ScoreKill + UnitData.ScoreKill
|
|
Penalty = Penalty + UnitData.Penalty
|
|
PenaltyKill = PenaltyKill + UnitData.PenaltyKill
|
|
end
|
|
|
|
local ScoreMessageKill = string.format( "\n %s = %d score(%d;-%d) hits(#%d;#-%d)", CategoryName, Score - Penalty, Score, Penalty, ScoreKill, PenaltyKill )
|
|
self:T( ScoreMessageKill )
|
|
ScoreMessageKills = ScoreMessageKills .. ScoreMessageKill
|
|
|
|
PlayerScore = PlayerScore + Score
|
|
PlayerPenalty = PlayerPenalty + Penalty
|
|
else
|
|
--ScoreMessageKills = ScoreMessageKills .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 )
|
|
end
|
|
end
|
|
if ScoreMessageKills ~= "" then
|
|
ScoreMessage = ScoreMessage .. "\n Kills: " .. ScoreMessageKills .. " "
|
|
end
|
|
|
|
local ScoreMessageCoalitionChangePenalties = ""
|
|
if PlayerData.PenaltyCoalition ~= 0 then
|
|
ScoreMessageCoalitionChangePenalties = ScoreMessageCoalitionChangePenalties .. string.format( " -%d (%d changed)", PlayerData.Penalty, PlayerData.PenaltyCoalition )
|
|
PlayerPenalty = PlayerPenalty + PlayerData.Penalty
|
|
end
|
|
if ScoreMessageCoalitionChangePenalties ~= "" then
|
|
ScoreMessage = ScoreMessage .. "\n Coalition: " .. ScoreMessageCoalitionChangePenalties .. " "
|
|
end
|
|
|
|
local ScoreMessageMission = ""
|
|
local ScoreMission = 0
|
|
local ScoreTask = 0
|
|
for MissionName, MissionData in pairs( PlayerData.Mission ) do
|
|
ScoreMission = ScoreMission + MissionData.ScoreMission
|
|
ScoreTask = ScoreTask + MissionData.ScoreTask
|
|
ScoreMessageMission = ScoreMessageMission .. "'" .. MissionName .. "'; "
|
|
end
|
|
PlayerScore = PlayerScore + ScoreMission + ScoreTask
|
|
|
|
if ScoreMessageMission ~= "" then
|
|
ScoreMessage = ScoreMessage .. "\n Tasks: " .. ScoreTask .. " Mission: " .. ScoreMission .. " ( " .. ScoreMessageMission .. ") "
|
|
end
|
|
|
|
PlayerMessage = PlayerMessage .. string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties ):%s", PlayerName, PlayerScore - PlayerPenalty, PlayerScore, PlayerPenalty, ScoreMessage )
|
|
end
|
|
end
|
|
MESSAGE:New( PlayerMessage, "Player Scores", 30, "AllPlayerScores"):ToAll()
|
|
|
|
end
|
|
|
|
|
|
function DATABASE:ScoreMenu()
|
|
local ReportScore = SUBMENU:New( 'Scoring' )
|
|
local ReportAllScores = COMMANDMENU:New( 'Score All Active Players', ReportScore, DATABASE.ReportScoreAll, self )
|
|
local ReportPlayerScores = COMMANDMENU:New('Your Current Score', ReportScore, DATABASE.ReportScorePlayer, self )
|
|
end
|
|
|
|
|
|
|
|
|
|
-- File Logic for tracking the scores
|
|
|
|
function DATABASE:SecondsToClock(sSeconds)
|
|
local nSeconds = sSeconds
|
|
if nSeconds == 0 then
|
|
--return nil;
|
|
return "00:00:00";
|
|
else
|
|
nHours = string.format("%02.f", math.floor(nSeconds/3600));
|
|
nMins = string.format("%02.f", math.floor(nSeconds/60 - (nHours*60)));
|
|
nSecs = string.format("%02.f", math.floor(nSeconds - nHours*3600 - nMins *60));
|
|
return nHours..":"..nMins..":"..nSecs
|
|
end
|
|
end
|
|
|
|
|
|
function DATABASE:ScoreOpen()
|
|
if lfs then
|
|
local fdir = lfs.writedir() .. [[Logs\]] .. "Player_Scores_" .. os.date( "%Y-%m-%d_%H-%M-%S" ) .. ".csv"
|
|
self.StatFile, self.err = io.open(fdir,"w+")
|
|
if not self.StatFile then
|
|
error( "Error: Cannot open 'Player Scores.csv' file in " .. lfs.writedir() )
|
|
end
|
|
self.StatFile:write( '"RunID";"Time";"PlayerName";"ScoreType";"PlayerUnitCoaltion";"PlayerUnitCategory";"PlayerUnitType";"PlayerUnitName";"TargetUnitCoalition";"TargetUnitCategory";"TargetUnitType";"TargetUnitName";"Times";"Score"\n' )
|
|
|
|
self.RunID = os.date("%y-%m-%d_%H-%M-%S")
|
|
end
|
|
end
|
|
|
|
|
|
function DATABASE:ScoreAdd( PlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
|
--write statistic information to file
|
|
local ScoreTime = self:SecondsToClock(timer.getTime())
|
|
PlayerName = PlayerName:gsub( '"', '_' )
|
|
|
|
if PlayerUnitName and PlayerUnitName ~= '' then
|
|
local PlayerUnit = Unit.getByName( PlayerUnitName )
|
|
|
|
if PlayerUnit then
|
|
if not PlayerUnitCategory then
|
|
--PlayerUnitCategory = DATABASECategory[PlayerUnit:getCategory()]
|
|
PlayerUnitCategory = DATABASECategory[PlayerUnit:getDesc().category]
|
|
end
|
|
|
|
if not PlayerUnitCoalition then
|
|
PlayerUnitCoalition = DATABASECoalition[PlayerUnit:getCoalition()]
|
|
end
|
|
|
|
if not PlayerUnitType then
|
|
PlayerUnitType = PlayerUnit:getTypeName()
|
|
end
|
|
else
|
|
PlayerUnitName = ''
|
|
PlayerUnitCategory = ''
|
|
PlayerUnitCoalition = ''
|
|
PlayerUnitType = ''
|
|
end
|
|
else
|
|
PlayerUnitName = ''
|
|
PlayerUnitCategory = ''
|
|
PlayerUnitCoalition = ''
|
|
PlayerUnitType = ''
|
|
end
|
|
|
|
if not TargetUnitCoalition then
|
|
TargetUnitCoalition = ''
|
|
end
|
|
|
|
if not TargetUnitCategory then
|
|
TargetUnitCategory = ''
|
|
end
|
|
|
|
if not TargetUnitType then
|
|
TargetUnitType = ''
|
|
end
|
|
|
|
if not TargetUnitName then
|
|
TargetUnitName = ''
|
|
end
|
|
|
|
if lfs then
|
|
self.StatFile:write( '"' .. self.RunID .. '";' .. ScoreTime .. ';"' .. PlayerName .. '";"' .. ScoreType .. '";"' ..
|
|
PlayerUnitCoalition .. '";"' .. PlayerUnitCategory .. '";"' .. PlayerUnitType .. '";"' .. PlayerUnitName .. '";"' ..
|
|
TargetUnitCoalition .. '";"' .. TargetUnitCategory .. '";"' .. TargetUnitType .. '";"' .. TargetUnitName .. '";' ..
|
|
ScoreTimes .. ';' .. ScoreAmount )
|
|
self.StatFile:write( "\n" )
|
|
end
|
|
end
|
|
|
|
|
|
function LogClose()
|
|
if lfs then
|
|
self.StatFile:close()
|
|
end
|
|
end
|
|
|
|
_Database = DATABASE:New()
|
|
_Database:ScoreOpen()
|
|
|
|
--- CARGO Classes
|
|
-- @module CARGO
|
|
|
|
Include.File( "Routines" )
|
|
Include.File( "Base" )
|
|
Include.File( "Message" )
|
|
|
|
--- Clients are those Groups defined within the Mission Editor that have the skillset defined as "Client" or "Player".
|
|
-- These clients are defined within the Mission Orchestration Framework (MOF)
|
|
|
|
CARGOS = {}
|
|
|
|
|
|
CARGO_ZONE = {
|
|
ClassName="CARGO_ZONE",
|
|
CargoZoneName = '',
|
|
CargoHostUnitName = '',
|
|
SIGNAL = {
|
|
TYPE = {
|
|
SMOKE = { ID = 1, TEXT = "smoke" },
|
|
FLARE = { ID = 2, TEXT = "flare" }
|
|
},
|
|
COLOR = {
|
|
GREEN = { ID = 1, TRIGGERCOLOR = trigger.smokeColor.Green, TEXT = "A green" },
|
|
RED = { ID = 2, TRIGGERCOLOR = trigger.smokeColor.Red, TEXT = "A red" },
|
|
WHITE = { ID = 3, TRIGGERCOLOR = trigger.smokeColor.White, TEXT = "A white" },
|
|
ORANGE = { ID = 4, TRIGGERCOLOR = trigger.smokeColor.Orange, TEXT = "An orange" },
|
|
BLUE = { ID = 5, TRIGGERCOLOR = trigger.smokeColor.Blue, TEXT = "A blue" },
|
|
YELLOW = { ID = 6, TRIGGERCOLOR = trigger.flareColor.Yellow, TEXT = "A yellow" }
|
|
}
|
|
}
|
|
}
|
|
|
|
function CARGO_ZONE:New( CargoZoneName, CargoHostName ) local self = BASE:Inherit( self, BASE:New() )
|
|
self:F( { CargoZoneName, CargoHostName } )
|
|
|
|
self.CargoZoneName = CargoZoneName
|
|
self.CargoZone = trigger.misc.getZone( CargoZoneName )
|
|
|
|
|
|
if CargoHostName then
|
|
self.CargoHostName = CargoHostName
|
|
end
|
|
|
|
self:T( self.CargoZone )
|
|
|
|
return self
|
|
end
|
|
|
|
function CARGO_ZONE:Spawn()
|
|
self:F( self.CargoHostName )
|
|
|
|
if self.CargoHostSpawn then
|
|
local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex()
|
|
if CargoHostGroup and CargoHostGroup:IsAlive() then
|
|
else
|
|
self.CargoHostSpawn:ReSpawn( 1 )
|
|
end
|
|
else
|
|
self:T( "Initialize CargoHostSpawn" )
|
|
self.CargoHostSpawn = SPAWN:New( self.CargoHostName ):Limit( 1, 1 )
|
|
self.CargoHostSpawn:ReSpawn( 1 )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
function CARGO_ZONE:GetHostUnit()
|
|
self:F( self )
|
|
|
|
if self.CargoHostName then
|
|
|
|
-- A Host has been given, signal the host
|
|
local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex()
|
|
local CargoHostUnit
|
|
if CargoHostGroup and CargoHostGroup:IsAlive() then
|
|
CargoHostUnit = CargoHostGroup:GetUnit(1)
|
|
else
|
|
CargoHostUnit = StaticObject.getByName( self.CargoHostName )
|
|
end
|
|
|
|
return CargoHostUnit
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
function CARGO_ZONE:ReportCargosToClient( Client, CargoType )
|
|
self:F()
|
|
|
|
local SignalUnit = self:GetHostUnit()
|
|
|
|
if SignalUnit then
|
|
|
|
local SignalUnitTypeName = SignalUnit:getTypeName()
|
|
|
|
local HostMessage = ""
|
|
|
|
local IsCargo = false
|
|
for CargoID, Cargo in pairs( CARGOS ) do
|
|
if Cargo.CargoType == Task.CargoType then
|
|
if Cargo:IsStatusNone() then
|
|
HostMessage = HostMessage .. " - " .. Cargo.CargoName .. " - " .. Cargo.CargoType .. " (" .. Cargo.Weight .. "kg)" .. "\n"
|
|
IsCargo = true
|
|
end
|
|
end
|
|
end
|
|
|
|
if not IsCargo then
|
|
HostMessage = "No Cargo Available."
|
|
end
|
|
|
|
Client:Message( HostMessage, 20, Mission.Name .. "/StageHosts." .. SignalUnitTypeName, SignalUnitTypeName .. ": Reporting Cargo", 10 )
|
|
end
|
|
end
|
|
|
|
function CARGO_ZONE:Signal()
|
|
self:F()
|
|
|
|
local Signalled = false
|
|
|
|
if self.SignalType then
|
|
|
|
if self.CargoHostName then
|
|
|
|
-- A Host has been given, signal the host
|
|
|
|
local SignalUnit = self:GetHostUnit()
|
|
|
|
if SignalUnit then
|
|
|
|
self:T( 'Signalling Unit' )
|
|
local SignalVehiclePos = SignalUnit:GetPositionVec3()
|
|
SignalVehiclePos.y = SignalVehiclePos.y + 2
|
|
|
|
if self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.SMOKE.ID then
|
|
|
|
trigger.action.smoke( SignalVehiclePos, self.SignalColor.TRIGGERCOLOR )
|
|
Signalled = true
|
|
|
|
elseif self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.FLARE.ID then
|
|
|
|
trigger.action.signalFlare( SignalVehiclePos, self.SignalColor.TRIGGERCOLOR , 0 )
|
|
Signalled = false
|
|
|
|
end
|
|
end
|
|
|
|
else
|
|
|
|
local CurrentPosition = { x = self.CargoZone.point.x, y = self.CargoZone.point.z }
|
|
self.CargoZone.point.y = land.getHeight( CurrentPosition ) + 2
|
|
|
|
if self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.SMOKE.ID then
|
|
|
|
trigger.action.smoke( self.CargoZone.point, self.SignalColor.TRIGGERCOLOR )
|
|
Signalled = true
|
|
|
|
elseif self.SignalType.ID == CARGO_ZONE.SIGNAL.TYPE.FLARE.ID then
|
|
trigger.action.signalFlare( self.CargoZone.point, self.SignalColor.TRIGGERCOLOR, 0 )
|
|
Signalled = false
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
return Signalled
|
|
|
|
end
|
|
|
|
function CARGO_ZONE:WhiteSmoke()
|
|
self:F()
|
|
|
|
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
|
|
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.WHITE
|
|
|
|
return self
|
|
end
|
|
|
|
function CARGO_ZONE:BlueSmoke()
|
|
self:F()
|
|
|
|
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
|
|
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.BLUE
|
|
|
|
return self
|
|
end
|
|
|
|
function CARGO_ZONE:RedSmoke()
|
|
self:F()
|
|
|
|
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
|
|
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.RED
|
|
|
|
return self
|
|
end
|
|
|
|
function CARGO_ZONE:OrangeSmoke()
|
|
self:F()
|
|
|
|
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
|
|
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.ORANGE
|
|
|
|
return self
|
|
end
|
|
|
|
function CARGO_ZONE:GreenSmoke()
|
|
self:F()
|
|
|
|
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.SMOKE
|
|
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.GREEN
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
function CARGO_ZONE:WhiteFlare()
|
|
self:F()
|
|
|
|
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
|
|
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.WHITE
|
|
|
|
return self
|
|
end
|
|
|
|
function CARGO_ZONE:RedFlare()
|
|
self:F()
|
|
|
|
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
|
|
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.RED
|
|
|
|
return self
|
|
end
|
|
|
|
function CARGO_ZONE:GreenFlare()
|
|
self:F()
|
|
|
|
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
|
|
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.GREEN
|
|
|
|
return self
|
|
end
|
|
|
|
function CARGO_ZONE:YellowFlare()
|
|
self:F()
|
|
|
|
self.SignalType = CARGO_ZONE.SIGNAL.TYPE.FLARE
|
|
self.SignalColor = CARGO_ZONE.SIGNAL.COLOR.YELLOW
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
function CARGO_ZONE:GetCargoHostUnit()
|
|
self:F( self )
|
|
|
|
if self.CargoHostSpawn then
|
|
local CargoHostGroup = self.CargoHostSpawn:GetGroupFromIndex(1)
|
|
if CargoHostGroup and CargoHostGroup:IsAlive() then
|
|
local CargoHostUnit = CargoHostGroup:GetUnit(1)
|
|
if CargoHostUnit and CargoHostUnit:IsAlive() then
|
|
return CargoHostUnit
|
|
end
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
function CARGO_ZONE:GetCargoZoneName()
|
|
self:F()
|
|
|
|
return self.CargoZoneName
|
|
end
|
|
|
|
CARGO = {
|
|
ClassName = "CARGO",
|
|
STATUS = {
|
|
NONE = 0,
|
|
LOADED = 1,
|
|
UNLOADED = 2,
|
|
LOADING = 3
|
|
},
|
|
CargoClient = nil
|
|
}
|
|
|
|
--- Add Cargo to the mission... Cargo functionality needs to be reworked a bit, so this is still under construction. I need to make a CARGO Class...
|
|
function CARGO:New( CargoType, CargoName, CargoWeight ) local self = BASE:Inherit( self, BASE:New() )
|
|
self:F( { CargoType, CargoName, CargoWeight } )
|
|
|
|
|
|
self.CargoType = CargoType
|
|
self.CargoName = CargoName
|
|
self.CargoWeight = CargoWeight
|
|
|
|
self:StatusNone()
|
|
|
|
return self
|
|
end
|
|
|
|
function CARGO:Spawn( Client )
|
|
self:F()
|
|
|
|
return self
|
|
|
|
end
|
|
|
|
function CARGO:IsNear( Client, LandingZone )
|
|
self:F()
|
|
|
|
local Near = true
|
|
|
|
return Near
|
|
|
|
end
|
|
|
|
|
|
function CARGO:IsLoadingToClient()
|
|
self:F()
|
|
|
|
if self:IsStatusLoading() then
|
|
return self.CargoClient
|
|
end
|
|
|
|
return nil
|
|
|
|
end
|
|
|
|
|
|
function CARGO:IsLoadedInClient()
|
|
self:F()
|
|
|
|
if self:IsStatusLoaded() then
|
|
return self.CargoClient
|
|
end
|
|
|
|
return nil
|
|
|
|
end
|
|
|
|
|
|
function CARGO:UnLoad( Client, TargetZoneName )
|
|
self:F()
|
|
|
|
self:StatusUnLoaded()
|
|
|
|
return self
|
|
end
|
|
|
|
function CARGO:OnBoard( Client, LandingZone )
|
|
self:F()
|
|
|
|
local Valid = true
|
|
|
|
self.CargoClient = Client
|
|
local ClientUnit = Client:GetClientGroupDCSUnit()
|
|
|
|
return Valid
|
|
end
|
|
|
|
function CARGO:OnBoarded( Client, LandingZone )
|
|
self:F()
|
|
|
|
local OnBoarded = true
|
|
|
|
return OnBoarded
|
|
end
|
|
|
|
function CARGO:Load( Client )
|
|
self:F()
|
|
|
|
self:StatusLoaded( Client )
|
|
|
|
return self
|
|
end
|
|
|
|
function CARGO:IsLandingRequired()
|
|
self:F()
|
|
return true
|
|
end
|
|
|
|
function CARGO:IsSlingLoad()
|
|
self:F()
|
|
return false
|
|
end
|
|
|
|
|
|
function CARGO:StatusNone()
|
|
self:F()
|
|
|
|
self.CargoClient = nil
|
|
self.CargoStatus = CARGO.STATUS.NONE
|
|
|
|
return self
|
|
end
|
|
|
|
function CARGO:StatusLoading( Client )
|
|
self:F()
|
|
|
|
self.CargoClient = Client
|
|
self.CargoStatus = CARGO.STATUS.LOADING
|
|
self:T( "Cargo " .. self.CargoName .. " loading to Client: " .. self.CargoClient:GetClientGroupName() )
|
|
|
|
return self
|
|
end
|
|
|
|
function CARGO:StatusLoaded( Client )
|
|
self:F()
|
|
|
|
self.CargoClient = Client
|
|
self.CargoStatus = CARGO.STATUS.LOADED
|
|
self:T( "Cargo " .. self.CargoName .. " loaded in Client: " .. self.CargoClient:GetClientGroupName() )
|
|
|
|
return self
|
|
end
|
|
|
|
function CARGO:StatusUnLoaded()
|
|
self:F()
|
|
|
|
self.CargoClient = nil
|
|
self.CargoStatus = CARGO.STATUS.UNLOADED
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
function CARGO:IsStatusNone()
|
|
self:F()
|
|
|
|
return self.CargoStatus == CARGO.STATUS.NONE
|
|
end
|
|
|
|
function CARGO:IsStatusLoading()
|
|
self:F()
|
|
|
|
return self.CargoStatus == CARGO.STATUS.LOADING
|
|
end
|
|
|
|
function CARGO:IsStatusLoaded()
|
|
self:F()
|
|
|
|
return self.CargoStatus == CARGO.STATUS.LOADED
|
|
end
|
|
|
|
function CARGO:IsStatusUnLoaded()
|
|
self:F()
|
|
|
|
return self.CargoStatus == CARGO.STATUS.UNLOADED
|
|
end
|
|
|
|
|
|
CARGO_GROUP = {
|
|
ClassName = "CARGO_GROUP"
|
|
}
|
|
|
|
|
|
function CARGO_GROUP:New( CargoType, CargoName, CargoWeight, CargoGroupTemplate, CargoZone ) local self = BASE:Inherit( self, CARGO:New( CargoType, CargoName, CargoWeight ) )
|
|
self:F( { CargoType, CargoName, CargoWeight, CargoGroupTemplate, CargoZone } )
|
|
|
|
self.CargoSpawn = SPAWN:NewWithAlias( CargoGroupTemplate, CargoName )
|
|
self.CargoZone = CargoZone
|
|
|
|
CARGOS[self.CargoName] = self
|
|
|
|
return self
|
|
|
|
end
|
|
|
|
function CARGO_GROUP:Spawn( Client )
|
|
self:F( { Client } )
|
|
|
|
local SpawnCargo = true
|
|
|
|
if self:IsStatusNone() then
|
|
local CargoGroup = Group.getByName( self.CargoName )
|
|
if CargoGroup and CargoGroup:isExist() then
|
|
SpawnCargo = false
|
|
end
|
|
|
|
elseif self:IsStatusLoading() then
|
|
|
|
local Client = self:IsLoadingToClient()
|
|
if Client and Client:GetDCSGroup() then
|
|
SpawnCargo = false
|
|
else
|
|
local CargoGroup = Group.getByName( self.CargoName )
|
|
if CargoGroup and CargoGroup:isExist() then
|
|
SpawnCargo = false
|
|
end
|
|
end
|
|
|
|
elseif self:IsStatusLoaded() then
|
|
|
|
local ClientLoaded = self:IsLoadedInClient()
|
|
-- Now test if another Client is alive (not this one), and it has the CARGO, then this cargo does not need to be initialized and spawned.
|
|
if ClientLoaded and ClientLoaded ~= Client then
|
|
local ClientGroup = Client:GetDCSGroup()
|
|
if ClientLoaded:GetClientGroupDCSUnit() and ClientLoaded:GetClientGroupDCSUnit():isExist() then
|
|
SpawnCargo = false
|
|
else
|
|
self:StatusNone()
|
|
end
|
|
else
|
|
-- Same Client, but now in initialize, so set back the status to None.
|
|
self:StatusNone()
|
|
end
|
|
|
|
elseif self:IsStatusUnLoaded() then
|
|
|
|
SpawnCargo = false
|
|
|
|
end
|
|
|
|
if SpawnCargo then
|
|
if self.CargoZone:GetCargoHostUnit() then
|
|
--- ReSpawn the Cargo from the CargoHost
|
|
self.CargoGroupName = self.CargoSpawn:SpawnFromUnit( self.CargoZone:GetCargoHostUnit(), 60, 30, 1 ):GetName()
|
|
else
|
|
--- ReSpawn the Cargo in the CargoZone without a host ...
|
|
self.CargoGroupName = self.CargoSpawn:SpawnInZone( self.CargoZone, 1 ):GetName()
|
|
end
|
|
self:StatusNone()
|
|
end
|
|
|
|
self:T( { self.CargoGroupName, CARGOS[self.CargoName].CargoGroupName } )
|
|
|
|
return self
|
|
end
|
|
|
|
function CARGO_GROUP:IsNear( Client, LandingZone )
|
|
self:F()
|
|
|
|
local Near = false
|
|
|
|
if self.CargoGroupName then
|
|
local CargoGroup = Group.getByName( self.CargoGroupName )
|
|
if routines.IsPartOfGroupInRadius( CargoGroup, Client:ClientPosition(), 250 ) then
|
|
Near = true
|
|
end
|
|
end
|
|
|
|
return Near
|
|
|
|
end
|
|
|
|
|
|
function CARGO_GROUP:OnBoard( Client, LandingZone, OnBoardSide )
|
|
self:F()
|
|
|
|
local Valid = true
|
|
|
|
local ClientUnit = Client:GetClientGroupDCSUnit()
|
|
|
|
local CarrierPos = ClientUnit:getPoint()
|
|
local CarrierPosMove = ClientUnit:getPoint()
|
|
local CarrierPosOnBoard = ClientUnit:getPoint()
|
|
|
|
local CargoGroup = Group.getByName( self.CargoGroupName )
|
|
|
|
local CargoUnits = CargoGroup:getUnits()
|
|
local CargoPos = CargoUnits[1]:getPoint()
|
|
|
|
|
|
local Points = {}
|
|
|
|
self:T( 'CargoPos x = ' .. CargoPos.x .. " z = " .. CargoPos.z )
|
|
self:T( 'CarrierPosMove x = ' .. CarrierPosMove.x .. " z = " .. CarrierPosMove.z )
|
|
|
|
Points[#Points+1] = routines.ground.buildWP( CargoPos, "Cone", 10 )
|
|
|
|
self:T( 'Points[1] x = ' .. Points[1].x .. " y = " .. Points[1].y )
|
|
|
|
if OnBoardSide == nil then
|
|
OnBoardSide = CLIENT.ONBOARDSIDE.NONE
|
|
end
|
|
|
|
if OnBoardSide == CLIENT.ONBOARDSIDE.LEFT then
|
|
|
|
self:T( "TransportCargoOnBoard: Onboarding LEFT" )
|
|
CarrierPosMove.z = CarrierPosMove.z - 25
|
|
CarrierPosOnBoard.z = CarrierPosOnBoard.z - 5
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
|
|
|
|
elseif OnBoardSide == CLIENT.ONBOARDSIDE.RIGHT then
|
|
|
|
self:T( "TransportCargoOnBoard: Onboarding RIGHT" )
|
|
CarrierPosMove.z = CarrierPosMove.z + 25
|
|
CarrierPosOnBoard.z = CarrierPosOnBoard.z + 5
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
|
|
|
|
elseif OnBoardSide == CLIENT.ONBOARDSIDE.BACK then
|
|
|
|
self:T( "TransportCargoOnBoard: Onboarding BACK" )
|
|
CarrierPosMove.x = CarrierPosMove.x - 25
|
|
CarrierPosOnBoard.x = CarrierPosOnBoard.x - 5
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
|
|
|
|
elseif OnBoardSide == CLIENT.ONBOARDSIDE.FRONT then
|
|
|
|
self:T( "TransportCargoOnBoard: Onboarding FRONT" )
|
|
CarrierPosMove.x = CarrierPosMove.x + 25
|
|
CarrierPosOnBoard.x = CarrierPosOnBoard.x + 5
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
|
|
|
|
elseif OnBoardSide == CLIENT.ONBOARDSIDE.NONE then
|
|
|
|
self:T( "TransportCargoOnBoard: Onboarding CENTRAL" )
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPos, "Cone", 10 )
|
|
|
|
end
|
|
self:T( "TransportCargoOnBoard: Routing " .. self.CargoGroupName )
|
|
|
|
routines.scheduleFunction( routines.goRoute, { self.CargoGroupName, Points}, timer.getTime() + 4 )
|
|
|
|
self:StatusLoading( Client )
|
|
|
|
return Valid
|
|
|
|
end
|
|
|
|
|
|
function CARGO_GROUP:OnBoarded( Client, LandingZone )
|
|
self:F()
|
|
|
|
local OnBoarded = false
|
|
|
|
local CargoGroup = Group.getByName( self.CargoGroupName )
|
|
if routines.IsPartOfGroupInRadius( CargoGroup, Client:ClientPosition(), 25 ) then
|
|
CargoGroup:destroy()
|
|
self:StatusLoaded( Client )
|
|
OnBoarded = true
|
|
end
|
|
|
|
return OnBoarded
|
|
end
|
|
|
|
|
|
function CARGO_GROUP:UnLoad( Client, TargetZoneName )
|
|
self:F()
|
|
|
|
self:T( 'self.CargoName = ' .. self.CargoName )
|
|
|
|
local CargoGroup = self.CargoSpawn:SpawnFromUnit( Client:GetClientGroupUnit(), 60, 30 )
|
|
|
|
self.CargoGroupName = CargoGroup:GetName()
|
|
self:T( 'self.CargoGroupName = ' .. self.CargoGroupName )
|
|
|
|
CargoGroup:TaskRouteToZone( ZONE:New( TargetZoneName ), true )
|
|
|
|
self:StatusUnLoaded()
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
CARGO_PACKAGE = {
|
|
ClassName = "CARGO_PACKAGE"
|
|
}
|
|
|
|
|
|
function CARGO_PACKAGE:New( CargoType, CargoName, CargoWeight, CargoClient ) local self = BASE:Inherit( self, CARGO:New( CargoType, CargoName, CargoWeight ) )
|
|
self:F( { CargoType, CargoName, CargoWeight, CargoClient } )
|
|
|
|
self.CargoClient = CargoClient
|
|
|
|
CARGOS[self.CargoName] = self
|
|
|
|
return self
|
|
|
|
end
|
|
|
|
|
|
function CARGO_PACKAGE:Spawn( Client )
|
|
self:F( { self, Client } )
|
|
|
|
-- this needs to be checked thoroughly
|
|
|
|
local CargoClientGroup = self.CargoClient:GetDCSGroup()
|
|
if not CargoClientGroup then
|
|
if not self.CargoClientSpawn then
|
|
self.CargoClientSpawn = SPAWN:New( self.CargoClient:GetClientGroupName() ):Limit( 1, 1 )
|
|
end
|
|
self.CargoClientSpawn:ReSpawn( 1 )
|
|
end
|
|
|
|
local SpawnCargo = true
|
|
|
|
if self:IsStatusNone() then
|
|
|
|
elseif self:IsStatusLoading() or self:IsStatusLoaded() then
|
|
|
|
local CargoClientLoaded = self:IsLoadedInClient()
|
|
if CargoClientLoaded and CargoClientLoaded:GetDCSGroup() then
|
|
SpawnCargo = false
|
|
end
|
|
|
|
elseif self:IsStatusUnLoaded() then
|
|
|
|
SpawnCargo = false
|
|
|
|
else
|
|
|
|
end
|
|
|
|
if SpawnCargo then
|
|
self:StatusLoaded( self.CargoClient )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
function CARGO_PACKAGE:IsNear( Client, LandingZone )
|
|
self:F()
|
|
|
|
local Near = false
|
|
|
|
if self.CargoClient and self.CargoClient:GetDCSGroup() then
|
|
self:T( self.CargoClient.ClientName )
|
|
self:T( 'Client Exists.' )
|
|
|
|
if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), Client:ClientPosition(), 150 ) then
|
|
Near = true
|
|
end
|
|
end
|
|
|
|
return Near
|
|
|
|
end
|
|
|
|
|
|
function CARGO_PACKAGE:OnBoard( Client, LandingZone, OnBoardSide )
|
|
self:F()
|
|
|
|
local Valid = true
|
|
|
|
local ClientUnit = Client:GetClientGroupDCSUnit()
|
|
|
|
local CarrierPos = ClientUnit:getPoint()
|
|
local CarrierPosMove = ClientUnit:getPoint()
|
|
local CarrierPosOnBoard = ClientUnit:getPoint()
|
|
local CarrierPosMoveAway = ClientUnit:getPoint()
|
|
|
|
local CargoHostGroup = self.CargoClient:GetDCSGroup()
|
|
local CargoHostName = self.CargoClient:GetDCSGroup():getName()
|
|
|
|
local CargoHostUnits = CargoHostGroup:getUnits()
|
|
local CargoPos = CargoHostUnits[1]:getPoint()
|
|
|
|
local Points = {}
|
|
|
|
self:T( 'CargoPos x = ' .. CargoPos.x .. " z = " .. CargoPos.z )
|
|
self:T( 'CarrierPosMove x = ' .. CarrierPosMove.x .. " z = " .. CarrierPosMove.z )
|
|
|
|
Points[#Points+1] = routines.ground.buildWP( CargoPos, "Cone", 10 )
|
|
|
|
self:T( 'Points[1] x = ' .. Points[1].x .. " y = " .. Points[1].y )
|
|
|
|
if OnBoardSide == nil then
|
|
OnBoardSide = CLIENT.ONBOARDSIDE.NONE
|
|
end
|
|
|
|
if OnBoardSide == CLIENT.ONBOARDSIDE.LEFT then
|
|
|
|
self:T( "TransportCargoOnBoard: Onboarding LEFT" )
|
|
CarrierPosMove.z = CarrierPosMove.z - 25
|
|
CarrierPosOnBoard.z = CarrierPosOnBoard.z - 5
|
|
CarrierPosMoveAway.z = CarrierPosMoveAway.z - 20
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 )
|
|
|
|
elseif OnBoardSide == CLIENT.ONBOARDSIDE.RIGHT then
|
|
|
|
self:T( "TransportCargoOnBoard: Onboarding RIGHT" )
|
|
CarrierPosMove.z = CarrierPosMove.z + 25
|
|
CarrierPosOnBoard.z = CarrierPosOnBoard.z + 5
|
|
CarrierPosMoveAway.z = CarrierPosMoveAway.z + 20
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 )
|
|
|
|
elseif OnBoardSide == CLIENT.ONBOARDSIDE.BACK then
|
|
|
|
self:T( "TransportCargoOnBoard: Onboarding BACK" )
|
|
CarrierPosMove.x = CarrierPosMove.x - 25
|
|
CarrierPosOnBoard.x = CarrierPosOnBoard.x - 5
|
|
CarrierPosMoveAway.x = CarrierPosMoveAway.x - 20
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 )
|
|
|
|
elseif OnBoardSide == CLIENT.ONBOARDSIDE.FRONT then
|
|
|
|
self:T( "TransportCargoOnBoard: Onboarding FRONT" )
|
|
CarrierPosMove.x = CarrierPosMove.x + 25
|
|
CarrierPosOnBoard.x = CarrierPosOnBoard.x + 5
|
|
CarrierPosMoveAway.x = CarrierPosMoveAway.x + 20
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 )
|
|
|
|
elseif OnBoardSide == CLIENT.ONBOARDSIDE.NONE then
|
|
|
|
self:T( "TransportCargoOnBoard: Onboarding FRONT" )
|
|
CarrierPosMove.x = CarrierPosMove.x + 25
|
|
CarrierPosOnBoard.x = CarrierPosOnBoard.x + 5
|
|
CarrierPosMoveAway.x = CarrierPosMoveAway.x + 20
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosMove, "Cone", 10 )
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosOnBoard, "Cone", 10 )
|
|
Points[#Points+1] = routines.ground.buildWP( CarrierPosMoveAway, "Cone", 10 )
|
|
|
|
end
|
|
self:T( "Routing " .. CargoHostName )
|
|
|
|
routines.scheduleFunction( routines.goRoute, { CargoHostName, Points}, timer.getTime() + 4 )
|
|
|
|
return Valid
|
|
|
|
end
|
|
|
|
|
|
function CARGO_PACKAGE:OnBoarded( Client, LandingZone )
|
|
self:F()
|
|
|
|
local OnBoarded = false
|
|
|
|
if self.CargoClient and self.CargoClient:GetDCSGroup() then
|
|
if routines.IsUnitInRadius( self.CargoClient:GetClientGroupDCSUnit(), self.CargoClient:ClientPosition(), 10 ) then
|
|
|
|
-- Switch Cargo from self.CargoClient to Client ... Each cargo can have only one client. So assigning the new client for the cargo is enough.
|
|
self:StatusLoaded( Client )
|
|
|
|
-- All done, onboarded the Cargo to the new Client.
|
|
OnBoarded = true
|
|
end
|
|
end
|
|
|
|
return OnBoarded
|
|
end
|
|
|
|
|
|
function CARGO_PACKAGE:UnLoad( Client, TargetZoneName )
|
|
self:F()
|
|
|
|
self:T( 'self.CargoName = ' .. self.CargoName )
|
|
--self:T( 'self.CargoHostName = ' .. self.CargoHostName )
|
|
|
|
--self.CargoSpawn:FromCarrier( Client:GetDCSGroup(), TargetZoneName, self.CargoHostName )
|
|
self:StatusUnLoaded()
|
|
|
|
return Cargo
|
|
end
|
|
|
|
|
|
CARGO_SLINGLOAD = {
|
|
ClassName = "CARGO_SLINGLOAD"
|
|
}
|
|
|
|
|
|
function CARGO_SLINGLOAD:New( CargoType, CargoName, CargoWeight, CargoZone, CargoHostName, CargoCountryID )
|
|
local self = BASE:Inherit( self, CARGO:New( CargoType, CargoName, CargoWeight ) )
|
|
self:F( { CargoType, CargoName, CargoWeight, CargoZone, CargoHostName, CargoCountryID } )
|
|
|
|
self.CargoHostName = CargoHostName
|
|
|
|
-- Cargo will be initialized around the CargoZone position.
|
|
self.CargoZone = CargoZone
|
|
|
|
self.CargoCount = 0
|
|
self.CargoStaticName = string.format( "%s#%03d", self.CargoName, self.CargoCount )
|
|
|
|
-- The country ID needs to be correctly set.
|
|
self.CargoCountryID = CargoCountryID
|
|
|
|
CARGOS[self.CargoName] = self
|
|
|
|
return self
|
|
|
|
end
|
|
|
|
|
|
function CARGO_SLINGLOAD:IsLandingRequired()
|
|
self:F()
|
|
return false
|
|
end
|
|
|
|
|
|
function CARGO_SLINGLOAD:IsSlingLoad()
|
|
self:F()
|
|
return true
|
|
end
|
|
|
|
|
|
function CARGO_SLINGLOAD:Spawn( Client )
|
|
self:F( { self, Client } )
|
|
|
|
local Zone = trigger.misc.getZone( self.CargoZone )
|
|
|
|
local ZonePos = {}
|
|
ZonePos.x = Zone.point.x + math.random( Zone.radius / 2 * -1, Zone.radius / 2 )
|
|
ZonePos.y = Zone.point.z + math.random( Zone.radius / 2 * -1, Zone.radius / 2 )
|
|
|
|
self:T( "Cargo Location = " .. ZonePos.x .. ", " .. ZonePos.y )
|
|
|
|
--[[
|
|
-- This does not work in 1.5.2.
|
|
CargoStatic = StaticObject.getByName( self.CargoName )
|
|
if CargoStatic then
|
|
CargoStatic:destroy()
|
|
end
|
|
--]]
|
|
|
|
CargoStatic = StaticObject.getByName( self.CargoStaticName )
|
|
|
|
if CargoStatic and CargoStatic:isExist() then
|
|
CargoStatic:destroy()
|
|
end
|
|
|
|
-- I need to make every time a new cargo due to bugs in 1.5.2.
|
|
|
|
self.CargoCount = self.CargoCount + 1
|
|
self.CargoStaticName = string.format( "%s#%03d", self.CargoName, self.CargoCount )
|
|
|
|
local CargoTemplate = {
|
|
["category"] = "Cargo",
|
|
["shape_name"] = "ab-212_cargo",
|
|
["type"] = "Cargo1",
|
|
["x"] = ZonePos.x,
|
|
["y"] = ZonePos.y,
|
|
["mass"] = self.CargoWeight,
|
|
["name"] = self.CargoStaticName,
|
|
["canCargo"] = true,
|
|
["heading"] = 0,
|
|
}
|
|
|
|
coalition.addStaticObject( self.CargoCountryID, CargoTemplate )
|
|
|
|
-- end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
function CARGO_SLINGLOAD:IsNear( Client, LandingZone )
|
|
self:F()
|
|
|
|
local Near = false
|
|
|
|
return Near
|
|
end
|
|
|
|
|
|
function CARGO_SLINGLOAD:IsInLandingZone( Client, LandingZone )
|
|
self:F()
|
|
|
|
local Near = false
|
|
|
|
local CargoStaticUnit = StaticObject.getByName( self.CargoName )
|
|
if CargoStaticUnit then
|
|
if routines.IsStaticInZones( CargoStaticUnit, LandingZone ) then
|
|
Near = true
|
|
end
|
|
end
|
|
|
|
return Near
|
|
end
|
|
|
|
|
|
function CARGO_SLINGLOAD:OnBoard( Client, LandingZone, OnBoardSide )
|
|
self:F()
|
|
|
|
local Valid = true
|
|
|
|
|
|
return Valid
|
|
end
|
|
|
|
|
|
function CARGO_SLINGLOAD:OnBoarded( Client, LandingZone )
|
|
self:F()
|
|
|
|
local OnBoarded = false
|
|
|
|
local CargoStaticUnit = StaticObject.getByName( self.CargoName )
|
|
if CargoStaticUnit then
|
|
if not routines.IsStaticInZones( CargoStaticUnit, LandingZone ) then
|
|
OnBoarded = true
|
|
end
|
|
end
|
|
|
|
return OnBoarded
|
|
end
|
|
|
|
|
|
function CARGO_SLINGLOAD:UnLoad( Client, TargetZoneName )
|
|
self:F()
|
|
|
|
self:T( 'self.CargoName = ' .. self.CargoName )
|
|
self:T( 'self.CargoGroupName = ' .. self.CargoGroupName )
|
|
|
|
self:StatusUnLoaded()
|
|
|
|
return Cargo
|
|
end
|
|
--- The CLIENT models client units in multi player missions.
|
|
-- Clients are those groups defined within the Mission Editor that have the skillset defined as "Client" or "Player".
|
|
-- Note that clients are NOT the same as groups, they are NOT necessarily alive.
|
|
-- @module Client
|
|
-- @author FlightControl
|
|
|
|
Include.File( "Routines" )
|
|
Include.File( "Base" )
|
|
Include.File( "Cargo" )
|
|
Include.File( "Message" )
|
|
|
|
|
|
--- The CLIENT class
|
|
-- @type CLIENT
|
|
-- @extends Base#BASE
|
|
CLIENT = {
|
|
ONBOARDSIDE = {
|
|
NONE = 0,
|
|
LEFT = 1,
|
|
RIGHT = 2,
|
|
BACK = 3,
|
|
FRONT = 4
|
|
},
|
|
ClassName = "CLIENT",
|
|
ClientName = nil,
|
|
ClientAlive = false,
|
|
ClientTransport = false,
|
|
ClientBriefingShown = false,
|
|
_Menus = {},
|
|
_Tasks = {},
|
|
Messages = {
|
|
}
|
|
}
|
|
|
|
|
|
--- Use this method to register new Clients within the MOF.
|
|
-- @param #CLIENT self
|
|
-- @param #string ClientName Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client.
|
|
-- @param #string ClientBriefing Text that describes the briefing of the mission when a Player logs into the Client.
|
|
-- @return #CLIENT
|
|
-- @usage
|
|
-- -- Create new Clients.
|
|
-- local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' )
|
|
-- Mission:AddGoal( DeploySA6TroopsGoal )
|
|
--
|
|
-- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() )
|
|
-- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
|
|
-- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
|
|
-- Mission:AddClient( CLIENT:New( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
|
|
function CLIENT:New( ClientName, ClientBriefing )
|
|
local self = BASE:Inherit( self, BASE:New() )
|
|
self:F( ClientName, ClientBriefing )
|
|
|
|
self.ClientName = ClientName
|
|
self:AddBriefing( ClientBriefing )
|
|
self.MessageSwitch = true
|
|
|
|
return self
|
|
end
|
|
|
|
--- Transport defines that the Client is a Transport. Transports show cargo.
|
|
-- @param #CLIENT self
|
|
-- @return #CLIENT
|
|
function CLIENT:Transport()
|
|
self:F()
|
|
|
|
self.ClientTransport = true
|
|
return self
|
|
end
|
|
|
|
--- AddBriefing adds a briefing to a CLIENT when a player joins a mission.
|
|
-- @param #CLIENT self
|
|
-- @param #string ClientBriefing is the text defining the Mission briefing.
|
|
-- @return #CLIENT
|
|
function CLIENT:AddBriefing( ClientBriefing )
|
|
self:F()
|
|
self.ClientBriefing = ClientBriefing
|
|
return self
|
|
end
|
|
|
|
|
|
--- Resets a CLIENT.
|
|
-- @param #CLIENT self
|
|
-- @param #string ClientName Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client.
|
|
function CLIENT:Reset( ClientName )
|
|
self:F()
|
|
self._Menus = {}
|
|
end
|
|
|
|
--- Checks for a client alive event and calls a function on a continuous basis.
|
|
-- @param #CLIENT self
|
|
-- @param #function CallBack Function.
|
|
-- @return #CLIENT
|
|
function CLIENT:Alive( CallBack )
|
|
self:F()
|
|
|
|
self.ClientAlive2 = false
|
|
self.ClientCallBack = CallBack
|
|
self.AliveCheckScheduler = routines.scheduleFunction( self._AliveCheckScheduler, { self }, timer.getTime() + 1, 5 )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Checks if client is alive and returns true or false.
|
|
-- @param #CLIENT self
|
|
-- @param #boolean Returns true if client is alive.
|
|
function CLIENT:IsAlive()
|
|
self:F( self.ClientName )
|
|
|
|
local ClientDCSGroup = self:GetDCSGroup()
|
|
|
|
if ClientDCSGroup then
|
|
self:T("true")
|
|
return true
|
|
end
|
|
|
|
self:T( "false" )
|
|
return false
|
|
end
|
|
|
|
|
|
--- @param #CLIENT self
|
|
function CLIENT:_AliveCheckScheduler()
|
|
self:F( { self.ClientName, self.ClientAlive2 } )
|
|
|
|
if self:IsAlive() then
|
|
if self.ClientAlive2 == false then
|
|
self:T("Calling Callback function")
|
|
self.ClientCallBack( self )
|
|
self.ClientAlive2 = true
|
|
end
|
|
else
|
|
if self.ClientAlive2 == true then
|
|
self.ClientAlive2 = false
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Return the DCSGroup of a Client.
|
|
-- This function is modified to deal with a couple of bugs in DCS 1.5.3
|
|
-- @param #CLIENT self
|
|
-- @return DCSGroup#Group
|
|
function CLIENT:GetDCSGroup()
|
|
self:F3()
|
|
|
|
-- local ClientData = Group.getByName( self.ClientName )
|
|
-- if ClientData and ClientData:isExist() then
|
|
-- self:T( self.ClientName .. " : group found!" )
|
|
-- return ClientData
|
|
-- else
|
|
-- return nil
|
|
-- end
|
|
|
|
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
|
|
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
|
self:T3( { "CoalitionData:", CoalitionData } )
|
|
for UnitId, UnitData in pairs( CoalitionData ) do
|
|
self:T3( { "UnitData:", UnitData } )
|
|
if UnitData and UnitData:isExist() then
|
|
|
|
local ClientGroup = Group.getByName( self.ClientName )
|
|
if ClientGroup then
|
|
self:T3( "ClientGroup = " .. self.ClientName )
|
|
if ClientGroup:isExist() then
|
|
if ClientGroup:getID() == UnitData:getGroup():getID() then
|
|
self:T3( "Normal logic" )
|
|
self:T3( self.ClientName .. " : group found!" )
|
|
return ClientGroup
|
|
end
|
|
else
|
|
-- Now we need to resolve the bugs in DCS 1.5 ...
|
|
-- Consult the database for the units of the Client Group. (ClientGroup:getUnits() returns nil)
|
|
self:T3( "Bug 1.5 logic" )
|
|
local ClientUnits = _Database.Groups[self.ClientName].Units
|
|
self:T3( { ClientUnits[1].name, env.getValueDictByKey(ClientUnits[1].name) } )
|
|
for ClientUnitID, ClientUnitData in pairs( ClientUnits ) do
|
|
self:T3( { tonumber(UnitData:getID()), ClientUnitData.unitId } )
|
|
if tonumber(UnitData:getID()) == ClientUnitData.unitId then
|
|
local ClientGroupTemplate = _Database.Groups[self.ClientName].Template
|
|
self.ClientID = ClientGroupTemplate.groupId
|
|
self.ClientGroupUnit = UnitData
|
|
self:T3( self.ClientName .. " : group found in bug 1.5 resolvement logic!" )
|
|
return ClientGroup
|
|
end
|
|
end
|
|
end
|
|
-- else
|
|
-- error( "Client " .. self.ClientName .. " not found!" )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- For non player clients
|
|
local ClientGroup = Group.getByName( self.ClientName )
|
|
if ClientGroup then
|
|
self:T3( "ClientGroup = " .. self.ClientName )
|
|
if ClientGroup:isExist() then
|
|
self:T3( "Normal logic" )
|
|
self:T3( self.ClientName .. " : group found!" )
|
|
return ClientGroup
|
|
end
|
|
end
|
|
|
|
self.ClientGroupID = nil
|
|
self.ClientGroupUnit = nil
|
|
|
|
return nil
|
|
end
|
|
|
|
|
|
-- TODO: Check DCSTypes#Group.ID
|
|
--- Get the group ID of the client.
|
|
-- @param #CLIENT self
|
|
-- @return DCSTypes#Group.ID
|
|
function CLIENT:GetClientGroupID()
|
|
|
|
if not self.ClientGroupID then
|
|
local ClientGroup = self:GetDCSGroup()
|
|
if ClientGroup and ClientGroup:isExist() then
|
|
self.ClientGroupID = ClientGroup:getID()
|
|
else
|
|
self.ClientGroupID = self.ClientID
|
|
end
|
|
end
|
|
|
|
self:T( self.ClientGroupID )
|
|
return self.ClientGroupID
|
|
end
|
|
|
|
|
|
--- Get the name of the group of the client.
|
|
-- @param #CLIENT self
|
|
-- @return #string
|
|
function CLIENT:GetClientGroupName()
|
|
|
|
if not self.ClientGroupName then
|
|
local ClientGroup = self:GetDCSGroup()
|
|
if ClientGroup and ClientGroup:isExist() then
|
|
self.ClientGroupName = ClientGroup:getName()
|
|
else
|
|
self.ClientGroupName = self.ClientName
|
|
end
|
|
end
|
|
|
|
self:T( self.ClientGroupName )
|
|
return self.ClientGroupName
|
|
end
|
|
|
|
--- Returns the UNIT of the CLIENT.
|
|
-- @param #CLIENT self
|
|
-- @return Unit#UNIT
|
|
function CLIENT:GetClientGroupUnit()
|
|
self:F()
|
|
|
|
local ClientGroup = self:GetDCSGroup()
|
|
|
|
if ClientGroup and ClientGroup:isExist() then
|
|
return UNIT:New( ClientGroup:getUnit(1) )
|
|
else
|
|
return UNIT:New( self.ClientGroupUnit )
|
|
end
|
|
end
|
|
|
|
--- Returns the DCSUnit of the CLIENT.
|
|
-- @param #CLIENT self
|
|
-- @return DCSTypes#Unit
|
|
function CLIENT:GetClientGroupDCSUnit()
|
|
self:F2()
|
|
|
|
local ClientGroup = self:GetDCSGroup()
|
|
|
|
if ClientGroup and ClientGroup:isExist() then
|
|
return ClientGroup:getUnit(1)
|
|
else
|
|
return self.ClientGroupUnit
|
|
end
|
|
end
|
|
|
|
-- TODO what is this??? check. possible double function.
|
|
function CLIENT:GetUnit()
|
|
self:F()
|
|
|
|
return UNIT:New( self:GetClientGroupDCSUnit() )
|
|
end
|
|
|
|
--- Returns the position of the CLIENT in @{DCSTypes#Vec2} format..
|
|
-- @param #CLIENT self
|
|
-- @return DCSTypes#Vec2
|
|
function CLIENT:GetPointVec2()
|
|
self:F()
|
|
|
|
ClientGroupUnit = self:GetClientGroupDCSUnit()
|
|
|
|
if ClientGroupUnit then
|
|
if ClientGroupUnit:isExist() then
|
|
local PointVec3 = ClientGroupUnit:getPoint() --DCSTypes#Vec3
|
|
local PointVec2 = {} --DCSTypes#Vec2
|
|
PointVec2.x = PointVec3.x
|
|
PointVec2.y = PointVec3.z
|
|
self:T( { PointVec2 } )
|
|
return PointVec2
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
|
|
--- Returns the position of the CLIENT in @{DCSTypes#Vec3} format.
|
|
-- @param #CLIENT self
|
|
-- @return DCSTypes#Vec3
|
|
function CLIENT:ClientPosition()
|
|
self:F()
|
|
|
|
ClientGroupUnit = self:GetClientGroupDCSUnit()
|
|
|
|
if ClientGroupUnit then
|
|
if ClientGroupUnit:isExist() then
|
|
return ClientGroupUnit:getPosition()
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns the altitude of the CLIENT.
|
|
-- @param #CLIENT self
|
|
-- @return DCSTypes#Distance
|
|
function CLIENT:GetAltitude()
|
|
self:F()
|
|
|
|
ClientGroupUnit = self:GetClientGroupDCSUnit()
|
|
|
|
if ClientGroupUnit then
|
|
if ClientGroupUnit:isExist() then
|
|
local PointVec3 = ClientGroupUnit:getPoint() --DCSTypes#Vec3
|
|
return PointVec3.y
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
|
|
--- Evaluates if the CLIENT is a transport.
|
|
-- @param #CLIENT self
|
|
-- @return #boolean true is a transport.
|
|
function CLIENT:IsTransport()
|
|
self:F()
|
|
return self.ClientTransport
|
|
end
|
|
|
|
--- Shows the @{Cargo#CARGO} contained within the CLIENT to the player as a message.
|
|
-- The @{Cargo#CARGO} is shown using the @{Message#MESSAGE} distribution system.
|
|
-- @param #CLIENT self
|
|
function CLIENT:ShowCargo()
|
|
self:F()
|
|
|
|
local CargoMsg = ""
|
|
|
|
for CargoName, Cargo in pairs( CARGOS ) do
|
|
if self == Cargo:IsLoadedInClient() then
|
|
CargoMsg = CargoMsg .. Cargo.CargoName .. " Type:" .. Cargo.CargoType .. " Weight: " .. Cargo.CargoWeight .. "\n"
|
|
end
|
|
end
|
|
|
|
if CargoMsg == "" then
|
|
CargoMsg = "empty"
|
|
end
|
|
|
|
self:Message( CargoMsg, 15, self.ClientName .. "/Cargo", "Co-Pilot: Cargo Status", 30 )
|
|
|
|
end
|
|
|
|
-- TODO (1) I urgently need to revise this.
|
|
--- A local function called by the DCS World Menu system to switch off messages.
|
|
function CLIENT.SwitchMessages( PrmTable )
|
|
PrmTable[1].MessageSwitch = PrmTable[2]
|
|
end
|
|
|
|
--- The main message driver for the CLIENT.
|
|
-- This function displays various messages to the Player logged into the CLIENT through the DCS World Messaging system.
|
|
-- @param #CLIENT self
|
|
-- @param #string Message is the text describing the message.
|
|
-- @param #number MessageDuration is the duration in seconds that the Message should be displayed.
|
|
-- @param #string MessageId is a text identifying the Message in the MessageQueue. The Message system overwrites Messages with the same MessageId
|
|
-- @param #string MessageCategory is the category of the message (the title).
|
|
-- @param #number MessageInterval is the interval in seconds between the display of the @{Message#MESSAGE} when the CLIENT is in the air.
|
|
function CLIENT:Message( Message, MessageDuration, MessageId, MessageCategory, MessageInterval )
|
|
self:F()
|
|
|
|
if not self.MenuMessages then
|
|
if self:GetClientGroupID() then
|
|
self.MenuMessages = MENU_CLIENT:New( self, 'Messages' )
|
|
self.MenuRouteMessageOn = MENU_CLIENT_COMMAND:New( self, 'Messages On', self.MenuMessages, CLIENT.SwitchMessages, { self, true } )
|
|
self.MenuRouteMessageOff = MENU_CLIENT_COMMAND:New( self,'Messages Off', self.MenuMessages, CLIENT.SwitchMessages, { self, false } )
|
|
end
|
|
end
|
|
|
|
if self.MessageSwitch == true then
|
|
if MessageCategory == nil then
|
|
MessageCategory = "Messages"
|
|
end
|
|
if self.Messages[MessageId] == nil then
|
|
self.Messages[MessageId] = {}
|
|
self.Messages[MessageId].MessageId = MessageId
|
|
self.Messages[MessageId].MessageTime = timer.getTime()
|
|
self.Messages[MessageId].MessageDuration = MessageDuration
|
|
if MessageInterval == nil then
|
|
self.Messages[MessageId].MessageInterval = 600
|
|
else
|
|
self.Messages[MessageId].MessageInterval = MessageInterval
|
|
end
|
|
MESSAGE:New( Message, MessageCategory, MessageDuration, MessageId ):ToClient( self )
|
|
else
|
|
if self:GetClientGroupDCSUnit() and not self:GetClientGroupDCSUnit():inAir() then
|
|
if timer.getTime() - self.Messages[MessageId].MessageTime >= self.Messages[MessageId].MessageDuration + 10 then
|
|
MESSAGE:New( Message, MessageCategory, MessageDuration, MessageId ):ToClient( self )
|
|
self.Messages[MessageId].MessageTime = timer.getTime()
|
|
end
|
|
else
|
|
if timer.getTime() - self.Messages[MessageId].MessageTime >= self.Messages[MessageId].MessageDuration + self.Messages[MessageId].MessageInterval then
|
|
MESSAGE:New( Message, MessageCategory, MessageDuration, MessageId ):ToClient( self )
|
|
self.Messages[MessageId].MessageTime = timer.getTime()
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
--- Message System to display Messages for Clients and Coalitions or All.
|
|
-- Messages are grouped on the display panel per Category to improve readability for the players.
|
|
-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
|
|
-- Messages are identified by an ID. The messages with the same ID belonging to the same category will be overwritten if they were still being displayed on the display panel.
|
|
-- Messages are created with MESSAGE:@{New}().
|
|
-- Messages are sent to Clients with MESSAGE:@{ToClient}().
|
|
-- Messages are sent to Coalitions with MESSAGE:@{ToCoalition}().
|
|
-- Messages are sent to All Players with MESSAGE:@{ToAll}().
|
|
-- @module Message
|
|
|
|
Include.File( "Base" )
|
|
|
|
--- The MESSAGE class
|
|
-- @type MESSAGE
|
|
MESSAGE = {
|
|
ClassName = "MESSAGE",
|
|
MessageCategory = 0,
|
|
MessageID = 0,
|
|
}
|
|
|
|
|
|
--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
|
|
-- @param self
|
|
-- @param #string MessageText is the text of the Message.
|
|
-- @param #string MessageCategory is a string expressing the Category of the Message. Messages are grouped on the display panel per Category to improve readability.
|
|
-- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel.
|
|
-- @param #string MessageID is a string expressing the ID of the Message.
|
|
-- @return #MESSAGE
|
|
-- @usage
|
|
-- -- Create a series of new Messages.
|
|
-- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score".
|
|
-- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win".
|
|
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
|
|
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
|
|
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
|
|
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
|
|
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" )
|
|
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" )
|
|
function MESSAGE:New( MessageText, MessageCategory, MessageDuration, MessageID )
|
|
local self = BASE:Inherit( self, BASE:New() )
|
|
self:F( { MessageText, MessageCategory, MessageDuration, MessageID } )
|
|
|
|
-- When no messagecategory is given, we don't show it as a title...
|
|
if MessageCategory and MessageCategory ~= "" then
|
|
self.MessageCategory = MessageCategory .. ":"
|
|
else
|
|
self.MessageCategory = ""
|
|
end
|
|
|
|
self.MessageDuration = MessageDuration
|
|
self.MessageID = MessageID
|
|
self.MessageTime = timer.getTime()
|
|
self.MessageText = MessageText
|
|
|
|
self.MessageSent = false
|
|
self.MessageGroup = false
|
|
self.MessageCoalition = false
|
|
|
|
return self
|
|
end
|
|
|
|
--- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player".
|
|
-- @param #MESSAGE self
|
|
-- @param Client#CLIENT Client is the Group of the Client.
|
|
-- @return #MESSAGE
|
|
-- @usage
|
|
-- -- Send the 2 messages created with the @{New} method to the Client Group.
|
|
-- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
|
|
-- ClientGroup = Group.getByName( "ClientGroup" )
|
|
--
|
|
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
|
|
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
|
|
-- or
|
|
-- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
|
|
-- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
|
|
-- or
|
|
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" )
|
|
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" )
|
|
-- MessageClient1:ToClient( ClientGroup )
|
|
-- MessageClient2:ToClient( ClientGroup )
|
|
function MESSAGE:ToClient( Client )
|
|
self:F( Client )
|
|
|
|
if Client and Client:GetClientGroupID() then
|
|
|
|
local ClientGroupID = Client:GetClientGroupID()
|
|
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
|
|
trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Sends a MESSAGE to the Blue coalition.
|
|
-- @param #MESSAGE self
|
|
-- @return #MESSAGE
|
|
-- @usage
|
|
-- -- Send a message created with the @{New} method to the BLUE coalition.
|
|
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
|
|
-- or
|
|
-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
|
|
-- or
|
|
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
|
|
-- MessageBLUE:ToBlue()
|
|
function MESSAGE:ToBlue()
|
|
self:F()
|
|
|
|
self:ToCoalition( coalition.side.BLUE )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Sends a MESSAGE to the Red Coalition.
|
|
-- @param #MESSAGE self
|
|
-- @return #MESSAGE
|
|
-- @usage
|
|
-- -- Send a message created with the @{New} method to the RED coalition.
|
|
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
|
|
-- or
|
|
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
|
|
-- or
|
|
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
|
|
-- MessageRED:ToRed()
|
|
function MESSAGE:ToRed( )
|
|
self:F()
|
|
|
|
self:ToCoalition( coalition.side.RED )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Sends a MESSAGE to a Coalition.
|
|
-- @param #MESSAGE self
|
|
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}.
|
|
-- @return #MESSAGE
|
|
-- @usage
|
|
-- -- Send a message created with the @{New} method to the RED coalition.
|
|
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
|
|
-- or
|
|
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
|
|
-- or
|
|
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
|
|
-- MessageRED:ToCoalition( coalition.side.RED )
|
|
function MESSAGE:ToCoalition( CoalitionSide )
|
|
self:F( CoalitionSide )
|
|
|
|
if CoalitionSide then
|
|
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
|
|
trigger.action.outTextForCoalition( CoalitionSide, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Sends a MESSAGE to all players.
|
|
-- @param #MESSAGE self
|
|
-- @return #MESSAGE
|
|
-- @usage
|
|
-- -- Send a message created to all players.
|
|
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
|
|
-- or
|
|
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
|
|
-- or
|
|
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
|
|
-- MessageAll:ToAll()
|
|
function MESSAGE:ToAll()
|
|
self:F()
|
|
|
|
self:ToCoalition( coalition.side.RED )
|
|
self:ToCoalition( coalition.side.BLUE )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
|
|
--- The MESSAGEQUEUE class
|
|
-- @type MESSAGEQUEUE
|
|
MESSAGEQUEUE = {
|
|
ClientGroups = {},
|
|
CoalitionSides = {}
|
|
}
|
|
|
|
function MESSAGEQUEUE:New( RefreshInterval )
|
|
local self = BASE:Inherit( self, BASE:New() )
|
|
self:F( { RefreshInterval } )
|
|
|
|
self.RefreshInterval = RefreshInterval
|
|
|
|
self.DisplayFunction = routines.scheduleFunction( self._DisplayMessages, { self }, 0, RefreshInterval )
|
|
|
|
return self
|
|
end
|
|
|
|
--- This function is called automatically by the MESSAGEQUEUE scheduler.
|
|
function MESSAGEQUEUE:_DisplayMessages()
|
|
|
|
-- First we display all messages that a coalition needs to receive... Also those who are not in a client (CA module clients...).
|
|
for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do
|
|
for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do
|
|
if MessageData.MessageSent == false then
|
|
--trigger.action.outTextForCoalition( CoalitionSideID, MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
|
|
MessageData.MessageSent = true
|
|
end
|
|
local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
|
|
if MessageTimeLeft <= 0 then
|
|
MessageData = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Then we send the messages for each individual client, but also to be included are those Coalition messages for the Clients who belong to a coalition.
|
|
-- Because the Client messages will overwrite the Coalition messages (for that Client).
|
|
for ClientGroupName, ClientGroupData in pairs( self.ClientGroups ) do
|
|
for MessageID, MessageData in pairs( ClientGroupData.Messages ) do
|
|
if MessageData.MessageGroup == false then
|
|
trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
|
|
MessageData.MessageGroup = true
|
|
end
|
|
local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
|
|
if MessageTimeLeft <= 0 then
|
|
MessageData = nil
|
|
end
|
|
end
|
|
|
|
-- Now check if the Client also has messages that belong to the Coalition of the Client...
|
|
for CoalitionSideID, CoalitionSideData in pairs( self.CoalitionSides ) do
|
|
for MessageID, MessageData in pairs( CoalitionSideData.Messages ) do
|
|
local CoalitionGroup = Group.getByName( ClientGroupName )
|
|
if CoalitionGroup and CoalitionGroup:getCoalition() == CoalitionSideID then
|
|
if MessageData.MessageCoalition == false then
|
|
trigger.action.outTextForGroup( Group.getByName(ClientGroupName):getID(), MessageData.MessageCategory .. '\n' .. MessageData.MessageText:gsub("\n$",""):gsub("\n$",""), MessageData.MessageDuration )
|
|
MessageData.MessageCoalition = true
|
|
end
|
|
end
|
|
local MessageTimeLeft = ( MessageData.MessageTime + MessageData.MessageDuration ) - timer.getTime()
|
|
if MessageTimeLeft <= 0 then
|
|
MessageData = nil
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
--- The _MessageQueue object is created when the MESSAGE class module is loaded.
|
|
--_MessageQueue = MESSAGEQUEUE:New( 0.5 )
|
|
|
|
--- Stages within a @{TASK} within a @{MISSION}. All of the STAGE functionality is considered internally administered and not to be used by any Mission designer.
|
|
-- @module STAGE
|
|
-- @author Flightcontrol
|
|
|
|
Include.File( "Routines" )
|
|
Include.File( "Base" )
|
|
Include.File( "Mission" )
|
|
Include.File( "Client" )
|
|
Include.File( "Task" )
|
|
|
|
--- The STAGE class
|
|
-- @type
|
|
STAGE = {
|
|
ClassName = "STAGE",
|
|
MSG = { ID = "None", TIME = 10 },
|
|
FREQUENCY = { NONE = 0, ONCE = 1, REPEAT = -1 },
|
|
|
|
Name = "NoStage",
|
|
StageType = '',
|
|
WaitTime = 1,
|
|
Frequency = 1,
|
|
MessageCount = 0,
|
|
MessageInterval = 15,
|
|
MessageShown = {},
|
|
MessageShow = false,
|
|
MessageFlash = false
|
|
}
|
|
|
|
|
|
function STAGE:New()
|
|
local self = BASE:Inherit( self, BASE:New() )
|
|
self:F()
|
|
return self
|
|
end
|
|
|
|
function STAGE:Execute( Mission, Client, Task )
|
|
|
|
local Valid = true
|
|
|
|
return Valid
|
|
end
|
|
|
|
function STAGE:Executing( Mission, Client, Task )
|
|
|
|
end
|
|
|
|
function STAGE:Validate( Mission, Client, Task )
|
|
local Valid = true
|
|
|
|
return Valid
|
|
end
|
|
|
|
|
|
STAGEBRIEF = {
|
|
ClassName = "BRIEF",
|
|
MSG = { ID = "Brief", TIME = 1 },
|
|
Name = "Brief",
|
|
StageBriefingTime = 0,
|
|
StageBriefingDuration = 1
|
|
}
|
|
|
|
function STAGEBRIEF:New()
|
|
local self = BASE:Inherit( self, STAGE:New() )
|
|
self:F()
|
|
self.StageType = 'CLIENT'
|
|
return self
|
|
end
|
|
|
|
function STAGEBRIEF:Execute( Mission, Client, Task )
|
|
local Valid = BASE:Inherited(self):Execute( Mission, Client, Task )
|
|
self:F()
|
|
Mission:ShowBriefing( Client )
|
|
self.StageBriefingTime = timer.getTime()
|
|
return Valid
|
|
end
|
|
|
|
function STAGEBRIEF:Validate( Mission, Client, Task )
|
|
local Valid = STAGE:Validate( Mission, Client, Task )
|
|
self:T()
|
|
|
|
if timer.getTime() - self.StageBriefingTime <= self.StageBriefingDuration then
|
|
return 0
|
|
else
|
|
self.StageBriefingTime = timer.getTime()
|
|
return 1
|
|
end
|
|
|
|
end
|
|
|
|
|
|
STAGESTART = {
|
|
ClassName = "START",
|
|
MSG = { ID = "Start", TIME = 1 },
|
|
Name = "Start",
|
|
StageStartTime = 0,
|
|
StageStartDuration = 1
|
|
}
|
|
|
|
function STAGESTART:New()
|
|
local self = BASE:Inherit( self, STAGE:New() )
|
|
self:F()
|
|
self.StageType = 'CLIENT'
|
|
return self
|
|
end
|
|
|
|
function STAGESTART:Execute( Mission, Client, Task )
|
|
self:F()
|
|
local Valid = BASE:Inherited(self):Execute( Mission, Client, Task )
|
|
if Task.TaskBriefing then
|
|
Client:Message( Task.TaskBriefing, 30, Mission.Name .. "/Stage", "Mission Command: Tasking" )
|
|
else
|
|
Client:Message( 'Task ' .. Task.TaskNumber .. '.', 30, Mission.Name .. "/Stage", "Mission Command: Tasking" )
|
|
end
|
|
self.StageStartTime = timer.getTime()
|
|
return Valid
|
|
end
|
|
|
|
function STAGESTART:Validate( Mission, Client, Task )
|
|
self:F()
|
|
local Valid = STAGE:Validate( Mission, Client, Task )
|
|
|
|
if timer.getTime() - self.StageStartTime <= self.StageStartDuration then
|
|
return 0
|
|
else
|
|
self.StageStartTime = timer.getTime()
|
|
return 1
|
|
end
|
|
|
|
return 1
|
|
|
|
end
|
|
|
|
STAGE_CARGO_LOAD = {
|
|
ClassName = "STAGE_CARGO_LOAD"
|
|
}
|
|
|
|
function STAGE_CARGO_LOAD:New()
|
|
local self = BASE:Inherit( self, STAGE:New() )
|
|
self:F()
|
|
self.StageType = 'CLIENT'
|
|
return self
|
|
end
|
|
|
|
function STAGE_CARGO_LOAD:Execute( Mission, Client, Task )
|
|
self:F()
|
|
local Valid = BASE:Inherited(self):Execute( Mission, Client, Task )
|
|
|
|
for LoadCargoID, LoadCargo in pairs( Task.Cargos.LoadCargos ) do
|
|
LoadCargo:Load( Client )
|
|
end
|
|
|
|
if Mission.MissionReportFlash and Client:IsTransport() then
|
|
Client:ShowCargo()
|
|
end
|
|
|
|
return Valid
|
|
end
|
|
|
|
function STAGE_CARGO_LOAD:Validate( Mission, Client, Task )
|
|
self:F()
|
|
local Valid = STAGE:Validate( Mission, Client, Task )
|
|
|
|
return 1
|
|
end
|
|
|
|
|
|
STAGE_CARGO_INIT = {
|
|
ClassName = "STAGE_CARGO_INIT"
|
|
}
|
|
|
|
function STAGE_CARGO_INIT:New()
|
|
local self = BASE:Inherit( self, STAGE:New() )
|
|
self:F()
|
|
self.StageType = 'CLIENT'
|
|
return self
|
|
end
|
|
|
|
function STAGE_CARGO_INIT:Execute( Mission, Client, Task )
|
|
self:F()
|
|
local Valid = BASE:Inherited(self):Execute( Mission, Client, Task )
|
|
|
|
for InitLandingZoneID, InitLandingZone in pairs( Task.LandingZones.LandingZones ) do
|
|
self:T( InitLandingZone )
|
|
InitLandingZone:Spawn()
|
|
end
|
|
|
|
|
|
self:T( Task.Cargos.InitCargos )
|
|
for InitCargoID, InitCargoData in pairs( Task.Cargos.InitCargos ) do
|
|
self:T( { InitCargoData } )
|
|
InitCargoData:Spawn( Client )
|
|
end
|
|
|
|
return Valid
|
|
end
|
|
|
|
|
|
function STAGE_CARGO_INIT:Validate( Mission, Client, Task )
|
|
self:F()
|
|
local Valid = STAGE:Validate( Mission, Client, Task )
|
|
|
|
return 1
|
|
end
|
|
|
|
|
|
|
|
STAGEROUTE = {
|
|
ClassName = "STAGEROUTE",
|
|
MSG = { ID = "Route", TIME = 5 },
|
|
Frequency = STAGE.FREQUENCY.REPEAT,
|
|
Name = "Route"
|
|
}
|
|
|
|
function STAGEROUTE:New()
|
|
local self = BASE:Inherit( self, STAGE:New() )
|
|
self:F()
|
|
self.StageType = 'CLIENT'
|
|
self.MessageSwitch = true
|
|
return self
|
|
end
|
|
|
|
|
|
function STAGEROUTE:Execute( Mission, Client, Task )
|
|
self:F()
|
|
local Valid = BASE:Inherited(self):Execute( Mission, Client, Task )
|
|
|
|
local RouteMessage = "Fly to "
|
|
self:T( Task.LandingZones )
|
|
for LandingZoneID, LandingZoneName in pairs( Task.LandingZones.LandingZoneNames ) do
|
|
RouteMessage = RouteMessage .. LandingZoneName .. ' at ' .. routines.getBRStringZone( { zone = LandingZoneName, ref = Client:GetClientGroupDCSUnit():getPoint(), true, true } ) .. ' km. '
|
|
end
|
|
Client:Message( RouteMessage, self.MSG.TIME, Mission.Name .. "/StageRoute", "Co-Pilot: Route", 20 )
|
|
|
|
if Mission.MissionReportFlash and Client:IsTransport() then
|
|
Client:ShowCargo()
|
|
end
|
|
|
|
return Valid
|
|
end
|
|
|
|
function STAGEROUTE:Validate( Mission, Client, Task )
|
|
self:F()
|
|
local Valid = STAGE:Validate( Mission, Client, Task )
|
|
|
|
-- check if the Client is in the landing zone
|
|
self:T( Task.LandingZones.LandingZoneNames )
|
|
Task.CurrentLandingZoneName = routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.LandingZones.LandingZoneNames )
|
|
|
|
if Task.CurrentLandingZoneName then
|
|
|
|
Task.CurrentLandingZone = Task.LandingZones.LandingZones[Task.CurrentLandingZoneName].CargoZone
|
|
Task.CurrentCargoZone = Task.LandingZones.LandingZones[Task.CurrentLandingZoneName]
|
|
|
|
if Task.CurrentCargoZone then
|
|
if not Task.Signalled then
|
|
Task.Signalled = Task.CurrentCargoZone:Signal()
|
|
end
|
|
end
|
|
|
|
return 1
|
|
end
|
|
|
|
return 0
|
|
end
|
|
|
|
|
|
|
|
STAGELANDING = {
|
|
ClassName = "STAGELANDING",
|
|
MSG = { ID = "Landing", TIME = 10 },
|
|
Name = "Landing",
|
|
Signalled = false
|
|
}
|
|
|
|
function STAGELANDING:New()
|
|
local self = BASE:Inherit( self, STAGE:New() )
|
|
self:F()
|
|
self.StageType = 'CLIENT'
|
|
return self
|
|
end
|
|
|
|
function STAGELANDING:Execute( Mission, Client, Task )
|
|
self:F()
|
|
|
|
Client:Message( "We have arrived at the landing zone.", self.MSG.TIME, Mission.Name .. "/StageArrived", "Co-Pilot: Arrived", 10 )
|
|
|
|
Task.HostUnit = Task.CurrentCargoZone:GetHostUnit()
|
|
|
|
self:T( { Task.HostUnit } )
|
|
|
|
if Task.HostUnit then
|
|
|
|
Task.HostUnitName = Task.HostUnit:GetPrefix()
|
|
Task.HostUnitTypeName = Task.HostUnit:GetTypeName()
|
|
|
|
local HostMessage = ""
|
|
Task.CargoNames = ""
|
|
|
|
local IsFirst = true
|
|
|
|
for CargoID, Cargo in pairs( CARGOS ) do
|
|
if Cargo.CargoType == Task.CargoType then
|
|
|
|
if Cargo:IsLandingRequired() then
|
|
self:T( "Task for cargo " .. Cargo.CargoType .. " requires landing.")
|
|
Task.IsLandingRequired = true
|
|
end
|
|
|
|
if Cargo:IsSlingLoad() then
|
|
self:T( "Task for cargo " .. Cargo.CargoType .. " is a slingload.")
|
|
Task.IsSlingLoad = true
|
|
end
|
|
|
|
if IsFirst then
|
|
IsFirst = false
|
|
Task.CargoNames = Task.CargoNames .. Cargo.CargoName .. "( " .. Cargo.CargoWeight .. " )"
|
|
else
|
|
Task.CargoNames = Task.CargoNames .. "; " .. Cargo.CargoName .. "( " .. Cargo.CargoWeight .. " )"
|
|
end
|
|
end
|
|
end
|
|
|
|
if Task.IsLandingRequired then
|
|
HostMessage = "Land the helicopter to " .. Task.TEXT[1] .. " " .. Task.CargoNames .. "."
|
|
else
|
|
HostMessage = "Use the Radio menu and F6 to find the cargo, then fly or land near the cargo and " .. Task.TEXT[1] .. " " .. Task.CargoNames .. "."
|
|
end
|
|
|
|
Client:Message( HostMessage, self.MSG.TIME, Mission.Name .. "/STAGELANDING.EXEC." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" .. ":", 10 )
|
|
|
|
end
|
|
end
|
|
|
|
function STAGELANDING:Validate( Mission, Client, Task )
|
|
self:F()
|
|
|
|
Task.CurrentLandingZoneName = routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.LandingZones.LandingZoneNames )
|
|
if Task.CurrentLandingZoneName then
|
|
|
|
-- Client is in de landing zone.
|
|
self:T( Task.CurrentLandingZoneName )
|
|
|
|
Task.CurrentLandingZone = Task.LandingZones.LandingZones[Task.CurrentLandingZoneName].CargoZone
|
|
Task.CurrentCargoZone = Task.LandingZones.LandingZones[Task.CurrentLandingZoneName]
|
|
|
|
if Task.CurrentCargoZone then
|
|
if not Task.Signalled then
|
|
Task.Signalled = Task.CurrentCargoZone:Signal()
|
|
end
|
|
end
|
|
else
|
|
if Task.CurrentLandingZone then
|
|
Task.CurrentLandingZone = nil
|
|
end
|
|
if Task.CurrentCargoZone then
|
|
Task.CurrentCargoZone = nil
|
|
end
|
|
Task.Signalled = false
|
|
Task:RemoveCargoMenus( Client )
|
|
return -1
|
|
end
|
|
|
|
if Task.IsLandingRequired and Client:GetClientGroupDCSUnit():inAir() then
|
|
return 0
|
|
end
|
|
|
|
return 1
|
|
end
|
|
|
|
STAGELANDED = {
|
|
ClassName = "STAGELANDED",
|
|
MSG = { ID = "Land", TIME = 10 },
|
|
Name = "Landed",
|
|
MenusAdded = false
|
|
}
|
|
|
|
function STAGELANDED:New()
|
|
local self = BASE:Inherit( self, STAGE:New() )
|
|
self:F()
|
|
self.StageType = 'CLIENT'
|
|
return self
|
|
end
|
|
|
|
function STAGELANDED:Execute( Mission, Client, Task )
|
|
self:F()
|
|
|
|
if Task.IsLandingRequired then
|
|
Client:Message( 'We have landed within the landing zone. Use the radio menu (F10) to ' .. Task.TEXT[1] .. ' the ' .. Task.CargoType .. '.',
|
|
self.MSG.TIME, Mission.Name .. "/STAGELANDED.EXEC." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" .. ":" )
|
|
if not self.MenusAdded then
|
|
Task.Cargo = nil
|
|
Task:RemoveCargoMenus( Client )
|
|
Task:AddCargoMenus( Client, CARGOS, 250 )
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
|
|
function STAGELANDED:Validate( Mission, Client, Task )
|
|
self:F()
|
|
|
|
if not routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.CurrentLandingZoneName ) then
|
|
self:T( "Client is not anymore in the landing zone, go back to stage Route, and remove cargo menus." )
|
|
Task.Signalled = false
|
|
Task:RemoveCargoMenus( Client )
|
|
return -2
|
|
end
|
|
|
|
if Task.IsLandingRequired and Client:GetClientGroupDCSUnit():inAir() then
|
|
self:T( "Client went back in the air. Go back to stage Landing." )
|
|
Task.Signalled = false
|
|
return -1
|
|
end
|
|
|
|
-- Wait until cargo is selected from the menu.
|
|
if Task.IsLandingRequired then
|
|
if not Task.Cargo then
|
|
return 0
|
|
end
|
|
end
|
|
|
|
return 1
|
|
end
|
|
|
|
STAGEUNLOAD = {
|
|
ClassName = "STAGEUNLOAD",
|
|
MSG = { ID = "Unload", TIME = 10 },
|
|
Name = "Unload"
|
|
}
|
|
|
|
function STAGEUNLOAD:New()
|
|
local self = BASE:Inherit( self, STAGE:New() )
|
|
self:F()
|
|
self.StageType = 'CLIENT'
|
|
return self
|
|
end
|
|
|
|
function STAGEUNLOAD:Execute( Mission, Client, Task )
|
|
self:F()
|
|
Client:Message( 'The ' .. Task.CargoType .. ' are being ' .. Task.TEXT[2] .. ' within the landing zone. Wait until the helicopter is ' .. Task.TEXT[3] .. '.',
|
|
self.MSG.TIME, Mission.Name .. "/StageUnLoad", "Co-Pilot: Unload" )
|
|
Task:RemoveCargoMenus( Client )
|
|
end
|
|
|
|
function STAGEUNLOAD:Executing( Mission, Client, Task )
|
|
self:F()
|
|
env.info( 'STAGEUNLOAD:Executing() Task.Cargo.CargoName = ' .. Task.Cargo.CargoName )
|
|
|
|
local TargetZoneName
|
|
|
|
if Task.TargetZoneName then
|
|
TargetZoneName = Task.TargetZoneName
|
|
else
|
|
TargetZoneName = Task.CurrentLandingZoneName
|
|
end
|
|
|
|
if Task.Cargo:UnLoad( Client, TargetZoneName ) then
|
|
Task.ExecuteStage = _TransportExecuteStage.SUCCESS
|
|
if Mission.MissionReportFlash then
|
|
Client:ShowCargo()
|
|
end
|
|
end
|
|
end
|
|
|
|
function STAGEUNLOAD:Validate( Mission, Client, Task )
|
|
self:F()
|
|
env.info( 'STAGEUNLOAD:Validate()' )
|
|
|
|
if routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.CurrentLandingZoneName ) then
|
|
else
|
|
Task.ExecuteStage = _TransportExecuteStage.FAILED
|
|
Task:RemoveCargoMenus( Client )
|
|
Client:Message( 'The ' .. Task.CargoType .. " haven't been successfully " .. Task.TEXT[3] .. ' within the landing zone. Task and mission has failed.',
|
|
_TransportStageMsgTime.DONE, Mission.Name .. "/StageFailure", "Co-Pilot: Unload" )
|
|
return 1
|
|
end
|
|
|
|
if not Client:GetClientGroupDCSUnit():inAir() then
|
|
else
|
|
Task.ExecuteStage = _TransportExecuteStage.FAILED
|
|
Task:RemoveCargoMenus( Client )
|
|
Client:Message( 'The ' .. Task.CargoType .. " haven't been successfully " .. Task.TEXT[3] .. ' within the landing zone. Task and mission has failed.',
|
|
_TransportStageMsgTime.DONE, Mission.Name .. "/StageFailure", "Co-Pilot: Unload" )
|
|
return 1
|
|
end
|
|
|
|
if Task.ExecuteStage == _TransportExecuteStage.SUCCESS then
|
|
Client:Message( 'The ' .. Task.CargoType .. ' have been sucessfully ' .. Task.TEXT[3] .. ' within the landing zone.', _TransportStageMsgTime.DONE, Mission.Name .. "/Stage", "Co-Pilot: Unload" )
|
|
Task:RemoveCargoMenus( Client )
|
|
Task.MissionTask:AddGoalCompletion( Task.MissionTask.GoalVerb, Task.CargoName, 1 ) -- We set the cargo as one more goal completed in the mission.
|
|
return 1
|
|
end
|
|
|
|
return 1
|
|
end
|
|
|
|
STAGELOAD = {
|
|
ClassName = "STAGELOAD",
|
|
MSG = { ID = "Load", TIME = 10 },
|
|
Name = "Load"
|
|
}
|
|
|
|
function STAGELOAD:New()
|
|
local self = BASE:Inherit( self, STAGE:New() )
|
|
self:F()
|
|
self.StageType = 'CLIENT'
|
|
return self
|
|
end
|
|
|
|
function STAGELOAD:Execute( Mission, Client, Task )
|
|
self:F()
|
|
|
|
if not Task.IsSlingLoad then
|
|
Client:Message( 'The ' .. Task.CargoType .. ' are being ' .. Task.TEXT[2] .. ' within the landing zone. Wait until the helicopter is ' .. Task.TEXT[3] .. '.',
|
|
_TransportStageMsgTime.EXECUTING, Mission.Name .. "/STAGELOAD.EXEC." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" .. ":" )
|
|
|
|
-- Route the cargo to the Carrier
|
|
Task.Cargo:OnBoard( Client, Task.CurrentCargoZone, Task.OnBoardSide )
|
|
Task.ExecuteStage = _TransportExecuteStage.EXECUTING
|
|
else
|
|
Task.ExecuteStage = _TransportExecuteStage.EXECUTING
|
|
end
|
|
end
|
|
|
|
function STAGELOAD:Executing( Mission, Client, Task )
|
|
self:F()
|
|
|
|
-- If the Cargo is ready to be loaded, load it into the Client.
|
|
|
|
|
|
if not Task.IsSlingLoad then
|
|
self:T( Task.Cargo.CargoName)
|
|
|
|
if Task.Cargo:OnBoarded( Client, Task.CurrentCargoZone ) then
|
|
|
|
-- Load the Cargo onto the Client
|
|
Task.Cargo:Load( Client )
|
|
|
|
-- Message to the pilot that cargo has been loaded.
|
|
Client:Message( "The cargo " .. Task.Cargo.CargoName .. " has been loaded in our helicopter.",
|
|
20, Mission.Name .. "/STAGELANDING.LOADING1." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" .. ":" )
|
|
Task.ExecuteStage = _TransportExecuteStage.SUCCESS
|
|
|
|
Client:ShowCargo()
|
|
end
|
|
else
|
|
Client:Message( "Hook the " .. Task.CargoNames .. " onto the helicopter " .. Task.TEXT[3] .. " within the landing zone.",
|
|
_TransportStageMsgTime.EXECUTING, Mission.Name .. "/STAGELOAD.LOADING.1." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" .. ":", 10 )
|
|
for CargoID, Cargo in pairs( CARGOS ) do
|
|
self:T( "Cargo.CargoName = " .. Cargo.CargoName )
|
|
|
|
if Cargo:IsSlingLoad() then
|
|
local CargoStatic = StaticObject.getByName( Cargo.CargoStaticName )
|
|
if CargoStatic then
|
|
self:T( "Cargo is found in the DCS simulator.")
|
|
local CargoStaticPosition = CargoStatic:getPosition().p
|
|
self:T( "Cargo Position x = " .. CargoStaticPosition.x .. ", y = " .. CargoStaticPosition.y .. ", z = " .. CargoStaticPosition.z )
|
|
local CargoStaticHeight = routines.GetUnitHeight( CargoStatic )
|
|
if CargoStaticHeight > 5 then
|
|
self:T( "Cargo is airborne.")
|
|
Cargo:StatusLoaded()
|
|
Task.Cargo = Cargo
|
|
Client:Message( 'The Cargo has been successfully hooked onto the helicopter and is now being sling loaded. Fly outside the landing zone.',
|
|
self.MSG.TIME, Mission.Name .. "/STAGELANDING.LOADING.2." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" .. ":" )
|
|
Task.ExecuteStage = _TransportExecuteStage.SUCCESS
|
|
break
|
|
end
|
|
else
|
|
self:T( "Cargo not found in the DCS simulator." )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
function STAGELOAD:Validate( Mission, Client, Task )
|
|
self:F()
|
|
|
|
self:T( "Task.CurrentLandingZoneName = " .. Task.CurrentLandingZoneName )
|
|
|
|
if not Task.IsSlingLoad then
|
|
if not routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.CurrentLandingZoneName ) then
|
|
Task:RemoveCargoMenus( Client )
|
|
Task.ExecuteStage = _TransportExecuteStage.FAILED
|
|
Task.CargoName = nil
|
|
Client:Message( "The " .. Task.CargoType .. " loading has been aborted. You flew outside the pick-up zone while loading. ",
|
|
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.1." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" .. ":" )
|
|
return -1
|
|
end
|
|
|
|
if not Client:GetClientGroupDCSUnit():inAir() then
|
|
else
|
|
-- The carrier is back in the air, undo the loading process.
|
|
Task:RemoveCargoMenus( Client )
|
|
Task.ExecuteStage = _TransportExecuteStage.NONE
|
|
Task.CargoName = nil
|
|
Client:Message( "The " .. Task.CargoType .. " loading has been aborted. Re-start the " .. Task.TEXT[3] .. " process. Don't fly outside the pick-up zone.",
|
|
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.2." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" .. ":" )
|
|
return -1
|
|
end
|
|
|
|
if Task.ExecuteStage == _TransportExecuteStage.SUCCESS then
|
|
Task:RemoveCargoMenus( Client )
|
|
Client:Message( "Good Job. The " .. Task.CargoType .. " has been sucessfully " .. Task.TEXT[3] .. " within the landing zone.",
|
|
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.3." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" .. ":" )
|
|
Task.MissionTask:AddGoalCompletion( Task.MissionTask.GoalVerb, Task.CargoName, 1 )
|
|
return 1
|
|
end
|
|
|
|
else
|
|
if Task.ExecuteStage == _TransportExecuteStage.SUCCESS then
|
|
CargoStatic = StaticObject.getByName( Task.Cargo.CargoStaticName )
|
|
if CargoStatic and not routines.IsStaticInZones( CargoStatic, Task.CurrentLandingZoneName ) then
|
|
Client:Message( "Good Job. The " .. Task.CargoType .. " has been sucessfully " .. Task.TEXT[3] .. " and flown outside of the landing zone.",
|
|
self.MSG.TIME, Mission.Name .. "/STAGELANDING.VALIDATE.4." .. Task.HostUnitName, Task.HostUnitName .. " (" .. Task.HostUnitTypeName .. ")" .. ":" )
|
|
Task.MissionTask:AddGoalCompletion( Task.MissionTask.GoalVerb, Task.Cargo.CargoName, 1 )
|
|
return 1
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
|
|
return 0
|
|
end
|
|
|
|
|
|
STAGEDONE = {
|
|
ClassName = "STAGEDONE",
|
|
MSG = { ID = "Done", TIME = 10 },
|
|
Name = "Done"
|
|
}
|
|
|
|
function STAGEDONE:New()
|
|
local self = BASE:Inherit( self, STAGE:New() )
|
|
self:F()
|
|
self.StageType = 'AI'
|
|
return self
|
|
end
|
|
|
|
function STAGEDONE:Execute( Mission, Client, Task )
|
|
self:F()
|
|
|
|
end
|
|
|
|
function STAGEDONE:Validate( Mission, Client, Task )
|
|
self:F()
|
|
|
|
Task:Done()
|
|
|
|
return 0
|
|
end
|
|
|
|
STAGEARRIVE = {
|
|
ClassName = "STAGEARRIVE",
|
|
MSG = { ID = "Arrive", TIME = 10 },
|
|
Name = "Arrive"
|
|
}
|
|
|
|
function STAGEARRIVE:New()
|
|
local self = BASE:Inherit( self, STAGE:New() )
|
|
self:F()
|
|
self.StageType = 'CLIENT'
|
|
return self
|
|
end
|
|
|
|
function STAGEARRIVE:Execute( Mission, Client, Task )
|
|
self:F()
|
|
|
|
Client:Message( 'We have arrived at ' .. Task.CurrentLandingZoneName .. ".", self.MSG.TIME, Mission.Name .. "/Stage", "Co-Pilot: Arrived" )
|
|
|
|
end
|
|
|
|
function STAGEARRIVE:Validate( Mission, Client, Task )
|
|
self:F()
|
|
|
|
Task.CurrentLandingZoneID = routines.IsUnitInZones( Client:GetClientGroupDCSUnit(), Task.LandingZones )
|
|
if ( Task.CurrentLandingZoneID ) then
|
|
else
|
|
return -1
|
|
end
|
|
|
|
return 1
|
|
end
|
|
|
|
STAGEGROUPSDESTROYED = {
|
|
ClassName = "STAGEGROUPSDESTROYED",
|
|
DestroyGroupSize = -1,
|
|
Frequency = STAGE.FREQUENCY.REPEAT,
|
|
MSG = { ID = "DestroyGroup", TIME = 10 },
|
|
Name = "GroupsDestroyed"
|
|
}
|
|
|
|
function STAGEGROUPSDESTROYED:New()
|
|
local self = BASE:Inherit( self, STAGE:New() )
|
|
self:F()
|
|
self.StageType = 'AI'
|
|
return self
|
|
end
|
|
|
|
--function STAGEGROUPSDESTROYED:Execute( Mission, Client, Task )
|
|
--
|
|
-- Client:Message( 'Task: Still ' .. DestroyGroupSize .. " of " .. Task.DestroyGroupCount .. " " .. Task.DestroyGroupType .. " to be destroyed!", self.MSG.TIME, Mission.Name .. "/Stage" )
|
|
--
|
|
--end
|
|
|
|
function STAGEGROUPSDESTROYED:Validate( Mission, Client, Task )
|
|
self:F()
|
|
|
|
if Task.MissionTask:IsGoalReached() then
|
|
return 1
|
|
else
|
|
return 0
|
|
end
|
|
end
|
|
|
|
function STAGEGROUPSDESTROYED:Execute( Mission, Client, Task )
|
|
self:F()
|
|
self:T( { Task.ClassName, Task.Destroyed } )
|
|
--env.info( 'Event Table Task = ' .. tostring(Task) )
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
--[[
|
|
_TransportStage: Defines the different stages of which of transport missions can be in. This table is internal and is used to control the sequence of messages, actions and flow.
|
|
|
|
- _TransportStage.START
|
|
- _TransportStage.ROUTE
|
|
- _TransportStage.LAND
|
|
- _TransportStage.EXECUTE
|
|
- _TransportStage.DONE
|
|
- _TransportStage.REMOVE
|
|
--]]
|
|
_TransportStage = {
|
|
HOLD = "HOLD",
|
|
START = "START",
|
|
ROUTE = "ROUTE",
|
|
LANDING = "LANDING",
|
|
LANDED = "LANDED",
|
|
EXECUTING = "EXECUTING",
|
|
LOAD = "LOAD",
|
|
UNLOAD = "UNLOAD",
|
|
DONE = "DONE",
|
|
NEXT = "NEXT"
|
|
}
|
|
|
|
_TransportStageMsgTime = {
|
|
HOLD = 10,
|
|
START = 60,
|
|
ROUTE = 5,
|
|
LANDING = 10,
|
|
LANDED = 30,
|
|
EXECUTING = 30,
|
|
LOAD = 30,
|
|
UNLOAD = 30,
|
|
DONE = 30,
|
|
NEXT = 0
|
|
}
|
|
|
|
_TransportStageTime = {
|
|
HOLD = 10,
|
|
START = 5,
|
|
ROUTE = 5,
|
|
LANDING = 1,
|
|
LANDED = 1,
|
|
EXECUTING = 5,
|
|
LOAD = 5,
|
|
UNLOAD = 5,
|
|
DONE = 1,
|
|
NEXT = 0
|
|
}
|
|
|
|
_TransportStageAction = {
|
|
REPEAT = -1,
|
|
NONE = 0,
|
|
ONCE = 1
|
|
}
|
|
--- The TASK Classes define major end-to-end activities within a MISSION. The TASK Class is the Master Class to orchestrate these activities. From this class, many concrete TASK classes are inherited.
|
|
-- @module TASK
|
|
|
|
Include.File( "Routines" )
|
|
Include.File( "Base" )
|
|
Include.File( "Mission" )
|
|
Include.File( "Client" )
|
|
Include.File( "Stage" )
|
|
|
|
--- The TASK class
|
|
-- @type TASK
|
|
-- @extends Base#BASE
|
|
TASK = {
|
|
|
|
-- Defines the different signal types with a Task.
|
|
SIGNAL = {
|
|
COLOR = {
|
|
RED = { ID = 1, COLOR = trigger.smokeColor.Red, TEXT = "A red" },
|
|
GREEN = { ID = 2, COLOR = trigger.smokeColor.Green, TEXT = "A green" },
|
|
BLUE = { ID = 3, COLOR = trigger.smokeColor.Blue, TEXT = "A blue" },
|
|
WHITE = { ID = 4, COLOR = trigger.smokeColor.White, TEXT = "A white" },
|
|
ORANGE = { ID = 5, COLOR = trigger.smokeColor.Orange, TEXT = "An orange" }
|
|
},
|
|
TYPE = {
|
|
SMOKE = { ID = 1, TEXT = "smoke" },
|
|
FLARE = { ID = 2, TEXT = "flare" }
|
|
}
|
|
},
|
|
ClassName = "TASK",
|
|
Mission = {}, -- Owning mission of the Task
|
|
Name = '',
|
|
Stages = {},
|
|
Stage = {},
|
|
Cargos = {
|
|
InitCargos = {},
|
|
LoadCargos = {}
|
|
},
|
|
LandingZones = {
|
|
LandingZoneNames = {},
|
|
LandingZones = {}
|
|
},
|
|
ActiveStage = 0,
|
|
TaskDone = false,
|
|
TaskFailed = false,
|
|
GoalTasks = {}
|
|
}
|
|
|
|
--- Instantiates a new TASK Base. Should never be used. Interface Class.
|
|
-- @return TASK
|
|
function TASK:New()
|
|
local self = BASE:Inherit( self, BASE:New() )
|
|
self:F()
|
|
|
|
-- assign Task default values during construction
|
|
self.TaskBriefing = "Task: No Task."
|
|
self.Time = timer.getTime()
|
|
self.ExecuteStage = _TransportExecuteStage.NONE
|
|
|
|
return self
|
|
end
|
|
|
|
function TASK:SetStage( StageSequenceIncrement )
|
|
self:F( { StageSequenceIncrement } )
|
|
|
|
local Valid = false
|
|
if StageSequenceIncrement ~= 0 then
|
|
self.ActiveStage = self.ActiveStage + StageSequenceIncrement
|
|
if 1 <= self.ActiveStage and self.ActiveStage <= #self.Stages then
|
|
self.Stage = self.Stages[self.ActiveStage]
|
|
self:T( { self.Stage.Name } )
|
|
self.Frequency = self.Stage.Frequency
|
|
Valid = true
|
|
else
|
|
Valid = false
|
|
env.info( "TASK:SetStage() self.ActiveStage is smaller or larger than self.Stages array. self.ActiveStage = " .. self.ActiveStage )
|
|
end
|
|
end
|
|
self.Time = timer.getTime()
|
|
return Valid
|
|
end
|
|
|
|
function TASK:Init()
|
|
self:F()
|
|
self.ActiveStage = 0
|
|
self:SetStage(1)
|
|
self.TaskDone = false
|
|
self.TaskFailed = false
|
|
end
|
|
|
|
|
|
--- Get progress of a TASK.
|
|
-- @return string GoalsText
|
|
function TASK:GetGoalProgress()
|
|
self:F()
|
|
|
|
local GoalsText = ""
|
|
for GoalVerb, GoalVerbData in pairs( self.GoalTasks ) do
|
|
local Goals = self:GetGoalCompletion( GoalVerb )
|
|
if Goals and Goals ~= "" then
|
|
Goals = '(' .. Goals .. ')'
|
|
else
|
|
Goals = '( - )'
|
|
end
|
|
GoalsText = GoalsText .. GoalVerb .. ': ' .. self:GetGoalCount(GoalVerb) .. ' goals ' .. Goals .. ' of ' .. self:GetGoalTotal(GoalVerb) .. ' goals completed (' .. self:GetGoalPercentage(GoalVerb) .. '%); '
|
|
end
|
|
|
|
if GoalsText == "" then
|
|
GoalsText = "( - )"
|
|
end
|
|
|
|
return GoalsText
|
|
end
|
|
|
|
--- Show progress of a TASK.
|
|
-- @param MISSION Mission Group structure describing the Mission.
|
|
-- @param CLIENT Client Group structure describing the Client.
|
|
function TASK:ShowGoalProgress( Mission, Client )
|
|
self:F()
|
|
|
|
local GoalsText = ""
|
|
for GoalVerb, GoalVerbData in pairs( self.GoalTasks ) do
|
|
if Mission:IsCompleted() then
|
|
else
|
|
local Goals = self:GetGoalCompletion( GoalVerb )
|
|
if Goals and Goals ~= "" then
|
|
else
|
|
Goals = "-"
|
|
end
|
|
GoalsText = GoalsText .. self:GetGoalProgress()
|
|
end
|
|
end
|
|
|
|
if Mission.MissionReportFlash or Mission.MissionReportShow then
|
|
Client:Message( GoalsText, 10, "/TASKPROGRESS" .. self.ClassName, "Mission Command: Task Status", 30 )
|
|
end
|
|
end
|
|
|
|
--- Sets a TASK to status Done.
|
|
function TASK:Done()
|
|
self:F()
|
|
self.TaskDone = true
|
|
end
|
|
|
|
--- Returns if a TASK is done.
|
|
-- @return bool
|
|
function TASK:IsDone()
|
|
self:F( self.TaskDone )
|
|
return self.TaskDone
|
|
end
|
|
|
|
--- Sets a TASK to status failed.
|
|
function TASK:Failed()
|
|
self:F()
|
|
self.TaskFailed = true
|
|
end
|
|
|
|
--- Returns if a TASk has failed.
|
|
-- @return bool
|
|
function TASK:IsFailed()
|
|
self:F( self.TaskFailed )
|
|
return self.TaskFailed
|
|
end
|
|
|
|
function TASK:Reset( Mission, Client )
|
|
self:F()
|
|
self.ExecuteStage = _TransportExecuteStage.NONE
|
|
end
|
|
|
|
--- Returns the Goals of a TASK
|
|
-- @return @table Goals
|
|
function TASK:GetGoals()
|
|
return self.GoalTasks
|
|
end
|
|
|
|
--- Returns if a TASK has Goal(s).
|
|
-- @param ?string GoalVerb is the name of the Goal of the TASK.
|
|
-- @return bool
|
|
function TASK:Goal( GoalVerb )
|
|
self:F()
|
|
if not GoalVerb then
|
|
GoalVerb = self.GoalVerb
|
|
end
|
|
if self.GoalTasks[GoalVerb] and self.GoalTasks[GoalVerb].GoalTotal > 0 then
|
|
return true
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
|
|
--- Sets the total Goals to be achieved of the Goal Name
|
|
-- @param number GoalTotal is the number of times the GoalVerb needs to be achieved.
|
|
-- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used.
|
|
function TASK:SetGoalTotal( GoalTotal, GoalVerb )
|
|
self:F( { GoalTotal, GoalVerb } )
|
|
|
|
if not GoalVerb then
|
|
GoalVerb = self.GoalVerb
|
|
end
|
|
self.GoalTasks[GoalVerb] = {}
|
|
self.GoalTasks[GoalVerb].Goals = {}
|
|
self.GoalTasks[GoalVerb].GoalTotal = GoalTotal
|
|
self.GoalTasks[GoalVerb].GoalCount = 0
|
|
return self
|
|
end
|
|
|
|
--- Gets the total of Goals to be achieved within the TASK of the GoalVerb.
|
|
-- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used.
|
|
function TASK:GetGoalTotal( GoalVerb )
|
|
self:F()
|
|
if not GoalVerb then
|
|
GoalVerb = self.GoalVerb
|
|
end
|
|
if self:Goal( GoalVerb ) then
|
|
return self.GoalTasks[GoalVerb].GoalTotal
|
|
else
|
|
return 0
|
|
end
|
|
end
|
|
|
|
--- Sets the total of Goals currently achieved within the TASK of the GoalVerb.
|
|
-- @param number GoalCount is the total number of Goals achieved within the TASK.
|
|
-- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used.
|
|
-- @return TASK
|
|
function TASK:SetGoalCount( GoalCount, GoalVerb )
|
|
self:F()
|
|
if not GoalVerb then
|
|
GoalVerb = self.GoalVerb
|
|
end
|
|
if self:Goal( GoalVerb) then
|
|
self.GoalTasks[GoalVerb].GoalCount = GoalCount
|
|
end
|
|
return self
|
|
end
|
|
|
|
--- Increments the total of Goals currently achieved within the TASK of the GoalVerb, with the given GoalCountIncrease.
|
|
-- @param number GoalCountIncrease is the number of new Goals achieved within the TASK.
|
|
-- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used.
|
|
-- @return TASK
|
|
function TASK:IncreaseGoalCount( GoalCountIncrease, GoalVerb )
|
|
self:F()
|
|
if not GoalVerb then
|
|
GoalVerb = self.GoalVerb
|
|
end
|
|
if self:Goal( GoalVerb) then
|
|
self.GoalTasks[GoalVerb].GoalCount = self.GoalTasks[GoalVerb].GoalCount + GoalCountIncrease
|
|
end
|
|
return self
|
|
end
|
|
|
|
--- Gets the total of Goals currently achieved within the TASK of the GoalVerb.
|
|
-- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used.
|
|
-- @return TASK
|
|
function TASK:GetGoalCount( GoalVerb )
|
|
self:F()
|
|
if not GoalVerb then
|
|
GoalVerb = self.GoalVerb
|
|
end
|
|
if self:Goal( GoalVerb ) then
|
|
return self.GoalTasks[GoalVerb].GoalCount
|
|
else
|
|
return 0
|
|
end
|
|
end
|
|
|
|
--- Gets the percentage of Goals currently achieved within the TASK of the GoalVerb.
|
|
-- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used.
|
|
-- @return TASK
|
|
function TASK:GetGoalPercentage( GoalVerb )
|
|
self:F()
|
|
if not GoalVerb then
|
|
GoalVerb = self.GoalVerb
|
|
end
|
|
if self:Goal( GoalVerb ) then
|
|
return math.floor( self:GetGoalCount( GoalVerb ) / self:GetGoalTotal( GoalVerb ) * 100 + .5 )
|
|
else
|
|
return 100
|
|
end
|
|
end
|
|
|
|
--- Returns if all the Goals of the TASK were achieved.
|
|
-- @return bool
|
|
function TASK:IsGoalReached( )
|
|
|
|
local GoalReached = true
|
|
|
|
for GoalVerb, Goals in pairs( self.GoalTasks ) do
|
|
self:T( { "GoalVerb", GoalVerb } )
|
|
if self:Goal( GoalVerb ) then
|
|
local GoalToDo = self:GetGoalTotal( GoalVerb ) - self:GetGoalCount( GoalVerb )
|
|
self:T( "GoalToDo = " .. GoalToDo )
|
|
if GoalToDo <= 0 then
|
|
else
|
|
GoalReached = false
|
|
break
|
|
end
|
|
else
|
|
break
|
|
end
|
|
end
|
|
|
|
self:T( GoalReached )
|
|
return GoalReached
|
|
end
|
|
|
|
--- Adds an Additional Goal for the TASK to be achieved.
|
|
-- @param string GoalVerb is the name of the Goal of the TASK.
|
|
-- @param string GoalTask is a text describing the Goal of the TASK to be achieved.
|
|
-- @param number GoalIncrease is a number by which the Goal achievement is increasing.
|
|
function TASK:AddGoalCompletion( GoalVerb, GoalTask, GoalIncrease )
|
|
self:F( { GoalVerb, GoalTask, GoalIncrease } )
|
|
|
|
if self:Goal( GoalVerb ) then
|
|
self.GoalTasks[GoalVerb].Goals[#self.GoalTasks[GoalVerb].Goals+1] = GoalTask
|
|
self.GoalTasks[GoalVerb].GoalCount = self.GoalTasks[GoalVerb].GoalCount + GoalIncrease
|
|
end
|
|
return self
|
|
end
|
|
|
|
--- Returns if the additional Goal for the TASK was completed.
|
|
-- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used.
|
|
-- @return string Goals
|
|
function TASK:GetGoalCompletion( GoalVerb )
|
|
self:F( { GoalVerb } )
|
|
|
|
if self:Goal( GoalVerb ) then
|
|
local Goals = ""
|
|
for GoalID, GoalName in pairs( self.GoalTasks[GoalVerb].Goals ) do Goals = Goals .. GoalName .. " + " end
|
|
return Goals:gsub(" + $", ""), self.GoalTasks[GoalVerb].GoalCount
|
|
end
|
|
end
|
|
|
|
function TASK.MenuAction( Parameter )
|
|
Parameter.ReferenceTask.ExecuteStage = _TransportExecuteStage.EXECUTING
|
|
Parameter.ReferenceTask.Cargo = Parameter.CargoTask
|
|
end
|
|
|
|
function TASK:StageExecute()
|
|
self:F()
|
|
|
|
local Execute = false
|
|
|
|
if self.Frequency == STAGE.FREQUENCY.REPEAT then
|
|
Execute = true
|
|
elseif self.Frequency == STAGE.FREQUENCY.NONE then
|
|
Execute = false
|
|
elseif self.Frequency >= 0 then
|
|
Execute = true
|
|
self.Frequency = self.Frequency - 1
|
|
end
|
|
|
|
return Execute
|
|
|
|
end
|
|
|
|
--- Work function to set signal events within a TASK.
|
|
function TASK:AddSignal( SignalUnitNames, SignalType, SignalColor, SignalHeight )
|
|
self:F()
|
|
|
|
local Valid = true
|
|
|
|
if Valid then
|
|
if type( SignalUnitNames ) == "table" then
|
|
self.LandingZoneSignalUnitNames = SignalUnitNames
|
|
else
|
|
self.LandingZoneSignalUnitNames = { SignalUnitNames }
|
|
end
|
|
self.LandingZoneSignalType = SignalType
|
|
self.LandingZoneSignalColor = SignalColor
|
|
self.Signalled = false
|
|
if SignalHeight ~= nil then
|
|
self.LandingZoneSignalHeight = SignalHeight
|
|
else
|
|
self.LandingZoneSignalHeight = 0
|
|
end
|
|
|
|
if self.TaskBriefing then
|
|
self.TaskBriefing = self.TaskBriefing .. " " .. SignalColor.TEXT .. " " .. SignalType.TEXT .. " will be fired when entering the landing zone."
|
|
end
|
|
end
|
|
|
|
return Valid
|
|
end
|
|
|
|
--- When the CLIENT is approaching the landing zone, a RED SMOKE will be fired by an optional SignalUnitNames.
|
|
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
|
|
-- @param number SignalHeight Altitude that the Signal should be fired...
|
|
function TASK:AddSmokeRed( SignalUnitNames, SignalHeight )
|
|
self:F()
|
|
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.SMOKE, TASK.SIGNAL.COLOR.RED, SignalHeight )
|
|
end
|
|
|
|
--- When the CLIENT is approaching the landing zone, a GREEN SMOKE will be fired by an optional SignalUnitNames.
|
|
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
|
|
-- @param number SignalHeight Altitude that the Signal should be fired...
|
|
function TASK:AddSmokeGreen( SignalUnitNames, SignalHeight )
|
|
self:F()
|
|
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.SMOKE, TASK.SIGNAL.COLOR.GREEN, SignalHeight )
|
|
end
|
|
|
|
--- When the CLIENT is approaching the landing zone, a BLUE SMOKE will be fired by an optional SignalUnitNames.
|
|
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
|
|
-- @param number SignalHeight Altitude that the Signal should be fired...
|
|
function TASK:AddSmokeBlue( SignalUnitNames, SignalHeight )
|
|
self:F()
|
|
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.SMOKE, TASK.SIGNAL.COLOR.BLUE, SignalHeight )
|
|
end
|
|
|
|
--- When the CLIENT is approaching the landing zone, a WHITE SMOKE will be fired by an optional SignalUnitNames.
|
|
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
|
|
-- @param number SignalHeight Altitude that the Signal should be fired...
|
|
function TASK:AddSmokeWhite( SignalUnitNames, SignalHeight )
|
|
self:F()
|
|
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.SMOKE, TASK.SIGNAL.COLOR.WHITE, SignalHeight )
|
|
end
|
|
|
|
--- When the CLIENT is approaching the landing zone, an ORANGE SMOKE will be fired by an optional SignalUnitNames.
|
|
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
|
|
-- @param number SignalHeight Altitude that the Signal should be fired...
|
|
function TASK:AddSmokeOrange( SignalUnitNames, SignalHeight )
|
|
self:F()
|
|
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.SMOKE, TASK.SIGNAL.COLOR.ORANGE, SignalHeight )
|
|
end
|
|
|
|
--- When the CLIENT is approaching the landing zone, a RED FLARE will be fired by an optional SignalUnitNames.
|
|
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
|
|
-- @param number SignalHeight Altitude that the Signal should be fired...
|
|
function TASK:AddFlareRed( SignalUnitNames, SignalHeight )
|
|
self:F()
|
|
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.FLARE, TASK.SIGNAL.COLOR.RED, SignalHeight )
|
|
end
|
|
|
|
--- When the CLIENT is approaching the landing zone, a GREEN FLARE will be fired by an optional SignalUnitNames.
|
|
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
|
|
-- @param number SignalHeight Altitude that the Signal should be fired...
|
|
function TASK:AddFlareGreen( SignalUnitNames, SignalHeight )
|
|
self:F()
|
|
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.FLARE, TASK.SIGNAL.COLOR.GREEN, SignalHeight )
|
|
end
|
|
|
|
--- When the CLIENT is approaching the landing zone, a BLUE FLARE will be fired by an optional SignalUnitNames.
|
|
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
|
|
-- @param number SignalHeight Altitude that the Signal should be fired...
|
|
function TASK:AddFlareBlue( SignalUnitNames, SignalHeight )
|
|
self:F()
|
|
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.FLARE, TASK.SIGNAL.COLOR.BLUE, SignalHeight )
|
|
end
|
|
|
|
--- When the CLIENT is approaching the landing zone, a WHITE FLARE will be fired by an optional SignalUnitNames.
|
|
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
|
|
-- @param number SignalHeight Altitude that the Signal should be fired...
|
|
function TASK:AddFlareWhite( SignalUnitNames, SignalHeight )
|
|
self:F()
|
|
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.FLARE, TASK.SIGNAL.COLOR.WHITE, SignalHeight )
|
|
end
|
|
|
|
--- When the CLIENT is approaching the landing zone, an ORANGE FLARE will be fired by an optional SignalUnitNames.
|
|
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
|
|
-- @param number SignalHeight Altitude that the Signal should be fired...
|
|
function TASK:AddFlareOrange( SignalUnitNames, SignalHeight )
|
|
self:F()
|
|
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.FLARE, TASK.SIGNAL.COLOR.ORANGE, SignalHeight )
|
|
end
|
|
--- A GOHOMETASK orchestrates the travel back to the home base, which is a specific zone defined within the ME.
|
|
-- @module GOHOMETASK
|
|
|
|
Include.File("Task")
|
|
|
|
--- The GOHOMETASK class
|
|
-- @type
|
|
GOHOMETASK = {
|
|
ClassName = "GOHOMETASK",
|
|
}
|
|
|
|
--- Creates a new GOHOMETASK.
|
|
-- @param table{string,...}|string LandingZones Table of Landing Zone names where Home(s) are located.
|
|
-- @return GOHOMETASK
|
|
function GOHOMETASK:New( LandingZones )
|
|
local self = BASE:Inherit( self, TASK:New() )
|
|
self:F( { LandingZones } )
|
|
local Valid = true
|
|
|
|
Valid = routines.ValidateZone( LandingZones, "LandingZones", Valid )
|
|
|
|
if Valid then
|
|
self.Name = 'Fly Home'
|
|
self.TaskBriefing = "Task: Fly back to your home base. Your co-pilot will provide you with the directions (required flight angle in degrees) and the distance (in km) to your home base."
|
|
if type( LandingZones ) == "table" then
|
|
self.LandingZones = LandingZones
|
|
else
|
|
self.LandingZones = { LandingZones }
|
|
end
|
|
self.Stages = { STAGEBRIEF:New(), STAGESTART:New(), STAGEROUTE:New(), STAGEARRIVE:New(), STAGEDONE:New() }
|
|
self.SetStage( self, 1 )
|
|
end
|
|
|
|
return self
|
|
end
|
|
--- A DESTROYBASETASK will monitor the destruction of Groups and Units. This is a BASE class, other classes are derived from this class.
|
|
-- @module DESTROYBASETASK
|
|
-- @see DESTROYGROUPSTASK
|
|
-- @see DESTROYUNITTYPESTASK
|
|
-- @see DESTROY_RADARS_TASK
|
|
|
|
Include.File("Task")
|
|
|
|
--- The DESTROYBASETASK class
|
|
-- @type DESTROYBASETASK
|
|
DESTROYBASETASK = {
|
|
ClassName = "DESTROYBASETASK",
|
|
Destroyed = 0,
|
|
GoalVerb = "Destroy",
|
|
DestroyPercentage = 100,
|
|
}
|
|
|
|
--- Creates a new DESTROYBASETASK.
|
|
-- @param string DestroyGroupType Text describing the group to be destroyed. f.e. "Radar Installations", "Ships", "Vehicles", "Command Centers".
|
|
-- @param string DestroyUnitType Text describing the unit types to be destroyed. f.e. "SA-6", "Row Boats", "Tanks", "Tents".
|
|
-- @param table{string,...} DestroyGroupPrefixes Table of Prefixes of the Groups to be destroyed before task is completed.
|
|
-- @param ?number DestroyPercentage defines the %-tage that needs to be destroyed to achieve mission success. eg. If in the Group there are 10 units, then a value of 75 would require 8 units to be destroyed from the Group to complete the @{TASK}.
|
|
-- @return DESTROYBASETASK
|
|
function DESTROYBASETASK:New( DestroyGroupType, DestroyUnitType, DestroyGroupPrefixes, DestroyPercentage )
|
|
local self = BASE:Inherit( self, TASK:New() )
|
|
self:F()
|
|
|
|
self.Name = 'Destroy'
|
|
self.Destroyed = 0
|
|
self.DestroyGroupPrefixes = DestroyGroupPrefixes
|
|
self.DestroyGroupType = DestroyGroupType
|
|
self.DestroyUnitType = DestroyUnitType
|
|
self.TaskBriefing = "Task: Destroy " .. DestroyGroupType .. "."
|
|
self.Stages = { STAGEBRIEF:New(), STAGESTART:New(), STAGEGROUPSDESTROYED:New(), STAGEDONE:New() }
|
|
self.SetStage( self, 1 )
|
|
|
|
--self.AddEvent( self, world.event.S_EVENT_DEAD, self.EventDead )
|
|
|
|
--env.info( 'New Table self = ' .. tostring(self) )
|
|
--env.info( 'New Table self = ' .. tostring(self) )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Handle the S_EVENT_DEAD events to validate the destruction of units for the task monitoring.
|
|
-- @param event Event structure of DCS world.
|
|
function DESTROYBASETASK:EventDead( event )
|
|
self:F( { 'EventDead', event } )
|
|
|
|
if event.initiator and Object.getCategory(event.initiator) == Object.Category.UNIT then
|
|
local DestroyUnit = event.initiator
|
|
local DestroyUnitName = DestroyUnit:getName()
|
|
local DestroyGroup = Unit.getGroup( DestroyUnit )
|
|
local DestroyGroupName = ""
|
|
if DestroyGroup and DestroyGroup:isExist() then
|
|
local DestroyGroupName = DestroyGroup:getName()
|
|
end
|
|
local UnitsDestroyed = 0
|
|
self:T( DestroyGroupName )
|
|
self:T( DestroyUnitName )
|
|
for DestroyGroupPrefixID, DestroyGroupPrefix in pairs( self.DestroyGroupPrefixes ) do
|
|
self:T( DestroyGroupPrefix )
|
|
if string.find( DestroyGroupName, DestroyGroupPrefix, 1, true ) then
|
|
self:T( BASE:Inherited(self).ClassName )
|
|
UnitsDestroyed = self:ReportGoalProgress( DestroyGroup, DestroyUnit )
|
|
self:T( UnitsDestroyed )
|
|
end
|
|
end
|
|
|
|
self:T( { UnitsDestroyed } )
|
|
self:IncreaseGoalCount( UnitsDestroyed, self.GoalVerb )
|
|
end
|
|
end
|
|
|
|
--- Validate task completeness of DESTROYBASETASK.
|
|
-- @param DestroyGroup Group structure describing the group to be evaluated.
|
|
-- @param DestroyUnit Unit structure describing the Unit to be evaluated.
|
|
function DESTROYBASETASK:ReportGoalProgress( DestroyGroup, DestroyUnit )
|
|
self:F()
|
|
|
|
return 0
|
|
end
|
|
--- DESTROYGROUPSTASK
|
|
-- @module DESTROYGROUPSTASK
|
|
|
|
Include.File("DestroyBaseTask")
|
|
|
|
--- The DESTROYGROUPSTASK class
|
|
-- @type
|
|
DESTROYGROUPSTASK = {
|
|
ClassName = "DESTROYGROUPSTASK",
|
|
GoalVerb = "Destroy Groups",
|
|
}
|
|
|
|
--- Creates a new DESTROYGROUPSTASK.
|
|
-- @param string DestroyGroupType String describing the group to be destroyed.
|
|
-- @param string DestroyUnitType String describing the unit to be destroyed.
|
|
-- @param table{string,...} DestroyGroupNames Table of string containing the name of the groups to be destroyed before task is completed.
|
|
-- @param ?number DestroyPercentage defines the %-tage that needs to be destroyed to achieve mission success. eg. If in the Group there are 10 units, then a value of 75 would require 8 units to be destroyed from the Group to complete the @{TASK}.
|
|
---@return DESTROYGROUPSTASK
|
|
function DESTROYGROUPSTASK:New( DestroyGroupType, DestroyUnitType, DestroyGroupNames, DestroyPercentage )
|
|
local self = BASE:Inherit( self, DESTROYBASETASK:New( DestroyGroupType, DestroyUnitType, DestroyGroupNames, DestroyPercentage ) )
|
|
self:F()
|
|
|
|
self.Name = 'Destroy Groups'
|
|
self.GoalVerb = "Destroy " .. DestroyGroupType
|
|
|
|
self:AddEvent( world.event.S_EVENT_DEAD, self.EventDead )
|
|
self:AddEvent( world.event.S_EVENT_CRASH, self.EventDead )
|
|
--Child.AddEvent( Child, world.event.S_EVENT_PILOT_DEAD, Child.EventDead )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Report Goal Progress.
|
|
-- @param Group DestroyGroup Group structure describing the group to be evaluated.
|
|
-- @param Unit DestroyUnit Unit structure describing the Unit to be evaluated.
|
|
function DESTROYGROUPSTASK:ReportGoalProgress( DestroyGroup, DestroyUnit )
|
|
self:F( { DestroyGroup, DestroyUnit } )
|
|
self:T( DestroyGroup:getSize() )
|
|
|
|
local DestroyCount = 0
|
|
if DestroyGroup then
|
|
if ( ( DestroyGroup:getInitialSize() * self.DestroyPercentage ) / 100 ) - DestroyGroup:getSize() <= 0 then
|
|
DestroyCount = 1
|
|
--[[ else
|
|
if DestroyGroup:getSize() == 1 then
|
|
if DestroyUnit and DestroyUnit:getLife() <= 1.0 then
|
|
DestroyCount = 1
|
|
end
|
|
end
|
|
]] end
|
|
else
|
|
DestroyCount = 1
|
|
end
|
|
|
|
return DestroyCount
|
|
end
|
|
--- Task class to destroy radar installations.
|
|
-- @module DESTROYRADARSTASK
|
|
|
|
Include.File("DestroyBaseTask")
|
|
|
|
--- The DESTROYRADARS class
|
|
-- @type
|
|
DESTROYRADARSTASK = {
|
|
ClassName = "DESTROYRADARSTASK",
|
|
GoalVerb = "Destroy Radars"
|
|
}
|
|
|
|
--- Creates a new DESTROYRADARSTASK.
|
|
-- @param table{string,...} DestroyGroupNames Table of string containing the group names of which the radars are be destroyed.
|
|
-- @return DESTROYRADARSTASK
|
|
function DESTROYRADARSTASK:New( DestroyGroupNames )
|
|
local self = BASE:Inherit( self, DESTROYGROUPSTASK:New( 'radar installations', 'radars', DestroyGroupNames ) )
|
|
self:F()
|
|
|
|
self.Name = 'Destroy Radars'
|
|
|
|
self:AddEvent( world.event.S_EVENT_DEAD, self.EventDead )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Report Goal Progress.
|
|
-- @param Group DestroyGroup Group structure describing the group to be evaluated.
|
|
-- @param Unit DestroyUnit Unit structure describing the Unit to be evaluated.
|
|
function DESTROYRADARSTASK:ReportGoalProgress( DestroyGroup, DestroyUnit )
|
|
self:F( { DestroyGroup, DestroyUnit } )
|
|
|
|
local DestroyCount = 0
|
|
if DestroyUnit and DestroyUnit:hasSensors( Unit.SensorType.RADAR, Unit.RadarType.AS ) then
|
|
if DestroyUnit and DestroyUnit:getLife() <= 1.0 then
|
|
self:T( 'Destroyed a radar' )
|
|
DestroyCount = 1
|
|
end
|
|
end
|
|
return DestroyCount
|
|
end
|
|
--- Set TASK to destroy certain unit types.
|
|
-- @module DESTROYUNITTYPESTASK
|
|
|
|
Include.File("DestroyBaseTask")
|
|
|
|
--- The DESTROYUNITTYPESTASK class
|
|
-- @type
|
|
DESTROYUNITTYPESTASK = {
|
|
ClassName = "DESTROYUNITTYPESTASK",
|
|
GoalVerb = "Destroy",
|
|
}
|
|
|
|
--- Creates a new DESTROYUNITTYPESTASK.
|
|
-- @param string DestroyGroupType String describing the group to be destroyed. f.e. "Radar Installations", "Fleet", "Batallion", "Command Centers".
|
|
-- @param string DestroyUnitType String describing the unit to be destroyed. f.e. "radars", "ships", "tanks", "centers".
|
|
-- @param table{string,...} DestroyGroupNames Table of string containing the group names of which the radars are be destroyed.
|
|
-- @param string DestroyUnitTypes Table of string containing the type names of the units to achieve mission success.
|
|
-- @return DESTROYUNITTYPESTASK
|
|
function DESTROYUNITTYPESTASK:New( DestroyGroupType, DestroyUnitType, DestroyGroupNames, DestroyUnitTypes )
|
|
local self = BASE:Inherit( self, DESTROYBASETASK:New( DestroyGroupType, DestroyUnitType, DestroyGroupNames ) )
|
|
self:F( { DestroyGroupType, DestroyUnitType, DestroyGroupNames, DestroyUnitTypes } )
|
|
|
|
if type(DestroyUnitTypes) == 'table' then
|
|
self.DestroyUnitTypes = DestroyUnitTypes
|
|
else
|
|
self.DestroyUnitTypes = { DestroyUnitTypes }
|
|
end
|
|
|
|
self.Name = 'Destroy Unit Types'
|
|
self.GoalVerb = "Destroy " .. DestroyGroupType
|
|
|
|
self:AddEvent( world.event.S_EVENT_DEAD, self.EventDead )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Report Goal Progress.
|
|
-- @param Group DestroyGroup Group structure describing the group to be evaluated.
|
|
-- @param Unit DestroyUnit Unit structure describing the Unit to be evaluated.
|
|
function DESTROYUNITTYPESTASK:ReportGoalProgress( DestroyGroup, DestroyUnit )
|
|
self:F( { DestroyGroup, DestroyUnit } )
|
|
|
|
local DestroyCount = 0
|
|
for UnitTypeID, UnitType in pairs( self.DestroyUnitTypes ) do
|
|
if DestroyUnit and DestroyUnit:getTypeName() == UnitType then
|
|
if DestroyUnit and DestroyUnit:getLife() <= 1.0 then
|
|
DestroyCount = DestroyCount + 1
|
|
end
|
|
end
|
|
end
|
|
return DestroyCount
|
|
end
|
|
--- A PICKUPTASK orchestrates the loading of CARGO at a specific landing zone.
|
|
-- @module PICKUPTASK
|
|
-- @parent TASK
|
|
|
|
Include.File("Task")
|
|
Include.File("Cargo")
|
|
|
|
--- The PICKUPTASK class
|
|
-- @type
|
|
PICKUPTASK = {
|
|
ClassName = "PICKUPTASK",
|
|
TEXT = { "Pick-Up", "picked-up", "loaded" },
|
|
GoalVerb = "Pick-Up"
|
|
}
|
|
|
|
--- Creates a new PICKUPTASK.
|
|
-- @param table{string,...}|string LandingZones Table of Zone names where Cargo is to be loaded.
|
|
-- @param CARGO_TYPE CargoType Type of the Cargo. The type must be of the following Enumeration:..
|
|
-- @param number OnBoardSide Reflects from which side the cargo Group will be on-boarded on the Carrier.
|
|
function PICKUPTASK:New( CargoType, OnBoardSide )
|
|
local self = BASE:Inherit( self, TASK:New() )
|
|
self:F()
|
|
|
|
-- self holds the inherited instance of the PICKUPTASK Class to the BASE class.
|
|
|
|
local Valid = true
|
|
|
|
if Valid then
|
|
self.Name = 'Pickup Cargo'
|
|
self.TaskBriefing = "Task: Fly to the indicated landing zones and pickup " .. CargoType .. ". Your co-pilot will provide you with the directions (required flight angle in degrees) and the distance (in km) to the pickup zone."
|
|
self.CargoType = CargoType
|
|
self.GoalVerb = CargoType .. " " .. self.GoalVerb
|
|
self.OnBoardSide = OnBoardSide
|
|
self.IsLandingRequired = false -- required to decide whether the client needs to land or not
|
|
self.IsSlingLoad = false -- Indicates whether the cargo is a sling load cargo
|
|
self.Stages = { STAGE_CARGO_INIT:New(), STAGE_CARGO_LOAD:New(), STAGEBRIEF:New(), STAGESTART:New(), STAGEROUTE:New(), STAGELANDING:New(), STAGELANDED:New(), STAGELOAD:New(), STAGEDONE:New() }
|
|
self.SetStage( self, 1 )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
function PICKUPTASK:FromZone( LandingZone )
|
|
self:F()
|
|
|
|
self.LandingZones.LandingZoneNames[LandingZone.CargoZoneName] = LandingZone.CargoZoneName
|
|
self.LandingZones.LandingZones[LandingZone.CargoZoneName] = LandingZone
|
|
|
|
return self
|
|
end
|
|
|
|
function PICKUPTASK:InitCargo( InitCargos )
|
|
self:F( { InitCargos } )
|
|
|
|
if type( InitCargos ) == "table" then
|
|
self.Cargos.InitCargos = InitCargos
|
|
else
|
|
self.Cargos.InitCargos = { InitCargos }
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
function PICKUPTASK:LoadCargo( LoadCargos )
|
|
self:F( { LoadCargos } )
|
|
|
|
if type( LoadCargos ) == "table" then
|
|
self.Cargos.LoadCargos = LoadCargos
|
|
else
|
|
self.Cargos.LoadCargos = { LoadCargos }
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
function PICKUPTASK:AddCargoMenus( Client, Cargos, TransportRadius )
|
|
self:F()
|
|
|
|
for CargoID, Cargo in pairs( Cargos ) do
|
|
|
|
self:T( { Cargo.ClassName, Cargo.CargoName, Cargo.CargoType, Cargo:IsStatusNone(), Cargo:IsStatusLoaded(), Cargo:IsStatusLoading(), Cargo:IsStatusUnLoaded() } )
|
|
|
|
-- If the Cargo has no status, allow the menu option.
|
|
if Cargo:IsStatusNone() or ( Cargo:IsStatusLoading() and Client == Cargo:IsLoadingToClient() ) then
|
|
|
|
local MenuAdd = false
|
|
if Cargo:IsNear( Client, self.CurrentCargoZone ) then
|
|
MenuAdd = true
|
|
end
|
|
|
|
if MenuAdd then
|
|
if Client._Menus[Cargo.CargoType] == nil then
|
|
Client._Menus[Cargo.CargoType] = {}
|
|
end
|
|
|
|
if not Client._Menus[Cargo.CargoType].PickupMenu then
|
|
Client._Menus[Cargo.CargoType].PickupMenu = missionCommands.addSubMenuForGroup(
|
|
Client:GetClientGroupID(),
|
|
self.TEXT[1] .. " " .. Cargo.CargoType,
|
|
nil
|
|
)
|
|
self:T( 'Added PickupMenu: ' .. self.TEXT[1] .. " " .. Cargo.CargoType )
|
|
end
|
|
|
|
if Client._Menus[Cargo.CargoType].PickupSubMenus == nil then
|
|
Client._Menus[Cargo.CargoType].PickupSubMenus = {}
|
|
end
|
|
|
|
Client._Menus[Cargo.CargoType].PickupSubMenus[ #Client._Menus[Cargo.CargoType].PickupSubMenus + 1 ] = missionCommands.addCommandForGroup(
|
|
Client:GetClientGroupID(),
|
|
Cargo.CargoName .. " ( " .. Cargo.CargoWeight .. "kg )",
|
|
Client._Menus[Cargo.CargoType].PickupMenu,
|
|
self.MenuAction,
|
|
{ ReferenceTask = self, CargoTask = Cargo }
|
|
)
|
|
self:T( 'Added PickupSubMenu' .. Cargo.CargoType .. ":" .. Cargo.CargoName .. " ( " .. Cargo.CargoWeight .. "kg )" )
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
function PICKUPTASK:RemoveCargoMenus( Client )
|
|
self:F()
|
|
|
|
for MenuID, MenuData in pairs( Client._Menus ) do
|
|
for SubMenuID, SubMenuData in pairs( MenuData.PickupSubMenus ) do
|
|
missionCommands.removeItemForGroup( Client:GetClientGroupID(), SubMenuData )
|
|
self:T( "Removed PickupSubMenu " )
|
|
SubMenuData = nil
|
|
end
|
|
if MenuData.PickupMenu then
|
|
missionCommands.removeItemForGroup( Client:GetClientGroupID(), MenuData.PickupMenu )
|
|
self:T( "Removed PickupMenu " )
|
|
MenuData.PickupMenu = nil
|
|
end
|
|
end
|
|
|
|
for CargoID, Cargo in pairs( CARGOS ) do
|
|
self:T( { Cargo.ClassName, Cargo.CargoName, Cargo.CargoType, Cargo:IsStatusNone(), Cargo:IsStatusLoaded(), Cargo:IsStatusLoading(), Cargo:IsStatusUnLoaded() } )
|
|
if Cargo:IsStatusLoading() and Client == Cargo:IsLoadingToClient() then
|
|
Cargo:StatusNone()
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
function PICKUPTASK:HasFailed( ClientDead )
|
|
self:F()
|
|
|
|
local TaskHasFailed = self.TaskFailed
|
|
return TaskHasFailed
|
|
end
|
|
|
|
--- A DEPLOYTASK orchestrates the deployment of CARGO within a specific landing zone.
|
|
-- @module DEPLOYTASK
|
|
|
|
Include.File( "Task" )
|
|
|
|
--- A DeployTask
|
|
-- @type DEPLOYTASK
|
|
DEPLOYTASK = {
|
|
ClassName = "DEPLOYTASK",
|
|
TEXT = { "Deploy", "deployed", "unloaded" },
|
|
GoalVerb = "Deployment"
|
|
}
|
|
|
|
|
|
--- Creates a new DEPLOYTASK object, which models the sequence of STAGEs to unload a cargo.
|
|
-- @function [parent=#DEPLOYTASK] New
|
|
-- @param #string CargoType Type of the Cargo.
|
|
-- @return #DEPLOYTASK The created DeployTask
|
|
function DEPLOYTASK:New( CargoType )
|
|
local self = BASE:Inherit( self, TASK:New() )
|
|
self:F()
|
|
|
|
local Valid = true
|
|
|
|
if Valid then
|
|
self.Name = 'Deploy Cargo'
|
|
self.TaskBriefing = "Fly to one of the indicated landing zones and deploy " .. CargoType .. ". Your co-pilot will provide you with the directions (required flight angle in degrees) and the distance (in km) to the deployment zone."
|
|
self.CargoType = CargoType
|
|
self.GoalVerb = CargoType .. " " .. self.GoalVerb
|
|
self.Stages = { STAGE_CARGO_INIT:New(), STAGE_CARGO_LOAD:New(), STAGEBRIEF:New(), STAGESTART:New(), STAGEROUTE:New(), STAGELANDING:New(), STAGELANDED:New(), STAGEUNLOAD:New(), STAGEDONE:New() }
|
|
self.SetStage( self, 1 )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
function DEPLOYTASK:ToZone( LandingZone )
|
|
self:F()
|
|
|
|
self.LandingZones.LandingZoneNames[LandingZone.CargoZoneName] = LandingZone.CargoZoneName
|
|
self.LandingZones.LandingZones[LandingZone.CargoZoneName] = LandingZone
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
function DEPLOYTASK:InitCargo( InitCargos )
|
|
self:F( { InitCargos } )
|
|
|
|
if type( InitCargos ) == "table" then
|
|
self.Cargos.InitCargos = InitCargos
|
|
else
|
|
self.Cargos.InitCargos = { InitCargos }
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
function DEPLOYTASK:LoadCargo( LoadCargos )
|
|
self:F( { LoadCargos } )
|
|
|
|
if type( LoadCargos ) == "table" then
|
|
self.Cargos.LoadCargos = LoadCargos
|
|
else
|
|
self.Cargos.LoadCargos = { LoadCargos }
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- When the cargo is unloaded, it will move to the target zone name.
|
|
-- @param string TargetZoneName Name of the Zone to where the Cargo should move after unloading.
|
|
function DEPLOYTASK:SetCargoTargetZoneName( TargetZoneName )
|
|
self:F()
|
|
|
|
local Valid = true
|
|
|
|
Valid = routines.ValidateString( TargetZoneName, "TargetZoneName", Valid )
|
|
|
|
if Valid then
|
|
self.TargetZoneName = TargetZoneName
|
|
end
|
|
|
|
return Valid
|
|
|
|
end
|
|
|
|
function DEPLOYTASK:AddCargoMenus( Client, Cargos, TransportRadius )
|
|
self:F()
|
|
|
|
local ClientGroupID = Client:GetClientGroupID()
|
|
|
|
self:T( ClientGroupID )
|
|
|
|
for CargoID, Cargo in pairs( Cargos ) do
|
|
|
|
self:T( { Cargo.ClassName, Cargo.CargoName, Cargo.CargoType, Cargo.CargoWeight } )
|
|
|
|
if Cargo:IsStatusLoaded() and Client == Cargo:IsLoadedInClient() then
|
|
|
|
if Client._Menus[Cargo.CargoType] == nil then
|
|
Client._Menus[Cargo.CargoType] = {}
|
|
end
|
|
|
|
if not Client._Menus[Cargo.CargoType].DeployMenu then
|
|
Client._Menus[Cargo.CargoType].DeployMenu = missionCommands.addSubMenuForGroup(
|
|
ClientGroupID,
|
|
self.TEXT[1] .. " " .. Cargo.CargoType,
|
|
nil
|
|
)
|
|
self:T( 'Added DeployMenu ' .. self.TEXT[1] )
|
|
end
|
|
|
|
if Client._Menus[Cargo.CargoType].DeploySubMenus == nil then
|
|
Client._Menus[Cargo.CargoType].DeploySubMenus = {}
|
|
end
|
|
|
|
if Client._Menus[Cargo.CargoType].DeployMenu == nil then
|
|
self:T( 'deploymenu is nil' )
|
|
end
|
|
|
|
Client._Menus[Cargo.CargoType].DeploySubMenus[ #Client._Menus[Cargo.CargoType].DeploySubMenus + 1 ] = missionCommands.addCommandForGroup(
|
|
ClientGroupID,
|
|
Cargo.CargoName .. " ( " .. Cargo.CargoWeight .. "kg )",
|
|
Client._Menus[Cargo.CargoType].DeployMenu,
|
|
self.MenuAction,
|
|
{ ReferenceTask = self, CargoTask = Cargo }
|
|
)
|
|
self:T( 'Added DeploySubMenu ' .. Cargo.CargoType .. ":" .. Cargo.CargoName .. " ( " .. Cargo.CargoWeight .. "kg )" )
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
function DEPLOYTASK:RemoveCargoMenus( Client )
|
|
self:F()
|
|
|
|
local ClientGroupID = Client:GetClientGroupID()
|
|
self:T( ClientGroupID )
|
|
|
|
for MenuID, MenuData in pairs( Client._Menus ) do
|
|
if MenuData.DeploySubMenus ~= nil then
|
|
for SubMenuID, SubMenuData in pairs( MenuData.DeploySubMenus ) do
|
|
missionCommands.removeItemForGroup( ClientGroupID, SubMenuData )
|
|
self:T( "Removed DeploySubMenu " )
|
|
SubMenuData = nil
|
|
end
|
|
end
|
|
if MenuData.DeployMenu then
|
|
missionCommands.removeItemForGroup( ClientGroupID, MenuData.DeployMenu )
|
|
self:T( "Removed DeployMenu " )
|
|
MenuData.DeployMenu = nil
|
|
end
|
|
end
|
|
|
|
end
|
|
--- A NOTASK is a dummy activity... But it will show a Mission Briefing...
|
|
-- @module NOTASK
|
|
|
|
Include.File("Task")
|
|
|
|
--- The NOTASK class
|
|
-- @type
|
|
NOTASK = {
|
|
ClassName = "NOTASK",
|
|
}
|
|
|
|
--- Creates a new NOTASK.
|
|
function NOTASK:New()
|
|
local self = BASE:Inherit( self, TASK:New() )
|
|
self:F()
|
|
|
|
local Valid = true
|
|
|
|
if Valid then
|
|
self.Name = 'Nothing'
|
|
self.TaskBriefing = "Task: Execute your mission."
|
|
self.Stages = { STAGEBRIEF:New(), STAGESTART:New(), STAGEDONE:New() }
|
|
self.SetStage( self, 1 )
|
|
end
|
|
|
|
return self
|
|
end
|
|
--- A ROUTETASK orchestrates the travel to a specific zone defined within the ME.
|
|
-- @module ROUTETASK
|
|
|
|
--- The ROUTETASK class
|
|
-- @type
|
|
ROUTETASK = {
|
|
ClassName = "ROUTETASK",
|
|
GoalVerb = "Route",
|
|
}
|
|
|
|
--- Creates a new ROUTETASK.
|
|
-- @param table{sring,...}|string LandingZones Table of Zone Names where the target is located.
|
|
-- @param string TaskBriefing (optional) Defines a text describing the briefing of the task.
|
|
-- @return ROUTETASK
|
|
function ROUTETASK:New( LandingZones, TaskBriefing )
|
|
local self = BASE:Inherit( self, TASK:New() )
|
|
self:F( { LandingZones, TaskBriefing } )
|
|
|
|
local Valid = true
|
|
|
|
Valid = routines.ValidateZone( LandingZones, "LandingZones", Valid )
|
|
|
|
if Valid then
|
|
self.Name = 'Route To Zone'
|
|
if TaskBriefing then
|
|
self.TaskBriefing = TaskBriefing .. " Your co-pilot will provide you with the directions (required flight angle in degrees) and the distance (in km) to the target objective."
|
|
else
|
|
self.TaskBriefing = "Task: Fly to specified zone(s). Your co-pilot will provide you with the directions (required flight angle in degrees) and the distance (in km) to the target objective."
|
|
end
|
|
if type( LandingZones ) == "table" then
|
|
self.LandingZones = LandingZones
|
|
else
|
|
self.LandingZones = { LandingZones }
|
|
end
|
|
self.Stages = { STAGEBRIEF:New(), STAGESTART:New(), STAGEROUTE:New(), STAGEARRIVE:New(), STAGEDONE:New() }
|
|
self.SetStage( self, 1 )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- A MISSION is the main owner of a Mission orchestration within MOOSE . The Mission framework orchestrates @{CLIENT}s, @{TASK}s, @{STAGE}s etc.
|
|
-- A @{CLIENT} needs to be registered within the @{MISSION} through the function @{AddClient}. A @{TASK} needs to be registered within the @{MISSION} through the function @{AddTask}.
|
|
-- @module MISSION
|
|
|
|
Include.File( "Routines" )
|
|
Include.File( "Base" )
|
|
Include.File( "Client" )
|
|
Include.File( "Task" )
|
|
|
|
--- The MISSION class
|
|
-- @type
|
|
MISSION = {
|
|
ClassName = "MISSION",
|
|
Name = "",
|
|
MissionStatus = "PENDING",
|
|
_Clients = {},
|
|
_Tasks = {},
|
|
_ActiveTasks = {},
|
|
GoalFunction = nil,
|
|
MissionReportTrigger = 0,
|
|
MissionProgressTrigger = 0,
|
|
MissionReportShow = false,
|
|
MissionReportFlash = false,
|
|
MissionTimeInterval = 0,
|
|
MissionCoalition = "",
|
|
SUCCESS = 1,
|
|
FAILED = 2,
|
|
REPEAT = 3,
|
|
_GoalTasks = {}
|
|
}
|
|
|
|
|
|
function MISSION:Meta()
|
|
|
|
local self = BASE:Inherit( self, BASE:New() )
|
|
self:F()
|
|
|
|
return self
|
|
end
|
|
|
|
--- This is the main MISSION declaration method. Each Mission is like the master or a Mission orchestration between, Clients, Tasks, Stages etc.
|
|
-- @param string MissionName is the name of the mission. This name will be used to reference the status of each mission by the players.
|
|
-- @param string MissionPriority is a string indicating the "priority" of the Mission. f.e. "Primary", "Secondary" or "First", "Second". It is free format and up to the Mission designer to choose. There are no rules behind this field.
|
|
-- @param string MissionBriefing is a string indicating the mission briefing to be shown when a player joins a @{CLIENT}.
|
|
-- @param string MissionCoalition is a string indicating the coalition or party to which this mission belongs to. It is free format and can be chosen freely by the mission designer. Note that this field is not to be confused with the coalition concept of the ME. Examples of a Mission Coalition could be "NATO", "CCCP", "Intruders", "Terrorists"...
|
|
-- @return MISSION
|
|
-- @usage
|
|
-- -- Declare a few missions.
|
|
-- local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' )
|
|
-- local Mission = MISSIONSCHEDULER.AddMission( 'Patriots', 'Primary', 'Our intelligence reports that 3 Patriot SAM defense batteries are located near Ruisi, Kvarhiti and Gori.', 'Russia' )
|
|
-- local Mission = MISSIONSCHEDULER.AddMission( 'Package Delivery', 'Operational', 'In order to be in full control of the situation, we need you to deliver a very important package at a secret location. Fly undetected through the NATO defenses and deliver the secret package. The secret agent is located at waypoint 4.', 'Russia' )
|
|
-- local Mission = MISSIONSCHEDULER.AddMission( 'Rescue General', 'Tactical', 'Our intelligence has received a remote signal behind Gori. We believe it is a very important Russian General that was captured by Georgia. Go out there and rescue him! Ensure you stay out of the battle zone, keep south. Waypoint 4 is the location of our Russian General.', 'Russia' )
|
|
-- local Mission = MISSIONSCHEDULER.AddMission( 'NATO Transport Troops', 'Operational', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.', 'NATO' )
|
|
-- local Mission = MISSIONSCHEDULER.AddMission( 'SA-6 SAMs', 'Primary', 'Our intelligence reports that 3 SA-6 SAM defense batteries are located near Didmukha, Khetagurov and Berula. Eliminate the Russian SAMs.', 'NATO' )
|
|
-- local Mission = MISSIONSCHEDULER.AddMission( 'NATO Sling Load', 'Operational', 'Fly to the cargo pickup zone at Dzegvi or Kaspi, and sling the cargo to Soganlug airbase.', 'NATO' )
|
|
-- local Mission = MISSIONSCHEDULER.AddMission( 'Rescue secret agent', 'Tactical', 'In order to be in full control of the situation, we need you to rescue a secret agent from the woods behind enemy lines. Avoid the Russian defenses and rescue the agent. Keep south until Khasuri, and keep your eyes open for any SAM presence. The agent is located at waypoint 4 on your kneeboard.', 'NATO' )
|
|
function MISSION:New( MissionName, MissionPriority, MissionBriefing, MissionCoalition )
|
|
|
|
self = MISSION:Meta()
|
|
self:T({ MissionName, MissionPriority, MissionBriefing, MissionCoalition })
|
|
|
|
local Valid = true
|
|
|
|
Valid = routines.ValidateString( MissionName, "MissionName", Valid )
|
|
Valid = routines.ValidateString( MissionPriority, "MissionPriority", Valid )
|
|
Valid = routines.ValidateString( MissionBriefing, "MissionBriefing", Valid )
|
|
Valid = routines.ValidateString( MissionCoalition, "MissionCoalition", Valid )
|
|
|
|
if Valid then
|
|
self.Name = MissionName
|
|
self.MissionPriority = MissionPriority
|
|
self.MissionBriefing = MissionBriefing
|
|
self.MissionCoalition = MissionCoalition
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Returns if a Mission has completed.
|
|
-- @return bool
|
|
function MISSION:IsCompleted()
|
|
self:F()
|
|
return self.MissionStatus == "ACCOMPLISHED"
|
|
end
|
|
|
|
--- Set a Mission to completed.
|
|
function MISSION:Completed()
|
|
self:F()
|
|
self.MissionStatus = "ACCOMPLISHED"
|
|
self:StatusToClients()
|
|
end
|
|
|
|
--- Returns if a Mission is ongoing.
|
|
-- treturn bool
|
|
function MISSION:IsOngoing()
|
|
self:F()
|
|
return self.MissionStatus == "ONGOING"
|
|
end
|
|
|
|
--- Set a Mission to ongoing.
|
|
function MISSION:Ongoing()
|
|
self:F()
|
|
self.MissionStatus = "ONGOING"
|
|
--self:StatusToClients()
|
|
end
|
|
|
|
--- Returns if a Mission is pending.
|
|
-- treturn bool
|
|
function MISSION:IsPending()
|
|
self:F()
|
|
return self.MissionStatus == "PENDING"
|
|
end
|
|
|
|
--- Set a Mission to pending.
|
|
function MISSION:Pending()
|
|
self:F()
|
|
self.MissionStatus = "PENDING"
|
|
self:StatusToClients()
|
|
end
|
|
|
|
--- Returns if a Mission has failed.
|
|
-- treturn bool
|
|
function MISSION:IsFailed()
|
|
self:F()
|
|
return self.MissionStatus == "FAILED"
|
|
end
|
|
|
|
--- Set a Mission to failed.
|
|
function MISSION:Failed()
|
|
self:F()
|
|
self.MissionStatus = "FAILED"
|
|
self:StatusToClients()
|
|
end
|
|
|
|
--- Send the status of the MISSION to all Clients.
|
|
function MISSION:StatusToClients()
|
|
self:F()
|
|
if self.MissionReportFlash then
|
|
for ClientID, Client in pairs( self._Clients ) do
|
|
Client:Message( self.MissionCoalition .. ' "' .. self.Name .. '": ' .. self.MissionStatus .. '! ( ' .. self.MissionPriority .. ' mission ) ', 10, self.Name .. '/Status', "Mission Command: Mission Status")
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Handles the reporting. After certain time intervals, a MISSION report MESSAGE will be shown to All Players.
|
|
function MISSION:ReportTrigger()
|
|
self:F()
|
|
|
|
if self.MissionReportShow == true then
|
|
self.MissionReportShow = false
|
|
return true
|
|
else
|
|
if self.MissionReportFlash == true then
|
|
if timer.getTime() >= self.MissionReportTrigger then
|
|
self.MissionReportTrigger = timer.getTime() + self.MissionTimeInterval
|
|
return true
|
|
else
|
|
return false
|
|
end
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Report the status of all MISSIONs to all active Clients.
|
|
function MISSION:ReportToAll()
|
|
self:F()
|
|
|
|
local AlivePlayers = ''
|
|
for ClientID, Client in pairs( self._Clients ) do
|
|
if Client:GetDCSGroup() then
|
|
if Client:GetClientGroupDCSUnit() then
|
|
if Client:GetClientGroupDCSUnit():getLife() > 0.0 then
|
|
if AlivePlayers == '' then
|
|
AlivePlayers = ' Players: ' .. Client:GetClientGroupDCSUnit():getPlayerName()
|
|
else
|
|
AlivePlayers = AlivePlayers .. ' / ' .. Client:GetClientGroupDCSUnit():getPlayerName()
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
local Tasks = self:GetTasks()
|
|
local TaskText = ""
|
|
for TaskID, TaskData in pairs( Tasks ) do
|
|
TaskText = TaskText .. " - Task " .. TaskID .. ": " .. TaskData.Name .. ": " .. TaskData:GetGoalProgress() .. "\n"
|
|
end
|
|
MESSAGE:New( self.MissionCoalition .. ' "' .. self.Name .. '": ' .. self.MissionStatus .. ' ( ' .. self.MissionPriority .. ' mission )' .. AlivePlayers .. "\n" .. TaskText:gsub("\n$",""), "Mission Command: Mission Report", 10, self.Name .. '/Status'):ToAll()
|
|
end
|
|
|
|
|
|
--- Add a goal function to a MISSION. Goal functions are called when a @{TASK} within a mission has been completed.
|
|
-- @param function GoalFunction is the function defined by the mission designer to evaluate whether a certain goal has been reached after a @{TASK} finishes within the @{MISSION}. A GoalFunction must accept 2 parameters: Mission, Client, which contains the current MISSION object and the current CLIENT object respectively.
|
|
-- @usage
|
|
-- PatriotActivation = {
|
|
-- { "US SAM Patriot Zerti", false },
|
|
-- { "US SAM Patriot Zegduleti", false },
|
|
-- { "US SAM Patriot Gvleti", false }
|
|
-- }
|
|
--
|
|
-- function DeployPatriotTroopsGoal( Mission, Client )
|
|
--
|
|
--
|
|
-- -- Check if the cargo is all deployed for mission success.
|
|
-- for CargoID, CargoData in pairs( Mission._Cargos ) do
|
|
-- if Group.getByName( CargoData.CargoGroupName ) then
|
|
-- CargoGroup = Group.getByName( CargoData.CargoGroupName )
|
|
-- if CargoGroup then
|
|
-- -- Check if the cargo is ready to activate
|
|
-- CurrentLandingZoneID = routines.IsUnitInZones( CargoGroup:getUnits()[1], Mission:GetTask( 2 ).LandingZones ) -- The second task is the Deploytask to measure mission success upon
|
|
-- if CurrentLandingZoneID then
|
|
-- if PatriotActivation[CurrentLandingZoneID][2] == false then
|
|
-- -- Now check if this is a new Mission Task to be completed...
|
|
-- trigger.action.setGroupAIOn( Group.getByName( PatriotActivation[CurrentLandingZoneID][1] ) )
|
|
-- PatriotActivation[CurrentLandingZoneID][2] = true
|
|
-- MessageToBlue( "Mission Command: Message to all airborne units! The " .. PatriotActivation[CurrentLandingZoneID][1] .. " is armed. Our air defenses are now stronger.", 60, "BLUE/PatriotDefense" )
|
|
-- MessageToRed( "Mission Command: Our satellite systems are detecting additional NATO air defenses. To all airborne units: Take care!!!", 60, "RED/PatriotDefense" )
|
|
-- Mission:GetTask( 2 ):AddGoalCompletion( "Patriots activated", PatriotActivation[CurrentLandingZoneID][1], 1 ) -- Register Patriot activation as part of mission goal.
|
|
-- end
|
|
-- end
|
|
-- end
|
|
-- end
|
|
-- end
|
|
-- end
|
|
--
|
|
-- local Mission = MISSIONSCHEDULER.AddMission( 'NATO Transport Troops', 'Operational', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.', 'NATO' )
|
|
-- Mission:AddGoalFunction( DeployPatriotTroopsGoal )
|
|
function MISSION:AddGoalFunction( GoalFunction )
|
|
self:F()
|
|
self.GoalFunction = GoalFunction
|
|
end
|
|
|
|
--- Show the briefing of the MISSION to the CLIENT.
|
|
-- @param CLIENT Client to show briefing to.
|
|
-- @return CLIENT
|
|
function MISSION:ShowBriefing( Client )
|
|
self:F( { Client.ClientName } )
|
|
|
|
if not Client.ClientBriefingShown then
|
|
Client.ClientBriefingShown = true
|
|
local Briefing = self.MissionBriefing
|
|
if Client.ClientBriefing then
|
|
Briefing = Briefing .. "\n" .. Client.ClientBriefing
|
|
end
|
|
Briefing = Briefing .. "\n (Press [LEFT ALT]+[B] to view the graphical documentation.)"
|
|
Client:Message( Briefing, 30, self.Name .. '/MissionBriefing', "Command: Mission Briefing" )
|
|
end
|
|
|
|
return Client
|
|
end
|
|
|
|
--- Register a new @{CLIENT} to participate within the mission.
|
|
-- @param CLIENT Client is the @{CLIENT} object. The object must have been instantiated with @{CLIENT:New}.
|
|
-- @return CLIENT
|
|
-- @usage
|
|
-- Add a number of Client objects to the Mission.
|
|
-- Mission:AddClient( CLIENT:New( 'US UH-1H*HOT-Deploy Troops 1', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() )
|
|
-- Mission:AddClient( CLIENT:New( 'US UH-1H*RAMP-Deploy Troops 3', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() )
|
|
-- Mission:AddClient( CLIENT:New( 'US UH-1H*HOT-Deploy Troops 2', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() )
|
|
-- Mission:AddClient( CLIENT:New( 'US UH-1H*RAMP-Deploy Troops 4', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() )
|
|
function MISSION:AddClient( Client )
|
|
self:F( { Client } )
|
|
|
|
local Valid = true
|
|
|
|
if Valid then
|
|
self._Clients[Client.ClientName] = Client
|
|
end
|
|
|
|
return Client
|
|
end
|
|
|
|
--- Find a @{CLIENT} object within the @{MISSION} by its ClientName.
|
|
-- @param CLIENT ClientName is a string defining the Client Group as defined within the ME.
|
|
-- @return CLIENT
|
|
-- @usage
|
|
-- -- Seach for Client "Bomber" within the Mission.
|
|
-- local BomberClient = Mission:FindClient( "Bomber" )
|
|
function MISSION:FindClient( ClientName )
|
|
self:F( { self._Clients[ClientName] } )
|
|
return self._Clients[ClientName]
|
|
end
|
|
|
|
|
|
--- Register a @{TASK} to be completed within the @{MISSION}. Note that there can be multiple @{TASK}s registered to be completed. Each TASK can be set a certain Goal. The MISSION will not be completed until all Goals are reached.
|
|
-- @param TASK Task is the @{TASK} object. The object must have been instantiated with @{TASK:New} or any of its inherited @{TASK}s.
|
|
-- @param number TaskNumber is the sequence number of the TASK within the MISSION. This number does have to be chronological.
|
|
-- @return TASK
|
|
-- @usage
|
|
-- -- Define a few tasks for the Mission.
|
|
-- PickupZones = { "NATO Gold Pickup Zone", "NATO Titan Pickup Zone" }
|
|
-- PickupSignalUnits = { "NATO Gold Coordination Center", "NATO Titan Coordination Center" }
|
|
--
|
|
-- -- Assign the Pickup Task
|
|
-- local PickupTask = PICKUPTASK:New( PickupZones, CARGO_TYPE.ENGINEERS, CLIENT.ONBOARDSIDE.LEFT )
|
|
-- PickupTask:AddSmokeBlue( PickupSignalUnits )
|
|
-- PickupTask:SetGoalTotal( 3 )
|
|
-- Mission:AddTask( PickupTask, 1 )
|
|
--
|
|
-- -- Assign the Deploy Task
|
|
-- local PatriotActivationZones = { "US Patriot Battery 1 Activation", "US Patriot Battery 2 Activation", "US Patriot Battery 3 Activation" }
|
|
-- local PatriotActivationZonesSmokeUnits = { "US SAM Patriot - Battery 1 Control", "US SAM Patriot - Battery 2 Control", "US SAM Patriot - Battery 3 Control" }
|
|
-- local DeployTask = DEPLOYTASK:New( PatriotActivationZones, CARGO_TYPE.ENGINEERS )
|
|
-- --DeployTask:SetCargoTargetZoneName( 'US Troops Attack ' .. math.random(2) )
|
|
-- DeployTask:AddSmokeBlue( PatriotActivationZonesSmokeUnits )
|
|
-- DeployTask:SetGoalTotal( 3 )
|
|
-- DeployTask:SetGoalTotal( 3, "Patriots activated" )
|
|
-- Mission:AddTask( DeployTask, 2 )
|
|
|
|
function MISSION:AddTask( Task, TaskNumber )
|
|
self:F()
|
|
|
|
self._Tasks[TaskNumber] = Task
|
|
self._Tasks[TaskNumber]:EnableEvents()
|
|
self._Tasks[TaskNumber].ID = TaskNumber
|
|
|
|
return Task
|
|
end
|
|
|
|
--- Get the TASK idenified by the TaskNumber from the Mission. This function is useful in GoalFunctions.
|
|
-- @param number TaskNumber is the number of the @{TASK} within the @{MISSION}.
|
|
-- @return TASK
|
|
-- @usage
|
|
-- -- Get Task 2 from the Mission.
|
|
-- Task2 = Mission:GetTask( 2 )
|
|
|
|
function MISSION:GetTask( TaskNumber )
|
|
self:F()
|
|
|
|
local Valid = true
|
|
|
|
local Task = nil
|
|
|
|
if type(TaskNumber) ~= "number" then
|
|
Valid = false
|
|
end
|
|
|
|
if Valid then
|
|
Task = self._Tasks[TaskNumber]
|
|
end
|
|
|
|
return Task
|
|
end
|
|
|
|
--- Get all the TASKs from the Mission. This function is useful in GoalFunctions.
|
|
-- @return {TASK,...} Structure of TASKS with the @{TASK} number as the key.
|
|
-- @usage
|
|
-- -- Get Tasks from the Mission.
|
|
-- Tasks = Mission:GetTasks()
|
|
-- env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" )
|
|
function MISSION:GetTasks()
|
|
self:F()
|
|
|
|
return self._Tasks
|
|
end
|
|
|
|
|
|
--[[
|
|
_TransportExecuteStage: Defines the different stages of Transport unload/load execution. This table is internal and is used to control the validity of Transport load/unload timing.
|
|
|
|
- _TransportExecuteStage.EXECUTING
|
|
- _TransportExecuteStage.SUCCESS
|
|
- _TransportExecuteStage.FAILED
|
|
|
|
--]]
|
|
_TransportExecuteStage = {
|
|
NONE = 0,
|
|
EXECUTING = 1,
|
|
SUCCESS = 2,
|
|
FAILED = 3
|
|
}
|
|
|
|
|
|
--- The MISSIONSCHEDULER is an OBJECT and is the main scheduler of ALL active MISSIONs registered within this scheduler. It's workings are considered internal and is automatically created when the Mission.lua file is included.
|
|
-- @type MISSIONSCHEDULER
|
|
MISSIONSCHEDULER = {
|
|
Missions = {},
|
|
MissionCount = 0,
|
|
TimeIntervalCount = 0,
|
|
TimeIntervalShow = 150,
|
|
TimeSeconds = 14400,
|
|
TimeShow = 5
|
|
}
|
|
|
|
--- This is the main MISSIONSCHEDULER Scheduler function. It is considered internal and is automatically created when the Mission.lua file is included.
|
|
function MISSIONSCHEDULER.Scheduler()
|
|
|
|
-- loop through the missions in the TransportTasks
|
|
for MissionName, Mission in pairs( MISSIONSCHEDULER.Missions ) do
|
|
|
|
if not Mission:IsCompleted() then
|
|
|
|
-- This flag will monitor if for this mission, there are clients alive. If this flag is still false at the end of the loop, the mission status will be set to Pending (if not Failed or Completed).
|
|
local ClientsAlive = false
|
|
|
|
for ClientID, Client in pairs( Mission._Clients ) do
|
|
|
|
if Client:GetDCSGroup() then
|
|
|
|
-- There is at least one Client that is alive... So the Mission status is set to Ongoing.
|
|
ClientsAlive = true
|
|
|
|
-- If this Client was not registered as Alive before:
|
|
-- 1. We register the Client as Alive.
|
|
-- 2. We initialize the Client Tasks and make a link to the original Mission Task.
|
|
-- 3. We initialize the Cargos.
|
|
-- 4. We flag the Mission as Ongoing.
|
|
if not Client.ClientAlive then
|
|
Client.ClientAlive = true
|
|
Client.ClientBriefingShown = false
|
|
for TaskNumber, Task in pairs( Mission._Tasks ) do
|
|
-- Note that this a deepCopy. Each client must have their own Tasks with own Stages!!!
|
|
Client._Tasks[TaskNumber] = routines.utils.deepCopy( Mission._Tasks[TaskNumber] )
|
|
-- Each MissionTask must point to the original Mission.
|
|
Client._Tasks[TaskNumber].MissionTask = Mission._Tasks[TaskNumber]
|
|
Client._Tasks[TaskNumber].Cargos = Mission._Tasks[TaskNumber].Cargos
|
|
Client._Tasks[TaskNumber].LandingZones = Mission._Tasks[TaskNumber].LandingZones
|
|
end
|
|
|
|
Mission:Ongoing()
|
|
end
|
|
|
|
|
|
-- For each Client, check for each Task the state and evolve the mission.
|
|
-- This flag will indicate if the Task of the Client is Complete.
|
|
TaskComplete = false
|
|
|
|
for TaskNumber, Task in pairs( Client._Tasks ) do
|
|
|
|
if not Task.Stage then
|
|
Task:SetStage( 1 )
|
|
end
|
|
|
|
|
|
local TransportTime = timer.getTime()
|
|
|
|
if not Task:IsDone() then
|
|
|
|
if Task:Goal() then
|
|
Task:ShowGoalProgress( Mission, Client )
|
|
end
|
|
|
|
--env.info( 'Scheduler: Mission = ' .. Mission.Name .. ' / Client = ' .. Client.ClientName .. ' / Task = ' .. Task.Name .. ' / Stage = ' .. Task.ActiveStage .. ' - ' .. Task.Stage.Name .. ' - ' .. Task.Stage.StageType )
|
|
|
|
-- Action
|
|
if Task:StageExecute() then
|
|
Task.Stage:Execute( Mission, Client, Task )
|
|
end
|
|
|
|
-- Wait until execution is finished
|
|
if Task.ExecuteStage == _TransportExecuteStage.EXECUTING then
|
|
Task.Stage:Executing( Mission, Client, Task )
|
|
end
|
|
|
|
-- Validate completion or reverse to earlier stage
|
|
if Task.Time + Task.Stage.WaitTime <= TransportTime then
|
|
Task:SetStage( Task.Stage:Validate( Mission, Client, Task ) )
|
|
end
|
|
|
|
if Task:IsDone() then
|
|
--env.info( 'Scheduler: Mission '.. Mission.Name .. ' Task ' .. Task.Name .. ' Stage ' .. Task.Stage.Name .. ' done. TaskComplete = ' .. string.format ( "%s", TaskComplete and "true" or "false" ) )
|
|
TaskComplete = true -- when a task is not yet completed, a mission cannot be completed
|
|
|
|
else
|
|
-- break only if this task is not yet done, so that future task are not yet activated.
|
|
TaskComplete = false -- when a task is not yet completed, a mission cannot be completed
|
|
--env.info( 'Scheduler: Mission "'.. Mission.Name .. '" Task "' .. Task.Name .. '" Stage "' .. Task.Stage.Name .. '" break. TaskComplete = ' .. string.format ( "%s", TaskComplete and "true" or "false" ) )
|
|
break
|
|
end
|
|
|
|
if TaskComplete then
|
|
|
|
if Mission.GoalFunction ~= nil then
|
|
Mission.GoalFunction( Mission, Client )
|
|
end
|
|
_Database:_AddMissionTaskScore( Client:GetClientGroupDCSUnit(), Mission.Name, 25 )
|
|
|
|
-- if not Mission:IsCompleted() then
|
|
-- end
|
|
end
|
|
end
|
|
end
|
|
|
|
local MissionComplete = true
|
|
for TaskNumber, Task in pairs( Mission._Tasks ) do
|
|
if Task:Goal() then
|
|
-- Task:ShowGoalProgress( Mission, Client )
|
|
if Task:IsGoalReached() then
|
|
else
|
|
MissionComplete = false
|
|
end
|
|
else
|
|
MissionComplete = false -- If there is no goal, the mission should never be ended. The goal status will be set somewhere else.
|
|
end
|
|
end
|
|
|
|
if MissionComplete then
|
|
Mission:Completed()
|
|
_Database:_AddMissionScore( Mission.Name, 100 )
|
|
else
|
|
if TaskComplete then
|
|
-- Reset for new tasking of active client
|
|
Client.ClientAlive = false -- Reset the client tasks.
|
|
end
|
|
end
|
|
|
|
|
|
else
|
|
if Client.ClientAlive then
|
|
env.info( 'Scheduler: Client "' .. Client.ClientName .. '" is inactive.' )
|
|
Client.ClientAlive = false
|
|
|
|
-- This is tricky. If we sanitize Client._Tasks before sanitizing Client._Tasks[TaskNumber].MissionTask, then the original MissionTask will be sanitized, and will be lost within the garbage collector.
|
|
-- So first sanitize Client._Tasks[TaskNumber].MissionTask, after that, sanitize only the whole _Tasks structure...
|
|
--Client._Tasks[TaskNumber].MissionTask = nil
|
|
--Client._Tasks = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
-- If all Clients of this Mission are not activated, then the Mission status needs to be put back into Pending status.
|
|
-- But only if the Mission was Ongoing. In case the Mission is Completed or Failed, the Mission status may not be changed. In these cases, this will be the last run of this Mission in the Scheduler.
|
|
if ClientsAlive == false then
|
|
if Mission:IsOngoing() then
|
|
-- Mission status back to pending...
|
|
Mission:Pending()
|
|
end
|
|
end
|
|
end
|
|
|
|
Mission:StatusToClients()
|
|
|
|
if Mission:ReportTrigger() then
|
|
Mission:ReportToAll()
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Start the MISSIONSCHEDULER.
|
|
function MISSIONSCHEDULER.Start()
|
|
if MISSIONSCHEDULER ~= nil then
|
|
MISSIONSCHEDULER.SchedulerId = routines.scheduleFunction( MISSIONSCHEDULER.Scheduler, { }, 0, 2 )
|
|
end
|
|
end
|
|
|
|
--- Stop the MISSIONSCHEDULER.
|
|
function MISSIONSCHEDULER.Stop()
|
|
if MISSIONSCHEDULER.SchedulerId then
|
|
routines.removeFunction(MISSIONSCHEDULER.SchedulerId)
|
|
MISSIONSCHEDULER.SchedulerId = nil
|
|
end
|
|
end
|
|
|
|
--- This is the main MISSION declaration method. Each Mission is like the master or a Mission orchestration between, Clients, Tasks, Stages etc.
|
|
-- @param Mission is the MISSION object instantiated by @{MISSION:New}.
|
|
-- @return MISSION
|
|
-- @usage
|
|
-- -- Declare a mission.
|
|
-- Mission = MISSION:New( 'Russia Transport Troops SA-6',
|
|
-- 'Operational',
|
|
-- 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.',
|
|
-- 'Russia' )
|
|
-- MISSIONSCHEDULER:AddMission( Mission )
|
|
function MISSIONSCHEDULER.AddMission( Mission )
|
|
MISSIONSCHEDULER.Missions[Mission.Name] = Mission
|
|
MISSIONSCHEDULER.MissionCount = MISSIONSCHEDULER.MissionCount + 1
|
|
-- Add an overall AI Client for the AI tasks... This AI Client will facilitate the Events in the background for each Task.
|
|
--MissionAdd:AddClient( CLIENT:New( 'AI' ) )
|
|
|
|
return Mission
|
|
end
|
|
|
|
--- Remove a MISSION from the MISSIONSCHEDULER.
|
|
-- @param MissionName is the name of the MISSION given at declaration using @{AddMission}.
|
|
-- @usage
|
|
-- -- Declare a mission.
|
|
-- Mission = MISSION:New( 'Russia Transport Troops SA-6',
|
|
-- 'Operational',
|
|
-- 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.',
|
|
-- 'Russia' )
|
|
-- MISSIONSCHEDULER:AddMission( Mission )
|
|
--
|
|
-- -- Now remove the Mission.
|
|
-- MISSIONSCHEDULER:RemoveMission( 'Russia Transport Troops SA-6' )
|
|
function MISSIONSCHEDULER.RemoveMission( MissionName )
|
|
MISSIONSCHEDULER.Missions[MissionName] = nil
|
|
MISSIONSCHEDULER.MissionCount = MISSIONSCHEDULER.MissionCount - 1
|
|
end
|
|
|
|
--- Find a MISSION within the MISSIONSCHEDULER.
|
|
-- @param MissionName is the name of the MISSION given at declaration using @{AddMission}.
|
|
-- @return MISSION
|
|
-- @usage
|
|
-- -- Declare a mission.
|
|
-- Mission = MISSION:New( 'Russia Transport Troops SA-6',
|
|
-- 'Operational',
|
|
-- 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.',
|
|
-- 'Russia' )
|
|
-- MISSIONSCHEDULER:AddMission( Mission )
|
|
--
|
|
-- -- Now find the Mission.
|
|
-- MissionFind = MISSIONSCHEDULER:FindMission( 'Russia Transport Troops SA-6' )
|
|
function MISSIONSCHEDULER.FindMission( MissionName )
|
|
return MISSIONSCHEDULER.Missions[MissionName]
|
|
end
|
|
|
|
-- Internal function used by the MISSIONSCHEDULER menu.
|
|
function MISSIONSCHEDULER.ReportMissionsShow( )
|
|
for MissionName, Mission in pairs( MISSIONSCHEDULER.Missions ) do
|
|
Mission.MissionReportShow = true
|
|
Mission.MissionReportFlash = false
|
|
end
|
|
end
|
|
|
|
-- Internal function used by the MISSIONSCHEDULER menu.
|
|
function MISSIONSCHEDULER.ReportMissionsFlash( TimeInterval )
|
|
local Count = 0
|
|
for MissionName, Mission in pairs( MISSIONSCHEDULER.Missions ) do
|
|
Mission.MissionReportShow = false
|
|
Mission.MissionReportFlash = true
|
|
Mission.MissionReportTrigger = timer.getTime() + Count * TimeInterval
|
|
Mission.MissionTimeInterval = MISSIONSCHEDULER.MissionCount * TimeInterval
|
|
env.info( "TimeInterval = " .. Mission.MissionTimeInterval )
|
|
Count = Count + 1
|
|
end
|
|
end
|
|
|
|
-- Internal function used by the MISSIONSCHEDULER menu.
|
|
function MISSIONSCHEDULER.ReportMissionsHide( Prm )
|
|
for MissionName, Mission in pairs( MISSIONSCHEDULER.Missions ) do
|
|
Mission.MissionReportShow = false
|
|
Mission.MissionReportFlash = false
|
|
end
|
|
end
|
|
|
|
--- Enables a MENU option in the communications menu under F10 to control the status of the active missions.
|
|
-- This function should be called only once when starting the MISSIONSCHEDULER.
|
|
function MISSIONSCHEDULER.ReportMenu()
|
|
local ReportMenu = SUBMENU:New( 'Status' )
|
|
local ReportMenuShow = COMMANDMENU:New( 'Show Report Missions', ReportMenu, MISSIONSCHEDULER.ReportMissionsShow, 0 )
|
|
local ReportMenuFlash = COMMANDMENU:New('Flash Report Missions', ReportMenu, MISSIONSCHEDULER.ReportMissionsFlash, 120 )
|
|
local ReportMenuHide = COMMANDMENU:New( 'Hide Report Missions', ReportMenu, MISSIONSCHEDULER.ReportMissionsHide, 0 )
|
|
end
|
|
|
|
--- Show the remaining mission time.
|
|
function MISSIONSCHEDULER:TimeShow()
|
|
self.TimeIntervalCount = self.TimeIntervalCount + 1
|
|
if self.TimeIntervalCount >= self.TimeTriggerShow then
|
|
local TimeMsg = string.format("%00d", ( self.TimeSeconds / 60 ) - ( timer.getTime() / 60 )) .. ' minutes left until mission reload.'
|
|
MESSAGE:New( TimeMsg, "Mission time", self.TimeShow, '/TimeMsg' ):ToAll()
|
|
self.TimeIntervalCount = 0
|
|
end
|
|
end
|
|
|
|
function MISSIONSCHEDULER:Time( TimeSeconds, TimeIntervalShow, TimeShow )
|
|
|
|
self.TimeIntervalCount = 0
|
|
self.TimeSeconds = TimeSeconds
|
|
self.TimeIntervalShow = TimeIntervalShow
|
|
self.TimeShow = TimeShow
|
|
end
|
|
|
|
--- The CLEANUP class keeps an area clean of crashing or colliding airplanes. It also prevents airplanes from firing within this area.
|
|
-- @module CleanUp
|
|
-- @author Flightcontrol
|
|
|
|
Include.File( "Routines" )
|
|
Include.File( "Base" )
|
|
Include.File( "Mission" )
|
|
Include.File( "Client" )
|
|
Include.File( "Task" )
|
|
|
|
--- The CLEANUP class.
|
|
-- @type CLEANUP
|
|
CLEANUP = {
|
|
ClassName = "CLEANUP",
|
|
ZoneNames = {},
|
|
TimeInterval = 300,
|
|
CleanUpList = {},
|
|
}
|
|
|
|
--- Creates the main object which is handling the cleaning of the debris within the given Zone Names.
|
|
-- @param #CLEANUP self
|
|
-- @param #table ZoneNames Is a table of zone names where the debris should be cleaned. Also a single string can be passed with one zone name.
|
|
-- @param #number TimeInterval The interval in seconds when the clean activity takes place. The default is 300 seconds, thus every 5 minutes.
|
|
-- @return #CLEANUP
|
|
-- @usage
|
|
-- -- Clean these Zones.
|
|
-- CleanUpAirports = CLEANUP:New( { 'CLEAN Tbilisi', 'CLEAN Kutaisi' }, 150 )
|
|
-- or
|
|
-- CleanUpTbilisi = CLEANUP:New( 'CLEAN Tbilisi', 150 )
|
|
-- CleanUpKutaisi = CLEANUP:New( 'CLEAN Kutaisi', 600 )
|
|
function CLEANUP:New( ZoneNames, TimeInterval ) local self = BASE:Inherit( self, BASE:New() )
|
|
self:F( { ZoneNames, TimeInterval } )
|
|
|
|
if type( ZoneNames ) == 'table' then
|
|
self.ZoneNames = ZoneNames
|
|
else
|
|
self.ZoneNames = { ZoneNames }
|
|
end
|
|
if TimeInterval then
|
|
self.TimeInterval = TimeInterval
|
|
end
|
|
|
|
self:AddEvent( world.event.S_EVENT_ENGINE_SHUTDOWN, self._EventAddForCleanUp )
|
|
self:AddEvent( world.event.S_EVENT_ENGINE_STARTUP, self._EventAddForCleanUp )
|
|
self:AddEvent( world.event.S_EVENT_HIT, self._EventAddForCleanUp ) -- , self._EventHitCleanUp )
|
|
self:AddEvent( world.event.S_EVENT_CRASH, self._EventCrash ) -- , self._EventHitCleanUp )
|
|
--self:AddEvent( world.event.S_EVENT_DEAD, self._EventCrash )
|
|
self:AddEvent( world.event.S_EVENT_SHOT, self._EventShot )
|
|
|
|
self:EnableEvents()
|
|
|
|
self.CleanUpScheduler = routines.scheduleFunction( self._CleanUpScheduler, { self }, timer.getTime() + 1, TimeInterval )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Destroys a group from the simulator, but checks first if it is still existing!
|
|
-- @param #CLEANUP self
|
|
-- @param DCSGroup#Group GroupObject The object to be destroyed.
|
|
-- @param #string CleanUpGroupName The groupname...
|
|
function CLEANUP:_DestroyGroup( GroupObject, CleanUpGroupName )
|
|
self:F( { GroupObject, CleanUpGroupName } )
|
|
|
|
if GroupObject then -- and GroupObject:isExist() then
|
|
--MESSAGE:New( "Destroy Group " .. CleanUpGroupName, CleanUpGroupName, 1, CleanUpGroupName ):ToAll()
|
|
trigger.action.deactivateGroup(GroupObject)
|
|
self:T( { "GroupObject Destroyed", GroupObject } )
|
|
end
|
|
end
|
|
|
|
--- Destroys a @{DCSUnit#Unit} from the simulator, but checks first if it is still existing!
|
|
-- @param #CLEANUP self
|
|
-- @param DCSUnit#Unit CleanUpUnit The object to be destroyed.
|
|
-- @param #string CleanUpUnitName The Unit name ...
|
|
function CLEANUP:_DestroyUnit( CleanUpUnit, CleanUpUnitName )
|
|
self:F( { CleanUpUnit, CleanUpUnitName } )
|
|
|
|
if CleanUpUnit then
|
|
--MESSAGE:New( "Destroy " .. CleanUpUnitName, CleanUpUnitName, 1, CleanUpUnitName ):ToAll()
|
|
local CleanUpGroup = Unit.getGroup(CleanUpUnit)
|
|
-- TODO Client bug in 1.5.3
|
|
if CleanUpGroup and CleanUpGroup:isExist() then
|
|
local CleanUpGroupUnits = CleanUpGroup:getUnits()
|
|
if #CleanUpGroupUnits == 1 then
|
|
local CleanUpGroupName = CleanUpGroup:getName()
|
|
local Event = {["initiator"]=CleanUpUnit,["id"]=8}
|
|
world.onEvent( Event )
|
|
trigger.action.deactivateGroup( CleanUpGroup )
|
|
self:T( { "Destroyed Group:", CleanUpGroupName } )
|
|
else
|
|
CleanUpUnit:destroy()
|
|
self:T( { "Destroyed Unit:", CleanUpUnitName } )
|
|
end
|
|
self.CleanUpList[CleanUpUnitName] = nil -- Cleaning from the list
|
|
CleanUpUnit = nil
|
|
end
|
|
end
|
|
end
|
|
|
|
-- TODO check DCSTypes#Weapon
|
|
--- Destroys a missile from the simulator, but checks first if it is still existing!
|
|
-- @param #CLEANUP self
|
|
-- @param DCSTypes#Weapon MissileObject
|
|
function CLEANUP:_DestroyMissile( MissileObject )
|
|
self:F( { MissileObject } )
|
|
|
|
if MissileObject and MissileObject:isExist() then
|
|
MissileObject:destroy()
|
|
self:T( "MissileObject Destroyed")
|
|
end
|
|
end
|
|
|
|
--- Detects if a crash event occurs.
|
|
-- Crashed units go into a CleanUpList for removal.
|
|
-- @param #CLEANUP self
|
|
-- @param DCSTypes#Event event
|
|
function CLEANUP:_EventCrash( event )
|
|
self:F( { event } )
|
|
|
|
--MESSAGE:New( "Crash ", "Crash", 10, "Crash" ):ToAll()
|
|
-- self:T("before getGroup")
|
|
-- local _grp = Unit.getGroup(event.initiator)-- Identify the group that fired
|
|
-- self:T("after getGroup")
|
|
-- _grp:destroy()
|
|
-- self:T("after deactivateGroup")
|
|
-- event.initiator:destroy()
|
|
|
|
local CleanUpUnit = event.initiator -- the Unit
|
|
local CleanUpUnitName = CleanUpUnit:getName() -- return the name of the Unit
|
|
local CleanUpGroup = Unit.getGroup(CleanUpUnit)-- Identify the Group
|
|
local CleanUpGroupName = ""
|
|
if CleanUpGroup and CleanUpGroup:isExist() then
|
|
CleanUpGroupName = CleanUpGroup:getName() -- return the name of the Group
|
|
end
|
|
|
|
self.CleanUpList[CleanUpUnitName] = {}
|
|
self.CleanUpList[CleanUpUnitName].CleanUpUnit = CleanUpUnit
|
|
self.CleanUpList[CleanUpUnitName].CleanUpGroup = CleanUpGroup
|
|
self.CleanUpList[CleanUpUnitName].CleanUpGroupName = CleanUpGroupName
|
|
self.CleanUpList[CleanUpUnitName].CleanUpUnitName = CleanUpUnitName
|
|
end
|
|
|
|
--- Detects if a unit shoots a missile.
|
|
-- If this occurs within one of the zones, then the weapon used must be destroyed.
|
|
-- @param #CLEANUP self
|
|
-- @param DCSTypes#Event event
|
|
function CLEANUP:_EventShot( event )
|
|
self:F( { event } )
|
|
|
|
local _grp = Unit.getGroup(event.initiator)-- Identify the group that fired
|
|
local _groupname = _grp:getName() -- return the name of the group
|
|
local _unittable = {event.initiator:getName()} -- return the name of the units in the group
|
|
local _SEADmissile = event.weapon -- Identify the weapon fired
|
|
--local _SEADmissileName = _SEADmissile:getTypeName() -- return weapon type
|
|
--trigger.action.outText( string.format("Alerte, depart missile " ..string.format(_SEADmissileName)), 20) --debug message
|
|
-- Start of the 2nd loop
|
|
--self:T( "Missile Launched = " .. _SEADmissileName )
|
|
|
|
-- Test if the missile was fired within one of the CLEANUP.ZoneNames.
|
|
local CurrentLandingZoneID = 0
|
|
CurrentLandingZoneID = routines.IsUnitInZones( event.initiator, self.ZoneNames )
|
|
if ( CurrentLandingZoneID ) then
|
|
-- Okay, the missile was fired within the CLEANUP.ZoneNames, destroy the fired weapon.
|
|
--_SEADmissile:destroy()
|
|
routines.scheduleFunction( CLEANUP._DestroyMissile, {self, _SEADmissile}, timer.getTime() + 0.1)
|
|
end
|
|
end
|
|
|
|
|
|
--- Detects if the Unit has an S_EVENT_HIT within the given ZoneNames. If this is the case, destroy the unit.
|
|
-- @param #CLEANUP self
|
|
-- @param DCSTypes#Event event
|
|
function CLEANUP:_EventHitCleanUp( event )
|
|
self:F( { event } )
|
|
|
|
local CleanUpUnit = event.initiator -- the Unit
|
|
if CleanUpUnit and CleanUpUnit:isExist() and Object.getCategory(CleanUpUnit) == Object.Category.UNIT then
|
|
local CleanUpUnitName = event.initiator:getName() -- return the name of the Unit
|
|
|
|
if routines.IsUnitInZones( CleanUpUnit, self.ZoneNames ) ~= nil then
|
|
self:T( "Life: " .. CleanUpUnitName .. ' = ' .. CleanUpUnit:getLife() .. "/" .. CleanUpUnit:getLife0() )
|
|
if CleanUpUnit:getLife() < CleanUpUnit:getLife0() then
|
|
self:T( "CleanUp: Destroy: " .. CleanUpUnitName )
|
|
routines.scheduleFunction( CLEANUP._DestroyUnit, {self, CleanUpUnit}, timer.getTime() + 0.1)
|
|
end
|
|
end
|
|
end
|
|
|
|
local CleanUpTgtUnit = event.target -- the target Unit
|
|
if CleanUpTgtUnit and CleanUpTgtUnit:isExist() and Object.getCategory(CleanUpTgtUnit) == Object.Category.UNIT then
|
|
local CleanUpTgtUnitName = event.target:getName() -- return the name of the target Unit
|
|
local CleanUpTgtGroup = Unit.getGroup(event.target)-- Identify the target Group
|
|
local CleanUpTgtGroupName = CleanUpTgtGroup:getName() -- return the name of the target Group
|
|
|
|
|
|
if routines.IsUnitInZones( CleanUpTgtUnit, self.ZoneNames ) ~= nil then
|
|
self:T( "Life: " .. CleanUpTgtUnitName .. ' = ' .. CleanUpTgtUnit:getLife() .. "/" .. CleanUpTgtUnit:getLife0() )
|
|
if CleanUpTgtUnit:getLife() < CleanUpTgtUnit:getLife0() then
|
|
self:T( "CleanUp: Destroy: " .. CleanUpTgtUnitName )
|
|
routines.scheduleFunction( CLEANUP._DestroyUnit, {self, CleanUpTgtUnit}, timer.getTime() + 0.1)
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- Add the @{DCSUnit#Unit} to the CleanUpList for CleanUp.
|
|
function CLEANUP:_AddForCleanUp( CleanUpUnit, CleanUpUnitName )
|
|
self:F( { CleanUpUnit, CleanUpUnitName } )
|
|
|
|
self.CleanUpList[CleanUpUnitName] = {}
|
|
self.CleanUpList[CleanUpUnitName].CleanUpUnit = CleanUpUnit
|
|
self.CleanUpList[CleanUpUnitName].CleanUpUnitName = CleanUpUnitName
|
|
self.CleanUpList[CleanUpUnitName].CleanUpGroup = Unit.getGroup(CleanUpUnit)
|
|
self.CleanUpList[CleanUpUnitName].CleanUpGroupName = Unit.getGroup(CleanUpUnit):getName()
|
|
self.CleanUpList[CleanUpUnitName].CleanUpTime = timer.getTime()
|
|
self.CleanUpList[CleanUpUnitName].CleanUpMoved = false
|
|
|
|
self:T( { "CleanUp: Add to CleanUpList: ", Unit.getGroup(CleanUpUnit):getName(), CleanUpUnitName } )
|
|
|
|
end
|
|
|
|
--- Detects if the Unit has an S_EVENT_ENGINE_SHUTDOWN or an S_EVENT_HIT within the given ZoneNames. If this is the case, add the Group to the CLEANUP List.
|
|
-- @param #CLEANUP self
|
|
-- @param DCSTypes#Event event
|
|
function CLEANUP:_EventAddForCleanUp( event )
|
|
|
|
local CleanUpUnit = event.initiator -- the Unit
|
|
if CleanUpUnit and Object.getCategory(CleanUpUnit) == Object.Category.UNIT then
|
|
local CleanUpUnitName = CleanUpUnit:getName() -- return the name of the Unit
|
|
if self.CleanUpList[CleanUpUnitName] == nil then
|
|
if routines.IsUnitInZones( CleanUpUnit, self.ZoneNames ) ~= nil then
|
|
self:_AddForCleanUp( CleanUpUnit, CleanUpUnitName )
|
|
end
|
|
end
|
|
end
|
|
|
|
local CleanUpTgtUnit = event.target -- the target Unit
|
|
if CleanUpTgtUnit and Object.getCategory(CleanUpTgtUnit) == Object.Category.UNIT then
|
|
local CleanUpTgtUnitName = CleanUpTgtUnit:getName() -- return the name of the target Unit
|
|
if self.CleanUpList[CleanUpTgtUnitName] == nil then
|
|
if routines.IsUnitInZones( CleanUpTgtUnit, self.ZoneNames ) ~= nil then
|
|
self:_AddForCleanUp( CleanUpTgtUnit, CleanUpTgtUnitName )
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
local CleanUpSurfaceTypeText = {
|
|
"LAND",
|
|
"SHALLOW_WATER",
|
|
"WATER",
|
|
"ROAD",
|
|
"RUNWAY"
|
|
}
|
|
|
|
--- At the defined time interval, CleanUp the Groups within the CleanUpList.
|
|
-- @param #CLEANUP self
|
|
function CLEANUP:_CleanUpScheduler()
|
|
self:F( "CleanUp Scheduler" )
|
|
|
|
for CleanUpUnitName, UnitData in pairs( self.CleanUpList ) do
|
|
|
|
self:T( { CleanUpUnitName, UnitData } )
|
|
local CleanUpUnit = Unit.getByName(UnitData.CleanUpUnitName)
|
|
local CleanUpGroupName = UnitData.CleanUpGroupName
|
|
local CleanUpUnitName = UnitData.CleanUpUnitName
|
|
if CleanUpUnit then
|
|
self:T( { "CleanUp Scheduler", "Checking:", CleanUpUnitName } )
|
|
if _Database:GetStatusGroup( CleanUpGroupName ) ~= "ReSpawn" then
|
|
local CleanUpUnitVec3 = CleanUpUnit:getPoint()
|
|
--self:T( CleanUpUnitVec3 )
|
|
local CleanUpUnitVec2 = {}
|
|
CleanUpUnitVec2.x = CleanUpUnitVec3.x
|
|
CleanUpUnitVec2.y = CleanUpUnitVec3.z
|
|
--self:T( CleanUpUnitVec2 )
|
|
local CleanUpSurfaceType = land.getSurfaceType(CleanUpUnitVec2)
|
|
--self:T( CleanUpSurfaceType )
|
|
--MESSAGE:New( "Surface " .. CleanUpUnitName .. " = " .. CleanUpSurfaceTypeText[CleanUpSurfaceType], CleanUpUnitName, 10, CleanUpUnitName ):ToAll()
|
|
|
|
if CleanUpUnit and CleanUpUnit:getLife() <= CleanUpUnit:getLife0() * 0.95 then
|
|
if CleanUpSurfaceType == land.SurfaceType.RUNWAY then
|
|
if CleanUpUnit:inAir() then
|
|
local CleanUpLandHeight = land.getHeight(CleanUpUnitVec2)
|
|
local CleanUpUnitHeight = CleanUpUnitVec3.y - CleanUpLandHeight
|
|
self:T( { "CleanUp Scheduler", "Height = " .. CleanUpUnitHeight } )
|
|
if CleanUpUnitHeight < 30 then
|
|
self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because below safe height and damaged." } )
|
|
self:_DestroyUnit(CleanUpUnit, CleanUpUnitName)
|
|
end
|
|
else
|
|
self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because on runway and damaged." } )
|
|
self:_DestroyUnit(CleanUpUnit, CleanUpUnitName)
|
|
end
|
|
end
|
|
end
|
|
-- Clean Units which are waiting for a very long time in the CleanUpZone.
|
|
if CleanUpUnit then
|
|
local CleanUpUnitVelocity = CleanUpUnit:getVelocity()
|
|
local CleanUpUnitVelocityTotal = math.abs(CleanUpUnitVelocity.x) + math.abs(CleanUpUnitVelocity.y) + math.abs(CleanUpUnitVelocity.z)
|
|
if CleanUpUnitVelocityTotal < 1 then
|
|
if UnitData.CleanUpMoved then
|
|
if UnitData.CleanUpTime + 180 <= timer.getTime() then
|
|
self:T( { "CleanUp Scheduler", "Destroy due to not moving anymore " .. CleanUpUnitName } )
|
|
self:_DestroyUnit(CleanUpUnit, CleanUpUnitName)
|
|
end
|
|
end
|
|
else
|
|
UnitData.CleanUpTime = timer.getTime()
|
|
UnitData.CleanUpMoved = true
|
|
--MESSAGE:New( "Moved " .. CleanUpUnitName, CleanUpUnitName, 10, CleanUpUnitName ):ToAll()
|
|
end
|
|
end
|
|
|
|
else
|
|
-- Do nothing ...
|
|
self.CleanUpList[CleanUpUnitName] = nil -- Not anymore in the DCSRTE
|
|
end
|
|
else
|
|
self:T( "CleanUp: Group " .. CleanUpUnitName .. " cannot be found in DCS RTE, removing ..." )
|
|
self.CleanUpList[CleanUpUnitName] = nil -- Not anymore in the DCSRTE
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Dynamic spawning of groups (and units).
|
|
-- The SPAWN class allows to spawn dynamically new groups, based on pre-defined initialization settings, modifying the behaviour when groups are spawned.
|
|
-- For each group to be spawned, within the mission editor, a group has to be created with the "late activation flag" set. We call this group the *"Spawn Template"* of the SPAWN object.
|
|
-- A reference to this Spawn Template needs to be provided when constructing the SPAWN object, by indicating the name of the group within the mission editor in the constructor methods.
|
|
--
|
|
-- Within the SPAWN object, there is an internal index that keeps track of which group from the internal group list was spawned.
|
|
-- When new groups get spawned by using the SPAWN functions (see below), it will be validated whether the Limits (@{#SPAWN.Limit}) of the SPAWN object are not reached.
|
|
-- When all is valid, a new group will be created by the spawning methods, and the internal index will be increased with 1.
|
|
--
|
|
-- Regarding the name of new spawned groups, a _SpawnPrefix_ will be assigned for each new group created.
|
|
-- If you want to have the Spawn Template name to be used as the _SpawnPrefix_ name, use the @{#SPAWN.New} constructor.
|
|
-- However, when the @{#SPAWN.NewWithAlias} constructor was used, the Alias name will define the _SpawnPrefix_ name.
|
|
-- Groups will follow the following naming structure when spawned at run-time:
|
|
--
|
|
-- 1. Spawned groups will have the name _SpawnPrefix_#ggg, where ggg is a counter from 0 to 999.
|
|
-- 2. Spawned units will have the name _SpawnPrefix_#ggg-uu, where uu is a counter from 0 to 99 for each new spawned unit belonging to the group.
|
|
--
|
|
-- Some additional notes that need to be remembered:
|
|
--
|
|
-- * Templates are actually groups defined within the mission editor, with the flag "Late Activation" set. As such, these groups are never used within the mission, but are used by the @{#SPAWN} module.
|
|
-- * It is important to defined BEFORE you spawn new groups, a proper initialization of the SPAWN instance is done with the options you want to use.
|
|
-- * When designing a mission, NEVER name groups using a "#" within the name of the group Spawn Template(s), or the SPAWN module logic won't work anymore.
|
|
--
|
|
-- 1. SPAWN object construction methods:
|
|
-- -------------------------------------
|
|
-- Create a new SPAWN object with the @{#SPAWN.New} or the @{#SPAWN.NewWithAlias} methods:
|
|
--
|
|
-- * @{#SPAWN.New}: Creates a new SPAWN object taking the name of the group that functions as the Template.
|
|
--
|
|
-- It is important to understand how the SPAWN class works internally. The SPAWN object created will contain internally a list of groups that will be spawned and that are already spawned.
|
|
-- The initialization functions will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons.
|
|
-- So in principle, the group list will contain all parameters and configurations after initialization, and when groups get actually spawned, this spawning can be done quickly and efficient.
|
|
--
|
|
-- 2. SPAWN object initialization methods:
|
|
-- ---------------------------------------
|
|
-- A spawn object will behave differently based on the usage of initialization methods:
|
|
--
|
|
-- * @{#SPAWN.Limit}: Limits the amount of groups that can be alive at the same time and that can be dynamically spawned.
|
|
-- * @{#SPAWN.RandomizeRoute}: Randomize the routes of spawned groups.
|
|
-- * @{#SPAWN.RandomizeTemplate}: Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined.
|
|
-- * @{#SPAWN.Uncontrolled}: Spawn plane groups uncontrolled.
|
|
-- * @{#SPAWN.Array}: Make groups visible before they are actually activated, and order these groups like a batallion in an array.
|
|
-- * @{#SPAWN.Repeat}: Re-spawn groups when they land at the home base. Similar functions are @{#SPAWN.RepeatOnLanding} and @{#SPAWN.RepeatOnEngineShutDown}.
|
|
--
|
|
-- 2. SPAWN object spawning methods:
|
|
-- ---------------------------------
|
|
-- Groups can be spawned at different times and methods:
|
|
--
|
|
-- * @{#SPAWN.Spawn}: Spawn one new group based on the last spawned index.
|
|
-- * @{#SPAWN.ReSpawn}: Re-spawn a group based on a given index.
|
|
-- * @{#SPAWN.SpawnScheduled}: Spawn groups at scheduled but randomized intervals. You can use @{#SPAWN.SpawnScheduleStart} and @{#SPAWN.SpawnScheduleStop} to start and stop the schedule respectively.
|
|
-- * @{#SPAWN.SpawnFromUnit}: Spawn a new group taking the position of a @{UNIT}.
|
|
-- * @{#SPAWN.SpawnInZone}: Spawn a new group in a @{ZONE}.
|
|
--
|
|
-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{GROUP#GROUP.New} object, that contains a reference to the DCSGroup object.
|
|
-- You can use the @{GROUP} object to do further actions with the DCSGroup.
|
|
--
|
|
-- 3. SPAWN object cleaning:
|
|
-- -------------------------
|
|
-- Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive.
|
|
-- In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't,
|
|
-- and it may occur that no new groups are or can be spawned as limits are reached.
|
|
-- To prevent this, a @{#SPAWN.CleanUp} initialization method has been defined that will silently monitor the status of each spawned group.
|
|
-- Once a group has a velocity = 0, and has been waiting for a defined interval, that group will be cleaned or removed from run-time.
|
|
-- There is a catch however :-) If a damaged group has returned to an airbase within the coalition, that group will not be considered as "lost"...
|
|
-- In such a case, when the inactive group is cleaned, a new group will Re-spawned automatically.
|
|
-- This models AI that has succesfully returned to their airbase, to restart their combat activities.
|
|
-- Check the @{#SPAWN.CleanUp} for further info.
|
|
--
|
|
-- @module Spawn
|
|
-- @author FlightControl
|
|
|
|
Include.File( "Routines" )
|
|
Include.File( "Base" )
|
|
Include.File( "Database" )
|
|
Include.File( "Group" )
|
|
Include.File( "Zone" )
|
|
|
|
--- SPAWN Class
|
|
-- @type SPAWN
|
|
-- @extends Base#BASE
|
|
-- @field ClassName
|
|
SPAWN = {
|
|
ClassName = "SPAWN",
|
|
}
|
|
|
|
|
|
|
|
--- Creates the main object to spawn a GROUP defined in the DCS ME.
|
|
-- @param self
|
|
-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix.
|
|
-- @return #SPAWN
|
|
-- @usage
|
|
-- -- NATO helicopters engaging in the battle field.
|
|
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' )
|
|
-- @usage local Plane = SPAWN:New( "Plane" ) -- Creates a new local variable that can initiate new planes with the name "Plane#ddd" using the template "Plane" as defined within the ME.
|
|
function SPAWN:New( SpawnTemplatePrefix )
|
|
local self = BASE:Inherit( self, BASE:New() )
|
|
self:F( { SpawnTemplatePrefix } )
|
|
|
|
local TemplateGroup = Group.getByName( SpawnTemplatePrefix )
|
|
if TemplateGroup then
|
|
self.SpawnTemplatePrefix = SpawnTemplatePrefix
|
|
self.SpawnIndex = 0
|
|
self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart.
|
|
self.AliveUnits = 0 -- Contains the counter how many units are currently alive
|
|
self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not.
|
|
self.SpawnTemplate = self._GetTemplate( self, SpawnTemplatePrefix ) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
|
|
self.SpawnRepeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
|
|
self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
|
|
self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
|
|
self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
|
|
self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false.
|
|
self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
|
|
|
|
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
|
|
else
|
|
error( "SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
|
|
end
|
|
|
|
self:AddEvent( world.event.S_EVENT_BIRTH, self._OnBirth )
|
|
self:AddEvent( world.event.S_EVENT_DEAD, self._OnDeadOrCrash )
|
|
self:AddEvent( world.event.S_EVENT_CRASH, self._OnDeadOrCrash )
|
|
|
|
self:EnableEvents()
|
|
|
|
return self
|
|
end
|
|
|
|
--- Creates a new SPAWN instance to create new groups based on the defined template and using a new alias for each new group.
|
|
-- @param self
|
|
-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template.
|
|
-- @param #string SpawnAliasPrefix is the name that will be given to the Group at runtime.
|
|
-- @return #SPAWN
|
|
-- @usage
|
|
-- -- NATO helicopters engaging in the battle field.
|
|
-- Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' )
|
|
-- @usage local PlaneWithAlias = SPAWN:NewWithAlias( "Plane", "Bomber" ) -- Creates a new local variable that can instantiate new planes with the name "Bomber#ddd" using the template "Plane" as defined within the ME.
|
|
function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
|
|
local self = BASE:Inherit( self, BASE:New() )
|
|
self:F( { SpawnTemplatePrefix, SpawnAliasPrefix } )
|
|
|
|
local TemplateGroup = Group.getByName( SpawnTemplatePrefix )
|
|
if TemplateGroup then
|
|
self.SpawnTemplatePrefix = SpawnTemplatePrefix
|
|
self.SpawnAliasPrefix = SpawnAliasPrefix
|
|
self.SpawnIndex = 0
|
|
self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart.
|
|
self.AliveUnits = 0 -- Contains the counter how many units are currently alive
|
|
self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not.
|
|
self.SpawnTemplate = self._GetTemplate( self, SpawnTemplatePrefix ) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
|
|
self.SpawnRepeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
|
|
self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
|
|
self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
|
|
self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
|
|
self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false.
|
|
self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
|
|
|
|
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
|
|
else
|
|
error( "SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
|
|
end
|
|
|
|
self:AddEvent( world.event.S_EVENT_BIRTH, self._OnBirth )
|
|
self:AddEvent( world.event.S_EVENT_DEAD, self._OnDeadOrCrash )
|
|
self:AddEvent( world.event.S_EVENT_CRASH, self._OnDeadOrCrash )
|
|
|
|
self:EnableEvents()
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Limits the Maximum amount of Units that can be alive at the same time, and the maximum amount of groups that can be spawned.
|
|
-- Note that this method is exceptionally important to balance the performance of the mission. Depending on the machine etc, a mission can only process a maximum amount of units.
|
|
-- If the time interval must be short, but there should not be more Units or Groups alive than a maximum amount of units, then this function should be used...
|
|
-- When a @{#SPAWN.New} is executed and the limit of the amount of units alive is reached, then no new spawn will happen of the group, until some of these units of the spawn object will be destroyed.
|
|
-- @param self
|
|
-- @param #number SpawnMaxUnitsAlive The maximum amount of units that can be alive at runtime.
|
|
-- @param #number SpawnMaxGroups The maximum amount of groups that can be spawned. When the limit is reached, then no more actual spawns will happen of the group.
|
|
-- This parameter is useful to define a maximum amount of airplanes, ground troops, helicopters, ships etc within a supply area.
|
|
-- This parameter accepts the value 0, which defines that there are no maximum group limits, but there are limits on the maximum of units that can be alive at the same time.
|
|
-- @return #SPAWN self
|
|
-- @usage
|
|
-- -- NATO helicopters engaging in the battle field.
|
|
-- -- This helicopter group consists of one Unit. So, this group will SPAWN maximum 2 groups simultaneously within the DCSRTE.
|
|
-- -- There will be maximum 24 groups spawned during the whole mission lifetime.
|
|
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Limit( 2, 24 )
|
|
function SPAWN:Limit( SpawnMaxUnitsAlive, SpawnMaxGroups )
|
|
self:F( { self.SpawnTemplatePrefix, SpawnMaxUnitsAlive, SpawnMaxGroups } )
|
|
|
|
self.SpawnMaxUnitsAlive = SpawnMaxUnitsAlive -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
|
|
self.SpawnMaxGroups = SpawnMaxGroups -- The maximum amount of groups that can be spawned.
|
|
|
|
for SpawnGroupID = 1, self.SpawnMaxGroups do
|
|
self:_InitializeSpawnGroups( SpawnGroupID )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Randomizes the defined route of the SpawnTemplatePrefix group in the ME. This is very useful to define extra variation of the behaviour of groups.
|
|
-- @param self
|
|
-- @param #number SpawnStartPoint is the waypoint where the randomization begins.
|
|
-- Note that the StartPoint = 0 equaling the point where the group is spawned.
|
|
-- @param #number SpawnEndPoint is the waypoint where the randomization ends counting backwards.
|
|
-- This parameter is useful to avoid randomization to end at a waypoint earlier than the last waypoint on the route.
|
|
-- @param #number SpawnRadius is the radius in meters in which the randomization of the new waypoints, with the original waypoint of the original template located in the middle ...
|
|
-- @return #SPAWN
|
|
-- @usage
|
|
-- -- NATO helicopters engaging in the battle field.
|
|
-- -- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP).
|
|
-- -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter.
|
|
-- -- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters.
|
|
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):RandomizeRoute( 2, 2, 2000 )
|
|
function SPAWN:RandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius )
|
|
self:F( { self.SpawnTemplatePrefix, SpawnStartPoint, SpawnEndPoint, SpawnRadius } )
|
|
|
|
self.SpawnRandomizeRoute = true
|
|
self.SpawnRandomizeRouteStartPoint = SpawnStartPoint
|
|
self.SpawnRandomizeRouteEndPoint = SpawnEndPoint
|
|
self.SpawnRandomizeRouteRadius = SpawnRadius
|
|
|
|
for GroupID = 1, self.SpawnMaxGroups do
|
|
self:_RandomizeRoute( GroupID )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- This function is rather complicated to understand. But I'll try to explain.
|
|
-- This function becomes useful when you need to spawn groups with random templates of groups defined within the mission editor,
|
|
-- but they will all follow the same Template route and have the same prefix name.
|
|
-- In other words, this method randomizes between a defined set of groups the template to be used for each new spawn of a group.
|
|
-- @param self
|
|
-- @param #string SpawnTemplatePrefixTable A table with the names of the groups defined within the mission editor, from which one will be choosen when a new group will be spawned.
|
|
-- @return #SPAWN
|
|
-- @usage
|
|
-- -- NATO Tank Platoons invading Gori.
|
|
-- -- Choose between 13 different 'US Tank Platoon' configurations for each new SPAWN the Group to be spawned for the
|
|
-- -- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SpawnTemplatePrefixes.
|
|
-- -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and
|
|
-- -- with a limit set of maximum 12 Units alive simulteneously and 150 Groups to be spawned during the whole mission.
|
|
-- Spawn_US_Platoon = { 'US Tank Platoon 1', 'US Tank Platoon 2', 'US Tank Platoon 3', 'US Tank Platoon 4', 'US Tank Platoon 5',
|
|
-- 'US Tank Platoon 6', 'US Tank Platoon 7', 'US Tank Platoon 8', 'US Tank Platoon 9', 'US Tank Platoon 10',
|
|
-- 'US Tank Platoon 11', 'US Tank Platoon 12', 'US Tank Platoon 13' }
|
|
-- Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):Limit( 12, 150 ):Schedule( 200, 0.4 ):RandomizeTemplate( Spawn_US_Platoon ):RandomizeRoute( 3, 3, 2000 )
|
|
-- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):Limit( 12, 150 ):Schedule( 200, 0.4 ):RandomizeTemplate( Spawn_US_Platoon ):RandomizeRoute( 3, 3, 2000 )
|
|
-- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):Limit( 12, 150 ):Schedule( 200, 0.4 ):RandomizeTemplate( Spawn_US_Platoon ):RandomizeRoute( 3, 3, 2000 )
|
|
function SPAWN:RandomizeTemplate( SpawnTemplatePrefixTable )
|
|
self:F( { self.SpawnTemplatePrefix, SpawnTemplatePrefixTable } )
|
|
|
|
self.SpawnTemplatePrefixTable = SpawnTemplatePrefixTable
|
|
self.SpawnRandomizeTemplate = true
|
|
|
|
for SpawnGroupID = 1, self.SpawnMaxGroups do
|
|
self:_RandomizeTemplate( SpawnGroupID )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
--- For planes and helicopters, when these groups go home and land on their home airbases and farps, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment.
|
|
-- This function is used to re-spawn automatically (so no extra call is needed anymore) the same group after it has landed.
|
|
-- This will enable a spawned group to be re-spawned after it lands, until it is destroyed...
|
|
-- Note: When the group is respawned, it will re-spawn from the original airbase where it took off.
|
|
-- So ensure that the routes for groups that respawn, always return to the original airbase, or players may get confused ...
|
|
-- @param self
|
|
-- @return #SPAWN self
|
|
-- @usage
|
|
-- -- RU Su-34 - AI Ship Attack
|
|
-- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically.
|
|
-- SpawnRU_SU34 = SPAWN:New( 'TF1 RU Su-34 Krymsk@AI - Attack Ships' ):Schedule( 2, 3, 1800, 0.4 ):SpawnUncontrolled():RandomizeRoute( 1, 1, 3000 ):RepeatOnEngineShutDown()
|
|
function SPAWN:Repeat()
|
|
self:F( { self.SpawnTemplatePrefix } )
|
|
|
|
self.SpawnRepeat = true
|
|
self.RepeatOnEngineShutDown = false
|
|
self.RepeatOnLanding = true
|
|
|
|
self:AddEvent( world.event.S_EVENT_LAND, self._OnLand )
|
|
self:AddEvent( world.event.S_EVENT_TAKEOFF, self._OnTakeOff )
|
|
self:AddEvent( world.event.S_EVENT_ENGINE_SHUTDOWN, self._OnEngineShutDown )
|
|
self:EnableEvents()
|
|
|
|
return self
|
|
end
|
|
|
|
--- Same as the @{Repeat) method.
|
|
-- @return SPAWN
|
|
-- @see Repeat
|
|
|
|
function SPAWN:RepeatOnLanding()
|
|
self:F( { self.SpawnTemplatePrefix } )
|
|
|
|
self:Repeat()
|
|
self.RepeatOnEngineShutDown = false
|
|
self.RepeatOnLanding = true
|
|
|
|
return self
|
|
end
|
|
|
|
--- Same as the @{#SPAWN.Repeat) method, but now the Group will respawn after its engines have shut down.
|
|
-- @return SPAWN
|
|
function SPAWN:RepeatOnEngineShutDown()
|
|
self:F( { self.SpawnTemplatePrefix } )
|
|
|
|
self:Repeat()
|
|
self.RepeatOnEngineShutDown = true
|
|
self.RepeatOnLanding = false
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- CleanUp groups when they are still alive, but inactive.
|
|
-- When groups are still alive and have become inactive due to damage and are unable to contribute anything, then this group will be removed at defined intervals in seconds.
|
|
-- @param self
|
|
-- @param #string SpawnCleanUpInterval The interval to check for inactive groups within seconds.
|
|
-- @return #SPAWN self
|
|
-- @usage Spawn_Helicopter:CleanUp( 20 ) -- CleanUp the spawning of the helicopters every 20 seconds when they become inactive.
|
|
function SPAWN:CleanUp( SpawnCleanUpInterval )
|
|
self:F( { self.SpawnTemplatePrefix, SpawnCleanUpInterval } )
|
|
|
|
self.SpawnCleanUpInterval = SpawnCleanUpInterval
|
|
self.SpawnCleanUpTimeStamps = {}
|
|
self.CleanUpFunction = routines.scheduleFunction( self._SpawnCleanUpScheduler, { self }, timer.getTime() + 1, SpawnCleanUpInterval )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
|
|
--- Makes the groups visible before start (like a batallion).
|
|
-- The method will take the position of the group as the first position in the array.
|
|
-- @param self
|
|
-- @param #number SpawnAngle The angle in degrees how the groups and each unit of the group will be positioned.
|
|
-- @param #number SpawnWidth The amount of Groups that will be positioned on the X axis.
|
|
-- @param #number SpawnDeltaX The space between each Group on the X-axis.
|
|
-- @param #number SpawnDeltaY The space between each Group on the Y-axis.
|
|
-- @return #SPAWN self
|
|
-- @usage
|
|
-- -- Define an array of Groups.
|
|
-- Spawn_BE_Ground = SPAWN:New( 'BE Ground' ):Limit( 2, 24 ):Visible( 90, "Diamond", 10, 100, 50 )
|
|
function SPAWN:Array( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY )
|
|
self:F( { self.SpawnTemplatePrefix, SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY } )
|
|
|
|
self.SpawnVisible = true -- When the first Spawn executes, all the Groups need to be made visible before start.
|
|
|
|
local SpawnX = 0
|
|
local SpawnY = 0
|
|
local SpawnXIndex = 0
|
|
local SpawnYIndex = 0
|
|
|
|
for SpawnGroupID = 1, self.SpawnMaxGroups do
|
|
self:T( { SpawnX, SpawnY, SpawnXIndex, SpawnYIndex } )
|
|
|
|
self.SpawnGroups[SpawnGroupID].Visible = true
|
|
self.SpawnGroups[SpawnGroupID].Spawned = false
|
|
|
|
SpawnXIndex = SpawnXIndex + 1
|
|
if SpawnWidth and SpawnWidth ~= 0 then
|
|
if SpawnXIndex >= SpawnWidth then
|
|
SpawnXIndex = 0
|
|
SpawnYIndex = SpawnYIndex + 1
|
|
end
|
|
end
|
|
|
|
local SpawnRootX = self.SpawnGroups[SpawnGroupID].SpawnTemplate.x
|
|
local SpawnRootY = self.SpawnGroups[SpawnGroupID].SpawnTemplate.y
|
|
|
|
self:_TranslateRotate( SpawnGroupID, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle )
|
|
|
|
self.SpawnGroups[SpawnGroupID].SpawnTemplate.lateActivation = true
|
|
self.SpawnGroups[SpawnGroupID].SpawnTemplate.visible = true
|
|
|
|
self.SpawnGroups[SpawnGroupID].Visible = true
|
|
self.SpawnGroups[SpawnGroupID].Group = _Database:Spawn( self.SpawnGroups[SpawnGroupID].SpawnTemplate )
|
|
|
|
SpawnX = SpawnXIndex * SpawnDeltaX
|
|
SpawnY = SpawnYIndex * SpawnDeltaY
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
|
|
--- Will re-spawn a group based on a given index.
|
|
-- Note: Uses @{DATABASE} module defined in MOOSE.
|
|
-- @param self
|
|
-- @return GROUP#GROUP The group that was spawned. You can use this group for further actions.
|
|
function SPAWN:Spawn()
|
|
self:F( { self.SpawnTemplatePrefix, self.SpawnIndex } )
|
|
|
|
return self:SpawnWithIndex( self.SpawnIndex + 1 )
|
|
end
|
|
|
|
--- Will re-spawn a group based on a given index.
|
|
-- Note: Uses @{DATABASE} module defined in MOOSE.
|
|
-- @param self
|
|
-- @param #string SpawnIndex The index of the group to be spawned.
|
|
-- @return GROUP#GROUP The group that was spawned. You can use this group for further actions.
|
|
function SPAWN:ReSpawn( SpawnIndex )
|
|
self:F( { self.SpawnTemplatePrefix, SpawnIndex } )
|
|
|
|
if not SpawnIndex then
|
|
SpawnIndex = 1
|
|
end
|
|
|
|
--local SpawnGroup = self:GetGroupFromIndex( SpawnIndex ):GetDCSGroup()
|
|
--if SpawnGroup then
|
|
--DCSGroup:destroy()
|
|
--end
|
|
|
|
return self:SpawnWithIndex( SpawnIndex )
|
|
end
|
|
|
|
--- Will spawn a group with a specified index number.
|
|
-- Uses @{DATABASE} global object defined in MOOSE.
|
|
-- @param #SPAWN self
|
|
-- @return GROUP#GROUP The group that was spawned. You can use this group for further actions.
|
|
function SPAWN:SpawnWithIndex( SpawnIndex )
|
|
self:F( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnMaxGroups } )
|
|
|
|
if self:_GetSpawnIndex( SpawnIndex ) then
|
|
|
|
if self.SpawnGroups[self.SpawnIndex].Visible then
|
|
self.SpawnGroups[self.SpawnIndex].Group:Activate()
|
|
else
|
|
self:T( self.SpawnGroups[self.SpawnIndex].SpawnTemplate )
|
|
self.SpawnGroups[self.SpawnIndex].Group = _Database:Spawn( self.SpawnGroups[self.SpawnIndex].SpawnTemplate )
|
|
--if self.SpawnRepeat then
|
|
-- _Database:SetStatusGroup( SpawnTemplate.name, "ReSpawn" )
|
|
--end
|
|
end
|
|
|
|
self.SpawnGroups[self.SpawnIndex].Spawned = true
|
|
return self.SpawnGroups[self.SpawnIndex].Group
|
|
else
|
|
self:E( { self.SpawnTemplatePrefix, "No more Groups to Spawn:", SpawnIndex, self.SpawnMaxGroups } )
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Spawns new groups at varying time intervals.
|
|
-- This is useful if you want to have continuity within your missions of certain (AI) groups to be present (alive) within your missions.
|
|
-- @param self
|
|
-- @param #number SpawnTime The time interval defined in seconds between each new spawn of new groups.
|
|
-- @param #number SpawnTimeVariation The variation to be applied on the defined time interval between each new spawn.
|
|
-- The variation is a number between 0 and 1, representing the %-tage of variation to be applied on the time interval.
|
|
-- @return #SPAWN self
|
|
-- @usage
|
|
-- -- NATO helicopters engaging in the battle field.
|
|
-- -- The time interval is set to SPAWN new helicopters between each 600 seconds, with a time variation of 50%.
|
|
-- -- The time variation in this case will be between 450 seconds and 750 seconds.
|
|
-- -- This is calculated as follows:
|
|
-- -- Low limit: 600 * ( 1 - 0.5 / 2 ) = 450
|
|
-- -- High limit: 600 * ( 1 + 0.5 / 2 ) = 750
|
|
-- -- Between these two values, a random amount of seconds will be choosen for each new spawn of the helicopters.
|
|
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 )
|
|
function SPAWN:SpawnScheduled( SpawnTime, SpawnTimeVariation )
|
|
self:F( { SpawnTime, SpawnTimeVariation } )
|
|
|
|
self.SpawnCurrentTimer = 0 -- The internal timer counter to trigger a scheduled spawning of SpawnTemplatePrefix.
|
|
self.SpawnSetTimer = 0 -- The internal timer value when a scheduled spawning of SpawnTemplatePrefix occurs.
|
|
self.AliveFactor = 1 --
|
|
self.SpawnLowTimer = 0
|
|
self.SpawnHighTimer = 0
|
|
|
|
if SpawnTime ~= nil and SpawnTimeVariation ~= nil then
|
|
self.SpawnLowTimer = SpawnTime - SpawnTime / 2 * SpawnTimeVariation
|
|
self.SpawnHighTimer = SpawnTime + SpawnTime / 2 * SpawnTimeVariation
|
|
self:SpawnScheduleStart()
|
|
end
|
|
|
|
self:T( { self.SpawnLowTimer, self.SpawnHighTimer } )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
|
|
--- Will start the spawning scheduler.
|
|
-- Note: This function is called automatically when @{#SPAWN.Scheduled} is called.
|
|
function SPAWN:SpawnScheduleStart()
|
|
self:F( { self.SpawnTemplatePrefix } )
|
|
|
|
--local ClientUnit = #AlivePlayerUnits()
|
|
|
|
self.AliveFactor = 10 -- ( 10 - ClientUnit ) / 10
|
|
|
|
if self.SpawnIsScheduled == false then
|
|
self.SpawnIsScheduled = true
|
|
self.SpawnInit = true
|
|
self.SpawnSetTimer = math.random( self.SpawnLowTimer * self.AliveFactor / 10 , self.SpawnHighTimer * self.AliveFactor / 10 )
|
|
|
|
self.SpawnFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 1 )
|
|
end
|
|
end
|
|
|
|
--- Will stop the scheduled spawning scheduler.
|
|
function SPAWN:SpawnScheduleStop()
|
|
self:F( { self.SpawnTemplatePrefix } )
|
|
|
|
self.SpawnIsScheduled = false
|
|
end
|
|
|
|
--- Will spawn a group from a hosting unit. This function is mostly advisable to be used if you want to simulate spawning from air units, like helicopters, which are dropping infantry into a defined Landing Zone.
|
|
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
|
|
-- You can use the returned group to further define the route to be followed.
|
|
-- @param self
|
|
-- @param Unit#UNIT HostUnit The air or ground unit dropping or unloading the group.
|
|
-- @param #number OuterRadius The outer radius in meters where the new group will be spawned.
|
|
-- @param #number InnerRadius The inner radius in meters where the new group will NOT be spawned.
|
|
-- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone.
|
|
-- @return Group#GROUP that was spawned.
|
|
-- @return #nil Nothing was spawned.
|
|
function SPAWN:SpawnFromUnit( HostUnit, OuterRadius, InnerRadius, SpawnIndex )
|
|
self:F( { self.SpawnTemplatePrefix, HostUnit, OuterRadius, InnerRadius, SpawnIndex } )
|
|
|
|
if HostUnit and HostUnit:IsAlive() then -- and HostUnit:getUnit(1):inAir() == false then
|
|
|
|
if SpawnIndex then
|
|
else
|
|
SpawnIndex = self.SpawnIndex + 1
|
|
end
|
|
|
|
if self:_GetSpawnIndex( SpawnIndex ) then
|
|
|
|
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
|
|
|
|
if SpawnTemplate then
|
|
|
|
local UnitPoint = HostUnit:GetPointVec2()
|
|
--for PointID, Point in pairs( SpawnTemplate.route.points ) do
|
|
--Point.x = UnitPoint.x
|
|
--Point.y = UnitPoint.y
|
|
--Point.alt = nil
|
|
--Point.alt_type = nil
|
|
--end
|
|
|
|
SpawnTemplate.route.points = nil
|
|
SpawnTemplate.route.points = {}
|
|
SpawnTemplate.route.points[1] = {}
|
|
SpawnTemplate.route.points[1].x = UnitPoint.x
|
|
SpawnTemplate.route.points[1].y = UnitPoint.y
|
|
|
|
if not InnerRadius then
|
|
InnerRadius = 10
|
|
end
|
|
|
|
if not OuterRadius then
|
|
OuterRadius = 50
|
|
end
|
|
|
|
-- Apply SpawnFormation
|
|
for UnitID = 1, #SpawnTemplate.units do
|
|
if InnerRadius == 0 then
|
|
SpawnTemplate.units[UnitID].x = UnitPoint.x
|
|
SpawnTemplate.units[UnitID].y = UnitPoint.y
|
|
else
|
|
local CirclePos = routines.getRandPointInCircle( UnitPoint, OuterRadius, InnerRadius )
|
|
SpawnTemplate.units[UnitID].x = CirclePos.x
|
|
SpawnTemplate.units[UnitID].y = CirclePos.y
|
|
end
|
|
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
|
|
end
|
|
|
|
local SpawnPos = routines.getRandPointInCircle( UnitPoint, OuterRadius, InnerRadius )
|
|
local Point = {}
|
|
Point.type = "Turning Point"
|
|
Point.x = SpawnPos.x
|
|
Point.y = SpawnPos.y
|
|
Point.action = "Cone"
|
|
Point.speed = 5
|
|
|
|
table.insert( SpawnTemplate.route.points, 2, Point )
|
|
|
|
return self:SpawnWithIndex( self.SpawnIndex )
|
|
end
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Will spawn a Group within a given @{ZONE}.
|
|
-- @param self
|
|
-- @param #ZONE Zone The zone where the group is to be spawned.
|
|
-- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone.
|
|
-- @return GROUP#GROUP that was spawned.
|
|
-- @return #nil when nothing was spawned.
|
|
function SPAWN:SpawnInZone( Zone, SpawnIndex )
|
|
self:F( { self.SpawnTemplatePrefix, Zone, SpawnIndex } )
|
|
|
|
if Zone then
|
|
|
|
if SpawnIndex then
|
|
else
|
|
SpawnIndex = self.SpawnIndex + 1
|
|
end
|
|
|
|
if self:_GetSpawnIndex( SpawnIndex ) then
|
|
|
|
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
|
|
|
|
if SpawnTemplate then
|
|
|
|
local ZonePoint = Zone:GetPointVec2()
|
|
|
|
SpawnTemplate.route.points = nil
|
|
SpawnTemplate.route.points = {}
|
|
SpawnTemplate.route.points[1] = {}
|
|
SpawnTemplate.route.points[1].x = ZonePoint.x
|
|
SpawnTemplate.route.points[1].y = ZonePoint.y
|
|
|
|
-- Apply SpawnFormation
|
|
for UnitID = 1, #SpawnTemplate.units do
|
|
SpawnTemplate.units[UnitID].x = ZonePoint.x
|
|
SpawnTemplate.units[UnitID].y = ZonePoint.y
|
|
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
|
|
end
|
|
|
|
local SpawnPos = Zone:GetRandomPoint()
|
|
local Point = {}
|
|
Point.type = "Turning Point"
|
|
Point.x = SpawnPos.x
|
|
Point.y = SpawnPos.y
|
|
Point.action = "Cone"
|
|
Point.speed = 5
|
|
|
|
table.insert( SpawnTemplate.route.points, 2, Point )
|
|
|
|
return self:SpawnWithIndex( self.SpawnIndex )
|
|
end
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
|
|
|
|
--- Will spawn a plane group in uncontrolled mode...
|
|
-- This will be similar to the uncontrolled flag setting in the ME.
|
|
-- @return #SPAWN self
|
|
function SPAWN:UnControlled()
|
|
self:F( { self.SpawnTemplatePrefix } )
|
|
|
|
self.SpawnUnControlled = true
|
|
|
|
for SpawnGroupID = 1, self.SpawnMaxGroups do
|
|
self.SpawnGroups[SpawnGroupID].UnControlled = true
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
|
|
--- Will return the SpawnGroupName either with with a specific count number or without any count.
|
|
-- @param self
|
|
-- @param #number SpawnIndex Is the number of the Group that is to be spawned.
|
|
-- @return string SpawnGroupName
|
|
function SPAWN:SpawnGroupName( SpawnIndex )
|
|
self:F( { self.SpawnTemplatePrefix, SpawnIndex } )
|
|
|
|
local SpawnPrefix = self.SpawnTemplatePrefix
|
|
if self.SpawnAliasPrefix then
|
|
SpawnPrefix = self.SpawnAliasPrefix
|
|
end
|
|
|
|
if SpawnIndex then
|
|
local SpawnName = string.format( '%s#%03d', SpawnPrefix, SpawnIndex )
|
|
self:T( SpawnName )
|
|
return SpawnName
|
|
else
|
|
self:T( SpawnPrefix )
|
|
return SpawnPrefix
|
|
end
|
|
|
|
end
|
|
|
|
--- Find the first alive group.
|
|
-- @param self
|
|
-- @param #number SpawnCursor A number holding the index from where to find the first group from.
|
|
-- @return GROUP#GROUP, #number The group found, the new index where the group was found.
|
|
-- @return #nil, #nil When no group is found, #nil is returned.
|
|
function SPAWN:GetFirstAliveGroup( SpawnCursor )
|
|
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnCursor } )
|
|
|
|
for SpawnIndex = 1, self.SpawnCount do
|
|
local SpawnGroup = self:GetGroupFromIndex( SpawnIndex )
|
|
if SpawnGroup and SpawnGroup:IsAlive() then
|
|
SpawnCursor = SpawnIndex
|
|
return SpawnGroup, SpawnCursor
|
|
end
|
|
end
|
|
|
|
return nil, nil
|
|
end
|
|
|
|
|
|
--- Find the next alive group.
|
|
-- @param self
|
|
-- @param #number SpawnCursor A number holding the last found previous index.
|
|
-- @return GROUP#GROUP, #number The group found, the new index where the group was found.
|
|
-- @return #nil, #nil When no group is found, #nil is returned.
|
|
function SPAWN:GetNextAliveGroup( SpawnCursor )
|
|
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnCursor } )
|
|
|
|
SpawnCursor = SpawnCursor + 1
|
|
for SpawnIndex = SpawnCursor, self.SpawnCount do
|
|
local SpawnGroup = self:GetGroupFromIndex( SpawnIndex )
|
|
if SpawnGroup and SpawnGroup:IsAlive() then
|
|
SpawnCursor = SpawnIndex
|
|
return SpawnGroup, SpawnCursor
|
|
end
|
|
end
|
|
|
|
return nil, nil
|
|
end
|
|
|
|
--- Find the last alive group during runtime.
|
|
function SPAWN:GetLastAliveGroup()
|
|
self:F( { self.SpawnTemplatePrefixself.SpawnAliasPrefix } )
|
|
|
|
self.SpawnIndex = self:_GetLastIndex()
|
|
for SpawnIndex = self.SpawnIndex, 1, -1 do
|
|
local SpawnGroup = self:GetGroupFromIndex( SpawnIndex )
|
|
if SpawnGroup and SpawnGroup:IsAlive() then
|
|
self.SpawnIndex = SpawnIndex
|
|
return SpawnGroup
|
|
end
|
|
end
|
|
|
|
self.SpawnIndex = nil
|
|
return nil
|
|
end
|
|
|
|
|
|
|
|
--- Get the group from an index.
|
|
-- Returns the group from the SpawnGroups list.
|
|
-- If no index is given, it will return the first group in the list.
|
|
-- @param self
|
|
-- @param #number SpawnIndex The index of the group to return.
|
|
-- @return GROUP#GROUP
|
|
function SPAWN:GetGroupFromIndex( SpawnIndex )
|
|
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndex } )
|
|
|
|
if SpawnIndex then
|
|
local SpawnGroup = self.SpawnGroups[SpawnIndex].Group
|
|
return SpawnGroup
|
|
else
|
|
local SpawnGroup = self.SpawnGroups[1].Group
|
|
return SpawnGroup
|
|
end
|
|
end
|
|
|
|
--- Get the group index from a DCSUnit.
|
|
-- The method will search for a #-mark, and will return the index behind the #-mark of the DCSUnit.
|
|
-- It will return nil of no prefix was found.
|
|
-- @param self
|
|
-- @param DCSUnit The DCS unit to be searched.
|
|
-- @return #string The prefix
|
|
-- @return #nil Nothing found
|
|
function SPAWN:_GetGroupIndexFromDCSUnit( DCSUnit )
|
|
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, DCSUnit } )
|
|
|
|
if DCSUnit and DCSUnit:getName() then
|
|
local IndexString = string.match( DCSUnit:getName(), "#.*-" ):sub( 2, -2 )
|
|
self:T( IndexString )
|
|
|
|
if IndexString then
|
|
local Index = tonumber( IndexString )
|
|
self:T( { "Index:", IndexString, Index } )
|
|
return Index
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Return the prefix of a DCSUnit.
|
|
-- The method will search for a #-mark, and will return the text before the #-mark.
|
|
-- It will return nil of no prefix was found.
|
|
-- @param self
|
|
-- @param DCSUnit The DCS unit to be searched.
|
|
-- @return #string The prefix
|
|
-- @return #nil Nothing found
|
|
function SPAWN:_GetPrefixFromDCSUnit( DCSUnit )
|
|
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, DCSUnit } )
|
|
|
|
if DCSUnit and DCSUnit:getName() then
|
|
local SpawnPrefix = string.match( DCSUnit:getName(), ".*#" )
|
|
if SpawnPrefix then
|
|
SpawnPrefix = SpawnPrefix:sub( 1, -2 )
|
|
end
|
|
self:T( SpawnPrefix )
|
|
return SpawnPrefix
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Return the group within the SpawnGroups collection with input a DCSUnit.
|
|
function SPAWN:_GetGroupFromDCSUnit( DCSUnit )
|
|
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, DCSUnit } )
|
|
|
|
if DCSUnit then
|
|
local SpawnPrefix = self:_GetPrefixFromDCSUnit( DCSUnit )
|
|
|
|
if self.SpawnTemplatePrefix == SpawnPrefix or ( self.SpawnAliasPrefix and self.SpawnAliasPrefix == SpawnPrefix ) then
|
|
local SpawnGroupIndex = self:_GetGroupIndexFromDCSUnit( DCSUnit )
|
|
local SpawnGroup = self.SpawnGroups[SpawnGroupIndex].Group
|
|
self:T( SpawnGroup )
|
|
return SpawnGroup
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
|
|
--- Get the index from a given group.
|
|
-- The function will search the name of the group for a #, and will return the number behind the #-mark.
|
|
function SPAWN:GetSpawnIndexFromGroup( SpawnGroup )
|
|
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } )
|
|
|
|
local IndexString = string.match( SpawnGroup:GetName(), "#.*$" ):sub( 2 )
|
|
local Index = tonumber( IndexString )
|
|
|
|
self:T( IndexString, Index )
|
|
return Index
|
|
|
|
end
|
|
|
|
--- Return the last maximum index that can be used.
|
|
function SPAWN:_GetLastIndex()
|
|
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
|
|
|
|
return self.SpawnMaxGroups
|
|
end
|
|
|
|
--- Initalize the SpawnGroups collection.
|
|
function SPAWN:_InitializeSpawnGroups( SpawnIndex )
|
|
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndex } )
|
|
|
|
if not self.SpawnGroups[SpawnIndex] then
|
|
self.SpawnGroups[SpawnIndex] = {}
|
|
self.SpawnGroups[SpawnIndex].Visible = false
|
|
self.SpawnGroups[SpawnIndex].Spawned = false
|
|
self.SpawnGroups[SpawnIndex].UnControlled = false
|
|
self.SpawnGroups[SpawnIndex].Spawned = false
|
|
self.SpawnGroups[SpawnIndex].SpawnTime = 0
|
|
|
|
self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix = self.SpawnTemplatePrefix
|
|
self.SpawnGroups[SpawnIndex].SpawnTemplate = self:_Prepare( self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix, SpawnIndex )
|
|
end
|
|
|
|
self:_RandomizeTemplate( SpawnIndex )
|
|
self:_RandomizeRoute( SpawnIndex )
|
|
--self:_TranslateRotate( SpawnIndex )
|
|
|
|
return self.SpawnGroups[SpawnIndex]
|
|
end
|
|
|
|
|
|
|
|
--- Gets the CategoryID of the Group with the given SpawnPrefix
|
|
function SPAWN:_GetGroupCategoryID( SpawnPrefix )
|
|
local TemplateGroup = Group.getByName( SpawnPrefix )
|
|
|
|
if TemplateGroup then
|
|
return TemplateGroup:getCategory()
|
|
else
|
|
return nil
|
|
end
|
|
end
|
|
|
|
--- Gets the CoalitionID of the Group with the given SpawnPrefix
|
|
function SPAWN:_GetGroupCoalitionID( SpawnPrefix )
|
|
local TemplateGroup = Group.getByName( SpawnPrefix )
|
|
|
|
if TemplateGroup then
|
|
return TemplateGroup:getCoalition()
|
|
else
|
|
return nil
|
|
end
|
|
end
|
|
|
|
--- Gets the CountryID of the Group with the given SpawnPrefix
|
|
function SPAWN:_GetGroupCountryID( SpawnPrefix )
|
|
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnPrefix } )
|
|
|
|
local TemplateGroup = Group.getByName( SpawnPrefix )
|
|
|
|
if TemplateGroup then
|
|
local TemplateUnits = TemplateGroup:getUnits()
|
|
return TemplateUnits[1]:getCountry()
|
|
else
|
|
return nil
|
|
end
|
|
end
|
|
|
|
--- Gets the Group Template from the ME environment definition.
|
|
-- This method used the @{DATABASE} object, which contains ALL initial and new spawned object in MOOSE.
|
|
function SPAWN:_GetTemplate( SpawnTemplatePrefix )
|
|
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnTemplatePrefix } )
|
|
|
|
local SpawnTemplate = nil
|
|
|
|
SpawnTemplate = routines.utils.deepCopy( _Database.Groups[SpawnTemplatePrefix].Template )
|
|
|
|
if SpawnTemplate == nil then
|
|
error( 'No Template returned for SpawnTemplatePrefix = ' .. SpawnTemplatePrefix )
|
|
end
|
|
|
|
SpawnTemplate.SpawnCoalitionID = self:_GetGroupCoalitionID( SpawnTemplatePrefix )
|
|
SpawnTemplate.SpawnCategoryID = self:_GetGroupCategoryID( SpawnTemplatePrefix )
|
|
SpawnTemplate.SpawnCountryID = self:_GetGroupCountryID( SpawnTemplatePrefix )
|
|
|
|
self:T( { SpawnTemplate } )
|
|
return SpawnTemplate
|
|
end
|
|
|
|
--- Prepares the new Group Template.
|
|
function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex )
|
|
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
|
|
|
|
local SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix )
|
|
SpawnTemplate.name = self:SpawnGroupName( SpawnIndex )
|
|
|
|
SpawnTemplate.groupId = nil
|
|
SpawnTemplate.lateActivation = false
|
|
|
|
if SpawnTemplate.SpawnCategoryID == Group.Category.GROUND then
|
|
SpawnTemplate.visible = false
|
|
end
|
|
|
|
if SpawnTemplate.SpawnCategoryID == Group.Category.HELICOPTER or SpawnTemplate.SpawnCategoryID == Group.Category.AIRPLANE then
|
|
SpawnTemplate.uncontrolled = false
|
|
end
|
|
|
|
for UnitID = 1, #SpawnTemplate.units do
|
|
SpawnTemplate.units[UnitID].name = string.format( SpawnTemplate.name .. '-%02d', UnitID )
|
|
SpawnTemplate.units[UnitID].unitId = nil
|
|
SpawnTemplate.units[UnitID].x = SpawnTemplate.route.points[1].x
|
|
SpawnTemplate.units[UnitID].y = SpawnTemplate.route.points[1].y
|
|
end
|
|
|
|
self:T( { "Template:", SpawnTemplate } )
|
|
return SpawnTemplate
|
|
|
|
end
|
|
|
|
--- Internal function randomizing the routes.
|
|
-- @param self
|
|
-- @param #number SpawnIndex The index of the group to be spawned.
|
|
-- @return #SPAWN
|
|
function SPAWN:_RandomizeRoute( SpawnIndex )
|
|
self:F( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnRandomizeRoute, self.SpawnRandomizeRouteStartPoint, self.SpawnRandomizeRouteEndPoint, self.SpawnRandomizeRouteRadius } )
|
|
|
|
if self.SpawnRandomizeRoute then
|
|
local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate
|
|
local RouteCount = #SpawnTemplate.route.points
|
|
|
|
for t = self.SpawnRandomizeRouteStartPoint + 1, ( RouteCount - self.SpawnRandomizeRouteEndPoint ) do
|
|
SpawnTemplate.route.points[t].x = SpawnTemplate.route.points[t].x + math.random( self.SpawnRandomizeRouteRadius * -1, self.SpawnRandomizeRouteRadius )
|
|
SpawnTemplate.route.points[t].y = SpawnTemplate.route.points[t].y + math.random( self.SpawnRandomizeRouteRadius * -1, self.SpawnRandomizeRouteRadius )
|
|
-- TODO: manage altitude for airborne units ...
|
|
SpawnTemplate.route.points[t].alt = nil
|
|
--SpawnGroup.route.points[t].alt_type = nil
|
|
self:T( 'SpawnTemplate.route.points[' .. t .. '].x = ' .. SpawnTemplate.route.points[t].x .. ', SpawnTemplate.route.points[' .. t .. '].y = ' .. SpawnTemplate.route.points[t].y )
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
function SPAWN:_RandomizeTemplate( SpawnIndex )
|
|
self:F( { self.SpawnTemplatePrefix, SpawnIndex } )
|
|
|
|
if self.SpawnRandomizeTemplate then
|
|
self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix = self.SpawnTemplatePrefixTable[ math.random( 1, #self.SpawnTemplatePrefixTable ) ]
|
|
self.SpawnGroups[SpawnIndex].SpawnTemplate = self:_Prepare( self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix, SpawnIndex )
|
|
self.SpawnGroups[SpawnIndex].SpawnTemplate.route = routines.utils.deepCopy( self.SpawnTemplate.route )
|
|
self.SpawnGroups[SpawnIndex].SpawnTemplate.x = self.SpawnTemplate.x
|
|
self.SpawnGroups[SpawnIndex].SpawnTemplate.y = self.SpawnTemplate.y
|
|
for UnitID = 1, #self.SpawnGroups[SpawnIndex].SpawnTemplate.units do
|
|
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].heading = self.SpawnTemplate.units[1].heading
|
|
end
|
|
end
|
|
|
|
self:_RandomizeRoute( SpawnIndex )
|
|
|
|
return self
|
|
end
|
|
|
|
function SPAWN:_TranslateRotate( SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle )
|
|
self:F( { self.SpawnTemplatePrefix, SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle } )
|
|
|
|
-- Translate
|
|
local TranslatedX = SpawnX
|
|
local TranslatedY = SpawnY
|
|
|
|
-- Rotate
|
|
-- From Wikipedia: https://en.wikipedia.org/wiki/Rotation_matrix#Common_rotations
|
|
-- x' = x \cos \theta - y \sin \theta\
|
|
-- y' = x \sin \theta + y \cos \theta\
|
|
local RotatedX = - TranslatedX * math.cos( math.rad( SpawnAngle ) )
|
|
+ TranslatedY * math.sin( math.rad( SpawnAngle ) )
|
|
local RotatedY = TranslatedX * math.sin( math.rad( SpawnAngle ) )
|
|
+ TranslatedY * math.cos( math.rad( SpawnAngle ) )
|
|
|
|
-- Assign
|
|
self.SpawnGroups[SpawnIndex].SpawnTemplate.x = SpawnRootX - RotatedX
|
|
self.SpawnGroups[SpawnIndex].SpawnTemplate.y = SpawnRootY + RotatedY
|
|
|
|
|
|
local SpawnUnitCount = table.getn( self.SpawnGroups[SpawnIndex].SpawnTemplate.units )
|
|
for u = 1, SpawnUnitCount do
|
|
|
|
-- Translate
|
|
local TranslatedX = SpawnX
|
|
local TranslatedY = SpawnY - 10 * ( u - 1 )
|
|
|
|
-- Rotate
|
|
local RotatedX = - TranslatedX * math.cos( math.rad( SpawnAngle ) )
|
|
+ TranslatedY * math.sin( math.rad( SpawnAngle ) )
|
|
local RotatedY = TranslatedX * math.sin( math.rad( SpawnAngle ) )
|
|
+ TranslatedY * math.cos( math.rad( SpawnAngle ) )
|
|
|
|
-- Assign
|
|
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].x = SpawnRootX - RotatedX
|
|
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].y = SpawnRootY + RotatedY
|
|
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].heading = self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].heading + math.rad( SpawnAngle )
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Get the next index of the groups to be spawned. This function is complicated, as it is used at several spaces.
|
|
function SPAWN:_GetSpawnIndex( SpawnIndex )
|
|
self:F( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive, self.AliveUnits, #self.SpawnTemplate.units } )
|
|
|
|
|
|
if ( self.SpawnMaxGroups == 0 ) or ( SpawnIndex <= self.SpawnMaxGroups ) then
|
|
if ( self.SpawnMaxUnitsAlive == 0 ) or ( self.AliveUnits < self.SpawnMaxUnitsAlive * #self.SpawnTemplate.units ) or self.UnControlled then
|
|
if SpawnIndex and SpawnIndex >= self.SpawnCount + 1 then
|
|
self.SpawnCount = self.SpawnCount + 1
|
|
SpawnIndex = self.SpawnCount
|
|
end
|
|
self.SpawnIndex = SpawnIndex
|
|
if not self.SpawnGroups[self.SpawnIndex] then
|
|
self:_InitializeSpawnGroups( self.SpawnIndex )
|
|
end
|
|
else
|
|
return nil
|
|
end
|
|
else
|
|
return nil
|
|
end
|
|
|
|
return self.SpawnIndex
|
|
end
|
|
|
|
|
|
-- TODO Need to delete this... _Database does this now ...
|
|
function SPAWN:_OnBirth( event )
|
|
|
|
if timer.getTime0() < timer.getAbsTime() then -- dont need to add units spawned in at the start of the mission if mist is loaded in init line
|
|
if event.initiator and event.initiator:getName() then
|
|
local EventPrefix = self:_GetPrefixFromDCSUnit( event.initiator )
|
|
if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then
|
|
self:T( { "Birth event: " .. event.initiator:getName(), event } )
|
|
--MessageToAll( "Mission command: unit " .. SpawnTemplatePrefix .. " spawned." , 5, EventPrefix .. '/Event')
|
|
self.AliveUnits = self.AliveUnits + 1
|
|
self:T( "Alive Units: " .. self.AliveUnits )
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- Obscolete
|
|
-- @todo Need to delete this... _Database does this now ...
|
|
function SPAWN:_OnDeadOrCrash( event )
|
|
|
|
|
|
if event.initiator and event.initiator:getName() then
|
|
local EventPrefix = self:_GetPrefixFromDCSUnit( event.initiator )
|
|
if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then
|
|
self:T( { "Dead event: " .. event.initiator:getName(), event } )
|
|
-- local DestroyedUnit = Unit.getByName( EventPrefix )
|
|
-- if DestroyedUnit and DestroyedUnit.getLife() <= 1.0 then
|
|
--MessageToAll( "Mission command: unit " .. SpawnTemplatePrefix .. " crashed." , 5, EventPrefix .. '/Event')
|
|
self.AliveUnits = self.AliveUnits - 1
|
|
self:T( "Alive Units: " .. self.AliveUnits )
|
|
-- end
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Will detect AIR Units taking off... When the event takes place, the spawned Group is registered as airborne...
|
|
-- This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.
|
|
-- @todo Need to test for AIR Groups only...
|
|
function SPAWN:_OnTakeOff( event )
|
|
|
|
if event.initiator and event.initiator:getName() then
|
|
local SpawnGroup = self:_GetGroupFromDCSUnit( event.initiator )
|
|
if SpawnGroup then
|
|
self:T( { "TakeOff event: " .. event.initiator:getName(), event } )
|
|
self:T( "self.Landed = false" )
|
|
self.Landed = false
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Will detect AIR Units landing... When the event takes place, the spawned Group is registered as landed.
|
|
-- This is needed to ensure that Re-SPAWNing is only done for landed AIR Groups.
|
|
-- @todo Need to test for AIR Groups only...
|
|
function SPAWN:_OnLand( event )
|
|
|
|
if event.initiator and event.initiator:getName() then
|
|
local SpawnGroup = self:_GetGroupFromDCSUnit( event.initiator )
|
|
if SpawnGroup then
|
|
self:T( { "Landed event:" .. event.initiator:getName(), event } )
|
|
self.Landed = true
|
|
self:T( "self.Landed = true" )
|
|
if self.Landed and self.RepeatOnLanding then
|
|
local SpawnGroupIndex = self:GetSpawnIndexFromGroup( SpawnGroup )
|
|
self:T( { "Landed:", "ReSpawn:", SpawnGroup:GetName(), SpawnGroupIndex } )
|
|
self:ReSpawn( SpawnGroupIndex )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Will detect AIR Units shutting down their engines ...
|
|
-- When the event takes place, and the method @{RepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN.
|
|
-- But only when the Unit was registered to have landed.
|
|
-- @see _OnTakeOff
|
|
-- @see _OnLand
|
|
-- @todo Need to test for AIR Groups only...
|
|
function SPAWN:_OnLand( event )
|
|
|
|
if event.initiator and event.initiator:getName() then
|
|
local SpawnGroup = self:_GetGroupFromDCSUnit( event.initiator )
|
|
if SpawnGroup then
|
|
self:T( { "EngineShutDown event: " .. event.initiator:getName(), event } )
|
|
if self.Landed and self.RepeatOnEngineShutDown then
|
|
local SpawnGroupIndex = self:GetSpawnIndexFromGroup( SpawnGroup )
|
|
self:T( { "EngineShutDown: ", "ReSpawn:", SpawnGroup:GetName(), SpawnGroupIndex } )
|
|
self:ReSpawn( SpawnGroupIndex )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
--- This function is called automatically by the Spawning scheduler.
|
|
-- It is the internal worker method SPAWNing new Groups on the defined time intervals.
|
|
function SPAWN:_Scheduler()
|
|
self:F( { "_Scheduler", self.SpawnTemplatePrefix, self.SpawnAliasPrefix, self.SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive } )
|
|
|
|
if self.SpawnInit or self.SpawnCurrentTimer == self.SpawnSetTimer then
|
|
-- Validate if there are still groups left in the batch...
|
|
self:Spawn()
|
|
self.SpawnInit = false
|
|
if self.SpawnIsScheduled == true then
|
|
--local ClientUnit = #AlivePlayerUnits()
|
|
self.AliveFactor = 1 -- ( 10 - ClientUnit ) / 10
|
|
self.SpawnCurrentTimer = 0
|
|
self.SpawnSetTimer = math.random( self.SpawnLowTimer * self.AliveFactor , self.SpawnHighTimer * self.AliveFactor )
|
|
end
|
|
else
|
|
self.SpawnCurrentTimer = self.SpawnCurrentTimer + 1
|
|
end
|
|
end
|
|
|
|
function SPAWN:_SpawnCleanUpScheduler()
|
|
self:F( { "CleanUp Scheduler:", self.SpawnTemplatePrefix } )
|
|
|
|
local SpawnCursor
|
|
local SpawnGroup, SpawnCursor = self:GetFirstAliveGroup( SpawnCursor )
|
|
|
|
self:T( { "CleanUp Scheduler:", SpawnGroup } )
|
|
|
|
while SpawnGroup do
|
|
|
|
if SpawnGroup:AllOnGround() and SpawnGroup:GetMaxVelocity() < 1 then
|
|
if not self.SpawnCleanUpTimeStamps[SpawnGroup:GetName()] then
|
|
self.SpawnCleanUpTimeStamps[SpawnGroup:GetName()] = timer.getTime()
|
|
else
|
|
if self.SpawnCleanUpTimeStamps[SpawnGroup:GetName()] + self.SpawnCleanUpInterval < timer.getTime() then
|
|
self:T( { "CleanUp Scheduler:", "Cleaning:", SpawnGroup } )
|
|
SpawnGroup:Destroy()
|
|
end
|
|
end
|
|
else
|
|
self.SpawnCleanUpTimeStamps[SpawnGroup:GetName()] = nil
|
|
end
|
|
|
|
SpawnGroup, SpawnCursor = self:GetNextAliveGroup( SpawnCursor )
|
|
|
|
self:T( { "CleanUp Scheduler:", SpawnGroup } )
|
|
|
|
end
|
|
|
|
end
|
|
--- Limit the simultaneous movement of Groups within a running Mission.
|
|
-- This module is defined to improve the performance in missions, and to bring additional realism for GROUND vehicles.
|
|
-- Performance: If in a DCSRTE there are a lot of moving GROUND units, then in a multi player mission, this WILL create lag if
|
|
-- the main DCS execution core of your CPU is fully utilized. So, this class will limit the amount of simultaneous moving GROUND units
|
|
-- on defined intervals (currently every minute).
|
|
-- @module MOVEMENT
|
|
|
|
Include.File( "Routines" )
|
|
|
|
--- the MOVEMENT class
|
|
-- @type
|
|
MOVEMENT = {
|
|
ClassName = "MOVEMENT",
|
|
}
|
|
|
|
--- Creates the main object which is handling the GROUND forces movement.
|
|
-- @param table{string,...}|string MovePrefixes is a table of the Prefixes (names) of the GROUND Groups that need to be controlled by the MOVEMENT Object.
|
|
-- @param number MoveMaximum is a number that defines the maximum amount of GROUND Units to be moving during one minute.
|
|
-- @return MOVEMENT
|
|
-- @usage
|
|
-- -- Limit the amount of simultaneous moving units on the ground to prevent lag.
|
|
-- Movement_US_Platoons = MOVEMENT:New( { 'US Tank Platoon Left', 'US Tank Platoon Middle', 'US Tank Platoon Right', 'US CH-47D Troops' }, 15 )
|
|
|
|
function MOVEMENT:New( MovePrefixes, MoveMaximum )
|
|
local self = BASE:Inherit( self, BASE:New() )
|
|
self:F( { MovePrefixes, MoveMaximum } )
|
|
|
|
if type( MovePrefixes ) == 'table' then
|
|
self.MovePrefixes = MovePrefixes
|
|
else
|
|
self.MovePrefixes = { MovePrefixes }
|
|
end
|
|
self.MoveCount = 0 -- The internal counter of the amount of Moveing the has happened since MoveStart.
|
|
self.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move...
|
|
self.AliveUnits = 0 -- Contains the counter how many units are currently alive
|
|
self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not.
|
|
|
|
self:AddEvent( world.event.S_EVENT_BIRTH, self.OnBirth )
|
|
self:AddEvent( world.event.S_EVENT_DEAD, self.OnDeadOrCrash )
|
|
self:AddEvent( world.event.S_EVENT_CRASH, self.OnDeadOrCrash )
|
|
|
|
self:EnableEvents()
|
|
|
|
self:ScheduleStart()
|
|
|
|
return self
|
|
end
|
|
|
|
--- Call this function to start the MOVEMENT scheduling.
|
|
function MOVEMENT:ScheduleStart()
|
|
self:F()
|
|
self.MoveFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 120 )
|
|
end
|
|
|
|
--- Call this function to stop the MOVEMENT scheduling.
|
|
-- @todo need to implement it ... Forgot.
|
|
function MOVEMENT:ScheduleStop()
|
|
self:F()
|
|
|
|
end
|
|
|
|
--- Captures the birth events when new Units were spawned.
|
|
-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
|
|
function MOVEMENT:OnBirth( event )
|
|
self:F( { event } )
|
|
|
|
if timer.getTime0() < timer.getAbsTime() then -- dont need to add units spawned in at the start of the mission if mist is loaded in init line
|
|
if event.initiator and Object.getCategory(event.initiator) == Object.Category.UNIT then
|
|
local MovementUnit = event.initiator
|
|
local MovementUnitName = MovementUnit:getName()
|
|
self:T( "Birth object : " .. MovementUnitName )
|
|
local MovementGroup = MovementUnit:getGroup()
|
|
if MovementGroup and MovementGroup:isExist() then
|
|
local MovementGroupName = MovementGroup:getName()
|
|
for MovePrefixID, MovePrefix in pairs( self.MovePrefixes ) do
|
|
if string.find( MovementUnitName, MovePrefix, 1, true ) then
|
|
self.AliveUnits = self.AliveUnits + 1
|
|
self.MoveUnits[MovementUnitName] = MovementGroupName
|
|
self:T( self.AliveUnits )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- Captures the Dead or Crash events when Units crash or are destroyed.
|
|
-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
|
|
function MOVEMENT:OnDeadOrCrash( event )
|
|
self:F( { event } )
|
|
|
|
if event.initiator and Object.getCategory(event.initiator) == Object.Category.UNIT then
|
|
local MovementUnit = event.initiator
|
|
local MovementUnitName = MovementUnit:getName()
|
|
self:T( "Dead object : " .. MovementUnitName )
|
|
for MovePrefixID, MovePrefix in pairs( self.MovePrefixes ) do
|
|
if string.find( MovementUnitName, MovePrefix, 1, true ) then
|
|
self.AliveUnits = self.AliveUnits - 1
|
|
self.MoveUnits[MovementUnitName] = nil
|
|
self:T( self.AliveUnits )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
--- This function is called automatically by the MOVEMENT scheduler. A new function is scheduled when MoveScheduled is true.
|
|
function MOVEMENT:_Scheduler()
|
|
self:F( { self.MovePrefixes, self.MoveMaximum, self.AliveUnits, self.MovementGroups } )
|
|
|
|
if self.AliveUnits > 0 then
|
|
local MoveProbability = ( self.MoveMaximum * 100 ) / self.AliveUnits
|
|
self:T( 'Move Probability = ' .. MoveProbability )
|
|
|
|
for MovementUnitName, MovementGroupName in pairs( self.MoveUnits ) do
|
|
local MovementGroup = Group.getByName( MovementGroupName )
|
|
if MovementGroup and MovementGroup:isExist() then
|
|
local MoveOrStop = math.random( 1, 100 )
|
|
self:T( 'MoveOrStop = ' .. MoveOrStop )
|
|
if MoveOrStop <= MoveProbability then
|
|
self:T( 'Group continues moving = ' .. MovementGroupName )
|
|
trigger.action.groupContinueMoving( MovementGroup )
|
|
else
|
|
self:T( 'Group stops moving = ' .. MovementGroupName )
|
|
trigger.action.groupStopMoving( MovementGroup )
|
|
end
|
|
else
|
|
self.MoveUnits[MovementUnitName] = nil
|
|
end
|
|
end
|
|
end
|
|
end
|
|
--- Provides defensive behaviour to a set of SAM sites within a running Mission.
|
|
-- @module Sead
|
|
-- @author to be searched on the forum
|
|
-- @author (co) Flightcontrol (Modified and enriched with functionality)
|
|
|
|
Include.File( "Routines" )
|
|
Include.File( "Base" )
|
|
Include.File( "Mission" )
|
|
Include.File( "Client" )
|
|
Include.File( "Task" )
|
|
|
|
--- The SEAD class
|
|
-- @type SEAD
|
|
-- @extends Base#BASE
|
|
SEAD = {
|
|
ClassName = "SEAD",
|
|
TargetSkill = {
|
|
Average = { Evade = 50, DelayOff = { 10, 25 }, DelayOn = { 10, 30 } } ,
|
|
Good = { Evade = 30, DelayOff = { 8, 20 }, DelayOn = { 20, 40 } } ,
|
|
High = { Evade = 15, DelayOff = { 5, 17 }, DelayOn = { 30, 50 } } ,
|
|
Excellent = { Evade = 10, DelayOff = { 3, 10 }, DelayOn = { 30, 60 } }
|
|
},
|
|
SEADGroupPrefixes = {}
|
|
}
|
|
|
|
--- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.
|
|
-- When an anti radiation missile is fired (KH-58, KH-31P, KH-31A, KH-25MPU, HARM missiles), the SA will shut down their radars and will take evasive actions...
|
|
-- Chances are big that the missile will miss.
|
|
-- @param table{string,...}|string SEADGroupPrefixes which is a table of Prefixes of the SA Groups in the DCSRTE on which evasive actions need to be taken.
|
|
-- @return SEAD
|
|
-- @usage
|
|
-- -- CCCP SEAD Defenses
|
|
-- -- Defends the Russian SA installations from SEAD attacks.
|
|
-- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )
|
|
function SEAD:New( SEADGroupPrefixes )
|
|
local self = BASE:Inherit( self, BASE:New() )
|
|
self:F( SEADGroupPrefixes )
|
|
if type( SEADGroupPrefixes ) == 'table' then
|
|
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
|
|
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
|
|
end
|
|
else
|
|
self.SEADGroupNames[SEADGroupPrefixes] = SEADGroupPrefixes
|
|
end
|
|
self:AddEvent( world.event.S_EVENT_SHOT, self.EventShot )
|
|
self:EnableEvents()
|
|
|
|
return self
|
|
end
|
|
|
|
--- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
|
|
-- @see SEAD
|
|
function SEAD:EventShot( event )
|
|
self:F( { event } )
|
|
|
|
local SEADUnit = event.initiator
|
|
local SEADUnitName = SEADUnit:getName()
|
|
local SEADWeapon = event.weapon -- Identify the weapon fired
|
|
local SEADWeaponName = SEADWeapon:getTypeName() -- return weapon type
|
|
--trigger.action.outText( string.format("Alerte, depart missile " ..string.format(SEADWeaponName)), 20) --debug message
|
|
-- Start of the 2nd loop
|
|
self:T( "Missile Launched = " .. SEADWeaponName )
|
|
if SEADWeaponName == "KH-58" or SEADWeaponName == "KH-25MPU" or SEADWeaponName == "AGM-88" or SEADWeaponName == "KH-31A" or SEADWeaponName == "KH-31P" then -- Check if the missile is a SEAD
|
|
local _evade = math.random (1,100) -- random number for chance of evading action
|
|
local _targetMim = Weapon.getTarget(SEADWeapon) -- Identify target
|
|
local _targetMimname = Unit.getName(_targetMim)
|
|
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
|
|
local _targetMimgroupName = _targetMimgroup:getName()
|
|
local _targetMimcont= _targetMimgroup:getController()
|
|
local _targetskill = _Database.Units[_targetMimname].Template.skill
|
|
self:T( self.SEADGroupPrefixes )
|
|
self:T( _targetMimgroupName )
|
|
local SEADGroupFound = false
|
|
for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do
|
|
if string.find( _targetMimgroupName, SEADGroupPrefix, 1, true ) then
|
|
SEADGroupFound = true
|
|
self:T( 'Group Found' )
|
|
break
|
|
end
|
|
end
|
|
if SEADGroupFound == true then
|
|
if _targetskill == "Random" then -- when skill is random, choose a skill
|
|
local Skills = { "Average", "Good", "High", "Excellent" }
|
|
_targetskill = Skills[ math.random(1,4) ]
|
|
end
|
|
self:T( _targetskill ) -- debug message for skill check
|
|
if self.TargetSkill[_targetskill] then
|
|
if (_evade > self.TargetSkill[_targetskill].Evade) then
|
|
self:T( string.format("Evading, target skill " ..string.format(_targetskill)) ) --debug message
|
|
local _targetMim = Weapon.getTarget(SEADWeapon)
|
|
local _targetMimname = Unit.getName(_targetMim)
|
|
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
|
|
local _targetMimcont= _targetMimgroup:getController()
|
|
routines.groupRandomDistSelf(_targetMimgroup,300,'Diamond',250,20) -- move randomly
|
|
local SuppressedGroups1 = {} -- unit suppressed radar off for a random time
|
|
local function SuppressionEnd1(id)
|
|
id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
|
|
SuppressedGroups1[id.groupName] = nil
|
|
end
|
|
local id = {
|
|
groupName = _targetMimgroup,
|
|
ctrl = _targetMimcont
|
|
}
|
|
local delay1 = math.random(self.TargetSkill[_targetskill].DelayOff[1], self.TargetSkill[_targetskill].DelayOff[2])
|
|
if SuppressedGroups1[id.groupName] == nil then
|
|
SuppressedGroups1[id.groupName] = {
|
|
SuppressionEndTime1 = timer.getTime() + delay1,
|
|
SuppressionEndN1 = SuppressionEndCounter1 --Store instance of SuppressionEnd() scheduled function
|
|
}
|
|
Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
|
|
timer.scheduleFunction(SuppressionEnd1, id, SuppressedGroups1[id.groupName].SuppressionEndTime1) --Schedule the SuppressionEnd() function
|
|
--trigger.action.outText( string.format("Radar Off " ..string.format(delay1)), 20)
|
|
end
|
|
|
|
local SuppressedGroups = {}
|
|
local function SuppressionEnd(id)
|
|
id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.RED)
|
|
SuppressedGroups[id.groupName] = nil
|
|
end
|
|
local id = {
|
|
groupName = _targetMimgroup,
|
|
ctrl = _targetMimcont
|
|
}
|
|
local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
|
|
if SuppressedGroups[id.groupName] == nil then
|
|
SuppressedGroups[id.groupName] = {
|
|
SuppressionEndTime = timer.getTime() + delay,
|
|
SuppressionEndN = SuppressionEndCounter --Store instance of SuppressionEnd() scheduled function
|
|
}
|
|
timer.scheduleFunction(SuppressionEnd, id, SuppressedGroups[id.groupName].SuppressionEndTime) --Schedule the SuppressionEnd() function
|
|
--trigger.action.outText( string.format("Radar On " ..string.format(delay)), 20)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
--- Taking the lead of AI escorting your flight.
|
|
-- The ESCORT class allows you to interact with escorting AI on your flight and take the lead.
|
|
-- @module Escort
|
|
-- @author FlightControl
|
|
|
|
Include.File( "Routines" )
|
|
Include.File( "Base" )
|
|
Include.File( "Database" )
|
|
Include.File( "Group" )
|
|
Include.File( "Zone" )
|
|
|
|
--- ESCORT class
|
|
-- @type ESCORT
|
|
-- @extends Base#BASE
|
|
-- @field Client#CLIENT EscortClient
|
|
-- @field Group#GROUP EscortGroup
|
|
-- @field #string EscortName
|
|
-- @field #number FollowScheduler The id of the _FollowScheduler function.
|
|
-- @field #boolean ReportTargets If true, nearby targets are reported.
|
|
-- @Field DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the EscortGroup.
|
|
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the EscortGroup.
|
|
ESCORT = {
|
|
ClassName = "ESCORT",
|
|
EscortName = nil, -- The Escort Name
|
|
EscortClient = nil,
|
|
EscortGroup = nil,
|
|
Targets = {}, -- The identified targets
|
|
FollowScheduler = nil,
|
|
ReportTargets = true,
|
|
OptionROE = AI.Option.Air.val.ROE.OPEN_FIRE,
|
|
OptionReactionOnThreat = AI.Option.Air.val.REACTION_ON_THREAT.ALLOW_ABORT_MISSION
|
|
}
|
|
|
|
--- MENUPARAM type
|
|
-- @type MENUPARAM
|
|
-- @field #ESCORT ParamSelf
|
|
-- @field #Distance ParamDistance
|
|
-- @field #function ParamFunction
|
|
-- @field #string ParamMessage
|
|
|
|
--- ESCORT class constructor for an AI group
|
|
-- @param self
|
|
-- @param Client#CLIENT EscortClient The client escorted by the EscortGroup.
|
|
-- @param Group#GROUP EscortGroup The group AI escorting the EscortClient.
|
|
-- @param #string EscortName Name of the escort.
|
|
-- @return #ESCORT self
|
|
function ESCORT:New( EscortClient, EscortGroup, EscortName, EscortBriefing )
|
|
local self = BASE:Inherit( self, BASE:New() )
|
|
self:F( { EscortClient, EscortGroup, EscortName } )
|
|
|
|
self.EscortClient = EscortClient -- Client#CLIENT
|
|
self.EscortGroup = EscortGroup -- Group#GROUP
|
|
self.EscortName = EscortName
|
|
self.EscortBriefing = EscortBriefing
|
|
|
|
self.EscortMenu = MENU_CLIENT:New( self.EscortClient, self.EscortName )
|
|
|
|
self.EscortMenuReportNavigation = MENU_CLIENT:New( self.EscortClient, "Navigation", self.EscortMenu )
|
|
if EscortGroup:IsHelicopter() or EscortGroup:IsAirPlane() then
|
|
-- Escort Navigation
|
|
self.EscortMenuHoldPosition = MENU_CLIENT_COMMAND:New( self.EscortClient, "Hold Position and Stay Low", self.EscortMenuReportNavigation, ESCORT._HoldPosition, { ParamSelf = self } )
|
|
self.EscortMenuJoinUpAndHoldPosition = MENU_CLIENT_COMMAND:New( self.EscortClient, "Join-Up and Hold Position NearBy", self.EscortMenuReportNavigation, ESCORT._HoldPositionNearBy, { ParamSelf = self } )
|
|
self.EscortMenuJoinUpAndFollow50Meters = MENU_CLIENT_COMMAND:New( self.EscortClient, "Join-Up and Follow at 100", self.EscortMenuReportNavigation, ESCORT._JoinUpAndFollow, { ParamSelf = self, ParamDistance = 100 } )
|
|
self.EscortMenuJoinUpAndFollow100Meters = MENU_CLIENT_COMMAND:New( self.EscortClient, "Join-Up and Follow at 200", self.EscortMenuReportNavigation, ESCORT._JoinUpAndFollow, { ParamSelf = self, ParamDistance = 200 } )
|
|
self.EscortMenuJoinUpAndFollow150Meters = MENU_CLIENT_COMMAND:New( self.EscortClient, "Join-Up and Follow at 400", self.EscortMenuReportNavigation, ESCORT._JoinUpAndFollow, { ParamSelf = self, ParamDistance = 400 } )
|
|
self.EscortMenuJoinUpAndFollow200Meters = MENU_CLIENT_COMMAND:New( self.EscortClient, "Join-Up and Follow at 800", self.EscortMenuReportNavigation, ESCORT._JoinUpAndFollow, { ParamSelf = self, ParamDistance = 800 } )
|
|
end
|
|
self.EscortMenuFlare = MENU_CLIENT:New( self.EscortClient, "Flare", self.EscortMenuReportNavigation, ESCORT._Flare, { ParamSelf = self } )
|
|
self.EscortMenuFlareGreen = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release green flare", self.EscortMenuFlare, ESCORT._Flare, { ParamSelf = self, ParamColor = UNIT.FlareColor.Green, ParamMessage = "Released a green flare!" } )
|
|
self.EscortMenuFlareRed = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release red flare", self.EscortMenuFlare, ESCORT._Flare, { ParamSelf = self, ParamColor = UNIT.FlareColor.Red, ParamMessage = "Released a red flare!" } )
|
|
self.EscortMenuFlareWhite = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release white flare", self.EscortMenuFlare, ESCORT._Flare, { ParamSelf = self, ParamColor = UNIT.FlareColor.White, ParamMessage = "Released a white flare!" } )
|
|
self.EscortMenuFlareYellow = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release yellow flare", self.EscortMenuFlare, ESCORT._Flare, { ParamSelf = self, ParamColor = UNIT.FlareColor.Yellow, ParamMessage = "Released a yellow flare!" } )
|
|
|
|
self.EscortMenuSmoke = MENU_CLIENT:New( self.EscortClient, "Smoke", self.EscortMenuReportNavigation, ESCORT._Smoke, { ParamSelf = self } )
|
|
self.EscortMenuSmokeGreen = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release green smoke", self.EscortMenuSmoke, ESCORT._Smoke, { ParamSelf = self, ParamColor = UNIT.SmokeColor.Green, ParamMessage = "Releasing green smoke!" } )
|
|
self.EscortMenuSmokeRed = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release red smoke", self.EscortMenuSmoke, ESCORT._Smoke, { ParamSelf = self, ParamColor = UNIT.SmokeColor.Red, ParamMessage = "Releasing red smoke!" } )
|
|
self.EscortMenuSmokeWhite = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release white smoke", self.EscortMenuSmoke, ESCORT._Smoke, { ParamSelf = self, ParamColor = UNIT.SmokeColor.White, ParamMessage = "Releasing white smoke!" } )
|
|
self.EscortMenuSmokeOrange = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release orange smoke", self.EscortMenuSmoke, ESCORT._Smoke, { ParamSelf = self, ParamColor = UNIT.SmokeColor.Orange, ParamMessage = "Releasing orange smoke!" } )
|
|
self.EscortMenuSmokeBlue = MENU_CLIENT_COMMAND:New( self.EscortClient, "Release blue smoke", self.EscortMenuSmoke, ESCORT._Smoke, { ParamSelf = self, ParamColor = UNIT.SmokeColor.Blue, ParamMessage = "Releasing blue smoke!" } )
|
|
|
|
if EscortGroup:IsHelicopter() or EscortGroup:IsAirPlane() or EscortGroup:IsGround() or EscortGroup:IsShip() then
|
|
-- Report Targets
|
|
self.EscortMenuReportNearbyTargets = MENU_CLIENT:New( self.EscortClient, "Report targets", self.EscortMenu )
|
|
self.EscortMenuReportNearbyTargetsNow = MENU_CLIENT_COMMAND:New( self.EscortClient, "Report targets now!", self.EscortMenuReportNearbyTargets, ESCORT._ReportNearbyTargetsNow, { ParamSelf = self } )
|
|
self.EscortMenuReportNearbyTargetsOn = MENU_CLIENT_COMMAND:New( self.EscortClient, "Report targets on", self.EscortMenuReportNearbyTargets, ESCORT._SwitchReportNearbyTargets, { ParamSelf = self, ParamReportTargets = true } )
|
|
self.EscortMenuReportNearbyTargetsOff = MENU_CLIENT_COMMAND:New( self.EscortClient, "Report targets off", self.EscortMenuReportNearbyTargets, ESCORT._SwitchReportNearbyTargets, { ParamSelf = self, ParamReportTargets = false, } )
|
|
end
|
|
|
|
if EscortGroup:IsHelicopter() then
|
|
-- Scanning Targets
|
|
self.EscortMenuScanForTargets = MENU_CLIENT:New( self.EscortClient, "Scan targets", self.EscortMenu )
|
|
self.EscortMenuReportNearbyTargetsOn = MENU_CLIENT_COMMAND:New( self.EscortClient, "Scan targets 30 seconds", self.EscortMenuScanForTargets, ESCORT._ScanTargets30Seconds, { ParamSelf = self, ParamScanDuration = 30 } )
|
|
self.EscortMenuReportNearbyTargetsOn = MENU_CLIENT_COMMAND:New( self.EscortClient, "Scan targets 60 seconds", self.EscortMenuScanForTargets, ESCORT._ScanTargets60Seconds, { ParamSelf = self, ParamScanDuration = 60 } )
|
|
end
|
|
|
|
-- Attack Targets
|
|
self.EscortMenuAttackNearbyTargets = MENU_CLIENT:New( self.EscortClient, "Attack nearby targets", self.EscortMenu )
|
|
self.EscortMenuAttackTargets = {}
|
|
self.Targets = {}
|
|
|
|
-- Rules of Engagement
|
|
self.EscortMenuROE = MENU_CLIENT:New( self.EscortClient, "ROE", self.EscortMenu )
|
|
if EscortGroup:OptionROEHoldFirePossible() then
|
|
self.EscortMenuROEHoldFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Hold Fire", self.EscortMenuROE, ESCORT._ROE, { ParamSelf = self, ParamFunction = EscortGroup:OptionROEHoldFire(), ParamMessage = "Holding weapons!" } )
|
|
end
|
|
if EscortGroup:OptionROEReturnFirePossible() then
|
|
self.EscortMenuROEReturnFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Return Fire", self.EscortMenuROE, ESCORT._ROE, { ParamSelf = self, ParamFunction = EscortGroup:OptionROEReturnFire(), ParamMessage = "Returning fire!" } )
|
|
end
|
|
if EscortGroup:OptionROEOpenFirePossible() then
|
|
self.EscortMenuROEOpenFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Open Fire", self.EscortMenuROE, ESCORT._ROE, { ParamSelf = self, ParamFunction = EscortGroup:OptionROEOpenFire(), ParamMessage = "Opening fire on designated targets!!" } )
|
|
end
|
|
if EscortGroup:OptionROEWeaponFreePossible() then
|
|
self.EscortMenuROEWeaponFree = MENU_CLIENT_COMMAND:New( self.EscortClient, "Weapon Free", self.EscortMenuROE, ESCORT._ROE, { ParamSelf = self, ParamFunction = EscortGroup:OptionROEWeaponFree(), ParamMessage = "Opening fire on targets of opportunity!" } )
|
|
end
|
|
|
|
-- Reaction to Threats
|
|
self.EscortMenuEvasion = MENU_CLIENT:New( self.EscortClient, "Evasion", self.EscortMenu )
|
|
if EscortGroup:OptionROTNoReactionPossible() then
|
|
self.EscortMenuEvasionNoReaction = MENU_CLIENT_COMMAND:New( self.EscortClient, "Fight until death", self.EscortMenuEvasion, ESCORT._ROT, { ParamSelf = self, ParamFunction = EscortGroup:OptionROTNoReaction(), ParamMessage = "Fighting until death!" } )
|
|
end
|
|
if EscortGroup:OptionROTPassiveDefensePossible() then
|
|
self.EscortMenuEvasionPassiveDefense = MENU_CLIENT_COMMAND:New( self.EscortClient, "Use flares, chaff and jammers", self.EscortMenuEvasion, ESCORT._ROT, { ParamSelf = self, ParamFunction = EscortGroup:OptionROTPassiveDefense(), ParamMessage = "Defending using jammers, chaff and flares!" } )
|
|
end
|
|
if EscortGroup:OptionROTEvadeFirePossible() then
|
|
self.EscortMenuEvasionEvadeFire = MENU_CLIENT_COMMAND:New( self.EscortClient, "Evade enemy fire", self.EscortMenuEvasion, ESCORT._ROT, { ParamSelf = self, ParamFunction = EscortGroup:OptionROTEvadeFire(), ParamMessage = "Evading on enemy fire!" } )
|
|
end
|
|
if EscortGroup:OptionROTVerticalPossible() then
|
|
self.EscortMenuOptionEvasionVertical = MENU_CLIENT_COMMAND:New( self.EscortClient, "Go below radar and evade fire", self.EscortMenuEvasion, ESCORT._ROT, { ParamSelf = self, ParamFunction = EscortGroup:OptionROTVertical(), ParamMessage = "Evading on enemy fire with vertical manoeuvres!" } )
|
|
end
|
|
|
|
-- Cancel current Task
|
|
self.EscortMenuResumeMission = MENU_CLIENT:New( self.EscortClient, "Resume Mission", self.EscortMenu )
|
|
self.EscortMenuResumeWayPoints = {}
|
|
local TaskPoints = self:RegisterRoute()
|
|
for WayPointID, WayPoint in pairs( TaskPoints ) do
|
|
self.EscortMenuResumeWayPoints[WayPointID] = MENU_CLIENT_COMMAND:New( self.EscortClient, "Resume from waypoint " .. WayPointID, self.EscortMenuResumeMission, ESCORT._ResumeMission, { ParamSelf = self, ParamWayPoint = WayPointID } )
|
|
end
|
|
|
|
-- Initialize the EscortGroup
|
|
|
|
EscortGroup:OptionROTVertical()
|
|
EscortGroup:OptionROEOpenFire()
|
|
|
|
EscortGroup:SetTask( EscortGroup:TaskRoute( TaskPoints ) )
|
|
|
|
self.ReportTargetsScheduler = routines.scheduleFunction( self._ReportTargetsScheduler, { self }, timer.getTime() + 1, 30 )
|
|
|
|
EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") reporting! " ..
|
|
"We're escorting your flight. " ..
|
|
"You can communicate with us through the radio menu. " ..
|
|
"Use the Radio Menu and F10 and use the options under + " .. EscortName .. "\n" ..
|
|
"We are continuing our way, but you can request to join-up your flight under the Navigation menu\n",
|
|
60, EscortClient
|
|
)
|
|
end
|
|
|
|
|
|
--- @param #MENUPARAM MenuParam
|
|
function ESCORT._HoldPosition( MenuParam )
|
|
|
|
local self = MenuParam.ParamSelf
|
|
local EscortGroup = self.EscortGroup
|
|
local EscortClient = self.EscortClient
|
|
|
|
routines.removeFunction( self.FollowScheduler )
|
|
|
|
EscortGroup:SetTask( EscortGroup:TaskHoldPosition( 300 ) )
|
|
EscortGroup:MessageToClient( "Holding Position.", 10, EscortClient )
|
|
end
|
|
|
|
--- @param #MENUPARAM MenuParam
|
|
function ESCORT._HoldPositionNearBy( MenuParam )
|
|
|
|
local self = MenuParam.ParamSelf
|
|
local EscortGroup = self.EscortGroup
|
|
local EscortClient = self.EscortClient
|
|
|
|
--MenuParam.ParamSelf.EscortGroup:TaskOrbitCircleAtVec2( MenuParam.ParamSelf.EscortClient:GetPointVec2(), 300, 30, 0 )
|
|
|
|
routines.removeFunction( self.FollowScheduler )
|
|
|
|
local PointFrom = {}
|
|
local GroupPoint = EscortGroup:GetPointVec2()
|
|
PointFrom = {}
|
|
PointFrom.x = GroupPoint.x
|
|
PointFrom.y = GroupPoint.y
|
|
PointFrom.speed = 250
|
|
PointFrom.type = AI.Task.WaypointType.TURNING_POINT
|
|
PointFrom.alt = EscortClient:GetAltitude()
|
|
PointFrom.alt_type = AI.Task.AltitudeType.BARO
|
|
|
|
local ClientPoint = MenuParam.ParamSelf.EscortClient:GetPointVec2()
|
|
local PointTo = {}
|
|
PointTo.x = ClientPoint.x
|
|
PointTo.y = ClientPoint.y
|
|
PointTo.speed = 250
|
|
PointTo.type = AI.Task.WaypointType.TURNING_POINT
|
|
PointTo.alt = EscortClient:GetAltitude()
|
|
PointTo.alt_type = AI.Task.AltitudeType.BARO
|
|
PointTo.task = EscortGroup:TaskOrbitCircleAtVec2( EscortClient:GetPointVec2(), 300, 30, 0 )
|
|
|
|
local Points = { PointFrom, PointTo }
|
|
|
|
EscortGroup:SetTask( EscortGroup:TaskRoute( Points ) )
|
|
EscortGroup:MessageToClient( "Rejoining to your location. Please hold at your location.", 10, EscortClient )
|
|
end
|
|
|
|
--- @param #MENUPARAM MenuParam
|
|
function ESCORT._JoinUpAndFollow( MenuParam )
|
|
|
|
local self = MenuParam.ParamSelf
|
|
local EscortGroup = self.EscortGroup
|
|
local EscortClient = self.EscortClient
|
|
|
|
local Distance = MenuParam.ParamDistance
|
|
|
|
if self.FollowScheduler then
|
|
routines.removeFunction( self.FollowScheduler )
|
|
end
|
|
|
|
self.CT1 = 0
|
|
self.GT1 = 0
|
|
self.FollowScheduler = routines.scheduleFunction( self._FollowScheduler, { self, Distance }, timer.getTime() + 1, 1 )
|
|
EscortGroup:MessageToClient( "Rejoining and Following at " .. Distance .. "!", 30, EscortClient )
|
|
end
|
|
|
|
--- @param #MENUPARAM MenuParam
|
|
function ESCORT._Flare( MenuParam )
|
|
|
|
local self = MenuParam.ParamSelf
|
|
local EscortGroup = self.EscortGroup
|
|
local EscortClient = self.EscortClient
|
|
|
|
local Color = MenuParam.ParamColor
|
|
local Message = MenuParam.ParamMessage
|
|
|
|
EscortGroup:GetUnit(1):Flare( Color )
|
|
EscortGroup:MessageToClient( Message, 10, EscortClient )
|
|
end
|
|
|
|
--- @param #MENUPARAM MenuParam
|
|
function ESCORT._Smoke( MenuParam )
|
|
|
|
local self = MenuParam.ParamSelf
|
|
local EscortGroup = self.EscortGroup
|
|
local EscortClient = self.EscortClient
|
|
|
|
local Color = MenuParam.ParamColor
|
|
local Message = MenuParam.ParamMessage
|
|
|
|
EscortGroup:GetUnit(1):Smoke( Color )
|
|
EscortGroup:MessageToClient( Message, 10, EscortClient )
|
|
end
|
|
|
|
|
|
--- @param #MENUPARAM MenuParam
|
|
function ESCORT._ReportNearbyTargetsNow( MenuParam )
|
|
|
|
local self = MenuParam.ParamSelf
|
|
local EscortGroup = self.EscortGroup
|
|
local EscortClient = self.EscortClient
|
|
|
|
self:_ReportTargetsScheduler()
|
|
|
|
end
|
|
|
|
function ESCORT._SwitchReportNearbyTargets( MenuParam )
|
|
|
|
local self = MenuParam.ParamSelf
|
|
local EscortGroup = self.EscortGroup
|
|
local EscortClient = self.EscortClient
|
|
|
|
self.ReportTargets = MenuParam.ParamReportTargets
|
|
|
|
if self.ReportTargets then
|
|
if not self.ReportTargetsScheduler then
|
|
self.ReportTargetsScheduler = routines.scheduleFunction( self._ReportTargetsScheduler, { self }, timer.getTime() + 1, 30 )
|
|
end
|
|
else
|
|
routines.removeFunction( self.ReportTargetsScheduler )
|
|
self.ReportTargetsScheduler = nil
|
|
end
|
|
end
|
|
|
|
--- @param #MENUPARAM MenuParam
|
|
function ESCORT._ScanTargets30Seconds( MenuParam )
|
|
MenuParam.ParamSelf:T()
|
|
|
|
local self = MenuParam.ParamSelf
|
|
local EscortGroup = self.EscortGroup
|
|
local EscortClient = self.EscortClient
|
|
|
|
routines.removeFunction( self.FollowScheduler )
|
|
|
|
EscortGroup:PushTask(
|
|
EscortGroup:TaskControlled(
|
|
EscortGroup:TaskOrbitCircle( 200, 20 ),
|
|
EscortGroup:TaskCondition( nil, nil, nil, nil, 30, nil )
|
|
)
|
|
)
|
|
EscortGroup:MessageToClient( "Scanning targets for 30 seconds.", 10, EscortClient )
|
|
end
|
|
|
|
--- @param #MENUPARAM MenuParam
|
|
function ESCORT._ScanTargets60Seconds( MenuParam )
|
|
MenuParam.ParamSelf:T()
|
|
|
|
local self = MenuParam.ParamSelf
|
|
local EscortGroup = self.EscortGroup
|
|
local EscortClient = self.EscortClient
|
|
|
|
routines.removeFunction( self.FollowScheduler )
|
|
|
|
EscortGroup:PushTask(
|
|
EscortGroup:TaskControlled(
|
|
EscortGroup:TaskOrbitCircle( 200, 20 ),
|
|
EscortGroup:TaskCondition( nil, nil, nil, nil, 60, nil )
|
|
)
|
|
)
|
|
EscortGroup:MessageToClient( "Scanning targets for 60 seconds.", 10, EscortClient )
|
|
end
|
|
|
|
--- @param #MENUPARAM MenuParam
|
|
function ESCORT._AttackTarget( MenuParam )
|
|
|
|
local self = MenuParam.ParamSelf
|
|
local EscortGroup = self.EscortGroup
|
|
local EscortClient = self.EscortClient
|
|
local AttackUnit = MenuParam.ParamUnit
|
|
|
|
routines.removeFunction( self.FollowScheduler )
|
|
self.FollowScheduler = nil
|
|
|
|
EscortGroup:OptionROEOpenFire()
|
|
EscortGroup:OptionROTVertical()
|
|
|
|
self:T( AttackUnit )
|
|
|
|
EscortGroup:PushTask( EscortGroup:TaskAttackUnit( AttackUnit ) )
|
|
EscortGroup:MessageToClient( "Engaging Designated Unit!", 10, EscortClient )
|
|
end
|
|
|
|
--- @param #MENUPARAM MenuParam
|
|
function ESCORT._ROE( MenuParam )
|
|
|
|
local self = MenuParam.ParamSelf
|
|
local EscortGroup = self.EscortGroup
|
|
local EscortClient = self.EscortClient
|
|
|
|
local EscortROEFunction = MenuParam.ParamFunction
|
|
local EscortROEMessage = MenuParam.ParamMessage
|
|
|
|
EscortROEFunction()
|
|
EscortGroup:MessageToClient( EscortROEMessage, 10, EscortClient )
|
|
end
|
|
|
|
--- @param #MENUPARAM MenuParam
|
|
function ESCORT._ROT( MenuParam )
|
|
|
|
local self = MenuParam.ParamSelf
|
|
local EscortGroup = self.EscortGroup
|
|
local EscortClient = self.EscortClient
|
|
|
|
local EscortROTFunction = MenuParam.ParamFunction
|
|
local EscortROTMessage = MenuParam.ParamMessage
|
|
|
|
EscortROTFunction()
|
|
EscortGroup:MessageToClient( EscortROTMessage, 10, EscortClient )
|
|
end
|
|
|
|
--- @param #MENUPARAM MenuParam
|
|
function ESCORT._ResumeMission( MenuParam )
|
|
|
|
local self = MenuParam.ParamSelf
|
|
local EscortGroup = self.EscortGroup
|
|
local EscortClient = self.EscortClient
|
|
|
|
local WayPoint = MenuParam.ParamWayPoint
|
|
|
|
routines.removeFunction( self.FollowScheduler )
|
|
self.FollowScheduler = nil
|
|
|
|
local WayPoints = EscortGroup:GetTaskRoute()
|
|
self:T( WayPoint, WayPoints )
|
|
|
|
for WayPointIgnore = 1, WayPoint do
|
|
table.remove( WayPoints, 1 )
|
|
end
|
|
|
|
EscortGroup:SetTask( EscortGroup:TaskRoute( WayPoints ) )
|
|
EscortGroup:MessageToClient( "Resuming mission from waypoint " .. WayPoint .. ".", 10, EscortClient )
|
|
end
|
|
|
|
function ESCORT:RegisterRoute()
|
|
|
|
local EscortGroup = self.EscortGroup -- Group#GROUP
|
|
|
|
local TaskPoints = EscortGroup:GetTaskRoute()
|
|
self:T( TaskPoints )
|
|
|
|
for TaskPointID, TaskPoint in pairs( TaskPoints ) do
|
|
self:T( TaskPointID )
|
|
TaskPoint.task.params.tasks[#TaskPoint.task.params.tasks+1] = EscortGroup:TaskRegisterWayPoint( TaskPointID )
|
|
self:T( TaskPoint.task.params.tasks[#TaskPoint.task.params.tasks] )
|
|
end
|
|
|
|
self:T( TaskPoints )
|
|
|
|
return TaskPoints
|
|
end
|
|
|
|
--- @param Escort#ESCORT self
|
|
function ESCORT:_FollowScheduler( FollowDistance )
|
|
self:F( { FollowDistance })
|
|
|
|
if self.EscortGroup:IsAlive() and self.EscortClient:IsAlive() then
|
|
|
|
local ClientUnit = self.EscortClient:GetClientGroupUnit()
|
|
local GroupUnit = self.EscortGroup:GetUnit( 1 )
|
|
|
|
if self.CT1 == 0 and self.GT1 == 0 then
|
|
self.CV1 = ClientUnit:GetPositionVec3()
|
|
self.CT1 = timer.getTime()
|
|
self.GV1 = GroupUnit:GetPositionVec3()
|
|
self.GT1 = timer.getTime()
|
|
else
|
|
local CT1 = self.CT1
|
|
local CT2 = timer.getTime()
|
|
local CV1 = self.CV1
|
|
local CV2 = ClientUnit:GetPositionVec3()
|
|
self.CT1 = CT2
|
|
self.CV1 = CV2
|
|
|
|
local CD = ( ( CV2.x - CV1.x )^2 + ( CV2.y - CV1.y )^2 + ( CV2.z - CV1.z )^2 ) ^ 0.5
|
|
local CT = CT2 - CT1
|
|
|
|
local CS = ( 3600 / CT ) * ( CD / 1000 )
|
|
|
|
self:T2( { "Client:", CS, CD, CT, CV2, CV1, CT2, CT1 } )
|
|
|
|
local GT1 = self.GT1
|
|
local GT2 = timer.getTime()
|
|
local GV1 = self.GV1
|
|
local GV2 = GroupUnit:GetPositionVec3()
|
|
self.GT1 = GT2
|
|
self.GV1 = GV2
|
|
|
|
local GD = ( ( GV2.x - GV1.x )^2 + ( GV2.y - GV1.y )^2 + ( GV2.z - GV1.z )^2 ) ^ 0.5
|
|
local GT = GT2 - GT1
|
|
|
|
local GS = ( 3600 / GT ) * ( GD / 1000 )
|
|
|
|
self:T2( { "Group:", GS, GD, GT, GV2, GV1, GT2, GT1 } )
|
|
|
|
-- Calculate the group direction vector
|
|
local GV = { x = GV2.x - CV2.x, y = GV2.y - CV2.y, z = GV2.z - CV2.z }
|
|
|
|
-- Calculate GH2, GH2 with the same height as CV2.
|
|
local GH2 = { x = GV2.x, y = CV2.y, z = GV2.z }
|
|
|
|
-- Calculate the angle of GV to the orthonormal plane
|
|
local alpha = math.atan2( GV.z, GV.x )
|
|
|
|
-- Now we calculate the intersecting vector between the circle around CV2 with radius FollowDistance and GH2.
|
|
-- From the GeoGebra model: CVI = (x(CV2) + FollowDistance cos(alpha), y(GH2) + FollowDistance sin(alpha), z(CV2))
|
|
local CVI = { x = CV2.x + FollowDistance * math.cos(alpha),
|
|
y = GH2.y,
|
|
z = CV2.z + FollowDistance * math.sin(alpha),
|
|
}
|
|
|
|
-- Calculate the direction vector DV of the escort group. We use CVI as the base and CV2 as the direction.
|
|
local DV = { x = CV2.x - CVI.x, y = CV2.y - CVI.y, z = CV2.z - CVI.z }
|
|
|
|
-- We now calculate the unary direction vector DVu, so that we can multiply DVu with the speed, which is expressed in meters / s.
|
|
-- We need to calculate this vector to predict the point the escort group needs to fly to according its speed.
|
|
-- The distance of the destination point should be far enough not to have the aircraft starting to swipe left to right...
|
|
local DVu = { x = DV.x / FollowDistance, y = DV.y / FollowDistance, z = DV.z / FollowDistance }
|
|
|
|
-- Now we can calculate the group destination vector GDV.
|
|
local GDV = { x = DVu.x * CS * 2 + CVI.x, y = CVI.y, z = DVu.z * CS * 2 + CVI.z }
|
|
self:T2( { "CV2:", CV2 } )
|
|
self:T2( { "CVI:", CVI } )
|
|
self:T2( { "GDV:", GDV } )
|
|
|
|
-- Measure distance between client and group
|
|
local CatchUpDistance = ( ( GDV.x - GV2.x )^2 + ( GDV.y - GV2.y )^2 + ( GDV.z - GV2.z )^2 ) ^ 0.5
|
|
|
|
-- The calculation of the Speed would simulate that the group would take 30 seconds to overcome
|
|
-- the requested Distance).
|
|
local Time = 30
|
|
local CatchUpSpeed = ( CatchUpDistance - ( CS * 2 ) ) / Time
|
|
|
|
local Speed = CS + CatchUpSpeed
|
|
if Speed < 0 then
|
|
Speed = 0
|
|
end
|
|
|
|
self:T( { "Client Speed, Escort Speed, Speed, FlyDistance, Time:", CS, GS, Speed, Distance, Time } )
|
|
|
|
-- Now route the escort to the desired point with the desired speed.
|
|
self.EscortGroup:TaskRouteToVec3( GDV, Speed / 3.6 ) -- DCS models speed in Mps (Miles per second)
|
|
end
|
|
else
|
|
routines.removeFunction( self.FollowScheduler )
|
|
end
|
|
|
|
end
|
|
|
|
|
|
--- Report Targets Scheduler.
|
|
-- @param #ESCORT self
|
|
function ESCORT:_ReportTargetsScheduler()
|
|
self:F()
|
|
|
|
self.Targets = {}
|
|
|
|
if self.EscortGroup:IsAlive() then
|
|
local EscortTargets = self.EscortGroup:GetDetectedTargets()
|
|
|
|
local EscortTargetMessages = ""
|
|
for EscortTargetID, EscortTarget in pairs( EscortTargets ) do
|
|
local EscortObject = EscortTarget.object
|
|
self:T( EscortObject )
|
|
if EscortObject and EscortObject:isExist() and EscortObject.id_ < 50000000 then
|
|
|
|
local EscortTargetMessage = ""
|
|
|
|
local EscortTargetUnit = UNIT:New( EscortObject )
|
|
|
|
local EscortTargetCategoryName = EscortTargetUnit:GetCategoryName()
|
|
local EscortTargetCategoryType = EscortTargetUnit:GetTypeName()
|
|
|
|
|
|
-- local EscortTargetIsDetected,
|
|
-- EscortTargetIsVisible,
|
|
-- EscortTargetLastTime,
|
|
-- EscortTargetKnowType,
|
|
-- EscortTargetKnowDistance,
|
|
-- EscortTargetLastPos,
|
|
-- EscortTargetLastVelocity
|
|
-- = self.EscortGroup:IsTargetDetected( EscortObject )
|
|
--
|
|
-- self:T( { EscortTargetIsDetected,
|
|
-- EscortTargetIsVisible,
|
|
-- EscortTargetLastTime,
|
|
-- EscortTargetKnowType,
|
|
-- EscortTargetKnowDistance,
|
|
-- EscortTargetLastPos,
|
|
-- EscortTargetLastVelocity } )
|
|
|
|
if EscortTarget.distance then
|
|
local EscortTargetUnitPositionVec3 = EscortTargetUnit:GetPositionVec3()
|
|
local EscortPositionVec3 = self.EscortGroup:GetPositionVec3()
|
|
local Distance = routines.utils.get3DDist( EscortTargetUnitPositionVec3, EscortPositionVec3 ) / 1000
|
|
self:T( { self.EscortGroup:GetName(), EscortTargetUnit:GetName(), Distance, EscortTarget.visible } )
|
|
|
|
if Distance <= 8 then
|
|
|
|
if EscortTarget.type then
|
|
EscortTargetMessage = EscortTargetMessage .. " - " .. EscortTargetCategoryName .. " (" .. EscortTargetCategoryType .. ") at "
|
|
else
|
|
EscortTargetMessage = EscortTargetMessage .. " - Unknown target at "
|
|
end
|
|
|
|
EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " km"
|
|
|
|
if EscortTarget.visible then
|
|
EscortTargetMessage = EscortTargetMessage .. ", visual"
|
|
end
|
|
|
|
local TargetIndex = Distance*1000
|
|
self.Targets[TargetIndex] = {}
|
|
self.Targets[TargetIndex].AttackMessage = EscortTargetMessage
|
|
self.Targets[TargetIndex].AttackUnit = EscortTargetUnit
|
|
end
|
|
end
|
|
|
|
if EscortTargetMessage ~= "" then
|
|
EscortTargetMessages = EscortTargetMessages .. EscortTargetMessage .. "\n"
|
|
end
|
|
end
|
|
end
|
|
|
|
if EscortTargetMessages ~= "" and self.ReportTargets == true then
|
|
self.EscortGroup:MessageToClient( EscortTargetMessages:gsub("\n$",""), 20, self.EscortClient )
|
|
else
|
|
self.EscortGroup:MessageToClient( "No targets detected!", 20, self.EscortClient )
|
|
end
|
|
|
|
self:T()
|
|
|
|
self:T( { "Sorting Targets Table:", self.Targets } )
|
|
table.sort( self.Targets )
|
|
self:T( { "Sorted Targets Table:", self.Targets } )
|
|
|
|
for MenuIndex = 1, #self.EscortMenuAttackTargets do
|
|
self:T( { "Remove Menu:", self.EscortMenuAttackTargets[MenuIndex] } )
|
|
self.EscortMenuAttackTargets[MenuIndex] = self.EscortMenuAttackTargets[MenuIndex]:Remove()
|
|
end
|
|
|
|
local MenuIndex = 1
|
|
for TargetID, TargetData in pairs( self.Targets ) do
|
|
self:T( { "Adding menu:", TargetID, "for Unit", self.Targets[TargetID].AttackUnit } )
|
|
if MenuIndex <= 10 then
|
|
self.EscortMenuAttackTargets[MenuIndex] =
|
|
MENU_CLIENT_COMMAND:New( self.EscortClient,
|
|
self.Targets[TargetID].AttackMessage,
|
|
self.EscortMenuAttackNearbyTargets,
|
|
ESCORT._AttackTarget,
|
|
{ ParamSelf = self,
|
|
ParamUnit = self.Targets[TargetID].AttackUnit
|
|
}
|
|
)
|
|
self:T( { "New Menu:", self.EscortMenuAttackTargets[TargetID] } )
|
|
MenuIndex = MenuIndex + 1
|
|
else
|
|
break
|
|
end
|
|
end
|
|
|
|
else
|
|
routines.removeFunction( self.ReportTargetsScheduler )
|
|
self.ReportTargetsScheduler = nil
|
|
end
|
|
end
|