MOOSE/Moose/Group.lua
2016-04-03 10:15:48 +02:00

1212 lines
32 KiB
Lua

--- 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