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# Conflicts: # Moose Development/Moose/AI/AI_A2A_Dispatcher.lua # Moose Development/Moose/AI/AI_A2G_Dispatcher.lua # Moose Development/Moose/AI/AI_CAP.lua # Moose Development/Moose/AI/AI_CAS.lua # Moose Development/Moose/AI/AI_Patrol.lua # Moose Development/Moose/Core/Base.lua # Moose Development/Moose/Core/Beacon.lua # Moose Development/Moose/Core/Database.lua # Moose Development/Moose/Core/Fsm.lua # Moose Development/Moose/Core/MarkerOps_Base.lua # Moose Development/Moose/Core/Menu.lua # Moose Development/Moose/Core/Message.lua # Moose Development/Moose/Core/Point.lua # Moose Development/Moose/Core/ScheduleDispatcher.lua # Moose Development/Moose/Core/Scheduler.lua # Moose Development/Moose/Core/Set.lua # Moose Development/Moose/Core/Spawn.lua # Moose Development/Moose/Core/Zone.lua # Moose Development/Moose/DCS.lua # Moose Development/Moose/Functional/Detection.lua # Moose Development/Moose/Functional/Mantis.lua # Moose Development/Moose/Functional/Range.lua # Moose Development/Moose/Functional/Scoring.lua # Moose Development/Moose/Functional/Sead.lua # Moose Development/Moose/Modules.lua # Moose Development/Moose/Ops/ATIS.lua # Moose Development/Moose/Ops/Airboss.lua # Moose Development/Moose/Sound/UserSound.lua # Moose Development/Moose/Utilities/Enums.lua # Moose Development/Moose/Utilities/FiFo.lua # Moose Development/Moose/Utilities/Profiler.lua # Moose Development/Moose/Utilities/Routines.lua # Moose Development/Moose/Utilities/STTS.lua # Moose Development/Moose/Utilities/Utils.lua # Moose Development/Moose/Wrapper/Airbase.lua # Moose Development/Moose/Wrapper/Controllable.lua # Moose Development/Moose/Wrapper/Group.lua # Moose Development/Moose/Wrapper/Marker.lua # Moose Development/Moose/Wrapper/Positionable.lua # Moose Development/Moose/Wrapper/Unit.lua # Moose Setup/Moose.files
1848 lines
61 KiB
Lua
1848 lines
61 KiB
Lua
--- **Wrapper** -- POSITIONABLE wraps DCS classes that are "positionable".
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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--
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-- ### Contributions: **Hardcard**, **funkyfranky**
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--
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-- ===
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--
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-- @module Wrapper.Positionable
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-- @image Wrapper_Positionable.JPG
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--- @type POSITIONABLE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
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-- @extends Wrapper.Identifiable#IDENTIFIABLE
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--- @type POSITIONABLE
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-- @field Core.Point#COORDINATE coordinate Coordinate object.
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-- @field Core.Point#POINT_VEC3 pointvec3 Point Vec3 object.
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-- @extends Wrapper.Identifiable#IDENTIFIABLE
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--- Wrapper class to handle the POSITIONABLE objects.
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--
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-- * Support all DCS APIs.
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-- * Enhance with POSITIONABLE specific APIs not in the DCS API set.
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-- * Manage the "state" of the POSITIONABLE.
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--
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-- ## POSITIONABLE constructor
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--
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-- The POSITIONABLE class provides the following functions to construct a POSITIONABLE instance:
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--
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-- * @{#POSITIONABLE.New}(): Create a POSITIONABLE instance.
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--
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-- ## Get the current speed
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--
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-- There are 3 methods that can be used to determine the speed.
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-- Use @{#POSITIONABLE.GetVelocityKMH}() to retrieve the current speed in km/h. Use @{#POSITIONABLE.GetVelocityMPS}() to retrieve the speed in meters per second.
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-- The method @{#POSITIONABLE.GetVelocity}() returns the speed vector (a Vec3).
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--
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-- ## Get the current altitude
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--
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-- Altitude can be retrieved using the method @{#POSITIONABLE.GetHeight}() and returns the current altitude in meters from the orthonormal plane.
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--
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--
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-- @field #POSITIONABLE
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POSITIONABLE = {
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ClassName = "POSITIONABLE",
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PositionableName = "",
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coordinate = nil,
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pointvec3 = nil,
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}
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--- @field #POSITIONABLE.__
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POSITIONABLE.__ = {}
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--- @field #POSITIONABLE.__.Cargo
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POSITIONABLE.__.Cargo = {}
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--- A DCSPositionable
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-- @type DCSPositionable
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-- @field id_ The ID of the controllable in DCS
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--- Create a new POSITIONABLE from a DCSPositionable
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-- @param #POSITIONABLE self
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-- @param #string PositionableName The POSITIONABLE name
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-- @return #POSITIONABLE self
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function POSITIONABLE:New( PositionableName )
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local self = BASE:Inherit( self, IDENTIFIABLE:New( PositionableName ) ) -- #POSITIONABLE
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self.PositionableName = PositionableName
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return self
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end
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--- Destroys the POSITIONABLE.
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-- @param #POSITIONABLE self
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-- @param #boolean GenerateEvent (Optional) If true, generates a crash or dead event for the unit. If false, no event generated. If nil, a remove event is generated.
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-- @return #nil The DCS Unit is not existing or alive.
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-- @usage
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--
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-- Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group.
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-- Helicopter = UNIT:FindByName( "Helicopter" )
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-- Helicopter:Destroy( true )
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--
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-- @usage
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-- -- Ground unit example: destroy the Tanks and generate a S_EVENT_DEAD for each unit in the Tanks group.
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-- Tanks = UNIT:FindByName( "Tanks" )
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-- Tanks:Destroy( true )
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--
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-- @usage
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-- -- Ship unit example: destroy the Ship silently.
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-- Ship = STATIC:FindByName( "Ship" )
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-- Ship:Destroy()
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--
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-- @usage
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-- -- Destroy without event generation example.
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-- Ship = STATIC:FindByName( "Boat" )
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-- Ship:Destroy( false ) -- Don't generate an event upon destruction.
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--
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function POSITIONABLE:Destroy( GenerateEvent )
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self:F2( self.ObjectName )
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local DCSObject = self:GetDCSObject()
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if DCSObject then
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local UnitGroup = self:GetGroup()
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local UnitGroupName = UnitGroup:GetName()
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self:F( { UnitGroupName = UnitGroupName } )
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if GenerateEvent and GenerateEvent == true then
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if self:IsAir() then
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self:CreateEventCrash( timer.getTime(), DCSObject )
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else
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self:CreateEventDead( timer.getTime(), DCSObject )
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end
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elseif GenerateEvent == false then
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-- Do nothing!
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else
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self:CreateEventRemoveUnit( timer.getTime(), DCSObject )
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end
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USERFLAG:New( UnitGroupName ):Set( 100 )
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DCSObject:destroy()
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end
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return nil
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end
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--- Returns the DCS object. Polymorphic for other classes like UNIT, STATIC, GROUP, AIRBASE.
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-- @param #POSITIONABLE self
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-- @return DCS#Object The DCS object.
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function POSITIONABLE:GetDCSObject()
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return nil
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end
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--- Returns a pos3 table of the objects current position and orientation in 3D space. X, Y, Z values are unit vectors defining the objects orientation.
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-- Coordinates are dependent on the position of the maps origin.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @return DCS#Position3 Table consisting of the point and orientation tables.
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function POSITIONABLE:GetPosition()
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self:F2( self.PositionableName )
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local DCSPositionable = self:GetDCSObject()
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if DCSPositionable then
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local PositionablePosition = DCSPositionable:getPosition()
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self:T3( PositionablePosition )
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return PositionablePosition
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end
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BASE:E( { "Cannot GetPosition", Positionable = self, Alive = self:IsAlive() } )
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return nil
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end
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--- Returns a {@DCS#Vec3} table of the objects current orientation in 3D space. X, Y, Z values are unit vectors defining the objects orientation.
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-- X is the orientation parallel to the movement of the object, Z perpendicular and Y vertical orientation.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @return DCS#Vec3 X orientation, i.e. parallel to the direction of movement.
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-- @return DCS#Vec3 Y orientation, i.e. vertical.
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-- @return DCS#Vec3 Z orientation, i.e. perpendicular to the direction of movement.
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-- @return #nil The POSITIONABLE is not existing or alive.
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function POSITIONABLE:GetOrientation()
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local position = self:GetPosition()
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if position then
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return position.x, position.y, position.z
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else
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BASE:E( { "Cannot GetOrientation", Positionable = self, Alive = self:IsAlive() } )
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return nil, nil, nil
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end
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end
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--- Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e. along the direction of movement.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @return DCS#Vec3 X orientation, i.e. parallel to the direction of movement.
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-- @return #nil The POSITIONABLE is not existing or alive.
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function POSITIONABLE:GetOrientationX()
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local position = self:GetPosition()
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if position then
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return position.x
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else
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BASE:E( { "Cannot GetOrientationX", Positionable = self, Alive = self:IsAlive() } )
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return nil
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end
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end
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--- Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e. vertical orientation.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @return DCS#Vec3 Y orientation, i.e. vertical.
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-- @return #nil The POSITIONABLE is not existing or alive.
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function POSITIONABLE:GetOrientationY()
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local position = self:GetPosition()
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if position then
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return position.y
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else
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BASE:E( { "Cannot GetOrientationY", Positionable = self, Alive = self:IsAlive() } )
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return nil
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end
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end
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--- Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e. perpendicular to direction of movement.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @return DCS#Vec3 Z orientation, i.e. perpendicular to movement.
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-- @return #nil The POSITIONABLE is not existing or alive.
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function POSITIONABLE:GetOrientationZ()
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local position = self:GetPosition()
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if position then
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return position.z
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else
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BASE:E( { "Cannot GetOrientationZ", Positionable = self, Alive = self:IsAlive() } )
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return nil
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end
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end
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--- Returns the @{DCS#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @return DCS#Position The 3D position vectors of the POSITIONABLE.
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-- @return #nil The POSITIONABLE is not existing or alive.
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function POSITIONABLE:GetPositionVec3()
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self:F2( self.PositionableName )
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local DCSPositionable = self:GetDCSObject()
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if DCSPositionable then
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local PositionablePosition = DCSPositionable:getPosition().p
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self:T3( PositionablePosition )
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return PositionablePosition
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end
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BASE:E( { "Cannot GetPositionVec3", Positionable = self, Alive = self:IsAlive() } )
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return nil
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end
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--- Returns the @{DCS#Vec3} vector indicating the 3D vector of the POSITIONABLE within the mission.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @return DCS#Vec3 The 3D point vector of the POSITIONABLE.
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-- @return #nil The POSITIONABLE is not existing or alive.
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function POSITIONABLE:GetVec3()
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local DCSPositionable = self:GetDCSObject()
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if DCSPositionable then
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local vec3 = DCSPositionable:getPoint()
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if vec3 then
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return vec3
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else
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self:E( "ERROR: Cannot get vec3!" )
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end
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end
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-- ERROR!
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self:E( { "Cannot GetVec3", Positionable = self, Alive = self:IsAlive() } )
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return nil
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end
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--- Returns the @{DCS#Vec2} vector indicating the point in 2D of the POSITIONABLE within the mission.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @return DCS#Vec2 The 2D point vector of the POSITIONABLE.
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-- @return #nil The POSITIONABLE is not existing or alive.
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function POSITIONABLE:GetVec2()
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local DCSPositionable = self:GetDCSObject()
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if DCSPositionable then
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local Vec3 = DCSPositionable:getPoint() -- DCS#Vec3
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return { x = Vec3.x, y = Vec3.z }
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end
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self:E( { "Cannot GetVec2", Positionable = self, Alive = self:IsAlive() } )
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return nil
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end
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--- Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @return Core.Point#POINT_VEC2 The 2D point vector of the POSITIONABLE.
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-- @return #nil The POSITIONABLE is not existing or alive.
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function POSITIONABLE:GetPointVec2()
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self:F2( self.PositionableName )
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local DCSPositionable = self:GetDCSObject()
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if DCSPositionable then
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local PositionableVec3 = DCSPositionable:getPosition().p
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local PositionablePointVec2 = POINT_VEC2:NewFromVec3( PositionableVec3 )
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-- self:F( PositionablePointVec2 )
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return PositionablePointVec2
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end
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self:E( { "Cannot GetPointVec2", Positionable = self, Alive = self:IsAlive() } )
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return nil
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end
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--- Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @return Core.Point#POINT_VEC3 The 3D point vector of the POSITIONABLE.
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-- @return #nil The POSITIONABLE is not existing or alive.
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function POSITIONABLE:GetPointVec3()
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local DCSPositionable = self:GetDCSObject()
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if DCSPositionable then
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-- Get 3D vector.
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local PositionableVec3 = self:GetPositionVec3()
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if false and self.pointvec3 then
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-- Update vector.
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self.pointvec3.x = PositionableVec3.x
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self.pointvec3.y = PositionableVec3.y
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self.pointvec3.z = PositionableVec3.z
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else
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-- Create a new POINT_VEC3 object.
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self.pointvec3 = POINT_VEC3:NewFromVec3( PositionableVec3 )
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end
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return self.pointvec3
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end
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BASE:E( { "Cannot GetPointVec3", Positionable = self, Alive = self:IsAlive() } )
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return nil
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end
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--- Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
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-- This function works similar to POSITIONABLE.GetCoordinate(), however, this function caches, updates and re-uses the same COORDINATE object stored
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-- within the POSITIONABLE. This has higher performance, but comes with all considerations associated with the possible referencing to the same COORDINATE object.
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-- This should only be used when performance is critical and there is sufficient awareness of the possible pitfalls. However, in most instances, GetCoordinate() is
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-- preferred as it will return a fresh new COORDINATE and thus avoid potentially unexpected issues.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @return Core.Point#COORDINATE A reference to the COORDINATE object of the POSITIONABLE.
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function POSITIONABLE:GetCoord()
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-- Get DCS object.
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local DCSPositionable = self:GetDCSObject()
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if DCSPositionable then
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-- Get the current position.
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local PositionableVec3 = self:GetVec3()
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if self.coordinate then
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-- Update COORDINATE from 3D vector.
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self.coordinate:UpdateFromVec3( PositionableVec3 )
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else
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-- New COORDINATE.
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self.coordinate = COORDINATE:NewFromVec3( PositionableVec3 )
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end
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return self.coordinate
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end
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-- Error message.
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BASE:E( { "Cannot GetCoordinate", Positionable = self, Alive = self:IsAlive() } )
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return nil
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end
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--- Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @return Core.Point#COORDINATE A new COORDINATE object of the POSITIONABLE.
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function POSITIONABLE:GetCoordinate()
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-- Get DCS object.
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local DCSPositionable = self:GetDCSObject()
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if DCSPositionable then
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-- Get the current position.
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local PositionableVec3 = self:GetVec3()
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local coord=COORDINATE:NewFromVec3(PositionableVec3)
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local heading = self:GetHeading()
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coord.Heading = heading
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-- Return a new coordiante object.
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return coord
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end
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-- Error message.
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self:E( { "Cannot GetCoordinate", Positionable = self, Alive = self:IsAlive() } )
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return nil
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end
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--- Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @param #number x Offset in the direction "the nose" of the unit is pointing in meters. Default 0 m.
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-- @param #number y Offset "above" the unit in meters. Default 0 m.
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-- @param #number z Offset in the direction "the wing" of the unit is pointing in meters. z>0 starboard, z<0 port. Default 0 m.
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-- @return Core.Point#COORDINATE The COORDINATE of the offset with respect to the orientation of the POSITIONABLE.
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function POSITIONABLE:GetOffsetCoordinate( x, y, z )
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-- Default if nil.
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x = x or 0
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y = y or 0
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z = z or 0
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-- Vectors making up the coordinate system.
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local X = self:GetOrientationX()
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local Y = self:GetOrientationY()
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local Z = self:GetOrientationZ()
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-- Offset vector: x meters ahead, z meters starboard, y meters above.
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local A = { x = x, y = y, z = z }
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-- Scale components of orthonormal coordinate vectors.
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local x = { x = X.x * A.x, y = X.y * A.x, z = X.z * A.x }
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local y = { x = Y.x * A.y, y = Y.y * A.y, z = Y.z * A.y }
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local z = { x = Z.x * A.z, y = Z.y * A.z, z = Z.z * A.z }
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-- Add up vectors in the unit coordinate system ==> this gives the offset vector relative the the origin of the map.
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local a = { x = x.x + y.x + z.x, y = x.y + y.y + z.y, z = x.z + y.z + z.z }
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-- Vector from the origin of the map to the unit.
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local u = self:GetVec3()
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-- Translate offset vector from map origin to the unit: v=u+a.
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local v = { x = a.x + u.x, y = a.y + u.y, z = a.z + u.z }
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local coord = COORDINATE:NewFromVec3( v )
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-- Return the offset coordinate.
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return coord
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end
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--- Returns a random @{DCS#Vec3} vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @param #number Radius
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-- @return DCS#Vec3 The 3D point vector of the POSITIONABLE.
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-- @return #nil The POSITIONABLE is not existing or alive.
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-- @usage
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-- -- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP
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function POSITIONABLE:GetRandomVec3( Radius )
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self:F2( self.PositionableName )
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local DCSPositionable = self:GetDCSObject()
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if DCSPositionable then
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local PositionablePointVec3 = DCSPositionable:getPosition().p
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if Radius then
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local PositionableRandomVec3 = {}
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|
local angle = math.random() * math.pi * 2;
|
|
PositionableRandomVec3.x = PositionablePointVec3.x + math.cos( angle ) * math.random() * Radius;
|
|
PositionableRandomVec3.y = PositionablePointVec3.y
|
|
PositionableRandomVec3.z = PositionablePointVec3.z + math.sin( angle ) * math.random() * Radius;
|
|
|
|
self:T3( PositionableRandomVec3 )
|
|
return PositionableRandomVec3
|
|
else
|
|
self:F( "Radius is nil, returning the PointVec3 of the POSITIONABLE", PositionablePointVec3 )
|
|
return PositionablePointVec3
|
|
end
|
|
end
|
|
|
|
BASE:E( { "Cannot GetRandomVec3", Positionable = self, Alive = self:IsAlive() } )
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Get the bounding box of the underlying POSITIONABLE DCS Object.
|
|
-- @param #POSITIONABLE self
|
|
-- @return DCS#Box3 The bounding box of the POSITIONABLE.
|
|
-- @return #nil The POSITIONABLE is not existing or alive.
|
|
function POSITIONABLE:GetBoundingBox()
|
|
self:F2()
|
|
|
|
local DCSPositionable = self:GetDCSObject()
|
|
|
|
if DCSPositionable then
|
|
local PositionableDesc = DCSPositionable:getDesc() -- DCS#Desc
|
|
if PositionableDesc then
|
|
local PositionableBox = PositionableDesc.box
|
|
return PositionableBox
|
|
end
|
|
end
|
|
|
|
BASE:E( { "Cannot GetBoundingBox", Positionable = self, Alive = self:IsAlive() } )
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Get the object size.
|
|
-- @param #POSITIONABLE self
|
|
-- @return DCS#Distance Max size of object in x, z or 0 if bounding box could not be obtained.
|
|
-- @return DCS#Distance Length x or 0 if bounding box could not be obtained.
|
|
-- @return DCS#Distance Height y or 0 if bounding box could not be obtained.
|
|
-- @return DCS#Distance Width z or 0 if bounding box could not be obtained.
|
|
function POSITIONABLE:GetObjectSize()
|
|
|
|
-- Get bounding box.
|
|
local box = self:GetBoundingBox()
|
|
|
|
if box then
|
|
local x = box.max.x + math.abs( box.min.x ) -- length
|
|
local y = box.max.y + math.abs( box.min.y ) -- height
|
|
local z = box.max.z + math.abs( box.min.z ) -- width
|
|
return math.max( x, z ), x, y, z
|
|
end
|
|
|
|
return 0, 0, 0, 0
|
|
end
|
|
|
|
--- Get the bounding radius of the underlying POSITIONABLE DCS Object.
|
|
-- @param #POSITIONABLE self
|
|
-- @param #number MinDist (Optional) If bounding box is smaller than this value, MinDist is returned.
|
|
-- @return DCS#Distance The bounding radius of the POSITIONABLE
|
|
-- @return #nil The POSITIONABLE is not existing or alive.
|
|
function POSITIONABLE:GetBoundingRadius( MinDist )
|
|
self:F2()
|
|
|
|
local Box = self:GetBoundingBox()
|
|
|
|
local boxmin = MinDist or 0
|
|
if Box then
|
|
local X = Box.max.x - Box.min.x
|
|
local Z = Box.max.z - Box.min.z
|
|
local CX = X / 2
|
|
local CZ = Z / 2
|
|
return math.max( math.max( CX, CZ ), boxmin )
|
|
end
|
|
|
|
BASE:E( { "Cannot GetBoundingRadius", Positionable = self, Alive = self:IsAlive() } )
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns the altitude above sea level of the POSITIONABLE.
|
|
-- @param Wrapper.Positionable#POSITIONABLE self
|
|
-- @return DCS#Distance The altitude of the POSITIONABLE.
|
|
-- @return #nil The POSITIONABLE is not existing or alive.
|
|
function POSITIONABLE:GetAltitude()
|
|
self:F2()
|
|
|
|
local DCSPositionable = self:GetDCSObject()
|
|
|
|
if DCSPositionable then
|
|
local PositionablePointVec3 = DCSPositionable:getPoint() -- DCS#Vec3
|
|
return PositionablePointVec3.y
|
|
end
|
|
|
|
BASE:E( { "Cannot GetAltitude", Positionable = self, Alive = self:IsAlive() } )
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns if the Positionable is located above a runway.
|
|
-- @param Wrapper.Positionable#POSITIONABLE self
|
|
-- @return #boolean true if Positionable is above a runway.
|
|
-- @return #nil The POSITIONABLE is not existing or alive.
|
|
function POSITIONABLE:IsAboveRunway()
|
|
self:F2( self.PositionableName )
|
|
|
|
local DCSPositionable = self:GetDCSObject()
|
|
|
|
if DCSPositionable then
|
|
|
|
local Vec2 = self:GetVec2()
|
|
local SurfaceType = land.getSurfaceType( Vec2 )
|
|
local IsAboveRunway = SurfaceType == land.SurfaceType.RUNWAY
|
|
|
|
self:T2( IsAboveRunway )
|
|
return IsAboveRunway
|
|
end
|
|
|
|
BASE:E( { "Cannot IsAboveRunway", Positionable = self, Alive = self:IsAlive() } )
|
|
|
|
return nil
|
|
end
|
|
|
|
function POSITIONABLE:GetSize()
|
|
|
|
local DCSObject = self:GetDCSObject()
|
|
|
|
if DCSObject then
|
|
return 1
|
|
else
|
|
return 0
|
|
end
|
|
end
|
|
|
|
--- Returns the POSITIONABLE heading in degrees.
|
|
-- @param Wrapper.Positionable#POSITIONABLE self
|
|
-- @return #number The POSITIONABLE heading in degrees.
|
|
-- @return #nil The POSITIONABLE is not existing or alive.
|
|
function POSITIONABLE:GetHeading()
|
|
|
|
local DCSPositionable = self:GetDCSObject()
|
|
|
|
if DCSPositionable then
|
|
|
|
local PositionablePosition = DCSPositionable:getPosition()
|
|
|
|
if PositionablePosition then
|
|
local PositionableHeading = math.atan2( PositionablePosition.x.z, PositionablePosition.x.x )
|
|
|
|
if PositionableHeading < 0 then
|
|
PositionableHeading = PositionableHeading + 2 * math.pi
|
|
end
|
|
|
|
PositionableHeading = PositionableHeading * 180 / math.pi
|
|
|
|
return PositionableHeading
|
|
end
|
|
end
|
|
|
|
self:E( { "Cannot GetHeading", Positionable = self, Alive = self:IsAlive() } )
|
|
return nil
|
|
end
|
|
|
|
-- Is Methods
|
|
|
|
--- Returns if the unit is of an air category.
|
|
-- If the unit is a helicopter or a plane, then this method will return true, otherwise false.
|
|
-- @param #POSITIONABLE self
|
|
-- @return #boolean Air category evaluation result.
|
|
-- @return #nil The POSITIONABLE is not existing or alive.
|
|
function POSITIONABLE:IsAir()
|
|
self:F2()
|
|
|
|
local DCSUnit = self:GetDCSObject()
|
|
|
|
if DCSUnit then
|
|
local UnitDescriptor = DCSUnit:getDesc()
|
|
self:T3( { UnitDescriptor.category, Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
|
|
|
|
local IsAirResult = ( UnitDescriptor.category == Unit.Category.AIRPLANE ) or ( UnitDescriptor.category == Unit.Category.HELICOPTER )
|
|
|
|
self:T3( IsAirResult )
|
|
return IsAirResult
|
|
end
|
|
|
|
self:E( { "Cannot check IsAir", Positionable = self, Alive = self:IsAlive() } )
|
|
return nil
|
|
end
|
|
|
|
--- Returns if the unit is of an ground category.
|
|
-- If the unit is a ground vehicle or infantry, this method will return true, otherwise false.
|
|
-- @param #POSITIONABLE self
|
|
-- @return #boolean Ground category evaluation result.
|
|
-- @return #nil The POSITIONABLE is not existing or alive.
|
|
function POSITIONABLE:IsGround()
|
|
self:F2()
|
|
|
|
local DCSUnit = self:GetDCSObject()
|
|
|
|
if DCSUnit then
|
|
local UnitDescriptor = DCSUnit:getDesc()
|
|
self:T3( { UnitDescriptor.category, Unit.Category.GROUND_UNIT } )
|
|
|
|
local IsGroundResult = (UnitDescriptor.category == Unit.Category.GROUND_UNIT)
|
|
|
|
self:T3( IsGroundResult )
|
|
return IsGroundResult
|
|
end
|
|
|
|
self:E( { "Cannot check IsGround", Positionable = self, Alive = self:IsAlive() } )
|
|
return nil
|
|
end
|
|
|
|
--- Returns if the unit is of ship category.
|
|
-- @param #POSITIONABLE self
|
|
-- @return #boolean Ship category evaluation result.
|
|
-- @return #nil The POSITIONABLE is not existing or alive.
|
|
function POSITIONABLE:IsShip()
|
|
self:F2()
|
|
|
|
local DCSUnit = self:GetDCSObject()
|
|
|
|
if DCSUnit then
|
|
local UnitDescriptor = DCSUnit:getDesc()
|
|
self:T3( { UnitDescriptor.category, Unit.Category.SHIP } )
|
|
|
|
local IsShipResult = (UnitDescriptor.category == Unit.Category.SHIP)
|
|
|
|
self:T3( IsShipResult )
|
|
return IsShipResult
|
|
end
|
|
|
|
self:E( { "Cannot check IsShip", Positionable = self, Alive = self:IsAlive() } )
|
|
return nil
|
|
end
|
|
|
|
--- Returns if the unit is a submarine.
|
|
-- @param #POSITIONABLE self
|
|
-- @return #boolean Submarines attributes result.
|
|
function POSITIONABLE:IsSubmarine()
|
|
self:F2()
|
|
|
|
local DCSUnit = self:GetDCSObject()
|
|
|
|
if DCSUnit then
|
|
local UnitDescriptor = DCSUnit:getDesc()
|
|
if UnitDescriptor.attributes["Submarines"] == true then
|
|
return true
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
|
|
self:E( { "Cannot check IsSubmarine", Positionable = self, Alive = self:IsAlive() } )
|
|
return nil
|
|
end
|
|
|
|
--- Returns true if the POSITIONABLE is in the air.
|
|
-- Polymorphic, is overridden in GROUP and UNIT.
|
|
-- @param Wrapper.Positionable#POSITIONABLE self
|
|
-- @return #boolean true if in the air.
|
|
-- @return #nil The POSITIONABLE is not existing or alive.
|
|
function POSITIONABLE:InAir()
|
|
self:F2( self.PositionableName )
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns the a @{Velocity} object from the POSITIONABLE.
|
|
-- @param Wrapper.Positionable#POSITIONABLE self
|
|
-- @return Core.Velocity#VELOCITY Velocity The Velocity object.
|
|
-- @return #nil The POSITIONABLE is not existing or alive.
|
|
function POSITIONABLE:GetVelocity()
|
|
self:F2( self.PositionableName )
|
|
|
|
local DCSPositionable = self:GetDCSObject()
|
|
|
|
if DCSPositionable then
|
|
local Velocity = VELOCITY:New( self )
|
|
return Velocity
|
|
end
|
|
|
|
BASE:E( { "Cannot GetVelocity", Positionable = self, Alive = self:IsAlive() } )
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns the POSITIONABLE velocity Vec3 vector.
|
|
-- @param Wrapper.Positionable#POSITIONABLE self
|
|
-- @return DCS#Vec3 The velocity Vec3 vector
|
|
-- @return #nil The POSITIONABLE is not existing or alive.
|
|
function POSITIONABLE:GetVelocityVec3()
|
|
self:F2( self.PositionableName )
|
|
|
|
local DCSPositionable = self:GetDCSObject()
|
|
|
|
if DCSPositionable and DCSPositionable:isExist() then
|
|
local PositionableVelocityVec3 = DCSPositionable:getVelocity()
|
|
self:T3( PositionableVelocityVec3 )
|
|
return PositionableVelocityVec3
|
|
end
|
|
|
|
BASE:E( { "Cannot GetVelocityVec3", Positionable = self, Alive = self:IsAlive() } )
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Get relative velocity with respect to another POSITIONABLE.
|
|
-- @param #POSITIONABLE self
|
|
-- @param #POSITIONABLE Positionable Other POSITIONABLE.
|
|
-- @return #number Relative velocity in m/s.
|
|
function POSITIONABLE:GetRelativeVelocity( Positionable )
|
|
self:F2( self.PositionableName )
|
|
|
|
local v1 = self:GetVelocityVec3()
|
|
local v2 = Positionable:GetVelocityVec3()
|
|
|
|
local vtot = UTILS.VecAdd( v1, v2 )
|
|
|
|
return UTILS.VecNorm( vtot )
|
|
end
|
|
|
|
|
|
--- Returns the POSITIONABLE height above sea level in meters.
|
|
-- @param Wrapper.Positionable#POSITIONABLE self
|
|
-- @return DCS#Vec3 Height of the positionable in meters (or nil, if the object does not exist).
|
|
function POSITIONABLE:GetHeight() --R2.1
|
|
self:F2( self.PositionableName )
|
|
|
|
local DCSPositionable = self:GetDCSObject()
|
|
|
|
if DCSPositionable and DCSPositionable:isExist() then
|
|
local PositionablePosition = DCSPositionable:getPosition()
|
|
if PositionablePosition then
|
|
local PositionableHeight = PositionablePosition.p.y
|
|
self:T2( PositionableHeight )
|
|
return PositionableHeight
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns the POSITIONABLE velocity in km/h.
|
|
-- @param Wrapper.Positionable#POSITIONABLE self
|
|
-- @return #number The velocity in km/h.
|
|
function POSITIONABLE:GetVelocityKMH()
|
|
self:F2( self.PositionableName )
|
|
|
|
local DCSPositionable = self:GetDCSObject()
|
|
|
|
if DCSPositionable and DCSPositionable:isExist() then
|
|
local VelocityVec3 = self:GetVelocityVec3()
|
|
local Velocity = ( VelocityVec3.x ^ 2 + VelocityVec3.y ^ 2 + VelocityVec3.z ^ 2 ) ^ 0.5 -- in meters / sec
|
|
local Velocity = Velocity * 3.6 -- now it is in km/h.
|
|
self:T3( Velocity )
|
|
return Velocity
|
|
end
|
|
|
|
return 0
|
|
end
|
|
|
|
--- Returns the POSITIONABLE velocity in meters per second.
|
|
-- @param Wrapper.Positionable#POSITIONABLE self
|
|
-- @return #number The velocity in meters per second.
|
|
function POSITIONABLE:GetVelocityMPS()
|
|
self:F2( self.PositionableName )
|
|
|
|
local DCSPositionable = self:GetDCSObject()
|
|
|
|
if DCSPositionable and DCSPositionable:isExist() then
|
|
local VelocityVec3 = self:GetVelocityVec3()
|
|
local Velocity = ( VelocityVec3.x ^ 2 + VelocityVec3.y ^ 2 + VelocityVec3.z ^ 2 ) ^ 0.5 -- in meters / sec
|
|
self:T3( Velocity )
|
|
return Velocity
|
|
end
|
|
|
|
return 0
|
|
end
|
|
|
|
--- Returns the POSITIONABLE velocity in knots.
|
|
-- @param Wrapper.Positionable#POSITIONABLE self
|
|
-- @return #number The velocity in knots.
|
|
function POSITIONABLE:GetVelocityKNOTS()
|
|
self:F2( self.PositionableName )
|
|
return UTILS.MpsToKnots( self:GetVelocityMPS() )
|
|
end
|
|
|
|
--- Returns the Angle of Attack of a POSITIONABLE.
|
|
-- @param Wrapper.Positionable#POSITIONABLE self
|
|
-- @return #number Angle of attack in degrees.
|
|
-- @return #nil The POSITIONABLE is not existing or alive.
|
|
function POSITIONABLE:GetAoA()
|
|
|
|
-- Get position of the unit.
|
|
local unitpos = self:GetPosition()
|
|
|
|
if unitpos then
|
|
|
|
-- Get velocity vector of the unit.
|
|
local unitvel = self:GetVelocityVec3()
|
|
|
|
if unitvel and UTILS.VecNorm( unitvel ) ~= 0 then
|
|
|
|
-- Get wind vector including turbulences.
|
|
local wind = self:GetCoordinate():GetWindWithTurbulenceVec3()
|
|
|
|
-- Include wind vector.
|
|
unitvel.x = unitvel.x - wind.x
|
|
unitvel.y = unitvel.y - wind.y
|
|
unitvel.z = unitvel.z - wind.z
|
|
|
|
-- Unit velocity transformed into aircraft axes directions.
|
|
local AxialVel = {}
|
|
|
|
-- Transform velocity components in direction of aircraft axes.
|
|
AxialVel.x = UTILS.VecDot( unitpos.x, unitvel )
|
|
AxialVel.y = UTILS.VecDot( unitpos.y, unitvel )
|
|
AxialVel.z = UTILS.VecDot( unitpos.z, unitvel )
|
|
|
|
-- AoA is angle between unitpos.x and the x and y velocities.
|
|
local AoA = math.acos( UTILS.VecDot( { x = 1, y = 0, z = 0 }, { x = AxialVel.x, y = AxialVel.y, z = 0 } ) / UTILS.VecNorm( { x = AxialVel.x, y = AxialVel.y, z = 0 } ) )
|
|
|
|
-- Set correct direction:
|
|
if AxialVel.y > 0 then
|
|
AoA = -AoA
|
|
end
|
|
|
|
-- Return AoA value in degrees.
|
|
return math.deg( AoA )
|
|
end
|
|
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns the climb or descent angle of the POSITIONABLE.
|
|
-- @param Wrapper.Positionable#POSITIONABLE self
|
|
-- @return #number Climb or descent angle in degrees. Or 0 if velocity vector norm is zero.
|
|
-- @return #nil The POSITIONABLE is not existing or alive.
|
|
function POSITIONABLE:GetClimbAngle()
|
|
|
|
-- Get position of the unit.
|
|
local unitpos = self:GetPosition()
|
|
|
|
if unitpos then
|
|
|
|
-- Get velocity vector of the unit.
|
|
local unitvel = self:GetVelocityVec3()
|
|
|
|
if unitvel and UTILS.VecNorm( unitvel ) ~= 0 then
|
|
|
|
-- Calculate climb angle.
|
|
local angle = math.asin( unitvel.y / UTILS.VecNorm( unitvel ) )
|
|
|
|
-- Return angle in degrees.
|
|
return math.deg( angle )
|
|
else
|
|
return 0
|
|
end
|
|
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns the pitch angle of a POSITIONABLE.
|
|
-- @param Wrapper.Positionable#POSITIONABLE self
|
|
-- @return #number Pitch angle in degrees.
|
|
-- @return #nil The POSITIONABLE is not existing or alive.
|
|
function POSITIONABLE:GetPitch()
|
|
|
|
-- Get position of the unit.
|
|
local unitpos = self:GetPosition()
|
|
|
|
if unitpos then
|
|
return math.deg( math.asin( unitpos.x.y ) )
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns the roll angle of a unit.
|
|
-- @param Wrapper.Positionable#POSITIONABLE self
|
|
-- @return #number Pitch angle in degrees.
|
|
-- @return #nil The POSITIONABLE is not existing or alive.
|
|
function POSITIONABLE:GetRoll()
|
|
|
|
-- Get position of the unit.
|
|
local unitpos = self:GetPosition()
|
|
|
|
if unitpos then
|
|
|
|
-- First, make a vector that is perpendicular to y and unitpos.x with cross product
|
|
local cp = UTILS.VecCross( unitpos.x, { x = 0, y = 1, z = 0 } )
|
|
|
|
-- Now, get dot product of of this cross product with unitpos.z
|
|
local dp = UTILS.VecDot( cp, unitpos.z )
|
|
|
|
-- Now get the magnitude of the roll (magnitude of the angle between two vectors is acos(vec1.vec2/|vec1||vec2|)
|
|
local Roll = math.acos( dp / (UTILS.VecNorm( cp ) * UTILS.VecNorm( unitpos.z )) )
|
|
|
|
-- Now, have to get sign of roll. By convention, making right roll positive
|
|
-- To get sign of roll, use the y component of unitpos.z. For right roll, y component is negative.
|
|
|
|
if unitpos.z.y > 0 then -- left roll, flip the sign of the roll
|
|
Roll = -Roll
|
|
end
|
|
|
|
return math.deg( Roll )
|
|
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns the yaw angle of a POSITIONABLE.
|
|
-- @param Wrapper.Positionable#POSITIONABLE self
|
|
-- @return #number Yaw angle in degrees.
|
|
-- @return #nil The POSITIONABLE is not existing or alive.
|
|
function POSITIONABLE:GetYaw()
|
|
|
|
-- Get position of the unit.
|
|
local unitpos = self:GetPosition()
|
|
|
|
if unitpos then
|
|
|
|
-- get unit velocity
|
|
local unitvel = self:GetVelocityVec3()
|
|
|
|
if unitvel and UTILS.VecNorm( unitvel ) ~= 0 then -- must have non-zero velocity!
|
|
local AxialVel = {} -- unit velocity transformed into aircraft axes directions
|
|
|
|
-- transform velocity components in direction of aircraft axes.
|
|
AxialVel.x = UTILS.VecDot( unitpos.x, unitvel )
|
|
AxialVel.y = UTILS.VecDot( unitpos.y, unitvel )
|
|
AxialVel.z = UTILS.VecDot( unitpos.z, unitvel )
|
|
|
|
-- Yaw is the angle between unitpos.x and the x and z velocities
|
|
-- define right yaw as positive
|
|
local Yaw = math.acos( UTILS.VecDot( { x = 1, y = 0, z = 0 }, { x = AxialVel.x, y = 0, z = AxialVel.z } ) / UTILS.VecNorm( { x = AxialVel.x, y = 0, z = AxialVel.z } ) )
|
|
|
|
-- now set correct direction:
|
|
if AxialVel.z > 0 then
|
|
Yaw = -Yaw
|
|
end
|
|
return Yaw
|
|
end
|
|
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns the message text with the callsign embedded (if there is one).
|
|
-- @param #POSITIONABLE self
|
|
-- @param #string Message The message text.
|
|
-- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
|
|
-- @return #string The message text.
|
|
-- @return #nil The POSITIONABLE is not existing or alive.
|
|
function POSITIONABLE:GetMessageText( Message, Name )
|
|
|
|
local DCSObject = self:GetDCSObject()
|
|
|
|
if DCSObject then
|
|
|
|
local Callsign = string.format( "%s", ((Name ~= "" and Name) or self:GetCallsign() ~= "" and self:GetCallsign()) or self:GetName() )
|
|
local MessageText = string.format( "%s - %s", Callsign, Message )
|
|
return MessageText
|
|
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns a message with the callsign embedded (if there is one).
|
|
-- @param #POSITIONABLE self
|
|
-- @param #string Message The message text
|
|
-- @param DCS#Duration Duration The duration of the message.
|
|
-- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
|
|
-- @return Core.Message#MESSAGE
|
|
function POSITIONABLE:GetMessage( Message, Duration, Name )
|
|
|
|
local DCSObject = self:GetDCSObject()
|
|
|
|
if DCSObject then
|
|
local MessageText = self:GetMessageText( Message, Name )
|
|
return MESSAGE:New( MessageText, Duration )
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns a message of a specified type with the callsign embedded (if there is one).
|
|
-- @param #POSITIONABLE self
|
|
-- @param #string Message The message text
|
|
-- @param Core.Message#MESSAGE MessageType MessageType The message type.
|
|
-- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
|
|
-- @return Core.Message#MESSAGE
|
|
function POSITIONABLE:GetMessageType( Message, MessageType, Name ) -- R2.2 changed callsign and name and using GetMessageText
|
|
|
|
local DCSObject = self:GetDCSObject()
|
|
if DCSObject then
|
|
local MessageText = self:GetMessageText( Message, Name )
|
|
return MESSAGE:NewType( MessageText, MessageType )
|
|
end
|
|
|
|
return nil
|
|
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 #POSITIONABLE self
|
|
-- @param #string Message The message text
|
|
-- @param DCS#Duration Duration The duration of the message.
|
|
-- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
|
|
function POSITIONABLE:MessageToAll( Message, Duration, Name )
|
|
self:F2( { Message, Duration } )
|
|
|
|
local DCSObject = self:GetDCSObject()
|
|
if DCSObject then
|
|
self:GetMessage( Message, Duration, Name ):ToAll()
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Send a message to a 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 #POSITIONABLE self
|
|
-- @param #string Message The message text
|
|
-- @param DCS#Duration Duration The duration of the message.
|
|
-- @param DCS#coalition MessageCoalition The Coalition receiving the message.
|
|
-- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
|
|
function POSITIONABLE:MessageToCoalition( Message, Duration, MessageCoalition, Name )
|
|
self:F2( { Message, Duration } )
|
|
|
|
local Name = Name or ""
|
|
|
|
local DCSObject = self:GetDCSObject()
|
|
if DCSObject then
|
|
self:GetMessage( Message, Duration, Name ):ToCoalition( MessageCoalition )
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Send a message to a 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 #POSITIONABLE self
|
|
-- @param #string Message The message text
|
|
-- @param Core.Message#MESSAGE.Type MessageType The message type that determines the duration.
|
|
-- @param DCS#coalition MessageCoalition The Coalition receiving the message.
|
|
-- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
|
|
function POSITIONABLE:MessageTypeToCoalition( Message, MessageType, MessageCoalition, Name )
|
|
self:F2( { Message, MessageType } )
|
|
|
|
local Name = Name or ""
|
|
|
|
local DCSObject = self:GetDCSObject()
|
|
if DCSObject then
|
|
self:GetMessageType( Message, MessageType, Name ):ToCoalition( MessageCoalition )
|
|
end
|
|
|
|
return nil
|
|
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 #POSITIONABLE self
|
|
-- @param #string Message The message text
|
|
-- @param DCS#Duration Duration The duration of the message.
|
|
-- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
|
|
function POSITIONABLE:MessageToRed( Message, Duration, Name )
|
|
self:F2( { Message, Duration } )
|
|
|
|
local DCSObject = self:GetDCSObject()
|
|
if DCSObject then
|
|
self:GetMessage( Message, Duration, Name ):ToRed()
|
|
end
|
|
|
|
return nil
|
|
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 #POSITIONABLE self
|
|
-- @param #string Message The message text
|
|
-- @param DCS#Duration Duration The duration of the message.
|
|
-- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
|
|
function POSITIONABLE:MessageToBlue( Message, Duration, Name )
|
|
self:F2( { Message, Duration } )
|
|
|
|
local DCSObject = self:GetDCSObject()
|
|
if DCSObject then
|
|
self:GetMessage( Message, Duration, Name ):ToBlue()
|
|
end
|
|
|
|
return nil
|
|
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 #POSITIONABLE self
|
|
-- @param #string Message The message text
|
|
-- @param DCS#Duration Duration The duration of the message.
|
|
-- @param Wrapper.Client#CLIENT Client The client object receiving the message.
|
|
-- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
|
|
function POSITIONABLE:MessageToClient( Message, Duration, Client, Name )
|
|
self:F2( { Message, Duration } )
|
|
|
|
local DCSObject = self:GetDCSObject()
|
|
if DCSObject then
|
|
self:GetMessage( Message, Duration, Name ):ToClient( Client )
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Send a message to a @{Wrapper.Unit}.
|
|
-- 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 #POSITIONABLE self
|
|
-- @param #string Message The message text
|
|
-- @param DCS#Duration Duration The duration of the message.
|
|
-- @param Wrapper.Unit#UNIT MessageUnit The UNIT object receiving the message.
|
|
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
|
function POSITIONABLE:MessageToUnit( Message, Duration, MessageUnit, Name )
|
|
self:F2( { Message, Duration } )
|
|
|
|
local DCSObject = self:GetDCSObject()
|
|
if DCSObject then
|
|
if DCSObject:isExist() then
|
|
if MessageUnit:IsAlive() then
|
|
self:GetMessage( Message, Duration, Name ):ToUnit( MessageUnit )
|
|
else
|
|
BASE:E( { "Message not sent to Unit; Unit is not alive...", Message = Message, MessageUnit = MessageUnit } )
|
|
end
|
|
else
|
|
BASE:E( { "Message not sent to Unit; Positionable is not alive ...", Message = Message, Positionable = self, MessageUnit = MessageUnit } )
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Send a message to a @{Wrapper.Group}.
|
|
-- 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 #POSITIONABLE self
|
|
-- @param #string Message The message text
|
|
-- @param DCS#Duration Duration The duration of the message.
|
|
-- @param Wrapper.Group#GROUP MessageGroup The GROUP object receiving the message.
|
|
-- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
|
|
function POSITIONABLE:MessageToGroup( Message, Duration, MessageGroup, Name )
|
|
self:F2( { Message, Duration } )
|
|
|
|
local DCSObject = self:GetDCSObject()
|
|
if DCSObject then
|
|
if DCSObject:isExist() then
|
|
if MessageGroup:IsAlive() then
|
|
self:GetMessage( Message, Duration, Name ):ToGroup( MessageGroup )
|
|
else
|
|
BASE:E( { "Message not sent to Group; Group is not alive...", Message = Message, MessageGroup = MessageGroup } )
|
|
end
|
|
else
|
|
BASE:E( {
|
|
"Message not sent to Group; Positionable is not alive ...",
|
|
Message = Message,
|
|
Positionable = self,
|
|
MessageGroup = MessageGroup
|
|
} )
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Send a message to a @{Wrapper.Unit}.
|
|
-- 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 #POSITIONABLE self
|
|
-- @param #string Message The message text
|
|
-- @param DCS#Duration Duration The duration of the message.
|
|
-- @param Wrapper.Unit#UNIT MessageUnit The UNIT object receiving the message.
|
|
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
|
function POSITIONABLE:MessageToUnit( Message, Duration, MessageUnit, Name )
|
|
self:F2( { Message, Duration } )
|
|
|
|
local DCSObject = self:GetDCSObject()
|
|
if DCSObject then
|
|
if DCSObject:isExist() then
|
|
if MessageUnit:IsAlive() then
|
|
self:GetMessage( Message, Duration, Name ):ToUnit( MessageUnit )
|
|
else
|
|
BASE:E( { "Message not sent to Unit; Unit is not alive...", Message = Message, MessageUnit = MessageUnit } )
|
|
end
|
|
else
|
|
BASE:E( { "Message not sent to Unit; Positionable is not alive ...", Message = Message, Positionable = self, MessageUnit = MessageUnit } )
|
|
end
|
|
end
|
|
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Send a message of a message type to a @{Wrapper.Group}.
|
|
-- 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 #POSITIONABLE self
|
|
-- @param #string Message The message text
|
|
-- @param Core.Message#MESSAGE.Type MessageType The message type that determines the duration.
|
|
-- @param Wrapper.Group#GROUP MessageGroup The GROUP object receiving the message.
|
|
-- @param #string Name (Optional) The Name of the sender. If not provided, the Name is the type of the POSITIONABLE.
|
|
function POSITIONABLE:MessageTypeToGroup( Message, MessageType, MessageGroup, Name )
|
|
self:F2( { Message, MessageType } )
|
|
|
|
local DCSObject = self:GetDCSObject()
|
|
if DCSObject then
|
|
if DCSObject:isExist() then
|
|
self:GetMessageType( Message, MessageType, Name ):ToGroup( MessageGroup )
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Send a message to a @{Core.Set#SET_GROUP}.
|
|
-- 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 #POSITIONABLE self
|
|
-- @param #string Message The message text
|
|
-- @param DCS#Duration Duration The duration of the message.
|
|
-- @param Core.Set#SET_GROUP MessageSetGroup The SET_GROUP collection receiving the message.
|
|
-- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
|
|
function POSITIONABLE:MessageToSetGroup( Message, Duration, MessageSetGroup, Name )
|
|
self:F2( { Message, Duration } )
|
|
|
|
local DCSObject = self:GetDCSObject()
|
|
if DCSObject then
|
|
if DCSObject:isExist() then
|
|
MessageSetGroup:ForEachGroupAlive( function( MessageGroup )
|
|
self:GetMessage( Message, Duration, Name ):ToGroup( MessageGroup )
|
|
end )
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Send a message to a @{Core.Set#SET_UNIT}.
|
|
-- 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 #POSITIONABLE self
|
|
-- @param #string Message The message text
|
|
-- @param DCS#Duration Duration The duration of the message.
|
|
-- @param Core.Set#SET_UNIT MessageSetUnit The SET_UNIT collection receiving the message.
|
|
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
|
function POSITIONABLE:MessageToSetUnit( Message, Duration, MessageSetUnit, Name )
|
|
self:F2( { Message, Duration } )
|
|
|
|
local DCSObject = self:GetDCSObject()
|
|
if DCSObject then
|
|
if DCSObject:isExist() then
|
|
MessageSetUnit:ForEachUnit(
|
|
function( MessageGroup )
|
|
self:GetMessage( Message, Duration, Name ):ToUnit( MessageGroup )
|
|
end
|
|
)
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Send a message to a @{Core.Set#SET_UNIT}.
|
|
-- 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 #POSITIONABLE self
|
|
-- @param #string Message The message text
|
|
-- @param DCS#Duration Duration The duration of the message.
|
|
-- @param Core.Set#SET_UNIT MessageSetUnit The SET_UNIT collection receiving the message.
|
|
-- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
|
|
function POSITIONABLE:MessageToSetUnit( Message, Duration, MessageSetUnit, Name )
|
|
self:F2( { Message, Duration } )
|
|
|
|
local DCSObject = self:GetDCSObject()
|
|
if DCSObject then
|
|
if DCSObject:isExist() then
|
|
MessageSetUnit:ForEachUnit(
|
|
function( MessageGroup )
|
|
self:GetMessage( Message, Duration, Name ):ToUnit( MessageGroup )
|
|
end
|
|
)
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Send a message to the players in the @{Wrapper.Group}.
|
|
-- 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 #POSITIONABLE self
|
|
-- @param #string Message The message text
|
|
-- @param DCS#Duration Duration The duration of the message.
|
|
-- @param #string Name (Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
|
|
function POSITIONABLE:Message( Message, Duration, Name )
|
|
self:F2( { Message, Duration } )
|
|
|
|
local DCSObject = self:GetDCSObject()
|
|
if DCSObject then
|
|
self:GetMessage( Message, Duration, Name ):ToGroup( self )
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Create a @{Core.Radio#RADIO}, to allow radio transmission for this POSITIONABLE.
|
|
-- Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message
|
|
-- @param #POSITIONABLE self
|
|
-- @return Core.Radio#RADIO Radio
|
|
function POSITIONABLE:GetRadio()
|
|
self:F2( self )
|
|
return RADIO:New( self )
|
|
end
|
|
|
|
--- Create a @{Core.Radio#BEACON}, to allow this POSITIONABLE to broadcast beacon signals
|
|
-- @param #POSITIONABLE self
|
|
-- @return Core.Radio#RADIO Radio
|
|
function POSITIONABLE:GetBeacon()
|
|
self:F2( self )
|
|
return BEACON:New( self )
|
|
end
|
|
|
|
--- Start Lasing a POSITIONABLE
|
|
-- @param #POSITIONABLE self
|
|
-- @param #POSITIONABLE Target The target to lase.
|
|
-- @param #number LaserCode Laser code or random number in [1000, 9999].
|
|
-- @param #number Duration Duration of lasing in seconds.
|
|
-- @return Core.Spot#SPOT
|
|
function POSITIONABLE:LaseUnit( Target, LaserCode, Duration )
|
|
self:F2()
|
|
|
|
LaserCode = LaserCode or math.random( 1000, 9999 )
|
|
|
|
local RecceDcsUnit = self:GetDCSObject()
|
|
local TargetVec3 = Target:GetVec3()
|
|
|
|
self:F( "building spot" )
|
|
self.Spot = SPOT:New( self ) -- Core.Spot#SPOT
|
|
self.Spot:LaseOn( Target, LaserCode, Duration )
|
|
self.LaserCode = LaserCode
|
|
|
|
return self.Spot
|
|
|
|
end
|
|
|
|
--- Start Lasing a COORDINATE.
|
|
-- @param #POSITIONABLE self
|
|
-- @param Core.Point#COORDINATE Coordinate The coordinate where the lase is pointing at.
|
|
-- @param #number LaserCode Laser code or random number in [1000, 9999].
|
|
-- @param #number Duration Duration of lasing in seconds.
|
|
-- @return Core.Spot#SPOT
|
|
function POSITIONABLE:LaseCoordinate( Coordinate, LaserCode, Duration )
|
|
self:F2()
|
|
|
|
LaserCode = LaserCode or math.random( 1000, 9999 )
|
|
|
|
self.Spot = SPOT:New( self ) -- Core.Spot#SPOT
|
|
self.Spot:LaseOnCoordinate( Coordinate, LaserCode, Duration )
|
|
self.LaserCode = LaserCode
|
|
|
|
return self.Spot
|
|
end
|
|
|
|
--- Stop Lasing a POSITIONABLE
|
|
-- @param #POSITIONABLE self
|
|
-- @return #POSITIONABLE
|
|
function POSITIONABLE:LaseOff()
|
|
self:F2()
|
|
|
|
if self.Spot then
|
|
self.Spot:LaseOff()
|
|
self.Spot = nil
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Check if the POSITIONABLE is lasing a target
|
|
-- @param #POSITIONABLE self
|
|
-- @return #boolean true if it is lasing a target
|
|
function POSITIONABLE:IsLasing()
|
|
self:F2()
|
|
|
|
local Lasing = false
|
|
|
|
if self.Spot then
|
|
Lasing = self.Spot:IsLasing()
|
|
end
|
|
|
|
return Lasing
|
|
end
|
|
|
|
--- Get the Spot
|
|
-- @param #POSITIONABLE self
|
|
-- @return Core.Spot#SPOT The Spot
|
|
function POSITIONABLE:GetSpot()
|
|
|
|
return self.Spot
|
|
end
|
|
|
|
--- Get the last assigned laser code
|
|
-- @param #POSITIONABLE self
|
|
-- @return #number The laser code
|
|
function POSITIONABLE:GetLaserCode()
|
|
|
|
return self.LaserCode
|
|
end
|
|
|
|
do -- Cargo
|
|
|
|
--- Add cargo.
|
|
-- @param #POSITIONABLE self
|
|
-- @param Core.Cargo#CARGO Cargo
|
|
-- @return #POSITIONABLE
|
|
function POSITIONABLE:AddCargo( Cargo )
|
|
self.__.Cargo[Cargo] = Cargo
|
|
return self
|
|
end
|
|
|
|
--- Get all contained cargo.
|
|
-- @param #POSITIONABLE self
|
|
-- @return #POSITIONABLE
|
|
function POSITIONABLE:GetCargo()
|
|
return self.__.Cargo
|
|
end
|
|
|
|
--- Remove cargo.
|
|
-- @param #POSITIONABLE self
|
|
-- @param Core.Cargo#CARGO Cargo
|
|
-- @return #POSITIONABLE
|
|
function POSITIONABLE:RemoveCargo( Cargo )
|
|
self.__.Cargo[Cargo] = nil
|
|
return self
|
|
end
|
|
|
|
--- Returns if carrier has given cargo.
|
|
-- @param #POSITIONABLE self
|
|
-- @return Core.Cargo#CARGO Cargo
|
|
function POSITIONABLE:HasCargo( Cargo )
|
|
return self.__.Cargo[Cargo]
|
|
end
|
|
|
|
--- Clear all cargo.
|
|
-- @param #POSITIONABLE self
|
|
function POSITIONABLE:ClearCargo()
|
|
self.__.Cargo = {}
|
|
end
|
|
|
|
--- Is cargo bay empty.
|
|
-- @param #POSITIONABLE self
|
|
function POSITIONABLE:IsCargoEmpty()
|
|
local IsEmpty = true
|
|
for _, Cargo in pairs( self.__.Cargo ) do
|
|
IsEmpty = false
|
|
break
|
|
end
|
|
return IsEmpty
|
|
end
|
|
|
|
--- Get cargo item count.
|
|
-- @param #POSITIONABLE self
|
|
-- @return Core.Cargo#CARGO Cargo
|
|
function POSITIONABLE:CargoItemCount()
|
|
local ItemCount = 0
|
|
for CargoName, Cargo in pairs( self.__.Cargo ) do
|
|
ItemCount = ItemCount + Cargo:GetCount()
|
|
end
|
|
return ItemCount
|
|
end
|
|
|
|
--- Get the number of infantry soldiers that can be embarked into an aircraft (airplane or helicopter).
|
|
-- Returns `nil` for ground or ship units.
|
|
-- @param #POSITIONABLE self
|
|
-- @return #number Descent number of soldiers that fit into the unit. Returns `#nil` for ground and ship units.
|
|
function POSITIONABLE:GetTroopCapacity()
|
|
local DCSunit=self:GetDCSObject() --DCS#Unit
|
|
local capacity=DCSunit:getDescentCapacity()
|
|
return capacity
|
|
end
|
|
|
|
--- Get Cargo Bay Free Weight in kg.
|
|
-- @param #POSITIONABLE self
|
|
-- @return #number CargoBayFreeWeight
|
|
function POSITIONABLE:GetCargoBayFreeWeight()
|
|
|
|
-- When there is no cargo bay weight limit set, then calculate this for this POSITIONABLE!
|
|
if not self.__.CargoBayWeightLimit then
|
|
self:SetCargoBayWeightLimit()
|
|
end
|
|
|
|
local CargoWeight = 0
|
|
for CargoName, Cargo in pairs( self.__.Cargo ) do
|
|
CargoWeight = CargoWeight + Cargo:GetWeight()
|
|
end
|
|
return self.__.CargoBayWeightLimit - CargoWeight
|
|
end
|
|
|
|
--- Set Cargo Bay Weight Limit in kg.
|
|
-- @param #POSITIONABLE self
|
|
-- @param #number WeightLimit (Optional) Weight limit in kg. If not given, the value is taken from the descriptors or hard coded.
|
|
function POSITIONABLE:SetCargoBayWeightLimit( WeightLimit )
|
|
|
|
if WeightLimit then
|
|
---
|
|
-- User defined value
|
|
---
|
|
self.__.CargoBayWeightLimit = WeightLimit
|
|
elseif self.__.CargoBayWeightLimit ~= nil then
|
|
-- Value already set ==> Do nothing!
|
|
else
|
|
---
|
|
-- Weightlimit is not provided, we will calculate it depending on the type of unit.
|
|
---
|
|
|
|
-- Descriptors that contain the type name and for aircraft also weights.
|
|
local Desc = self:GetDesc()
|
|
self:F({Desc=Desc})
|
|
|
|
-- Unit type name.
|
|
local TypeName=Desc.typeName or "Unknown Type"
|
|
|
|
-- When an airplane or helicopter, we calculate the WeightLimit based on the descriptor.
|
|
if self:IsAir() then
|
|
|
|
-- Max takeoff weight if DCS descriptors have unrealstic values.
|
|
local Weights = {
|
|
-- C-17A
|
|
-- Wiki says: max=265,352, empty=128,140, payload=77,516 (134 troops, 1 M1 Abrams tank, 2 M2 Bradley or 3 Stryker)
|
|
-- DCS says: max=265,350, empty=125,645, fuel=132,405 ==> Cargo Bay=7300 kg with a full fuel load (lot of fuel!) and 73300 with half a fuel load.
|
|
--["C-17A"] = 35000, --77519 cannot be used, because it loads way too much apcs and infantry.
|
|
-- C-130:
|
|
-- DCS says: max=79,380, empty=36,400, fuel=10,415 kg ==> Cargo Bay=32,565 kg with fuel load.
|
|
-- Wiki says: max=70,307, empty=34,382, payload=19,000 kg (92 passengers, 2-3 Humvees or 2 M113s), max takeoff weight 70,037 kg.
|
|
-- Here we say two M113s should be transported. Each one weights 11,253 kg according to DCS. So the cargo weight should be 23,000 kg with a full load of fuel.
|
|
-- This results in a max takeoff weight of 69,815 kg (23,000+10,415+36,400), which is very close to the Wiki value of 70,037 kg.
|
|
["C-130"] = 70000,
|
|
}
|
|
|
|
-- Max (takeoff) weight (empty+fuel+cargo weight).
|
|
local massMax= Desc.massMax or 0
|
|
|
|
-- Adjust value if set above.
|
|
local maxTakeoff=Weights[TypeName]
|
|
if maxTakeoff then
|
|
massMax=maxTakeoff
|
|
end
|
|
|
|
-- Empty weight.
|
|
local massEmpty=Desc.massEmpty or 0
|
|
|
|
-- Fuel. The descriptor provides the max fuel mass in kg. This needs to be multiplied by the relative fuel amount to calculate the actual fuel mass on board.
|
|
local massFuelMax=Desc.fuelMassMax or 0
|
|
local relFuel=math.min(self:GetFuel() or 1.0, 1.0) -- We take 1.0 as max in case of external fuel tanks.
|
|
local massFuel=massFuelMax*relFuel
|
|
|
|
-- Number of soldiers according to DCS function
|
|
--local troopcapacity=self:GetTroopCapacity() or 0
|
|
|
|
-- Calculate max cargo weight, which is the max (takeoff) weight minus the empty weight minus the actual fuel weight.
|
|
local CargoWeight=massMax-(massEmpty+massFuel)
|
|
|
|
-- Debug info.
|
|
self:T(string.format("Setting Cargo bay weight limit [%s]=%d kg (Mass max=%d, empty=%d, fuelMax=%d kg (rel=%.3f), fuel=%d kg", TypeName, CargoWeight, massMax, massEmpty, massFuelMax, relFuel, massFuel))
|
|
--self:T(string.format("Descent Troop Capacity=%d ==> %d kg (for 95 kg soldier)", troopcapacity, troopcapacity*95))
|
|
|
|
-- Set value.
|
|
self.__.CargoBayWeightLimit = CargoWeight
|
|
|
|
elseif self:IsShip() then
|
|
|
|
-- Hard coded cargo weights in kg.
|
|
local Weights = {
|
|
["Type_071"] = 245000,
|
|
["LHA_Tarawa"] = 500000,
|
|
["Ropucha-class"] = 150000,
|
|
["Dry-cargo ship-1"] = 70000,
|
|
["Dry-cargo ship-2"] = 70000,
|
|
["Higgins_boat"] = 3700, -- Higgins Boat can load 3700 kg of general cargo or 36 men (source wikipedia).
|
|
["USS_Samuel_Chase"] = 25000, -- Let's say 25 tons for now. Wiki says 33 Higgins boats, which would be 264 tons (can't be right!) and/or 578 troops.
|
|
["LST_Mk2"] = 2100000, -- Can carry 2100 tons according to wiki source!
|
|
["speedboat"] = 500, -- 500 kg ~ 5 persons
|
|
["Seawise_Giant"] =261000000, -- Gross tonnage is 261,000 tonns.
|
|
}
|
|
self.__.CargoBayWeightLimit = ( Weights[TypeName] or 50000 )
|
|
|
|
else
|
|
|
|
-- Hard coded number of soldiers.
|
|
local Weights = {
|
|
["AAV7"] = 25,
|
|
["Bedford_MWD"] = 8, -- new by kappa
|
|
["Blitz_36-6700A"] = 10, -- new by kappa
|
|
["BMD-1"] = 9, -- IRL should be 4 passengers
|
|
["BMP-1"] = 8,
|
|
["BMP-2"] = 7,
|
|
["BMP-3"] = 8, -- IRL should be 7+2 passengers
|
|
["Boman"] = 25,
|
|
["BTR-80"] = 9, -- IRL should be 7 passengers
|
|
["BTR-82A"] = 9, -- new by kappa -- IRL should be 7 passengers
|
|
["BTR_D"] = 12, -- IRL should be 10 passengers
|
|
["Cobra"] = 8,
|
|
["Land_Rover_101_FC"] = 11, -- new by kappa
|
|
["Land_Rover_109_S3"] = 7, -- new by kappa
|
|
["LAV-25"] = 6,
|
|
["M-2 Bradley"] = 6,
|
|
["M1043 HMMWV Armament"] = 4,
|
|
["M1045 HMMWV TOW"] = 4,
|
|
["M1126 Stryker ICV"] = 9,
|
|
["M1134 Stryker ATGM"] = 9,
|
|
["M2A1_halftrack"] = 9,
|
|
["M-113"] = 9, -- IRL should be 11 passengers
|
|
["Marder"] = 6,
|
|
["MCV-80"] = 9, -- IRL should be 7 passengers
|
|
["MLRS FDDM"] = 4,
|
|
["MTLB"] = 25, -- IRL should be 11 passengers
|
|
["GAZ-66"] = 8,
|
|
["GAZ-3307"] = 12,
|
|
["GAZ-3308"] = 14,
|
|
["Grad_FDDM"] = 6, -- new by kappa
|
|
["KAMAZ Truck"] = 12,
|
|
["KrAZ6322"] = 12,
|
|
["M 818"] = 12,
|
|
["Tigr_233036"] = 6,
|
|
["TPZ"] = 10, -- Fuchs
|
|
["UAZ-469"] = 4, -- new by kappa
|
|
["Ural-375"] = 12,
|
|
["Ural-4320-31"] = 14,
|
|
["Ural-4320 APA-5D"] = 10,
|
|
["Ural-4320T"] = 14,
|
|
["ZBD04A"] = 7, -- new by kappa
|
|
["VAB_Mephisto"] = 8, -- new by Apple
|
|
["tt_KORD"] = 6, -- 2.7.1 HL/TT
|
|
["tt_DSHK"] = 6,
|
|
["HL_KORD"] = 6,
|
|
["HL_DSHK"] = 6,
|
|
}
|
|
|
|
-- Assuming that each passenger weighs 95 kg on average.
|
|
local CargoBayWeightLimit = ( Weights[TypeName] or 0 ) * 95
|
|
|
|
self.__.CargoBayWeightLimit = CargoBayWeightLimit
|
|
end
|
|
end
|
|
|
|
self:F({CargoBayWeightLimit = self.__.CargoBayWeightLimit})
|
|
end
|
|
|
|
--- Get Cargo Bay Weight Limit in kg.
|
|
-- @param #POSITIONABLE self
|
|
-- @return #number Max cargo weight in kg.
|
|
function POSITIONABLE:GetCargoBayWeightLimit()
|
|
|
|
if self.__.CargoBayWeightLimit==nil then
|
|
self:SetCargoBayWeightLimit()
|
|
end
|
|
|
|
return self.__.CargoBayWeightLimit
|
|
end
|
|
|
|
end --- Cargo
|
|
|
|
--- Signal a flare at the position of the POSITIONABLE.
|
|
-- @param #POSITIONABLE self
|
|
-- @param Utilities.Utils#FLARECOLOR FlareColor
|
|
function POSITIONABLE:Flare( FlareColor )
|
|
self:F2()
|
|
trigger.action.signalFlare( self:GetVec3(), FlareColor, 0 )
|
|
end
|
|
|
|
--- Signal a white flare at the position of the POSITIONABLE.
|
|
-- @param #POSITIONABLE self
|
|
function POSITIONABLE:FlareWhite()
|
|
self:F2()
|
|
trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.White, 0 )
|
|
end
|
|
|
|
--- Signal a yellow flare at the position of the POSITIONABLE.
|
|
-- @param #POSITIONABLE self
|
|
function POSITIONABLE:FlareYellow()
|
|
self:F2()
|
|
trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.Yellow, 0 )
|
|
end
|
|
|
|
--- Signal a green flare at the position of the POSITIONABLE.
|
|
-- @param #POSITIONABLE self
|
|
function POSITIONABLE:FlareGreen()
|
|
self:F2()
|
|
trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.Green, 0 )
|
|
end
|
|
|
|
--- Signal a red flare at the position of the POSITIONABLE.
|
|
-- @param #POSITIONABLE self
|
|
function POSITIONABLE:FlareRed()
|
|
self:F2()
|
|
local Vec3 = self:GetVec3()
|
|
if Vec3 then
|
|
trigger.action.signalFlare( Vec3, trigger.flareColor.Red, 0 )
|
|
end
|
|
end
|
|
|
|
--- Smoke the POSITIONABLE.
|
|
-- @param #POSITIONABLE self
|
|
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
|
|
-- @param #number Range The range in meters to randomize the smoking around the POSITIONABLE.
|
|
-- @param #number AddHeight The height in meters to add to the altitude of the POSITIONABLE.
|
|
function POSITIONABLE:Smoke( SmokeColor, Range, AddHeight )
|
|
self:F2()
|
|
if Range then
|
|
local Vec3 = self:GetRandomVec3( Range )
|
|
Vec3.y = Vec3.y + AddHeight or 0
|
|
trigger.action.smoke( Vec3, SmokeColor )
|
|
else
|
|
local Vec3 = self:GetVec3()
|
|
Vec3.y = Vec3.y + AddHeight or 0
|
|
trigger.action.smoke( self:GetVec3(), SmokeColor )
|
|
end
|
|
|
|
end
|
|
|
|
--- Smoke the POSITIONABLE Green.
|
|
-- @param #POSITIONABLE self
|
|
function POSITIONABLE:SmokeGreen()
|
|
self:F2()
|
|
trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Green )
|
|
end
|
|
|
|
--- Smoke the POSITIONABLE Red.
|
|
-- @param #POSITIONABLE self
|
|
function POSITIONABLE:SmokeRed()
|
|
self:F2()
|
|
trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Red )
|
|
end
|
|
|
|
--- Smoke the POSITIONABLE White.
|
|
-- @param #POSITIONABLE self
|
|
function POSITIONABLE:SmokeWhite()
|
|
self:F2()
|
|
trigger.action.smoke( self:GetVec3(), trigger.smokeColor.White )
|
|
end
|
|
|
|
--- Smoke the POSITIONABLE Orange.
|
|
-- @param #POSITIONABLE self
|
|
function POSITIONABLE:SmokeOrange()
|
|
self:F2()
|
|
trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Orange )
|
|
end
|
|
|
|
--- Smoke the POSITIONABLE Blue.
|
|
-- @param #POSITIONABLE self
|
|
function POSITIONABLE:SmokeBlue()
|
|
self:F2()
|
|
trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Blue )
|
|
end
|
|
|
|
--- Returns true if the unit is within a @{Zone}.
|
|
-- @param #POSITIONABLE self
|
|
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
|
|
-- @return #boolean Returns true if the unit is within the @{Core.Zone#ZONE_BASE}
|
|
function POSITIONABLE:IsInZone( Zone )
|
|
self:F2( { self.PositionableName, Zone } )
|
|
|
|
if self:IsAlive() then
|
|
local IsInZone = Zone:IsVec3InZone( self:GetVec3() )
|
|
|
|
return IsInZone
|
|
end
|
|
return false
|
|
end
|
|
|
|
--- Returns true if the unit is not within a @{Zone}.
|
|
-- @param #POSITIONABLE self
|
|
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
|
|
-- @return #boolean Returns true if the unit is not within the @{Core.Zone#ZONE_BASE}
|
|
function POSITIONABLE:IsNotInZone( Zone )
|
|
self:F2( { self.PositionableName, Zone } )
|
|
|
|
if self:IsAlive() then
|
|
local IsNotInZone = not Zone:IsVec3InZone( self:GetVec3() )
|
|
|
|
return IsNotInZone
|
|
else
|
|
return false
|
|
end
|
|
end
|