2017-02-28 14:01:38 +01:00

901 lines
25 KiB
Lua

--- This module contains the GROUP class.
--
-- 1) @{Group#GROUP} class, extends @{Controllable#CONTROLLABLE}
-- =============================================================
-- The @{Group#GROUP} class is a wrapper class to handle the DCS Group objects:
--
-- * Support all DCS Group APIs.
-- * Enhance with Group specific APIs not in the DCS Group API set.
-- * Handle local Group Controller.
-- * Manage the "state" of the DCS Group.
--
-- **IMPORTANT: ONE SHOULD NEVER SANATIZE these GROUP OBJECT REFERENCES! (make the GROUP object references nil).**
--
-- 1.1) GROUP reference methods
-- -----------------------
-- For each DCS Group object alive within a running mission, a GROUP wrapper object (instance) will be created within the _@{DATABASE} object.
-- This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Group objects are spawned (using the @{SPAWN} class).
--
-- The GROUP class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference
-- using the DCS Group or the DCS GroupName.
--
-- Another thing to know is that GROUP objects do not "contain" the DCS Group object.
-- The GROUP methods will reference the DCS Group object by name when it is needed during API execution.
-- If the DCS Group object does not exist or is nil, the GROUP methods will return nil and log an exception in the DCS.log file.
--
-- The GROUP class provides the following functions to retrieve quickly the relevant GROUP instance:
--
-- * @{#GROUP.Find}(): Find a GROUP instance from the _DATABASE object using a DCS Group object.
-- * @{#GROUP.FindByName}(): Find a GROUP instance from the _DATABASE object using a DCS Group name.
--
-- ## 1.2) GROUP task methods
--
-- A GROUP is a @{Controllable}. See the @{Controllable} task methods section for a description of the task methods.
--
-- ### 1.2.4) Obtain the mission from group templates
--
-- Group templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a group and assign it to another:
--
-- * @{Controllable#CONTROLLABLE.TaskMission}: (AIR + GROUND) Return a mission task from a mission template.
--
-- ## 1.3) GROUP Command methods
--
-- A GROUP is a @{Controllable}. See the @{Controllable} command methods section for a description of the command methods.
--
-- ## 1.4) GROUP option methods
--
-- A GROUP is a @{Controllable}. See the @{Controllable} option methods section for a description of the option methods.
--
-- ## 1.5) GROUP Zone validation methods
--
-- The group can be validated whether it is completely, partly or not within a @{Zone}.
-- Use the following Zone validation methods on the group:
--
-- * @{#GROUP.IsCompletelyInZone}: Returns true if all units of the group are within a @{Zone}.
-- * @{#GROUP.IsPartlyInZone}: Returns true if some units of the group are within a @{Zone}.
-- * @{#GROUP.IsNotInZone}: Returns true if none of the group units of the group are within a @{Zone}.
--
-- The zone can be of any @{Zone} class derived from @{Zone#ZONE_BASE}. So, these methods are polymorphic to the zones tested on.
--
-- ## 1.6) GROUP AI methods
--
-- A GROUP has AI methods to control the AI activation.
--
-- * @{#GROUP.SetAIOnOff}(): Turns the GROUP AI On or Off.
-- * @{#GROUP.SetAIOn}(): Turns the GROUP AI On.
-- * @{#GROUP.SetAIOff}(): Turns the GROUP AI Off.
--
-- ====
--
-- # **API CHANGE HISTORY**
--
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
--
-- * **Added** parts are expressed in bold type face.
-- * _Removed_ parts are expressed in italic type face.
--
-- Hereby the change log:
--
-- 2017-01-24: GROUP:**SetAIOnOff( AIOnOff )** added.
--
-- 2017-01-24: GROUP:**SetAIOn()** added.
--
-- 2017-01-24: GROUP:**SetAIOff()** added.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- * [**Entropy**](https://forums.eagle.ru/member.php?u=111471), **Afinegan**: Came up with the requirement for AIOnOff().
--
-- ### Authors:
--
-- * **FlightControl**: Design & Programming
--
-- @module Group
-- @author FlightControl
--- The GROUP class
-- @type GROUP
-- @extends Wrapper.Controllable#CONTROLLABLE
-- @field #string GroupName The name of the group.
GROUP = {
ClassName = "GROUP",
}
--- Create a new GROUP from a DCSGroup
-- @param #GROUP self
-- @param Dcs.DCSWrapper.Group#Group GroupName The DCS Group name
-- @return #GROUP self
function GROUP:Register( GroupName )
local self = BASE:Inherit( self, CONTROLLABLE:New( GroupName ) )
self:F2( GroupName )
self.GroupName = GroupName
self:SetEventPriority( 4 )
return self
end
-- Reference methods.
--- Find the GROUP wrapper class instance using the DCS Group.
-- @param #GROUP self
-- @param Dcs.DCSWrapper.Group#Group DCSGroup The DCS Group.
-- @return #GROUP The GROUP.
function GROUP:Find( DCSGroup )
local GroupName = DCSGroup:getName() -- Wrapper.Group#GROUP
local GroupFound = _DATABASE:FindGroup( GroupName )
return GroupFound
end
--- Find the created GROUP using the DCS Group Name.
-- @param #GROUP self
-- @param #string GroupName The DCS Group Name.
-- @return #GROUP The GROUP.
function GROUP:FindByName( GroupName )
local GroupFound = _DATABASE:FindGroup( GroupName )
return GroupFound
end
-- DCS Group methods support.
--- Returns the DCS Group.
-- @param #GROUP self
-- @return Dcs.DCSWrapper.Group#Group The DCS Group.
function GROUP:GetDCSObject()
local DCSGroup = Group.getByName( self.GroupName )
if DCSGroup then
return DCSGroup
end
return nil
end
--- Returns the @{DCSTypes#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
-- @param Wrapper.Positionable#POSITIONABLE self
-- @return Dcs.DCSTypes#Position The 3D position vectors of the POSITIONABLE.
-- @return #nil The POSITIONABLE is not existing or alive.
function GROUP:GetPositionVec3() -- Overridden from POSITIONABLE:GetPositionVec3()
self:F2( self.PositionableName )
local DCSPositionable = self:GetDCSObject()
if DCSPositionable then
local PositionablePosition = DCSPositionable:getUnits()[1]:getPosition().p
self:T3( PositionablePosition )
return PositionablePosition
end
return nil
end
--- Returns if the DCS Group is alive.
-- When the group exists at run-time, this method will return true, otherwise false.
-- @param #GROUP self
-- @return #boolean true if the DCS Group is alive.
function GROUP:IsAlive()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupIsAlive = DCSGroup:isExist() and DCSGroup:getUnit(1) ~= nil
self:T3( GroupIsAlive )
return GroupIsAlive
end
return nil
end
--- Destroys the DCS Group and all of its DCS Units.
-- Note that this destroy method also raises a destroy event at run-time.
-- So all event listeners will catch the destroy event of this DCS Group.
-- @param #GROUP self
function GROUP:Destroy()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
for Index, UnitData in pairs( DCSGroup:getUnits() ) do
self:CreateEventCrash( timer.getTime(), UnitData )
end
DCSGroup:destroy()
DCSGroup = nil
end
return nil
end
--- Returns category of the DCS Group.
-- @param #GROUP self
-- @return Dcs.DCSWrapper.Group#Group.Category The category ID
function GROUP:GetCategory()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCategory = DCSGroup:getCategory()
self:T3( GroupCategory )
return GroupCategory
end
return nil
end
--- Returns the category name of the DCS Group.
-- @param #GROUP self
-- @return #string Category name = Helicopter, Airplane, Ground Unit, Ship
function GROUP:GetCategoryName()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local CategoryNames = {
[Group.Category.AIRPLANE] = "Airplane",
[Group.Category.HELICOPTER] = "Helicopter",
[Group.Category.GROUND] = "Ground Unit",
[Group.Category.SHIP] = "Ship",
}
local GroupCategory = DCSGroup:getCategory()
self:T3( GroupCategory )
return CategoryNames[GroupCategory]
end
return nil
end
--- Returns the coalition of the DCS Group.
-- @param #GROUP self
-- @return Dcs.DCSCoalitionWrapper.Object#coalition.side The coalition side of the DCS Group.
function GROUP:GetCoalition()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCoalition = DCSGroup:getCoalition()
self:T3( GroupCoalition )
return GroupCoalition
end
return nil
end
--- Returns the country of the DCS Group.
-- @param #GROUP self
-- @return Dcs.DCScountry#country.id The country identifier.
-- @return #nil The DCS Group is not existing or alive.
function GROUP:GetCountry()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCountry = DCSGroup:getUnit(1):getCountry()
self:T3( GroupCountry )
return GroupCountry
end
return nil
end
--- Returns the UNIT wrapper class with number UnitNumber.
-- If the underlying DCS Unit does not exist, the method will return nil. .
-- @param #GROUP self
-- @param #number UnitNumber The number of the UNIT wrapper class to be returned.
-- @return Wrapper.Unit#UNIT The UNIT wrapper class.
function GROUP:GetUnit( UnitNumber )
self:F2( { self.GroupName, UnitNumber } )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local UnitFound = UNIT:Find( DCSGroup:getUnit( UnitNumber ) )
self:T2( UnitFound )
return UnitFound
end
return nil
end
--- Returns the DCS Unit with number UnitNumber.
-- If the underlying DCS Unit does not exist, the method will return nil. .
-- @param #GROUP self
-- @param #number UnitNumber The number of the DCS Unit to be returned.
-- @return Dcs.DCSWrapper.Unit#Unit The DCS Unit.
function GROUP:GetDCSUnit( UnitNumber )
self:F2( { self.GroupName, UnitNumber } )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local DCSUnitFound = DCSGroup:getUnit( UnitNumber )
self:T3( DCSUnitFound )
return DCSUnitFound
end
return nil
end
--- Returns current size of the DCS Group.
-- If some of the DCS Units of the DCS Group are destroyed the size of the DCS Group is changed.
-- @param #GROUP self
-- @return #number The DCS Group size.
function GROUP:GetSize()
self:F2( { self.GroupName } )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupSize = DCSGroup:getSize()
self:T3( GroupSize )
return GroupSize
end
return nil
end
---
--- Returns the initial size of the DCS Group.
-- If some of the DCS Units of the DCS Group are destroyed, the initial size of the DCS Group is unchanged.
-- @param #GROUP self
-- @return #number The DCS Group initial size.
function GROUP:GetInitialSize()
self:F2( { self.GroupName } )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupInitialSize = DCSGroup:getInitialSize()
self:T3( GroupInitialSize )
return GroupInitialSize
end
return nil
end
--- Returns the DCS Units of the DCS Group.
-- @param #GROUP self
-- @return #table The DCS Units.
function GROUP:GetDCSUnits()
self:F2( { self.GroupName } )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local DCSUnits = DCSGroup:getUnits()
self:T3( DCSUnits )
return DCSUnits
end
return nil
end
--- Activates a GROUP.
-- @param #GROUP self
function GROUP:Activate()
self:F2( { self.GroupName } )
trigger.action.activateGroup( self:GetDCSObject() )
return self:GetDCSObject()
end
--- Gets the type name of the group.
-- @param #GROUP self
-- @return #string The type name of the group.
function GROUP:GetTypeName()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupTypeName = DCSGroup:getUnit(1):getTypeName()
self:T3( GroupTypeName )
return( GroupTypeName )
end
return nil
end
--- Gets the CallSign of the first DCS Unit of the DCS Group.
-- @param #GROUP self
-- @return #string The CallSign of the first DCS Unit of the DCS Group.
function GROUP:GetCallsign()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCallSign = DCSGroup:getUnit(1):getCallsign()
self:T3( GroupCallSign )
return GroupCallSign
end
return nil
end
--- Returns the current point (Vec2 vector) of the first DCS Unit in the DCS Group.
-- @param #GROUP self
-- @return Dcs.DCSTypes#Vec2 Current Vec2 point of the first DCS Unit of the DCS Group.
function GROUP:GetVec2()
self:F2( self.GroupName )
local UnitPoint = self:GetUnit(1)
UnitPoint:GetVec2()
local GroupPointVec2 = UnitPoint:GetVec2()
self:T3( GroupPointVec2 )
return GroupPointVec2
end
--- Returns the current Vec3 vector of the first DCS Unit in the GROUP.
-- @return Dcs.DCSTypes#Vec3 Current Vec3 of the first DCS Unit of the GROUP.
function GROUP:GetVec3()
self:F2( self.GroupName )
local GroupVec3 = self:GetUnit(1):GetVec3()
self:T3( GroupVec3 )
return GroupVec3
end
do -- Is Zone methods
--- Returns true if all units of the group are within a @{Zone}.
-- @param #GROUP self
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
-- @return #boolean Returns true if the Group is completely within the @{Zone#ZONE_BASE}
function GROUP:IsCompletelyInZone( Zone )
self:F2( { self.GroupName, Zone } )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
if Zone:IsVec3InZone( Unit:GetVec3() ) then
else
return false
end
end
return true
end
--- Returns true if some units of the group are within a @{Zone}.
-- @param #GROUP self
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
-- @return #boolean Returns true if the Group is completely within the @{Zone#ZONE_BASE}
function GROUP:IsPartlyInZone( Zone )
self:F2( { self.GroupName, Zone } )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
if Zone:IsVec3InZone( Unit:GetVec3() ) then
return true
end
end
return false
end
--- Returns true if none of the group units of the group are within a @{Zone}.
-- @param #GROUP self
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
-- @return #boolean Returns true if the Group is completely within the @{Zone#ZONE_BASE}
function GROUP:IsNotInZone( Zone )
self:F2( { self.GroupName, Zone } )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local Unit = UnitData -- Wrapper.Unit#UNIT
if Zone:IsVec3InZone( Unit:GetVec3() ) then
return false
end
end
return true
end
--- 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 #GROUP self
-- @return #boolean Air category evaluation result.
function GROUP:IsAir()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local IsAirResult = DCSGroup:getCategory() == Group.Category.AIRPLANE or DCSGroup:getCategory() == Group.Category.HELICOPTER
self:T3( IsAirResult )
return IsAirResult
end
return nil
end
--- Returns if the DCS Group contains Helicopters.
-- @param #GROUP self
-- @return #boolean true if DCS Group contains Helicopters.
function GROUP:IsHelicopter()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCategory = DCSGroup:getCategory()
self:T2( GroupCategory )
return GroupCategory == Group.Category.HELICOPTER
end
return nil
end
--- Returns if the DCS Group contains AirPlanes.
-- @param #GROUP self
-- @return #boolean true if DCS Group contains AirPlanes.
function GROUP:IsAirPlane()
self:F2()
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCategory = DCSGroup:getCategory()
self:T2( GroupCategory )
return GroupCategory == Group.Category.AIRPLANE
end
return nil
end
--- Returns if the DCS Group contains Ground troops.
-- @param #GROUP self
-- @return #boolean true if DCS Group contains Ground troops.
function GROUP:IsGround()
self:F2()
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCategory = DCSGroup:getCategory()
self:T2( GroupCategory )
return GroupCategory == Group.Category.GROUND
end
return nil
end
--- Returns if the DCS Group contains Ships.
-- @param #GROUP self
-- @return #boolean true if DCS Group contains Ships.
function GROUP:IsShip()
self:F2()
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupCategory = DCSGroup:getCategory()
self:T2( GroupCategory )
return GroupCategory == Group.Category.SHIP
end
return nil
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 #GROUP self
-- @return #boolean All units on the ground result.
function GROUP:AllOnGround()
self:F2()
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local AllOnGroundResult = true
for Index, UnitData in pairs( DCSGroup:getUnits() ) do
if UnitData:inAir() then
AllOnGroundResult = false
end
end
self:T3( AllOnGroundResult )
return AllOnGroundResult
end
return nil
end
end
do -- AI methods
--- Turns the AI On or Off for the GROUP.
-- @param #GROUP self
-- @param #boolean AIOnOff The value true turns the AI On, the value false turns the AI Off.
-- @return #GROUP The GROUP.
function GROUP:SetAIOnOff( AIOnOff )
local DCSGroup = self:GetDCSObject() -- Dcs.DCSGroup#Group
if DCSGroup then
local DCSController = DCSGroup:getController() -- Dcs.DCSController#Controller
if DCSController then
DCSController:setOnOff( AIOnOff )
return self
end
end
return nil
end
--- Turns the AI On for the GROUP.
-- @param #GROUP self
-- @return #GROUP The GROUP.
function GROUP:SetAIOn()
return self:SetAIOnOff( true )
end
--- Turns the AI Off for the GROUP.
-- @param #GROUP self
-- @return #GROUP The GROUP.
function GROUP:SetAIOff()
return self:SetAIOnOff( false )
end
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:F2()
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local GroupVelocityMax = 0
for Index, UnitData in pairs( DCSGroup:getUnits() ) do
local UnitVelocityVec3 = UnitData:getVelocity()
local UnitVelocity = math.abs( UnitVelocityVec3.x ) + math.abs( UnitVelocityVec3.y ) + math.abs( UnitVelocityVec3.z )
if UnitVelocity > GroupVelocityMax then
GroupVelocityMax = UnitVelocity
end
end
return GroupVelocityMax
end
return nil
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 #GROUP self
-- @return #number Minimum height found.
function GROUP:GetMinHeight()
self:F2()
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 #GROUP self
-- @return #number Maximum height found.
function GROUP:GetMaxHeight()
self:F2()
end
-- SPAWNING
--- Respawn the @{GROUP} using a (tweaked) template of the Group.
-- The template must be retrieved with the @{Group#GROUP.GetTemplate}() function.
-- The template contains all the definitions as declared within the mission file.
-- To understand templates, do the following:
--
-- * unpack your .miz file into a directory using 7-zip.
-- * browse in the directory created to the file **mission**.
-- * open the file and search for the country group definitions.
--
-- Your group template will contain the fields as described within the mission file.
--
-- This function will:
--
-- * Get the current position and heading of the group.
-- * When the group is alive, it will tweak the template x, y and heading coordinates of the group and the embedded units to the current units positions.
-- * Then it will destroy the current alive group.
-- * And it will respawn the group using your new template definition.
-- @param Wrapper.Group#GROUP self
-- @param #table Template The template of the Group retrieved with GROUP:GetTemplate()
function GROUP:Respawn( Template )
local Vec3 = self:GetVec3()
Template.x = Vec3.x
Template.y = Vec3.z
--Template.x = nil
--Template.y = nil
self:E( #Template.units )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local GroupUnit = UnitData -- Wrapper.Unit#UNIT
self:E( GroupUnit:GetName() )
if GroupUnit:IsAlive() then
local GroupUnitVec3 = GroupUnit:GetVec3()
local GroupUnitHeading = GroupUnit:GetHeading()
Template.units[UnitID].alt = GroupUnitVec3.y
Template.units[UnitID].x = GroupUnitVec3.x
Template.units[UnitID].y = GroupUnitVec3.z
Template.units[UnitID].heading = GroupUnitHeading
self:E( { UnitID, Template.units[UnitID], Template.units[UnitID] } )
end
end
self:Destroy()
_DATABASE:Spawn( Template )
end
--- Returns the group template from the @{DATABASE} (_DATABASE object).
-- @param #GROUP self
-- @return #table
function GROUP:GetTemplate()
local GroupName = self:GetName()
self:E( GroupName )
return _DATABASE:GetGroupTemplate( GroupName )
end
--- Sets the controlled status in a Template.
-- @param #GROUP self
-- @param #boolean Controlled true is controlled, false is uncontrolled.
-- @return #table
function GROUP:SetTemplateControlled( Template, Controlled )
Template.uncontrolled = not Controlled
return Template
end
--- Sets the CountryID of the group in a Template.
-- @param #GROUP self
-- @param Dcs.DCScountry#country.id CountryID The country ID.
-- @return #table
function GROUP:SetTemplateCountry( Template, CountryID )
Template.CountryID = CountryID
return Template
end
--- Sets the CoalitionID of the group in a Template.
-- @param #GROUP self
-- @param Dcs.DCSCoalitionWrapper.Object#coalition.side CoalitionID The coalition ID.
-- @return #table
function GROUP:SetTemplateCoalition( Template, CoalitionID )
Template.CoalitionID = CoalitionID
return Template
end
--- Return the mission template of the group.
-- @param #GROUP self
-- @return #table The MissionTemplate
function GROUP:GetTaskMission()
self:F2( self.GroupName )
return routines.utils.deepCopy( _DATABASE.Templates.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:F2( self.GroupName )
return routines.utils.deepCopy( _DATABASE.Templates.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:F2( { 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:T3( { GroupName } )
local Template = _DATABASE.Templates.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
else
error( "Template not found for Group : " .. GroupName )
end
return nil
end
--- Calculate the maxium A2G threat level of the Group.
-- @param #GROUP self
function GROUP:CalculateThreatLevelA2G()
local MaxThreatLevelA2G = 0
for UnitName, UnitData in pairs( self:GetUnits() ) do
local ThreatUnit = UnitData -- Wrapper.Unit#UNIT
local ThreatLevelA2G = ThreatUnit:GetThreatLevel()
if ThreatLevelA2G > MaxThreatLevelA2G then
MaxThreatLevelA2G = ThreatLevelA2G
end
end
self:T3( MaxThreatLevelA2G )
return MaxThreatLevelA2G
end
--- Returns true if the first unit of the GROUP is in the air.
-- @param Wrapper.Group#GROUP self
-- @return #boolean true if in the first unit of the group is in the air.
-- @return #nil The GROUP is not existing or not alive.
function GROUP:InAir()
self:F2( self.GroupName )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local DCSUnit = DCSGroup:getUnit(1)
if DCSUnit then
local GroupInAir = DCSGroup:getUnit(1):inAir()
self:T3( GroupInAir )
return GroupInAir
end
end
return nil
end
function GROUP:OnReSpawn( ReSpawnFunction )
self.ReSpawnFunction = ReSpawnFunction
end