FlightControl_Master a9ac185034 Fixes
* Added a maximum markings per designated target group. So not all FACs
are occupied.
* Optimized the designation report. Move the horizontal line.
* Ensured in DESIGNATE that when targets are ordered to be smoke or
designated, that this also will happen. Was issue with the scheduler,
which got garbage collected before actually being executed, resulting in
an obsolete schedule.
* Fixed the tasking, coordinates are now updated when enquiring a task
report.
2017-08-12 08:27:58 +02:00

1136 lines
42 KiB
Lua

--- **Functional** -- Management of target **Designation**. Lase, smoke and illuminate targets.
--
-- --![Banner Image](..\Presentations\DESIGNATE\Dia1.JPG)
--
-- ===
--
-- DESIGNATE is orchestrating the designation of potential targets executed by a Recce group,
-- and communicates these to a dedicated attacking group of players,
-- so that following a dynamically generated menu system,
-- each detected set of potential targets can be lased or smoked...
--
-- Targets can be:
--
-- * **Lased** for a period of time.
-- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
-- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
--
--
-- ### Authors:
--
-- * **FlightControl**: Design & Programming
--
-- @module Designate
do -- DESIGNATE
--- @type DESIGNATE
-- @extends Core.Fsm#FSM_PROCESS
--- # DESIGNATE class, extends @{Fsm#FSM}
--
-- DESIGNATE is orchestrating the designation of potential targets executed by a Recce group,
-- and communicates these to a dedicated attacking group of players,
-- so that following a dynamically generated menu system,
-- each detected set of potential targets can be lased or smoked...
--
-- Targets can be:
--
-- * **Lased** for a period of time.
-- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
-- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.
--
-- The following terminology is being used throughout this document:
--
-- * The **DesignateObject** is the object of the DESIGNATE class, which is this class explained in the document.
-- * The **DetectionObject** is the object of a DETECTION_ class (DETECTION_TYPES, DETECTION_AREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into _DetectionItems_.
-- * **DetectionItems** is the list of detected target groupings by the _DetectionObject_. Each _DetectionItem_ contains a _TargetSet_.
-- * **DetectionItem** is one element of the _DetectionItems_ list, and contains a _TargetSet_.
-- * The **TargetSet** is a SET_UNITS collection of _Targets_, that have been detected by the _DetectionObject_.
-- * A **Target** is a detected UNIT object by the _DetectionObject_.
-- * A **Threat Level** is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario.
-- * The **RecceSet** is a SET_GROUP collection that contains the **RecceGroups**.
-- * A **RecceGroup** is a GROUP object containing the **Recces**.
-- * A **Recce** is a UNIT object executing the reconnaissance as part the _DetectionObject_. A Recce can be of any UNIT type.
-- * An **AttackGroup** is a GROUP object that contain _Players_.
-- * A **Player** is an active CLIENT object containing a human player.
-- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_.
--
-- The RecceSet is continuously detecting for potential Targets, executing its task as part of the DetectionObject.
-- Once Targets have been detected, the DesignateObject will trigger the **Detect Event**.
--
-- In order to prevent an overflow in the DesignateObject of detected targets, there is a maximum
-- amount of DetectionItems that can be put in **scope** of the DesignateObject.
-- We call this the **MaximumDesignations** term.
--
-- As part of the Detect Event, the DetectionItems list is used by the DesignateObject to provide the Players with:
--
-- * The RecceGroups are reporting to each AttackGroup, sending **Messages** containing the Threat Level and the TargetSet composition.
-- * **Menu options** are created and updated for each AttackGroup, containing the Detection ID and the Coordinates.
--
-- A Player can then select an action from the Designate Menu.
--
-- **Note that each selected action will be executed for a TargetSet, thus the Target grouping done by the DetectionObject.**
--
-- Each **Menu Option** in the Designate Menu has two modes:
--
-- 1. If the TargetSet **is not being designated**, then the **Designate Menu** option for the target Set will provide options to **Lase** or **Smoke** the targets.
-- 2. If the Target Set **is being designated**, then the **Designate Menu** option will provide an option to stop or cancel the designation.
--
-- While designating, the RecceGroups will report any change in TargetSet composition or Target presence.
--
-- The following logic is executed when a TargetSet is selected to be *lased* from the Designation Menu:
--
-- * The RecceSet is searched for any Recce that is within *designation distance* from a Target in the TargetSet that is currently not being designated.
-- * If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated.
-- * During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given.
-- * When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event.
-- * When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting.
-- * When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported.
--
-- In this way, the DesignationObject assists players to designate ground targets for a coordinated attack!
--
-- Have FUN!
--
-- ## 1. DESIGNATE constructor
--
-- * @{#DESIGNATE.New}(): Creates a new DESIGNATE object.
--
-- ## 2. DESIGNATE is a FSM
--
-- ![Process](..\Presentations\DESIGNATE\Dia2.JPG)
--
-- ### 2.1 DESIGNATE States
--
-- * **Designating** ( Group ): The designation process.
--
-- ### 2.2 DESIGNATE Events
--
-- * **@{#DESIGNATE.Detect}**: Detect targets.
-- * **@{#DESIGNATE.LaseOn}**: Lase the targets with the specified Index.
-- * **@{#DESIGNATE.LaseOff}**: Stop lasing the targets with the specified Index.
-- * **@{#DESIGNATE.Smoke}**: Smoke the targets with the specified Index.
-- * **@{#DESIGNATE.Status}**: Report designation status.
--
-- ## 3. Maximum Designations
--
-- In order to prevent an overflow of designations due to many Detected Targets, there is a
-- Maximum Designations scope that is set in the DesignationObject.
--
-- The method @{#DESIGNATE.SetMaximumDesignations}() will put a limit on the amount of designations put in scope of the DesignationObject.
-- Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected.
--
-- ## 4. Laser codes
--
-- ### 4.1 Set possible laser codes
--
-- An array of laser codes can be provided, that will be used by the DESIGNATE when lasing.
-- The laser code is communicated by the Recce when it is lasing a larget.
-- Note that the default laser code is 1113.
-- Working known laser codes are: 1113,1462,1483,1537,1362,1214,1131,1182,1644,1614,1515,1411,1621,1138,1542,1678,1573,1314,1643,1257,1467,1375,1341,1275,1237
--
-- Use the method @{#DESIGNATE.SetLaserCodes}() to set the possible laser codes to be selected from.
-- One laser code can be given or an sequence of laser codes through an table...
--
-- Designate:SetLaserCodes( 1214 )
--
-- The above sets one laser code with the value 1214.
--
-- Designate:SetLaserCodes( { 1214, 1131, 1614, 1138 } )
--
-- The above sets a collection of possible laser codes that can be assigned. **Note the { } notation!**
--
-- ### 4.2 Auto generate laser codes
--
-- Use the method @{#DESIGNATE.GenerateLaserCodes}() to generate all possible laser codes. Logic implemented and advised by Ciribob!
--
-- ## 5. Autolase to automatically lase detected targets.
--
-- DetectionItems can be auto lased once detected by Recces. As such, there is almost no action required from the Players using the Designate Menu.
-- The **auto lase** function can be activated through the Designation Menu.
-- Use the method @{#DESIGNATE.SetAutoLase}() to activate or deactivate the auto lase function programmatically.
-- Note that autolase will automatically activate lasing for ALL DetectedItems. Individual items can be switched-off if required using the Designation Menu.
--
-- Designate:SetAutoLase( true )
--
-- Activate the auto lasing.
--
-- ## 6. Target prioritization on threat level
--
-- Targets can be detected of different types in one DetectionItem. Depending on the type of the Target, a different threat level applies in an Air to Ground combat context.
-- SAMs are of a higher threat than normal tanks. So, if the Target type was recognized, the Recces will select those targets that form the biggest threat first,
-- and will continue this until the remaining vehicles with the lowest threat have been reached.
--
-- This threat level prioritization can be activated using the method @{#DESIGNATE.SetThreatLevelPrioritization}().
-- If not activated, Targets will be selected in a random order, but most like those first which are the closest to the Recce marking the Target.
--
-- Designate:SetThreatLevelPrioritization( true )
--
-- The example will activate the threat level prioritization for this the Designate object. Threats will be marked based on the threat level of the Target.
--
-- ## 6. Designate Menu Location for a Mission
--
-- You can make DESIGNATE work for a @{Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission.
-- Use the method @{#DESIGNATE.SetMission}() to set the @{Mission} object for the designate function.
--
-- ## 7. Status Report
--
-- A status report is available that displays the current Targets detected, grouped per DetectionItem, and a list of which Targets are currently being marked.
--
-- * The status report can be shown by selecting "Status" -> "Report Status" from the Designation menu .
-- * The status report can be automatically flashed by selecting "Status" -> "Flash Status On".
-- * The automatic flashing of the status report can be deactivated by selecting "Status" -> "Flash Status Off".
-- * The flashing of the status menu is disabled by default.
-- * The method @{#DESIGNATE.FlashStatusMenu}() can be used to enable or disable to flashing of the status menu.
--
-- Designate:FlashStatusMenu( true )
--
-- The example will activate the flashing of the status menu for this Designate object.
--
-- @field #DESIGNATE
DESIGNATE = {
ClassName = "DESIGNATE",
}
--- DESIGNATE Constructor. This class is an abstract class and should not be instantiated.
-- @param #DESIGNATE self
-- @param Tasking.CommandCenter#COMMANDCENTER CC
-- @param Functional.Detection#DETECTION_BASE Detection
-- @param Core.Set#SET_GROUP AttackSet The Attack collection of GROUP objects to designate and report for.
-- @param Tasking.Mission#MISSION Mission (Optional) The Mission where the menu needs to be attached.
-- @return #DESIGNATE
function DESIGNATE:New( CC, Detection, AttackSet, Mission )
local self = BASE:Inherit( self, FSM:New() ) -- #DESIGNATE
self:F( { Detection } )
self:SetStartState( "Designating" )
self:AddTransition( "*", "Detect", "*" )
--- Detect Handler OnBefore for DESIGNATE
-- @function [parent=#DESIGNATE] OnBeforeDetect
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Detect Handler OnAfter for DESIGNATE
-- @function [parent=#DESIGNATE] OnAfterDetect
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Detect Trigger for DESIGNATE
-- @function [parent=#DESIGNATE] Detect
-- @param #DESIGNATE self
--- Detect Asynchronous Trigger for DESIGNATE
-- @function [parent=#DESIGNATE] __Detect
-- @param #DESIGNATE self
-- @param #number Delay
self:AddTransition( "*", "LaseOn", "Lasing" )
--- LaseOn Handler OnBefore for DESIGNATE
-- @function [parent=#DESIGNATE ] OnBeforeLaseOn
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- LaseOn Handler OnAfter for DESIGNATE
-- @function [parent=#DESIGNATE ] OnAfterLaseOn
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
--- LaseOn Trigger for DESIGNATE
-- @function [parent=#DESIGNATE ] LaseOn
-- @param #DESIGNATE self
--- LaseOn Asynchronous Trigger for DESIGNATE
-- @function [parent=#DESIGNATE ] __LaseOn
-- @param #DESIGNATE self
-- @param #number Delay
self:AddTransition( "Lasing", "Lasing", "Lasing" )
self:AddTransition( "*", "LaseOff", "Designate" )
--- LaseOff Handler OnBefore for DESIGNATE
-- @function [parent=#DESIGNATE ] OnBeforeLaseOff
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- LaseOff Handler OnAfter for DESIGNATE
-- @function [parent=#DESIGNATE ] OnAfterLaseOff
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
--- LaseOff Trigger for DESIGNATE
-- @function [parent=#DESIGNATE ] LaseOff
-- @param #DESIGNATE self
--- LaseOff Asynchronous Trigger for DESIGNATE
-- @function [parent=#DESIGNATE ] __LaseOff
-- @param #DESIGNATE self
-- @param #number Delay
self:AddTransition( "*", "Smoke", "*" )
--- Smoke Handler OnBefore for DESIGNATE
-- @function [parent=#DESIGNATE ] OnBeforeSmoke
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Smoke Handler OnAfter for DESIGNATE
-- @function [parent=#DESIGNATE ] OnAfterSmoke
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Smoke Trigger for DESIGNATE
-- @function [parent=#DESIGNATE ] Smoke
-- @param #DESIGNATE self
--- Smoke Asynchronous Trigger for DESIGNATE
-- @function [parent=#DESIGNATE ] __Smoke
-- @param #DESIGNATE self
-- @param #number Delay
self:AddTransition( "*", "Illuminate", "*" )
--- Illuminate Handler OnBefore for DESIGNATE
-- @function [parent=#DESIGNATE] OnBeforeIlluminate
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Illuminate Handler OnAfter for DESIGNATE
-- @function [parent=#DESIGNATE] OnAfterIlluminate
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Illuminate Trigger for DESIGNATE
-- @function [parent=#DESIGNATE] Illuminate
-- @param #DESIGNATE self
--- Illuminate Asynchronous Trigger for DESIGNATE
-- @function [parent=#DESIGNATE] __Illuminate
-- @param #DESIGNATE self
-- @param #number Delay
self:AddTransition( "*", "Done", "*" )
self:AddTransition( "*", "Status", "*" )
--- Status Handler OnBefore for DESIGNATE
-- @function [parent=#DESIGNATE ] OnBeforeStatus
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Status Handler OnAfter for DESIGNATE
-- @function [parent=#DESIGNATE ] OnAfterStatus
-- @param #DESIGNATE self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Status Trigger for DESIGNATE
-- @function [parent=#DESIGNATE ] Status
-- @param #DESIGNATE self
--- Status Asynchronous Trigger for DESIGNATE
-- @function [parent=#DESIGNATE ] __Status
-- @param #DESIGNATE self
-- @param #number Delay
self.CC = CC
self.Detection = Detection
self.AttackSet = AttackSet
self.RecceSet = Detection:GetDetectionSetGroup()
self.Recces = {}
self.Designating = {}
self.LaseDuration = 60
self:SetFlashStatusMenu( false )
self:SetMission( Mission )
self:SetDesignateMenu()
self:SetLaserCodes( { 1688, 1130, 4785, 6547, 1465, 4578 } ) -- set self.LaserCodes
self:SetAutoLase( false ) -- set self.Autolase
self:SetThreatLevelPrioritization( false ) -- self.ThreatLevelPrioritization, default is threat level priorization off
self:SetMaximumDesignations( 5 ) -- Sets the maximum designations. The default is 5 designations.
self:SetMaximumDistanceDesignations( 12000 ) -- Sets the maximum distance on which designations can be accepted. The default is 8000 meters.
self:SetMaximumMarkings( 2 ) -- Per target group, a maximum of 2 markings will be made by default.
self.LaserCodesUsed = {}
self.Detection:__Start( 2 )
self:__Detect( -15 )
self.MarkScheduler = SCHEDULER:New( self )
return self
end
--- Set the flashing of the status menu.
-- @param #DESIGNATE self
-- @param #boolean FlashMenu true: the status menu will be flashed every detection run; false: no flashing of the menu.
-- @return #DESIGNATE
function DESIGNATE:SetFlashStatusMenu( FlashMenu ) --R2.1
self.FlashStatusMenu = {}
self.AttackSet:ForEachGroup(
--- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup )
self.FlashStatusMenu[AttackGroup] = FlashMenu
end
)
return self
end
--- Set the maximum amount of designations.
-- @param #DESIGNATE self
-- @param #number MaximumDesignations
-- @return #DESIGNATE
function DESIGNATE:SetMaximumDesignations( MaximumDesignations )
self.MaximumDesignations = MaximumDesignations
return self
end
--- Set the maximum ground designation distance.
-- @param #DESIGNATE self
-- @param #number MaximumDistanceGroundDesignation Maximum ground designation distance in meters.
-- @return #DESIGNATE
function DESIGNATE:SetMaximumDistanceGroundDesignation( MaximumDistanceGroundDesignation )
self.MaximumDistanceGroundDesignation = MaximumDistanceGroundDesignation
return self
end
--- Set the maximum air designation distance.
-- @param #DESIGNATE self
-- @param #number MaximumDistanceAirDesignation Maximum air designation distance in meters.
-- @return #DESIGNATE
function DESIGNATE:SetMaximumDistanceAirDesignation( MaximumDistanceAirDesignation )
self.MaximumDistanceAirDesignation = MaximumDistanceAirDesignation
return self
end
--- Set the overall maximum distance when designations can be accepted.
-- @param #DESIGNATE self
-- @param #number MaximumDistanceDesignations Maximum distance in meters to accept designations.
-- @return #DESIGNATE
function DESIGNATE:SetMaximumDistanceDesignations( MaximumDistanceDesignations )
self.MaximumDistanceDesignations = MaximumDistanceDesignations
return self
end
--- Set the maximum amount of markings FACs will do, per designated target group.
-- @param #DESIGNATE self
-- @param #number MaximumMarkings Maximum markings FACs will do, per designated target group.
-- @return #DESIGNATE
function DESIGNATE:SetMaximumMarkings( MaximumMarkings )
self.MaximumMarkings = MaximumMarkings
return self
end
--- Set an array of possible laser codes.
-- Each new lase will select a code from this table.
-- @param #DESIGNATE self
-- @param #list<#number> LaserCodes
-- @return #DESIGNATE
function DESIGNATE:SetLaserCodes( LaserCodes ) --R2.1
self.LaserCodes = ( type( LaserCodes ) == "table" ) and LaserCodes or { LaserCodes }
self:E( { LaserCodes = self.LaserCodes } )
self.LaserCodesUsed = {}
return self
end
--- Generate an array of possible laser codes.
-- Each new lase will select a code from this table.
-- The entered value can range from 1111 - 1788,
-- -- but the first digit of the series must be a 1 or 2
-- -- and the last three digits must be between 1 and 8.
-- The range used to be bugged so its not 1 - 8 but 0 - 7.
-- function below will use the range 1-7 just in case
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:GenerateLaserCodes() --R2.1
self.LaserCodes = {}
local function containsDigit(_number, _numberToFind)
local _thisNumber = _number
local _thisDigit = 0
while _thisNumber ~= 0 do
_thisDigit = _thisNumber % 10
_thisNumber = math.floor(_thisNumber / 10)
if _thisDigit == _numberToFind then
return true
end
end
return false
end
-- generate list of laser codes
local _code = 1111
local _count = 1
while _code < 1777 and _count < 30 do
while true do
_code = _code + 1
if not containsDigit(_code, 8)
and not containsDigit(_code, 9)
and not containsDigit(_code, 0) then
self:T(_code)
table.insert( self.LaserCodes, _code )
break
end
end
_count = _count + 1
end
self.LaserCodesUsed = {}
return self
end
--- Set auto lase.
-- Auto lase will start lasing targets immediately when these are in range.
-- @param #DESIGNATE self
-- @param #boolean AutoLase
-- @return #DESIGNATE
function DESIGNATE:SetAutoLase( AutoLase ) --R2.1
self.AutoLase = AutoLase
local AutoLaseOnOff = ( AutoLase == true ) and "On" or "Off"
local CC = self.CC:GetPositionable()
if CC then
CC:MessageToSetGroup( "Auto Lase " .. AutoLaseOnOff .. ".", 15, self.AttackSet )
end
self:CoordinateLase()
self:SetDesignateMenu()
return self
end
--- Set priorization of Targets based on the **Threat Level of the Target** in an Air to Ground context.
-- @param #DESIGNATE self
-- @param #boolean Prioritize
-- @return #DESIGNATE
function DESIGNATE:SetThreatLevelPrioritization( Prioritize ) --R2.1
self.ThreatLevelPrioritization = Prioritize
return self
end
--- Set the MISSION object for which designate will function.
-- When a MISSION object is assigned, the menu for the designation will be located at the Mission Menu.
-- @param #DESIGNATE self
-- @param Tasking.Mission#MISSION Mission The MISSION object.
-- @return #DESIGNATE
function DESIGNATE:SetMission( Mission ) --R2.2
self.Mission = Mission
return self
end
---
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterDetect()
self:__Detect( -math.random( 60 ) )
self:DesignationScope()
self:CoordinateLase()
self:SendStatus()
self:SetDesignateMenu()
return self
end
--- Adapt the designation scope according the detected items.
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:DesignationScope()
local DetectedItems = self.Detection:GetDetectedItems()
local DetectedItemCount = 0
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = DetectedItems[DesignateIndex]
if DetectedItem then
-- Check LOS...
local IsDetected = self.Detection:IsDetectedItemDetected( DetectedItem )
self:F({IsDetected = IsDetected, DetectedItem })
if IsDetected == false then
self:F("Removing")
-- This Detection is obsolete, remove from the designate scope
self.Designating[DesignateIndex] = nil
self.AttackSet:ForEachGroup(
function( AttackGroup )
local DetectionText = self.Detection:DetectedItemReportSummary( DesignateIndex, AttackGroup ):Text( ", " )
self.CC:GetPositionable():MessageToGroup( "Targets out of LOS\n" .. DetectionText, 10, AttackGroup, "Designate" )
end
)
else
DetectedItemCount = DetectedItemCount + 1
end
else
-- This Detection is obsolete, remove from the designate scope
self.Designating[DesignateIndex] = nil
end
end
if DetectedItemCount < 5 then
for DesignateIndex, DetectedItem in pairs( DetectedItems ) do
local IsDetected = self.Detection:IsDetectedItemDetected( DetectedItem )
if IsDetected == true then
self:F( { DistanceRecce = DetectedItem.DistanceRecce } )
if DetectedItem.DistanceRecce <= self.MaximumDistanceDesignations then
if self.Designating[DesignateIndex] == nil then
-- ok, we added one item to the designate scope.
self.AttackSet:ForEachGroup(
function( AttackGroup )
local DetectionText = self.Detection:DetectedItemReportSummary( DesignateIndex, AttackGroup ):Text( ", " )
self.CC:GetPositionable():MessageToGroup( "Targets detected at \n" .. DetectionText, 10, AttackGroup, "Designate" )
end
)
self.Designating[DesignateIndex] = ""
break
end
end
end
end
end
return self
end
--- Coordinates the Auto Lase.
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:CoordinateLase()
local DetectedItems = self.Detection:GetDetectedItems()
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = DetectedItems[DesignateIndex]
if DetectedItem then
if self.AutoLase then
self:LaseOn( DesignateIndex, self.LaseDuration )
end
end
end
return self
end
--- Sends the status to the Attack Groups.
-- @param #DESIGNATE self
-- @param Wrapper.Group#GROUP AttackGroup
-- @param #number Duration The time in seconds the report should be visible.
-- @return #DESIGNATE
function DESIGNATE:SendStatus( MenuAttackGroup, Duration )
Duration = Duration or 10
self.AttackSet:ForEachGroup(
--- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup )
if self.FlashStatusMenu[AttackGroup] or ( MenuAttackGroup and ( AttackGroup:GetName() == MenuAttackGroup:GetName() ) ) then
local DetectedReport = REPORT:New( "Detected Targets: \n" )
local DetectedItems = self.Detection:GetDetectedItems()
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = DetectedItems[DesignateIndex]
if DetectedItem then
local Report = self.Detection:DetectedItemReportSummary( DesignateIndex, AttackGroup ):Text( ", " )
DetectedReport:Add( string.rep( "-", 140 ) )
DetectedReport:Add( " - " .. Report )
end
end
local CC = self.CC:GetPositionable()
CC:MessageToGroup( DetectedReport:Text( "\n" ), Duration, AttackGroup )
local DesignationReport = REPORT:New( "Marking Targets:\n" )
self.RecceSet:ForEachGroup(
function( RecceGroup )
local RecceUnits = RecceGroup:GetUnits()
for UnitID, RecceData in pairs( RecceUnits ) do
local Recce = RecceData -- Wrapper.Unit#UNIT
if Recce:IsLasing() then
DesignationReport:Add( " - " .. Recce:GetMessageText( "Marking " .. Recce:GetSpot().Target:GetTypeName() .. " with laser " .. Recce:GetSpot().LaserCode .. "." ) )
end
end
end
)
CC:MessageToGroup( DesignationReport:Text(), Duration, AttackGroup )
end
end
)
return self
end
--- Sets the Designate Menu.
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:SetDesignateMenu()
self.AttackSet:Flush()
self.AttackSet:ForEachGroup(
--- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup )
self.MenuDesignate = self.MenuDesignate or {}
local MissionMenu = nil
if self.Mission then
MissionMenu = self.Mission:GetRootMenu( AttackGroup )
end
local MenuTime = timer.getTime()
self.MenuDesignate[AttackGroup] = MENU_GROUP:New( AttackGroup, "Designate", MissionMenu ):SetTime( MenuTime ):SetTag( "Designate" )
local MenuDesignate = self.MenuDesignate[AttackGroup] -- Core.Menu#MENU_GROUP
-- Set Menu option for auto lase
if self.AutoLase then
MENU_GROUP_COMMAND:New( AttackGroup, "Auto Lase Off", MenuDesignate, self.MenuAutoLase, self, false ):SetTime( MenuTime ):SetTag( "Designate" )
else
MENU_GROUP_COMMAND:New( AttackGroup, "Auto Lase On", MenuDesignate, self.MenuAutoLase, self, true ):SetTime( MenuTime ):SetTag( "Designate" )
end
local StatusMenu = MENU_GROUP:New( AttackGroup, "Status", MenuDesignate ):SetTime( MenuTime ):SetTag( "Designate" )
MENU_GROUP_COMMAND:New( AttackGroup, "Report Status 15s", StatusMenu, self.MenuStatus, self, AttackGroup, 15 ):SetTime( MenuTime ):SetTag( "Designate" )
MENU_GROUP_COMMAND:New( AttackGroup, "Report Status 30s", StatusMenu, self.MenuStatus, self, AttackGroup, 30 ):SetTime( MenuTime ):SetTag( "Designate" )
MENU_GROUP_COMMAND:New( AttackGroup, "Report Status 60s", StatusMenu, self.MenuStatus, self, AttackGroup, 60 ):SetTime( MenuTime ):SetTag( "Designate" )
if self.FlashStatusMenu[AttackGroup] then
MENU_GROUP_COMMAND:New( AttackGroup, "Flash Status Report Off", StatusMenu, self.MenuFlashStatus, self, AttackGroup, false ):SetTime( MenuTime ):SetTag( "Designate" )
else
MENU_GROUP_COMMAND:New( AttackGroup, "Flash Status Report On", StatusMenu, self.MenuFlashStatus, self, AttackGroup, true ):SetTime( MenuTime ):SetTag( "Designate" )
end
local DetectedItems = self.Detection:GetDetectedItems()
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = DetectedItems[DesignateIndex]
if DetectedItem then
local Coord = self.Detection:GetDetectedItemCoordinate( DesignateIndex )
local ID = self.Detection:GetDetectedItemID( DesignateIndex )
local MenuText = ID .. ", " .. Coord:ToString( AttackGroup )
if Designating == "" then
MenuText = "(-) " .. MenuText
local DetectedMenu = MENU_GROUP:New( AttackGroup, MenuText, MenuDesignate ):SetTime( MenuTime ):SetTag( "Designate" )
MENU_GROUP_COMMAND:New( AttackGroup, "Search other target", DetectedMenu, self.MenuForget, self, DesignateIndex ):SetTime( MenuTime ):SetTag( "Designate" )
MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 60 secs", DetectedMenu, self.MenuLaseOn, self, DesignateIndex, 60 ):SetTime( MenuTime ):SetTag( "Designate" )
MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 120 secs", DetectedMenu, self.MenuLaseOn, self, DesignateIndex, 120 ):SetTime( MenuTime ):SetTag( "Designate" )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke red", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Red ):SetTime( MenuTime ):SetTag( "Designate" )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke blue", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Blue ):SetTime( MenuTime ):SetTag( "Designate" )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke green", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Green ):SetTime( MenuTime ):SetTag( "Designate" )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke white", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.White ):SetTime( MenuTime ):SetTag( "Designate" )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke orange", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Orange ):SetTime( MenuTime ):SetTag( "Designate" )
MENU_GROUP_COMMAND:New( AttackGroup, "Illuminate", DetectedMenu, self.MenuIlluminate, self, DesignateIndex ):SetTime( MenuTime ):SetTag( "Designate" )
else
if Designating == "Laser" then
MenuText = "(L) " .. MenuText
elseif Designating == "Smoke" then
MenuText = "(S) " .. MenuText
elseif Designating == "Illuminate" then
MenuText = "(I) " .. MenuText
end
local DetectedMenu = MENU_GROUP:New( AttackGroup, MenuText, MenuDesignate ):SetTime( MenuTime ):SetTag( "Designate" )
if Designating == "Laser" then
MENU_GROUP_COMMAND:New( AttackGroup, "Stop lasing", DetectedMenu, self.MenuLaseOff, self, DesignateIndex ):SetTime( MenuTime ):SetTag( "Designate" )
else
end
end
end
end
MenuDesignate:Remove( MenuTime, "Designate" )
end
)
return self
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuStatus( AttackGroup, Duration )
self:E("Status")
self:SendStatus( AttackGroup, Duration )
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuFlashStatus( AttackGroup, Flash )
self:E("Flash Status")
self.FlashStatusMenu[AttackGroup] = Flash
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuForget( Index )
self:E("Forget")
self.Designating[Index] = nil
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuAutoLase( AutoLase )
self:E("AutoLase")
self:SetAutoLase( AutoLase )
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuSmoke( Index, Color )
self:E("Designate through Smoke")
self.Designating[Index] = "Smoke"
self:Smoke( Index, Color )
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuIlluminate( Index )
self:E("Designate through Illumination")
self.Designating[Index] = "Illuminate"
self:__Illuminate( 1, Index )
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuLaseOn( Index, Duration )
self:E("Designate through Lase")
self:__LaseOn( 1, Index, Duration )
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
function DESIGNATE:MenuLaseOff( Index, Duration )
self:E("Lasing off")
self.Designating[Index] = ""
self:__LaseOff( 1, Index )
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
function DESIGNATE:onafterLaseOn( From, Event, To, Index, Duration )
self.Designating[Index] = "Laser"
self:Lasing( Index, Duration )
end
---
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterLasing( From, Event, To, Index, Duration )
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
local MarkedCount = 0
TargetSetUnit:Flush()
--self:F( { Recces = self.Recces } )
for TargetUnit, RecceData in pairs( self.Recces ) do
local Recce = RecceData -- Wrapper.Unit#UNIT
self:F( { TargetUnit = TargetUnit, Recce = Recce:GetName() } )
if not Recce:IsLasing() then
local LaserCode = Recce:GetLaserCode() --(Not deleted when stopping with lasing).
self:F( { ClearingLaserCode = LaserCode } )
self.LaserCodesUsed[LaserCode] = nil
self.Recces[TargetUnit] = nil
end
end
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
--- @param Wrapper.Unit#UNIT SmokeUnit
function( TargetUnit )
self:F( { TargetUnit = TargetUnit:GetName() } )
if MarkedCount < self.MaximumMarkings then
if TargetUnit:IsAlive() then
local Recce = self.Recces[TargetUnit]
if not Recce then
self:E( "Lasing..." )
self.RecceSet:Flush()
for RecceGroupID, RecceGroup in pairs( self.RecceSet:GetSet() ) do
for UnitID, UnitData in pairs( RecceGroup:GetUnits() or {} ) do
local RecceUnit = UnitData -- Wrapper.Unit#UNIT
local RecceUnitDesc = RecceUnit:GetDesc()
--self:F( { RecceUnit = RecceUnit:GetName(), RecceDescription = RecceUnitDesc } )
if RecceUnit:IsLasing() == false then
--self:F( { IsDetected = RecceUnit:IsDetected( TargetUnit ), IsLOS = RecceUnit:IsLOS( TargetUnit ) } )
if RecceUnit:IsDetected( TargetUnit ) and RecceUnit:IsLOS( TargetUnit ) then
local LaserCodeIndex = math.random( 1, #self.LaserCodes )
local LaserCode = self.LaserCodes[LaserCodeIndex]
--self:F( { LaserCode = LaserCode, LaserCodeUsed = self.LaserCodesUsed[LaserCode] } )
if not self.LaserCodesUsed[LaserCode] then
self.LaserCodesUsed[LaserCode] = LaserCodeIndex
local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration )
local AttackSet = self.AttackSet
function Spot:OnAfterDestroyed( From, Event, To )
self:E( "Destroyed Message" )
self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed. " .. TargetSetUnit:Count() .. " targets left.", 5, AttackSet )
end
self.Recces[TargetUnit] = RecceUnit
RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.", 5, self.AttackSet )
-- OK. We have assigned for the Recce a TargetUnit. We can exit the function.
return
end
else
--RecceUnit:MessageToSetGroup( "Can't mark " .. TargetUnit:GetTypeName(), 5, self.AttackSet )
end
else
-- The Recce is lasing, but the Target is not detected or within LOS. So stop lasing and send a report.
if not RecceUnit:IsDetected( TargetUnit ) or not RecceUnit:IsLOS( TargetUnit ) then
local Recce = self.Recces[TargetUnit] -- Wrapper.Unit#UNIT
if Recce then
Recce:LaseOff()
Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, self.AttackSet )
end
else
MarkedCount = MarkedCount + 1
end
end
end
end
else
MarkedCount = MarkedCount + 1
Recce:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. Recce.LaserCode .. ".", 5, self.AttackSet )
end
end
end
end
)
self:__Lasing( 30, Index, Duration )
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterLaseOff( From, Event, To, Index )
local CC = self.CC:GetPositionable()
if CC then
CC:MessageToSetGroup( "Stopped lasing.", 5, self.AttackSet )
end
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
local Recces = self.Recces
for TargetID, RecceData in pairs( Recces ) do
local Recce = RecceData -- Wrapper.Unit#UNIT
Recce:MessageToSetGroup( "Stopped lasing " .. Recce:GetSpot().Target:GetTypeName() .. ".", 5, self.AttackSet )
Recce:LaseOff()
end
Recces = nil
self.Recces = {}
self.LaserCodesUsed = {}
self:SetDesignateMenu()
end
---
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterSmoke( From, Event, To, Index, Color )
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
local TargetSetUnitCount = TargetSetUnit:Count()
local MarkedCount = 0
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
--- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit )
if MarkedCount < self.MaximumMarkings then
MarkedCount = MarkedCount + 1
self:E( "Smoking ..." )
local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(SmokeUnit:GetPointVec2())
local RecceUnit = RecceGroup:GetUnit( 1 )
if RecceUnit then
RecceUnit:MessageToSetGroup( "Smoking " .. SmokeUnit:GetTypeName() .. ".", 5, self.AttackSet )
self.MarkScheduler:Schedule( self,
function()
if SmokeUnit:IsAlive() then
SmokeUnit:Smoke( Color, 50, 2 )
end
self:Done( Index )
end, {}, math.random( 5, 20 )
)
end
end
end
)
end
--- Illuminating
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterIlluminate( From, Event, To, Index )
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
local TargetUnit = TargetSetUnit:GetFirst()
if TargetUnit then
local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(TargetUnit:GetPointVec2())
local RecceUnit = RecceGroup:GetUnit( 1 )
if RecceUnit then
RecceUnit:MessageToSetGroup( "Illuminating " .. TargetUnit:GetTypeName() .. ".", 5, self.AttackSet )
self.MarkScheduler:Schedule( self,
function()
if TargetUnit:IsAlive() then
TargetUnit:GetPointVec3():AddY(300):IlluminationBomb()
end
self:Done( Index )
end, {}, math.random( 5, 20 )
)
end
end
end
--- Done
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterDone( From, Event, To, Index )
self.Designating[Index] = nil
self:SetDesignateMenu()
end
end
-- Help from Ciribob