2023-06-16 11:06:46 +02:00

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--- **Wrapper** - UNIT is a wrapper class for the DCS Class Unit.
--
-- ===
--
-- The @{#UNIT} class is a wrapper class to handle the DCS Unit objects:
--
-- * Support all DCS Unit APIs.
-- * Enhance with Unit specific APIs not in the DCS Unit API set.
-- * Handle local Unit Controller.
-- * Manage the "state" of the DCS Unit.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ### Contributions: **funkyfranky**
--
-- ===
--
-- @module Wrapper.Unit
-- @image Wrapper_Unit.JPG
--- @type UNIT
-- @field #string ClassName Name of the class.
-- @field #string UnitName Name of the unit.
-- @field #string GroupName Name of the group the unit belongs to.
-- @field #table DCSUnit The DCS Unit object from the API.
-- @extends Wrapper.Controllable#CONTROLLABLE
--- For each DCS Unit object alive within a running mission, a UNIT wrapper object (instance) will be created within the global _DATABASE object (an instance of @{Core.Database#DATABASE}).
-- This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Unit objects are spawned (using the @{Core.Spawn} class).
--
-- The UNIT class **does not contain a :New()** method, rather it provides **:Find()** methods to retrieve the object reference
-- using the DCS Unit or the DCS UnitName.
--
-- Another thing to know is that UNIT objects do not "contain" the DCS Unit object.
-- The UNIT methods will reference the DCS Unit object by name when it is needed during API execution.
-- If the DCS Unit object does not exist or is nil, the UNIT methods will return nil and log an exception in the DCS.log file.
--
-- The UNIT class provides the following functions to retrieve quickly the relevant UNIT instance:
--
-- * @{#UNIT.Find}(): Find a UNIT instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Unit object.
-- * @{#UNIT.FindByName}(): Find a UNIT instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Unit name.
--
-- IMPORTANT: ONE SHOULD NEVER SANITIZE these UNIT OBJECT REFERENCES! (make the UNIT object references nil).
--
-- ## DCS UNIT APIs
--
-- The DCS Unit APIs are used extensively within MOOSE. The UNIT class has for each DCS Unit API a corresponding method.
-- To be able to distinguish easily in your code the difference between a UNIT API call and a DCS Unit API call,
-- the first letter of the method is also capitalized. So, by example, the DCS Unit method @{DCS#Unit.getName}()
-- is implemented in the UNIT class as @{#UNIT.GetName}().
--
-- ## Smoke, Flare Units
--
-- The UNIT class provides methods to smoke or flare units easily.
-- The @{#UNIT.SmokeBlue}(), @{#UNIT.SmokeGreen}(),@{#UNIT.SmokeOrange}(), @{#UNIT.SmokeRed}(), @{#UNIT.SmokeRed}() methods
-- will smoke the unit in the corresponding color. Note that smoking a unit is done at the current position of the DCS Unit.
-- When the DCS Unit moves for whatever reason, the smoking will still continue!
-- The @{#UNIT.FlareGreen}(), @{#UNIT.FlareRed}(), @{#UNIT.FlareWhite}(), @{#UNIT.FlareYellow}()
-- methods will fire off a flare in the air with the corresponding color. Note that a flare is a one-off shot and its effect is of very short duration.
--
-- ## Location Position, Point
--
-- The UNIT class provides methods to obtain the current point or position of the DCS Unit.
-- The @{#UNIT.GetPointVec2}(), @{#UNIT.GetVec3}() will obtain the current **location** of the DCS Unit in a Vec2 (2D) or a **point** in a Vec3 (3D) vector respectively.
-- If you want to obtain the complete **3D position** including orientation and direction vectors, consult the @{#UNIT.GetPositionVec3}() method respectively.
--
-- ## Test if alive
--
-- The @{#UNIT.IsAlive}(), @{#UNIT.IsActive}() methods determines if the DCS Unit is alive, meaning, it is existing and active.
--
-- ## Test for proximity
--
-- The UNIT class contains methods to test the location or proximity against zones or other objects.
--
-- ### Zones range
--
-- To test whether the Unit is within a **zone**, use the @{#UNIT.IsInZone}() or the @{#UNIT.IsNotInZone}() methods. Any zone can be tested on, but the zone must be derived from @{Core.Zone#ZONE_BASE}.
--
-- ### Unit range
--
-- * Test if another DCS Unit is within a given radius of the current DCS Unit, use the @{#UNIT.OtherUnitInRadius}() method.
--
-- ## Test Line of Sight
--
-- * Use the @{#UNIT.IsLOS}() method to check if the given unit is within line of sight.
--
--
-- @field #UNIT
UNIT = {
ClassName="UNIT",
UnitName=nil,
GroupName=nil,
DCSUnit = nil,
}
--- Unit.SensorType
-- @type Unit.SensorType
-- @field OPTIC
-- @field RADAR
-- @field IRST
-- @field RWR
-- Registration.
--- Create a new UNIT from DCSUnit.
-- @param #UNIT self
-- @param #string UnitName The name of the DCS unit.
-- @return #UNIT self
function UNIT:Register( UnitName )
-- Inherit CONTROLLABLE.
local self = BASE:Inherit( self, CONTROLLABLE:New( UnitName ) ) --#UNIT
-- Set unit name.
self.UnitName = UnitName
local unit=Unit.getByName(self.UnitName)
if unit then
local group = unit:getGroup()
if group then
self.GroupName=group:getName()
end
self.DCSUnit = unit
end
-- Set event prio.
self:SetEventPriority( 3 )
return self
end
-- Reference methods.
--- Finds a UNIT from the _DATABASE using a DCSUnit object.
-- @param #UNIT self
-- @param DCS#Unit DCSUnit An existing DCS Unit object reference.
-- @return #UNIT self
function UNIT:Find( DCSUnit )
if DCSUnit then
local UnitName = DCSUnit:getName()
local UnitFound = _DATABASE:FindUnit( UnitName )
return UnitFound
end
return nil
end
--- Find a UNIT in the _DATABASE using the name of an existing DCS Unit.
-- @param #UNIT self
-- @param #string UnitName The Unit Name.
-- @return #UNIT self
function UNIT:FindByName( UnitName )
local UnitFound = _DATABASE:FindUnit( UnitName )
return UnitFound
end
--- Return the name of the UNIT.
-- @param #UNIT self
-- @return #string The UNIT name.
function UNIT:Name()
return self.UnitName
end
--- Get the DCS unit object.
-- @param #UNIT self
-- @return DCS#Unit The DCS unit object.
function UNIT:GetDCSObject()
local DCSUnit = Unit.getByName( self.UnitName )
if DCSUnit then
return DCSUnit
end
if self.DCSUnit then
return self.DCSUnit
end
return nil
end
--- Returns the unit altitude above sea level in meters.
-- @param Wrapper.Unit#UNIT self
-- @param #boolean FromGround Measure from the ground or from sea level (ASL). Provide **true** for measuring from the ground (AGL). **false** or **nil** if you measure from sea level.
-- @return #number The height of the group or nil if is not existing or alive.
function UNIT:GetAltitude(FromGround)
local DCSUnit = Unit.getByName( self.UnitName )
if DCSUnit then
local altitude = 0
local point = DCSUnit:getPoint() --DCS#Vec3
altitude = point.y
if FromGround then
local land = land.getHeight( { x = point.x, y = point.z } ) or 0
altitude = altitude - land
end
return altitude
end
return nil
end
--- Respawn the @{Wrapper.Unit} using a (tweaked) template of the parent Group.
--
-- This function will:
--
-- * Get the current position and heading of the group.
-- * When the unit 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 respawn the re-modelled group.
--
-- @param #UNIT self
-- @param Core.Point#COORDINATE Coordinate The position where to Spawn the new Unit at.
-- @param #number Heading The heading of the unit respawn.
function UNIT:ReSpawnAt( Coordinate, Heading )
self:T( self:Name() )
local SpawnGroupTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplateFromUnitName( self:Name() ) )
self:T( SpawnGroupTemplate )
local SpawnGroup = self:GetGroup()
self:T( { SpawnGroup = SpawnGroup } )
if SpawnGroup then
local Vec3 = SpawnGroup:GetVec3()
SpawnGroupTemplate.x = Coordinate.x
SpawnGroupTemplate.y = Coordinate.z
self:F( #SpawnGroupTemplate.units )
for UnitID, UnitData in pairs( SpawnGroup:GetUnits() or {} ) do
local GroupUnit = UnitData -- #UNIT
self:F( GroupUnit:GetName() )
if GroupUnit:IsAlive() then
local GroupUnitVec3 = GroupUnit:GetVec3()
local GroupUnitHeading = GroupUnit:GetHeading()
SpawnGroupTemplate.units[UnitID].alt = GroupUnitVec3.y
SpawnGroupTemplate.units[UnitID].x = GroupUnitVec3.x
SpawnGroupTemplate.units[UnitID].y = GroupUnitVec3.z
SpawnGroupTemplate.units[UnitID].heading = GroupUnitHeading
self:F( { UnitID, SpawnGroupTemplate.units[UnitID], SpawnGroupTemplate.units[UnitID] } )
end
end
end
for UnitTemplateID, UnitTemplateData in pairs( SpawnGroupTemplate.units ) do
self:T( { UnitTemplateData.name, self:Name() } )
SpawnGroupTemplate.units[UnitTemplateID].unitId = nil
if UnitTemplateData.name == self:Name() then
self:T("Adjusting")
SpawnGroupTemplate.units[UnitTemplateID].alt = Coordinate.y
SpawnGroupTemplate.units[UnitTemplateID].x = Coordinate.x
SpawnGroupTemplate.units[UnitTemplateID].y = Coordinate.z
SpawnGroupTemplate.units[UnitTemplateID].heading = Heading
self:F( { UnitTemplateID, SpawnGroupTemplate.units[UnitTemplateID], SpawnGroupTemplate.units[UnitTemplateID] } )
else
self:F( SpawnGroupTemplate.units[UnitTemplateID].name )
local GroupUnit = UNIT:FindByName( SpawnGroupTemplate.units[UnitTemplateID].name ) -- #UNIT
if GroupUnit and GroupUnit:IsAlive() then
local GroupUnitVec3 = GroupUnit:GetVec3()
local GroupUnitHeading = GroupUnit:GetHeading()
UnitTemplateData.alt = GroupUnitVec3.y
UnitTemplateData.x = GroupUnitVec3.x
UnitTemplateData.y = GroupUnitVec3.z
UnitTemplateData.heading = GroupUnitHeading
else
if SpawnGroupTemplate.units[UnitTemplateID].name ~= self:Name() then
self:T("nilling")
SpawnGroupTemplate.units[UnitTemplateID].delete = true
end
end
end
end
-- Remove obscolete units from the group structure
local i = 1
while i <= #SpawnGroupTemplate.units do
local UnitTemplateData = SpawnGroupTemplate.units[i]
self:T( UnitTemplateData.name )
if UnitTemplateData.delete then
table.remove( SpawnGroupTemplate.units, i )
else
i = i + 1
end
end
SpawnGroupTemplate.groupId = nil
self:T( SpawnGroupTemplate )
_DATABASE:Spawn( SpawnGroupTemplate )
end
--- Returns if the unit is activated.
-- @param #UNIT self
-- @return #boolean `true` if Unit is activated. `nil` The DCS Unit is not existing or alive.
function UNIT:IsActive()
self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitIsActive = DCSUnit:isActive()
return UnitIsActive
end
return nil
end
--- Returns if the unit is exists in the mission.
-- If not even the DCS unit object does exist, `nil` is returned.
-- If the unit object exists, the value of the DCS API function [isExist](https://wiki.hoggitworld.com/view/DCS_func_isExist) is returned.
-- @param #UNIT self
-- @return #boolean Returns `true` if unit exists in the mission.
function UNIT:IsExist()
local DCSUnit = self:GetDCSObject() -- DCS#Unit
if DCSUnit then
local exists = DCSUnit:isExist()
return exists
end
return nil
end
--- Returns if the Unit is alive.
-- If the Unit is not alive/existent, `nil` is returned.
-- If the Unit is alive and active, `true` is returned.
-- If the Unit is alive but not active, `false`` is returned.
-- @param #UNIT self
-- @return #boolean Returns `true` if Unit is alive and active, `false` if it exists but is not active and `nil` if the object does not exist or DCS `isExist` function returns false.
function UNIT:IsAlive()
self:F3( self.UnitName )
local DCSUnit = self:GetDCSObject() -- DCS#Unit
if DCSUnit and DCSUnit:isExist() then
local UnitIsAlive = DCSUnit:isActive()
return UnitIsAlive
end
return nil
end
--- Returns if the Unit is dead.
-- @param #UNIT self
-- @return #boolean `true` if Unit is dead, else false or nil if the unit does not exist
function UNIT:IsDead()
return not self:IsAlive()
end
--- Returns the Unit's callsign - the localized string.
-- @param #UNIT self
-- @return #string The Callsign of the Unit.
function UNIT:GetCallsign()
self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitCallSign = DCSUnit:getCallsign()
if UnitCallSign == "" then
UnitCallSign = DCSUnit:getName()
end
return UnitCallSign
end
self:F( self.ClassName .. " " .. self.UnitName .. " not found!" )
return nil
end
--- Check if an (air) unit is a client or player slot. Information is retrieved from the group template.
-- @param #UNIT self
-- @return #boolean If true, unit is associated with a client or player slot.
function UNIT:IsPlayer()
-- Get group.
local group=self:GetGroup()
if not group then return false end
-- Units of template group.
local units=group:GetTemplate().units
-- Get numbers.
for _,unit in pairs(units) do
-- Check if unit name matach and skill is Client or Player.
if unit.name==self:GetName() and (unit.skill=="Client" or unit.skill=="Player") then
return true
end
end
return false
end
--- Returns name of the player that control the unit or nil if the unit is controlled by A.I.
-- @param #UNIT self
-- @return #string Player Name
-- @return #nil The DCS Unit is not existing or alive.
function UNIT:GetPlayerName()
self:F( self.UnitName )
local DCSUnit = self:GetDCSObject() -- DCS#Unit
if DCSUnit then
local PlayerName = DCSUnit:getPlayerName()
-- TODO Workaround DCS-BUG-3 - https://github.com/FlightControl-Master/MOOSE/issues/696
-- if PlayerName == nil or PlayerName == "" then
-- local PlayerCategory = DCSUnit:getDesc().category
-- if PlayerCategory == Unit.Category.GROUND_UNIT or PlayerCategory == Unit.Category.SHIP then
-- PlayerName = "Player" .. DCSUnit:getID()
-- end
-- end
-- -- Good code
-- if PlayerName == nil then
-- PlayerName = nil
-- else
-- if PlayerName == "" then
-- PlayerName = "Player" .. DCSUnit:getID()
-- end
-- end
return PlayerName
end
return nil
end
--- Checks is the unit is a *Player* or *Client* slot.
-- @param #UNIT self
-- @return #boolean If true, unit is a player or client aircraft
function UNIT:IsClient()
if _DATABASE.CLIENTS[self.UnitName] then
return true
end
return false
end
--- Get the CLIENT of the unit
-- @param #UNIT self
-- @return Wrapper.Client#CLIENT
function UNIT:GetClient()
local client=_DATABASE.CLIENTS[self.UnitName]
if client then
return client
end
return nil
end
--- [AIRPLANE] Get the NATO reporting name of a UNIT. Currently airplanes only!
--@param #UNIT self
--@return #string NatoReportingName or "Bogey" if unknown.
function UNIT:GetNatoReportingName()
local typename = self:GetTypeName()
return UTILS.GetReportingName(typename)
end
--- Returns the unit's number in the group.
-- The number is the same number the unit has in ME.
-- It may not be changed during the mission.
-- If any unit in the group is destroyed, the numbers of another units will not be changed.
-- @param #UNIT self
-- @return #number The Unit number.
-- @return #nil The DCS Unit is not existing or alive.
function UNIT:GetNumber()
self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitNumber = DCSUnit:getNumber()
return UnitNumber
end
return nil
end
--- Returns the unit's max speed in km/h derived from the DCS descriptors.
-- @param #UNIT self
-- @return #number Speed in km/h.
function UNIT:GetSpeedMax()
self:F2( self.UnitName )
local Desc = self:GetDesc()
if Desc then
local SpeedMax = Desc.speedMax
return SpeedMax*3.6
end
return 0
end
--- Returns the unit's max range in meters derived from the DCS descriptors.
-- For ground units it will return a range of 10,000 km as they have no real range.
-- @param #UNIT self
-- @return #number Range in meters.
function UNIT:GetRange()
self:F2( self.UnitName )
local Desc = self:GetDesc()
if Desc then
local Range = Desc.range --This is in kilometers (not meters) for some reason. But should check again!
if Range then
Range=Range*1000 -- convert to meters.
else
Range=10000000 --10.000 km if no range
end
return Range
end
return nil
end
--- Check if the unit is refuelable. Also retrieves the refuelling system (boom or probe) if applicable.
-- @param #UNIT self
-- @return #boolean If true, unit is refuelable (checks for the attribute "Refuelable").
-- @return #number Refueling system (if any): 0=boom, 1=probe.
function UNIT:IsRefuelable()
self:F2( self.UnitName )
local refuelable=self:HasAttribute("Refuelable")
local system=nil
local Desc=self:GetDesc()
if Desc and Desc.tankerType then
system=Desc.tankerType
end
return refuelable, system
end
--- Check if the unit is a tanker. Also retrieves the refuelling system (boom or probe) if applicable.
-- @param #UNIT self
-- @return #boolean If true, unit is refuelable (checks for the attribute "Refuelable").
-- @return #number Refueling system (if any): 0=boom, 1=probe.
function UNIT:IsTanker()
self:F2( self.UnitName )
local tanker=self:HasAttribute("Tankers")
local system=nil
if tanker then
local Desc=self:GetDesc()
if Desc and Desc.tankerType then
system=Desc.tankerType
end
local typename=self:GetTypeName()
-- Some hard coded data as this is not in the descriptors...
if typename=="IL-78M" then
system=1 --probe
elseif typename=="KC130" then
system=1 --probe
elseif typename=="KC135BDA" then
system=1 --probe
elseif typename=="KC135MPRS" then
system=1 --probe
elseif typename=="S-3B Tanker" then
system=1 --probe
end
end
return tanker, system
end
--- Check if the unit can supply ammo. Currently, we have
--
-- * M 818
-- * Ural-375
-- * ZIL-135
--
-- This list needs to be extended, if DCS adds other units capable of supplying ammo.
--
-- @param #UNIT self
-- @return #boolean If `true`, unit can supply ammo.
function UNIT:IsAmmoSupply()
-- Type name is the only thing we can check. There is no attribute (Sep. 2021) which would tell us.
local typename=self:GetTypeName()
if typename=="M 818" then
-- Blue ammo truck.
return true
elseif typename=="Ural-375" then
-- Red ammo truck.
return true
elseif typename=="ZIL-135" then
-- Red ammo truck. Checked that it can also provide ammo.
return true
end
return false
end
--- Check if the unit can supply fuel. Currently, we have
--
-- * M978 HEMTT Tanker
-- * ATMZ-5
-- * ATMZ-10
-- * ATZ-5
--
-- This list needs to be extended, if DCS adds other units capable of supplying fuel.
--
-- @param #UNIT self
-- @return #boolean If `true`, unit can supply fuel.
function UNIT:IsFuelSupply()
-- Type name is the only thing we can check. There is no attribute (Sep. 2021) which would tell us.
local typename=self:GetTypeName()
if typename=="M978 HEMTT Tanker" then
return true
elseif typename=="ATMZ-5" then
return true
elseif typename=="ATMZ-10" then
return true
elseif typename=="ATZ-5" then
return true
end
return false
end
--- Returns the unit's group if it exists and nil otherwise.
-- @param Wrapper.Unit#UNIT self
-- @return Wrapper.Group#GROUP The Group of the Unit or `nil` if the unit does not exist.
function UNIT:GetGroup()
self:F2( self.UnitName )
local UnitGroup = GROUP:FindByName(self.GroupName)
if UnitGroup then
return UnitGroup
else
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local grp = DCSUnit:getGroup()
if grp then
local UnitGroup = GROUP:FindByName( grp:getName() )
return UnitGroup
end
end
end
return nil
end
--- Returns the prefix name of the DCS Unit. A prefix name is a part of the name before a '#'-sign.
-- DCS Units spawned with the @{Core.Spawn#SPAWN} class contain a '#'-sign to indicate the end of the (base) DCS Unit name.
-- The spawn sequence number and unit number are contained within the name after the '#' sign.
-- @param #UNIT self
-- @return #string The name of the DCS Unit.
-- @return #nil The DCS Unit is not existing or alive.
function UNIT:GetPrefix()
self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitPrefix = string.match( self.UnitName, ".*#" ):sub( 1, -2 )
self:T3( UnitPrefix )
return UnitPrefix
end
return nil
end
--- Returns the Unit's ammunition.
-- @param #UNIT self
-- @return DCS#Unit.Ammo Table with ammuntion of the unit (or nil). This can be a complex table!
function UNIT:GetAmmo()
self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
--local status, unitammo = pcall(
-- function()
-- local UnitAmmo = DCSUnit:getAmmo()
-- return UnitAmmo
--end
--)
--if status then
--return unitammo
--end
local UnitAmmo = DCSUnit:getAmmo()
return UnitAmmo
end
return nil
end
--- Sets the Unit's Internal Cargo Mass, in kg
-- @param #UNIT self
-- @param #number mass to set cargo to
-- @return #UNIT self
function UNIT:SetUnitInternalCargo(mass)
local DCSUnit = self:GetDCSObject()
if DCSUnit then
trigger.action.setUnitInternalCargo(DCSUnit:getName(), mass)
end
return self
end
--- Get the number of ammunition and in particular the number of shells, rockets, bombs and missiles a unit currently has.
-- @param #UNIT self
-- @return #number Total amount of ammo the unit has left. This is the sum of shells, rockets, bombs and missiles.
-- @return #number Number of shells left.
-- @return #number Number of rockets left.
-- @return #number Number of bombs left.
-- @return #number Number of missiles left.
-- @return #number Number of artillery shells left (with explosive mass, included in shells; shells can also be machine gun ammo)
function UNIT:GetAmmunition()
-- Init counter.
local nammo=0
local nshells=0
local nrockets=0
local nmissiles=0
local nbombs=0
local narti=0
local unit=self
-- Get ammo table.
local ammotable=unit:GetAmmo()
if ammotable then
local weapons=#ammotable
-- Loop over all weapons.
for w=1,weapons do
-- Number of current weapon.
local Nammo=ammotable[w]["count"]
-- Type name of current weapon.
local Tammo=ammotable[w]["desc"]["typeName"]
--local _weaponString = UTILS.Split(Tammo,"%.")
--local _weaponName = _weaponString[#_weaponString]
-- Get the weapon category: shell=0, missile=1, rocket=2, bomb=3
local Category=ammotable[w].desc.category
-- Get missile category: Weapon.MissileCategory AAM=1, SAM=2, BM=3, ANTI_SHIP=4, CRUISE=5, OTHER=6
local MissileCategory=nil
if Category==Weapon.Category.MISSILE then
MissileCategory=ammotable[w].desc.missileCategory
end
-- We are specifically looking for shells or rockets here.
if Category==Weapon.Category.SHELL then
-- Add up all shells.
nshells=nshells+Nammo
if ammotable[w].desc.warhead and ammotable[w].desc.warhead.explosiveMass and ammotable[w].desc.warhead.explosiveMass > 0 then
narti=narti+Nammo
end
elseif Category==Weapon.Category.ROCKET then
-- Add up all rockets.
nrockets=nrockets+Nammo
elseif Category==Weapon.Category.BOMB then
-- Add up all rockets.
nbombs=nbombs+Nammo
elseif Category==Weapon.Category.MISSILE then
-- Add up all missiles (category 5)
if MissileCategory==Weapon.MissileCategory.AAM then
nmissiles=nmissiles+Nammo
elseif MissileCategory==Weapon.MissileCategory.ANTI_SHIP then
nmissiles=nmissiles+Nammo
elseif MissileCategory==Weapon.MissileCategory.BM then
nmissiles=nmissiles+Nammo
elseif MissileCategory==Weapon.MissileCategory.OTHER then
nmissiles=nmissiles+Nammo
elseif MissileCategory==Weapon.MissileCategory.SAM then
nmissiles=nmissiles+Nammo
elseif MissileCategory==Weapon.MissileCategory.CRUISE then
nmissiles=nmissiles+Nammo
end
end
end
end
-- Total amount of ammunition.
nammo=nshells+nrockets+nmissiles+nbombs
return nammo, nshells, nrockets, nbombs, nmissiles, narti
end
--- Returns the unit sensors.
-- @param #UNIT self
-- @return DCS#Unit.Sensors Table of sensors.
function UNIT:GetSensors()
self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitSensors = DCSUnit:getSensors()
return UnitSensors
end
return nil
end
-- Need to add here a function per sensortype
-- unit:hasSensors(Unit.SensorType.RADAR, Unit.RadarType.AS)
--- Returns if the unit has sensors of a certain type.
-- @param #UNIT self
-- @return #boolean returns true if the unit has specified types of sensors. This function is more preferable than Unit.getSensors() if you don't want to get information about all the unit's sensors, and just want to check if the unit has specified types of sensors.
function UNIT:HasSensors( ... )
self:F2( arg )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local HasSensors = DCSUnit:hasSensors( unpack( arg ) )
return HasSensors
end
return nil
end
--- Returns if the unit is SEADable.
-- @param #UNIT self
-- @return #boolean returns true if the unit is SEADable.
function UNIT:HasSEAD()
self:F2()
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitSEADAttributes = DCSUnit:getDesc().attributes
local HasSEAD = false
if UnitSEADAttributes["RADAR_BAND1_FOR_ARM"] and UnitSEADAttributes["RADAR_BAND1_FOR_ARM"] == true or
UnitSEADAttributes["RADAR_BAND2_FOR_ARM"] and UnitSEADAttributes["RADAR_BAND2_FOR_ARM"] == true or
UnitSEADAttributes["Optical Tracker"] and UnitSEADAttributes["Optical Tracker"] == true
then
HasSEAD = true
end
return HasSEAD
end
return nil
end
--- Returns two values:
--
-- * First value indicates if at least one of the unit's radar(s) is on.
-- * Second value is the object of the radar's interest. Not nil only if at least one radar of the unit is tracking a target.
-- @param #UNIT self
-- @return #boolean Indicates if at least one of the unit's radar(s) is on.
-- @return DCS#Object The object of the radar's interest. Not nil only if at least one radar of the unit is tracking a target.
function UNIT:GetRadar()
self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitRadarOn, UnitRadarObject = DCSUnit:getRadar()
return UnitRadarOn, UnitRadarObject
end
return nil, nil
end
--- Returns relative amount of fuel (from 0.0 to 1.0) the UNIT has in its internal tanks. If there are additional fuel tanks the value may be greater than 1.0.
-- @param #UNIT self
-- @return #number The relative amount of fuel (from 0.0 to 1.0) or *nil* if the DCS Unit is not existing or alive.
function UNIT:GetFuel()
self:F3( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitFuel = DCSUnit:getFuel()
return UnitFuel
end
return nil
end
--- Returns a list of one @{Wrapper.Unit}.
-- @param #UNIT self
-- @return #list<Wrapper.Unit#UNIT> A list of one @{Wrapper.Unit}.
function UNIT:GetUnits()
self:F3( { self.UnitName } )
local DCSUnit = self:GetDCSObject()
local Units = {}
if DCSUnit then
Units[1] = UNIT:Find( DCSUnit )
self:T3( Units )
return Units
end
return nil
end
--- Returns the unit's health. Dead units has health <= 1.0.
-- @param #UNIT self
-- @return #number The Unit's health value or -1 if unit does not exist any more.
function UNIT:GetLife()
self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit and DCSUnit:isExist() then
local UnitLife = DCSUnit:getLife()
return UnitLife
end
return -1
end
--- Returns the Unit's initial health.
-- @param #UNIT self
-- @return #number The Unit's initial health value or 0 if unit does not exist any more.
function UNIT:GetLife0()
self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitLife0 = DCSUnit:getLife0()
return UnitLife0
end
return 0
end
--- Returns the unit's relative health.
-- @param #UNIT self
-- @return #number The Unit's relative health value, i.e. a number in [0,1] or -1 if unit does not exist any more.
function UNIT:GetLifeRelative()
self:F2(self.UnitName)
if self and self:IsAlive() then
local life0=self:GetLife0()
local lifeN=self:GetLife()
return lifeN/life0
end
return -1
end
--- Returns the unit's relative damage, i.e. 1-life.
-- @param #UNIT self
-- @return #number The Unit's relative health value, i.e. a number in [0,1] or 1 if unit does not exist any more.
function UNIT:GetDamageRelative()
self:F2(self.UnitName)
if self and self:IsAlive() then
return 1-self:GetLifeRelative()
end
return 1
end
--- Returns the current value for an animation argument on the external model of the given object.
-- Each model animation has an id tied to with different values representing different states of the model.
-- Animation arguments can be figured out by opening the respective 3d model in the modelviewer.
-- @param #UNIT self
-- @param #number AnimationArgument Number corresponding to the animated part of the unit.
-- @return #number Value of the animation argument [-1, 1]. If draw argument value is invalid for the unit in question a value of 0 will be returned.
function UNIT:GetDrawArgumentValue(AnimationArgument)
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local value = DCSUnit:getDrawArgumentValue(AnimationArgument or 0)
return value
end
return 0
end
--- Returns the category of the #UNIT from descriptor. Returns one of
--
-- * Unit.Category.AIRPLANE
-- * Unit.Category.HELICOPTER
-- * Unit.Category.GROUND_UNIT
-- * Unit.Category.SHIP
-- * Unit.Category.STRUCTURE
--
-- @param #UNIT self
-- @return #number Unit category from `getDesc().category`.
function UNIT:GetUnitCategory()
self:F3( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
return DCSUnit:getDesc().category
end
return nil
end
--- Returns the category name of the #UNIT.
-- @param #UNIT self
-- @return #string Category name = Helicopter, Airplane, Ground Unit, Ship
function UNIT:GetCategoryName()
self:F3( self.UnitName )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local CategoryNames = {
[Unit.Category.AIRPLANE] = "Airplane",
[Unit.Category.HELICOPTER] = "Helicopter",
[Unit.Category.GROUND_UNIT] = "Ground Unit",
[Unit.Category.SHIP] = "Ship",
[Unit.Category.STRUCTURE] = "Structure",
}
local UnitCategory = DCSUnit:getDesc().category
self:T3( UnitCategory )
return CategoryNames[UnitCategory]
end
return nil
end
--- Returns the Unit's A2G threat level on a scale from 1 to 10 ...
-- Depending on the era and the type of unit, the following threat levels are foreseen:
--
-- **Modern**:
--
-- * Threat level 0: Unit is unarmed.
-- * Threat level 1: Unit is infantry.
-- * Threat level 2: Unit is an infantry vehicle.
-- * Threat level 3: Unit is ground artillery.
-- * Threat level 4: Unit is a tank.
-- * Threat level 5: Unit is a modern tank or ifv with ATGM.
-- * Threat level 6: Unit is a AAA.
-- * Threat level 7: Unit is a SAM or manpad, IR guided.
-- * Threat level 8: Unit is a Short Range SAM, radar guided.
-- * Threat level 9: Unit is a Medium Range SAM, radar guided.
-- * Threat level 10: Unit is a Long Range SAM, radar guided.
--
-- **Cold**:
--
-- * Threat level 0: Unit is unarmed.
-- * Threat level 1: Unit is infantry.
-- * Threat level 2: Unit is an infantry vehicle.
-- * Threat level 3: Unit is ground artillery.
-- * Threat level 4: Unit is a tank.
-- * Threat level 5: Unit is a modern tank or ifv with ATGM.
-- * Threat level 6: Unit is a AAA.
-- * Threat level 7: Unit is a SAM or manpad, IR guided.
-- * Threat level 8: Unit is a Short Range SAM, radar guided.
-- * Threat level 10: Unit is a Medium Range SAM, radar guided.
--
-- **Korea**:
--
-- * Threat level 0: Unit is unarmed.
-- * Threat level 1: Unit is infantry.
-- * Threat level 2: Unit is an infantry vehicle.
-- * Threat level 3: Unit is ground artillery.
-- * Threat level 5: Unit is a tank.
-- * Threat level 6: Unit is a AAA.
-- * Threat level 7: Unit is a SAM or manpad, IR guided.
-- * Threat level 10: Unit is a Short Range SAM, radar guided.
--
-- **WWII**:
--
-- * Threat level 0: Unit is unarmed.
-- * Threat level 1: Unit is infantry.
-- * Threat level 2: Unit is an infantry vehicle.
-- * Threat level 3: Unit is ground artillery.
-- * Threat level 5: Unit is a tank.
-- * Threat level 7: Unit is FLAK.
-- * Threat level 10: Unit is AAA.
--
--
-- @param #UNIT self
-- @return #number Number between 0 (low threat level) and 10 (high threat level).
-- @return #string Some text.
function UNIT:GetThreatLevel()
local ThreatLevel = 0
local ThreatText = ""
local Descriptor = self:GetDesc()
if Descriptor then
local Attributes = Descriptor.attributes
if self:IsGround() then
local ThreatLevels = {
"Unarmed",
"Infantry",
"Old Tanks & APCs",
"Tanks & IFVs without ATGM",
"Tanks & IFV with ATGM",
"Modern Tanks",
"AAA",
"IR Guided SAMs",
"SR SAMs",
"MR SAMs",
"LR SAMs"
}
if Attributes["LR SAM"] then ThreatLevel = 10
elseif Attributes["MR SAM"] then ThreatLevel = 9
elseif Attributes["SR SAM"] and
not Attributes["IR Guided SAM"] then ThreatLevel = 8
elseif ( Attributes["SR SAM"] or Attributes["MANPADS"] ) and
Attributes["IR Guided SAM"] then ThreatLevel = 7
elseif Attributes["AAA"] then ThreatLevel = 6
elseif Attributes["Modern Tanks"] then ThreatLevel = 5
elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and
Attributes["ATGM"] then ThreatLevel = 4
elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and
not Attributes["ATGM"] then ThreatLevel = 3
elseif Attributes["Old Tanks"] or Attributes["APC"] or Attributes["Artillery"] then ThreatLevel = 2
elseif Attributes["Infantry"] or Attributes["EWR"] then ThreatLevel = 1
end
ThreatText = ThreatLevels[ThreatLevel+1]
end
if self:IsAir() then
local ThreatLevels = {
"Unarmed",
"Tanker",
"AWACS",
"Transport Helicopter",
"UAV",
"Bomber",
"Strategic Bomber",
"Attack Helicopter",
"Battleplane",
"Multirole Fighter",
"Fighter"
}
if Attributes["Fighters"] then ThreatLevel = 10
elseif Attributes["Multirole fighters"] then ThreatLevel = 9
elseif Attributes["Battleplanes"] then ThreatLevel = 8
elseif Attributes["Attack helicopters"] then ThreatLevel = 7
elseif Attributes["Strategic bombers"] then ThreatLevel = 6
elseif Attributes["Bombers"] then ThreatLevel = 5
elseif Attributes["UAVs"] then ThreatLevel = 4
elseif Attributes["Transport helicopters"] then ThreatLevel = 3
elseif Attributes["AWACS"] then ThreatLevel = 2
elseif Attributes["Tankers"] then ThreatLevel = 1
end
ThreatText = ThreatLevels[ThreatLevel+1]
end
if self:IsShip() then
--["Aircraft Carriers"] = {"Heavy armed ships",},
--["Cruisers"] = {"Heavy armed ships",},
--["Destroyers"] = {"Heavy armed ships",},
--["Frigates"] = {"Heavy armed ships",},
--["Corvettes"] = {"Heavy armed ships",},
--["Heavy armed ships"] = {"Armed ships", "Armed Air Defence", "HeavyArmoredUnits",},
--["Light armed ships"] = {"Armed ships","NonArmoredUnits"},
--["Armed ships"] = {"Ships"},
--["Unarmed ships"] = {"Ships","HeavyArmoredUnits",},
local ThreatLevels = {
"Unarmed ship",
"Light armed ships",
"Corvettes",
"",
"Frigates",
"",
"Cruiser",
"",
"Destroyer",
"",
"Aircraft Carrier"
}
if Attributes["Aircraft Carriers"] then ThreatLevel = 10
elseif Attributes["Destroyers"] then ThreatLevel = 8
elseif Attributes["Cruisers"] then ThreatLevel = 6
elseif Attributes["Frigates"] then ThreatLevel = 4
elseif Attributes["Corvettes"] then ThreatLevel = 2
elseif Attributes["Light armed ships"] then ThreatLevel = 1
end
ThreatText = ThreatLevels[ThreatLevel+1]
end
end
return ThreatLevel, ThreatText
end
--- Triggers an explosion at the coordinates of the unit.
-- @param #UNIT self
-- @param #number power Power of the explosion in kg TNT. Default 100 kg TNT.
-- @param #number delay (Optional) Delay of explosion in seconds.
-- @return #UNIT self
function UNIT:Explode(power, delay)
-- Default.
power=power or 100
local DCSUnit = self:GetDCSObject()
if DCSUnit then
-- Check if delay or not.
if delay and delay>0 then
-- Delayed call.
SCHEDULER:New(nil, self.Explode, {self, power}, delay)
else
-- Create an explotion at the coordinate of the unit.
self:GetCoordinate():Explosion(power)
end
return self
end
return nil
end
-- Is functions
--- Returns true if there is an **other** DCS Unit within a radius of the current 2D point of the DCS Unit.
-- @param #UNIT self
-- @param #UNIT AwaitUnit The other UNIT wrapper object.
-- @param Radius The radius in meters with the DCS Unit in the centre.
-- @return true If the other DCS Unit is within the radius of the 2D point of the DCS Unit.
-- @return #nil The DCS Unit is not existing or alive.
function UNIT:OtherUnitInRadius( AwaitUnit, Radius )
self:F2( { self.UnitName, AwaitUnit.UnitName, Radius } )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitVec3 = self:GetVec3()
local AwaitUnitVec3 = AwaitUnit:GetVec3()
if (((UnitVec3.x - AwaitUnitVec3.x)^2 + (UnitVec3.z - AwaitUnitVec3.z)^2)^0.5 <= Radius) then
self:T3( "true" )
return true
else
self:T3( "false" )
return false
end
end
return nil
end
--- Returns if the unit is a friendly unit.
-- @param #UNIT self
-- @return #boolean IsFriendly evaluation result.
function UNIT:IsFriendly( FriendlyCoalition )
self:F2()
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitCoalition = DCSUnit:getCoalition()
self:T3( { UnitCoalition, FriendlyCoalition } )
local IsFriendlyResult = ( UnitCoalition == FriendlyCoalition )
self:F( IsFriendlyResult )
return IsFriendlyResult
end
return nil
end
--- Returns if the unit is of a ship category.
-- If the unit is a ship, this method will return true, otherwise false.
-- @param #UNIT self
-- @return #boolean Ship category evaluation result.
function UNIT: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
return nil
end
--- Returns true if the UNIT is in the air.
-- @param #UNIT self
-- @param #boolean NoHeloCheck If true, no additonal checks for helos are performed.
-- @return #boolean Return true if in the air or #nil if the UNIT is not existing or alive.
function UNIT:InAir(NoHeloCheck)
self:F2( self.UnitName )
-- Get DCS unit object.
local DCSUnit = self:GetDCSObject() --DCS#Unit
if DCSUnit then
-- Get DCS result of whether unit is in air or not.
local UnitInAir = DCSUnit:inAir()
-- Get unit category.
local UnitCategory = DCSUnit:getDesc().category
-- If DCS says that it is in air, check if this is really the case, since we might have landed on a building where inAir()=true but actually is not.
-- This is a workaround since DCS currently does not acknoledge that helos land on buildings.
-- Note however, that the velocity check will fail if the ground is moving, e.g. on an aircraft carrier!
if UnitInAir==true and UnitCategory == Unit.Category.HELICOPTER and (not NoHeloCheck) then
local VelocityVec3 = DCSUnit:getVelocity()
local Velocity = UTILS.VecNorm(VelocityVec3)
local Coordinate = DCSUnit:getPoint()
local LandHeight = land.getHeight( { x = Coordinate.x, y = Coordinate.z } )
local Height = Coordinate.y - LandHeight
if Velocity < 1 and Height <= 60 then
UnitInAir = false
end
end
self:T3( UnitInAir )
return UnitInAir
end
return nil
end
do -- Event Handling
--- Subscribe to a DCS Event.
-- @param #UNIT self
-- @param Core.Event#EVENTS EventID Event ID.
-- @param #function EventFunction (Optional) The function to be called when the event occurs for the unit.
-- @return #UNIT self
function UNIT:HandleEvent(EventID, EventFunction)
self:EventDispatcher():OnEventForUnit(self:GetName(), EventFunction, self, EventID)
return self
end
--- UnSubscribe to a DCS event.
-- @param #UNIT self
-- @param Core.Event#EVENTS EventID Event ID.
-- @return #UNIT self
function UNIT:UnHandleEvent(EventID)
--self:EventDispatcher():RemoveForUnit( self:GetName(), self, EventID )
-- Fixes issue #1365 https://github.com/FlightControl-Master/MOOSE/issues/1365
self:EventDispatcher():RemoveEvent(self, EventID)
return self
end
--- Reset the subscriptions.
-- @param #UNIT self
-- @return #UNIT
function UNIT:ResetEvents()
self:EventDispatcher():Reset( self )
return self
end
end
do -- Detection
--- Returns if a unit is detecting the TargetUnit.
-- @param #UNIT self
-- @param #UNIT TargetUnit
-- @return #boolean true If the TargetUnit is detected by the unit, otherwise false.
function UNIT:IsDetected( TargetUnit ) --R2.1
local TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity = self:IsTargetDetected( TargetUnit:GetDCSObject() )
return TargetIsDetected
end
--- Returns if a unit has Line of Sight (LOS) with the TargetUnit.
-- @param #UNIT self
-- @param #UNIT TargetUnit
-- @return #boolean true If the TargetUnit has LOS with the unit, otherwise false.
function UNIT:IsLOS( TargetUnit ) --R2.1
local IsLOS = self:GetPointVec3():IsLOS( TargetUnit:GetPointVec3() )
return IsLOS
end
--- Forces the unit to become aware of the specified target, without the unit manually detecting the other unit itself.
-- Applies only to a Unit Controller. Cannot be used at the group level.
-- @param #UNIT self
-- @param #UNIT TargetUnit The unit to be known.
-- @param #boolean TypeKnown The target type is known. If *false*, the type is not known.
-- @param #boolean DistanceKnown The distance to the target is known. If *false*, distance is unknown.
function UNIT:KnowUnit(TargetUnit, TypeKnown, DistanceKnown)
-- Defaults.
if TypeKnown~=false then
TypeKnown=true
end
if DistanceKnown~=false then
DistanceKnown=true
end
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = DCSControllable:getController() --self:_GetController()
if Controller then
local object=TargetUnit:GetDCSObject()
if object then
self:I(string.format("Unit %s now knows target unit %s. Type known=%s, distance known=%s", self:GetName(), TargetUnit:GetName(), tostring(TypeKnown), tostring(DistanceKnown)))
Controller:knowTarget(object, TypeKnown, DistanceKnown)
end
end
end
end
end
--- Get the unit table from a unit's template.
-- @param #UNIT self
-- @return #table Table of the unit template (deep copy) or #nil.
function UNIT:GetTemplate()
local group=self:GetGroup()
local name=self:GetName()
if group then
local template=group:GetTemplate()
if template then
for _,unit in pairs(template.units) do
if unit.name==name then
return UTILS.DeepCopy(unit)
end
end
end
end
return nil
end
--- Get the payload table from a unit's template.
-- The payload table has elements:
--
-- * pylons
-- * fuel
-- * chaff
-- * gun
--
-- @param #UNIT self
-- @return #table Payload table (deep copy) or #nil.
function UNIT:GetTemplatePayload()
local unit=self:GetTemplate()
if unit then
return unit.payload
end
return nil
end
--- Get the pylons table from a unit's template. This can be a complex table depending on the weapons the unit is carrying.
-- @param #UNIT self
-- @return #table Table of pylons (deepcopy) or #nil.
function UNIT:GetTemplatePylons()
local payload=self:GetTemplatePayload()
if payload then
return payload.pylons
end
return nil
end
--- Get the fuel of the unit from its template.
-- @param #UNIT self
-- @return #number Fuel of unit in kg.
function UNIT:GetTemplateFuel()
local payload=self:GetTemplatePayload()
if payload then
return payload.fuel
end
return nil
end
--- GROUND - Switch on/off radar emissions of a unit.
-- @param #UNIT self
-- @param #boolean switch If true, emission is enabled. If false, emission is disabled.
-- @return #UNIT self
function UNIT:EnableEmission(switch)
self:F2( self.UnitName )
local switch = switch or false
local DCSUnit = self:GetDCSObject()
if DCSUnit then
DCSUnit:enableEmission(switch)
end
return self
end
--- Get skill from Unit.
-- @param #UNIT self
-- @return #string Skill String of skill name.
function UNIT:GetSkill()
self:F2( self.UnitName )
local name = self.UnitName
local skill = _DATABASE.Templates.Units[name].Template.skill or "Random"
return skill
end