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https://github.com/FlightControl-Master/MOOSE.git
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1941 lines
60 KiB
Lua
1941 lines
60 KiB
Lua
--- **Wrapper** - UNIT is a wrapper class for the DCS Class Unit.
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--
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-- ===
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--
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-- The @{#UNIT} class is a wrapper class to handle the DCS Unit objects:
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--
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-- * Support all DCS Unit APIs.
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-- * Enhance with Unit specific APIs not in the DCS Unit API set.
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-- * Handle local Unit Controller.
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-- * Manage the "state" of the DCS Unit.
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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--
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-- ### Contributions: **funkyfranky**, **Applevangelist**
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--
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-- ===
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--
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-- @module Wrapper.Unit
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-- @image Wrapper_Unit.JPG
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---
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-- @type UNIT
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-- @field #string ClassName Name of the class.
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-- @field #string UnitName Name of the unit.
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-- @field #string GroupName Name of the group the unit belongs to.
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-- @field #table DCSUnit The DCS Unit object from the API.
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-- @extends Wrapper.Controllable#CONTROLLABLE
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--- 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}).
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-- 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).
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--
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-- The UNIT class **does not contain a :New()** method, rather it provides **:Find()** methods to retrieve the object reference
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-- using the DCS Unit or the DCS UnitName.
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--
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-- Another thing to know is that UNIT objects do not "contain" the DCS Unit object.
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-- The UNIT methods will reference the DCS Unit object by name when it is needed during API execution.
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-- 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.
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--
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-- The UNIT class provides the following functions to retrieve quickly the relevant UNIT instance:
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--
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-- * @{#UNIT.Find}(): Find a UNIT instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Unit object.
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-- * @{#UNIT.FindByName}(): Find a UNIT instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a DCS Unit name.
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-- * @{#UNIT.FindByMatching}(): Find a UNIT instance from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a pattern.
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-- * @{#UNIT.FindAllByMatching}(): Find all UNIT instances from the global _DATABASE object (an instance of @{Core.Database#DATABASE}) using a pattern.
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--
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-- IMPORTANT: ONE SHOULD NEVER SANITIZE these UNIT OBJECT REFERENCES! (make the UNIT object references nil).
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--
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-- ## DCS UNIT APIs
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--
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-- The DCS Unit APIs are used extensively within MOOSE. The UNIT class has for each DCS Unit API a corresponding method.
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-- To be able to distinguish easily in your code the difference between a UNIT API call and a DCS Unit API call,
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-- the first letter of the method is also capitalized. So, by example, the DCS Unit method @{DCS#Unit.getName}()
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-- is implemented in the UNIT class as @{#UNIT.GetName}().
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--
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-- ## Smoke, Flare Units
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--
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-- The UNIT class provides methods to smoke or flare units easily.
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-- The @{#UNIT.SmokeBlue}(), @{#UNIT.SmokeGreen}(),@{#UNIT.SmokeOrange}(), @{#UNIT.SmokeRed}(), @{#UNIT.SmokeRed}() methods
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-- will smoke the unit in the corresponding color. Note that smoking a unit is done at the current position of the DCS Unit.
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-- When the DCS Unit moves for whatever reason, the smoking will still continue!
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-- The @{#UNIT.FlareGreen}(), @{#UNIT.FlareRed}(), @{#UNIT.FlareWhite}(), @{#UNIT.FlareYellow}()
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-- 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.
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--
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-- ## Location Position, Point
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--
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-- The UNIT class provides methods to obtain the current point or position of the DCS Unit.
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-- 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.
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-- If you want to obtain the complete **3D position** including orientation and direction vectors, consult the @{#UNIT.GetPositionVec3}() method respectively.
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--
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-- ## Test if alive
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--
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-- The @{#UNIT.IsAlive}(), @{#UNIT.IsActive}() methods determines if the DCS Unit is alive, meaning, it is existing and active.
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--
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-- ## Test for proximity
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--
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-- The UNIT class contains methods to test the location or proximity against zones or other objects.
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--
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-- ### Zones range
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--
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-- 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}.
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--
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-- ### Unit range
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--
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-- * Test if another DCS Unit is within a given radius of the current DCS Unit, use the @{#UNIT.OtherUnitInRadius}() method.
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--
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-- ## Test Line of Sight
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--
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-- * Use the @{#UNIT.IsLOS}() method to check if the given unit is within line of sight.
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--
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--
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-- @field #UNIT
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UNIT = {
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ClassName = "UNIT",
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UnitName = nil,
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GroupName = nil,
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DCSUnit = nil,
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}
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--- Unit.SensorType
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-- @type Unit.SensorType
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-- @field OPTIC
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-- @field RADAR
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-- @field IRST
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-- @field RWR
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-- Registration.
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--- Create a new UNIT from DCSUnit.
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-- @param #UNIT self
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-- @param #string UnitName The name of the DCS unit.
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-- @return #UNIT self
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function UNIT:Register(UnitName)
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-- Inherit CONTROLLABLE.
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local self = BASE:Inherit(self, CONTROLLABLE:New(UnitName)) --#UNIT
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-- Set unit name.
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self.UnitName = UnitName
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local unit = Unit.getByName(self.UnitName)
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if unit then
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local group = unit:getGroup()
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if group then
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self.GroupName = group:getName()
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self.groupId = group:getID()
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end
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self.DCSUnit = unit
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end
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-- Set event prio.
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self:SetEventPriority(3)
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return self
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end
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-- Reference methods.
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--- Finds a UNIT from the _DATABASE using a DCSUnit object.
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-- @param #UNIT self
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-- @param DCS#Unit DCSUnit An existing DCS Unit object reference.
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-- @return #UNIT self
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function UNIT:Find(DCSUnit)
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if DCSUnit then
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local UnitName = DCSUnit:getName()
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local UnitFound = _DATABASE:FindUnit(UnitName)
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return UnitFound
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end
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return nil
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end
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--- Find a UNIT in the _DATABASE using the name of an existing DCS Unit.
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-- @param #UNIT self
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-- @param #string UnitName The Unit Name.
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-- @return #UNIT self
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function UNIT:FindByName(UnitName)
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local UnitFound = _DATABASE:FindUnit(UnitName)
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return UnitFound
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end
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--- Find the first(!) UNIT matching using patterns. Note that this is **a lot** slower than `:FindByName()`!
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-- @param #UNIT self
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-- @param #string Pattern The pattern to look for. Refer to [LUA patterns](http://www.easyuo.com/openeuo/wiki/index.php/Lua_Patterns_and_Captures_\(Regular_Expressions\)) for regular expressions in LUA.
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-- @return #UNIT The UNIT.
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-- @usage
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-- -- Find a group with a partial group name
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-- local unit = UNIT:FindByMatching( "Apple" )
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-- -- will return e.g. a group named "Apple-1-1"
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--
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-- -- using a pattern
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-- local unit = UNIT:FindByMatching( ".%d.%d$" )
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-- -- will return the first group found ending in "-1-1" to "-9-9", but not e.g. "-10-1"
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function UNIT:FindByMatching(Pattern)
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local GroupFound = nil
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for name, group in pairs(_DATABASE.UNITS) do
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if string.match(name, Pattern) then
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GroupFound = group
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break
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end
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end
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return GroupFound
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end
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--- Find all UNIT objects matching using patterns. Note that this is **a lot** slower than `:FindByName()`!
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-- @param #UNIT self
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-- @param #string Pattern The pattern to look for. Refer to [LUA patterns](http://www.easyuo.com/openeuo/wiki/index.php/Lua_Patterns_and_Captures_\(Regular_Expressions\)) for regular expressions in LUA.
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-- @return #table Units Table of matching #UNIT objects found
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-- @usage
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-- -- Find all group with a partial group name
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-- local unittable = UNIT:FindAllByMatching( "Apple" )
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-- -- will return all units with "Apple" in the name
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--
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-- -- using a pattern
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-- local unittable = UNIT:FindAllByMatching( ".%d.%d$" )
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-- -- will return the all units found ending in "-1-1" to "-9-9", but not e.g. "-10-1" or "-1-10"
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function UNIT:FindAllByMatching(Pattern)
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local GroupsFound = {}
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for name, group in pairs(_DATABASE.UNITS) do
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if string.match(name, Pattern) then
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GroupsFound[#GroupsFound + 1] = group
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end
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end
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return GroupsFound
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end
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--- Return the name of the UNIT.
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-- @param #UNIT self
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-- @return #string The UNIT name.
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function UNIT:Name()
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return self.UnitName
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end
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--[[
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--- Get the DCS unit object.
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-- @param #UNIT self
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-- @return DCS#Unit The DCS unit object.
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function UNIT:GetDCSObject()
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local DCSUnit = Unit.getByName( self.UnitName )
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if DCSUnit then
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return DCSUnit
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end
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return nil
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end
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--]]
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--- Returns the DCS Unit.
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-- @param #UNIT self
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-- @return DCS#Unit The DCS Group.
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function UNIT:GetDCSObject()
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-- FF: Added checks that DCSObject exists because otherwise there were problems when respawning the unit right after it was initially spawned (e.g. teleport in OPSGROUP).
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-- Got "Unit does not exit" after coalition.addGroup() when trying to access unit data because LastCallDCSObject<=1.
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if (not self.LastCallDCSObject) or (self.LastCallDCSObject and timer.getTime() - self.LastCallDCSObject > 1) or (self.DCSObject == nil) or (self.DCSObject:isExist() == false) then
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-- Get DCS group.
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local DCSUnit = Unit.getByName(self.UnitName)
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if DCSUnit then
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self.LastCallDCSObject = timer.getTime()
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self.DCSObject = DCSUnit
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return DCSUnit
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else
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self.DCSObject = nil
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self.LastCallDCSObject = nil
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end
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else
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return self.DCSObject
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end
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--self:E(string.format("ERROR: Could not get DCS group object of group %s because DCS object could not be found!", tostring(self.UnitName)))
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return nil
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end
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--- Returns the unit altitude above sea level in meters.
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-- @param Wrapper.Unit#UNIT self
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-- @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.
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-- @return #number The height of the group or nil if is not existing or alive.
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function UNIT:GetAltitude(FromGround)
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local altitude = 0
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local point = DCSUnit:getPoint() --DCS#Vec3
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altitude = point.y
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if FromGround then
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local land = land.getHeight({ x = point.x, y = point.z }) or 0
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altitude = altitude - land
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end
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return altitude
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end
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return nil
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end
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--- Respawn the @{Wrapper.Unit} using a (tweaked) template of the parent Group.
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--
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-- This function will:
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--
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-- * Get the current position and heading of the group.
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-- * 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.
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-- * Then it will respawn the re-modelled group.
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--
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-- @param #UNIT self
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-- @param Core.Point#COORDINATE Coordinate The position where to Spawn the new Unit at.
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-- @param #number Heading The heading of the unit respawn.
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function UNIT:ReSpawnAt(Coordinate, Heading)
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--self:T( self:Name() )
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local SpawnGroupTemplate = UTILS.DeepCopy(_DATABASE:GetGroupTemplateFromUnitName(self:Name()))
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--self:T( SpawnGroupTemplate )
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local SpawnGroup = self:GetGroup()
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--self:T( { SpawnGroup = SpawnGroup } )
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if SpawnGroup then
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local Vec3 = SpawnGroup:GetVec3()
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SpawnGroupTemplate.x = Coordinate.x
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SpawnGroupTemplate.y = Coordinate.z
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--self:F( #SpawnGroupTemplate.units )
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for UnitID, UnitData in pairs(SpawnGroup:GetUnits() or {}) do
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local GroupUnit = UnitData -- #UNIT
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--self:F( GroupUnit:GetName() )
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if GroupUnit:IsAlive() then
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local GroupUnitVec3 = GroupUnit:GetVec3()
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local GroupUnitHeading = GroupUnit:GetHeading()
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SpawnGroupTemplate.units[UnitID].alt = GroupUnitVec3.y
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SpawnGroupTemplate.units[UnitID].x = GroupUnitVec3.x
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SpawnGroupTemplate.units[UnitID].y = GroupUnitVec3.z
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SpawnGroupTemplate.units[UnitID].heading = GroupUnitHeading
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--self:F( { UnitID, SpawnGroupTemplate.units[UnitID], SpawnGroupTemplate.units[UnitID] } )
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end
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end
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end
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for UnitTemplateID, UnitTemplateData in pairs(SpawnGroupTemplate.units) do
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--self:T( { UnitTemplateData.name, self:Name() } )
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SpawnGroupTemplate.units[UnitTemplateID].unitId = nil
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if UnitTemplateData.name == self:Name() then
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--self:T("Adjusting")
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SpawnGroupTemplate.units[UnitTemplateID].alt = Coordinate.y
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SpawnGroupTemplate.units[UnitTemplateID].x = Coordinate.x
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SpawnGroupTemplate.units[UnitTemplateID].y = Coordinate.z
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SpawnGroupTemplate.units[UnitTemplateID].heading = Heading
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--self:F( { UnitTemplateID, SpawnGroupTemplate.units[UnitTemplateID], SpawnGroupTemplate.units[UnitTemplateID] } )
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else
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--self:F( SpawnGroupTemplate.units[UnitTemplateID].name )
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local GroupUnit = UNIT:FindByName(SpawnGroupTemplate.units[UnitTemplateID].name) -- #UNIT
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if GroupUnit and GroupUnit:IsAlive() then
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local GroupUnitVec3 = GroupUnit:GetVec3()
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local GroupUnitHeading = GroupUnit:GetHeading()
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UnitTemplateData.alt = GroupUnitVec3.y
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UnitTemplateData.x = GroupUnitVec3.x
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UnitTemplateData.y = GroupUnitVec3.z
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UnitTemplateData.heading = GroupUnitHeading
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else
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if SpawnGroupTemplate.units[UnitTemplateID].name ~= self:Name() then
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--self:T("nilling")
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SpawnGroupTemplate.units[UnitTemplateID].delete = true
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end
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end
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end
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end
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-- Remove obscolete units from the group structure
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local i = 1
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while i <= #SpawnGroupTemplate.units do
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local UnitTemplateData = SpawnGroupTemplate.units[i]
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--self:T( UnitTemplateData.name )
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if UnitTemplateData.delete then
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table.remove(SpawnGroupTemplate.units, i)
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else
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i = i + 1
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end
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end
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SpawnGroupTemplate.groupId = nil
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--self:T( SpawnGroupTemplate )
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_DATABASE:Spawn(SpawnGroupTemplate)
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end
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--- Returns if the unit is activated.
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-- @param #UNIT self
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-- @return #boolean `true` if Unit is activated. `nil` The DCS Unit is not existing or alive.
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function UNIT:IsActive()
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--self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitIsActive = DCSUnit:isActive()
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return UnitIsActive
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end
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return nil
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end
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--- Returns if the unit is exists in the mission.
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-- If not even the DCS unit object does exist, `nil` is returned.
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-- If the unit object exists, the value of the DCS API function [isExist](https://wiki.hoggitworld.com/view/DCS_func_isExist) is returned.
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-- @param #UNIT self
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-- @return #boolean Returns `true` if unit exists in the mission.
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function UNIT:IsExist()
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local DCSUnit = self:GetDCSObject() -- DCS#Unit
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if DCSUnit then
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local exists = DCSUnit:isExist()
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return exists
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end
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return nil
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end
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--- Returns if the Unit is alive.
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-- If the Unit is not alive/existent, `nil` is returned.
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-- If the Unit is alive and active, `true` is returned.
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-- If the Unit is alive but not active, `false`` is returned.
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-- @param #UNIT self
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-- @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.
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function UNIT:IsAlive()
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--self:F3( self.UnitName )
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local DCSUnit = self:GetDCSObject() -- DCS#Unit
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if DCSUnit and DCSUnit:isExist() then
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local UnitIsAlive = DCSUnit:isActive()
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return UnitIsAlive
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end
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return nil
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end
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--- Returns if the Unit is dead.
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-- @param #UNIT self
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-- @return #boolean `true` if Unit is dead, else false or nil if the unit does not exist
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function UNIT:IsDead()
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return not self:IsAlive()
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end
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--- Returns the Unit's callsign - the localized string.
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-- @param #UNIT self
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-- @return #string The Callsign of the Unit.
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function UNIT:GetCallsign()
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--self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitCallSign = DCSUnit:getCallsign()
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if UnitCallSign == "" then
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UnitCallSign = DCSUnit:getName()
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end
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return UnitCallSign
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end
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--self:F( self.ClassName .. " " .. self.UnitName .. " not found!" )
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return nil
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end
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--- Check if an (air) unit is a client or player slot. Information is retrieved from the group template.
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-- @param #UNIT self
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-- @return #boolean If true, unit is associated with a client or player slot.
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function UNIT:IsPlayer()
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-- Get group.
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local group = self:GetGroup()
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if not group then
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return false
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end
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-- Units of template group.
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local template = group:GetTemplate()
|
|
|
|
if (template == nil) or (template.units == nil) then
|
|
local DCSObject = self:GetDCSObject()
|
|
if DCSObject then
|
|
if DCSObject:getPlayerName() ~= nil then
|
|
return true
|
|
else
|
|
return false
|
|
end
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
|
|
local units = template.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 or 0
|
|
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 a tanker (checks for the attribute "Tankers").
|
|
-- @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" or typename == "KC130J" 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
|
|
elseif typename == "KC_10_Extender" then
|
|
system = 1 --probe
|
|
elseif typename == "KC_10_Extender_D" then
|
|
system = 0 --boom
|
|
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. Shells include MG ammunition, AP and HE shells, and artillery shells where applicable.
|
|
-- @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; HE will also be reported as artillery shells for tanks)
|
|
-- @return #number Number of tank AP shells left (for tanks, if applicable)
|
|
-- @return #number Number of tank HE shells left (for tanks, if applicable)
|
|
function UNIT:GetAmmunition()
|
|
|
|
-- Init counter.
|
|
local nammo = 0
|
|
local nshells = 0
|
|
local nrockets = 0
|
|
local nmissiles = 0
|
|
local nbombs = 0
|
|
local narti = 0
|
|
local nAPshells = 0
|
|
local nHEshells = 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
|
|
|
|
if ammotable[w].desc.typeName and string.find(ammotable[w].desc.typeName, "_AP", 1, true) then
|
|
nAPshells = nAPshells + Nammo
|
|
end
|
|
|
|
if ammotable[w].desc.typeName and (string.find(ammotable[w].desc.typeName, "_HE", 1, true) or string.find(ammotable[w].desc.typeName, "HESH", 1, true)) then
|
|
nHEshells = nHEshells + 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, nAPshells, nHEshells
|
|
end
|
|
|
|
--- Checks if a tank still has AP shells.
|
|
-- @param #UNIT self
|
|
-- @return #boolean HasAPShells
|
|
function UNIT:HasAPShells()
|
|
local _, _, _, _, _, _, shells = self:GetAmmunition()
|
|
if shells > 0 then
|
|
return true
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
|
|
--- Get number of AP shells from a tank.
|
|
-- @param #UNIT self
|
|
-- @return #number Number of AP shells
|
|
function UNIT:GetAPShells()
|
|
local _, _, _, _, _, _, shells = self:GetAmmunition()
|
|
return shells or 0
|
|
end
|
|
|
|
--- Get number of HE shells from a tank.
|
|
-- @param #UNIT self
|
|
-- @return #number Number of HE shells
|
|
function UNIT:GetHEShells()
|
|
local _, _, _, _, _, _, _, shells = self:GetAmmunition()
|
|
return shells or 0
|
|
end
|
|
|
|
--- Checks if a tank still has HE shells.
|
|
-- @param #UNIT self
|
|
-- @return #boolean HasHEShells
|
|
function UNIT:HasHEShells()
|
|
local _, _, _, _, _, _, _, shells = self:GetAmmunition()
|
|
if shells > 0 then
|
|
return true
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
|
|
--- Checks if an artillery unit still has artillery shells.
|
|
-- @param #UNIT self
|
|
-- @return #boolean HasArtiShells
|
|
function UNIT:HasArtiShells()
|
|
local _, _, _, _, _, shells = self:GetAmmunition()
|
|
if shells > 0 then
|
|
return true
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
|
|
--- Get number of artillery shells from an artillery unit.
|
|
-- @param #UNIT self
|
|
-- @return #number Number of artillery shells
|
|
function UNIT:GetArtiShells()
|
|
local _, _, _, _, _, shells = self:GetAmmunition()
|
|
return shells or 0
|
|
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)
|
|
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 = {
|
|
[1] = "Unarmed",
|
|
[2] = "Infantry",
|
|
[3] = "Old Tanks & APCs",
|
|
[4] = "Tanks & IFVs without ATGM",
|
|
[5] = "Tanks & IFV with ATGM",
|
|
[6] = "Modern Tanks",
|
|
[7] = "AAA",
|
|
[8] = "IR Guided SAMs",
|
|
[9] = "SR SAMs",
|
|
[10] = "MR SAMs",
|
|
[11] = "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 = {
|
|
[1] = "Unarmed",
|
|
[2] = "Tanker",
|
|
[3] = "AWACS",
|
|
[4] = "Transport Helicopter",
|
|
[5] = "UAV",
|
|
[6] = "Bomber",
|
|
[7] = "Strategic Bomber",
|
|
[8] = "Attack Helicopter",
|
|
[9] = "Battleplane",
|
|
[10] = "Multirole Fighter",
|
|
[11] = "Fighter"
|
|
}
|
|
|
|
if Attributes["Fighters"] then
|
|
ThreatLevel = 10
|
|
elseif Attributes["Multirole fighters"] then
|
|
ThreatLevel = 9
|
|
elseif Attributes["Interceptors"] then
|
|
ThreatLevel = 9
|
|
elseif Attributes["Battleplanes"] then
|
|
ThreatLevel = 8
|
|
elseif Attributes["Battle airplanes"] 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 = {
|
|
[1] = "Unarmed ship",
|
|
[2] = "Light armed ships",
|
|
[3] = "Corvettes",
|
|
[4] = "",
|
|
[5] = "Frigates",
|
|
[6] = "",
|
|
[7] = "Cruiser",
|
|
[8] = "",
|
|
[9] = "Destroyer",
|
|
[10] = "",
|
|
[11] = "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 acknowledge 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 = "Random"
|
|
if _DATABASE.Templates.Units[name] and _DATABASE.Templates.Units[name].Template and _DATABASE.Templates.Units[name].Template.skill then
|
|
skill = _DATABASE.Templates.Units[name].Template.skill or "Random"
|
|
end
|
|
return skill
|
|
end
|
|
|
|
--- Get Link16 STN or SADL TN and other datalink info from Unit, if any.
|
|
-- @param #UNIT self
|
|
-- @return #string STN STN or TN Octal as string, or nil if not set/capable.
|
|
-- @return #string VCL Voice Callsign Label or nil if not set/capable.
|
|
-- @return #string VCN Voice Callsign Number or nil if not set/capable.
|
|
-- @return #string Lead If true, unit is Flight Lead, else false or nil.
|
|
function UNIT:GetSTN()
|
|
--self:F2(self.UnitName)
|
|
local STN = nil -- STN/TN
|
|
local VCL = nil -- VoiceCallsignLabel
|
|
local VCN = nil -- VoiceCallsignNumber
|
|
local FGL = false -- FlightGroupLeader
|
|
local template = self:GetTemplate()
|
|
if template then
|
|
if template.AddPropAircraft then
|
|
if template.AddPropAircraft.STN_L16 then
|
|
STN = template.AddPropAircraft.STN_L16
|
|
elseif template.AddPropAircraft.SADL_TN then
|
|
STN = template.AddPropAircraft.SADL_TN
|
|
end
|
|
VCN = template.AddPropAircraft.VoiceCallsignNumber
|
|
VCL = template.AddPropAircraft.VoiceCallsignLabel
|
|
end
|
|
if template.datalinks and template.datalinks.Link16 and template.datalinks.Link16.settings then
|
|
FGL = template.datalinks.Link16.settings.flightLead
|
|
end
|
|
-- A10CII
|
|
if template.datalinks and template.datalinks.SADL and template.datalinks.SADL.settings then
|
|
FGL = template.datalinks.SADL.settings.flightLead
|
|
end
|
|
end
|
|
return STN, VCL, VCN, FGL
|
|
end
|
|
|
|
do
|
|
-- AI methods
|
|
|
|
--- Turns the AI On or Off for the UNIT.
|
|
-- @param #UNIT self
|
|
-- @param #boolean AIOnOff The value true turns the AI On, the value false turns the AI Off.
|
|
-- @return #UNIT The UNIT.
|
|
function UNIT:SetAIOnOff(AIOnOff)
|
|
|
|
local DCSUnit = self:GetDCSObject() -- DCS#Group
|
|
|
|
if DCSUnit then
|
|
local DCSController = DCSUnit:getController() -- DCS#Controller
|
|
if DCSController then
|
|
DCSController:setOnOff(AIOnOff)
|
|
return self
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Turns the AI On for the UNIT.
|
|
-- @param #UNIT self
|
|
-- @return #UNIT The UNIT.
|
|
function UNIT:SetAIOn()
|
|
|
|
return self:SetAIOnOff(true)
|
|
end
|
|
|
|
--- Turns the AI Off for the UNIT.
|
|
-- @param #UNIT self
|
|
-- @return #UNIT The UNIT.
|
|
function UNIT:SetAIOff()
|
|
|
|
return self:SetAIOnOff(false)
|
|
end
|
|
|
|
end
|
|
|
|
--- [GROUND] Determine if a UNIT is a SAM unit, i.e. has radar or optical tracker and is no mobile AAA.
|
|
-- @param #UNIT self
|
|
-- @return #boolean IsSAM True if SAM, else false
|
|
function UNIT:IsSAM()
|
|
if self:HasSEAD() and self:IsGround() and (not self:HasAttribute("Mobile AAA")) then
|
|
return true
|
|
end
|
|
return false
|
|
end
|
|
|
|
--- [GROUND] Determine if a UNIT is a EWR unit
|
|
-- @param #UNIT self
|
|
-- @return #boolean IsEWR True if EWR, else false
|
|
function UNIT:IsEWR()
|
|
if self:IsGround() then
|
|
local DCSUnit = self:GetDCSObject()
|
|
|
|
if DCSUnit then
|
|
local attrs = DCSUnit:getDesc().attributes
|
|
return attrs["EWR"] == true
|
|
end
|
|
end
|
|
return false
|
|
end
|
|
|
|
--- [GROUND] Determine if a UNIT is a AAA unit, i.e. has no radar or optical tracker but the AAA = true or the "Mobile AAA" = true attribute.
|
|
-- @param #UNIT self
|
|
-- @return #boolean IsAAA True if AAA, else false
|
|
function UNIT:IsAAA()
|
|
local unit = self -- Wrapper.Unit#UNIT
|
|
local desc = unit:GetDesc() or {}
|
|
local attr = desc.attributes or {}
|
|
if unit:HasSEAD() then
|
|
return false
|
|
end
|
|
if attr["AAA"] or attr["SAM related"] then
|
|
return true
|
|
end
|
|
return false
|
|
end
|
|
|
|
--- Set the relative life points of a UNIT object
|
|
-- @param #UNIT self
|
|
-- @param #number Percent Percent to set, can be 0..100.
|
|
function UNIT:SetLife(Percent)
|
|
net.dostring_in("mission",string.format("a_unit_set_life_percentage(%d, %f)", self:GetID(), Percent))
|
|
end
|
|
|
|
--- Set the carrier illumination mode. -2: OFF, -1: AUTO, 0: NAVIGATION, 1: AC LAUNCH, 2: AC RECOVERY
|
|
-- @param #UNIT self
|
|
-- @param #number Mode Illumination mode, can be -2: OFF, -1: AUTO, 0: NAVIGATION, 1: AC LAUNCH, 2: AC RECOVERY
|
|
function UNIT:SetCarrierIlluminationMode(Mode)
|
|
UTILS.SetCarrierIlluminationMode(self:GetID(), Mode)
|
|
end
|