mirror of
https://github.com/akaAgar/the-universal-mission-for-dcs-world.git
synced 2025-11-25 19:31:01 +00:00
293 lines
13 KiB
Lua
293 lines
13 KiB
Lua
-- ====================================================================================
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-- TUM.WINGMEN - HANDLES THE PLAYER'S WINGMEN
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-- ====================================================================================
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-- ====================================================================================
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TUM.wingmen = {}
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do
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local DEFAULT_PAYLOAD = "attack" -- Default payload
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local knownGroupsID = {}
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local newGroupsID = {}
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local wingmenGroupID = nil
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local wingmenUnitID = {}
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local function getWingmanPayloadForMission()
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if TUM.mission.getStatus() == TUM.mission.status.NONE then return DEFAULT_PAYLOAD end
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local taskingID = TUM.settings.getValue(TUM.settings.id.TASKING)
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if taskingID == DCSEx.enums.taskFamily.ANTISHIP then
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return "antiship"
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-- elseif taskingID == DCSEx.enums.taskFamily.CAP = 2 then
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-- elseif taskingID == DCSEx.enums.taskFamily.CAS = 3 then
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elseif taskingID == DCSEx.enums.taskFamily.GROUND_ATTACK then
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return "attack"
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-- elseif taskingID == DCSEx.enums.taskFamily.HELICOPTER then
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-- elseif taskingID == DCSEx.enums.taskFamily.HELO_HUN then
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elseif taskingID == DCSEx.enums.taskFamily.INTERCEPTION then
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return "cap"
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-- elseif taskingID == DCSEx.enums.taskFamily.OCA then
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elseif taskingID == DCSEx.enums.taskFamily.SEAD then
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return "sead"
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elseif taskingID == DCSEx.enums.taskFamily.STRIKE then
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return "strike"
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end
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return DEFAULT_PAYLOAD
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end
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function TUM.wingmen.create()
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TUM.wingmen.removeAll() -- Destroy all pre-existing wingmen
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TUM.log("Creating wingmen...")
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local player = world:getPlayer()
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if not player then return end
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-- Retrive player unit type
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local playerTypeName = player:getTypeName()
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if not Library.aircraft[playerTypeName] then
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TUM.log("Cannot spawn AI wingmen, aircraft \""..playerTypeName.."\" not found in the database.", TUM.logLevel.WARNING)
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return
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end
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local playerCategory = Group.Category.AIRPLANE
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if player:hasAttribute("Helicopters") then playerCategory = Group.Category.HELICOPTER end -- Player is a helicopter
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-- Generate wingman callsign
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local wingmanCallsign = DCSEx.envMission.getPlayerGroups()[1].units[1].callsign
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if type(wingmanCallsign) == "table" then
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wingmanCallsign[3] = nil
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wingmanCallsign["name"] = wingmanCallsign["name"]:sub(1, #wingmanCallsign["name"] - 1)
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if wingmanCallsign[4] then wingmanCallsign[4] = wingmanCallsign["name"] end
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else
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wingmanCallsign = DCSEx.unitCallsignMaker.getCallsign(playerTypeName)
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end
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-- Select proper payload for mission
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local groupInfo = DCSEx.unitGroupMaker.create(
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TUM.settings.getPlayerCoalition(),
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playerCategory,
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DCSEx.math.randomPointInCircle(DCSEx.math.vec3ToVec2(player:getPoint()), 500, 250),
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{ playerTypeName, playerTypeName },
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{
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altitude = math.min(player:getPoint().y + 1524, 3048), -- spawn at player altitude + 5,000ft, up to a max of 10,000ft (to avoid crashes into nearby hills)
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callsign = wingmanCallsign,
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callsignOffset = 1,
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payload = getWingmanPayloadForMission(),
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silenced = true,
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skill = "Excellent",
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taskFollow = DCSEx.dcs.getObjectIDAsNumber(player:getGroup()),
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unlimitedFuel = true
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}
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)
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if not groupInfo then
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TUM.log("Failed to spawn AI wingmen", TUM.logLevel.WARNING)
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return
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end
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wingmenGroupID = groupInfo.groupID
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wingmenUnitID = DCSEx.table.deepCopy(groupInfo.unitsID)
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-- Reinitialize list of known contacts and contact report interval
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knownGroupsID = {}
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newGroupsID = {}
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TUM.log("Spawned AI wingmen")
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-- Play a "rejoining" radio message to let player know that wingmen are here
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TUM.radio.playForAll("pilotWingmanRejoin", { TUM.wingmen.getFirstWingmanNumber() }, TUM.wingmen.getFirstWingmanCallsign(), true)
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end
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function TUM.wingmen.getContacts(groupCategory)
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if TUM.settings.getValue(TUM.settings.id.MULTIPLAYER) then return {} end -- No wingmen in multiplayer
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if TUM.mission.getStatus() == TUM.mission.status.NONE then return {} end
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local wingmenGroup = TUM.wingmen.getGroup()
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if not wingmenGroup then return {} end
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local searchPoint = DCSEx.world.getGroupCenter(wingmenGroup)
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-- Take into account better sensors (radars, TGPs...) in later periods
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local detectionRangeMultiplier = 1.0
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if TUM.settings.getValue(TUM.settings.id.TIME_PERIOD) == DCSEx.enums.timePeriod.MODERN then
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detectionRangeMultiplier = 1.5
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elseif TUM.settings.getValue(TUM.settings.id.TIME_PERIOD) == DCSEx.enums.timePeriod.COLD_WAR then
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detectionRangeMultiplier = 1.25
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end
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local detectedTargets = {}
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local allGroups = coalition.getGroups(TUM.settings.getEnemyCoalition(), groupCategory)
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for _,g in ipairs(allGroups) do
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local gID = g:getID()
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if g:isExist() and g:getSize() > 0 then
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local gPos = DCSEx.world.getGroupCenter(g)
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local gCateg = Group.getCategory(g)
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local detectionRange = DCSEx.converter.nmToMeters(20 * detectionRangeMultiplier)
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if gCateg == Group.Category.AIRPLANE then
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detectionRange = DCSEx.converter.nmToMeters(50 * detectionRangeMultiplier)
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elseif gCateg == Group.Category.SHIP then
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detectionRange = DCSEx.converter.nmToMeters(30 * detectionRangeMultiplier)
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local allSpeedboats = true
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for _,u in ipairs(g:getUnits()) do
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if not u:getTypeName() == "speedboat" then allSpeedboats = false end
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end
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if allSpeedboats then detectionRange = detectionRange / 8 end -- Speedboats are HARD to spot
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elseif gCateg == Group.Category.GROUND then
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local allInfantry = true
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local airDefenseCount = 0
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for _,u in ipairs(g:getUnits()) do
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if not u:hasAttribute("Infantry") then allInfantry = false end
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if u:hasAttribute("Air Defence") then airDefenseCount = airDefenseCount + 1 end
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end
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if allInfantry then detectionRange = detectionRange / 8 end -- Infantry is HARD to spot
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end
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local distanceToGroup = DCSEx.math.getDistance2D(gPos, searchPoint)
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if distanceToGroup <= detectionRange then -- Check if wingman group is in detection range
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if not DCSEx.table.contains(knownGroupsID, gID) then
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table.insert(knownGroupsID, gID)
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table.insert(newGroupsID, gID)
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end
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local groupInfo = {
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id = gID,
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point2 = gPos,
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size = g:getSize(),
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type = "unknown"
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}
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if gCateg == Group.Category.AIRPLANE or gCateg == Group.Category.HELICOPTER then
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if distanceToGroup < detectionRange / 2 then -- Return exact type when aircraft is close enough
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groupInfo.type = Library.objectNames.get(g:getUnit(1))
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else
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groupInfo.type = Library.objectNames.getGenericGroup(g)
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end
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else
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if distanceToGroup > 2 * detectionRange / 3 then
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groupInfo.type = Library.objectNames.getGenericGroup(g, true)
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elseif distanceToGroup > detectionRange / 3 then
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groupInfo.type = Library.objectNames.getGenericGroup(g, false)
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else
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groupInfo.type = Library.objectNames.get(g:getUnit(1))
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end
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end
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table.insert(detectedTargets, groupInfo)
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end
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end
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end
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return detectedTargets
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end
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function TUM.wingmen.getContactsAsReportString(groupCategory, giveRelativePosition, newContactsOnly)
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giveRelativePosition = giveRelativePosition or false
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newContactsOnly = newContactsOnly or false
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if TUM.settings.getValue(TUM.settings.id.MULTIPLAYER) then return nil end -- No wingmen in multiplayer
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local contacts = TUM.wingmen.getContacts(groupCategory)
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if not contacts or #contacts == 0 then return nil end
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local refPoint = DCSEx.world.getGroupCenter(TUM.wingmen.getGroup())
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local reportText = ""
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for _,t in ipairs(contacts) do
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if not newContactsOnly or DCSEx.table.contains(newGroupsID, t.id) then
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reportText = reportText.."\n - "..tostring(t.size).."x "..t.type
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if refPoint and giveRelativePosition then
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reportText = reportText..", "..DCSEx.dcs.getBRAA(t.point2, refPoint, false, false, false)
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end
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end
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end
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return reportText
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end
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function TUM.wingmen.getController()
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local wingmenGroup = TUM.wingmen.getGroup()
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if not wingmenGroup then return nil end
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return wingmenGroup:getController()
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end
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function TUM.wingmen.getFirstWingmanCallsign()
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for i=1,#wingmenUnitID do
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local wingmanUnit = DCSEx.world.getUnitByID(wingmenUnitID[i])
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if wingmanUnit then return wingmanUnit:getCallsign() end
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end
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return "Flight"
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end
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function TUM.wingmen.getFirstWingmanNumber()
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for i=1,#wingmenUnitID do
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local wingmanUnit = DCSEx.world.getUnitByID(wingmenUnitID[i])
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if wingmanUnit then return DCSEx.string.toStringNumber(i + 1, true) end
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end
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return "Two"
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end
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function TUM.wingmen.getGroup()
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if TUM.settings.getValue(TUM.settings.id.MULTIPLAYER) then return nil end -- No wingmen in multiplayer
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if not wingmenGroupID then return nil end
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local wingmenGroup = DCSEx.world.getGroupByID(wingmenGroupID)
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if not wingmenGroup then return nil end
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-- if #wingmenGroup:getUnits() <= 0 then return nil end
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if wingmenGroup:getSize() <= 0 then return nil end
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return wingmenGroup
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end
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function TUM.wingmen.removeAll()
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if not wingmenGroupID then return end
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TUM.log("Removing all wingmen...")
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DCSEx.world.destroyGroupByID(wingmenGroupID)
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wingmenGroupID = nil
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wingmenUnitID = {}
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end
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function TUM.wingmen.updateContacts()
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if TUM.settings.getValue(TUM.settings.id.MULTIPLAYER) then return nil end -- No wingmen in multiplayer
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if not wingmenGroupID then return end
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end
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----------------------------------------------------------
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-- Called on every mission update tick (every 10-20 seconds)
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-- @return True if something was done this tick, false otherwise
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----------------------------------------------------------
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function TUM.wingmen.onClockTick()
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if TUM.settings.getValue(TUM.settings.id.MULTIPLAYER) then return false end -- No wingmen in multiplayer
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if TUM.mission.getStatus() == TUM.mission.status.NONE then return false end
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TUM.wingmen.getContacts() -- Check for new contacts, just in case
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if #newGroupsID > 0 then -- New contacts found, alert the player!
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local newContactsReportString = TUM.wingmen.getContactsAsReportString(nil, true, true)
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TUM.radio.playForAll("pilotWingmanReportContactsNew", { TUM.wingmen.getFirstWingmanNumber(), newContactsReportString }, TUM.wingmen.getFirstWingmanCallsign(), false)
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newGroupsID = {}
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return true
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end
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return false
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end
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-------------------------------------
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-- Called when an event is raised
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-- @param event The DCS World event
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-------------------------------------
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function TUM.wingmen.onEvent(event)
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if TUM.settings.getValue(TUM.settings.id.MULTIPLAYER) then return end -- No wingmen in multiplayer
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if not event.initiator then return end
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if Object.getCategory(event.initiator) ~= Object.Category.UNIT then return end
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if not event.initiator:getPlayerName() then return end
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if event.id == world.event.S_EVENT_TAKEOFF then -- Create wingmen on player takeoff
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if TUM.mission.getStatus() == TUM.mission.status.NONE then return end -- Mission not in progress, no wingman needed
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TUM.wingmen.create()
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elseif event.id == world.event.S_EVENT_LAND then -- Remove wingmen on player landing
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TUM.wingmen.removeAll()
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end
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end
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end
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