2025-07-25 18:09:43 +02:00

294 lines
13 KiB
Lua

-- ====================================================================================
-- TUM.WINGMEN - HANDLES THE PLAYER'S WINGMEN
-- ====================================================================================
-- ====================================================================================
TUM.wingmen = {}
do
local CONTACT_REPORT_INTERVAL = 8 -- onClockTick is called four times by minute, so multiply this by 15 seconds (CONTACT_REPORT_INTERVAL = 8 means "every 2 minutes")
local DEFAULT_PAYLOAD = "attack" -- Default payload
local knownGroupsID = {}
local nextContactReportTick = CONTACT_REPORT_INTERVAL
local wingmenGroupID = nil
local wingmenUnitID = {}
local function getWingmanPayloadForMission()
if TUM.mission.getStatus() == TUM.mission.status.NONE then return DEFAULT_PAYLOAD end
local taskingID = TUM.settings.getValue(TUM.settings.id.TASKING)
if taskingID == DCSEx.enums.taskFamily.ANTISHIP then
return "antiship"
-- elseif taskingID == DCSEx.enums.taskFamily.CAP = 2 then
-- elseif taskingID == DCSEx.enums.taskFamily.CAS = 3 then
elseif taskingID == DCSEx.enums.taskFamily.GROUND_ATTACK then
return "attack"
-- elseif taskingID == DCSEx.enums.taskFamily.HELICOPTER then
-- elseif taskingID == DCSEx.enums.taskFamily.HELO_HUN then
elseif taskingID == DCSEx.enums.taskFamily.INTERCEPTION then
return "cap"
-- elseif taskingID == DCSEx.enums.taskFamily.OCA then
elseif taskingID == DCSEx.enums.taskFamily.SEAD then
return "sead"
elseif taskingID == DCSEx.enums.taskFamily.STRIKE then
return "strike"
end
return DEFAULT_PAYLOAD
end
function TUM.wingmen.create()
TUM.wingmen.removeAll() -- Destroy all pre-existing wingmen
TUM.log("Creating wingmen...")
local player = world:getPlayer()
if not player then return end
-- Retrive player unit type
local playerTypeName = player:getTypeName()
if not Library.aircraft[playerTypeName] then
TUM.log("Cannot spawn AI wingmen, aircraft \""..playerTypeName.."\" not found in the database.", TUM.logLevel.WARNING)
return
end
local playerCategory = Group.Category.AIRPLANE
if player:hasAttribute("Helicopters") then playerCategory = Group.Category.HELICOPTER end -- Player is a helicopter
-- Generate wingman callsign
local wingmanCallsign = DCSEx.envMission.getPlayerGroups()[1].units[1].callsign
if type(wingmanCallsign) == "table" then
wingmanCallsign[3] = nil
wingmanCallsign["name"] = wingmanCallsign["name"]:sub(1, #wingmanCallsign["name"] - 1)
if wingmanCallsign[4] then wingmanCallsign[4] = wingmanCallsign["name"] end
else
wingmanCallsign = DCSEx.unitCallsignMaker.getCallsign(playerTypeName)
end
-- Select proper payload for mission
local groupInfo = DCSEx.unitGroupMaker.create(
TUM.settings.getPlayerCoalition(),
playerCategory,
DCSEx.math.randomPointInCircle(DCSEx.math.vec3ToVec2(player:getPoint()), 500, 250),
{ playerTypeName, playerTypeName },
{
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)
callsign = wingmanCallsign,
callsignOffset = 1,
payload = getWingmanPayloadForMission(),
silenced = true,
skill = "Excellent",
taskFollow = DCSEx.dcs.getObjectIDAsNumber(player:getGroup()),
unlimitedFuel = true
}
)
if not groupInfo then
TUM.log("Failed to spawn AI wingmen", TUM.logLevel.WARNING)
return
end
wingmenGroupID = groupInfo.groupID
wingmenUnitID = DCSEx.table.deepCopy(groupInfo.unitsID)
-- Reinitialize list of known contacts and contact report interval
knownGroupsID = {}
nextContactReportTick = CONTACT_REPORT_INTERVAL
TUM.log("Spawned AI wingmen")
-- Play a "rejoining" radio message to let player know that wingmen are here
TUM.radio.playForAll("pilotWingmanRejoin", { TUM.wingmen.getFirstWingmanNumber() }, TUM.wingmen.getFirstWingmanCallsign(), true)
end
function TUM.wingmen.getContacts(groupCategory, newContactsOnly)
newContactsOnly = newContactsOnly or false
if TUM.settings.getValue(TUM.settings.id.MULTIPLAYER) then return {} end -- No wingmen in multiplayer
if TUM.mission.getStatus() == TUM.mission.status.NONE then return {} end
local wingmenGroup = TUM.wingmen.getGroup()
if not wingmenGroup then return {} end
local searchPoint = DCSEx.world.getGroupCenter(wingmenGroup)
-- Take into account better sensors (radars, TGPs...) in later periods
local detectionRangeMultiplier = 1.0
if TUM.settings.getValue(TUM.settings.id.TIME_PERIOD) == DCSEx.enums.timePeriod.MODERN then
detectionRangeMultiplier = 1.5
elseif TUM.settings.getValue(TUM.settings.id.TIME_PERIOD) == DCSEx.enums.timePeriod.COLD_WAR then
detectionRangeMultiplier = 1.25
end
local detectedTargets = {}
local allGroups = coalition.getGroups(TUM.settings.getEnemyCoalition(), groupCategory)
for _,g in ipairs(allGroups) do
local gID = g:getID()
if g:isExist() and g:getSize() > 0 then
local gPos = DCSEx.world.getGroupCenter(g)
local gCateg = Group.getCategory(g)
local detectionRange = DCSEx.converter.nmToMeters(20 * detectionRangeMultiplier)
if gCateg == Group.Category.AIRPLANE then
detectionRange = DCSEx.converter.nmToMeters(50 * detectionRangeMultiplier)
elseif gCateg == Group.Category.SHIP then
detectionRange = DCSEx.converter.nmToMeters(30 * detectionRangeMultiplier)
local allSpeedboats = true
for _,u in ipairs(g:getUnits()) do
if not u:getTypeName() == "speedboat" then allSpeedboats = false end
end
if allSpeedboats then detectionRange = detectionRange / 8 end -- Speedboats are HARD to spot
elseif gCateg == Group.Category.GROUND then
local allInfantry = true
local airDefenseCount = 0
for _,u in ipairs(g:getUnits()) do
if not u:hasAttribute("Infantry") then allInfantry = false end
if u:hasAttribute("Air Defence") then airDefenseCount = airDefenseCount + 1 end
end
if allInfantry then detectionRange = detectionRange / 8 end -- Infantry is HARD to spot
end
local distanceToGroup = DCSEx.math.getDistance2D(gPos, searchPoint)
if distanceToGroup <= detectionRange then -- Check if wingman group is in detection range
local newGroup = false
if not DCSEx.table.contains(knownGroupsID) then
table.insert(knownGroupsID, gID)
newGroup = true
end
local groupInfo = {
id = gID,
point2 = gPos,
size = g:getSize(),
type = "unknown"
}
if gCateg == Group.Category.AIRPLANE or gCateg == Group.Category.HELICOPTER then
if distanceToGroup < detectionRange / 2 then -- Return exact type when aircraft is close enough
groupInfo.type = Library.objectNames.get(g:getUnit(1))
else
groupInfo.type = Library.objectNames.getGenericGroup(g)
end
else
-- If above 2/3 max detection distance, return imprecise name ("vehicle" instead of "AAA"/"tank"/etc)
groupInfo.type = Library.objectNames.getGenericGroup(g, distanceToGroup > 2 * detectionRange / 3)
end
if not newContactsOnly or newGroup then
table.insert(detectedTargets, groupInfo)
end
end
end
end
return detectedTargets
end
function TUM.wingmen.getContactsAsReportString(groupCategory, newContactsOnly, giveRelativePosition)
if TUM.settings.getValue(TUM.settings.id.MULTIPLAYER) then return nil end -- No wingmen in multiplayer
giveRelativePosition = giveRelativePosition or false
local contacts = TUM.wingmen.getContacts(groupCategory, newContactsOnly)
if not contacts or #contacts == 0 then return nil end
local refPoint = DCSEx.world.getGroupCenter(TUM.wingmen.getGroup())
local reportText = ""
for _,t in ipairs(contacts) do
reportText = reportText.."\n - "..tostring(t.size).."x "..t.type
if refPoint and giveRelativePosition then
reportText = reportText..", "..DCSEx.dcs.getBRAA(t.point2, refPoint, false, false, false)
end
end
return reportText
end
function TUM.wingmen.getController()
local wingmenGroup = TUM.wingmen.getGroup()
if not wingmenGroup then return nil end
return wingmenGroup:getController()
end
function TUM.wingmen.getFirstWingmanCallsign()
for i=1,#wingmenUnitID do
local wingmanUnit = DCSEx.world.getUnitByID(wingmenUnitID[i])
if wingmanUnit then return wingmanUnit:getCallsign() end
end
return "Flight"
end
function TUM.wingmen.getFirstWingmanNumber()
for i=1,#wingmenUnitID do
local wingmanUnit = DCSEx.world.getUnitByID(wingmenUnitID[i])
if wingmanUnit then return DCSEx.string.toStringNumber(i + 1, true) end
end
return "Two"
end
function TUM.wingmen.getGroup()
if TUM.settings.getValue(TUM.settings.id.MULTIPLAYER) then return nil end -- No wingmen in multiplayer
if not wingmenGroupID then return nil end
local wingmenGroup = DCSEx.world.getGroupByID(wingmenGroupID)
if not wingmenGroup then return nil end
-- if #wingmenGroup:getUnits() <= 0 then return nil end
if wingmenGroup:getSize() <= 0 then return nil end
return wingmenGroup
end
function TUM.wingmen.removeAll()
if not wingmenGroupID then return end
TUM.log("Removing all wingmen...")
DCSEx.world.destroyGroupByID(wingmenGroupID)
wingmenGroupID = nil
wingmenUnitID = {}
end
function TUM.wingmen.updateContacts()
if TUM.settings.getValue(TUM.settings.id.MULTIPLAYER) then return nil end -- No wingmen in multiplayer
if not wingmenGroupID then return end
end
----------------------------------------------------------
-- Called on every mission update tick (every 10-20 seconds)
-- @return True if something was done this tick, false otherwise
----------------------------------------------------------
function TUM.wingmen.onClockTick()
if TUM.settings.getValue(TUM.settings.id.MULTIPLAYER) then return false end -- No wingmen in multiplayer
if TUM.mission.getStatus() == TUM.mission.status.NONE then return false end
-- If new contacts are detected, report them immediately, no need to wait for next report tick
-- local newContactsReportString = TUM.wingmen.getContactsAsReportString(nil, true, true)
-- if newContactsReportString then
-- TUM.radio.playForAll("pilotWingmanReportContactsNew", { TUM.wingmen.getFirstWingmanNumber(), newContactsReportString }, TUM.wingmen.getFirstWingmanCallsign(), false)
-- return true
-- end
nextContactReportTick = nextContactReportTick - 1
if nextContactReportTick > 0 then return false end
nextContactReportTick = CONTACT_REPORT_INTERVAL
return TUM.wingmenTasking.commandReportContacts(nil, true, false)
end
-------------------------------------
-- Called when an event is raised
-- @param event The DCS World event
-------------------------------------
function TUM.wingmen.onEvent(event)
if TUM.settings.getValue(TUM.settings.id.MULTIPLAYER) then return end -- No wingmen in multiplayer
if not event.initiator then return end
if Object.getCategory(event.initiator) ~= Object.Category.UNIT then return end
if not event.initiator:getPlayerName() then return end
if event.id == world.event.S_EVENT_TAKEOFF then -- Create wingmen on player takeoff
if TUM.mission.getStatus() == TUM.mission.status.NONE then return end -- Mission not in progress, no wingman needed
TUM.wingmen.create()
elseif event.id == world.event.S_EVENT_LAND then -- Remove wingmen on player landing
TUM.wingmen.removeAll()
end
end
end