From 0597dacd33eb4683ba065fc58b5aa7339e6d1fd6 Mon Sep 17 00:00:00 2001 From: David Pierron Date: Thu, 2 Apr 2020 01:02:25 +0200 Subject: [PATCH] Updated to VEAF-Mission-Creation-Tools v1.5.0 - new Combat Mission module (uses Moose) - mission 1 : ACM training with Tu-160 - mission 2 : Red attack on Gudauta - also added weather to the carrier ATC request --- src/mission/l10n/DEFAULT/dictionary | 14 +- src/mission/l10n/DEFAULT/mapResource | 5 +- src/mission/mission | 318 +- src/scripts/Moose.lua | 101271 --------------------- src/scripts/veafAirAirTraining.lua | 131 - src/scripts/veafCombatMissionConfig.lua | 117 + 6 files changed, 347 insertions(+), 101509 deletions(-) delete mode 100644 src/scripts/Moose.lua delete mode 100644 src/scripts/veafAirAirTraining.lua create mode 100644 src/scripts/veafCombatMissionConfig.lua diff --git a/src/mission/l10n/DEFAULT/dictionary b/src/mission/l10n/DEFAULT/dictionary index fafb3a5..396641e 100644 --- a/src/mission/l10n/DEFAULT/dictionary +++ b/src/mission/l10n/DEFAULT/dictionary @@ -193,7 +193,7 @@ veafSecurity.initialize()\ veafCombatZone.initialize()\ veafShortcuts.initialize()\ veafInterpreter.initialize()\ -airAirTraining.initialize()", +veafCombatMission.initialize()", ["DictKey_ActionText_3296"] = "veafAssets.Assets = {\ -- list the assets common to all missions below\ {name=\"T1-Arco\", description=\"Arco (KC-135)\", information=\"Tacan 6Y\\nVHF 138.2 Mhz\"}, \ @@ -324,6 +324,18 @@ autogft_Setup:new()\ {name=\"Meet Mig-29*2\", description=\"RED Mig-29x2 (dogfight zone)\", disposable=true, information=\"They spawn near N41° 09' 31\\\" E043° 05' 08\\\"\"},\ {name=\"Meet Mig-29*4\", description=\"RED Mig-29x4 (dogfight zone)\", disposable=true, information=\"They spawn near N41° 09' 31\\\" E043° 05' 08\\\"\"},\ }\ +", + ["DictKey_ActionText_5171"] = "veafAssets.Assets = {\ + -- list the assets common to all missions below\ + {name=\"T1-Arco\", description=\"Arco (KC-135)\", information=\"Tacan 6Y\\nVHF 138.2 Mhz\"}, \ + {name=\"T2-Shell\", description=\"Shell (KC-135 MPRS)\", information=\"Tacan 14Y\\nVHF 134.7 Mhz\"}, \ + {name=\"T3-Texaco\", description=\"Texaco (KC-135 MPRS)\", information=\"Tacan 12Y\\nVHF 132.5 Mhz\"}, \ + {name=\"A1-Overlord\", description=\"Overlord (E-2D)\", information=\"UHF 251 Mhz\"}, \ + {name=\"Meet Mig-21\", description=\"RED Mig-21 (dogfight zone)\", disposable=true, information=\"They spawn near N41° 09' 31\\\" E043° 05' 08\\\"\"},\ + {name=\"Meet Mig-29\", description=\"RED Mig-29 (dogfight zone)\", disposable=true, information=\"They spawn near N41° 09' 31\\\" E043° 05' 08\\\"\" },\ + {name=\"Meet Mig-29*2\", description=\"RED Mig-29x2 (dogfight zone)\", disposable=true, information=\"They spawn near N41° 09' 31\\\" E043° 05' 08\\\"\"},\ + {name=\"Meet Mig-29*4\", description=\"RED Mig-29x4 (dogfight zone)\", disposable=true, information=\"They spawn near N41° 09' 31\\\" E043° 05' 08\\\"\"},\ +}\ ", ["DictKey_ActionText_950"] = "MA_buildMenu()", ["DictKey_descriptionBlueTask_3"] = "", diff --git a/src/mission/l10n/DEFAULT/mapResource b/src/mission/l10n/DEFAULT/mapResource index cf250f4..a30f4df 100644 --- a/src/mission/l10n/DEFAULT/mapResource +++ b/src/mission/l10n/DEFAULT/mapResource @@ -24,6 +24,7 @@ mapResource = { ["ResKey_Action_4576"] = "veafCombatZoneConfig.lua", ["ResKey_Action_4585"] = "veafCombatZone.lua", ["ResKey_Action_4942"] = "veafShortcuts.lua", - ["ResKey_Action_5052"] = "Moose.lua", - ["ResKey_Action_5053"] = "veafAirAirTraining.lua", + ["ResKey_Action_5053"] = "veafCombatMission.lua", + ["ResKey_Action_5169"] = "Moose.lua", + ["ResKey_Action_5170"] = "veafCombatMissionConfig.lua", } -- end of mapResource diff --git a/src/mission/mission b/src/mission/mission index 098583a..93ebb65 100644 --- a/src/mission/mission +++ b/src/mission/mission @@ -35561,6 +35561,7 @@ mission = { ["units"] = { [1] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -35645,6 +35646,7 @@ mission = { }, -- end of [1] [2] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -35729,6 +35731,7 @@ mission = { }, -- end of [2] [3] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -35813,6 +35816,7 @@ mission = { }, -- end of [3] [4] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -35998,6 +36002,7 @@ mission = { ["units"] = { [1] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -36082,6 +36087,7 @@ mission = { }, -- end of [1] [2] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -36166,6 +36172,7 @@ mission = { }, -- end of [2] [3] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -36250,6 +36257,7 @@ mission = { }, -- end of [3] [4] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -36435,6 +36443,7 @@ mission = { ["units"] = { [1] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -36519,6 +36528,7 @@ mission = { }, -- end of [1] [2] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -36603,6 +36613,7 @@ mission = { }, -- end of [2] [3] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -36687,6 +36698,7 @@ mission = { }, -- end of [3] [4] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -62794,6 +62806,7 @@ mission = { ["units"] = { [1] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -62873,6 +62886,7 @@ mission = { }, -- end of [1] [2] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -62952,6 +62966,7 @@ mission = { }, -- end of [2] [3] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -63031,6 +63046,7 @@ mission = { }, -- end of [3] [4] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -63211,6 +63227,7 @@ mission = { ["units"] = { [1] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -63290,6 +63307,7 @@ mission = { }, -- end of [1] [2] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -63369,6 +63387,7 @@ mission = { }, -- end of [2] [3] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -63448,6 +63467,7 @@ mission = { }, -- end of [3] [4] = { ["AddPropAircraft"] = { + ["AARProbe"] = false, ["LaserCode1"] = 8, ["LaserCode10"] = 8, ["LaserCode100"] = 6, @@ -65869,8 +65889,8 @@ mission = { }, -- end of ["params"] }, -- end of ["task"] ["type"] = "Turning Point", - ["x"] = -105099.96499712, - ["y"] = 597426.99093227, + ["x"] = -50750.305227147, + ["y"] = 695782.58752484, }, -- end of [1] [2] = { ["action"] = "Turning Point", @@ -66039,7 +66059,7 @@ mission = { ["alt_type"] = "BARO", ["callsign"] = 170, ["hardpoint_racks"] = true, - ["heading"] = -2.5690064379569, + ["heading"] = -2.3158396882146, ["livery_id"] = "af standard 1", ["name"] = "DictKey_UnitName_5056", ["onboard_num"] = "1043", @@ -66069,19 +66089,19 @@ mission = { }, -- end of [11] }, -- end of ["pylons"] }, -- end of ["payload"] - ["psi"] = 2.5690064379569, + ["psi"] = 2.3158396882146, ["skill"] = "Excellent", ["speed"] = 253.75313988205, ["type"] = "Su-25T", ["unitId"] = 2149, - ["x"] = -105099.96499712, - ["y"] = 597426.99093227, + ["x"] = -50750.305227147, + ["y"] = 695782.58752484, }, -- end of [1] [2] = { ["alt"] = 6096, ["alt_type"] = "BARO", ["callsign"] = 116, - ["heading"] = -2.5690064379569, + ["heading"] = -2.3158396882146, ["livery_id"] = "af standard 1", ["name"] = "DictKey_UnitName_5120", ["onboard_num"] = "1050", @@ -66111,17 +66131,17 @@ mission = { }, -- end of [11] }, -- end of ["pylons"] }, -- end of ["payload"] - ["psi"] = 2.5690064379569, + ["psi"] = 2.3158396882146, ["skill"] = "Excellent", ["speed"] = 253.75313988205, ["type"] = "Su-25T", ["unitId"] = 2181, - ["x"] = -105139.96499712, - ["y"] = 597466.99093227, + ["x"] = -50790.305227147, + ["y"] = 695822.58752484, }, -- end of [2] }, -- end of ["units"] - ["x"] = -105099.96499712, - ["y"] = 597426.99093227, + ["x"] = -50750.305227147, + ["y"] = 695782.58752484, }, -- end of [38] [39] = { ["communication"] = false, @@ -66156,8 +66176,8 @@ mission = { }, -- end of ["params"] }, -- end of ["task"] ["type"] = "Turning Point", - ["x"] = -65614.840535025, - ["y"] = 624449.86583733, + ["x"] = -38871.473542929, + ["y"] = 711189.87491744, }, -- end of [1] [2] = { ["action"] = "Turning Point", @@ -66293,7 +66313,7 @@ mission = { ["alt_type"] = "BARO", ["callsign"] = 169, ["hardpoint_racks"] = true, - ["heading"] = -2.5663206667258, + ["heading"] = -2.2910572849708, ["livery_id"] = "af standard", ["name"] = "DictKey_UnitName_5101", ["onboard_num"] = "1043", @@ -66329,20 +66349,20 @@ mission = { }, -- end of [8] }, -- end of ["pylons"] }, -- end of ["payload"] - ["psi"] = 2.5663206667258, + ["psi"] = 2.2910572849708, ["skill"] = "Excellent", ["speed"] = 253.75313988205, ["type"] = "Su-24M", ["unitId"] = 2168, - ["x"] = -65614.840535025, - ["y"] = 624449.86583733, + ["x"] = -38871.473542929, + ["y"] = 711189.87491744, }, -- end of [1] [2] = { ["alt"] = 6096, ["alt_type"] = "BARO", ["callsign"] = 162, ["hardpoint_racks"] = true, - ["heading"] = -2.5663206667258, + ["heading"] = -2.2910572849708, ["livery_id"] = "af standard", ["name"] = "DictKey_UnitName_5123", ["onboard_num"] = "1053", @@ -66378,17 +66398,17 @@ mission = { }, -- end of [8] }, -- end of ["pylons"] }, -- end of ["payload"] - ["psi"] = 2.5663206667258, + ["psi"] = 2.2910572849708, ["skill"] = "Excellent", ["speed"] = 253.75313988205, ["type"] = "Su-24M", ["unitId"] = 2184, - ["x"] = -65654.840535025, - ["y"] = 624489.86583733, + ["x"] = -38911.473542929, + ["y"] = 711229.87491744, }, -- end of [2] }, -- end of ["units"] - ["x"] = -65614.840535025, - ["y"] = 624449.86583733, + ["x"] = -38871.473542929, + ["y"] = 711189.87491744, }, -- end of [39] [40] = { ["communication"] = false, @@ -66423,8 +66443,8 @@ mission = { }, -- end of ["params"] }, -- end of ["task"] ["type"] = "Turning Point", - ["x"] = -64970.47722869, - ["y"] = 623068.69677509, + ["x"] = -36877.574880244, + ["y"] = 708492.24731499, }, -- end of [1] [2] = { ["action"] = "Turning Point", @@ -66560,7 +66580,7 @@ mission = { ["alt_type"] = "BARO", ["callsign"] = 169, ["hardpoint_racks"] = true, - ["heading"] = -2.5766073713576, + ["heading"] = -2.3057355836305, ["livery_id"] = "af standard", ["name"] = "DictKey_UnitName_5127", ["onboard_num"] = "1043", @@ -66596,20 +66616,20 @@ mission = { }, -- end of [8] }, -- end of ["pylons"] }, -- end of ["payload"] - ["psi"] = 2.5766073713576, + ["psi"] = 2.3057355836305, ["skill"] = "Excellent", ["speed"] = 253.75313988205, ["type"] = "Su-24M", ["unitId"] = 2187, - ["x"] = -64970.47722869, - ["y"] = 623068.69677509, + ["x"] = -36877.574880244, + ["y"] = 708492.24731499, }, -- end of [1] [2] = { ["alt"] = 6096, ["alt_type"] = "BARO", ["callsign"] = 162, ["hardpoint_racks"] = true, - ["heading"] = -2.5766073713576, + ["heading"] = -2.3057355836305, ["livery_id"] = "af standard", ["name"] = "DictKey_UnitName_5128", ["onboard_num"] = "1053", @@ -66645,17 +66665,17 @@ mission = { }, -- end of [8] }, -- end of ["pylons"] }, -- end of ["payload"] - ["psi"] = 2.5766073713576, + ["psi"] = 2.3057355836305, ["skill"] = "Excellent", ["speed"] = 253.75313988205, ["type"] = "Su-24M", ["unitId"] = 2188, - ["x"] = -65010.47722869, - ["y"] = 623108.69677509, + ["x"] = -36917.574880244, + ["y"] = 708532.24731499, }, -- end of [2] }, -- end of ["units"] - ["x"] = -64970.47722869, - ["y"] = 623068.69677509, + ["x"] = -36877.574880244, + ["y"] = 708492.24731499, }, -- end of [40] [41] = { ["communication"] = false, @@ -66690,8 +66710,8 @@ mission = { }, -- end of ["params"] }, -- end of ["task"] ["type"] = "Turning Point", - ["x"] = -66486.183530918, - ["y"] = 625635.86047063, + ["x"] = -37722.049607969, + ["y"] = 709923.16282585, }, -- end of [1] [2] = { ["action"] = "Turning Point", @@ -66827,7 +66847,7 @@ mission = { ["alt_type"] = "BARO", ["callsign"] = 169, ["hardpoint_racks"] = true, - ["heading"] = -2.5556495851, + ["heading"] = -2.2991388927628, ["livery_id"] = "af standard", ["name"] = "DictKey_UnitName_5135", ["onboard_num"] = "1043", @@ -66863,20 +66883,20 @@ mission = { }, -- end of [8] }, -- end of ["pylons"] }, -- end of ["payload"] - ["psi"] = 2.5556495851, + ["psi"] = 2.2991388927628, ["skill"] = "Excellent", ["speed"] = 253.75313988205, ["type"] = "Su-24M", ["unitId"] = 2189, - ["x"] = -66486.183530918, - ["y"] = 625635.86047063, + ["x"] = -37722.049607969, + ["y"] = 709923.16282585, }, -- end of [1] [2] = { ["alt"] = 6096, ["alt_type"] = "BARO", ["callsign"] = 162, ["hardpoint_racks"] = true, - ["heading"] = -2.5556495851, + ["heading"] = -2.2991388927628, ["livery_id"] = "af standard", ["name"] = "DictKey_UnitName_5136", ["onboard_num"] = "1053", @@ -66912,17 +66932,17 @@ mission = { }, -- end of [8] }, -- end of ["pylons"] }, -- end of ["payload"] - ["psi"] = 2.5556495851, + ["psi"] = 2.2991388927628, ["skill"] = "Excellent", ["speed"] = 253.75313988205, ["type"] = "Su-24M", ["unitId"] = 2190, - ["x"] = -66526.183530918, - ["y"] = 625675.86047063, + ["x"] = -37762.049607969, + ["y"] = 709963.16282585, }, -- end of [2] }, -- end of ["units"] - ["x"] = -66486.183530918, - ["y"] = 625635.86047063, + ["x"] = -37722.049607969, + ["y"] = 709923.16282585, }, -- end of [41] [42] = { ["communication"] = false, @@ -66957,8 +66977,8 @@ mission = { }, -- end of ["params"] }, -- end of ["task"] ["type"] = "Turning Point", - ["x"] = -105456.04676395, - ["y"] = 597840.70973224, + ["x"] = -52528.087071023, + ["y"] = 697412.22088173, }, -- end of [1] [2] = { ["action"] = "Turning Point", @@ -67127,7 +67147,7 @@ mission = { ["alt_type"] = "BARO", ["callsign"] = 170, ["hardpoint_racks"] = true, - ["heading"] = -2.5651834146415, + ["heading"] = -2.3053111677771, ["livery_id"] = "af standard 1", ["name"] = "DictKey_UnitName_5143", ["onboard_num"] = "1043", @@ -67157,19 +67177,19 @@ mission = { }, -- end of [11] }, -- end of ["pylons"] }, -- end of ["payload"] - ["psi"] = 2.5651834146415, + ["psi"] = 2.3053111677771, ["skill"] = "Excellent", ["speed"] = 253.75313988205, ["type"] = "Su-25T", ["unitId"] = 2191, - ["x"] = -105456.04676395, - ["y"] = 597840.70973224, + ["x"] = -52528.087071023, + ["y"] = 697412.22088173, }, -- end of [1] [2] = { ["alt"] = 6096, ["alt_type"] = "BARO", ["callsign"] = 116, - ["heading"] = -2.5651834146415, + ["heading"] = -2.3053111677771, ["livery_id"] = "af standard 1", ["name"] = "DictKey_UnitName_5144", ["onboard_num"] = "1050", @@ -67199,17 +67219,17 @@ mission = { }, -- end of [11] }, -- end of ["pylons"] }, -- end of ["payload"] - ["psi"] = 2.5651834146415, + ["psi"] = 2.3053111677771, ["skill"] = "Excellent", ["speed"] = 253.75313988205, ["type"] = "Su-25T", ["unitId"] = 2192, - ["x"] = -105496.04676395, - ["y"] = 597880.70973224, + ["x"] = -52568.087071023, + ["y"] = 697452.22088173, }, -- end of [2] }, -- end of ["units"] - ["x"] = -105456.04676395, - ["y"] = 597840.70973224, + ["x"] = -52528.087071023, + ["y"] = 697412.22088173, }, -- end of [42] [43] = { ["communication"] = false, @@ -67244,8 +67264,8 @@ mission = { }, -- end of ["params"] }, -- end of ["task"] ["type"] = "Turning Point", - ["x"] = -105924.31140283, - ["y"] = 598276.31753209, + ["x"] = -48676.22640929, + ["y"] = 693708.50870699, }, -- end of [1] [2] = { ["action"] = "Turning Point", @@ -67414,7 +67434,7 @@ mission = { ["alt_type"] = "BARO", ["callsign"] = 170, ["hardpoint_racks"] = true, - ["heading"] = -2.5593681799779, + ["heading"] = -2.3304445056284, ["livery_id"] = "af standard 1", ["name"] = "DictKey_UnitName_5152", ["onboard_num"] = "1043", @@ -67444,19 +67464,19 @@ mission = { }, -- end of [11] }, -- end of ["pylons"] }, -- end of ["payload"] - ["psi"] = 2.5593681799779, + ["psi"] = 2.3304445056284, ["skill"] = "Excellent", ["speed"] = 253.75313988205, ["type"] = "Su-25T", ["unitId"] = 2193, - ["x"] = -105924.31140283, - ["y"] = 598276.31753209, + ["x"] = -48676.22640929, + ["y"] = 693708.50870699, }, -- end of [1] [2] = { ["alt"] = 6096, ["alt_type"] = "BARO", ["callsign"] = 116, - ["heading"] = -2.5593681799779, + ["heading"] = -2.3304445056284, ["livery_id"] = "af standard 1", ["name"] = "DictKey_UnitName_5153", ["onboard_num"] = "1050", @@ -67486,17 +67506,17 @@ mission = { }, -- end of [11] }, -- end of ["pylons"] }, -- end of ["payload"] - ["psi"] = 2.5593681799779, + ["psi"] = 2.3304445056284, ["skill"] = "Excellent", ["speed"] = 253.75313988205, ["type"] = "Su-25T", ["unitId"] = 2194, - ["x"] = -105964.31140283, - ["y"] = 598316.31753209, + ["x"] = -48716.22640929, + ["y"] = 693748.50870699, }, -- end of [2] }, -- end of ["units"] - ["x"] = -105924.31140283, - ["y"] = 598276.31753209, + ["x"] = -48676.22640929, + ["y"] = 693708.50870699, }, -- end of [43] [44] = { ["communication"] = false, @@ -67531,8 +67551,8 @@ mission = { }, -- end of ["params"] }, -- end of ["task"] ["type"] = "Turning Point", - ["x"] = -106292.62843029, - ["y"] = 598744.21793188, + ["x"] = -53861.423453931, + ["y"] = 698745.55726464, }, -- end of [1] [2] = { ["action"] = "Turning Point", @@ -67701,7 +67721,7 @@ mission = { ["alt_type"] = "BARO", ["callsign"] = 170, ["hardpoint_racks"] = true, - ["heading"] = -2.5538043689771, + ["heading"] = -2.2964587509503, ["livery_id"] = "af standard 1", ["name"] = "DictKey_UnitName_5161", ["onboard_num"] = "1043", @@ -67731,19 +67751,19 @@ mission = { }, -- end of [11] }, -- end of ["pylons"] }, -- end of ["payload"] - ["psi"] = 2.5538043689771, + ["psi"] = 2.2964587509503, ["skill"] = "Excellent", ["speed"] = 253.75313988205, ["type"] = "Su-25T", ["unitId"] = 2195, - ["x"] = -106292.62843029, - ["y"] = 598744.21793188, + ["x"] = -53861.423453931, + ["y"] = 698745.55726464, }, -- end of [1] [2] = { ["alt"] = 6096, ["alt_type"] = "BARO", ["callsign"] = 116, - ["heading"] = -2.5538043689771, + ["heading"] = -2.2964587509503, ["livery_id"] = "af standard 1", ["name"] = "DictKey_UnitName_5162", ["onboard_num"] = "1050", @@ -67773,17 +67793,17 @@ mission = { }, -- end of [11] }, -- end of ["pylons"] }, -- end of ["payload"] - ["psi"] = 2.5538043689771, + ["psi"] = 2.2964587509503, ["skill"] = "Excellent", ["speed"] = 253.75313988205, ["type"] = "Su-25T", ["unitId"] = 2196, - ["x"] = -106332.62843029, - ["y"] = 598784.21793188, + ["x"] = -53901.423453931, + ["y"] = 698785.55726464, }, -- end of [2] }, -- end of ["units"] - ["x"] = -106292.62843029, - ["y"] = 598744.21793188, + ["x"] = -53861.423453931, + ["y"] = 698745.55726464, }, -- end of [44] }, -- end of ["group"] }, -- end of ["plane"] @@ -76019,7 +76039,7 @@ mission = { [11] = 47, }, -- end of ["red"] }, -- end of ["coalitions"] - ["currentKey"] = 1821358, + ["currentKey"] = 1829615, ["date"] = { ["Day"] = 23, ["Month"] = 5, @@ -82303,11 +82323,11 @@ mission = { }, -- end of ["roles"] }, -- end of ["groundControl"] ["map"] = { - ["centerX"] = -69983.695891265, - ["centerY"] = 629851.77095894, - ["zoom"] = 57623.203018109, + ["centerX"] = -197472.26315088, + ["centerY"] = 516315.05449953, + ["zoom"] = 6607.8192621166, }, -- end of ["map"] - ["maxDictId"] = 5168, + ["maxDictId"] = 5171, ["pictureFileNameB"] = { }, -- end of ["pictureFileNameB"] ["pictureFileNameN"] = { @@ -82345,11 +82365,11 @@ mission = { ["total"] = 0, }, -- end of ["result"] ["sortie"] = "DictKey_sortie_4", - ["start_time"] = 36000, + ["start_time"] = 46800, ["theatre"] = "Caucasus", ["trig"] = { ["actions"] = { - [1] = "a_do_script_file(getValueResourceByKey(\"ResKey_Action_3480\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_5052\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_3308\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_3353\"));a_do_script(getValueDictByKey(\"DictKey_ActionText_3354\"));a_do_script(getValueDictByKey(\"DictKey_ActionText_2612\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2526\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2607\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_3265\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2617\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_3269\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2608\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2609\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2610\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2546\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2621\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2622\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2623\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2628\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2629\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_4942\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_3623\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_3624\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_4550\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_4552\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_4574\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_4585\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_4576\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_5053\"));a_do_script(getValueDictByKey(\"DictKey_ActionText_3295\"));a_set_ai_task(358, 1);a_set_flag_value(9001, 1);a_set_ai_task(598, 1);a_set_ai_task(598, 2);a_set_flag_value(9074, 1);", + [1] = "a_do_script_file(getValueResourceByKey(\"ResKey_Action_3480\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_5169\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_3308\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_3353\"));a_do_script(getValueDictByKey(\"DictKey_ActionText_3354\"));a_do_script(getValueDictByKey(\"DictKey_ActionText_2612\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2526\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2607\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_3265\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2617\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_3269\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2608\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2609\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2610\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2546\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2621\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2622\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2623\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2628\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_2629\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_4942\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_3623\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_3624\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_4550\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_4552\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_4574\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_4585\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_4576\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_5053\"));a_do_script_file(getValueResourceByKey(\"ResKey_Action_5170\"));a_do_script(getValueDictByKey(\"DictKey_ActionText_3295\"));a_set_ai_task(358, 1);a_set_flag_value(9001, 1);a_set_ai_task(598, 1);a_set_ai_task(598, 2);a_set_flag_value(9074, 1);", [2] = "a_set_ai_task(598, 1);a_set_ai_task(598, 2);a_set_flag_value(9074, 0);a_set_flag_value(9074, 1);", [3] = "a_set_ai_task(358, 1);a_set_flag_value(9001, 0);a_set_flag_value(9001, 1);", [4] = "a_do_script(getValueDictByKey(\"DictKey_ActionText_3071\"));a_deactivate_group(580); mission.trig.func[4]=nil;", @@ -82723,6 +82743,90 @@ mission = { ["y"] = 808309.53415057, ["zoneId"] = 2469, }, -- end of [20] + [21] = { + ["color"] = { + [1] = 1, + [2] = 0, + [3] = 0, + [4] = 0.14901960784314, + }, -- end of ["color"] + ["hidden"] = false, + ["name"] = "Gudauta - Tower", + ["properties"] = { + [1] = { + ["key"] = "ROLE", + ["value"] = "", + }, -- end of [1] + [2] = { + ["key"] = "VALUE", + ["value"] = "", + }, -- end of [2] + [3] = { + ["key"] = "OBJECT ID", + ["value"] = "156696667", + }, -- end of [3] + }, -- end of ["properties"] + ["radius"] = 11.015625, + ["x"] = -196854.59375, + ["y"] = 515805.6875, + ["zoneId"] = 2635, + }, -- end of [21] + [22] = { + ["color"] = { + [1] = 1, + [2] = 0, + [3] = 0, + [4] = 0.14901960784314, + }, -- end of ["color"] + ["hidden"] = false, + ["name"] = "Gudauta - Kerosen", + ["properties"] = { + [1] = { + ["key"] = "ROLE", + ["value"] = "", + }, -- end of [1] + [2] = { + ["key"] = "VALUE", + ["value"] = "", + }, -- end of [2] + [3] = { + ["key"] = "OBJECT ID", + ["value"] = "156735615", + }, -- end of [3] + }, -- end of ["properties"] + ["radius"] = 15.40625, + ["x"] = -197921.6875, + ["y"] = 516800.46875, + ["zoneId"] = 2636, + }, -- end of [22] + [23] = { + ["color"] = { + [1] = 1, + [2] = 0, + [3] = 0, + [4] = 0.14901960784314, + }, -- end of ["color"] + ["hidden"] = false, + ["name"] = "Gudauta - mess", + ["properties"] = { + [1] = { + ["key"] = "ROLE", + ["value"] = "", + }, -- end of [1] + [2] = { + ["key"] = "VALUE", + ["value"] = "", + }, -- end of [2] + [3] = { + ["key"] = "OBJECT ID", + ["value"] = "156729386", + }, -- end of [3] + }, -- end of ["properties"] + ["radius"] = 12.0625, + ["x"] = -197958.515625, + ["y"] = 516770.96875, + ["zoneId"] = 2637, + }, -- end of [23] }, -- end of ["zones"] }, -- end of ["triggers"] ["trigrules"] = { @@ -82741,7 +82845,7 @@ mission = { [1] = "", [2] = "", }, -- end of ["ai_task"] - ["file"] = "ResKey_Action_5052", + ["file"] = "ResKey_Action_5169", ["predicate"] = "a_do_script_file", }, -- end of [2] [3] = { @@ -82943,11 +83047,17 @@ mission = { ["text"] = "DictKey_ActionText_5054", }, -- end of [29] [30] = { + ["file"] = "ResKey_Action_5170", + ["KeyDict_text"] = "DictKey_ActionText_5171", + ["predicate"] = "a_do_script_file", + ["text"] = "DictKey_ActionText_5171", + }, -- end of [30] + [31] = { ["KeyDict_text"] = "DictKey_ActionText_3295", ["predicate"] = "a_do_script", ["text"] = "DictKey_ActionText_3295", - }, -- end of [30] - [31] = { + }, -- end of [31] + [32] = { ["ai_task"] = { [1] = "", [2] = "", @@ -82957,8 +83067,8 @@ mission = { [1] = 358, [2] = 1, }, -- end of ["set_ai_task"] - }, -- end of [31] - [32] = { + }, -- end of [32] + [33] = { ["ai_task"] = { [1] = "", [2] = "", @@ -82966,8 +83076,8 @@ mission = { ["flag"] = 9001, ["predicate"] = "a_set_flag_value", ["value"] = 1, - }, -- end of [32] - [33] = { + }, -- end of [33] + [34] = { ["ai_task"] = { [1] = "", [2] = "", @@ -82977,8 +83087,8 @@ mission = { [1] = 598, [2] = 1, }, -- end of ["set_ai_task"] - }, -- end of [33] - [34] = { + }, -- end of [34] + [35] = { ["ai_task"] = { [1] = "", [2] = "", @@ -82988,8 +83098,8 @@ mission = { [1] = 598, [2] = 2, }, -- end of ["set_ai_task"] - }, -- end of [34] - [35] = { + }, -- end of [35] + [36] = { ["ai_task"] = { [1] = "", [2] = "", @@ -82997,7 +83107,7 @@ mission = { ["flag"] = 9074, ["predicate"] = "a_set_flag_value", ["value"] = 1, - }, -- end of [35] + }, -- end of [36] }, -- end of ["actions"] ["colorItem"] = "0x00ff00ff", ["comment"] = "Mission Start", @@ -83369,7 +83479,7 @@ mission = { }, -- end of ["cyclones"] ["dust_density"] = 0, ["enable_dust"] = false, - ["enable_fog"] = true, + ["enable_fog"] = false, ["fog"] = { ["thickness"] = 200, ["visibility"] = 2800, diff --git a/src/scripts/Moose.lua b/src/scripts/Moose.lua deleted file mode 100644 index f34ebcd..0000000 --- a/src/scripts/Moose.lua +++ /dev/null @@ -1,101271 +0,0 @@ -env.info( '*** MOOSE GITHUB Commit Hash ID: 2019-08-18T20:34:57.0000000Z-4b572372ae70fe7500ef5672ec995e30fafbf89e ***' ) -env.info( '*** MOOSE STATIC INCLUDE START *** ' ) - ---- Various routines --- @module routines --- @image MOOSE.JPG - -env.setErrorMessageBoxEnabled(false) - ---- Extract of MIST functions. --- @author Grimes - -routines = {} - - --- don't change these -routines.majorVersion = 3 -routines.minorVersion = 3 -routines.build = 22 - ------------------------------------------------------------------------------------------------------------------ - ----------------------------------------------------------------------------------------------- --- Utils- conversion, Lua utils, etc. -routines.utils = {} - ---from http://lua-users.org/wiki/CopyTable -routines.utils.deepCopy = function(object) - local lookup_table = {} - local function _copy(object) - if type(object) ~= "table" then - return object - elseif lookup_table[object] then - return lookup_table[object] - end - local new_table = {} - lookup_table[object] = new_table - for index, value in pairs(object) do - new_table[_copy(index)] = _copy(value) - end - return setmetatable(new_table, getmetatable(object)) - end - local objectreturn = _copy(object) - return objectreturn -end - - --- porting in Slmod's serialize_slmod2 -routines.utils.oneLineSerialize = function(tbl) -- serialization of a table all on a single line, no comments, made to replace old get_table_string function - - lookup_table = {} - - local function _Serialize( tbl ) - - if type(tbl) == 'table' then --function only works for tables! - - if lookup_table[tbl] then - return lookup_table[object] - end - - local tbl_str = {} - - lookup_table[tbl] = tbl_str - - tbl_str[#tbl_str + 1] = '{' - - for ind,val in pairs(tbl) do -- serialize its fields - local ind_str = {} - if type(ind) == "number" then - ind_str[#ind_str + 1] = '[' - ind_str[#ind_str + 1] = tostring(ind) - ind_str[#ind_str + 1] = ']=' - else --must be a string - ind_str[#ind_str + 1] = '[' - ind_str[#ind_str + 1] = routines.utils.basicSerialize(ind) - ind_str[#ind_str + 1] = ']=' - end - - local val_str = {} - if ((type(val) == 'number') or (type(val) == 'boolean')) then - val_str[#val_str + 1] = tostring(val) - val_str[#val_str + 1] = ',' - tbl_str[#tbl_str + 1] = table.concat(ind_str) - tbl_str[#tbl_str + 1] = table.concat(val_str) - elseif type(val) == 'string' then - val_str[#val_str + 1] = routines.utils.basicSerialize(val) - val_str[#val_str + 1] = ',' - tbl_str[#tbl_str + 1] = table.concat(ind_str) - tbl_str[#tbl_str + 1] = table.concat(val_str) - elseif type(val) == 'nil' then -- won't ever happen, right? - val_str[#val_str + 1] = 'nil,' - tbl_str[#tbl_str + 1] = table.concat(ind_str) - tbl_str[#tbl_str + 1] = table.concat(val_str) - elseif type(val) == 'table' then - if ind == "__index" then - -- tbl_str[#tbl_str + 1] = "__index" - -- tbl_str[#tbl_str + 1] = ',' --I think this is right, I just added it - else - - val_str[#val_str + 1] = _Serialize(val) - val_str[#val_str + 1] = ',' --I think this is right, I just added it - tbl_str[#tbl_str + 1] = table.concat(ind_str) - tbl_str[#tbl_str + 1] = table.concat(val_str) - end - elseif type(val) == 'function' then - -- tbl_str[#tbl_str + 1] = "function " .. tostring(ind) - -- tbl_str[#tbl_str + 1] = ',' --I think this is right, I just added it - else --- env.info('unable to serialize value type ' .. routines.utils.basicSerialize(type(val)) .. ' at index ' .. tostring(ind)) --- env.info( debug.traceback() ) - end - - end - tbl_str[#tbl_str + 1] = '}' - return table.concat(tbl_str) - else - if type(tbl) == 'string' then - return tbl - else - return tostring(tbl) - end - end - end - - local objectreturn = _Serialize(tbl) - return objectreturn -end - ---porting in Slmod's "safestring" basic serialize -routines.utils.basicSerialize = function(s) - if s == nil then - return "\"\"" - else - if ((type(s) == 'number') or (type(s) == 'boolean') or (type(s) == 'function') or (type(s) == 'table') or (type(s) == 'userdata') ) then - return tostring(s) - elseif type(s) == 'string' then - s = string.format('%s', s:gsub( "%%", "%%%%" ) ) - return s - end - end -end - - -routines.utils.toDegree = function(angle) - return angle*180/math.pi -end - -routines.utils.toRadian = function(angle) - return angle*math.pi/180 -end - -routines.utils.metersToNM = function(meters) - return meters/1852 -end - -routines.utils.metersToFeet = function(meters) - return meters/0.3048 -end - -routines.utils.NMToMeters = function(NM) - return NM*1852 -end - -routines.utils.feetToMeters = function(feet) - return feet*0.3048 -end - -routines.utils.mpsToKnots = function(mps) - return mps*3600/1852 -end - -routines.utils.mpsToKmph = function(mps) - return mps*3.6 -end - -routines.utils.knotsToMps = function(knots) - return knots*1852/3600 -end - -routines.utils.kmphToMps = function(kmph) - return kmph/3.6 -end - -function routines.utils.makeVec2(Vec3) - if Vec3.z then - return {x = Vec3.x, y = Vec3.z} - else - return {x = Vec3.x, y = Vec3.y} -- it was actually already vec2. - end -end - -function routines.utils.makeVec3(Vec2, y) - if not Vec2.z then - if not y then - y = 0 - end - return {x = Vec2.x, y = y, z = Vec2.y} - else - return {x = Vec2.x, y = Vec2.y, z = Vec2.z} -- it was already Vec3, actually. - end -end - -function routines.utils.makeVec3GL(Vec2, offset) - local adj = offset or 0 - - if not Vec2.z then - return {x = Vec2.x, y = (land.getHeight(Vec2) + adj), z = Vec2.y} - else - return {x = Vec2.x, y = (land.getHeight({x = Vec2.x, y = Vec2.z}) + adj), z = Vec2.z} - end -end - -routines.utils.zoneToVec3 = function(zone) - local new = {} - if type(zone) == 'table' and zone.point then - new.x = zone.point.x - new.y = zone.point.y - new.z = zone.point.z - return new - elseif type(zone) == 'string' then - zone = trigger.misc.getZone(zone) - if zone then - new.x = zone.point.x - new.y = zone.point.y - new.z = zone.point.z - return new - end - end -end - --- gets heading-error corrected direction from point along vector vec. -function routines.utils.getDir(vec, point) - local dir = math.atan2(vec.z, vec.x) - dir = dir + routines.getNorthCorrection(point) - if dir < 0 then - dir = dir + 2*math.pi -- put dir in range of 0 to 2*pi - end - return dir -end - --- gets distance in meters between two points (2 dimensional) -function routines.utils.get2DDist(point1, point2) - point1 = routines.utils.makeVec3(point1) - point2 = routines.utils.makeVec3(point2) - return routines.vec.mag({x = point1.x - point2.x, y = 0, z = point1.z - point2.z}) -end - --- gets distance in meters between two points (3 dimensional) -function routines.utils.get3DDist(point1, point2) - return routines.vec.mag({x = point1.x - point2.x, y = point1.y - point2.y, z = point1.z - point2.z}) -end - - - - - ---3D Vector manipulation -routines.vec = {} - -routines.vec.add = function(vec1, vec2) - return {x = vec1.x + vec2.x, y = vec1.y + vec2.y, z = vec1.z + vec2.z} -end - -routines.vec.sub = function(vec1, vec2) - return {x = vec1.x - vec2.x, y = vec1.y - vec2.y, z = vec1.z - vec2.z} -end - -routines.vec.scalarMult = function(vec, mult) - return {x = vec.x*mult, y = vec.y*mult, z = vec.z*mult} -end - -routines.vec.scalar_mult = routines.vec.scalarMult - -routines.vec.dp = function(vec1, vec2) - return vec1.x*vec2.x + vec1.y*vec2.y + vec1.z*vec2.z -end - -routines.vec.cp = function(vec1, vec2) - return { x = vec1.y*vec2.z - vec1.z*vec2.y, y = vec1.z*vec2.x - vec1.x*vec2.z, z = vec1.x*vec2.y - vec1.y*vec2.x} -end - -routines.vec.mag = function(vec) - return (vec.x^2 + vec.y^2 + vec.z^2)^0.5 -end - -routines.vec.getUnitVec = function(vec) - local mag = routines.vec.mag(vec) - return { x = vec.x/mag, y = vec.y/mag, z = vec.z/mag } -end - -routines.vec.rotateVec2 = function(vec2, theta) - return { x = vec2.x*math.cos(theta) - vec2.y*math.sin(theta), y = vec2.x*math.sin(theta) + vec2.y*math.cos(theta)} -end ---------------------------------------------------------------------------------------------------------------------------- - - - - --- acc- the accuracy of each easting/northing. 0, 1, 2, 3, 4, or 5. -routines.tostringMGRS = function(MGRS, acc) - if acc == 0 then - return MGRS.UTMZone .. ' ' .. MGRS.MGRSDigraph - else - return MGRS.UTMZone .. ' ' .. MGRS.MGRSDigraph .. ' ' .. string.format('%0' .. acc .. 'd', routines.utils.round(MGRS.Easting/(10^(5-acc)), 0)) - .. ' ' .. string.format('%0' .. acc .. 'd', routines.utils.round(MGRS.Northing/(10^(5-acc)), 0)) - end -end - ---[[acc: -in DM: decimal point of minutes. -In DMS: decimal point of seconds. -position after the decimal of the least significant digit: -So: -42.32 - acc of 2. -]] -routines.tostringLL = function(lat, lon, acc, DMS) - - local latHemi, lonHemi - if lat > 0 then - latHemi = 'N' - else - latHemi = 'S' - end - - if lon > 0 then - lonHemi = 'E' - else - lonHemi = 'W' - end - - lat = math.abs(lat) - lon = math.abs(lon) - - local latDeg = math.floor(lat) - local latMin = (lat - latDeg)*60 - - local lonDeg = math.floor(lon) - local lonMin = (lon - lonDeg)*60 - - if DMS then -- degrees, minutes, and seconds. - local oldLatMin = latMin - latMin = math.floor(latMin) - local latSec = routines.utils.round((oldLatMin - latMin)*60, acc) - - local oldLonMin = lonMin - lonMin = math.floor(lonMin) - local lonSec = routines.utils.round((oldLonMin - lonMin)*60, acc) - - if latSec == 60 then - latSec = 0 - latMin = latMin + 1 - end - - if lonSec == 60 then - lonSec = 0 - lonMin = lonMin + 1 - end - - local secFrmtStr -- create the formatting string for the seconds place - if acc <= 0 then -- no decimal place. - secFrmtStr = '%02d' - else - local width = 3 + acc -- 01.310 - that's a width of 6, for example. - secFrmtStr = '%0' .. width .. '.' .. acc .. 'f' - end - - return string.format('%02d', latDeg) .. ' ' .. string.format('%02d', latMin) .. '\' ' .. string.format(secFrmtStr, latSec) .. '"' .. latHemi .. ' ' - .. string.format('%02d', lonDeg) .. ' ' .. string.format('%02d', lonMin) .. '\' ' .. string.format(secFrmtStr, lonSec) .. '"' .. lonHemi - - else -- degrees, decimal minutes. - latMin = routines.utils.round(latMin, acc) - lonMin = routines.utils.round(lonMin, acc) - - if latMin == 60 then - latMin = 0 - latDeg = latDeg + 1 - end - - if lonMin == 60 then - lonMin = 0 - lonDeg = lonDeg + 1 - end - - local minFrmtStr -- create the formatting string for the minutes place - if acc <= 0 then -- no decimal place. - minFrmtStr = '%02d' - else - local width = 3 + acc -- 01.310 - that's a width of 6, for example. - minFrmtStr = '%0' .. width .. '.' .. acc .. 'f' - end - - return string.format('%02d', latDeg) .. ' ' .. string.format(minFrmtStr, latMin) .. '\'' .. latHemi .. ' ' - .. string.format('%02d', lonDeg) .. ' ' .. string.format(minFrmtStr, lonMin) .. '\'' .. lonHemi - - end -end - ---[[ required: az - radian - required: dist - meters - optional: alt - meters (set to false or nil if you don't want to use it). - optional: metric - set true to get dist and alt in km and m. - precision will always be nearest degree and NM or km.]] -routines.tostringBR = function(az, dist, alt, metric) - az = routines.utils.round(routines.utils.toDegree(az), 0) - - if metric then - dist = routines.utils.round(dist/1000, 2) - else - dist = routines.utils.round(routines.utils.metersToNM(dist), 2) - end - - local s = string.format('%03d', az) .. ' for ' .. dist - - if alt then - if metric then - s = s .. ' at ' .. routines.utils.round(alt, 0) - else - s = s .. ' at ' .. routines.utils.round(routines.utils.metersToFeet(alt), 0) - end - end - return s -end - -routines.getNorthCorrection = function(point) --gets the correction needed for true north - if not point.z then --Vec2; convert to Vec3 - point.z = point.y - point.y = 0 - end - local lat, lon = coord.LOtoLL(point) - local north_posit = coord.LLtoLO(lat + 1, lon) - return math.atan2(north_posit.z - point.z, north_posit.x - point.x) -end - - -do - local idNum = 0 - - --Simplified event handler - routines.addEventHandler = function(f) --id is optional! - local handler = {} - idNum = idNum + 1 - handler.id = idNum - handler.f = f - handler.onEvent = function(self, event) - self.f(event) - end - world.addEventHandler(handler) - end - - routines.removeEventHandler = function(id) - for key, handler in pairs(world.eventHandlers) do - if handler.id and handler.id == id then - world.eventHandlers[key] = nil - return true - end - end - return false - end -end - --- need to return a Vec3 or Vec2? -function routines.getRandPointInCircle(point, radius, innerRadius) - local theta = 2*math.pi*math.random() - local rad = math.random() + math.random() - if rad > 1 then - rad = 2 - rad - end - - local radMult - if innerRadius and innerRadius <= radius then - radMult = (radius - innerRadius)*rad + innerRadius - else - radMult = radius*rad - end - - if not point.z then --might as well work with vec2/3 - point.z = point.y - end - - local rndCoord - if radius > 0 then - rndCoord = {x = math.cos(theta)*radMult + point.x, y = math.sin(theta)*radMult + point.z} - else - rndCoord = {x = point.x, y = point.z} - end - return rndCoord -end - -routines.goRoute = function(group, path) - local misTask = { - id = 'Mission', - params = { - route = { - points = routines.utils.deepCopy(path), - }, - }, - } - if type(group) == 'string' then - group = Group.getByName(group) - end - local groupCon = group:getController() - if groupCon then - groupCon:setTask(misTask) - return true - end - - Controller.setTask(groupCon, misTask) - return false -end - - --- Useful atomic functions from mist, ported. - -routines.ground = {} -routines.fixedWing = {} -routines.heli = {} - -routines.ground.buildWP = function(point, overRideForm, overRideSpeed) - - local wp = {} - wp.x = point.x - - if point.z then - wp.y = point.z - else - wp.y = point.y - end - local form, speed - - if point.speed and not overRideSpeed then - wp.speed = point.speed - elseif type(overRideSpeed) == 'number' then - wp.speed = overRideSpeed - else - wp.speed = routines.utils.kmphToMps(20) - end - - if point.form and not overRideForm then - form = point.form - else - form = overRideForm - end - - if not form then - wp.action = 'Cone' - else - form = string.lower(form) - if form == 'off_road' or form == 'off road' then - wp.action = 'Off Road' - elseif form == 'on_road' or form == 'on road' then - wp.action = 'On Road' - elseif form == 'rank' or form == 'line_abrest' or form == 'line abrest' or form == 'lineabrest'then - wp.action = 'Rank' - elseif form == 'cone' then - wp.action = 'Cone' - elseif form == 'diamond' then - wp.action = 'Diamond' - elseif form == 'vee' then - wp.action = 'Vee' - elseif form == 'echelon_left' or form == 'echelon left' or form == 'echelonl' then - wp.action = 'EchelonL' - elseif form == 'echelon_right' or form == 'echelon right' or form == 'echelonr' then - wp.action = 'EchelonR' - else - wp.action = 'Cone' -- if nothing matched - end - end - - wp.type = 'Turning Point' - - return wp - -end - -routines.fixedWing.buildWP = function(point, WPtype, speed, alt, altType) - - local wp = {} - wp.x = point.x - - if point.z then - wp.y = point.z - else - wp.y = point.y - end - - if alt and type(alt) == 'number' then - wp.alt = alt - else - wp.alt = 2000 - end - - if altType then - altType = string.lower(altType) - if altType == 'radio' or 'agl' then - wp.alt_type = 'RADIO' - elseif altType == 'baro' or 'asl' then - wp.alt_type = 'BARO' - end - else - wp.alt_type = 'RADIO' - end - - if point.speed then - speed = point.speed - end - - if point.type then - WPtype = point.type - end - - if not speed then - wp.speed = routines.utils.kmphToMps(500) - else - wp.speed = speed - end - - if not WPtype then - wp.action = 'Turning Point' - else - WPtype = string.lower(WPtype) - if WPtype == 'flyover' or WPtype == 'fly over' or WPtype == 'fly_over' then - wp.action = 'Fly Over Point' - elseif WPtype == 'turningpoint' or WPtype == 'turning point' or WPtype == 'turning_point' then - wp.action = 'Turning Point' - else - wp.action = 'Turning Point' - end - end - - wp.type = 'Turning Point' - return wp -end - -routines.heli.buildWP = function(point, WPtype, speed, alt, altType) - - local wp = {} - wp.x = point.x - - if point.z then - wp.y = point.z - else - wp.y = point.y - end - - if alt and type(alt) == 'number' then - wp.alt = alt - else - wp.alt = 500 - end - - if altType then - altType = string.lower(altType) - if altType == 'radio' or 'agl' then - wp.alt_type = 'RADIO' - elseif altType == 'baro' or 'asl' then - wp.alt_type = 'BARO' - end - else - wp.alt_type = 'RADIO' - end - - if point.speed then - speed = point.speed - end - - if point.type then - WPtype = point.type - end - - if not speed then - wp.speed = routines.utils.kmphToMps(200) - else - wp.speed = speed - end - - if not WPtype then - wp.action = 'Turning Point' - else - WPtype = string.lower(WPtype) - if WPtype == 'flyover' or WPtype == 'fly over' or WPtype == 'fly_over' then - wp.action = 'Fly Over Point' - elseif WPtype == 'turningpoint' or WPtype == 'turning point' or WPtype == 'turning_point' then - wp.action = 'Turning Point' - else - wp.action = 'Turning Point' - end - end - - wp.type = 'Turning Point' - return wp -end - -routines.groupToRandomPoint = function(vars) - local group = vars.group --Required - local point = vars.point --required - local radius = vars.radius or 0 - local innerRadius = vars.innerRadius - local form = vars.form or 'Cone' - local heading = vars.heading or math.random()*2*math.pi - local headingDegrees = vars.headingDegrees - local speed = vars.speed or routines.utils.kmphToMps(20) - - - local useRoads - if not vars.disableRoads then - useRoads = true - else - useRoads = false - end - - local path = {} - - if headingDegrees then - heading = headingDegrees*math.pi/180 - end - - if heading >= 2*math.pi then - heading = heading - 2*math.pi - end - - local rndCoord = routines.getRandPointInCircle(point, radius, innerRadius) - - local offset = {} - local posStart = routines.getLeadPos(group) - - offset.x = routines.utils.round(math.sin(heading - (math.pi/2)) * 50 + rndCoord.x, 3) - offset.z = routines.utils.round(math.cos(heading + (math.pi/2)) * 50 + rndCoord.y, 3) - path[#path + 1] = routines.ground.buildWP(posStart, form, speed) - - - if useRoads == true and ((point.x - posStart.x)^2 + (point.z - posStart.z)^2)^0.5 > radius * 1.3 then - path[#path + 1] = routines.ground.buildWP({['x'] = posStart.x + 11, ['z'] = posStart.z + 11}, 'off_road', speed) - path[#path + 1] = routines.ground.buildWP(posStart, 'on_road', speed) - path[#path + 1] = routines.ground.buildWP(offset, 'on_road', speed) - else - path[#path + 1] = routines.ground.buildWP({['x'] = posStart.x + 25, ['z'] = posStart.z + 25}, form, speed) - end - - path[#path + 1] = routines.ground.buildWP(offset, form, speed) - path[#path + 1] = routines.ground.buildWP(rndCoord, form, speed) - - routines.goRoute(group, path) - - return -end - -routines.groupRandomDistSelf = function(gpData, dist, form, heading, speed) - local pos = routines.getLeadPos(gpData) - local fakeZone = {} - fakeZone.radius = dist or math.random(300, 1000) - fakeZone.point = {x = pos.x, y, pos.y, z = pos.z} - routines.groupToRandomZone(gpData, fakeZone, form, heading, speed) - - return -end - -routines.groupToRandomZone = function(gpData, zone, form, heading, speed) - if type(gpData) == 'string' then - gpData = Group.getByName(gpData) - end - - if type(zone) == 'string' then - zone = trigger.misc.getZone(zone) - elseif type(zone) == 'table' and not zone.radius then - zone = trigger.misc.getZone(zone[math.random(1, #zone)]) - end - - if speed then - speed = routines.utils.kmphToMps(speed) - end - - local vars = {} - vars.group = gpData - vars.radius = zone.radius - vars.form = form - vars.headingDegrees = heading - vars.speed = speed - vars.point = routines.utils.zoneToVec3(zone) - - routines.groupToRandomPoint(vars) - - return -end - -routines.isTerrainValid = function(coord, terrainTypes) -- vec2/3 and enum or table of acceptable terrain types - if coord.z then - coord.y = coord.z - end - local typeConverted = {} - - if type(terrainTypes) == 'string' then -- if its a string it does this check - for constId, constData in pairs(land.SurfaceType) do - if string.lower(constId) == string.lower(terrainTypes) or string.lower(constData) == string.lower(terrainTypes) then - table.insert(typeConverted, constId) - end - end - elseif type(terrainTypes) == 'table' then -- if its a table it does this check - for typeId, typeData in pairs(terrainTypes) do - for constId, constData in pairs(land.SurfaceType) do - if string.lower(constId) == string.lower(typeData) or string.lower(constData) == string.lower(typeId) then - table.insert(typeConverted, constId) - end - end - end - end - for validIndex, validData in pairs(typeConverted) do - if land.getSurfaceType(coord) == land.SurfaceType[validData] then - return true - end - end - return false -end - -routines.groupToPoint = function(gpData, point, form, heading, speed, useRoads) - if type(point) == 'string' then - point = trigger.misc.getZone(point) - end - if speed then - speed = routines.utils.kmphToMps(speed) - end - - local vars = {} - vars.group = gpData - vars.form = form - vars.headingDegrees = heading - vars.speed = speed - vars.disableRoads = useRoads - vars.point = routines.utils.zoneToVec3(point) - routines.groupToRandomPoint(vars) - - return -end - - -routines.getLeadPos = function(group) - if type(group) == 'string' then -- group name - group = Group.getByName(group) - end - - local units = group:getUnits() - - local leader = units[1] - if not leader then -- SHOULD be good, but if there is a bug, this code future-proofs it then. - local lowestInd = math.huge - for ind, unit in pairs(units) do - if ind < lowestInd then - lowestInd = ind - leader = unit - end - end - end - if leader and Unit.isExist(leader) then -- maybe a little too paranoid now... - return leader:getPosition().p - end -end - ---[[ vars for routines.getMGRSString: -vars.units - table of unit names (NOT unitNameTable- maybe this should change). -vars.acc - integer between 0 and 5, inclusive -]] -routines.getMGRSString = function(vars) - local units = vars.units - local acc = vars.acc or 5 - local avgPos = routines.getAvgPos(units) - if avgPos then - return routines.tostringMGRS(coord.LLtoMGRS(coord.LOtoLL(avgPos)), acc) - end -end - ---[[ vars for routines.getLLString -vars.units - table of unit names (NOT unitNameTable- maybe this should change). -vars.acc - integer, number of numbers after decimal place -vars.DMS - if true, output in degrees, minutes, seconds. Otherwise, output in degrees, minutes. - - -]] -routines.getLLString = function(vars) - local units = vars.units - local acc = vars.acc or 3 - local DMS = vars.DMS - local avgPos = routines.getAvgPos(units) - if avgPos then - local lat, lon = coord.LOtoLL(avgPos) - return routines.tostringLL(lat, lon, acc, DMS) - end -end - ---[[ -vars.zone - table of a zone name. -vars.ref - vec3 ref point, maybe overload for vec2 as well? -vars.alt - boolean, if used, includes altitude in string -vars.metric - boolean, gives distance in km instead of NM. -]] -routines.getBRStringZone = function(vars) - local zone = trigger.misc.getZone( vars.zone ) - local ref = routines.utils.makeVec3(vars.ref, 0) -- turn it into Vec3 if it is not already. - local alt = vars.alt - local metric = vars.metric - if zone then - local vec = {x = zone.point.x - ref.x, y = zone.point.y - ref.y, z = zone.point.z - ref.z} - local dir = routines.utils.getDir(vec, ref) - local dist = routines.utils.get2DDist(zone.point, ref) - if alt then - alt = zone.y - end - return routines.tostringBR(dir, dist, alt, metric) - else - env.info( 'routines.getBRStringZone: error: zone is nil' ) - end -end - ---[[ -vars.units- table of unit names (NOT unitNameTable- maybe this should change). -vars.ref - vec3 ref point, maybe overload for vec2 as well? -vars.alt - boolean, if used, includes altitude in string -vars.metric - boolean, gives distance in km instead of NM. -]] -routines.getBRString = function(vars) - local units = vars.units - local ref = routines.utils.makeVec3(vars.ref, 0) -- turn it into Vec3 if it is not already. - local alt = vars.alt - local metric = vars.metric - local avgPos = routines.getAvgPos(units) - if avgPos then - local vec = {x = avgPos.x - ref.x, y = avgPos.y - ref.y, z = avgPos.z - ref.z} - local dir = routines.utils.getDir(vec, ref) - local dist = routines.utils.get2DDist(avgPos, ref) - if alt then - alt = avgPos.y - end - return routines.tostringBR(dir, dist, alt, metric) - end -end - - --- Returns the Vec3 coordinates of the average position of the concentration of units most in the heading direction. ---[[ vars for routines.getLeadingPos: -vars.units - table of unit names -vars.heading - direction -vars.radius - number -vars.headingDegrees - boolean, switches heading to degrees -]] -routines.getLeadingPos = function(vars) - local units = vars.units - local heading = vars.heading - local radius = vars.radius - if vars.headingDegrees then - heading = routines.utils.toRadian(vars.headingDegrees) - end - - local unitPosTbl = {} - for i = 1, #units do - local unit = Unit.getByName(units[i]) - if unit and unit:isExist() then - unitPosTbl[#unitPosTbl + 1] = unit:getPosition().p - end - end - if #unitPosTbl > 0 then -- one more more units found. - -- first, find the unit most in the heading direction - local maxPos = -math.huge - - local maxPosInd -- maxPos - the furthest in direction defined by heading; maxPosInd = - for i = 1, #unitPosTbl do - local rotatedVec2 = routines.vec.rotateVec2(routines.utils.makeVec2(unitPosTbl[i]), heading) - if (not maxPos) or maxPos < rotatedVec2.x then - maxPos = rotatedVec2.x - maxPosInd = i - end - end - - --now, get all the units around this unit... - local avgPos - if radius then - local maxUnitPos = unitPosTbl[maxPosInd] - local avgx, avgy, avgz, totNum = 0, 0, 0, 0 - for i = 1, #unitPosTbl do - if routines.utils.get2DDist(maxUnitPos, unitPosTbl[i]) <= radius then - avgx = avgx + unitPosTbl[i].x - avgy = avgy + unitPosTbl[i].y - avgz = avgz + unitPosTbl[i].z - totNum = totNum + 1 - end - end - avgPos = { x = avgx/totNum, y = avgy/totNum, z = avgz/totNum} - else - avgPos = unitPosTbl[maxPosInd] - end - - return avgPos - end -end - - ---[[ vars for routines.getLeadingMGRSString: -vars.units - table of unit names -vars.heading - direction -vars.radius - number -vars.headingDegrees - boolean, switches heading to degrees -vars.acc - number, 0 to 5. -]] -routines.getLeadingMGRSString = function(vars) - local pos = routines.getLeadingPos(vars) - if pos then - local acc = vars.acc or 5 - return routines.tostringMGRS(coord.LLtoMGRS(coord.LOtoLL(pos)), acc) - end -end - ---[[ vars for routines.getLeadingLLString: -vars.units - table of unit names -vars.heading - direction, number -vars.radius - number -vars.headingDegrees - boolean, switches heading to degrees -vars.acc - number of digits after decimal point (can be negative) -vars.DMS - boolean, true if you want DMS. -]] -routines.getLeadingLLString = function(vars) - local pos = routines.getLeadingPos(vars) - if pos then - local acc = vars.acc or 3 - local DMS = vars.DMS - local lat, lon = coord.LOtoLL(pos) - return routines.tostringLL(lat, lon, acc, DMS) - end -end - - - ---[[ vars for routines.getLeadingBRString: -vars.units - table of unit names -vars.heading - direction, number -vars.radius - number -vars.headingDegrees - boolean, switches heading to degrees -vars.metric - boolean, if true, use km instead of NM. -vars.alt - boolean, if true, include altitude. -vars.ref - vec3/vec2 reference point. -]] -routines.getLeadingBRString = function(vars) - local pos = routines.getLeadingPos(vars) - if pos then - local ref = vars.ref - local alt = vars.alt - local metric = vars.metric - - local vec = {x = pos.x - ref.x, y = pos.y - ref.y, z = pos.z - ref.z} - local dir = routines.utils.getDir(vec, ref) - local dist = routines.utils.get2DDist(pos, ref) - if alt then - alt = pos.y - end - return routines.tostringBR(dir, dist, alt, metric) - end -end - ---[[ vars for routines.message.add - vars.text = 'Hello World' - vars.displayTime = 20 - vars.msgFor = {coa = {'red'}, countries = {'Ukraine', 'Georgia'}, unitTypes = {'A-10C'}} - -]] - ---[[ vars for routines.msgMGRS -vars.units - table of unit names (NOT unitNameTable- maybe this should change). -vars.acc - integer between 0 and 5, inclusive -vars.text - text in the message -vars.displayTime - self explanatory -vars.msgFor - scope -]] -routines.msgMGRS = function(vars) - local units = vars.units - local acc = vars.acc - local text = vars.text - local displayTime = vars.displayTime - local msgFor = vars.msgFor - - local s = routines.getMGRSString{units = units, acc = acc} - local newText - if string.find(text, '%%s') then -- look for %s - newText = string.format(text, s) -- insert the coordinates into the message - else -- else, just append to the end. - newText = text .. s - end - - routines.message.add{ - text = newText, - displayTime = displayTime, - msgFor = msgFor - } -end - ---[[ vars for routines.msgLL -vars.units - table of unit names (NOT unitNameTable- maybe this should change) (Yes). -vars.acc - integer, number of numbers after decimal place -vars.DMS - if true, output in degrees, minutes, seconds. Otherwise, output in degrees, minutes. -vars.text - text in the message -vars.displayTime - self explanatory -vars.msgFor - scope -]] -routines.msgLL = function(vars) - local units = vars.units -- technically, I don't really need to do this, but it helps readability. - local acc = vars.acc - local DMS = vars.DMS - local text = vars.text - local displayTime = vars.displayTime - local msgFor = vars.msgFor - - local s = routines.getLLString{units = units, acc = acc, DMS = DMS} - local newText - if string.find(text, '%%s') then -- look for %s - newText = string.format(text, s) -- insert the coordinates into the message - else -- else, just append to the end. - newText = text .. s - end - - routines.message.add{ - text = newText, - displayTime = displayTime, - msgFor = msgFor - } - -end - - ---[[ -vars.units- table of unit names (NOT unitNameTable- maybe this should change). -vars.ref - vec3 ref point, maybe overload for vec2 as well? -vars.alt - boolean, if used, includes altitude in string -vars.metric - boolean, gives distance in km instead of NM. -vars.text - text of the message -vars.displayTime -vars.msgFor - scope -]] -routines.msgBR = function(vars) - local units = vars.units -- technically, I don't really need to do this, but it helps readability. - local ref = vars.ref -- vec2/vec3 will be handled in routines.getBRString - local alt = vars.alt - local metric = vars.metric - local text = vars.text - local displayTime = vars.displayTime - local msgFor = vars.msgFor - - local s = routines.getBRString{units = units, ref = ref, alt = alt, metric = metric} - local newText - if string.find(text, '%%s') then -- look for %s - newText = string.format(text, s) -- insert the coordinates into the message - else -- else, just append to the end. - newText = text .. s - end - - routines.message.add{ - text = newText, - displayTime = displayTime, - msgFor = msgFor - } - -end - - --------------------------------------------------------------------------------------------- --- basically, just sub-types of routines.msgBR... saves folks the work of getting the ref point. ---[[ -vars.units- table of unit names (NOT unitNameTable- maybe this should change). -vars.ref - string red, blue -vars.alt - boolean, if used, includes altitude in string -vars.metric - boolean, gives distance in km instead of NM. -vars.text - text of the message -vars.displayTime -vars.msgFor - scope -]] -routines.msgBullseye = function(vars) - if string.lower(vars.ref) == 'red' then - vars.ref = routines.DBs.missionData.bullseye.red - routines.msgBR(vars) - elseif string.lower(vars.ref) == 'blue' then - vars.ref = routines.DBs.missionData.bullseye.blue - routines.msgBR(vars) - end -end - ---[[ -vars.units- table of unit names (NOT unitNameTable- maybe this should change). -vars.ref - unit name of reference point -vars.alt - boolean, if used, includes altitude in string -vars.metric - boolean, gives distance in km instead of NM. -vars.text - text of the message -vars.displayTime -vars.msgFor - scope -]] - -routines.msgBRA = function(vars) - if Unit.getByName(vars.ref) then - vars.ref = Unit.getByName(vars.ref):getPosition().p - if not vars.alt then - vars.alt = true - end - routines.msgBR(vars) - end -end --------------------------------------------------------------------------------------------- - ---[[ vars for routines.msgLeadingMGRS: -vars.units - table of unit names -vars.heading - direction -vars.radius - number -vars.headingDegrees - boolean, switches heading to degrees (optional) -vars.acc - number, 0 to 5. -vars.text - text of the message -vars.displayTime -vars.msgFor - scope -]] -routines.msgLeadingMGRS = function(vars) - local units = vars.units -- technically, I don't really need to do this, but it helps readability. - local heading = vars.heading - local radius = vars.radius - local headingDegrees = vars.headingDegrees - local acc = vars.acc - local text = vars.text - local displayTime = vars.displayTime - local msgFor = vars.msgFor - - local s = routines.getLeadingMGRSString{units = units, heading = heading, radius = radius, headingDegrees = headingDegrees, acc = acc} - local newText - if string.find(text, '%%s') then -- look for %s - newText = string.format(text, s) -- insert the coordinates into the message - else -- else, just append to the end. - newText = text .. s - end - - routines.message.add{ - text = newText, - displayTime = displayTime, - msgFor = msgFor - } - - -end ---[[ vars for routines.msgLeadingLL: -vars.units - table of unit names -vars.heading - direction, number -vars.radius - number -vars.headingDegrees - boolean, switches heading to degrees (optional) -vars.acc - number of digits after decimal point (can be negative) -vars.DMS - boolean, true if you want DMS. (optional) -vars.text - text of the message -vars.displayTime -vars.msgFor - scope -]] -routines.msgLeadingLL = function(vars) - local units = vars.units -- technically, I don't really need to do this, but it helps readability. - local heading = vars.heading - local radius = vars.radius - local headingDegrees = vars.headingDegrees - local acc = vars.acc - local DMS = vars.DMS - local text = vars.text - local displayTime = vars.displayTime - local msgFor = vars.msgFor - - local s = routines.getLeadingLLString{units = units, heading = heading, radius = radius, headingDegrees = headingDegrees, acc = acc, DMS = DMS} - local newText - if string.find(text, '%%s') then -- look for %s - newText = string.format(text, s) -- insert the coordinates into the message - else -- else, just append to the end. - newText = text .. s - end - - routines.message.add{ - text = newText, - displayTime = displayTime, - msgFor = msgFor - } - -end - ---[[ -vars.units - table of unit names -vars.heading - direction, number -vars.radius - number -vars.headingDegrees - boolean, switches heading to degrees (optional) -vars.metric - boolean, if true, use km instead of NM. (optional) -vars.alt - boolean, if true, include altitude. (optional) -vars.ref - vec3/vec2 reference point. -vars.text - text of the message -vars.displayTime -vars.msgFor - scope -]] -routines.msgLeadingBR = function(vars) - local units = vars.units -- technically, I don't really need to do this, but it helps readability. - local heading = vars.heading - local radius = vars.radius - local headingDegrees = vars.headingDegrees - local metric = vars.metric - local alt = vars.alt - local ref = vars.ref -- vec2/vec3 will be handled in routines.getBRString - local text = vars.text - local displayTime = vars.displayTime - local msgFor = vars.msgFor - - local s = routines.getLeadingBRString{units = units, heading = heading, radius = radius, headingDegrees = headingDegrees, metric = metric, alt = alt, ref = ref} - local newText - if string.find(text, '%%s') then -- look for %s - newText = string.format(text, s) -- insert the coordinates into the message - else -- else, just append to the end. - newText = text .. s - end - - routines.message.add{ - text = newText, - displayTime = displayTime, - msgFor = msgFor - } -end - - -function spairs(t, order) - -- collect the keys - local keys = {} - for k in pairs(t) do keys[#keys+1] = k end - - -- if order function given, sort by it by passing the table and keys a, b, - -- otherwise just sort the keys - if order then - table.sort(keys, function(a,b) return order(t, a, b) end) - else - table.sort(keys) - end - - -- return the iterator function - local i = 0 - return function() - i = i + 1 - if keys[i] then - return keys[i], t[keys[i]] - end - end -end - - -function routines.IsPartOfGroupInZones( CargoGroup, LandingZones ) ---trace.f() - - local CurrentZoneID = nil - - if CargoGroup then - local CargoUnits = CargoGroup:getUnits() - for CargoUnitID, CargoUnit in pairs( CargoUnits ) do - if CargoUnit and CargoUnit:getLife() >= 1.0 then - CurrentZoneID = routines.IsUnitInZones( CargoUnit, LandingZones ) - if CurrentZoneID then - break - end - end - end - end - ---trace.r( "", "", { CurrentZoneID } ) - return CurrentZoneID -end - - - -function routines.IsUnitInZones( TransportUnit, LandingZones ) ---trace.f("", "routines.IsUnitInZones" ) - - local TransportZoneResult = nil - local TransportZonePos = nil - local TransportZone = nil - - -- fill-up some local variables to support further calculations to determine location of units within the zone. - if TransportUnit then - local TransportUnitPos = TransportUnit:getPosition().p - if type( LandingZones ) == "table" then - for LandingZoneID, LandingZoneName in pairs( LandingZones ) do - TransportZone = trigger.misc.getZone( LandingZoneName ) - if TransportZone then - TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z} - if ((( TransportUnitPos.x - TransportZonePos.x)^2 + (TransportUnitPos.z - TransportZonePos.z)^2)^0.5 <= TransportZonePos.radius) then - TransportZoneResult = LandingZoneID - break - end - end - end - else - TransportZone = trigger.misc.getZone( LandingZones ) - TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z} - if ((( TransportUnitPos.x - TransportZonePos.x)^2 + (TransportUnitPos.z - TransportZonePos.z)^2)^0.5 <= TransportZonePos.radius) then - TransportZoneResult = 1 - end - end - if TransportZoneResult then - --trace.i( "routines", "TransportZone:" .. TransportZoneResult ) - else - --trace.i( "routines", "TransportZone:nil logic" ) - end - return TransportZoneResult - else - --trace.i( "routines", "TransportZone:nil hard" ) - return nil - end -end - -function routines.IsUnitNearZonesRadius( TransportUnit, LandingZones, ZoneRadius ) ---trace.f("", "routines.IsUnitInZones" ) - - local TransportZoneResult = nil - local TransportZonePos = nil - local TransportZone = nil - - -- fill-up some local variables to support further calculations to determine location of units within the zone. - if TransportUnit then - local TransportUnitPos = TransportUnit:getPosition().p - if type( LandingZones ) == "table" then - for LandingZoneID, LandingZoneName in pairs( LandingZones ) do - TransportZone = trigger.misc.getZone( LandingZoneName ) - if TransportZone then - TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z} - if ((( TransportUnitPos.x - TransportZonePos.x)^2 + (TransportUnitPos.z - TransportZonePos.z)^2)^0.5 <= ZoneRadius ) then - TransportZoneResult = LandingZoneID - break - end - end - end - else - TransportZone = trigger.misc.getZone( LandingZones ) - TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z} - if ((( TransportUnitPos.x - TransportZonePos.x)^2 + (TransportUnitPos.z - TransportZonePos.z)^2)^0.5 <= ZoneRadius ) then - TransportZoneResult = 1 - end - end - if TransportZoneResult then - --trace.i( "routines", "TransportZone:" .. TransportZoneResult ) - else - --trace.i( "routines", "TransportZone:nil logic" ) - end - return TransportZoneResult - else - --trace.i( "routines", "TransportZone:nil hard" ) - return nil - end -end - - -function routines.IsStaticInZones( TransportStatic, LandingZones ) ---trace.f() - - local TransportZoneResult = nil - local TransportZonePos = nil - local TransportZone = nil - - -- fill-up some local variables to support further calculations to determine location of units within the zone. - local TransportStaticPos = TransportStatic:getPosition().p - if type( LandingZones ) == "table" then - for LandingZoneID, LandingZoneName in pairs( LandingZones ) do - TransportZone = trigger.misc.getZone( LandingZoneName ) - if TransportZone then - TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z} - if ((( TransportStaticPos.x - TransportZonePos.x)^2 + (TransportStaticPos.z - TransportZonePos.z)^2)^0.5 <= TransportZonePos.radius) then - TransportZoneResult = LandingZoneID - break - end - end - end - else - TransportZone = trigger.misc.getZone( LandingZones ) - TransportZonePos = {radius = TransportZone.radius, x = TransportZone.point.x, y = TransportZone.point.y, z = TransportZone.point.z} - if ((( TransportStaticPos.x - TransportZonePos.x)^2 + (TransportStaticPos.z - TransportZonePos.z)^2)^0.5 <= TransportZonePos.radius) then - TransportZoneResult = 1 - end - end - ---trace.r( "", "", { TransportZoneResult } ) - return TransportZoneResult -end - - -function routines.IsUnitInRadius( CargoUnit, ReferencePosition, Radius ) ---trace.f() - - local Valid = true - - -- fill-up some local variables to support further calculations to determine location of units within the zone. - local CargoPos = CargoUnit:getPosition().p - local ReferenceP = ReferencePosition.p - - if (((CargoPos.x - ReferenceP.x)^2 + (CargoPos.z - ReferenceP.z)^2)^0.5 <= Radius) then - else - Valid = false - end - - return Valid -end - -function routines.IsPartOfGroupInRadius( CargoGroup, ReferencePosition, Radius ) ---trace.f() - - local Valid = true - - Valid = routines.ValidateGroup( CargoGroup, "CargoGroup", Valid ) - - -- fill-up some local variables to support further calculations to determine location of units within the zone - local CargoUnits = CargoGroup:getUnits() - for CargoUnitId, CargoUnit in pairs( CargoUnits ) do - local CargoUnitPos = CargoUnit:getPosition().p --- env.info( 'routines.IsPartOfGroupInRadius: CargoUnitPos.x = ' .. CargoUnitPos.x .. ' CargoUnitPos.z = ' .. CargoUnitPos.z ) - local ReferenceP = ReferencePosition.p --- env.info( 'routines.IsPartOfGroupInRadius: ReferenceGroupPos.x = ' .. ReferenceGroupPos.x .. ' ReferenceGroupPos.z = ' .. ReferenceGroupPos.z ) - - if ((( CargoUnitPos.x - ReferenceP.x)^2 + (CargoUnitPos.z - ReferenceP.z)^2)^0.5 <= Radius) then - else - Valid = false - break - end - end - - return Valid -end - - -function routines.ValidateString( Variable, VariableName, Valid ) ---trace.f() - - if type( Variable ) == "string" then - if Variable == "" then - error( "routines.ValidateString: error: " .. VariableName .. " must be filled out!" ) - Valid = false - end - else - error( "routines.ValidateString: error: " .. VariableName .. " is not a string." ) - Valid = false - end - ---trace.r( "", "", { Valid } ) - return Valid -end - -function routines.ValidateNumber( Variable, VariableName, Valid ) ---trace.f() - - if type( Variable ) == "number" then - else - error( "routines.ValidateNumber: error: " .. VariableName .. " is not a number." ) - Valid = false - end - ---trace.r( "", "", { Valid } ) - return Valid - -end - -function routines.ValidateGroup( Variable, VariableName, Valid ) ---trace.f() - - if Variable == nil then - error( "routines.ValidateGroup: error: " .. VariableName .. " is a nil value!" ) - Valid = false - end - ---trace.r( "", "", { Valid } ) - return Valid -end - -function routines.ValidateZone( LandingZones, VariableName, Valid ) ---trace.f() - - if LandingZones == nil then - error( "routines.ValidateGroup: error: " .. VariableName .. " is a nil value!" ) - Valid = false - end - - if type( LandingZones ) == "table" then - for LandingZoneID, LandingZoneName in pairs( LandingZones ) do - if trigger.misc.getZone( LandingZoneName ) == nil then - error( "routines.ValidateGroup: error: Zone " .. LandingZoneName .. " does not exist!" ) - Valid = false - break - end - end - else - if trigger.misc.getZone( LandingZones ) == nil then - error( "routines.ValidateGroup: error: Zone " .. LandingZones .. " does not exist!" ) - Valid = false - end - end - ---trace.r( "", "", { Valid } ) - return Valid -end - -function routines.ValidateEnumeration( Variable, VariableName, Enum, Valid ) ---trace.f() - - local ValidVariable = false - - for EnumId, EnumData in pairs( Enum ) do - if Variable == EnumData then - ValidVariable = true - break - end - end - - if ValidVariable then - else - error( 'TransportValidateEnum: " .. VariableName .. " is not a valid type.' .. Variable ) - Valid = false - end - ---trace.r( "", "", { Valid } ) - return Valid -end - -function routines.getGroupRoute(groupIdent, task) -- same as getGroupPoints but returns speed and formation type along with vec2 of point} - -- refactor to search by groupId and allow groupId and groupName as inputs - local gpId = groupIdent - if type(groupIdent) == 'string' and not tonumber(groupIdent) then - gpId = _DATABASE.Templates.Groups[groupIdent].groupId - end - - for coa_name, coa_data in pairs(env.mission.coalition) do - if (coa_name == 'red' or coa_name == 'blue') and type(coa_data) == 'table' then - if coa_data.country then --there is a country table - for cntry_id, cntry_data in pairs(coa_data.country) do - for obj_type_name, obj_type_data in pairs(cntry_data) do - if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" then -- only these types have points - if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group! - for group_num, group_data in pairs(obj_type_data.group) do - if group_data and group_data.groupId == gpId then -- this is the group we are looking for - if group_data.route and group_data.route.points and #group_data.route.points > 0 then - local points = {} - - for point_num, point in pairs(group_data.route.points) do - local routeData = {} - if not point.point then - routeData.x = point.x - routeData.y = point.y - else - routeData.point = point.point --it's possible that the ME could move to the point = Vec2 notation. - end - routeData.form = point.action - routeData.speed = point.speed - routeData.alt = point.alt - routeData.alt_type = point.alt_type - routeData.airdromeId = point.airdromeId - routeData.helipadId = point.helipadId - routeData.type = point.type - routeData.action = point.action - if task then - routeData.task = point.task - end - points[point_num] = routeData - end - - return points - end - return - end --if group_data and group_data.name and group_data.name == 'groupname' - end --for group_num, group_data in pairs(obj_type_data.group) do - end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then - end --if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then - end --for obj_type_name, obj_type_data in pairs(cntry_data) do - end --for cntry_id, cntry_data in pairs(coa_data.country) do - end --if coa_data.country then --there is a country table - end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then - end --for coa_name, coa_data in pairs(mission.coalition) do -end - -routines.ground.patrolRoute = function(vars) - - - local tempRoute = {} - local useRoute = {} - local gpData = vars.gpData - if type(gpData) == 'string' then - gpData = Group.getByName(gpData) - end - - local useGroupRoute - if not vars.useGroupRoute then - useGroupRoute = vars.gpData - else - useGroupRoute = vars.useGroupRoute - end - local routeProvided = false - if not vars.route then - if useGroupRoute then - tempRoute = routines.getGroupRoute(useGroupRoute) - end - else - useRoute = vars.route - local posStart = routines.getLeadPos(gpData) - useRoute[1] = routines.ground.buildWP(posStart, useRoute[1].action, useRoute[1].speed) - routeProvided = true - end - - - local overRideSpeed = vars.speed or 'default' - local pType = vars.pType - local offRoadForm = vars.offRoadForm or 'default' - local onRoadForm = vars.onRoadForm or 'default' - - if routeProvided == false and #tempRoute > 0 then - local posStart = routines.getLeadPos(gpData) - - - useRoute[#useRoute + 1] = routines.ground.buildWP(posStart, offRoadForm, overRideSpeed) - for i = 1, #tempRoute do - local tempForm = tempRoute[i].action - local tempSpeed = tempRoute[i].speed - - if offRoadForm == 'default' then - tempForm = tempRoute[i].action - end - if onRoadForm == 'default' then - onRoadForm = 'On Road' - end - if (string.lower(tempRoute[i].action) == 'on road' or string.lower(tempRoute[i].action) == 'onroad' or string.lower(tempRoute[i].action) == 'on_road') then - tempForm = onRoadForm - else - tempForm = offRoadForm - end - - if type(overRideSpeed) == 'number' then - tempSpeed = overRideSpeed - end - - - useRoute[#useRoute + 1] = routines.ground.buildWP(tempRoute[i], tempForm, tempSpeed) - end - - if pType and string.lower(pType) == 'doubleback' then - local curRoute = routines.utils.deepCopy(useRoute) - for i = #curRoute, 2, -1 do - useRoute[#useRoute + 1] = routines.ground.buildWP(curRoute[i], curRoute[i].action, curRoute[i].speed) - end - end - - useRoute[1].action = useRoute[#useRoute].action -- make it so the first WP matches the last WP - end - - local cTask3 = {} - local newPatrol = {} - newPatrol.route = useRoute - newPatrol.gpData = gpData:getName() - cTask3[#cTask3 + 1] = 'routines.ground.patrolRoute(' - cTask3[#cTask3 + 1] = routines.utils.oneLineSerialize(newPatrol) - cTask3[#cTask3 + 1] = ')' - cTask3 = table.concat(cTask3) - local tempTask = { - id = 'WrappedAction', - params = { - action = { - id = 'Script', - params = { - command = cTask3, - - }, - }, - }, - } - - - useRoute[#useRoute].task = tempTask - routines.goRoute(gpData, useRoute) - - return -end - -routines.ground.patrol = function(gpData, pType, form, speed) - local vars = {} - - if type(gpData) == 'table' and gpData:getName() then - gpData = gpData:getName() - end - - vars.useGroupRoute = gpData - vars.gpData = gpData - vars.pType = pType - vars.offRoadForm = form - vars.speed = speed - - routines.ground.patrolRoute(vars) - - return -end - -function routines.GetUnitHeight( CheckUnit ) ---trace.f( "routines" ) - - local UnitPoint = CheckUnit:getPoint() - local UnitPosition = { x = UnitPoint.x, y = UnitPoint.z } - local UnitHeight = UnitPoint.y - - local LandHeight = land.getHeight( UnitPosition ) - - --env.info(( 'CarrierHeight: LandHeight = ' .. LandHeight .. ' CarrierHeight = ' .. CarrierHeight )) - - --trace.f( "routines", "Unit Height = " .. UnitHeight - LandHeight ) - - return UnitHeight - LandHeight - -end - - - -Su34Status = { status = {} } -boardMsgRed = { statusMsg = "" } -boardMsgAll = { timeMsg = "" } -SpawnSettings = {} -Su34MenuPath = {} -Su34Menus = 0 - - -function Su34AttackCarlVinson(groupName) ---trace.menu("", "Su34AttackCarlVinson") - local groupSu34 = Group.getByName( groupName ) - local controllerSu34 = groupSu34.getController(groupSu34) - local groupCarlVinson = Group.getByName("US Carl Vinson #001") - controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE ) - controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE ) - if groupCarlVinson ~= nil then - controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupCarlVinson:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = true}}) - end - Su34Status.status[groupName] = 1 - MessageToRed( string.format('%s: ',groupName) .. 'Attacking carrier Carl Vinson. ', 10, 'RedStatus' .. groupName ) -end - -function Su34AttackWest(groupName) ---trace.f("","Su34AttackWest") - local groupSu34 = Group.getByName( groupName ) - local controllerSu34 = groupSu34.getController(groupSu34) - local groupShipWest1 = Group.getByName("US Ship West #001") - local groupShipWest2 = Group.getByName("US Ship West #002") - controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE ) - controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE ) - if groupShipWest1 ~= nil then - controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipWest1:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = true}}) - end - if groupShipWest2 ~= nil then - controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipWest2:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = true}}) - end - Su34Status.status[groupName] = 2 - MessageToRed( string.format('%s: ',groupName) .. 'Attacking invading ships in the west. ', 10, 'RedStatus' .. groupName ) -end - -function Su34AttackNorth(groupName) ---trace.menu("","Su34AttackNorth") - local groupSu34 = Group.getByName( groupName ) - local controllerSu34 = groupSu34.getController(groupSu34) - local groupShipNorth1 = Group.getByName("US Ship North #001") - local groupShipNorth2 = Group.getByName("US Ship North #002") - local groupShipNorth3 = Group.getByName("US Ship North #003") - controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE ) - controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE ) - if groupShipNorth1 ~= nil then - controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipNorth1:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = false}}) - end - if groupShipNorth2 ~= nil then - controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipNorth2:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = false}}) - end - if groupShipNorth3 ~= nil then - controllerSu34.pushTask(controllerSu34,{id = 'AttackGroup', params = { groupId = groupShipNorth3:getID(), expend = AI.Task.WeaponExpend.ALL, attackQtyLimit = false}}) - end - Su34Status.status[groupName] = 3 - MessageToRed( string.format('%s: ',groupName) .. 'Attacking invading ships in the north. ', 10, 'RedStatus' .. groupName ) -end - -function Su34Orbit(groupName) ---trace.menu("","Su34Orbit") - local groupSu34 = Group.getByName( groupName ) - local controllerSu34 = groupSu34:getController() - controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_HOLD ) - controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE ) - controllerSu34:pushTask( {id = 'ControlledTask', params = { task = { id = 'Orbit', params = { pattern = AI.Task.OrbitPattern.RACE_TRACK } }, stopCondition = { duration = 600 } } } ) - Su34Status.status[groupName] = 4 - MessageToRed( string.format('%s: ',groupName) .. 'In orbit and awaiting further instructions. ', 10, 'RedStatus' .. groupName ) -end - -function Su34TakeOff(groupName) ---trace.menu("","Su34TakeOff") - local groupSu34 = Group.getByName( groupName ) - local controllerSu34 = groupSu34:getController() - controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_HOLD ) - controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.BYPASS_AND_ESCAPE ) - Su34Status.status[groupName] = 8 - MessageToRed( string.format('%s: ',groupName) .. 'Take-Off. ', 10, 'RedStatus' .. groupName ) -end - -function Su34Hold(groupName) ---trace.menu("","Su34Hold") - local groupSu34 = Group.getByName( groupName ) - local controllerSu34 = groupSu34:getController() - controllerSu34.setOption( controllerSu34, AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_HOLD ) - controllerSu34.setOption( controllerSu34, AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.BYPASS_AND_ESCAPE ) - Su34Status.status[groupName] = 5 - MessageToRed( string.format('%s: ',groupName) .. 'Holding Weapons. ', 10, 'RedStatus' .. groupName ) -end - -function Su34RTB(groupName) ---trace.menu("","Su34RTB") - Su34Status.status[groupName] = 6 - MessageToRed( string.format('%s: ',groupName) .. 'Return to Krasnodar. ', 10, 'RedStatus' .. groupName ) -end - -function Su34Destroyed(groupName) ---trace.menu("","Su34Destroyed") - Su34Status.status[groupName] = 7 - MessageToRed( string.format('%s: ',groupName) .. 'Destroyed. ', 30, 'RedStatus' .. groupName ) -end - -function GroupAlive( groupName ) ---trace.menu("","GroupAlive") - local groupTest = Group.getByName( groupName ) - - local groupExists = false - - if groupTest then - groupExists = groupTest:isExist() - end - - --trace.r( "", "", { groupExists } ) - return groupExists -end - -function Su34IsDead() ---trace.f() - -end - -function Su34OverviewStatus() ---trace.menu("","Su34OverviewStatus") - local msg = "" - local currentStatus = 0 - local Exists = false - - for groupName, currentStatus in pairs(Su34Status.status) do - - env.info(('Su34 Overview Status: GroupName = ' .. groupName )) - Alive = GroupAlive( groupName ) - - if Alive then - if currentStatus == 1 then - msg = msg .. string.format("%s: ",groupName) - msg = msg .. "Attacking carrier Carl Vinson. " - elseif currentStatus == 2 then - msg = msg .. string.format("%s: ",groupName) - msg = msg .. "Attacking supporting ships in the west. " - elseif currentStatus == 3 then - msg = msg .. string.format("%s: ",groupName) - msg = msg .. "Attacking invading ships in the north. " - elseif currentStatus == 4 then - msg = msg .. string.format("%s: ",groupName) - msg = msg .. "In orbit and awaiting further instructions. " - elseif currentStatus == 5 then - msg = msg .. string.format("%s: ",groupName) - msg = msg .. "Holding Weapons. " - elseif currentStatus == 6 then - msg = msg .. string.format("%s: ",groupName) - msg = msg .. "Return to Krasnodar. " - elseif currentStatus == 7 then - msg = msg .. string.format("%s: ",groupName) - msg = msg .. "Destroyed. " - elseif currentStatus == 8 then - msg = msg .. string.format("%s: ",groupName) - msg = msg .. "Take-Off. " - end - else - if currentStatus == 7 then - msg = msg .. string.format("%s: ",groupName) - msg = msg .. "Destroyed. " - else - Su34Destroyed(groupName) - end - end - end - - boardMsgRed.statusMsg = msg -end - - -function UpdateBoardMsg() ---trace.f() - Su34OverviewStatus() - MessageToRed( boardMsgRed.statusMsg, 15, 'RedStatus' ) -end - -function MusicReset( flg ) ---trace.f() - trigger.action.setUserFlag(95,flg) -end - -function PlaneActivate(groupNameFormat, flg) ---trace.f() - local groupName = groupNameFormat .. string.format("#%03d", trigger.misc.getUserFlag(flg)) - --trigger.action.outText(groupName,10) - trigger.action.activateGroup(Group.getByName(groupName)) -end - -function Su34Menu(groupName) ---trace.f() - - --env.info(( 'Su34Menu(' .. groupName .. ')' )) - local groupSu34 = Group.getByName( groupName ) - - if Su34Status.status[groupName] == 1 or - Su34Status.status[groupName] == 2 or - Su34Status.status[groupName] == 3 or - Su34Status.status[groupName] == 4 or - Su34Status.status[groupName] == 5 then - if Su34MenuPath[groupName] == nil then - if planeMenuPath == nil then - planeMenuPath = missionCommands.addSubMenuForCoalition( - coalition.side.RED, - "SU-34 anti-ship flights", - nil - ) - end - Su34MenuPath[groupName] = missionCommands.addSubMenuForCoalition( - coalition.side.RED, - "Flight " .. groupName, - planeMenuPath - ) - - missionCommands.addCommandForCoalition( - coalition.side.RED, - "Attack carrier Carl Vinson", - Su34MenuPath[groupName], - Su34AttackCarlVinson, - groupName - ) - - missionCommands.addCommandForCoalition( - coalition.side.RED, - "Attack ships in the west", - Su34MenuPath[groupName], - Su34AttackWest, - groupName - ) - - missionCommands.addCommandForCoalition( - coalition.side.RED, - "Attack ships in the north", - Su34MenuPath[groupName], - Su34AttackNorth, - groupName - ) - - missionCommands.addCommandForCoalition( - coalition.side.RED, - "Hold position and await instructions", - Su34MenuPath[groupName], - Su34Orbit, - groupName - ) - - missionCommands.addCommandForCoalition( - coalition.side.RED, - "Report status", - Su34MenuPath[groupName], - Su34OverviewStatus - ) - end - else - if Su34MenuPath[groupName] then - missionCommands.removeItemForCoalition(coalition.side.RED, Su34MenuPath[groupName]) - end - end -end - ---- Obsolete function, but kept to rework in framework. - -function ChooseInfantry ( TeleportPrefixTable, TeleportMax ) ---trace.f("Spawn") - --env.info(( 'ChooseInfantry: ' )) - - TeleportPrefixTableCount = #TeleportPrefixTable - TeleportPrefixTableIndex = math.random( 1, TeleportPrefixTableCount ) - - --env.info(( 'ChooseInfantry: TeleportPrefixTableIndex = ' .. TeleportPrefixTableIndex .. ' TeleportPrefixTableCount = ' .. TeleportPrefixTableCount .. ' TeleportMax = ' .. TeleportMax )) - - local TeleportFound = false - local TeleportLoop = true - local Index = TeleportPrefixTableIndex - local TeleportPrefix = '' - - while TeleportLoop do - TeleportPrefix = TeleportPrefixTable[Index] - if SpawnSettings[TeleportPrefix] then - if SpawnSettings[TeleportPrefix]['SpawnCount'] - 1 < TeleportMax then - SpawnSettings[TeleportPrefix]['SpawnCount'] = SpawnSettings[TeleportPrefix]['SpawnCount'] + 1 - TeleportFound = true - else - TeleportFound = false - end - else - SpawnSettings[TeleportPrefix] = {} - SpawnSettings[TeleportPrefix]['SpawnCount'] = 0 - TeleportFound = true - end - if TeleportFound then - TeleportLoop = false - else - if Index < TeleportPrefixTableCount then - Index = Index + 1 - else - TeleportLoop = false - end - end - --env.info(( 'ChooseInfantry: Loop 1 - TeleportPrefix = ' .. TeleportPrefix .. ' Index = ' .. Index )) - end - - if TeleportFound == false then - TeleportLoop = true - Index = 1 - while TeleportLoop do - TeleportPrefix = TeleportPrefixTable[Index] - if SpawnSettings[TeleportPrefix] then - if SpawnSettings[TeleportPrefix]['SpawnCount'] - 1 < TeleportMax then - SpawnSettings[TeleportPrefix]['SpawnCount'] = SpawnSettings[TeleportPrefix]['SpawnCount'] + 1 - TeleportFound = true - else - TeleportFound = false - end - else - SpawnSettings[TeleportPrefix] = {} - SpawnSettings[TeleportPrefix]['SpawnCount'] = 0 - TeleportFound = true - end - if TeleportFound then - TeleportLoop = false - else - if Index < TeleportPrefixTableIndex then - Index = Index + 1 - else - TeleportLoop = false - end - end - --env.info(( 'ChooseInfantry: Loop 2 - TeleportPrefix = ' .. TeleportPrefix .. ' Index = ' .. Index )) - end - end - - local TeleportGroupName = '' - if TeleportFound == true then - TeleportGroupName = TeleportPrefix .. string.format("#%03d", SpawnSettings[TeleportPrefix]['SpawnCount'] ) - else - TeleportGroupName = '' - end - - --env.info(('ChooseInfantry: TeleportGroupName = ' .. TeleportGroupName )) - --env.info(('ChooseInfantry: return')) - - return TeleportGroupName -end - -SpawnedInfantry = 0 - -function LandCarrier ( CarrierGroup, LandingZonePrefix ) ---trace.f() - --env.info(( 'LandCarrier: ' )) - --env.info(( 'LandCarrier: CarrierGroup = ' .. CarrierGroup:getName() )) - --env.info(( 'LandCarrier: LandingZone = ' .. LandingZonePrefix )) - - local controllerGroup = CarrierGroup:getController() - - local LandingZone = trigger.misc.getZone(LandingZonePrefix) - local LandingZonePos = {} - LandingZonePos.x = LandingZone.point.x + math.random(LandingZone.radius * -1, LandingZone.radius) - LandingZonePos.y = LandingZone.point.z + math.random(LandingZone.radius * -1, LandingZone.radius) - - controllerGroup:pushTask( { id = 'Land', params = { point = LandingZonePos, durationFlag = true, duration = 10 } } ) - - --env.info(( 'LandCarrier: end' )) -end - -EscortCount = 0 -function EscortCarrier ( CarrierGroup, EscortPrefix, EscortLastWayPoint, EscortEngagementDistanceMax, EscortTargetTypes ) ---trace.f() - --env.info(( 'EscortCarrier: ' )) - --env.info(( 'EscortCarrier: CarrierGroup = ' .. CarrierGroup:getName() )) - --env.info(( 'EscortCarrier: EscortPrefix = ' .. EscortPrefix )) - - local CarrierName = CarrierGroup:getName() - - local EscortMission = {} - local CarrierMission = {} - - local EscortMission = SpawnMissionGroup( EscortPrefix ) - local CarrierMission = SpawnMissionGroup( CarrierGroup:getName() ) - - if EscortMission ~= nil and CarrierMission ~= nil then - - EscortCount = EscortCount + 1 - EscortMissionName = string.format( EscortPrefix .. '#Escort %s', CarrierName ) - EscortMission.name = EscortMissionName - EscortMission.groupId = nil - EscortMission.lateActivation = false - EscortMission.taskSelected = false - - local EscortUnits = #EscortMission.units - for u = 1, EscortUnits do - EscortMission.units[u].name = string.format( EscortPrefix .. '#Escort %s %02d', CarrierName, u ) - EscortMission.units[u].unitId = nil - end - - - EscortMission.route.points[1].task = { id = "ComboTask", - params = - { - tasks = - { - [1] = - { - enabled = true, - auto = false, - id = "Escort", - number = 1, - params = - { - lastWptIndexFlagChangedManually = false, - groupId = CarrierGroup:getID(), - lastWptIndex = nil, - lastWptIndexFlag = false, - engagementDistMax = EscortEngagementDistanceMax, - targetTypes = EscortTargetTypes, - pos = - { - y = 20, - x = 20, - z = 0, - } -- end of ["pos"] - } -- end of ["params"] - } -- end of [1] - } -- end of ["tasks"] - } -- end of ["params"] - } -- end of ["task"] - - SpawnGroupAdd( EscortPrefix, EscortMission ) - - end -end - -function SendMessageToCarrier( CarrierGroup, CarrierMessage ) ---trace.f() - - if CarrierGroup ~= nil then - MessageToGroup( CarrierGroup, CarrierMessage, 30, 'Carrier/' .. CarrierGroup:getName() ) - end - -end - -function MessageToGroup( MsgGroup, MsgText, MsgTime, MsgName ) ---trace.f() - - if type(MsgGroup) == 'string' then - --env.info( 'MessageToGroup: Converted MsgGroup string "' .. MsgGroup .. '" into a Group structure.' ) - MsgGroup = Group.getByName( MsgGroup ) - end - - if MsgGroup ~= nil then - local MsgTable = {} - MsgTable.text = MsgText - MsgTable.displayTime = MsgTime - MsgTable.msgFor = { units = { MsgGroup:getUnits()[1]:getName() } } - MsgTable.name = MsgName - --routines.message.add( MsgTable ) - --env.info(('MessageToGroup: Message sent to ' .. MsgGroup:getUnits()[1]:getName() .. ' -> ' .. MsgText )) - end -end - -function MessageToUnit( UnitName, MsgText, MsgTime, MsgName ) ---trace.f() - - if UnitName ~= nil then - local MsgTable = {} - MsgTable.text = MsgText - MsgTable.displayTime = MsgTime - MsgTable.msgFor = { units = { UnitName } } - MsgTable.name = MsgName - --routines.message.add( MsgTable ) - end -end - -function MessageToAll( MsgText, MsgTime, MsgName ) ---trace.f() - - MESSAGE:New( MsgText, MsgTime, "Message" ):ToCoalition( coalition.side.RED ):ToCoalition( coalition.side.BLUE ) -end - -function MessageToRed( MsgText, MsgTime, MsgName ) ---trace.f() - - MESSAGE:New( MsgText, MsgTime, "To Red Coalition" ):ToCoalition( coalition.side.RED ) -end - -function MessageToBlue( MsgText, MsgTime, MsgName ) ---trace.f() - - MESSAGE:New( MsgText, MsgTime, "To Blue Coalition" ):ToCoalition( coalition.side.BLUE ) -end - -function getCarrierHeight( CarrierGroup ) ---trace.f() - - if CarrierGroup ~= nil then - if table.getn(CarrierGroup:getUnits()) == 1 then - local CarrierUnit = CarrierGroup:getUnits()[1] - local CurrentPoint = CarrierUnit:getPoint() - - local CurrentPosition = { x = CurrentPoint.x, y = CurrentPoint.z } - local CarrierHeight = CurrentPoint.y - - local LandHeight = land.getHeight( CurrentPosition ) - - --env.info(( 'CarrierHeight: LandHeight = ' .. LandHeight .. ' CarrierHeight = ' .. CarrierHeight )) - - return CarrierHeight - LandHeight - else - return 999999 - end - else - return 999999 - end - -end - -function GetUnitHeight( CheckUnit ) ---trace.f() - - local UnitPoint = CheckUnit:getPoint() - local UnitPosition = { x = CurrentPoint.x, y = CurrentPoint.z } - local UnitHeight = CurrentPoint.y - - local LandHeight = land.getHeight( CurrentPosition ) - - --env.info(( 'CarrierHeight: LandHeight = ' .. LandHeight .. ' CarrierHeight = ' .. CarrierHeight )) - - return UnitHeight - LandHeight - -end - - -_MusicTable = {} -_MusicTable.Files = {} -_MusicTable.Queue = {} -_MusicTable.FileCnt = 0 - - -function MusicRegister( SndRef, SndFile, SndTime ) ---trace.f() - - env.info(( 'MusicRegister: SndRef = ' .. SndRef )) - env.info(( 'MusicRegister: SndFile = ' .. SndFile )) - env.info(( 'MusicRegister: SndTime = ' .. SndTime )) - - - _MusicTable.FileCnt = _MusicTable.FileCnt + 1 - - _MusicTable.Files[_MusicTable.FileCnt] = {} - _MusicTable.Files[_MusicTable.FileCnt].Ref = SndRef - _MusicTable.Files[_MusicTable.FileCnt].File = SndFile - _MusicTable.Files[_MusicTable.FileCnt].Time = SndTime - - if not _MusicTable.Function then - _MusicTable.Function = routines.scheduleFunction( MusicScheduler, { }, timer.getTime() + 10, 10) - end - -end - -function MusicToPlayer( SndRef, PlayerName, SndContinue ) ---trace.f() - - --env.info(( 'MusicToPlayer: SndRef = ' .. SndRef )) - - local PlayerUnits = AlivePlayerUnits() - for PlayerUnitIdx, PlayerUnit in pairs(PlayerUnits) do - local PlayerUnitName = PlayerUnit:getPlayerName() - --env.info(( 'MusicToPlayer: PlayerUnitName = ' .. PlayerUnitName )) - if PlayerName == PlayerUnitName then - PlayerGroup = PlayerUnit:getGroup() - if PlayerGroup then - --env.info(( 'MusicToPlayer: PlayerGroup = ' .. PlayerGroup:getName() )) - MusicToGroup( SndRef, PlayerGroup, SndContinue ) - end - break - end - end - - --env.info(( 'MusicToPlayer: end' )) - -end - -function MusicToGroup( SndRef, SndGroup, SndContinue ) ---trace.f() - - --env.info(( 'MusicToGroup: SndRef = ' .. SndRef )) - - if SndGroup ~= nil then - if _MusicTable and _MusicTable.FileCnt > 0 then - if SndGroup:isExist() then - if MusicCanStart(SndGroup:getUnit(1):getPlayerName()) then - --env.info(( 'MusicToGroup: OK for Sound.' )) - local SndIdx = 0 - if SndRef == '' then - --env.info(( 'MusicToGroup: SndRef as empty. Queueing at random.' )) - SndIdx = math.random( 1, _MusicTable.FileCnt ) - else - for SndIdx = 1, _MusicTable.FileCnt do - if _MusicTable.Files[SndIdx].Ref == SndRef then - break - end - end - end - --env.info(( 'MusicToGroup: SndIdx = ' .. SndIdx )) - --env.info(( 'MusicToGroup: Queueing Music ' .. _MusicTable.Files[SndIdx].File .. ' for Group ' .. SndGroup:getID() )) - trigger.action.outSoundForGroup( SndGroup:getID(), _MusicTable.Files[SndIdx].File ) - MessageToGroup( SndGroup, 'Playing ' .. _MusicTable.Files[SndIdx].File, 15, 'Music-' .. SndGroup:getUnit(1):getPlayerName() ) - - local SndQueueRef = SndGroup:getUnit(1):getPlayerName() - if _MusicTable.Queue[SndQueueRef] == nil then - _MusicTable.Queue[SndQueueRef] = {} - end - _MusicTable.Queue[SndQueueRef].Start = timer.getTime() - _MusicTable.Queue[SndQueueRef].PlayerName = SndGroup:getUnit(1):getPlayerName() - _MusicTable.Queue[SndQueueRef].Group = SndGroup - _MusicTable.Queue[SndQueueRef].ID = SndGroup:getID() - _MusicTable.Queue[SndQueueRef].Ref = SndIdx - _MusicTable.Queue[SndQueueRef].Continue = SndContinue - _MusicTable.Queue[SndQueueRef].Type = Group - end - end - end - end -end - -function MusicCanStart(PlayerName) ---trace.f() - - --env.info(( 'MusicCanStart:' )) - - local MusicOut = false - - if _MusicTable['Queue'] ~= nil and _MusicTable.FileCnt > 0 then - --env.info(( 'MusicCanStart: PlayerName = ' .. PlayerName )) - local PlayerFound = false - local MusicStart = 0 - local MusicTime = 0 - for SndQueueIdx, SndQueue in pairs( _MusicTable.Queue ) do - if SndQueue.PlayerName == PlayerName then - PlayerFound = true - MusicStart = SndQueue.Start - MusicTime = _MusicTable.Files[SndQueue.Ref].Time - break - end - end - if PlayerFound then - --env.info(( 'MusicCanStart: MusicStart = ' .. MusicStart )) - --env.info(( 'MusicCanStart: MusicTime = ' .. MusicTime )) - --env.info(( 'MusicCanStart: timer.getTime() = ' .. timer.getTime() )) - - if MusicStart + MusicTime <= timer.getTime() then - MusicOut = true - end - else - MusicOut = true - end - end - - if MusicOut then - --env.info(( 'MusicCanStart: true' )) - else - --env.info(( 'MusicCanStart: false' )) - end - - return MusicOut -end - -function MusicScheduler() ---trace.scheduled("", "MusicScheduler") - - --env.info(( 'MusicScheduler:' )) - if _MusicTable['Queue'] ~= nil and _MusicTable.FileCnt > 0 then - --env.info(( 'MusicScheduler: Walking Sound Queue.')) - for SndQueueIdx, SndQueue in pairs( _MusicTable.Queue ) do - if SndQueue.Continue then - if MusicCanStart(SndQueue.PlayerName) then - --env.info(('MusicScheduler: MusicToGroup')) - MusicToPlayer( '', SndQueue.PlayerName, true ) - end - end - end - end - -end - - -env.info(( 'Init: Scripts Loaded v1.1' )) - ---- This module contains derived utilities taken from the MIST framework, --- which are excellent tools to be reused in an OO environment!. --- --- ### Authors: --- --- * Grimes : Design & Programming of the MIST framework. --- --- ### Contributions: --- --- * FlightControl : Rework to OO framework --- --- @module Utils --- @image MOOSE.JPG - - ---- @type SMOKECOLOR --- @field Green --- @field Red --- @field White --- @field Orange --- @field Blue - -SMOKECOLOR = trigger.smokeColor -- #SMOKECOLOR - ---- @type FLARECOLOR --- @field Green --- @field Red --- @field White --- @field Yellow - -FLARECOLOR = trigger.flareColor -- #FLARECOLOR - ---- Big smoke preset enum. --- @type BIGSMOKEPRESET -BIGSMOKEPRESET = { - SmallSmokeAndFire=0, - MediumSmokeAndFire=1, - LargeSmokeAndFire=2, - HugeSmokeAndFire=3, - SmallSmoke=4, - MediumSmoke=5, - LargeSmoke=6, - HugeSmoke=7, -} - ---- Utilities static class. --- @type UTILS -UTILS = { - _MarkID = 1 -} - ---- Function to infer instance of an object --- --- ### Examples: --- --- * UTILS.IsInstanceOf( 'some text', 'string' ) will return true --- * UTILS.IsInstanceOf( some_function, 'function' ) will return true --- * UTILS.IsInstanceOf( 10, 'number' ) will return true --- * UTILS.IsInstanceOf( false, 'boolean' ) will return true --- * UTILS.IsInstanceOf( nil, 'nil' ) will return true --- --- * UTILS.IsInstanceOf( ZONE:New( 'some zone', ZONE ) will return true --- * UTILS.IsInstanceOf( ZONE:New( 'some zone', 'ZONE' ) will return true --- * UTILS.IsInstanceOf( ZONE:New( 'some zone', 'zone' ) will return true --- * UTILS.IsInstanceOf( ZONE:New( 'some zone', 'BASE' ) will return true --- --- * UTILS.IsInstanceOf( ZONE:New( 'some zone', 'GROUP' ) will return false --- --- --- @param object is the object to be evaluated --- @param className is the name of the class to evaluate (can be either a string or a Moose class) --- @return #boolean -UTILS.IsInstanceOf = function( object, className ) - -- Is className NOT a string ? - if not type( className ) == 'string' then - - -- Is className a Moose class ? - if type( className ) == 'table' and className.IsInstanceOf ~= nil then - - -- Get the name of the Moose class as a string - className = className.ClassName - - -- className is neither a string nor a Moose class, throw an error - else - - -- I'm not sure if this should take advantage of MOOSE logging function, or throw an error for pcall - local err_str = 'className parameter should be a string; parameter received: '..type( className ) - return false - -- error( err_str ) - - end - end - - -- Is the object a Moose class instance ? - if type( object ) == 'table' and object.IsInstanceOf ~= nil then - - -- Use the IsInstanceOf method of the BASE class - return object:IsInstanceOf( className ) - else - - -- If the object is not an instance of a Moose class, evaluate against lua basic data types - local basicDataTypes = { 'string', 'number', 'function', 'boolean', 'nil', 'table' } - for _, basicDataType in ipairs( basicDataTypes ) do - if className == basicDataType then - return type( object ) == basicDataType - end - end - end - - -- Check failed - return false -end - - ---from http://lua-users.org/wiki/CopyTable -UTILS.DeepCopy = function(object) - local lookup_table = {} - local function _copy(object) - if type(object) ~= "table" then - return object - elseif lookup_table[object] then - return lookup_table[object] - end - local new_table = {} - lookup_table[object] = new_table - for index, value in pairs(object) do - new_table[_copy(index)] = _copy(value) - end - return setmetatable(new_table, getmetatable(object)) - end - local objectreturn = _copy(object) - return objectreturn -end - - --- porting in Slmod's serialize_slmod2 -UTILS.OneLineSerialize = function( tbl ) -- serialization of a table all on a single line, no comments, made to replace old get_table_string function - - lookup_table = {} - - local function _Serialize( tbl ) - - if type(tbl) == 'table' then --function only works for tables! - - if lookup_table[tbl] then - return lookup_table[object] - end - - local tbl_str = {} - - lookup_table[tbl] = tbl_str - - tbl_str[#tbl_str + 1] = '{' - - for ind,val in pairs(tbl) do -- serialize its fields - local ind_str = {} - if type(ind) == "number" then - ind_str[#ind_str + 1] = '[' - ind_str[#ind_str + 1] = tostring(ind) - ind_str[#ind_str + 1] = ']=' - else --must be a string - ind_str[#ind_str + 1] = '[' - ind_str[#ind_str + 1] = routines.utils.basicSerialize(ind) - ind_str[#ind_str + 1] = ']=' - end - - local val_str = {} - if ((type(val) == 'number') or (type(val) == 'boolean')) then - val_str[#val_str + 1] = tostring(val) - val_str[#val_str + 1] = ',' - tbl_str[#tbl_str + 1] = table.concat(ind_str) - tbl_str[#tbl_str + 1] = table.concat(val_str) - elseif type(val) == 'string' then - val_str[#val_str + 1] = routines.utils.basicSerialize(val) - val_str[#val_str + 1] = ',' - tbl_str[#tbl_str + 1] = table.concat(ind_str) - tbl_str[#tbl_str + 1] = table.concat(val_str) - elseif type(val) == 'nil' then -- won't ever happen, right? - val_str[#val_str + 1] = 'nil,' - tbl_str[#tbl_str + 1] = table.concat(ind_str) - tbl_str[#tbl_str + 1] = table.concat(val_str) - elseif type(val) == 'table' then - if ind == "__index" then - -- tbl_str[#tbl_str + 1] = "__index" - -- tbl_str[#tbl_str + 1] = ',' --I think this is right, I just added it - else - - val_str[#val_str + 1] = _Serialize(val) - val_str[#val_str + 1] = ',' --I think this is right, I just added it - tbl_str[#tbl_str + 1] = table.concat(ind_str) - tbl_str[#tbl_str + 1] = table.concat(val_str) - end - elseif type(val) == 'function' then - tbl_str[#tbl_str + 1] = "f() " .. tostring(ind) - tbl_str[#tbl_str + 1] = ',' --I think this is right, I just added it - else - env.info('unable to serialize value type ' .. routines.utils.basicSerialize(type(val)) .. ' at index ' .. tostring(ind)) - env.info( debug.traceback() ) - end - - end - tbl_str[#tbl_str + 1] = '}' - return table.concat(tbl_str) - else - return tostring(tbl) - end - end - - local objectreturn = _Serialize(tbl) - return objectreturn -end - ---porting in Slmod's "safestring" basic serialize -UTILS.BasicSerialize = function(s) - if s == nil then - return "\"\"" - else - if ((type(s) == 'number') or (type(s) == 'boolean') or (type(s) == 'function') or (type(s) == 'table') or (type(s) == 'userdata') ) then - return tostring(s) - elseif type(s) == 'string' then - s = string.format('%q', s) - return s - end - end -end - - -UTILS.ToDegree = function(angle) - return angle*180/math.pi -end - -UTILS.ToRadian = function(angle) - return angle*math.pi/180 -end - -UTILS.MetersToNM = function(meters) - return meters/1852 -end - -UTILS.MetersToFeet = function(meters) - return meters/0.3048 -end - -UTILS.NMToMeters = function(NM) - return NM*1852 -end - -UTILS.FeetToMeters = function(feet) - return feet*0.3048 -end - -UTILS.KnotsToKmph = function(knots) - return knots* 1.852 -end - -UTILS.KmphToMps = function( kmph ) - return kmph / 3.6 -end - -UTILS.MpsToKmph = function( mps ) - return mps * 3.6 -end - -UTILS.MiphToMps = function( miph ) - return miph * 0.44704 -end - -UTILS.MpsToMiph = function( mps ) - return mps / 0.44704 -end - -UTILS.MpsToKnots = function( mps ) - return mps * 3600 / 1852 -end - -UTILS.KnotsToMps = function( knots ) - return knots * 1852 / 3600 -end - -UTILS.CelciusToFarenheit = function( Celcius ) - return Celcius * 9/5 + 32 -end - - - ---[[acc: -in DM: decimal point of minutes. -In DMS: decimal point of seconds. -position after the decimal of the least significant digit: -So: -42.32 - acc of 2. -]] -UTILS.tostringLL = function( lat, lon, acc, DMS) - - local latHemi, lonHemi - if lat > 0 then - latHemi = 'N' - else - latHemi = 'S' - end - - if lon > 0 then - lonHemi = 'E' - else - lonHemi = 'W' - end - - lat = math.abs(lat) - lon = math.abs(lon) - - local latDeg = math.floor(lat) - local latMin = (lat - latDeg)*60 - - local lonDeg = math.floor(lon) - local lonMin = (lon - lonDeg)*60 - - if DMS then -- degrees, minutes, and seconds. - local oldLatMin = latMin - latMin = math.floor(latMin) - local latSec = UTILS.Round((oldLatMin - latMin)*60, acc) - - local oldLonMin = lonMin - lonMin = math.floor(lonMin) - local lonSec = UTILS.Round((oldLonMin - lonMin)*60, acc) - - if latSec == 60 then - latSec = 0 - latMin = latMin + 1 - end - - if lonSec == 60 then - lonSec = 0 - lonMin = lonMin + 1 - end - - local secFrmtStr -- create the formatting string for the seconds place - secFrmtStr = '%02d' --- if acc <= 0 then -- no decimal place. --- secFrmtStr = '%02d' --- else --- local width = 3 + acc -- 01.310 - that's a width of 6, for example. --- secFrmtStr = '%0' .. width .. '.' .. acc .. 'f' --- end - - return string.format('%03d', latDeg) .. ' ' .. string.format('%02d', latMin) .. '\' ' .. string.format(secFrmtStr, latSec) .. '"' .. latHemi .. ' ' - .. string.format('%03d', lonDeg) .. ' ' .. string.format('%02d', lonMin) .. '\' ' .. string.format(secFrmtStr, lonSec) .. '"' .. lonHemi - - else -- degrees, decimal minutes. - latMin = UTILS.Round(latMin, acc) - lonMin = UTILS.Round(lonMin, acc) - - if latMin == 60 then - latMin = 0 - latDeg = latDeg + 1 - end - - if lonMin == 60 then - lonMin = 0 - lonDeg = lonDeg + 1 - end - - local minFrmtStr -- create the formatting string for the minutes place - if acc <= 0 then -- no decimal place. - minFrmtStr = '%02d' - else - local width = 3 + acc -- 01.310 - that's a width of 6, for example. - minFrmtStr = '%0' .. width .. '.' .. acc .. 'f' - end - - return string.format('%03d', latDeg) .. ' ' .. string.format(minFrmtStr, latMin) .. '\'' .. latHemi .. ' ' - .. string.format('%03d', lonDeg) .. ' ' .. string.format(minFrmtStr, lonMin) .. '\'' .. lonHemi - - end -end - --- acc- the accuracy of each easting/northing. 0, 1, 2, 3, 4, or 5. -UTILS.tostringMGRS = function(MGRS, acc) --R2.1 - if acc == 0 then - return MGRS.UTMZone .. ' ' .. MGRS.MGRSDigraph - else - return MGRS.UTMZone .. ' ' .. MGRS.MGRSDigraph .. ' ' .. string.format('%0' .. acc .. 'd', UTILS.Round(MGRS.Easting/(10^(5-acc)), 0)) - .. ' ' .. string.format('%0' .. acc .. 'd', UTILS.Round(MGRS.Northing/(10^(5-acc)), 0)) - end -end - - ---- From http://lua-users.org/wiki/SimpleRound --- use negative idp for rounding ahead of decimal place, positive for rounding after decimal place -function UTILS.Round( num, idp ) - local mult = 10 ^ ( idp or 0 ) - return math.floor( num * mult + 0.5 ) / mult -end - --- porting in Slmod's dostring -function UTILS.DoString( s ) - local f, err = loadstring( s ) - if f then - return true, f() - else - return false, err - end -end - --- Here is a customized version of pairs, which I called spairs because it iterates over the table in a sorted order. -function UTILS.spairs( t, order ) - -- collect the keys - local keys = {} - for k in pairs(t) do keys[#keys+1] = k end - - -- if order function given, sort by it by passing the table and keys a, b, - -- otherwise just sort the keys - if order then - table.sort(keys, function(a,b) return order(t, a, b) end) - else - table.sort(keys) - end - - -- return the iterator function - local i = 0 - return function() - i = i + 1 - if keys[i] then - return keys[i], t[keys[i]] - end - end -end - --- get a new mark ID for markings -function UTILS.GetMarkID() - - UTILS._MarkID = UTILS._MarkID + 1 - return UTILS._MarkID - -end - - --- Test if a Vec2 is in a radius of another Vec2 -function UTILS.IsInRadius( InVec2, Vec2, Radius ) - - local InRadius = ( ( InVec2.x - Vec2.x ) ^2 + ( InVec2.y - Vec2.y ) ^2 ) ^ 0.5 <= Radius - - return InRadius -end - --- Test if a Vec3 is in the sphere of another Vec3 -function UTILS.IsInSphere( InVec3, Vec3, Radius ) - - local InSphere = ( ( InVec3.x - Vec3.x ) ^2 + ( InVec3.y - Vec3.y ) ^2 + ( InVec3.z - Vec3.z ) ^2 ) ^ 0.5 <= Radius - - return InSphere -end - --- Beaufort scale: returns Beaufort number and wind description as a function of wind speed in m/s. -function UTILS.BeaufortScale(speed) - local bn=nil - local bd=nil - if speed<0.51 then - bn=0 - bd="Calm" - elseif speed<2.06 then - bn=1 - bd="Light Air" - elseif speed<3.60 then - bn=2 - bd="Light Breeze" - elseif speed<5.66 then - bn=3 - bd="Gentle Breeze" - elseif speed<8.23 then - bn=4 - bd="Moderate Breeze" - elseif speed<11.32 then - bn=5 - bd="Fresh Breeze" - elseif speed<14.40 then - bn=6 - bd="Strong Breeze" - elseif speed<17.49 then - bn=7 - bd="Moderate Gale" - elseif speed<21.09 then - bn=8 - bd="Fresh Gale" - elseif speed<24.69 then - bn=9 - bd="Strong Gale" - elseif speed<28.81 then - bn=10 - bd="Storm" - elseif speed<32.92 then - bn=11 - bd="Violent Storm" - else - bn=12 - bd="Hurricane" - end - return bn,bd -end - ---- Split string at seperators. C.f. http://stackoverflow.com/questions/1426954/split-string-in-lua --- @param #string str Sting to split. --- @param #string sep Speparator for split. --- @return #table Split text. -function UTILS.Split(str, sep) - local result = {} - local regex = ("([^%s]+)"):format(sep) - for each in str:gmatch(regex) do - table.insert(result, each) - end - return result -end - ---- Convert time in seconds to hours, minutes and seconds. --- @param #number seconds Time in seconds, e.g. from timer.getAbsTime() function. --- @return #string Time in format Hours:Minutes:Seconds+Days (HH:MM:SS+D). -function UTILS.SecondsToClock(seconds) - - -- Nil check. - if seconds==nil then - return nil - end - - -- Seconds - local seconds = tonumber(seconds) - - -- Seconds of this day. - local _seconds=seconds%(60*60*24) - - if seconds <= 0 then - return nil - else - local hours = string.format("%02.f", math.floor(_seconds/3600)) - local mins = string.format("%02.f", math.floor(_seconds/60 - (hours*60))) - local secs = string.format("%02.f", math.floor(_seconds - hours*3600 - mins *60)) - local days = string.format("%d", seconds/(60*60*24)) - return hours..":"..mins..":"..secs.."+"..days - end -end - ---- Convert clock time from hours, minutes and seconds to seconds. --- @param #string clock String of clock time. E.g., "06:12:35" or "5:1:30+1". Format is (H)H:(M)M:((S)S)(+D) H=Hours, M=Minutes, S=Seconds, D=Days. --- @param #number Seconds. Corresponds to what you cet from timer.getAbsTime() function. -function UTILS.ClockToSeconds(clock) - - -- Nil check. - if clock==nil then - return nil - end - - -- Seconds init. - local seconds=0 - - -- Split additional days. - local dsplit=UTILS.split(clock, "+") - - -- Convert days to seconds. - if #dsplit>1 then - seconds=seconds+tonumber(dsplit[2])*60*60*24 - end - - -- Split hours, minutes, seconds - local tsplit=UTILS.Split(dsplit[1], ":") - - -- Get time in seconds - local i=1 - for _,time in ipairs(tsplit) do - if i==1 then - -- Hours - seconds=seconds+tonumber(time)*60*60 - elseif i==2 then - -- Minutes - seconds=seconds+tonumber(time)*60 - elseif i==3 then - -- Seconds - seconds=seconds+tonumber(time) - end - i=i+1 - end - - return seconds -end - ---- Display clock and mission time on screen as a message to all. --- @param #number duration Duration in seconds how long the time is displayed. Default is 5 seconds. -function UTILS.DisplayMissionTime(duration) - duration=duration or 5 - local Tnow=timer.getAbsTime() - local mission_time=Tnow-timer.getTime0() - local mission_time_minutes=mission_time/60 - local mission_time_seconds=mission_time%60 - local local_time=UTILS.SecondsToClock(Tnow) - local text=string.format("Time: %s - %02d:%02d", local_time, mission_time_minutes, mission_time_seconds) - MESSAGE:New(text, duration):ToAll() -end - - ---- Generate a Gaussian pseudo-random number. --- @param #number x0 Expectation value of distribution. --- @param #number sigma (Optional) Standard deviation. Default 10. --- @param #number xmin (Optional) Lower cut-off value. --- @param #number xmax (Optional) Upper cut-off value. --- @param #number imax (Optional) Max number of tries to get a value between xmin and xmax (if specified). Default 100. --- @return #number Gaussian random number. -function UTILS.RandomGaussian(x0, sigma, xmin, xmax, imax) - - -- Standard deviation. Default 10 if not given. - sigma=sigma or 10 - - -- Max attempts. - imax=imax or 100 - - local r - local gotit=false - local i=0 - while not gotit do - - -- Uniform numbers in [0,1). We need two. - local x1=math.random() - local x2=math.random() - - -- Transform to Gaussian exp(-(x-x0)²/(2*sigma²). - r = math.sqrt(-2*sigma*sigma * math.log(x1)) * math.cos(2*math.pi * x2) + x0 - - i=i+1 - if (r>=xmin and r<=xmax) or i>imax then - gotit=true - end - end - - return r -end - ---- Randomize a value by a certain amount. --- @param #number value The value which should be randomized --- @param #number fac Randomization factor. --- @param #number lower (Optional) Lower limit of the returned value. --- @param #number upper (Optional) Upper limit of the returned value. --- @return #number Randomized value. --- @usage UTILS.Randomize(100, 0.1) returns a value between 90 and 110, i.e. a plus/minus ten percent variation. --- @usage UTILS.Randomize(100, 0.5, nil, 120) returns a value between 50 and 120, i.e. a plus/minus fivty percent variation with upper bound 120. -function UTILS.Randomize(value, fac, lower, upper) - local min - if lower then - min=math.max(value-value*fac, lower) - else - min=value-value*fac - end - local max - if upper then - max=math.min(value+value*fac, upper) - else - max=value+value*fac - end - - local r=math.random(min, max) - - return r -end - ---- Calculate the [dot product](https://en.wikipedia.org/wiki/Dot_product) of two vectors. The result is a number. --- @param DCS#Vec3 a Vector in 3D with x, y, z components. --- @param DCS#Vec3 b Vector in 3D with x, y, z components. --- @return #number Scalar product of the two vectors a*b. -function UTILS.VecDot(a, b) - return a.x*b.x + a.y*b.y + a.z*b.z -end - ---- Calculate the [euclidean norm](https://en.wikipedia.org/wiki/Euclidean_distance) (length) of a 3D vector. --- @param DCS#Vec3 a Vector in 3D with x, y, z components. --- @return #number Norm of the vector. -function UTILS.VecNorm(a) - return math.sqrt(UTILS.VecDot(a, a)) -end - ---- Calculate the [cross product](https://en.wikipedia.org/wiki/Cross_product) of two 3D vectors. The result is a 3D vector. --- @param DCS#Vec3 a Vector in 3D with x, y, z components. --- @param DCS#Vec3 b Vector in 3D with x, y, z components. --- @return DCS#Vec3 Vector -function UTILS.VecCross(a, b) - return {x=a.y*b.z - a.z*b.y, y=a.z*b.x - a.x*b.z, z=a.x*b.y - a.y*b.x} -end - ---- **Core** - The base class within the framework. --- --- === --- --- ## Features: --- --- * The construction and inheritance of MOOSE classes. --- * The class naming and numbering system. --- * The class hierarchy search system. --- * The tracing of information or objects during mission execution for debuggin purposes. --- * The subscription to DCS events for event handling in MOOSE objects. --- * Object inspection. --- --- === --- --- All classes within the MOOSE framework are derived from the BASE class. --- Note: The BASE class is an abstract class and is not meant to be used directly. --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- === --- --- @module Core.Base --- @image Core_Base.JPG - - - -local _TraceOnOff = true -local _TraceLevel = 1 -local _TraceAll = false -local _TraceClass = {} -local _TraceClassMethod = {} - -local _ClassID = 0 - ---- @type BASE --- @field ClassName The name of the class. --- @field ClassID The ID number of the class. --- @field ClassNameAndID The name of the class concatenated with the ID number of the class. - ---- BASE class --- --- # 1. BASE constructor. --- --- Any class derived from BASE, will use the @{Core.Base#BASE.New} constructor embedded in the @{Core.Base#BASE.Inherit} method. --- See an example at the @{Core.Base#BASE.New} method how this is done. --- --- # 2. Trace information for debugging. --- --- The BASE class contains trace methods to trace progress within a mission execution of a certain object. --- These trace methods are inherited by each MOOSE class interiting BASE, soeach object created from derived class from BASE can use the tracing methods to trace its execution. --- --- Any type of information can be passed to these tracing methods. See the following examples: --- --- self:E( "Hello" ) --- --- Result in the word "Hello" in the dcs.log. --- --- local Array = { 1, nil, "h", { "a","b" }, "x" } --- self:E( Array ) --- --- Results with the text [1]=1,[3]="h",[4]={[1]="a",[2]="b"},[5]="x"} in the dcs.log. --- --- local Object1 = "Object1" --- local Object2 = 3 --- local Object3 = { Object 1, Object 2 } --- self:E( { Object1, Object2, Object3 } ) --- --- Results with the text [1]={[1]="Object",[2]=3,[3]={[1]="Object",[2]=3}} in the dcs.log. --- --- local SpawnObject = SPAWN:New( "Plane" ) --- local GroupObject = GROUP:FindByName( "Group" ) --- self:E( { Spawn = SpawnObject, Group = GroupObject } ) --- --- Results with the text [1]={Spawn={....),Group={...}} in the dcs.log. --- --- Below a more detailed explanation of the different method types for tracing. --- --- ## 2.1. Tracing methods categories. --- --- There are basically 3 types of tracing methods available: --- --- * @{#BASE.F}: Used to trace the entrance of a function and its given parameters. An F is indicated at column 44 in the DCS.log file. --- * @{#BASE.T}: Used to trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file. --- * @{#BASE.E}: Used to always trace information giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file. --- --- ## 2.2 Tracing levels. --- --- There are 3 tracing levels within MOOSE. --- These tracing levels were defined to avoid bulks of tracing to be generated by lots of objects. --- --- As such, the F and T methods have additional variants to trace level 2 and 3 respectively: --- --- * @{#BASE.F2}: Trace the beginning of a function and its given parameters with tracing level 2. --- * @{#BASE.F3}: Trace the beginning of a function and its given parameters with tracing level 3. --- * @{#BASE.T2}: Trace further logic within a function giving optional variables or parameters with tracing level 2. --- * @{#BASE.T3}: Trace further logic within a function giving optional variables or parameters with tracing level 3. --- --- ## 2.3. Trace activation. --- --- Tracing can be activated in several ways: --- --- * Switch tracing on or off through the @{#BASE.TraceOnOff}() method. --- * Activate all tracing through the @{#BASE.TraceAll}() method. --- * Activate only the tracing of a certain class (name) through the @{#BASE.TraceClass}() method. --- * Activate only the tracing of a certain method of a certain class through the @{#BASE.TraceClassMethod}() method. --- * Activate only the tracing of a certain level through the @{#BASE.TraceLevel}() method. --- --- ## 2.4. Check if tracing is on. --- --- The method @{#BASE.IsTrace}() will validate if tracing is activated or not. --- --- --- # 3. DCS simulator Event Handling. --- --- The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator, --- and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently. --- --- ## 3.1. Subscribe / Unsubscribe to DCS Events. --- --- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class. --- So, when the DCS event occurs, the class will be notified of that event. --- There are two methods which you use to subscribe to or unsubscribe from an event. --- --- * @{#BASE.HandleEvent}(): Subscribe to a DCS Event. --- * @{#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event. --- --- ## 3.2. Event Handling of DCS Events. --- --- Once the class is subscribed to the event, an **Event Handling** method on the object or class needs to be written that will be called --- when the DCS event occurs. The Event Handling method receives an @{Core.Event#EVENTDATA} structure, which contains a lot of information --- about the event that occurred. --- --- Find below an example of the prototype how to write an event handling function for two units: --- --- local Tank1 = UNIT:FindByName( "Tank A" ) --- local Tank2 = UNIT:FindByName( "Tank B" ) --- --- -- Here we subscribe to the Dead events. So, if one of these tanks dies, the Tank1 or Tank2 objects will be notified. --- Tank1:HandleEvent( EVENTS.Dead ) --- Tank2:HandleEvent( EVENTS.Dead ) --- --- --- This function is an Event Handling function that will be called when Tank1 is Dead. --- -- @param Wrapper.Unit#UNIT self --- -- @param Core.Event#EVENTDATA EventData --- function Tank1:OnEventDead( EventData ) --- --- self:SmokeGreen() --- end --- --- --- This function is an Event Handling function that will be called when Tank2 is Dead. --- -- @param Wrapper.Unit#UNIT self --- -- @param Core.Event#EVENTDATA EventData --- function Tank2:OnEventDead( EventData ) --- --- self:SmokeBlue() --- end --- --- --- --- See the @{Event} module for more information about event handling. --- --- # 4. Class identification methods. --- --- BASE provides methods to get more information of each object: --- --- * @{#BASE.GetClassID}(): Gets the ID (number) of the object. Each object created is assigned a number, that is incremented by one. --- * @{#BASE.GetClassName}(): Gets the name of the object, which is the name of the class the object was instantiated from. --- * @{#BASE.GetClassNameAndID}(): Gets the name and ID of the object. --- --- # 5. All objects derived from BASE can have "States". --- --- A mechanism is in place in MOOSE, that allows to let the objects administer **states**. --- States are essentially properties of objects, which are identified by a **Key** and a **Value**. --- --- The method @{#BASE.SetState}() can be used to set a Value with a reference Key to the object. --- To **read or retrieve** a state Value based on a Key, use the @{#BASE.GetState} method. --- --- These two methods provide a very handy way to keep state at long lasting processes. --- Values can be stored within the objects, and later retrieved or changed when needed. --- There is one other important thing to note, the @{#BASE.SetState}() and @{#BASE.GetState} methods --- receive as the **first parameter the object for which the state needs to be set**. --- Thus, if the state is to be set for the same object as the object for which the method is used, then provide the same --- object name to the method. --- --- # 6. Inheritance. --- --- The following methods are available to implement inheritance --- --- * @{#BASE.Inherit}: Inherits from a class. --- * @{#BASE.GetParent}: Returns the parent object from the object it is handling, or nil if there is no parent object. --- --- === --- --- @field #BASE -BASE = { - ClassName = "BASE", - ClassID = 0, - Events = {}, - States = {}, - Debug = debug, - Scheduler = nil, -} - - ---- @field #BASE.__ -BASE.__ = {} - ---- @field #BASE._ -BASE._ = { - Schedules = {} --- Contains the Schedulers Active -} - ---- The Formation Class --- @type FORMATION --- @field Cone A cone formation. -FORMATION = { - Cone = "Cone", - Vee = "Vee" -} - - - ---- BASE constructor. --- --- This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE. --- --- function EVENT:New() --- local self = BASE:Inherit( self, BASE:New() ) -- #EVENT --- return self --- end --- --- @param #BASE self --- @return #BASE -function BASE:New() - local self = routines.utils.deepCopy( self ) -- Create a new self instance - - _ClassID = _ClassID + 1 - self.ClassID = _ClassID - - -- This is for "private" methods... - -- When a __ is passed to a method as "self", the __index will search for the method on the public method list too! --- if rawget( self, "__" ) then - --setmetatable( self, { __index = self.__ } ) --- end - - return self -end - ---- This is the worker method to inherit from a parent class. --- @param #BASE self --- @param Child is the Child class that inherits. --- @param #BASE Parent is the Parent class that the Child inherits from. --- @return #BASE Child -function BASE:Inherit( Child, Parent ) - local Child = routines.utils.deepCopy( Child ) - - if Child ~= nil then - - -- This is for "private" methods... - -- When a __ is passed to a method as "self", the __index will search for the method on the public method list of the same object too! - if rawget( Child, "__" ) then - setmetatable( Child, { __index = Child.__ } ) - setmetatable( Child.__, { __index = Parent } ) - else - setmetatable( Child, { __index = Parent } ) - end - - --Child:_SetDestructor() - end - return Child -end - - -local function getParent( Child ) - local Parent = nil - - if Child.ClassName == 'BASE' then - Parent = nil - else - if rawget( Child, "__" ) then - Parent = getmetatable( Child.__ ).__index - else - Parent = getmetatable( Child ).__index - end - end - return Parent -end - - ---- This is the worker method to retrieve the Parent class. --- Note that the Parent class must be passed to call the parent class method. --- --- self:GetParent(self):ParentMethod() --- --- --- @param #BASE self --- @param #BASE Child is the Child class from which the Parent class needs to be retrieved. --- @return #BASE -function BASE:GetParent( Child, FromClass ) - - - local Parent - -- BASE class has no parent - if Child.ClassName == 'BASE' then - Parent = nil - else - - --self:E({FromClass = FromClass}) - --self:E({Child = Child.ClassName}) - if FromClass then - while( Child.ClassName ~= "BASE" and Child.ClassName ~= FromClass.ClassName ) do - Child = getParent( Child ) - --self:E({Child.ClassName}) - end - end - if Child.ClassName == 'BASE' then - Parent = nil - else - Parent = getParent( Child ) - end - end - --self:E({Parent.ClassName}) - return Parent -end - ---- This is the worker method to check if an object is an (sub)instance of a class. --- --- ### Examples: --- --- * ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true --- * ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true --- * ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true --- * ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true --- --- * ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false --- --- @param #BASE self --- @param ClassName is the name of the class or the class itself to run the check against --- @return #boolean -function BASE:IsInstanceOf( ClassName ) - - -- Is className NOT a string ? - if type( ClassName ) ~= 'string' then - - -- Is className a Moose class ? - if type( ClassName ) == 'table' and ClassName.ClassName ~= nil then - - -- Get the name of the Moose class as a string - ClassName = ClassName.ClassName - - -- className is neither a string nor a Moose class, throw an error - else - - -- I'm not sure if this should take advantage of MOOSE logging function, or throw an error for pcall - local err_str = 'className parameter should be a string; parameter received: '..type( ClassName ) - self:E( err_str ) - -- error( err_str ) - return false - - end - end - - ClassName = string.upper( ClassName ) - - if string.upper( self.ClassName ) == ClassName then - return true - end - - local Parent = getParent(self) - - while Parent do - - if string.upper( Parent.ClassName ) == ClassName then - return true - end - - Parent = getParent( Parent ) - - end - - return false - -end ---- Get the ClassName + ClassID of the class instance. --- The ClassName + ClassID is formatted as '%s#%09d'. --- @param #BASE self --- @return #string The ClassName + ClassID of the class instance. -function BASE:GetClassNameAndID() - return string.format( '%s#%09d', self.ClassName, self.ClassID ) -end - ---- Get the ClassName of the class instance. --- @param #BASE self --- @return #string The ClassName of the class instance. -function BASE:GetClassName() - return self.ClassName -end - ---- Get the ClassID of the class instance. --- @param #BASE self --- @return #string The ClassID of the class instance. -function BASE:GetClassID() - return self.ClassID -end - -do -- Event Handling - - --- Returns the event dispatcher - -- @param #BASE self - -- @return Core.Event#EVENT - function BASE:EventDispatcher() - - return _EVENTDISPATCHER - end - - - --- Get the Class @{Event} processing Priority. - -- The Event processing Priority is a number from 1 to 10, - -- reflecting the order of the classes subscribed to the Event to be processed. - -- @param #BASE self - -- @return #number The @{Event} processing Priority. - function BASE:GetEventPriority() - return self._.EventPriority or 5 - end - - --- Set the Class @{Event} processing Priority. - -- The Event processing Priority is a number from 1 to 10, - -- reflecting the order of the classes subscribed to the Event to be processed. - -- @param #BASE self - -- @param #number EventPriority The @{Event} processing Priority. - -- @return self - function BASE:SetEventPriority( EventPriority ) - self._.EventPriority = EventPriority - end - - --- Remove all subscribed events - -- @param #BASE self - -- @return #BASE - function BASE:EventRemoveAll() - - self:EventDispatcher():RemoveAll( self ) - - return self - end - - --- Subscribe to a DCS Event. - -- @param #BASE self - -- @param Core.Event#EVENTS Event - -- @param #function EventFunction (optional) The function to be called when the event occurs for the unit. - -- @return #BASE - function BASE:HandleEvent( Event, EventFunction ) - - self:EventDispatcher():OnEventGeneric( EventFunction, self, Event ) - - return self - end - - --- UnSubscribe to a DCS event. - -- @param #BASE self - -- @param Core.Event#EVENTS Event - -- @return #BASE - function BASE:UnHandleEvent( Event ) - - self:EventDispatcher():RemoveEvent( self, Event ) - - return self - end - - -- Event handling function prototypes - - --- Occurs whenever any unit in a mission fires a weapon. But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. - -- @function [parent=#BASE] OnEventShot - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs whenever an object is hit by a weapon. - -- initiator : The unit object the fired the weapon - -- weapon: Weapon object that hit the target - -- target: The Object that was hit. - -- @function [parent=#BASE] OnEventHit - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when an aircraft takes off from an airbase, farp, or ship. - -- initiator : The unit that tookoff - -- place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships - -- @function [parent=#BASE] OnEventTakeoff - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when an aircraft lands at an airbase, farp or ship - -- initiator : The unit that has landed - -- place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships - -- @function [parent=#BASE] OnEventLand - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when any aircraft crashes into the ground and is completely destroyed. - -- initiator : The unit that has crashed - -- @function [parent=#BASE] OnEventCrash - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when a pilot ejects from an aircraft - -- initiator : The unit that has ejected - -- @function [parent=#BASE] OnEventEjection - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when an aircraft connects with a tanker and begins taking on fuel. - -- initiator : The unit that is receiving fuel. - -- @function [parent=#BASE] OnEventRefueling - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when an object is dead. - -- initiator : The unit that is dead. - -- @function [parent=#BASE] OnEventDead - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when an object is completely destroyed. - -- initiator : The unit that is was destroyed. - -- @function [parent=#BASE] OnEvent - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when the pilot of an aircraft is killed. Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. - -- initiator : The unit that the pilot has died in. - -- @function [parent=#BASE] OnEventPilotDead - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when a ground unit captures either an airbase or a farp. - -- initiator : The unit that captured the base - -- place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction. - -- @function [parent=#BASE] OnEventBaseCaptured - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when a mission starts - -- @function [parent=#BASE] OnEventMissionStart - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when a mission ends - -- @function [parent=#BASE] OnEventMissionEnd - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when an aircraft is finished taking fuel. - -- initiator : The unit that was receiving fuel. - -- @function [parent=#BASE] OnEventRefuelingStop - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when any object is spawned into the mission. - -- initiator : The unit that was spawned - -- @function [parent=#BASE] OnEventBirth - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when any system fails on a human controlled aircraft. - -- initiator : The unit that had the failure - -- @function [parent=#BASE] OnEventHumanFailure - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when any aircraft starts its engines. - -- initiator : The unit that is starting its engines. - -- @function [parent=#BASE] OnEventEngineStartup - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when any aircraft shuts down its engines. - -- initiator : The unit that is stopping its engines. - -- @function [parent=#BASE] OnEventEngineShutdown - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when any player assumes direct control of a unit. - -- initiator : The unit that is being taken control of. - -- @function [parent=#BASE] OnEventPlayerEnterUnit - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when any player relieves control of a unit to the AI. - -- initiator : The unit that the player left. - -- @function [parent=#BASE] OnEventPlayerLeaveUnit - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when any unit begins firing a weapon that has a high rate of fire. Most common with aircraft cannons (GAU-8), autocannons, and machine guns. - -- initiator : The unit that is doing the shooing. - -- target: The unit that is being targeted. - -- @function [parent=#BASE] OnEventShootingStart - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - - --- Occurs when any unit stops firing its weapon. Event will always correspond with a shooting start event. - -- initiator : The unit that was doing the shooing. - -- @function [parent=#BASE] OnEventShootingEnd - -- @param #BASE self - -- @param Core.Event#EVENTDATA EventData The EventData structure. - -end - - ---- Creation of a Birth Event. --- @param #BASE self --- @param DCS#Time EventTime The time stamp of the event. --- @param DCS#Object Initiator The initiating object of the event. --- @param #string IniUnitName The initiating unit name. --- @param place --- @param subplace -function BASE:CreateEventBirth( EventTime, Initiator, IniUnitName, place, subplace ) - self:F( { EventTime, Initiator, IniUnitName, place, subplace } ) - - local Event = { - id = world.event.S_EVENT_BIRTH, - time = EventTime, - initiator = Initiator, - IniUnitName = IniUnitName, - place = place, - subplace = subplace - } - - world.onEvent( Event ) -end - ---- Creation of a Crash Event. --- @param #BASE self --- @param DCS#Time EventTime The time stamp of the event. --- @param DCS#Object Initiator The initiating object of the event. -function BASE:CreateEventCrash( EventTime, Initiator ) - self:F( { EventTime, Initiator } ) - - local Event = { - id = world.event.S_EVENT_CRASH, - time = EventTime, - initiator = Initiator, - } - - world.onEvent( Event ) -end - ---- Creation of a Dead Event. --- @param #BASE self --- @param DCS#Time EventTime The time stamp of the event. --- @param DCS#Object Initiator The initiating object of the event. -function BASE:CreateEventDead( EventTime, Initiator ) - self:F( { EventTime, Initiator } ) - - local Event = { - id = world.event.S_EVENT_DEAD, - time = EventTime, - initiator = Initiator, - } - - world.onEvent( Event ) -end - ---- Creation of a Remove Unit Event. --- @param #BASE self --- @param DCS#Time EventTime The time stamp of the event. --- @param DCS#Object Initiator The initiating object of the event. -function BASE:CreateEventRemoveUnit( EventTime, Initiator ) - self:F( { EventTime, Initiator } ) - - local Event = { - id = EVENTS.RemoveUnit, - time = EventTime, - initiator = Initiator, - } - - world.onEvent( Event ) -end - ---- Creation of a Takeoff Event. --- @param #BASE self --- @param DCS#Time EventTime The time stamp of the event. --- @param DCS#Object Initiator The initiating object of the event. -function BASE:CreateEventTakeoff( EventTime, Initiator ) - self:F( { EventTime, Initiator } ) - - local Event = { - id = world.event.S_EVENT_TAKEOFF, - time = EventTime, - initiator = Initiator, - } - - world.onEvent( Event ) -end - --- TODO: Complete DCS#Event structure. ---- The main event handling function... This function captures all events generated for the class. --- @param #BASE self --- @param DCS#Event event -function BASE:onEvent(event) - --self:F( { BaseEventCodes[event.id], event } ) - - if self then - for EventID, EventObject in pairs( self.Events ) do - if EventObject.EventEnabled then - --env.info( 'onEvent Table EventObject.Self = ' .. tostring(EventObject.Self) ) - --env.info( 'onEvent event.id = ' .. tostring(event.id) ) - --env.info( 'onEvent EventObject.Event = ' .. tostring(EventObject.Event) ) - if event.id == EventObject.Event then - if self == EventObject.Self then - if event.initiator and event.initiator:isExist() then - event.IniUnitName = event.initiator:getName() - end - if event.target and event.target:isExist() then - event.TgtUnitName = event.target:getName() - end - --self:T( { BaseEventCodes[event.id], event } ) - --EventObject.EventFunction( self, event ) - end - end - end - end - end -end - -do -- Scheduling - - --- Schedule a new time event. Note that the schedule will only take place if the scheduler is *started*. Even for a single schedule event, the scheduler needs to be started also. - -- @param #BASE self - -- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called. - -- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments. - -- @param #table ... Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }. - -- @return #number The ScheduleID of the planned schedule. - function BASE:ScheduleOnce( Start, SchedulerFunction, ... ) - self:F2( { Start } ) - self:T3( { ... } ) - - local ObjectName = "-" - ObjectName = self.ClassName .. self.ClassID - - self:F3( { "ScheduleOnce: ", ObjectName, Start } ) - - if not self.Scheduler then - self.Scheduler = SCHEDULER:New( self ) - end - - self.Scheduler.SchedulerObject = self.Scheduler - - local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule( - self, - SchedulerFunction, - { ... }, - Start, - nil, - nil, - nil - ) - - self._.Schedules[#self._.Schedules+1] = ScheduleID - - return self._.Schedules[#self._.Schedules] - end - - --- Schedule a new time event. Note that the schedule will only take place if the scheduler is *started*. Even for a single schedule event, the scheduler needs to be started also. - -- @param #BASE self - -- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called. - -- @param #number Repeat Specifies the interval in seconds when the scheduler will call the event function. - -- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat. - -- @param #number Stop Specifies the amount of seconds when the scheduler will be stopped. - -- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments. - -- @param #table ... Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }. - -- @return #number The ScheduleID of the planned schedule. - function BASE:ScheduleRepeat( Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ... ) - self:F2( { Start } ) - self:T3( { ... } ) - - local ObjectName = "-" - ObjectName = self.ClassName .. self.ClassID - - self:F3( { "ScheduleRepeat: ", ObjectName, Start, Repeat, RandomizeFactor, Stop } ) - - if not self.Scheduler then - self.Scheduler = SCHEDULER:New( self ) - end - - self.Scheduler.SchedulerObject = self.Scheduler - - local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule( - self, - SchedulerFunction, - { ... }, - Start, - Repeat, - RandomizeFactor, - Stop - ) - - self._.Schedules[#self._.Schedules+1] = ScheduleID - - return self._.Schedules[#self._.Schedules] - end - - --- Stops the Schedule. - -- @param #BASE self - -- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments. - function BASE:ScheduleStop( SchedulerFunction ) - - self:F3( { "ScheduleStop:" } ) - - _SCHEDULEDISPATCHER:Stop( self.Scheduler, self._.Schedules[SchedulerFunction] ) - end - -end - - ---- Set a state or property of the Object given a Key and a Value. --- Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone. --- @param #BASE self --- @param Object The object that will hold the Value set by the Key. --- @param Key The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type! --- @param Value The value to is stored in the object. --- @return The Value set. -function BASE:SetState( Object, Key, Value ) - - local ClassNameAndID = Object:GetClassNameAndID() - - self.States[ClassNameAndID] = self.States[ClassNameAndID] or {} - self.States[ClassNameAndID][Key] = Value - - return self.States[ClassNameAndID][Key] -end - - ---- Get a Value given a Key from the Object. --- Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone. --- @param #BASE self --- @param Object The object that holds the Value set by the Key. --- @param Key The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type! --- @return The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved. -function BASE:GetState( Object, Key ) - - local ClassNameAndID = Object:GetClassNameAndID() - - if self.States[ClassNameAndID] then - local Value = self.States[ClassNameAndID][Key] or false - return Value - end - - return nil -end - ---- Clear the state of an object. --- @param #BASE self --- @param Object The object that holds the Value set by the Key. --- @param StateName The key that is should be cleared. -function BASE:ClearState( Object, StateName ) - - local ClassNameAndID = Object:GetClassNameAndID() - if self.States[ClassNameAndID] then - self.States[ClassNameAndID][StateName] = nil - end -end - --- Trace section - --- Log a trace (only shown when trace is on) --- TODO: Make trace function using variable parameters. - ---- Set trace on or off --- Note that when trace is off, no BASE.Debug statement is performed, increasing performance! --- When Moose is loaded statically, (as one file), tracing is switched off by default. --- So tracing must be switched on manually in your mission if you are using Moose statically. --- When moose is loading dynamically (for moose class development), tracing is switched on by default. --- @param #BASE self --- @param #boolean TraceOnOff Switch the tracing on or off. --- @usage --- -- Switch the tracing On --- BASE:TraceOnOff( true ) --- --- -- Switch the tracing Off --- BASE:TraceOnOff( false ) -function BASE:TraceOnOff( TraceOnOff ) - _TraceOnOff = TraceOnOff -end - - ---- Enquires if tracing is on (for the class). --- @param #BASE self --- @return #boolean -function BASE:IsTrace() - - if BASE.Debug and ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) then - return true - else - return false - end -end - ---- Set trace level --- @param #BASE self --- @param #number Level -function BASE:TraceLevel( Level ) - _TraceLevel = Level - self:E( "Tracing level " .. Level ) -end - ---- Trace all methods in MOOSE --- @param #BASE self --- @param #boolean TraceAll true = trace all methods in MOOSE. -function BASE:TraceAll( TraceAll ) - - _TraceAll = TraceAll - - if _TraceAll then - self:E( "Tracing all methods in MOOSE " ) - else - self:E( "Switched off tracing all methods in MOOSE" ) - end -end - ---- Set tracing for a class --- @param #BASE self --- @param #string Class -function BASE:TraceClass( Class ) - _TraceClass[Class] = true - _TraceClassMethod[Class] = {} - self:E( "Tracing class " .. Class ) -end - ---- Set tracing for a specific method of class --- @param #BASE self --- @param #string Class --- @param #string Method -function BASE:TraceClassMethod( Class, Method ) - if not _TraceClassMethod[Class] then - _TraceClassMethod[Class] = {} - _TraceClassMethod[Class].Method = {} - end - _TraceClassMethod[Class].Method[Method] = true - self:E( "Tracing method " .. Method .. " of class " .. Class ) -end - ---- Trace a function call. This function is private. --- @param #BASE self --- @param Arguments A #table or any field. -function BASE:_F( Arguments, DebugInfoCurrentParam, DebugInfoFromParam ) - - if BASE.Debug and ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) then - - local DebugInfoCurrent = DebugInfoCurrentParam and DebugInfoCurrentParam or BASE.Debug.getinfo( 2, "nl" ) - local DebugInfoFrom = DebugInfoFromParam and DebugInfoFromParam or BASE.Debug.getinfo( 3, "l" ) - - local Function = "function" - if DebugInfoCurrent.name then - Function = DebugInfoCurrent.name - end - - if _TraceAll == true or _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName].Method[Function] then - local LineCurrent = 0 - if DebugInfoCurrent.currentline then - LineCurrent = DebugInfoCurrent.currentline - end - local LineFrom = 0 - if DebugInfoFrom then - LineFrom = DebugInfoFrom.currentline - end - env.info( string.format( "%6d(%6d)/%1s:%20s%05d.%s(%s)" , LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) ) - end - end -end - ---- Trace a function call. Must be at the beginning of the function logic. --- @param #BASE self --- @param Arguments A #table or any field. -function BASE:F( Arguments ) - - if BASE.Debug and _TraceOnOff then - local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" ) - local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" ) - - if _TraceLevel >= 1 then - self:_F( Arguments, DebugInfoCurrent, DebugInfoFrom ) - end - end -end - - ---- Trace a function call level 2. Must be at the beginning of the function logic. --- @param #BASE self --- @param Arguments A #table or any field. -function BASE:F2( Arguments ) - - if BASE.Debug and _TraceOnOff then - local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" ) - local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" ) - - if _TraceLevel >= 2 then - self:_F( Arguments, DebugInfoCurrent, DebugInfoFrom ) - end - end -end - ---- Trace a function call level 3. Must be at the beginning of the function logic. --- @param #BASE self --- @param Arguments A #table or any field. -function BASE:F3( Arguments ) - - if BASE.Debug and _TraceOnOff then - local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" ) - local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" ) - - if _TraceLevel >= 3 then - self:_F( Arguments, DebugInfoCurrent, DebugInfoFrom ) - end - end -end - ---- Trace a function logic. --- @param #BASE self --- @param Arguments A #table or any field. -function BASE:_T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam ) - - if BASE.Debug and ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) then - - local DebugInfoCurrent = DebugInfoCurrentParam and DebugInfoCurrentParam or BASE.Debug.getinfo( 2, "nl" ) - local DebugInfoFrom = DebugInfoFromParam and DebugInfoFromParam or BASE.Debug.getinfo( 3, "l" ) - - local Function = "function" - if DebugInfoCurrent.name then - Function = DebugInfoCurrent.name - end - - if _TraceAll == true or _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName].Method[Function] then - local LineCurrent = 0 - if DebugInfoCurrent.currentline then - LineCurrent = DebugInfoCurrent.currentline - end - local LineFrom = 0 - if DebugInfoFrom then - LineFrom = DebugInfoFrom.currentline - end - env.info( string.format( "%6d(%6d)/%1s:%20s%05d.%s" , LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) ) - end - end -end - ---- Trace a function logic level 1. Can be anywhere within the function logic. --- @param #BASE self --- @param Arguments A #table or any field. -function BASE:T( Arguments ) - - if BASE.Debug and _TraceOnOff then - local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" ) - local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" ) - - if _TraceLevel >= 1 then - self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom ) - end - end -end - - ---- Trace a function logic level 2. Can be anywhere within the function logic. --- @param #BASE self --- @param Arguments A #table or any field. -function BASE:T2( Arguments ) - - if BASE.Debug and _TraceOnOff then - local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" ) - local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" ) - - if _TraceLevel >= 2 then - self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom ) - end - end -end - ---- Trace a function logic level 3. Can be anywhere within the function logic. --- @param #BASE self --- @param Arguments A #table or any field. -function BASE:T3( Arguments ) - - if BASE.Debug and _TraceOnOff then - local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" ) - local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" ) - - if _TraceLevel >= 3 then - self:_T( Arguments, DebugInfoCurrent, DebugInfoFrom ) - end - end -end - ---- Log an exception which will be traced always. Can be anywhere within the function logic. --- @param #BASE self --- @param Arguments A #table or any field. -function BASE:E( Arguments ) - - if BASE.Debug then - local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" ) - local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" ) - - local Function = "function" - if DebugInfoCurrent.name then - Function = DebugInfoCurrent.name - end - - local LineCurrent = DebugInfoCurrent.currentline - local LineFrom = -1 - if DebugInfoFrom then - LineFrom = DebugInfoFrom.currentline - end - - env.info( string.format( "%6d(%6d)/%1s:%20s%05d.%s(%s)" , LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) ) - else - env.info( string.format( "%1s:%20s%05d(%s)" , "E", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) ) - end - -end - - ---- Log an information which will be traced always. Can be anywhere within the function logic. --- @param #BASE self --- @param Arguments A #table or any field. -function BASE:I( Arguments ) - - if BASE.Debug then - local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" ) - local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" ) - - local Function = "function" - if DebugInfoCurrent.name then - Function = DebugInfoCurrent.name - end - - local LineCurrent = DebugInfoCurrent.currentline - local LineFrom = -1 - if DebugInfoFrom then - LineFrom = DebugInfoFrom.currentline - end - - env.info( string.format( "%6d(%6d)/%1s:%20s%05d.%s(%s)" , LineCurrent, LineFrom, "I", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) ) - else - env.info( string.format( "%1s:%20s%05d(%s)" , "I", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) ) - end - -end - - - ---- old stuff - ---function BASE:_Destructor() --- --self:E("_Destructor") --- --- --self:EventRemoveAll() ---end - - --- THIS IS WHY WE NEED LUA 5.2 ... ---function BASE:_SetDestructor() --- --- -- TODO: Okay, this is really technical... --- -- When you set a proxy to a table to catch __gc, weak tables don't behave like weak... --- -- Therefore, I am parking this logic until I've properly discussed all this with the community. --- --- local proxy = newproxy(true) --- local proxyMeta = getmetatable(proxy) --- --- proxyMeta.__gc = function () --- env.info("In __gc for " .. self:GetClassNameAndID() ) --- if self._Destructor then --- self:_Destructor() --- end --- end --- --- -- keep the userdata from newproxy reachable until the object --- -- table is about to be garbage-collected - then the __gc hook --- -- will be invoked and the destructor called --- rawset( self, '__proxy', proxy ) --- ---end--- **Core** - Manage user flags to interact with the mission editor trigger system and server side scripts. --- --- === --- --- ## Features: --- --- * Set or get DCS user flags within running missions. --- --- === --- --- ### Author: **FlightControl** --- --- === --- --- @module Core.UserFlag --- @image Core_Userflag.JPG --- - -do -- UserFlag - - --- @type USERFLAG - -- @extends Core.Base#BASE - - - --- Management of DCS User Flags. - -- - -- # 1. USERFLAG constructor - -- - -- * @{#USERFLAG.New}(): Creates a new USERFLAG object. - -- - -- @field #USERFLAG - USERFLAG = { - ClassName = "USERFLAG", - } - - --- USERFLAG Constructor. - -- @param #USERFLAG self - -- @param #string UserFlagName The name of the userflag, which is a free text string. - -- @return #USERFLAG - function USERFLAG:New( UserFlagName ) --R2.3 - - local self = BASE:Inherit( self, BASE:New() ) -- #USERFLAG - - self.UserFlagName = UserFlagName - - return self - end - - - --- Set the userflag to a given Number. - -- @param #USERFLAG self - -- @param #number Number The number value to be checked if it is the same as the userflag. - -- @return #USERFLAG The userflag instance. - -- @usage - -- local BlueVictory = USERFLAG:New( "VictoryBlue" ) - -- BlueVictory:Set( 100 ) -- Set the UserFlag VictoryBlue to 100. - -- - function USERFLAG:Set( Number ) --R2.3 - - trigger.action.setUserFlag( self.UserFlagName, Number ) - - return self - end - - - --- Get the userflag Number. - -- @param #USERFLAG self - -- @return #number Number The number value to be checked if it is the same as the userflag. - -- @usage - -- local BlueVictory = USERFLAG:New( "VictoryBlue" ) - -- local BlueVictoryValue = BlueVictory:Get() -- Get the UserFlag VictoryBlue value. - -- - function USERFLAG:Get( Number ) --R2.3 - - return trigger.misc.getUserFlag( self.UserFlagName ) - end - - - - --- Check if the userflag has a value of Number. - -- @param #USERFLAG self - -- @param #number Number The number value to be checked if it is the same as the userflag. - -- @return #boolean true if the Number is the value of the userflag. - -- @usage - -- local BlueVictory = USERFLAG:New( "VictoryBlue" ) - -- if BlueVictory:Is( 1 ) then - -- return "Blue has won" - -- end - function USERFLAG:Is( Number ) --R2.3 - - return trigger.misc.getUserFlag( self.UserFlagName ) == Number - - end - -end--- **Core** - Manage user sound. --- --- === --- --- ## Features: --- --- * Play sounds wihtin running missions. --- --- === --- --- Management of DCS User Sound. --- --- === --- --- ### Author: **FlightControl** --- --- === --- --- @module Core.UserSound --- @image Core_Usersound.JPG - -do -- UserSound - - --- @type USERSOUND - -- @extends Core.Base#BASE - - - --- Management of DCS User Sound. - -- - -- ## USERSOUND constructor - -- - -- * @{#USERSOUND.New}(): Creates a new USERSOUND object. - -- - -- @field #USERSOUND - USERSOUND = { - ClassName = "USERSOUND", - } - - --- USERSOUND Constructor. - -- @param #USERSOUND self - -- @param #string UserSoundFileName The filename of the usersound. - -- @return #USERSOUND - function USERSOUND:New( UserSoundFileName ) --R2.3 - - local self = BASE:Inherit( self, BASE:New() ) -- #USERSOUND - - self.UserSoundFileName = UserSoundFileName - - return self - end - - - --- Set usersound filename. - -- @param #USERSOUND self - -- @param #string UserSoundFileName The filename of the usersound. - -- @return #USERSOUND The usersound instance. - -- @usage - -- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" ) - -- BlueVictory:SetFileName( "BlueVictoryLoud.ogg" ) -- Set the BlueVictory to change the file name to play a louder sound. - -- - function USERSOUND:SetFileName( UserSoundFileName ) --R2.3 - - self.UserSoundFileName = UserSoundFileName - - return self - end - - - - - --- Play the usersound to all players. - -- @param #USERSOUND self - -- @return #USERSOUND The usersound instance. - -- @usage - -- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" ) - -- BlueVictory:ToAll() -- Play the sound that Blue has won. - -- - function USERSOUND:ToAll() --R2.3 - - trigger.action.outSound( self.UserSoundFileName ) - - return self - end - - - --- Play the usersound to the given coalition. - -- @param #USERSOUND self - -- @param DCS#coalition Coalition The coalition to play the usersound to. - -- @return #USERSOUND The usersound instance. - -- @usage - -- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" ) - -- BlueVictory:ToCoalition( coalition.side.BLUE ) -- Play the sound that Blue has won to the blue coalition. - -- - function USERSOUND:ToCoalition( Coalition ) --R2.3 - - trigger.action.outSoundForCoalition(Coalition, self.UserSoundFileName ) - - return self - end - - - --- Play the usersound to the given country. - -- @param #USERSOUND self - -- @param DCS#country Country The country to play the usersound to. - -- @return #USERSOUND The usersound instance. - -- @usage - -- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" ) - -- BlueVictory:ToCountry( country.id.USA ) -- Play the sound that Blue has won to the USA country. - -- - function USERSOUND:ToCountry( Country ) --R2.3 - - trigger.action.outSoundForCountry( Country, self.UserSoundFileName ) - - return self - end - - - --- Play the usersound to the given @{Wrapper.Group}. - -- @param #USERSOUND self - -- @param Wrapper.Group#GROUP Group The @{Wrapper.Group} to play the usersound to. - -- @return #USERSOUND The usersound instance. - -- @usage - -- local BlueVictory = USERSOUND:New( "BlueVictory.ogg" ) - -- local PlayerGroup = GROUP:FindByName( "PlayerGroup" ) -- Search for the active group named "PlayerGroup", that contains a human player. - -- BlueVictory:ToGroup( PlayerGroup ) -- Play the sound that Blue has won to the player group. - -- - function USERSOUND:ToGroup( Group ) --R2.3 - - trigger.action.outSoundForGroup( Group:GetID(), self.UserSoundFileName ) - - return self - end - -end--- **Core** - Provides a handy means to create messages and reports. --- --- === --- --- ## Features: --- --- * Create text blocks that are formatted. --- * Create automatic indents. --- * Variate the delimiters between reporting lines. --- --- === --- --- ### Authors: FlightControl : Design & Programming --- --- @module Core.Report --- @image Core_Report.JPG - - ---- @type REPORT --- @extends Core.Base#BASE - ---- Provides a handy means to create messages and reports. --- @field #REPORT -REPORT = { - ClassName = "REPORT", - Title = "", -} - ---- Create a new REPORT. --- @param #REPORT self --- @param #string Title --- @return #REPORT -function REPORT:New( Title ) - - local self = BASE:Inherit( self, BASE:New() ) -- #REPORT - - self.Report = {} - - self:SetTitle( Title or "" ) - self:SetIndent( 3 ) - - return self -end - ---- Has the REPORT Text? --- @param #REPORT self --- @return #boolean -function REPORT:HasText() --R2.1 - - return #self.Report > 0 -end - - ---- Set indent of a REPORT. --- @param #REPORT self --- @param #number Indent --- @return #REPORT -function REPORT:SetIndent( Indent ) --R2.1 - self.Indent = Indent - return self -end - - ---- Add a new line to a REPORT. --- @param #REPORT self --- @param #string Text --- @return #REPORT -function REPORT:Add( Text ) - self.Report[#self.Report+1] = Text - return self -end - ---- Add a new line to a REPORT. --- @param #REPORT self --- @param #string Text --- @return #REPORT -function REPORT:AddIndent( Text, Separator ) --R2.1 - self.Report[#self.Report+1] = ( ( Separator and Separator .. string.rep( " ", self.Indent - 1 ) ) or string.rep(" ", self.Indent ) ) .. Text:gsub("\n","\n"..string.rep( " ", self.Indent ) ) - return self -end - ---- Produces the text of the report, taking into account an optional delimeter, which is \n by default. --- @param #REPORT self --- @param #string Delimiter (optional) A delimiter text. --- @return #string The report text. -function REPORT:Text( Delimiter ) - Delimiter = Delimiter or "\n" - local ReportText = ( self.Title ~= "" and self.Title .. Delimiter or self.Title ) .. table.concat( self.Report, Delimiter ) or "" - return ReportText -end - ---- Sets the title of the report. --- @param #REPORT self --- @param #string Title The title of the report. --- @return #REPORT -function REPORT:SetTitle( Title ) - self.Title = Title - return self -end - ---- Gets the amount of report items contained in the report. --- @param #REPORT self --- @return #number Returns the number of report items contained in the report. 0 is returned if no report items are contained in the report. The title is not counted for. -function REPORT:GetCount() - return #self.Report -end ---- **Core** - Prepares and handles the execution of functions over scheduled time (intervals). --- --- === --- --- ## Features: --- --- * Schedule functions over time, --- * optionally in an optional specified time interval, --- * optionally **repeating** with a specified time repeat interval, --- * optionally **randomizing** with a specified time interval randomization factor, --- * optionally **stop** the repeating after a specified time interval. --- --- === --- --- # Demo Missions --- --- ### [SCHEDULER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SCH%20-%20Scheduler) --- --- ### [SCHEDULER Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCH%20-%20Scheduler) --- --- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases) --- --- === --- --- # YouTube Channel --- --- ### [SCHEDULER YouTube Channel (none)]() --- --- === --- --- ### Contributions: --- --- * FlightControl : Concept & Testing --- --- ### Authors: --- --- * FlightControl : Design & Programming --- --- === --- --- @module Core.Scheduler --- @image Core_Scheduler.JPG - ---- The SCHEDULER class --- @type SCHEDULER --- @field #number ScheduleID the ID of the scheduler. --- @extends Core.Base#BASE - - ---- Creates and handles schedules over time, which allow to execute code at specific time intervals with randomization. --- --- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**. --- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called. --- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{SCHEDULER.Start}() and @{SCHEDULER.Stop}(), --- which can start and stop specific repeating schedules respectively within a SCHEDULER object. --- --- ## SCHEDULER constructor --- --- The SCHEDULER class is quite easy to use, but note that the New constructor has variable parameters: --- --- The @{#SCHEDULER.New}() method returns 2 variables: --- --- 1. The SCHEDULER object reference. --- 2. The first schedule planned in the SCHEDULER object. --- --- To clarify the different appliances, lets have a look at the following examples: --- --- ### Construct a SCHEDULER object without a persistent schedule. --- --- * @{#SCHEDULER.New}( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection. --- --- SchedulerObject = SCHEDULER:New() --- SchedulerID = SchedulerObject:Schedule( nil, ScheduleFunction, {} ) --- --- The above example creates a new SchedulerObject, but does not schedule anything. --- A separate schedule is created by using the SchedulerObject using the method :Schedule..., which returns a ScheduleID --- --- ### Construct a SCHEDULER object without a volatile schedule, but volatile to the Object existence... --- --- * @{#SCHEDULER.New}( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is nillified or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection. --- --- ZoneObject = ZONE:New( "ZoneName" ) --- SchedulerObject = SCHEDULER:New( ZoneObject ) --- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {} ) --- ... --- ZoneObject = nil --- garbagecollect() --- --- The above example creates a new SchedulerObject, but does not schedule anything, and is bound to the existence of ZoneObject, which is a ZONE. --- A separate schedule is created by using the SchedulerObject using the method :Schedule()..., which returns a ScheduleID --- Later in the logic, the ZoneObject is put to nil, and garbage is collected. --- As a result, the ScheduleObject will cancel any planned schedule. --- --- ### Construct a SCHEDULER object with a persistent schedule. --- --- * @{#SCHEDULER.New}( nil, Function, FunctionArguments, Start, ... ): Setup a new persistent SCHEDULER object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters. --- --- SchedulerObject, SchedulerID = SCHEDULER:New( nil, ScheduleFunction, {} ) --- --- The above example creates a new SchedulerObject, and does schedule the first schedule as part of the call. --- Note that 2 variables are returned here: SchedulerObject, ScheduleID... --- --- ### Construct a SCHEDULER object without a schedule, but volatile to the Object existence... --- --- * @{#SCHEDULER.New}( Object, Function, FunctionArguments, Start, ... ): Setup a new SCHEDULER object, linked to Object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters. --- --- ZoneObject = ZONE:New( "ZoneName" ) --- SchedulerObject, SchedulerID = SCHEDULER:New( ZoneObject, ScheduleFunction, {} ) --- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {} ) --- ... --- ZoneObject = nil --- garbagecollect() --- --- The above example creates a new SchedulerObject, and schedules a method call (ScheduleFunction), --- and is bound to the existence of ZoneObject, which is a ZONE object (ZoneObject). --- Both a ScheduleObject and a SchedulerID variable are returned. --- Later in the logic, the ZoneObject is put to nil, and garbage is collected. --- As a result, the ScheduleObject will cancel the planned schedule. --- --- ## SCHEDULER timer stopping and (re-)starting. --- --- The SCHEDULER can be stopped and restarted with the following methods: --- --- * @{#SCHEDULER.Start}(): (Re-)Start the schedules within the SCHEDULER object. If a CallID is provided to :Start(), only the schedule referenced by CallID will be (re-)started. --- * @{#SCHEDULER.Stop}(): Stop the schedules within the SCHEDULER object. If a CallID is provided to :Stop(), then only the schedule referenced by CallID will be stopped. --- --- ZoneObject = ZONE:New( "ZoneName" ) --- SchedulerObject, SchedulerID = SCHEDULER:New( ZoneObject, ScheduleFunction, {} ) --- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 10 ) --- ... --- SchedulerObject:Stop( SchedulerID ) --- ... --- SchedulerObject:Start( SchedulerID ) --- --- The above example creates a new SchedulerObject, and does schedule the first schedule as part of the call. --- Note that 2 variables are returned here: SchedulerObject, ScheduleID... --- Later in the logic, the repeating schedule with SchedulerID is stopped. --- A bit later, the repeating schedule with SchedulerId is (re)-started. --- --- ## Create a new schedule --- --- With the method @{#SCHEDULER.Schedule}() a new time event can be scheduled. --- This method is used by the :New() constructor when a new schedule is planned. --- --- Consider the following code fragment of the SCHEDULER object creation. --- --- ZoneObject = ZONE:New( "ZoneName" ) --- SchedulerObject = SCHEDULER:New( ZoneObject ) --- --- Several parameters can be specified that influence the behaviour of a Schedule. --- --- ### A single schedule, immediately executed --- --- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {} ) --- --- The above example schedules a new ScheduleFunction call to be executed asynchronously, within milleseconds ... --- --- ### A single schedule, planned over time --- --- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10 ) --- --- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds ... --- --- ### A schedule with a repeating time interval, planned over time --- --- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60 ) --- --- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds, --- and repeating 60 every seconds ... --- --- ### A schedule with a repeating time interval, planned over time, with time interval randomization --- --- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5 ) --- --- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds, --- and repeating 60 seconds, with a 50% time interval randomization ... --- So the repeating time interval will be randomized using the **0.5**, --- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat, --- which is in this example between **30** and **90** seconds. --- --- ### A schedule with a repeating time interval, planned over time, with time interval randomization, and stop after a time interval --- --- SchedulerID = SchedulerObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5, 300 ) --- --- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds, --- The schedule will repeat every 60 seconds. --- So the repeating time interval will be randomized using the **0.5**, --- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat, --- which is in this example between **30** and **90** seconds. --- The schedule will stop after **300** seconds. --- --- @field #SCHEDULER -SCHEDULER = { - ClassName = "SCHEDULER", - Schedules = {}, -} - ---- SCHEDULER constructor. --- @param #SCHEDULER self --- @param #table SchedulerObject Specified for which Moose object the timer is setup. If a value of nil is provided, a scheduler will be setup without an object reference. --- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments. --- @param #table SchedulerArguments Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }. --- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called. --- @param #number Repeat Specifies the interval in seconds when the scheduler will call the event function. --- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat. --- @param #number Stop Specifies the amount of seconds when the scheduler will be stopped. --- @return #SCHEDULER self. --- @return #number The ScheduleID of the planned schedule. -function SCHEDULER:New( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop ) - - local self = BASE:Inherit( self, BASE:New() ) -- #SCHEDULER - self:F2( { Start, Repeat, RandomizeFactor, Stop } ) - - local ScheduleID = nil - - self.MasterObject = SchedulerObject - - if SchedulerFunction then - ScheduleID = self:Schedule( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop ) - end - - return self, ScheduleID -end - ---function SCHEDULER:_Destructor() --- --self:E("_Destructor") --- --- _SCHEDULEDISPATCHER:RemoveSchedule( self.CallID ) ---end - ---- Schedule a new time event. Note that the schedule will only take place if the scheduler is *started*. Even for a single schedule event, the scheduler needs to be started also. --- @param #SCHEDULER self --- @param #table SchedulerObject Specified for which Moose object the timer is setup. If a value of nil is provided, a scheduler will be setup without an object reference. --- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments. --- @param #table SchedulerArguments Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }. --- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called. --- @param #number Repeat Specifies the interval in seconds when the scheduler will call the event function. --- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat. --- @param #number Stop Specifies the amount of seconds when the scheduler will be stopped. --- @return #number The ScheduleID of the planned schedule. -function SCHEDULER:Schedule( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop ) - self:F2( { Start, Repeat, RandomizeFactor, Stop } ) - self:T3( { SchedulerArguments } ) - - local ObjectName = "-" - if SchedulerObject and SchedulerObject.ClassName and SchedulerObject.ClassID then - ObjectName = SchedulerObject.ClassName .. SchedulerObject.ClassID - end - self:F3( { "Schedule :", ObjectName, tostring( SchedulerObject ), Start, Repeat, RandomizeFactor, Stop } ) - self.SchedulerObject = SchedulerObject - - local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule( - self, - SchedulerFunction, - SchedulerArguments, - Start, - Repeat, - RandomizeFactor, - Stop - ) - - self.Schedules[#self.Schedules+1] = ScheduleID - - return ScheduleID -end - ---- (Re-)Starts the schedules or a specific schedule if a valid ScheduleID is provided. --- @param #SCHEDULER self --- @param #number ScheduleID (optional) The ScheduleID of the planned (repeating) schedule. -function SCHEDULER:Start( ScheduleID ) - self:F3( { ScheduleID } ) - - _SCHEDULEDISPATCHER:Start( self, ScheduleID ) -end - ---- Stops the schedules or a specific schedule if a valid ScheduleID is provided. --- @param #SCHEDULER self --- @param #number ScheduleID (optional) The ScheduleID of the planned (repeating) schedule. -function SCHEDULER:Stop( ScheduleID ) - self:F3( { ScheduleID } ) - - _SCHEDULEDISPATCHER:Stop( self, ScheduleID ) -end - ---- Removes a specific schedule if a valid ScheduleID is provided. --- @param #SCHEDULER self --- @param #number ScheduleID (optional) The ScheduleID of the planned (repeating) schedule. -function SCHEDULER:Remove( ScheduleID ) - self:F3( { ScheduleID } ) - - _SCHEDULEDISPATCHER:Remove( self, ScheduleID ) -end - ---- Clears all pending schedules. --- @param #SCHEDULER self -function SCHEDULER:Clear() - self:F3( ) - - _SCHEDULEDISPATCHER:Clear( self ) -end - - - - - - - - - - - - - - ---- **Core** -- SCHEDULEDISPATCHER dispatches the different schedules. --- --- === --- --- Takes care of the creation and dispatching of scheduled functions for SCHEDULER objects. --- --- This class is tricky and needs some thorought explanation. --- SCHEDULE classes are used to schedule functions for objects, or as persistent objects. --- The SCHEDULEDISPATCHER class ensures that: --- --- - Scheduled functions are planned according the SCHEDULER object parameters. --- - Scheduled functions are repeated when requested, according the SCHEDULER object parameters. --- - Scheduled functions are automatically removed when the schedule is finished, according the SCHEDULER object parameters. --- --- The SCHEDULEDISPATCHER class will manage SCHEDULER object in memory during garbage collection: --- - When a SCHEDULER object is not attached to another object (that is, it's first :Schedule() parameter is nil), then the SCHEDULER --- object is _persistent_ within memory. --- - When a SCHEDULER object *is* attached to another object, then the SCHEDULER object is _not persistent_ within memory after a garbage collection! --- The none persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collectged, when the parent object is also desroyed or nillified and garbage collected. --- Even when there are pending timer scheduled functions to be executed for the SCHEDULER object, --- these will not be executed anymore when the SCHEDULER object has been destroyed. --- --- The SCHEDULEDISPATCHER allows multiple scheduled functions to be planned and executed for one SCHEDULER object. --- The SCHEDULER object therefore keeps a table of "CallID's", which are returned after each planning of a new scheduled function by the SCHEDULEDISPATCHER. --- The SCHEDULER object plans new scheduled functions through the @{Core.Scheduler#SCHEDULER.Schedule}() method. --- The Schedule() method returns the CallID that is the reference ID for each planned schedule. --- --- === --- --- ### Contributions: - --- ### Authors: FlightControl : Design & Programming --- --- @module Core.ScheduleDispatcher --- @image Core_Schedule_Dispatcher.JPG - ---- The SCHEDULEDISPATCHER structure --- @type SCHEDULEDISPATCHER -SCHEDULEDISPATCHER = { - ClassName = "SCHEDULEDISPATCHER", - CallID = 0, -} - -function SCHEDULEDISPATCHER:New() - local self = BASE:Inherit( self, BASE:New() ) - self:F3() - return self -end - ---- Add a Schedule to the ScheduleDispatcher. --- The development of this method was really tidy. --- It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is nillified. --- Nothing of this code should be modified without testing it thoroughly. --- @param #SCHEDULEDISPATCHER self --- @param Core.Scheduler#SCHEDULER Scheduler -function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop ) - self:F2( { Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop } ) - - self.CallID = self.CallID + 1 - local CallID = self.CallID .. "#" .. ( Scheduler.MasterObject and Scheduler.MasterObject.GetClassNameAndID and Scheduler.MasterObject:GetClassNameAndID() or "" ) or "" - - -- Initialize the ObjectSchedulers array, which is a weakly coupled table. - -- If the object used as the key is nil, then the garbage collector will remove the item from the Functions array. - self.PersistentSchedulers = self.PersistentSchedulers or {} - - -- Initialize the ObjectSchedulers array, which is a weakly coupled table. - -- If the object used as the key is nil, then the garbage collector will remove the item from the Functions array. - self.ObjectSchedulers = self.ObjectSchedulers or setmetatable( {}, { __mode = "v" } ) - - if Scheduler.MasterObject then - self.ObjectSchedulers[CallID] = Scheduler - self:F3( { CallID = CallID, ObjectScheduler = tostring(self.ObjectSchedulers[CallID]), MasterObject = tostring(Scheduler.MasterObject) } ) - else - self.PersistentSchedulers[CallID] = Scheduler - self:F3( { CallID = CallID, PersistentScheduler = self.PersistentSchedulers[CallID] } ) - end - - self.Schedule = self.Schedule or setmetatable( {}, { __mode = "k" } ) - self.Schedule[Scheduler] = self.Schedule[Scheduler] or {} - self.Schedule[Scheduler][CallID] = {} - self.Schedule[Scheduler][CallID].Function = ScheduleFunction - self.Schedule[Scheduler][CallID].Arguments = ScheduleArguments - self.Schedule[Scheduler][CallID].StartTime = timer.getTime() + ( Start or 0 ) - self.Schedule[Scheduler][CallID].Start = Start + .1 - self.Schedule[Scheduler][CallID].Repeat = Repeat or 0 - self.Schedule[Scheduler][CallID].Randomize = Randomize or 0 - self.Schedule[Scheduler][CallID].Stop = Stop - - self:T3( self.Schedule[Scheduler][CallID] ) - - self.Schedule[Scheduler][CallID].CallHandler = function( CallID ) - --self:E( CallID ) - - local ErrorHandler = function( errmsg ) - env.info( "Error in timer function: " .. errmsg ) - if BASE.Debug ~= nil then - env.info( BASE.Debug.traceback() ) - end - return errmsg - end - - local Scheduler = self.ObjectSchedulers[CallID] - if not Scheduler then - Scheduler = self.PersistentSchedulers[CallID] - end - - --self:T3( { Scheduler = Scheduler } ) - - if Scheduler then - - local MasterObject = tostring(Scheduler.MasterObject) - local Schedule = self.Schedule[Scheduler][CallID] - - --self:T3( { Schedule = Schedule } ) - - local SchedulerObject = Scheduler.SchedulerObject - --local ScheduleObjectName = Scheduler.SchedulerObject:GetNameAndClassID() - local ScheduleFunction = Schedule.Function - local ScheduleArguments = Schedule.Arguments - local Start = Schedule.Start - local Repeat = Schedule.Repeat or 0 - local Randomize = Schedule.Randomize or 0 - local Stop = Schedule.Stop or 0 - local ScheduleID = Schedule.ScheduleID - - local Status, Result - --self:E( { SchedulerObject = SchedulerObject } ) - if SchedulerObject then - local function Timer() - return ScheduleFunction( SchedulerObject, unpack( ScheduleArguments ) ) - end - Status, Result = xpcall( Timer, ErrorHandler ) - else - local function Timer() - return ScheduleFunction( unpack( ScheduleArguments ) ) - end - Status, Result = xpcall( Timer, ErrorHandler ) - end - - local CurrentTime = timer.getTime() - local StartTime = Schedule.StartTime - - self:F3( { Master = MasterObject, CurrentTime = CurrentTime, StartTime = StartTime, Start = Start, Repeat = Repeat, Randomize = Randomize, Stop = Stop } ) - - - if Status and (( Result == nil ) or ( Result and Result ~= false ) ) then - if Repeat ~= 0 and ( ( Stop == 0 ) or ( Stop ~= 0 and CurrentTime <= StartTime + Stop ) ) then - local ScheduleTime = - CurrentTime + - Repeat + - math.random( - - ( Randomize * Repeat / 2 ), - ( Randomize * Repeat / 2 ) - ) + - 0.01 - --self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } ) - return ScheduleTime -- returns the next time the function needs to be called. - else - self:Stop( Scheduler, CallID ) - end - else - self:Stop( Scheduler, CallID ) - end - else - self:E( "Scheduled obsolete call for CallID: " .. CallID ) - end - - return nil - end - - self:Start( Scheduler, CallID ) - - return CallID -end - -function SCHEDULEDISPATCHER:RemoveSchedule( Scheduler, CallID ) - self:F2( { Remove = CallID, Scheduler = Scheduler } ) - - if CallID then - self:Stop( Scheduler, CallID ) - self.Schedule[Scheduler][CallID] = nil - end -end - -function SCHEDULEDISPATCHER:Start( Scheduler, CallID ) - self:F2( { Start = CallID, Scheduler = Scheduler } ) - - if CallID then - local Schedule = self.Schedule[Scheduler] - -- Only start when there is no ScheduleID defined! - -- This prevents to "Start" the scheduler twice with the same CallID... - if not Schedule[CallID].ScheduleID then - Schedule[CallID].StartTime = timer.getTime() -- Set the StartTime field to indicate when the scheduler started. - Schedule[CallID].ScheduleID = timer.scheduleFunction( - Schedule[CallID].CallHandler, - CallID, - timer.getTime() + Schedule[CallID].Start - ) - end - else - for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do - self:Start( Scheduler, CallID ) -- Recursive - end - end -end - -function SCHEDULEDISPATCHER:Stop( Scheduler, CallID ) - self:F2( { Stop = CallID, Scheduler = Scheduler } ) - - if CallID then - local Schedule = self.Schedule[Scheduler] - -- Only stop when there is a ScheduleID defined for the CallID. - -- So, when the scheduler was stopped before, do nothing. - if Schedule[CallID].ScheduleID then - timer.removeFunction( Schedule[CallID].ScheduleID ) - Schedule[CallID].ScheduleID = nil - end - else - for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do - self:Stop( Scheduler, CallID ) -- Recursive - end - end -end - -function SCHEDULEDISPATCHER:Clear( Scheduler ) - self:F2( { Scheduler = Scheduler } ) - - for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do - self:Stop( Scheduler, CallID ) -- Recursive - end -end - - - ---- **Core** - Models DCS event dispatching using a publish-subscribe model. --- --- === --- --- ## Features: --- --- * Capture DCS events and dispatch them to the subscribed objects. --- * Generate DCS events to the subscribed objects from within the code. --- --- === --- --- # Event Handling Overview --- --- ![Objects](..\Presentations\EVENT\Dia2.JPG) --- --- Within a running mission, various DCS events occur. Units are dynamically created, crash, die, shoot stuff, get hit etc. --- This module provides a mechanism to dispatch those events occuring within your running mission, to the different objects orchestrating your mission. --- --- ![Objects](..\Presentations\EVENT\Dia3.JPG) --- --- Objects can subscribe to different events. The Event dispatcher will publish the received DCS events to the subscribed MOOSE objects, in a specified order. --- In this way, the subscribed MOOSE objects are kept in sync with your evolving running mission. --- --- ## 1. Event Dispatching --- --- ![Objects](..\Presentations\EVENT\Dia4.JPG) --- --- The _EVENTDISPATCHER object is automatically created within MOOSE, --- and handles the dispatching of DCS Events occurring --- in the simulator to the subscribed objects --- in the correct processing order. --- --- ![Objects](..\Presentations\EVENT\Dia5.JPG) --- --- There are 5 levels of kind of objects that the _EVENTDISPATCHER services: --- --- * _DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database. --- * SET_ derived classes: Subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority. --- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to teh subscribed UNIT object. --- * GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object. --- * Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object. --- --- ![Objects](..\Presentations\EVENT\Dia6.JPG) --- --- For most DCS events, the above order of updating will be followed. --- --- ![Objects](..\Presentations\EVENT\Dia7.JPG) --- --- But for some DCS events, the publishing order is reversed. This is due to the fact that objects need to be **erased** instead of added. --- --- # 2. Event Handling --- --- ![Objects](..\Presentations\EVENT\Dia8.JPG) --- --- The actual event subscribing and handling is not facilitated through the _EVENTDISPATCHER, but it is done through the @{BASE} class, @{UNIT} class and @{GROUP} class. --- The _EVENTDISPATCHER is a component that is quietly working in the background of MOOSE. --- --- ![Objects](..\Presentations\EVENT\Dia9.JPG) --- --- The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator, --- and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently. --- --- ## 2.1. Subscribe to / Unsubscribe from DCS Events. --- --- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class. --- So, when the DCS event occurs, the class will be notified of that event. --- There are two functions which you use to subscribe to or unsubscribe from an event. --- --- * @{Core.Base#BASE.HandleEvent}(): Subscribe to a DCS Event. --- * @{Core.Base#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event. --- --- Note that for a UNIT, the event will be handled **for that UNIT only**! --- Note that for a GROUP, the event will be handled **for all the UNITs in that GROUP only**! --- --- For all objects of other classes, the subscribed events will be handled for **all UNITs within the Mission**! --- So if a UNIT within the mission has the subscribed event for that object, --- then the object event handler will receive the event for that UNIT! --- --- ## 2.2 Event Handling of DCS Events --- --- Once the class is subscribed to the event, an **Event Handling** method on the object or class needs to be written that will be called --- when the DCS event occurs. The Event Handling method receives an @{Core.Event#EVENTDATA} structure, which contains a lot of information --- about the event that occurred. --- --- Find below an example of the prototype how to write an event handling function for two units: --- --- local Tank1 = UNIT:FindByName( "Tank A" ) --- local Tank2 = UNIT:FindByName( "Tank B" ) --- --- -- Here we subscribe to the Dead events. So, if one of these tanks dies, the Tank1 or Tank2 objects will be notified. --- Tank1:HandleEvent( EVENTS.Dead ) --- Tank2:HandleEvent( EVENTS.Dead ) --- --- --- This function is an Event Handling function that will be called when Tank1 is Dead. --- -- @param Wrapper.Unit#UNIT self --- -- @param Core.Event#EVENTDATA EventData --- function Tank1:OnEventDead( EventData ) --- --- self:SmokeGreen() --- end --- --- --- This function is an Event Handling function that will be called when Tank2 is Dead. --- -- @param Wrapper.Unit#UNIT self --- -- @param Core.Event#EVENTDATA EventData --- function Tank2:OnEventDead( EventData ) --- --- self:SmokeBlue() --- end --- --- ## 2.3 Event Handling methods that are automatically called upon subscribed DCS events. --- --- ![Objects](..\Presentations\EVENT\Dia10.JPG) --- --- The following list outlines which EVENTS item in the structure corresponds to which Event Handling method. --- Always ensure that your event handling methods align with the events being subscribed to, or nothing will be executed. --- --- # 3. EVENTS type --- --- The EVENTS structure contains names for all the different DCS events that objects can subscribe to using the --- @{Core.Base#BASE.HandleEvent}() method. --- --- # 4. EVENTDATA type --- --- The @{Core.Event#EVENTDATA} structure contains all the fields that are populated with event information before --- an Event Handler method is being called by the event dispatcher. --- The Event Handler received the EVENTDATA object as a parameter, and can be used to investigate further the different events. --- There are basically 4 main categories of information stored in the EVENTDATA structure: --- --- * Initiator Unit data: Several fields documenting the initiator unit related to the event. --- * Target Unit data: Several fields documenting the target unit related to the event. --- * Weapon data: Certain events populate weapon information. --- * Place data: Certain events populate place information. --- --- --- This function is an Event Handling function that will be called when Tank1 is Dead. --- -- EventData is an EVENTDATA structure. --- -- We use the EventData.IniUnit to smoke the tank Green. --- -- @param Wrapper.Unit#UNIT self --- -- @param Core.Event#EVENTDATA EventData --- function Tank1:OnEventDead( EventData ) --- --- EventData.IniUnit:SmokeGreen() --- end --- --- --- Find below an overview which events populate which information categories: --- --- ![Objects](..\Presentations\EVENT\Dia14.JPG) --- --- **IMPORTANT NOTE:** Some events can involve not just UNIT objects, but also STATIC objects!!! --- In that case the initiator or target unit fields will refer to a STATIC object! --- In case a STATIC object is involved, the documentation indicates which fields will and won't not be populated. --- The fields **IniObjectCategory** and **TgtObjectCategory** contain the indicator which **kind of object is involved** in the event. --- You can use the enumerator **Object.Category.UNIT** and **Object.Category.STATIC** to check on IniObjectCategory and TgtObjectCategory. --- Example code snippet: --- --- if Event.IniObjectCategory == Object.Category.UNIT then --- ... --- end --- if Event.IniObjectCategory == Object.Category.STATIC then --- ... --- end --- --- When a static object is involved in the event, the Group and Player fields won't be populated. --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- === --- --- @module Core.Event --- @image Core_Event.JPG - - ---- @type EVENT --- @field #EVENT.Events Events --- @extends Core.Base#BASE - ---- The EVENT class --- @field #EVENT -EVENT = { - ClassName = "EVENT", - ClassID = 0, - MissionEnd = false, -} - -world.event.S_EVENT_NEW_CARGO = world.event.S_EVENT_MAX + 1000 -world.event.S_EVENT_DELETE_CARGO = world.event.S_EVENT_MAX + 1001 -world.event.S_EVENT_NEW_ZONE = world.event.S_EVENT_MAX + 1002 -world.event.S_EVENT_DELETE_ZONE = world.event.S_EVENT_MAX + 1003 -world.event.S_EVENT_REMOVE_UNIT = world.event.S_EVENT_MAX + 1004 - - ---- The different types of events supported by MOOSE. --- Use this structure to subscribe to events using the @{Core.Base#BASE.HandleEvent}() method. --- @type EVENTS -EVENTS = { - Shot = world.event.S_EVENT_SHOT, - Hit = world.event.S_EVENT_HIT, - Takeoff = world.event.S_EVENT_TAKEOFF, - Land = world.event.S_EVENT_LAND, - Crash = world.event.S_EVENT_CRASH, - Ejection = world.event.S_EVENT_EJECTION, - Refueling = world.event.S_EVENT_REFUELING, - Dead = world.event.S_EVENT_DEAD, - PilotDead = world.event.S_EVENT_PILOT_DEAD, - BaseCaptured = world.event.S_EVENT_BASE_CAPTURED, - MissionStart = world.event.S_EVENT_MISSION_START, - MissionEnd = world.event.S_EVENT_MISSION_END, - TookControl = world.event.S_EVENT_TOOK_CONTROL, - RefuelingStop = world.event.S_EVENT_REFUELING_STOP, - Birth = world.event.S_EVENT_BIRTH, - HumanFailure = world.event.S_EVENT_HUMAN_FAILURE, - EngineStartup = world.event.S_EVENT_ENGINE_STARTUP, - EngineShutdown = world.event.S_EVENT_ENGINE_SHUTDOWN, - PlayerEnterUnit = world.event.S_EVENT_PLAYER_ENTER_UNIT, - PlayerLeaveUnit = world.event.S_EVENT_PLAYER_LEAVE_UNIT, - PlayerComment = world.event.S_EVENT_PLAYER_COMMENT, - ShootingStart = world.event.S_EVENT_SHOOTING_START, - ShootingEnd = world.event.S_EVENT_SHOOTING_END, - MarkAdded = world.event.S_EVENT_MARK_ADDED, - MarkChange = world.event.S_EVENT_MARK_CHANGE, - MarkRemoved = world.event.S_EVENT_MARK_REMOVED, - NewCargo = world.event.S_EVENT_NEW_CARGO, - DeleteCargo = world.event.S_EVENT_DELETE_CARGO, - NewZone = world.event.S_EVENT_NEW_ZONE, - DeleteZone = world.event.S_EVENT_DELETE_ZONE, - RemoveUnit = world.event.S_EVENT_REMOVE_UNIT, -} - ---- The Event structure --- Note that at the beginning of each field description, there is an indication which field will be populated depending on the object type involved in the Event: --- --- * A (Object.Category.)UNIT : A UNIT object type is involved in the Event. --- * A (Object.Category.)STATIC : A STATIC object type is involved in the Event.µ --- --- @type EVENTDATA --- @field #number id The identifier of the event. --- --- @field DCS#Unit initiator (UNIT/STATIC/SCENERY) The initiating @{DCS#Unit} or @{DCS#StaticObject}. --- @field DCS#Object.Category IniObjectCategory (UNIT/STATIC/SCENERY) The initiator object category ( Object.Category.UNIT or Object.Category.STATIC ). --- @field DCS#Unit IniDCSUnit (UNIT/STATIC) The initiating @{DCS#Unit} or @{DCS#StaticObject}. --- @field #string IniDCSUnitName (UNIT/STATIC) The initiating Unit name. --- @field Wrapper.Unit#UNIT IniUnit (UNIT/STATIC) The initiating MOOSE wrapper @{Wrapper.Unit#UNIT} of the initiator Unit object. --- @field #string IniUnitName (UNIT/STATIC) The initiating UNIT name (same as IniDCSUnitName). --- @field DCS#Group IniDCSGroup (UNIT) The initiating {DCSGroup#Group}. --- @field #string IniDCSGroupName (UNIT) The initiating Group name. --- @field Wrapper.Group#GROUP IniGroup (UNIT) The initiating MOOSE wrapper @{Wrapper.Group#GROUP} of the initiator Group object. --- @field #string IniGroupName UNIT) The initiating GROUP name (same as IniDCSGroupName). --- @field #string IniPlayerName (UNIT) The name of the initiating player in case the Unit is a client or player slot. --- @field DCS#coalition.side IniCoalition (UNIT) The coalition of the initiator. --- @field DCS#Unit.Category IniCategory (UNIT) The category of the initiator. --- @field #string IniTypeName (UNIT) The type name of the initiator. --- --- @field DCS#Unit target (UNIT/STATIC) The target @{DCS#Unit} or @{DCS#StaticObject}. --- @field DCS#Object.Category TgtObjectCategory (UNIT/STATIC) The target object category ( Object.Category.UNIT or Object.Category.STATIC ). --- @field DCS#Unit TgtDCSUnit (UNIT/STATIC) The target @{DCS#Unit} or @{DCS#StaticObject}. --- @field #string TgtDCSUnitName (UNIT/STATIC) The target Unit name. --- @field Wrapper.Unit#UNIT TgtUnit (UNIT/STATIC) The target MOOSE wrapper @{Wrapper.Unit#UNIT} of the target Unit object. --- @field #string TgtUnitName (UNIT/STATIC) The target UNIT name (same as TgtDCSUnitName). --- @field DCS#Group TgtDCSGroup (UNIT) The target {DCSGroup#Group}. --- @field #string TgtDCSGroupName (UNIT) The target Group name. --- @field Wrapper.Group#GROUP TgtGroup (UNIT) The target MOOSE wrapper @{Wrapper.Group#GROUP} of the target Group object. --- @field #string TgtGroupName (UNIT) The target GROUP name (same as TgtDCSGroupName). --- @field #string TgtPlayerName (UNIT) The name of the target player in case the Unit is a client or player slot. --- @field DCS#coalition.side TgtCoalition (UNIT) The coalition of the target. --- @field DCS#Unit.Category TgtCategory (UNIT) The category of the target. --- @field #string TgtTypeName (UNIT) The type name of the target. --- --- @field DCS#Airbase place The @{DCS#Airbase} --- @field Wrapper.Airbase#AIRBASE Place The MOOSE airbase object. --- @field #string PlaceName The name of the airbase. --- --- @field weapon The weapon used during the event. --- @field Weapon --- @field WeaponName --- @field WeaponTgtDCSUnit - - - -local _EVENTMETA = { - [world.event.S_EVENT_SHOT] = { - Order = 1, - Side = "I", - Event = "OnEventShot", - Text = "S_EVENT_SHOT" - }, - [world.event.S_EVENT_HIT] = { - Order = 1, - Side = "T", - Event = "OnEventHit", - Text = "S_EVENT_HIT" - }, - [world.event.S_EVENT_TAKEOFF] = { - Order = 1, - Side = "I", - Event = "OnEventTakeoff", - Text = "S_EVENT_TAKEOFF" - }, - [world.event.S_EVENT_LAND] = { - Order = 1, - Side = "I", - Event = "OnEventLand", - Text = "S_EVENT_LAND" - }, - [world.event.S_EVENT_CRASH] = { - Order = -1, - Side = "I", - Event = "OnEventCrash", - Text = "S_EVENT_CRASH" - }, - [world.event.S_EVENT_EJECTION] = { - Order = 1, - Side = "I", - Event = "OnEventEjection", - Text = "S_EVENT_EJECTION" - }, - [world.event.S_EVENT_REFUELING] = { - Order = 1, - Side = "I", - Event = "OnEventRefueling", - Text = "S_EVENT_REFUELING" - }, - [world.event.S_EVENT_DEAD] = { - Order = -1, - Side = "I", - Event = "OnEventDead", - Text = "S_EVENT_DEAD" - }, - [world.event.S_EVENT_PILOT_DEAD] = { - Order = 1, - Side = "I", - Event = "OnEventPilotDead", - Text = "S_EVENT_PILOT_DEAD" - }, - [world.event.S_EVENT_BASE_CAPTURED] = { - Order = 1, - Side = "I", - Event = "OnEventBaseCaptured", - Text = "S_EVENT_BASE_CAPTURED" - }, - [world.event.S_EVENT_MISSION_START] = { - Order = 1, - Side = "N", - Event = "OnEventMissionStart", - Text = "S_EVENT_MISSION_START" - }, - [world.event.S_EVENT_MISSION_END] = { - Order = 1, - Side = "N", - Event = "OnEventMissionEnd", - Text = "S_EVENT_MISSION_END" - }, - [world.event.S_EVENT_TOOK_CONTROL] = { - Order = 1, - Side = "N", - Event = "OnEventTookControl", - Text = "S_EVENT_TOOK_CONTROL" - }, - [world.event.S_EVENT_REFUELING_STOP] = { - Order = 1, - Side = "I", - Event = "OnEventRefuelingStop", - Text = "S_EVENT_REFUELING_STOP" - }, - [world.event.S_EVENT_BIRTH] = { - Order = 1, - Side = "I", - Event = "OnEventBirth", - Text = "S_EVENT_BIRTH" - }, - [world.event.S_EVENT_HUMAN_FAILURE] = { - Order = 1, - Side = "I", - Event = "OnEventHumanFailure", - Text = "S_EVENT_HUMAN_FAILURE" - }, - [world.event.S_EVENT_ENGINE_STARTUP] = { - Order = 1, - Side = "I", - Event = "OnEventEngineStartup", - Text = "S_EVENT_ENGINE_STARTUP" - }, - [world.event.S_EVENT_ENGINE_SHUTDOWN] = { - Order = 1, - Side = "I", - Event = "OnEventEngineShutdown", - Text = "S_EVENT_ENGINE_SHUTDOWN" - }, - [world.event.S_EVENT_PLAYER_ENTER_UNIT] = { - Order = 1, - Side = "I", - Event = "OnEventPlayerEnterUnit", - Text = "S_EVENT_PLAYER_ENTER_UNIT" - }, - [world.event.S_EVENT_PLAYER_LEAVE_UNIT] = { - Order = -1, - Side = "I", - Event = "OnEventPlayerLeaveUnit", - Text = "S_EVENT_PLAYER_LEAVE_UNIT" - }, - [world.event.S_EVENT_PLAYER_COMMENT] = { - Order = 1, - Side = "I", - Event = "OnEventPlayerComment", - Text = "S_EVENT_PLAYER_COMMENT" - }, - [world.event.S_EVENT_SHOOTING_START] = { - Order = 1, - Side = "I", - Event = "OnEventShootingStart", - Text = "S_EVENT_SHOOTING_START" - }, - [world.event.S_EVENT_SHOOTING_END] = { - Order = 1, - Side = "I", - Event = "OnEventShootingEnd", - Text = "S_EVENT_SHOOTING_END" - }, - [world.event.S_EVENT_MARK_ADDED] = { - Order = 1, - Side = "I", - Event = "OnEventMarkAdded", - Text = "S_EVENT_MARK_ADDED" - }, - [world.event.S_EVENT_MARK_CHANGE] = { - Order = 1, - Side = "I", - Event = "OnEventMarkChange", - Text = "S_EVENT_MARK_CHANGE" - }, - [world.event.S_EVENT_MARK_REMOVED] = { - Order = 1, - Side = "I", - Event = "OnEventMarkRemoved", - Text = "S_EVENT_MARK_REMOVED" - }, - [EVENTS.NewCargo] = { - Order = 1, - Event = "OnEventNewCargo", - Text = "S_EVENT_NEW_CARGO" - }, - [EVENTS.DeleteCargo] = { - Order = 1, - Event = "OnEventDeleteCargo", - Text = "S_EVENT_DELETE_CARGO" - }, - [EVENTS.NewZone] = { - Order = 1, - Event = "OnEventNewZone", - Text = "S_EVENT_NEW_ZONE" - }, - [EVENTS.DeleteZone] = { - Order = 1, - Event = "OnEventDeleteZone", - Text = "S_EVENT_DELETE_ZONE" - }, - [EVENTS.RemoveUnit] = { - Order = -1, - Event = "OnEventRemoveUnit", - Text = "S_EVENT_REMOVE_UNIT" - }, -} - - ---- The Events structure --- @type EVENT.Events --- @field #number IniUnit - -function EVENT:New() - local self = BASE:Inherit( self, BASE:New() ) - self:F2() - self.EventHandler = world.addEventHandler( self ) - return self -end - - ---- Initializes the Events structure for the event --- @param #EVENT self --- @param DCS#world.event EventID --- @param Core.Base#BASE EventClass --- @return #EVENT.Events -function EVENT:Init( EventID, EventClass ) - self:F3( { _EVENTMETA[EventID].Text, EventClass } ) - - if not self.Events[EventID] then - -- Create a WEAK table to ensure that the garbage collector is cleaning the event links when the object usage is cleaned. - self.Events[EventID] = {} - end - - -- Each event has a subtable of EventClasses, ordered by EventPriority. - local EventPriority = EventClass:GetEventPriority() - if not self.Events[EventID][EventPriority] then - self.Events[EventID][EventPriority] = setmetatable( {}, { __mode = "k" } ) - end - - if not self.Events[EventID][EventPriority][EventClass] then - self.Events[EventID][EventPriority][EventClass] = {} - end - return self.Events[EventID][EventPriority][EventClass] -end - ---- Removes a subscription --- @param #EVENT self --- @param Core.Base#BASE EventClass The self instance of the class for which the event is. --- @param DCS#world.event EventID --- @return #EVENT.Events -function EVENT:RemoveEvent( EventClass, EventID ) - - self:F2( { "Removing subscription for class: ", EventClass:GetClassNameAndID() } ) - - local EventPriority = EventClass:GetEventPriority() - - self.Events = self.Events or {} - self.Events[EventID] = self.Events[EventID] or {} - self.Events[EventID][EventPriority] = self.Events[EventID][EventPriority] or {} - - self.Events[EventID][EventPriority][EventClass] = nil - -end - ---- Resets subscriptions --- @param #EVENT self --- @param Core.Base#BASE EventClass The self instance of the class for which the event is. --- @param DCS#world.event EventID --- @return #EVENT.Events -function EVENT:Reset( EventObject ) --R2.1 - - self:F( { "Resetting subscriptions for class: ", EventObject:GetClassNameAndID() } ) - - local EventPriority = EventObject:GetEventPriority() - for EventID, EventData in pairs( self.Events ) do - if self.EventsDead then - if self.EventsDead[EventID] then - if self.EventsDead[EventID][EventPriority] then - if self.EventsDead[EventID][EventPriority][EventObject] then - self.Events[EventID][EventPriority][EventObject] = self.EventsDead[EventID][EventPriority][EventObject] - end - end - end - end - end -end - - - - ---- Clears all event subscriptions for a @{Core.Base#BASE} derived object. --- @param #EVENT self --- @param Core.Base#BASE EventObject -function EVENT:RemoveAll( EventObject ) - self:F3( { EventObject:GetClassNameAndID() } ) - - local EventClass = EventObject:GetClassNameAndID() - local EventPriority = EventClass:GetEventPriority() - for EventID, EventData in pairs( self.Events ) do - self.Events[EventID][EventPriority][EventClass] = nil - end -end - - - ---- Create an OnDead event handler for a group --- @param #EVENT self --- @param #table EventTemplate --- @param #function EventFunction The function to be called when the event occurs for the unit. --- @param EventClass The instance of the class for which the event is. --- @param #function OnEventFunction --- @return #EVENT -function EVENT:OnEventForTemplate( EventTemplate, EventFunction, EventClass, EventID ) - self:F2( EventTemplate.name ) - - for EventUnitID, EventUnit in pairs( EventTemplate.units ) do - self:OnEventForUnit( EventUnit.name, EventFunction, EventClass, EventID ) - end - return self -end - ---- Set a new listener for an S_EVENT_X event independent from a unit or a weapon. --- @param #EVENT self --- @param #function EventFunction The function to be called when the event occurs for the unit. --- @param Core.Base#BASE EventClass The self instance of the class for which the event is captured. When the event happens, the event process will be called in this class provided. --- @param EventID --- @return #EVENT -function EVENT:OnEventGeneric( EventFunction, EventClass, EventID ) - self:F2( { EventID } ) - - local EventData = self:Init( EventID, EventClass ) - EventData.EventFunction = EventFunction - - return self -end - - ---- Set a new listener for an S_EVENT_X event for a UNIT. --- @param #EVENT self --- @param #string UnitName The name of the UNIT. --- @param #function EventFunction The function to be called when the event occurs for the GROUP. --- @param Core.Base#BASE EventClass The self instance of the class for which the event is. --- @param EventID --- @return #EVENT -function EVENT:OnEventForUnit( UnitName, EventFunction, EventClass, EventID ) - self:F2( UnitName ) - - local EventData = self:Init( EventID, EventClass ) - EventData.EventUnit = true - EventData.EventFunction = EventFunction - return self -end - ---- Set a new listener for an S_EVENT_X event for a GROUP. --- @param #EVENT self --- @param #string GroupName The name of the GROUP. --- @param #function EventFunction The function to be called when the event occurs for the GROUP. --- @param Core.Base#BASE EventClass The self instance of the class for which the event is. --- @param EventID --- @return #EVENT -function EVENT:OnEventForGroup( GroupName, EventFunction, EventClass, EventID, ... ) - - local Event = self:Init( EventID, EventClass ) - Event.EventGroup = true - Event.EventFunction = EventFunction - Event.Params = arg - return self -end - -do -- OnBirth - - --- Create an OnBirth event handler for a group - -- @param #EVENT self - -- @param Wrapper.Group#GROUP EventGroup - -- @param #function EventFunction The function to be called when the event occurs for the unit. - -- @param EventClass The self instance of the class for which the event is. - -- @return #EVENT - function EVENT:OnBirthForTemplate( EventTemplate, EventFunction, EventClass ) - self:F2( EventTemplate.name ) - - self:OnEventForTemplate( EventTemplate, EventFunction, EventClass, EVENTS.Birth ) - - return self - end - -end - -do -- OnCrash - - --- Create an OnCrash event handler for a group - -- @param #EVENT self - -- @param Wrapper.Group#GROUP EventGroup - -- @param #function EventFunction The function to be called when the event occurs for the unit. - -- @param EventClass The self instance of the class for which the event is. - -- @return #EVENT - function EVENT:OnCrashForTemplate( EventTemplate, EventFunction, EventClass ) - self:F2( EventTemplate.name ) - - self:OnEventForTemplate( EventTemplate, EventFunction, EventClass, EVENTS.Crash ) - - return self - end - -end - -do -- OnDead - - --- Create an OnDead event handler for a group - -- @param #EVENT self - -- @param Wrapper.Group#GROUP EventGroup - -- @param #function EventFunction The function to be called when the event occurs for the unit. - -- @param EventClass The self instance of the class for which the event is. - -- @return #EVENT - function EVENT:OnDeadForTemplate( EventTemplate, EventFunction, EventClass ) - self:F2( EventTemplate.name ) - - self:OnEventForTemplate( EventTemplate, EventFunction, EventClass, EVENTS.Dead ) - - return self - end - -end - - -do -- OnLand - --- Create an OnLand event handler for a group - -- @param #EVENT self - -- @param #table EventTemplate - -- @param #function EventFunction The function to be called when the event occurs for the unit. - -- @param EventClass The self instance of the class for which the event is. - -- @return #EVENT - function EVENT:OnLandForTemplate( EventTemplate, EventFunction, EventClass ) - self:F2( EventTemplate.name ) - - self:OnEventForTemplate( EventTemplate, EventFunction, EventClass, EVENTS.Land ) - - return self - end - -end - -do -- OnTakeOff - --- Create an OnTakeOff event handler for a group - -- @param #EVENT self - -- @param #table EventTemplate - -- @param #function EventFunction The function to be called when the event occurs for the unit. - -- @param EventClass The self instance of the class for which the event is. - -- @return #EVENT - function EVENT:OnTakeOffForTemplate( EventTemplate, EventFunction, EventClass ) - self:F2( EventTemplate.name ) - - self:OnEventForTemplate( EventTemplate, EventFunction, EventClass, EVENTS.Takeoff ) - - return self - end - -end - -do -- OnEngineShutDown - - --- Create an OnDead event handler for a group - -- @param #EVENT self - -- @param #table EventTemplate - -- @param #function EventFunction The function to be called when the event occurs for the unit. - -- @param EventClass The self instance of the class for which the event is. - -- @return #EVENT - function EVENT:OnEngineShutDownForTemplate( EventTemplate, EventFunction, EventClass ) - self:F2( EventTemplate.name ) - - self:OnEventForTemplate( EventTemplate, EventFunction, EventClass, EVENTS.EngineShutdown ) - - return self - end - -end - -do -- Event Creation - - --- Creation of a New Cargo Event. - -- @param #EVENT self - -- @param AI.AI_Cargo#AI_CARGO Cargo The Cargo created. - function EVENT:CreateEventNewCargo( Cargo ) - self:I( { Cargo } ) - - local Event = { - id = EVENTS.NewCargo, - time = timer.getTime(), - cargo = Cargo, - } - - world.onEvent( Event ) - end - - --- Creation of a Cargo Deletion Event. - -- @param #EVENT self - -- @param AI.AI_Cargo#AI_CARGO Cargo The Cargo created. - function EVENT:CreateEventDeleteCargo( Cargo ) - self:F( { Cargo } ) - - local Event = { - id = EVENTS.DeleteCargo, - time = timer.getTime(), - cargo = Cargo, - } - - world.onEvent( Event ) - end - - --- Creation of a New Zone Event. - -- @param #EVENT self - -- @param Core.Zone#ZONE_BASE Zone The Zone created. - function EVENT:CreateEventNewZone( Zone ) - self:F( { Zone } ) - - local Event = { - id = EVENTS.NewZone, - time = timer.getTime(), - zone = Zone, - } - - world.onEvent( Event ) - end - - --- Creation of a Zone Deletion Event. - -- @param #EVENT self - -- @param Core.Zone#ZONE_BASE Zone The Zone created. - function EVENT:CreateEventDeleteZone( Zone ) - self:F( { Zone } ) - - local Event = { - id = EVENTS.DeleteZone, - time = timer.getTime(), - zone = Zone, - } - - world.onEvent( Event ) - end - - --- Creation of a S_EVENT_PLAYER_ENTER_UNIT Event. - -- @param #EVENT self - -- @param Wrapper.Unit#UNIT PlayerUnit. - function EVENT:CreateEventPlayerEnterUnit( PlayerUnit ) - self:F( { PlayerUnit } ) - - local Event = { - id = EVENTS.PlayerEnterUnit, - time = timer.getTime(), - initiator = PlayerUnit:GetDCSObject() - } - - world.onEvent( Event ) - end - -end - ---- @param #EVENT self --- @param #EVENTDATA Event -function EVENT:onEvent( Event ) - - local ErrorHandler = function( errmsg ) - - env.info( "Error in SCHEDULER function:" .. errmsg ) - if BASE.Debug ~= nil then - env.info( debug.traceback() ) - end - - return errmsg - end - - - local EventMeta = _EVENTMETA[Event.id] - - --self:E( { EventMeta.Text, Event } ) -- Activate the see all incoming events ... - - if self and - self.Events and - self.Events[Event.id] and - self.MissionEnd == false and - ( Event.initiator ~= nil or ( Event.initiator == nil and Event.id ~= EVENTS.PlayerLeaveUnit ) ) then - - if Event.id and Event.id == EVENTS.MissionEnd then - self.MissionEnd = true - end - - if Event.initiator then - - Event.IniObjectCategory = Event.initiator:getCategory() - - if Event.IniObjectCategory == Object.Category.UNIT then - Event.IniDCSUnit = Event.initiator - Event.IniDCSUnitName = Event.IniDCSUnit:getName() - Event.IniUnitName = Event.IniDCSUnitName - Event.IniDCSGroup = Event.IniDCSUnit:getGroup() - Event.IniUnit = UNIT:FindByName( Event.IniDCSUnitName ) - if not Event.IniUnit then - -- Unit can be a CLIENT. Most likely this will be the case ... - Event.IniUnit = CLIENT:FindByName( Event.IniDCSUnitName, '', true ) - end - Event.IniDCSGroupName = "" - if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then - Event.IniDCSGroupName = Event.IniDCSGroup:getName() - Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName ) - if Event.IniGroup then - Event.IniGroupName = Event.IniDCSGroupName - end - end - Event.IniPlayerName = Event.IniDCSUnit:getPlayerName() - Event.IniCoalition = Event.IniDCSUnit:getCoalition() - Event.IniTypeName = Event.IniDCSUnit:getTypeName() - Event.IniCategory = Event.IniDCSUnit:getDesc().category - end - - if Event.IniObjectCategory == Object.Category.STATIC then - Event.IniDCSUnit = Event.initiator - Event.IniDCSUnitName = Event.IniDCSUnit:getName() - Event.IniUnitName = Event.IniDCSUnitName - Event.IniUnit = STATIC:FindByName( Event.IniDCSUnitName, false ) - Event.IniCoalition = Event.IniDCSUnit:getCoalition() - Event.IniCategory = Event.IniDCSUnit:getDesc().category - Event.IniTypeName = Event.IniDCSUnit:getTypeName() - end - - if Event.IniObjectCategory == Object.Category.CARGO then - Event.IniDCSUnit = Event.initiator - Event.IniDCSUnitName = Event.IniDCSUnit:getName() - Event.IniUnitName = Event.IniDCSUnitName - Event.IniUnit = CARGO:FindByName( Event.IniDCSUnitName ) - Event.IniCoalition = Event.IniDCSUnit:getCoalition() - Event.IniCategory = Event.IniDCSUnit:getDesc().category - Event.IniTypeName = Event.IniDCSUnit:getTypeName() - end - - if Event.IniObjectCategory == Object.Category.SCENERY then - Event.IniDCSUnit = Event.initiator - Event.IniDCSUnitName = Event.IniDCSUnit:getName() - Event.IniUnitName = Event.IniDCSUnitName - Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator ) - Event.IniCategory = Event.IniDCSUnit:getDesc().category - Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY" -- TODO: Bug fix for 2.1! - end - end - - if Event.target then - - Event.TgtObjectCategory = Event.target:getCategory() - - if Event.TgtObjectCategory == Object.Category.UNIT then - Event.TgtDCSUnit = Event.target - Event.TgtDCSGroup = Event.TgtDCSUnit:getGroup() - Event.TgtDCSUnitName = Event.TgtDCSUnit:getName() - Event.TgtUnitName = Event.TgtDCSUnitName - Event.TgtUnit = UNIT:FindByName( Event.TgtDCSUnitName ) - Event.TgtDCSGroupName = "" - if Event.TgtDCSGroup and Event.TgtDCSGroup:isExist() then - Event.TgtDCSGroupName = Event.TgtDCSGroup:getName() - Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName ) - if Event.TgtGroup then - Event.TgtGroupName = Event.TgtDCSGroupName - end - end - Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName() - Event.TgtCoalition = Event.TgtDCSUnit:getCoalition() - Event.TgtCategory = Event.TgtDCSUnit:getDesc().category - Event.TgtTypeName = Event.TgtDCSUnit:getTypeName() - end - - if Event.TgtObjectCategory == Object.Category.STATIC then - Event.TgtDCSUnit = Event.target - Event.TgtDCSUnitName = Event.TgtDCSUnit:getName() - Event.TgtUnitName = Event.TgtDCSUnitName - Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false ) - Event.TgtCoalition = Event.TgtDCSUnit:getCoalition() - Event.TgtCategory = Event.TgtDCSUnit:getDesc().category - Event.TgtTypeName = Event.TgtDCSUnit:getTypeName() - end - - if Event.TgtObjectCategory == Object.Category.SCENERY then - Event.TgtDCSUnit = Event.target - Event.TgtDCSUnitName = Event.TgtDCSUnit:getName() - Event.TgtUnitName = Event.TgtDCSUnitName - Event.TgtUnit = SCENERY:Register( Event.TgtDCSUnitName, Event.target ) - Event.TgtCategory = Event.TgtDCSUnit:getDesc().category - Event.TgtTypeName = Event.TgtDCSUnit:getTypeName() - end - end - - if Event.weapon then - Event.Weapon = Event.weapon - Event.WeaponName = Event.Weapon:getTypeName() - Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit! - Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName() - Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition() - Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category - Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName() - --Event.WeaponTgtDCSUnit = Event.Weapon:getTarget() - end - - -- Place should be given for takeoff and landing events as well as base captured. It should be a DCS airbase. - if Event.place then - Event.Place=AIRBASE:Find(Event.place) - Event.PlaceName=Event.Place:GetName() - end - --- @FC: something like this should be added. ---[[ - if Event.idx then - Event.MarkID=Event.idx - Event.MarkVec3=Event.pos - Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos) - Event.MarkText=Event.text - Event.MarkCoalition=Event.coalition - Event.MarkGroupID = Event.groupID - end -]] - - if Event.cargo then - Event.Cargo = Event.cargo - Event.CargoName = Event.cargo.Name - end - - if Event.zone then - Event.Zone = Event.zone - Event.ZoneName = Event.zone.ZoneName - end - - local PriorityOrder = EventMeta.Order - local PriorityBegin = PriorityOrder == -1 and 5 or 1 - local PriorityEnd = PriorityOrder == -1 and 1 or 5 - - if Event.IniObjectCategory ~= Object.Category.STATIC then - self:T( { EventMeta.Text, Event, Event.IniDCSUnitName, Event.TgtDCSUnitName, PriorityOrder } ) - end - - for EventPriority = PriorityBegin, PriorityEnd, PriorityOrder do - - if self.Events[Event.id][EventPriority] then - - -- Okay, we got the event from DCS. Now loop the SORTED self.EventSorted[] table for the received Event.id, and for each EventData registered, check if a function needs to be called. - for EventClass, EventData in pairs( self.Events[Event.id][EventPriority] ) do - - --if Event.IniObjectCategory ~= Object.Category.STATIC then - -- self:E( { "Evaluating: ", EventClass:GetClassNameAndID() } ) - --end - - Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName ) - Event.TgtGroup = GROUP:FindByName( Event.TgtDCSGroupName ) - - -- If the EventData is for a UNIT, the call directly the EventClass EventFunction for that UNIT. - if EventData.EventUnit then - - -- So now the EventClass must be a UNIT class!!! We check if it is still "Alive". - if EventClass:IsAlive() or - Event.id == EVENTS.PlayerEnterUnit or - Event.id == EVENTS.Crash or - Event.id == EVENTS.Dead or - Event.id == EVENTS.RemoveUnit then - - local UnitName = EventClass:GetName() - - if ( EventMeta.Side == "I" and UnitName == Event.IniDCSUnitName ) or - ( EventMeta.Side == "T" and UnitName == Event.TgtDCSUnitName ) then - - -- First test if a EventFunction is Set, otherwise search for the default function - if EventData.EventFunction then - - if Event.IniObjectCategory ~= 3 then - self:F( { "Calling EventFunction for UNIT ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } ) - end - - local Result, Value = xpcall( - function() - return EventData.EventFunction( EventClass, Event ) - end, ErrorHandler ) - - else - - -- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object. - local EventFunction = EventClass[ EventMeta.Event ] - if EventFunction and type( EventFunction ) == "function" then - - -- Now call the default event function. - if Event.IniObjectCategory ~= 3 then - self:F( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } ) - end - - local Result, Value = xpcall( - function() - return EventFunction( EventClass, Event ) - end, ErrorHandler ) - end - end - end - else - -- The EventClass is not alive anymore, we remove it from the EventHandlers... - self:RemoveEvent( EventClass, Event.id ) - end - else - - -- If the EventData is for a GROUP, the call directly the EventClass EventFunction for the UNIT in that GROUP. - if EventData.EventGroup then - - -- So now the EventClass must be a GROUP class!!! We check if it is still "Alive". - if EventClass:IsAlive() or - Event.id == EVENTS.PlayerEnterUnit or - Event.id == EVENTS.Crash or - Event.id == EVENTS.Dead or - Event.id == EVENTS.RemoveUnit then - - -- We can get the name of the EventClass, which is now always a GROUP object. - local GroupName = EventClass:GetName() - - if ( EventMeta.Side == "I" and GroupName == Event.IniDCSGroupName ) or - ( EventMeta.Side == "T" and GroupName == Event.TgtDCSGroupName ) then - - -- First test if a EventFunction is Set, otherwise search for the default function - if EventData.EventFunction then - - if Event.IniObjectCategory ~= 3 then - self:F( { "Calling EventFunction for GROUP ", EventClass:GetClassNameAndID(), ", Unit ", Event.IniUnitName, EventPriority } ) - end - - local Result, Value = xpcall( - function() - return EventData.EventFunction( EventClass, Event, unpack( EventData.Params ) ) - end, ErrorHandler ) - - else - - -- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object. - local EventFunction = EventClass[ EventMeta.Event ] - if EventFunction and type( EventFunction ) == "function" then - - -- Now call the default event function. - if Event.IniObjectCategory ~= 3 then - self:F( { "Calling " .. EventMeta.Event .. " for GROUP ", EventClass:GetClassNameAndID(), EventPriority } ) - end - - local Result, Value = xpcall( - function() - return EventFunction( EventClass, Event, unpack( EventData.Params ) ) - end, ErrorHandler ) - end - end - end - else - -- The EventClass is not alive anymore, we remove it from the EventHandlers... - --self:RemoveEvent( EventClass, Event.id ) - end - else - - -- If the EventData is not bound to a specific unit, then call the EventClass EventFunction. - -- Note that here the EventFunction will need to implement and determine the logic for the relevant source- or target unit, or weapon. - if not EventData.EventUnit then - - -- First test if a EventFunction is Set, otherwise search for the default function - if EventData.EventFunction then - - -- There is an EventFunction defined, so call the EventFunction. - if Event.IniObjectCategory ~= 3 then - self:F2( { "Calling EventFunction for Class ", EventClass:GetClassNameAndID(), EventPriority } ) - end - local Result, Value = xpcall( - function() - return EventData.EventFunction( EventClass, Event ) - end, ErrorHandler ) - else - - -- There is no EventFunction defined, so try to find if a default OnEvent function is defined on the object. - local EventFunction = EventClass[ EventMeta.Event ] - if EventFunction and type( EventFunction ) == "function" then - - -- Now call the default event function. - if Event.IniObjectCategory ~= 3 then - self:F2( { "Calling " .. EventMeta.Event .. " for Class ", EventClass:GetClassNameAndID(), EventPriority } ) - end - - local Result, Value = xpcall( - function() - local Result, Value = EventFunction( EventClass, Event ) - return Result, Value - end, ErrorHandler ) - end - end - - end - end - end - end - end - end - - -- When cargo was deleted, it may probably be because of an S_EVENT_DEAD. - -- However, in the loading logic, an S_EVENT_DEAD is also generated after a Destroy() call. - -- And this is a problem because it will remove all entries from the SET_CARGOs. - -- To prevent this from happening, the Cargo object has a flag NoDestroy. - -- When true, the SET_CARGO won't Remove the Cargo object from the set. - -- But we need to switch that flag off after the event handlers have been called. - if Event.id == EVENTS.DeleteCargo then - Event.Cargo.NoDestroy = nil - end - else - self:T( { EventMeta.Text, Event } ) - end - - Event = nil -end - ---- The EVENTHANDLER structure --- @type EVENTHANDLER --- @extends Core.Base#BASE -EVENTHANDLER = { - ClassName = "EVENTHANDLER", - ClassID = 0, -} - ---- The EVENTHANDLER constructor --- @param #EVENTHANDLER self --- @return #EVENTHANDLER -function EVENTHANDLER:New() - self = BASE:Inherit( self, BASE:New() ) -- #EVENTHANDLER - return self -end ---- **Core** - Manages various settings for running missions, consumed by moose classes and provides a menu system for players to tweak settings in running missions. --- --- === --- --- ## Features: --- --- * Provide a settings menu system to the players. --- * Provide a player settings menu and an overall mission settings menu. --- * Mission settings provide default settings, while player settings override mission settings. --- * Provide a menu to select between different coordinate formats for A2G coordinates. --- * Provide a menu to select between different coordinate formats for A2A coordinates. --- * Provide a menu to select between different message time duration options. --- * Provide a menu to select between different metric systems. --- --- === --- --- The documentation of the SETTINGS class can be found further in this document. --- --- === --- --- # **AUTHORS and CONTRIBUTIONS** --- --- ### Contributions: --- --- ### Authors: --- --- * **FlightControl**: Design & Programming --- --- @module Core.Settings --- @image Core_Settings.JPG - - ---- @type SETTINGS --- @extends Core.Base#BASE - ---- Takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework. --- --- === --- --- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework. --- SETTINGS can work on 2 levels: --- --- - **Default settings**: A running mission has **Default settings**. --- - **Player settings**: For each player its own **Player settings** can be defined, overriding the **Default settings**. --- --- So, when there isn't any **Player setting** defined for a player for a specific setting, or, the player cannot be identified, the **Default setting** will be used instead. --- --- # 1) \_SETTINGS object --- --- MOOSE defines by default a singleton object called **\_SETTINGS**. Use this object to modify all the **Default settings** for a running mission. --- For each player, MOOSE will automatically allocate also a **player settings** object, and will expose a radio menu to allow the player to adapt the settings to his own preferences. --- --- # 2) SETTINGS Menu --- --- Settings can be adapted by the Players and by the Mission Administrator through **radio menus, which are automatically available in the mission**. --- These menus can be found **on level F10 under "Settings"**. There are two kinds of menus generated by the system. --- --- ## 2.1) Default settings menu --- --- A menu is created automatically per Command Center that allows to modify the **Default** settings. --- So, when joining a CC unit, a menu will be available that allows to change the settings parameters **FOR ALL THE PLAYERS**! --- Note that the **Default settings** will only be used when a player has not choosen its own settings. --- --- ## 2.2) Player settings menu --- --- A menu is created automatically per Player Slot (group) that allows to modify the **Player** settings. --- So, when joining a slot, a menu wil be available that allows to change the settings parameters **FOR THE PLAYER ONLY**! --- Note that when a player has not chosen a specific setting, the **Default settings** will be used. --- --- ## 2.3) Show or Hide the Player Setting menus --- --- Of course, it may be requried not to show any setting menus. In this case, a method is available on the **\_SETTINGS object**. --- Use @{#SETTINGS.SetPlayerMenuOff}() to hide the player menus, and use @{#SETTINGS.SetPlayerMenuOn}() show the player menus. --- Note that when this method is used, any player already in a slot will not have its menus visibility changed. --- The option will only have effect when a player enters a new slot or changes a slot. --- --- Example: --- --- _SETTINGS:SetPlayerMenuOff() -- will disable the player menus. --- _SETTINGS:SetPlayerMenuOn() -- will enable the player menus. --- -- But only when a player exits and reenters the slot these settings will have effect! --- --- --- # 3) Settings --- --- There are different settings that are managed and applied within the MOOSE framework. --- See below a comprehensive description of each. --- --- ## 3.1) **A2G coordinates** display formatting --- --- ### 3.1.1) A2G coordinates setting **types** --- --- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications. --- --- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_(navigation)). --- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted. --- - A2G LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted. --- - A2G LL DDM: Lattitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted. --- --- ### 3.1.2) A2G coordinates setting **menu** --- --- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot. --- --- ### 3.1.3) A2G coordinates setting **methods** --- --- There are different methods that can be used to change the **System settings** using the \_SETTINGS object. --- --- - @{#SETTINGS.SetA2G_BR}(): Enable the BR display formatting by default. --- - @{#SETTINGS.SetA2G_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting. --- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. --- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. --- --- ### 3.1.4) A2G coordinates setting - additional notes --- --- One additional note on BR. In a situation when a BR coordinate should be given, --- but there isn't any player context (no player unit to reference from), the MGRS formatting will be applied! --- --- ## 3.2) **A2A coordinates** formatting --- --- ### 3.2.1) A2A coordinates setting **types** --- --- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications. --- --- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_(navigation)). --- - A2A MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted. --- - A2A LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted. --- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted. --- - A2A BULLS: [Bullseye](http://falcon4.wikidot.com/concepts:bullseye). --- --- ### 3.2.2) A2A coordinates setting **menu** --- --- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot. --- --- ### 3.2.3) A2A coordinates setting **methods** --- --- There are different methods that can be used to change the **System settings** using the \_SETTINGS object. --- --- - @{#SETTINGS.SetA2A_BRAA}(): Enable the BR display formatting by default. --- - @{#SETTINGS.SetA2A_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting. --- - @{#SETTINGS.SetA2A_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. --- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. --- - @{#SETTINGS.SetA2A_BULLS}(): Enable the BULLSeye display formatting by default. --- --- ### 3.2.4) A2A coordinates settings - additional notes --- --- One additional note on BRAA. In a situation when a BRAA coordinate should be given, --- but there isn't any player context (no player unit to reference from), the MGRS formatting will be applied! --- --- ## 3.3) **Measurements** formatting --- --- ### 3.3.1) Measurements setting **types** --- --- Will customize the measurements system being used as part as part of the Command Center communications. --- --- - **Metrics** system: Applies the [Metrics system](https://en.wikipedia.org/wiki/Metric_system) ... --- - **Imperial** system: Applies the [Imperial system](https://en.wikipedia.org/wiki/Imperial_units) ... --- --- ### 3.3.2) Measurements setting **menu** --- --- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot. --- --- ### 3.3.3) Measurements setting **methods** --- --- There are different methods that can be used to change the **Default settings** using the \_SETTINGS object. --- --- - @{#SETTINGS.SetMetric}(): Enable the Metric system. --- - @{#SETTINGS.SetImperial}(): Enable the Imperial system. --- --- ## 3.4) **Message** display times --- --- ### 3.4.1) Message setting **types** --- --- There are various **Message Types** that will influence the duration how long a message will appear as part of the Command Center communications. --- --- - **Update** message: A short update message. --- - **Information** message: Provides new information **while** executing a mission. --- - **Briefing** message: Provides a complete briefing **before** executing a mission. --- - **Overview report**: Provides a short report overview, the summary of the report. --- - **Detailed report**: Provides a complete report. --- --- ### 3.4.2) Message setting **menu** --- --- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot. --- --- Each Message Type has specific timings that will be applied when the message is displayed. --- The Settings Menu will provide for each Message Type a selection of proposed durations from which can be choosen. --- So the player can choose its own amount of seconds how long a message should be displayed of a certain type. --- Note that **Update** messages can be chosen not to be displayed at all! --- --- ### 3.4.3) Message setting **methods** --- --- There are different methods that can be used to change the **System settings** using the \_SETTINGS object. --- --- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds. --- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds. --- --- === --- --- @field #SETTINGS -SETTINGS = { - ClassName = "SETTINGS", - ShowPlayerMenu = true, -} - - - -do -- SETTINGS - - --- SETTINGS constructor. - -- @param #SETTINGS self - -- @return #SETTINGS - function SETTINGS:Set( PlayerName ) - - if PlayerName == nil then - local self = BASE:Inherit( self, BASE:New() ) -- #SETTINGS - self:SetMetric() -- Defaults - self:SetA2G_BR() -- Defaults - self:SetA2A_BRAA() -- Defaults - self:SetLL_Accuracy( 3 ) -- Defaults - self:SetMGRS_Accuracy( 5 ) -- Defaults - self:SetMessageTime( MESSAGE.Type.Briefing, 180 ) - self:SetMessageTime( MESSAGE.Type.Detailed, 60 ) - self:SetMessageTime( MESSAGE.Type.Information, 30 ) - self:SetMessageTime( MESSAGE.Type.Overview, 60 ) - self:SetMessageTime( MESSAGE.Type.Update, 15 ) - return self - else - local Settings = _DATABASE:GetPlayerSettings( PlayerName ) - if not Settings then - Settings = BASE:Inherit( self, BASE:New() ) -- #SETTINGS - _DATABASE:SetPlayerSettings( PlayerName, Settings ) - end - return Settings - end - end - - - --- Sets the SETTINGS metric. - -- @param #SETTINGS self - function SETTINGS:SetMetric() - self.Metric = true - end - - --- Gets if the SETTINGS is metric. - -- @param #SETTINGS self - -- @return #boolean true if metric. - function SETTINGS:IsMetric() - return ( self.Metric ~= nil and self.Metric == true ) or ( self.Metric == nil and _SETTINGS:IsMetric() ) - end - - --- Sets the SETTINGS imperial. - -- @param #SETTINGS self - function SETTINGS:SetImperial() - self.Metric = false - end - - --- Gets if the SETTINGS is imperial. - -- @param #SETTINGS self - -- @return #boolean true if imperial. - function SETTINGS:IsImperial() - return ( self.Metric ~= nil and self.Metric == false ) or ( self.Metric == nil and _SETTINGS:IsMetric() ) - end - - --- Sets the SETTINGS LL accuracy. - -- @param #SETTINGS self - -- @param #number LL_Accuracy - -- @return #SETTINGS - function SETTINGS:SetLL_Accuracy( LL_Accuracy ) - self.LL_Accuracy = LL_Accuracy - end - - --- Gets the SETTINGS LL accuracy. - -- @param #SETTINGS self - -- @return #number - function SETTINGS:GetLL_DDM_Accuracy() - return self.LL_DDM_Accuracy or _SETTINGS:GetLL_DDM_Accuracy() - end - - --- Sets the SETTINGS MGRS accuracy. - -- @param #SETTINGS self - -- @param #number MGRS_Accuracy - -- @return #SETTINGS - function SETTINGS:SetMGRS_Accuracy( MGRS_Accuracy ) - self.MGRS_Accuracy = MGRS_Accuracy - end - - --- Gets the SETTINGS MGRS accuracy. - -- @param #SETTINGS self - -- @return #number - function SETTINGS:GetMGRS_Accuracy() - return self.MGRS_Accuracy or _SETTINGS:GetMGRS_Accuracy() - end - - --- Sets the SETTINGS Message Display Timing of a MessageType - -- @param #SETTINGS self - -- @param Core.Message#MESSAGE MessageType The type of the message. - -- @param #number MessageTime The display time duration in seconds of the MessageType. - function SETTINGS:SetMessageTime( MessageType, MessageTime ) - self.MessageTypeTimings = self.MessageTypeTimings or {} - self.MessageTypeTimings[MessageType] = MessageTime - end - - - --- Gets the SETTINGS Message Display Timing of a MessageType - -- @param #SETTINGS self - -- @param Core.Message#MESSAGE MessageType The type of the message. - -- @return #number - function SETTINGS:GetMessageTime( MessageType ) - return ( self.MessageTypeTimings and self.MessageTypeTimings[MessageType] ) or _SETTINGS:GetMessageTime( MessageType ) - end - - --- Sets A2G LL DMS - -- @param #SETTINGS self - -- @return #SETTINGS - function SETTINGS:SetA2G_LL_DMS() - self.A2GSystem = "LL DMS" - end - - --- Sets A2G LL DDM - -- @param #SETTINGS self - -- @return #SETTINGS - function SETTINGS:SetA2G_LL_DDM() - self.A2GSystem = "LL DDM" - end - - --- Is LL DMS - -- @param #SETTINGS self - -- @return #boolean true if LL DMS - function SETTINGS:IsA2G_LL_DMS() - return ( self.A2GSystem and self.A2GSystem == "LL DMS" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_LL_DMS() ) - end - - --- Is LL DDM - -- @param #SETTINGS self - -- @return #boolean true if LL DDM - function SETTINGS:IsA2G_LL_DDM() - return ( self.A2GSystem and self.A2GSystem == "LL DDM" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_LL_DDM() ) - end - - --- Sets A2G MGRS - -- @param #SETTINGS self - -- @return #SETTINGS - function SETTINGS:SetA2G_MGRS() - self.A2GSystem = "MGRS" - end - - --- Is MGRS - -- @param #SETTINGS self - -- @return #boolean true if MGRS - function SETTINGS:IsA2G_MGRS() - return ( self.A2GSystem and self.A2GSystem == "MGRS" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_MGRS() ) - end - - --- Sets A2G BRA - -- @param #SETTINGS self - -- @return #SETTINGS - function SETTINGS:SetA2G_BR() - self.A2GSystem = "BR" - end - - --- Is BRA - -- @param #SETTINGS self - -- @return #boolean true if BRA - function SETTINGS:IsA2G_BR() - return ( self.A2GSystem and self.A2GSystem == "BR" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_BR() ) - end - - --- Sets A2A BRA - -- @param #SETTINGS self - -- @return #SETTINGS - function SETTINGS:SetA2A_BRAA() - self.A2ASystem = "BRAA" - end - - --- Is BRA - -- @param #SETTINGS self - -- @return #boolean true if BRA - function SETTINGS:IsA2A_BRAA() - return ( self.A2ASystem and self.A2ASystem == "BRAA" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_BRAA() ) - end - - --- Sets A2A BULLS - -- @param #SETTINGS self - -- @return #SETTINGS - function SETTINGS:SetA2A_BULLS() - self.A2ASystem = "BULLS" - end - - --- Is BULLS - -- @param #SETTINGS self - -- @return #boolean true if BULLS - function SETTINGS:IsA2A_BULLS() - return ( self.A2ASystem and self.A2ASystem == "BULLS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_BULLS() ) - end - - --- Sets A2A LL DMS - -- @param #SETTINGS self - -- @return #SETTINGS - function SETTINGS:SetA2A_LL_DMS() - self.A2ASystem = "LL DMS" - end - - --- Sets A2A LL DDM - -- @param #SETTINGS self - -- @return #SETTINGS - function SETTINGS:SetA2A_LL_DDM() - self.A2ASystem = "LL DDM" - end - - --- Is LL DMS - -- @param #SETTINGS self - -- @return #boolean true if LL DMS - function SETTINGS:IsA2A_LL_DMS() - return ( self.A2ASystem and self.A2ASystem == "LL DMS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_LL_DMS() ) - end - - --- Is LL DDM - -- @param #SETTINGS self - -- @return #boolean true if LL DDM - function SETTINGS:IsA2A_LL_DDM() - return ( self.A2ASystem and self.A2ASystem == "LL DDM" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_LL_DDM() ) - end - - --- Sets A2A MGRS - -- @param #SETTINGS self - -- @return #SETTINGS - function SETTINGS:SetA2A_MGRS() - self.A2ASystem = "MGRS" - end - - --- Is MGRS - -- @param #SETTINGS self - -- @return #boolean true if MGRS - function SETTINGS:IsA2A_MGRS() - return ( self.A2ASystem and self.A2ASystem == "MGRS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_MGRS() ) - end - - --- @param #SETTINGS self - -- @return #SETTINGS - function SETTINGS:SetSystemMenu( MenuGroup, RootMenu ) - - local MenuText = "System Settings" - - local MenuTime = timer.getTime() - - local SettingsMenu = MENU_GROUP:New( MenuGroup, MenuText, RootMenu ):SetTime( MenuTime ) - - local A2GCoordinateMenu = MENU_GROUP:New( MenuGroup, "A2G Coordinate System", SettingsMenu ):SetTime( MenuTime ) - - - if not self:IsA2G_LL_DMS() then - MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Min Sec (LL DMS)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime ) - end - - if not self:IsA2G_LL_DDM() then - MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime ) - end - - if self:IsA2G_LL_DDM() then - MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 1", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 1 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 2", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 3", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 3 ):SetTime( MenuTime ) - end - - if not self:IsA2G_BR() then - MENU_GROUP_COMMAND:New( MenuGroup, "Bearing, Range (BR)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "BR" ):SetTime( MenuTime ) - end - - if not self:IsA2G_MGRS() then - MENU_GROUP_COMMAND:New( MenuGroup, "Military Grid (MGRS)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime ) - end - - if self:IsA2G_MGRS() then - MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 1", A2GCoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 1 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 2", A2GCoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 3", A2GCoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 3 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 4", A2GCoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 4 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 5", A2GCoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 5 ):SetTime( MenuTime ) - end - - local A2ACoordinateMenu = MENU_GROUP:New( MenuGroup, "A2A Coordinate System", SettingsMenu ):SetTime( MenuTime ) - - if not self:IsA2A_LL_DMS() then - MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Min Sec (LL DMS)", A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime ) - end - - if not self:IsA2A_LL_DDM() then - MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime ) - end - - if self:IsA2A_LL_DDM() then - MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 1", A2ACoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 1 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 2", A2ACoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 3", A2ACoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 3 ):SetTime( MenuTime ) - end - - if not self:IsA2A_BULLS() then - MENU_GROUP_COMMAND:New( MenuGroup, "Bullseye (BULLS)", A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BULLS" ):SetTime( MenuTime ) - end - - if not self:IsA2A_BRAA() then - MENU_GROUP_COMMAND:New( MenuGroup, "Bearing Range Altitude Aspect (BRAA)", A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BRAA" ):SetTime( MenuTime ) - end - - if not self:IsA2A_MGRS() then - MENU_GROUP_COMMAND:New( MenuGroup, "Military Grid (MGRS)", A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime ) - end - - if self:IsA2A_MGRS() then - MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 1", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 1 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 2", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 3", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 3 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 4", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 4 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 5", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 5 ):SetTime( MenuTime ) - end - - local MetricsMenu = MENU_GROUP:New( MenuGroup, "Measures and Weights System", SettingsMenu ):SetTime( MenuTime ) - - if self:IsMetric() then - MENU_GROUP_COMMAND:New( MenuGroup, "Imperial (Miles,Feet)", MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, false ):SetTime( MenuTime ) - end - - if self:IsImperial() then - MENU_GROUP_COMMAND:New( MenuGroup, "Metric (Kilometers,Meters)", MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, true ):SetTime( MenuTime ) - end - - local MessagesMenu = MENU_GROUP:New( MenuGroup, "Messages and Reports", SettingsMenu ):SetTime( MenuTime ) - - local UpdateMessagesMenu = MENU_GROUP:New( MenuGroup, "Update Messages", MessagesMenu ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "Off", UpdateMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Update, 0 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "5 seconds", UpdateMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Update, 5 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "10 seconds", UpdateMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Update, 10 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "15 seconds", UpdateMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Update, 15 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "30 seconds", UpdateMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Update, 30 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "1 minute", UpdateMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Update, 60 ):SetTime( MenuTime ) - - local InformationMessagesMenu = MENU_GROUP:New( MenuGroup, "Information Messages", MessagesMenu ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "5 seconds", InformationMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Information, 5 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "10 seconds", InformationMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Information, 10 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "15 seconds", InformationMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Information, 15 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "30 seconds", InformationMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Information, 30 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "1 minute", InformationMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Information, 60 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "2 minutes", InformationMessagesMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Information, 120 ):SetTime( MenuTime ) - - local BriefingReportsMenu = MENU_GROUP:New( MenuGroup, "Briefing Reports", MessagesMenu ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "15 seconds", BriefingReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Briefing, 15 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "30 seconds", BriefingReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Briefing, 30 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "1 minute", BriefingReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Briefing, 60 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "2 minutes", BriefingReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Briefing, 120 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "3 minutes", BriefingReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Briefing, 180 ):SetTime( MenuTime ) - - local OverviewReportsMenu = MENU_GROUP:New( MenuGroup, "Overview Reports", MessagesMenu ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "15 seconds", OverviewReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Overview, 15 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "30 seconds", OverviewReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Overview, 30 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "1 minute", OverviewReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Overview, 60 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "2 minutes", OverviewReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Overview, 120 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "3 minutes", OverviewReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.Overview, 180 ):SetTime( MenuTime ) - - local DetailedReportsMenu = MENU_GROUP:New( MenuGroup, "Detailed Reports", MessagesMenu ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "15 seconds", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 15 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "30 seconds", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 30 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "1 minute", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 60 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "2 minutes", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 120 ):SetTime( MenuTime ) - MENU_GROUP_COMMAND:New( MenuGroup, "3 minutes", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 180 ):SetTime( MenuTime ) - - - SettingsMenu:Remove( MenuTime ) - - return self - end - - --- Sets the player menus on, so that the **Player setting menus** show up for the players. - -- But only when a player exits and reenters the slot these settings will have effect! - -- It is advised to use this method at the start of the mission. - -- @param #SETTINGS self - -- @return #SETTINGS - -- @usage - -- _SETTINGS:SetPlayerMenuOn() -- will enable the player menus. - function SETTINGS:SetPlayerMenuOn() - self.ShowPlayerMenu = true - end - - --- Sets the player menus off, so that the **Player setting menus** won't show up for the players. - -- But only when a player exits and reenters the slot these settings will have effect! - -- It is advised to use this method at the start of the mission. - -- @param #SETTINGS self - -- @return #SETTINGS self - -- @usage - -- _SETTINGS:SetPlayerMenuOff() -- will disable the player menus. - function SETTINGS:SetPlayerMenuOff() - self.ShowPlayerMenu = false - end - - - - --- Updates the menu of the player seated in the PlayerUnit. - -- @param #SETTINGS self - -- @param Wrapper.Client#CLIENT PlayerUnit - -- @return #SETTINGS self - function SETTINGS:SetPlayerMenu( PlayerUnit ) - - if _SETTINGS.ShowPlayerMenu == true then - - local PlayerGroup = PlayerUnit:GetGroup() - local PlayerName = PlayerUnit:GetPlayerName() - local PlayerNames = PlayerGroup:GetPlayerNames() - - local PlayerMenu = MENU_GROUP:New( PlayerGroup, 'Settings "' .. PlayerName .. '"' ) - - self.PlayerMenu = PlayerMenu - - local A2GCoordinateMenu = MENU_GROUP:New( PlayerGroup, "A2G Coordinate System", PlayerMenu ) - - if not self:IsA2G_LL_DMS() then - MENU_GROUP_COMMAND:New( PlayerGroup, "Lat/Lon Degree Min Sec (LL DMS)", A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" ) - end - - if not self:IsA2G_LL_DDM() then - MENU_GROUP_COMMAND:New( PlayerGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" ) - end - - if self:IsA2G_LL_DDM() then - MENU_GROUP_COMMAND:New( PlayerGroup, "LL DDM Accuracy 1", A2GCoordinateMenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "LL DDM Accuracy 2", A2GCoordinateMenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "LL DDM Accuracy 3", A2GCoordinateMenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 ) - end - - if not self:IsA2G_BR() then - MENU_GROUP_COMMAND:New( PlayerGroup, "Bearing, Range (BR)", A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "BR" ) - end - - if not self:IsA2G_MGRS() then - MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS)", A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" ) - end - - if self:IsA2G_MGRS() then - MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 1", A2GCoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 2", A2GCoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 3", A2GCoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 4", A2GCoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 4 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "MGRS Accuracy 5", A2GCoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 5 ) - end - - local A2ACoordinateMenu = MENU_GROUP:New( PlayerGroup, "A2A Coordinate System", PlayerMenu ) - - - if not self:IsA2A_LL_DMS() then - MENU_GROUP_COMMAND:New( PlayerGroup, "Lat/Lon Degree Min Sec (LL DMS)", A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" ) - end - - if not self:IsA2A_LL_DDM() then - MENU_GROUP_COMMAND:New( PlayerGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" ) - end - - if self:IsA2A_LL_DDM() then - MENU_GROUP_COMMAND:New( PlayerGroup, "LL DDM Accuracy 1", A2GCoordinateMenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "LL DDM Accuracy 2", A2GCoordinateMenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "LL DDM Accuracy 3", A2GCoordinateMenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 ) - end - - if not self:IsA2A_BULLS() then - MENU_GROUP_COMMAND:New( PlayerGroup, "Bullseye (BULLS)", A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BULLS" ) - end - - if not self:IsA2A_BRAA() then - MENU_GROUP_COMMAND:New( PlayerGroup, "Bearing Range Altitude Aspect (BRAA)", A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BRAA" ) - end - - if not self:IsA2A_MGRS() then - MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS)", A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" ) - end - - if self:IsA2A_MGRS() then - MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS) Accuracy 1", A2ACoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS) Accuracy 2", A2ACoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS) Accuracy 3", A2ACoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS) Accuracy 4", A2ACoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 4 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "Military Grid (MGRS) Accuracy 5", A2ACoordinateMenu, self.MenuGroupMGRS_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 5 ) - end - - local MetricsMenu = MENU_GROUP:New( PlayerGroup, "Measures and Weights System", PlayerMenu ) - - if self:IsMetric() then - MENU_GROUP_COMMAND:New( PlayerGroup, "Imperial (Miles,Feet)", MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, false ) - end - - if self:IsImperial() then - MENU_GROUP_COMMAND:New( PlayerGroup, "Metric (Kilometers,Meters)", MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, true ) - end - - - local MessagesMenu = MENU_GROUP:New( PlayerGroup, "Messages and Reports", PlayerMenu ) - - local UpdateMessagesMenu = MENU_GROUP:New( PlayerGroup, "Update Messages", MessagesMenu ) - MENU_GROUP_COMMAND:New( PlayerGroup, "Off", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 0 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "5 seconds", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 5 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "10 seconds", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 10 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "15 seconds", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 15 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "30 seconds", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 30 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "1 minute", UpdateMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Update, 60 ) - - local InformationMessagesMenu = MENU_GROUP:New( PlayerGroup, "Information Messages", MessagesMenu ) - MENU_GROUP_COMMAND:New( PlayerGroup, "5 seconds", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 5 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "10 seconds", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 10 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "15 seconds", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 15 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "30 seconds", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 30 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "1 minute", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 60 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "2 minutes", InformationMessagesMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Information, 120 ) - - local BriefingReportsMenu = MENU_GROUP:New( PlayerGroup, "Briefing Reports", MessagesMenu ) - MENU_GROUP_COMMAND:New( PlayerGroup, "15 seconds", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 15 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "30 seconds", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 30 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "1 minute", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 60 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "2 minutes", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 120 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "3 minutes", BriefingReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Briefing, 180 ) - - local OverviewReportsMenu = MENU_GROUP:New( PlayerGroup, "Overview Reports", MessagesMenu ) - MENU_GROUP_COMMAND:New( PlayerGroup, "15 seconds", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 15 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "30 seconds", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 30 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "1 minute", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 60 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "2 minutes", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 120 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "3 minutes", OverviewReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.Overview, 180 ) - - local DetailedReportsMenu = MENU_GROUP:New( PlayerGroup, "Detailed Reports", MessagesMenu ) - MENU_GROUP_COMMAND:New( PlayerGroup, "15 seconds", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 15 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "30 seconds", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 30 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "1 minute", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 60 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "2 minutes", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 120 ) - MENU_GROUP_COMMAND:New( PlayerGroup, "3 minutes", DetailedReportsMenu, self.MenuGroupMessageTimingsSystem, self, PlayerUnit, PlayerGroup, PlayerName, MESSAGE.Type.DetailedReportsMenu, 180 ) - - end - - return self - end - - --- Removes the player menu from the PlayerUnit. - -- @param #SETTINGS self - -- @param Wrapper.Client#CLIENT PlayerUnit - -- @return #SETTINGS self - function SETTINGS:RemovePlayerMenu( PlayerUnit ) - - if self.PlayerMenu then - self.PlayerMenu:Remove() - self.PlayerMenu = nil - end - - return self - end - - - --- @param #SETTINGS self - function SETTINGS:A2GMenuSystem( MenuGroup, RootMenu, A2GSystem ) - self.A2GSystem = A2GSystem - MESSAGE:New( string.format("Settings: Default A2G coordinate system set to %s for all players!", A2GSystem ), 5 ):ToAll() - self:SetSystemMenu( MenuGroup, RootMenu ) - end - - --- @param #SETTINGS self - function SETTINGS:A2AMenuSystem( MenuGroup, RootMenu, A2ASystem ) - self.A2ASystem = A2ASystem - MESSAGE:New( string.format("Settings: Default A2A coordinate system set to %s for all players!", A2ASystem ), 5 ):ToAll() - self:SetSystemMenu( MenuGroup, RootMenu ) - end - - --- @param #SETTINGS self - function SETTINGS:MenuLL_DDM_Accuracy( MenuGroup, RootMenu, LL_Accuracy ) - self.LL_Accuracy = LL_Accuracy - MESSAGE:New( string.format("Settings: Default LL accuracy set to %s for all players!", LL_Accuracy ), 5 ):ToAll() - self:SetSystemMenu( MenuGroup, RootMenu ) - end - - --- @param #SETTINGS self - function SETTINGS:MenuMGRS_Accuracy( MenuGroup, RootMenu, MGRS_Accuracy ) - self.MGRS_Accuracy = MGRS_Accuracy - MESSAGE:New( string.format("Settings: Default MGRS accuracy set to %s for all players!", MGRS_Accuracy ), 5 ):ToAll() - self:SetSystemMenu( MenuGroup, RootMenu ) - end - - --- @param #SETTINGS self - function SETTINGS:MenuMWSystem( MenuGroup, RootMenu, MW ) - self.Metric = MW - MESSAGE:New( string.format("Settings: Default measurement format set to %s for all players!", MW and "Metric" or "Imperial" ), 5 ):ToAll() - self:SetSystemMenu( MenuGroup, RootMenu ) - end - - --- @param #SETTINGS self - function SETTINGS:MenuMessageTimingsSystem( MenuGroup, RootMenu, MessageType, MessageTime ) - self:SetMessageTime( MessageType, MessageTime ) - MESSAGE:New( string.format( "Settings: Default message time set for %s to %d.", MessageType, MessageTime ), 5 ):ToAll() - end - - do - --- @param #SETTINGS self - function SETTINGS:MenuGroupA2GSystem( PlayerUnit, PlayerGroup, PlayerName, A2GSystem ) - BASE:E( {self, PlayerUnit:GetName(), A2GSystem} ) - self.A2GSystem = A2GSystem - MESSAGE:New( string.format( "Settings: A2G format set to %s for player %s.", A2GSystem, PlayerName ), 5 ):ToGroup( PlayerGroup ) - self:RemovePlayerMenu(PlayerUnit) - self:SetPlayerMenu(PlayerUnit) - end - - --- @param #SETTINGS self - function SETTINGS:MenuGroupA2ASystem( PlayerUnit, PlayerGroup, PlayerName, A2ASystem ) - self.A2ASystem = A2ASystem - MESSAGE:New( string.format( "Settings: A2A format set to %s for player %s.", A2ASystem, PlayerName ), 5 ):ToGroup( PlayerGroup ) - self:RemovePlayerMenu(PlayerUnit) - self:SetPlayerMenu(PlayerUnit) - end - - --- @param #SETTINGS self - function SETTINGS:MenuGroupLL_DDM_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy ) - self.LL_Accuracy = LL_Accuracy - MESSAGE:New( string.format( "Settings: A2G LL format accuracy set to %d for player %s.", LL_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup ) - self:RemovePlayerMenu(PlayerUnit) - self:SetPlayerMenu(PlayerUnit) - end - - --- @param #SETTINGS self - function SETTINGS:MenuGroupMGRS_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, MGRS_Accuracy ) - self.MGRS_Accuracy = MGRS_Accuracy - MESSAGE:New( string.format( "Settings: A2G MGRS format accuracy set to %d for player %s.", MGRS_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup ) - self:RemovePlayerMenu(PlayerUnit) - self:SetPlayerMenu(PlayerUnit) - end - - --- @param #SETTINGS self - function SETTINGS:MenuGroupMWSystem( PlayerUnit, PlayerGroup, PlayerName, MW ) - self.Metric = MW - MESSAGE:New( string.format( "Settings: Measurement format set to %s for player %s.", MW and "Metric" or "Imperial", PlayerName ), 5 ):ToGroup( PlayerGroup ) - self:RemovePlayerMenu(PlayerUnit) - self:SetPlayerMenu(PlayerUnit) - end - - --- @param #SETTINGS self - function SETTINGS:MenuGroupMessageTimingsSystem( PlayerUnit, PlayerGroup, PlayerName, MessageType, MessageTime ) - self:SetMessageTime( MessageType, MessageTime ) - MESSAGE:New( string.format( "Settings: Default message time set for %s to %d.", MessageType, MessageTime ), 5 ):ToGroup( PlayerGroup ) - end - - end - -end - - ---- **Core** - Manage hierarchical menu structures and commands for players within a mission. --- --- === --- --- ### Features: --- --- * Setup mission sub menus. --- * Setup mission command menus. --- * Setup coalition sub menus. --- * Setup coalition command menus. --- * Setup group sub menus. --- * Setup group command menus. --- * Manage menu creation intelligently, avoid double menu creation. --- * Only create or delete menus when required, and keep existing menus persistent. --- * Update menu structures. --- * Refresh menu structures intelligently, based on a time stamp of updates. --- - Delete obscolete menus. --- - Create new one where required. --- - Don't touch the existing ones. --- * Provide a variable amount of parameters to menus. --- * Update the parameters and the receiving methods, without updating the menu within DCS! --- * Provide a great performance boost in menu management. --- * Provide a great tool to manage menus in your code. --- --- DCS Menus can be managed using the MENU classes. --- The advantage of using MENU classes is that it hides the complexity of dealing with menu management in more advanced scanerios where you need to --- set menus and later remove them, and later set them again. You'll find while using use normal DCS scripting functions, that setting and removing --- menus is not a easy feat if you have complex menu hierarchies defined. --- Using the MOOSE menu classes, the removal and refreshing of menus are nicely being handled within these classes, and becomes much more easy. --- On top, MOOSE implements **variable parameter** passing for command menus. --- --- There are basically two different MENU class types that you need to use: --- --- ### To manage **main menus**, the classes begin with **MENU_**: --- --- * @{Core.Menu#MENU_MISSION}: Manages main menus for whole mission file. --- * @{Core.Menu#MENU_COALITION}: Manages main menus for whole coalition. --- * @{Core.Menu#MENU_GROUP}: Manages main menus for GROUPs. --- --- ### To manage **command menus**, which are menus that allow the player to issue **functions**, the classes begin with **MENU_COMMAND_**: --- --- * @{Core.Menu#MENU_MISSION_COMMAND}: Manages command menus for whole mission file. --- * @{Core.Menu#MENU_COALITION_COMMAND}: Manages command menus for whole coalition. --- * @{Core.Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs. --- --- === ---- --- ### Author: **FlightControl** --- ### Contributions: --- --- === --- --- @module Core.Menu --- @image Core_Menu.JPG - - -MENU_INDEX = {} -MENU_INDEX.MenuMission = {} -MENU_INDEX.MenuMission.Menus = {} -MENU_INDEX.Coalition = {} -MENU_INDEX.Coalition[coalition.side.BLUE] = {} -MENU_INDEX.Coalition[coalition.side.BLUE].Menus = {} -MENU_INDEX.Coalition[coalition.side.RED] = {} -MENU_INDEX.Coalition[coalition.side.RED].Menus = {} -MENU_INDEX.Group = {} - - - -function MENU_INDEX:ParentPath( ParentMenu, MenuText ) - - local Path = ParentMenu and "@" .. table.concat( ParentMenu.MenuPath or {}, "@" ) or "" - if ParentMenu then - if ParentMenu:IsInstanceOf( "MENU_GROUP" ) or ParentMenu:IsInstanceOf( "MENU_GROUP_COMMAND" ) then - local GroupName = ParentMenu.Group:GetName() - if not self.Group[GroupName].Menus[Path] then - BASE:E( { Path = Path, GroupName = GroupName } ) - error( "Parent path not found in menu index for group menu" ) - return nil - end - elseif ParentMenu:IsInstanceOf( "MENU_COALITION" ) or ParentMenu:IsInstanceOf( "MENU_COALITION_COMMAND" ) then - local Coalition = ParentMenu.Coalition - if not self.Coalition[Coalition].Menus[Path] then - BASE:E( { Path = Path, Coalition = Coalition } ) - error( "Parent path not found in menu index for coalition menu" ) - return nil - end - elseif ParentMenu:IsInstanceOf( "MENU_MISSION" ) or ParentMenu:IsInstanceOf( "MENU_MISSION_COMMAND" ) then - if not self.MenuMission.Menus[Path] then - BASE:E( { Path = Path } ) - error( "Parent path not found in menu index for mission menu" ) - return nil - end - end - end - - Path = Path .. "@" .. MenuText - return Path - -end - - -function MENU_INDEX:PrepareMission() - self.MenuMission.Menus = self.MenuMission.Menus or {} -end - - -function MENU_INDEX:PrepareCoalition( CoalitionSide ) - self.Coalition[CoalitionSide] = self.Coalition[CoalitionSide] or {} - self.Coalition[CoalitionSide].Menus = self.Coalition[CoalitionSide].Menus or {} -end - ---- --- @param Wrapper.Group#GROUP Group -function MENU_INDEX:PrepareGroup( Group ) - if Group and Group:IsAlive() ~= nil then -- something was changed here! - local GroupName = Group:GetName() - self.Group[GroupName] = self.Group[GroupName] or {} - self.Group[GroupName].Menus = self.Group[GroupName].Menus or {} - end -end - - - -function MENU_INDEX:HasMissionMenu( Path ) - - return self.MenuMission.Menus[Path] -end - -function MENU_INDEX:SetMissionMenu( Path, Menu ) - - self.MenuMission.Menus[Path] = Menu -end - -function MENU_INDEX:ClearMissionMenu( Path ) - - self.MenuMission.Menus[Path] = nil -end - - - -function MENU_INDEX:HasCoalitionMenu( Coalition, Path ) - - return self.Coalition[Coalition].Menus[Path] -end - -function MENU_INDEX:SetCoalitionMenu( Coalition, Path, Menu ) - - self.Coalition[Coalition].Menus[Path] = Menu -end - -function MENU_INDEX:ClearCoalitionMenu( Coalition, Path ) - - self.Coalition[Coalition].Menus[Path] = nil -end - - - -function MENU_INDEX:HasGroupMenu( Group, Path ) - if Group and Group:IsAlive() then - local MenuGroupName = Group:GetName() - return self.Group[MenuGroupName].Menus[Path] - end - return nil -end - -function MENU_INDEX:SetGroupMenu( Group, Path, Menu ) - - local MenuGroupName = Group:GetName() - Group:F({MenuGroupName=MenuGroupName,Path=Path}) - self.Group[MenuGroupName].Menus[Path] = Menu -end - -function MENU_INDEX:ClearGroupMenu( Group, Path ) - - local MenuGroupName = Group:GetName() - self.Group[MenuGroupName].Menus[Path] = nil -end - -function MENU_INDEX:Refresh( Group ) - - for MenuID, Menu in pairs( self.MenuMission.Menus ) do - Menu:Refresh() - end - - for MenuID, Menu in pairs( self.Coalition[coalition.side.BLUE].Menus ) do - Menu:Refresh() - end - - for MenuID, Menu in pairs( self.Coalition[coalition.side.RED].Menus ) do - Menu:Refresh() - end - - local GroupName = Group:GetName() - for MenuID, Menu in pairs( self.Group[GroupName].Menus ) do - Menu:Refresh() - end - -end - - - - - - - - -do -- MENU_BASE - - --- @type MENU_BASE - -- @extends Base#BASE - - --- Defines the main MENU class where other MENU classes are derived from. - -- This is an abstract class, so don't use it. - -- @field #MENU_BASE - MENU_BASE = { - ClassName = "MENU_BASE", - MenuPath = nil, - MenuText = "", - MenuParentPath = nil - } - - --- Consructor - -- @param #MENU_BASE - -- @return #MENU_BASE - function MENU_BASE:New( MenuText, ParentMenu ) - - local MenuParentPath = {} - if ParentMenu ~= nil then - MenuParentPath = ParentMenu.MenuPath - end - - local self = BASE:Inherit( self, BASE:New() ) - - self.MenuPath = nil - self.MenuText = MenuText - self.ParentMenu = ParentMenu - self.MenuParentPath = MenuParentPath - self.Path = ( self.ParentMenu and "@" .. table.concat( self.MenuParentPath or {}, "@" ) or "" ) .. "@" .. self.MenuText - self.Menus = {} - self.MenuCount = 0 - self.MenuTime = timer.getTime() - self.MenuRemoveParent = false - - if self.ParentMenu then - self.ParentMenu.Menus = self.ParentMenu.Menus or {} - self.ParentMenu.Menus[MenuText] = self - end - - return self - end - - function MENU_BASE:SetParentMenu( MenuText, Menu ) - if self.ParentMenu then - self.ParentMenu.Menus = self.ParentMenu.Menus or {} - self.ParentMenu.Menus[MenuText] = Menu - self.ParentMenu.MenuCount = self.ParentMenu.MenuCount + 1 - end - end - - function MENU_BASE:ClearParentMenu( MenuText ) - if self.ParentMenu and self.ParentMenu.Menus[MenuText] then - self.ParentMenu.Menus[MenuText] = nil - self.ParentMenu.MenuCount = self.ParentMenu.MenuCount - 1 - if self.ParentMenu.MenuCount == 0 then - --self.ParentMenu:Remove() - end - end - end - - --- Sets a @{Menu} to remove automatically the parent menu when the menu removed is the last child menu of that parent @{Menu}. - -- @param #MENU_BASE self - -- @param #boolean RemoveParent If true, the parent menu is automatically removed when this menu is the last child menu of that parent @{Menu}. - -- @return #MENU_BASE - function MENU_BASE:SetRemoveParent( RemoveParent ) - --self:F( { RemoveParent } ) - self.MenuRemoveParent = RemoveParent - return self - end - - - --- Gets a @{Menu} from a parent @{Menu} - -- @param #MENU_BASE self - -- @param #string MenuText The text of the child menu. - -- @return #MENU_BASE - function MENU_BASE:GetMenu( MenuText ) - return self.Menus[MenuText] - end - - --- Sets a time stamp for later prevention of menu removal. - -- @param #MENU_BASE self - -- @param MenuTime - -- @return #MENU_BASE - function MENU_BASE:SetTime( MenuTime ) - self.MenuTime = MenuTime - return self - end - - --- Sets a tag for later selection of menu refresh. - -- @param #MENU_BASE self - -- @param #string MenuTag A Tag or Key that will filter only menu items set with this key. - -- @return #MENU_BASE - function MENU_BASE:SetTag( MenuTag ) - self.MenuTag = MenuTag - return self - end - -end - -do -- MENU_COMMAND_BASE - - --- @type MENU_COMMAND_BASE - -- @field #function MenuCallHandler - -- @extends Core.Menu#MENU_BASE - - --- Defines the main MENU class where other MENU COMMAND_ - -- classes are derived from, in order to set commands. - -- - -- @field #MENU_COMMAND_BASE - MENU_COMMAND_BASE = { - ClassName = "MENU_COMMAND_BASE", - CommandMenuFunction = nil, - CommandMenuArgument = nil, - MenuCallHandler = nil, - } - - --- Constructor - -- @param #MENU_COMMAND_BASE - -- @return #MENU_COMMAND_BASE - function MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, CommandMenuArguments ) - - local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) ) -- #MENU_COMMAND_BASE - - -- When a menu function goes into error, DCS displays an obscure menu message. - -- This error handler catches the menu error and displays the full call stack. - local ErrorHandler = function( errmsg ) - env.info( "MOOSE error in MENU COMMAND function: " .. errmsg ) - if BASE.Debug ~= nil then - env.info( BASE.Debug.traceback() ) - end - return errmsg - end - - self:SetCommandMenuFunction( CommandMenuFunction ) - self:SetCommandMenuArguments( CommandMenuArguments ) - self.MenuCallHandler = function() - local function MenuFunction() - return self.CommandMenuFunction( unpack( self.CommandMenuArguments ) ) - end - local Status, Result = xpcall( MenuFunction, ErrorHandler ) - end - - return self - end - - --- This sets the new command function of a menu, - -- so that if a menu is regenerated, or if command function changes, - -- that the function set for the menu is loosely coupled with the menu itself!!! - -- If the function changes, no new menu needs to be generated if the menu text is the same!!! - -- @param #MENU_COMMAND_BASE - -- @return #MENU_COMMAND_BASE - function MENU_COMMAND_BASE:SetCommandMenuFunction( CommandMenuFunction ) - self.CommandMenuFunction = CommandMenuFunction - return self - end - - --- This sets the new command arguments of a menu, - -- so that if a menu is regenerated, or if command arguments change, - -- that the arguments set for the menu are loosely coupled with the menu itself!!! - -- If the arguments change, no new menu needs to be generated if the menu text is the same!!! - -- @param #MENU_COMMAND_BASE - -- @return #MENU_COMMAND_BASE - function MENU_COMMAND_BASE:SetCommandMenuArguments( CommandMenuArguments ) - self.CommandMenuArguments = CommandMenuArguments - return self - end - -end - - -do -- MENU_MISSION - - --- @type MENU_MISSION - -- @extends Core.Menu#MENU_BASE - - --- Manages the main menus for a complete mission. - -- - -- You can add menus with the @{#MENU_MISSION.New} method, which constructs a MENU_MISSION object and returns you the object reference. - -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}. - -- @field #MENU_MISSION - MENU_MISSION = { - ClassName = "MENU_MISSION" - } - - --- MENU_MISSION constructor. Creates a new MENU_MISSION object and creates the menu for a complete mission file. - -- @param #MENU_MISSION self - -- @param #string MenuText The text for the menu. - -- @param #table ParentMenu The parent menu. This parameter can be ignored if you want the menu to be located at the perent menu of DCS world (under F10 other). - -- @return #MENU_MISSION - function MENU_MISSION:New( MenuText, ParentMenu ) - - MENU_INDEX:PrepareMission() - local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText ) - local MissionMenu = MENU_INDEX:HasMissionMenu( Path ) - - if MissionMenu then - return MissionMenu - else - local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) ) - MENU_INDEX:SetMissionMenu( Path, self ) - - self.MenuPath = missionCommands.addSubMenu( self.MenuText, self.MenuParentPath ) - self:SetParentMenu( self.MenuText, self ) - return self - end - - end - - --- Refreshes a radio item for a mission - -- @param #MENU_MISSION self - -- @return #MENU_MISSION - function MENU_MISSION:Refresh() - - do - missionCommands.removeItem( self.MenuPath ) - self.MenuPath = missionCommands.addSubMenu( self.MenuText, self.MenuParentPath ) - end - - end - - --- Removes the sub menus recursively of this MENU_MISSION. Note that the main menu is kept! - -- @param #MENU_MISSION self - -- @return #MENU_MISSION - function MENU_MISSION:RemoveSubMenus() - - for MenuID, Menu in pairs( self.Menus or {} ) do - Menu:Remove() - end - - self.Menus = nil - - end - - --- Removes the main menu and the sub menus recursively of this MENU_MISSION. - -- @param #MENU_MISSION self - -- @return #nil - function MENU_MISSION:Remove( MenuTime, MenuTag ) - - MENU_INDEX:PrepareMission() - local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText ) - local MissionMenu = MENU_INDEX:HasMissionMenu( Path ) - - if MissionMenu == self then - self:RemoveSubMenus() - if not MenuTime or self.MenuTime ~= MenuTime then - if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then - self:F( { Text = self.MenuText, Path = self.MenuPath } ) - if self.MenuPath ~= nil then - missionCommands.removeItem( self.MenuPath ) - end - MENU_INDEX:ClearMissionMenu( self.Path ) - self:ClearParentMenu( self.MenuText ) - return nil - end - end - else - BASE:E( { "Cannot Remove MENU_MISSION", Path = Path, ParentMenu = self.ParentMenu, MenuText = self.MenuText } ) - end - - return self - end - - - -end - -do -- MENU_MISSION_COMMAND - - --- @type MENU_MISSION_COMMAND - -- @extends Core.Menu#MENU_COMMAND_BASE - - --- Manages the command menus for a complete mission, which allow players to execute functions during mission execution. - -- - -- You can add menus with the @{#MENU_MISSION_COMMAND.New} method, which constructs a MENU_MISSION_COMMAND object and returns you the object reference. - -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION_COMMAND.Remove}. - -- - -- @field #MENU_MISSION_COMMAND - MENU_MISSION_COMMAND = { - ClassName = "MENU_MISSION_COMMAND" - } - - --- MENU_MISSION constructor. Creates a new radio command item for a complete mission file, which can invoke a function with parameters. - -- @param #MENU_MISSION_COMMAND self - -- @param #string MenuText The text for the menu. - -- @param Core.Menu#MENU_MISSION ParentMenu The parent menu. - -- @param CommandMenuFunction A function that is called when the menu key is pressed. - -- @param CommandMenuArgument An argument for the function. There can only be ONE argument given. So multiple arguments must be wrapped into a table. See the below example how to do this. - -- @return #MENU_MISSION_COMMAND self - function MENU_MISSION_COMMAND:New( MenuText, ParentMenu, CommandMenuFunction, ... ) - - MENU_INDEX:PrepareMission() - local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText ) - local MissionMenu = MENU_INDEX:HasMissionMenu( Path ) - - if MissionMenu then - MissionMenu:SetCommandMenuFunction( CommandMenuFunction ) - MissionMenu:SetCommandMenuArguments( arg ) - return MissionMenu - else - local self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) ) - MENU_INDEX:SetMissionMenu( Path, self ) - - self.MenuPath = missionCommands.addCommand( MenuText, self.MenuParentPath, self.MenuCallHandler ) - self:SetParentMenu( self.MenuText, self ) - return self - end - end - - --- Refreshes a radio item for a mission - -- @param #MENU_MISSION_COMMAND self - -- @return #MENU_MISSION_COMMAND - function MENU_MISSION_COMMAND:Refresh() - - do - missionCommands.removeItem( self.MenuPath ) - missionCommands.addCommand( self.MenuText, self.MenuParentPath, self.MenuCallHandler ) - end - - end - - --- Removes a radio command item for a coalition - -- @param #MENU_MISSION_COMMAND self - -- @return #nil - function MENU_MISSION_COMMAND:Remove() - - MENU_INDEX:PrepareMission() - local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText ) - local MissionMenu = MENU_INDEX:HasMissionMenu( Path ) - - if MissionMenu == self then - if not MenuTime or self.MenuTime ~= MenuTime then - if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then - self:F( { Text = self.MenuText, Path = self.MenuPath } ) - if self.MenuPath ~= nil then - missionCommands.removeItem( self.MenuPath ) - end - MENU_INDEX:ClearMissionMenu( self.Path ) - self:ClearParentMenu( self.MenuText ) - return nil - end - end - else - BASE:E( { "Cannot Remove MENU_MISSION_COMMAND", Path = Path, ParentMenu = self.ParentMenu, MenuText = self.MenuText } ) - end - - return self - end - -end - - - -do -- MENU_COALITION - - --- @type MENU_COALITION - -- @extends Core.Menu#MENU_BASE - - --- Manages the main menus for @{DCS.coalition}s. - -- - -- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference. - -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}. - -- - -- - -- @usage - -- -- This demo creates a menu structure for the planes within the red coalition. - -- -- To test, join the planes, then look at the other radio menus (Option F10). - -- -- Then switch planes and check if the menu is still there. - -- - -- local Plane1 = CLIENT:FindByName( "Plane 1" ) - -- local Plane2 = CLIENT:FindByName( "Plane 2" ) - -- - -- - -- -- This would create a menu for the red coalition under the main DCS "Others" menu. - -- local MenuCoalitionRed = MENU_COALITION:New( coalition.side.RED, "Manage Menus" ) - -- - -- - -- local function ShowStatus( StatusText, Coalition ) - -- - -- MESSAGE:New( Coalition, 15 ):ToRed() - -- Plane1:Message( StatusText, 15 ) - -- Plane2:Message( StatusText, 15 ) - -- end - -- - -- local MenuStatus -- Menu#MENU_COALITION - -- local MenuStatusShow -- Menu#MENU_COALITION_COMMAND - -- - -- local function RemoveStatusMenu() - -- MenuStatus:Remove() - -- end - -- - -- local function AddStatusMenu() - -- - -- -- This would create a menu for the red coalition under the MenuCoalitionRed menu object. - -- MenuStatus = MENU_COALITION:New( coalition.side.RED, "Status for Planes" ) - -- MenuStatusShow = MENU_COALITION_COMMAND:New( coalition.side.RED, "Show Status", MenuStatus, ShowStatus, "Status of planes is ok!", "Message to Red Coalition" ) - -- end - -- - -- local MenuAdd = MENU_COALITION_COMMAND:New( coalition.side.RED, "Add Status Menu", MenuCoalitionRed, AddStatusMenu ) - -- local MenuRemove = MENU_COALITION_COMMAND:New( coalition.side.RED, "Remove Status Menu", MenuCoalitionRed, RemoveStatusMenu ) - -- - -- @field #MENU_COALITION - MENU_COALITION = { - ClassName = "MENU_COALITION" - } - - --- MENU_COALITION constructor. Creates a new MENU_COALITION object and creates the menu for a complete coalition. - -- @param #MENU_COALITION self - -- @param DCS#coalition.side Coalition The coalition owning the menu. - -- @param #string MenuText The text for the menu. - -- @param #table ParentMenu The parent menu. This parameter can be ignored if you want the menu to be located at the perent menu of DCS world (under F10 other). - -- @return #MENU_COALITION self - function MENU_COALITION:New( Coalition, MenuText, ParentMenu ) - - MENU_INDEX:PrepareCoalition( Coalition ) - local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText ) - local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( Coalition, Path ) - - if CoalitionMenu then - return CoalitionMenu - else - - local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) ) - MENU_INDEX:SetCoalitionMenu( Coalition, Path, self ) - - self.Coalition = Coalition - - self.MenuPath = missionCommands.addSubMenuForCoalition( Coalition, MenuText, self.MenuParentPath ) - self:SetParentMenu( self.MenuText, self ) - return self - end - end - - --- Refreshes a radio item for a coalition - -- @param #MENU_COALITION self - -- @return #MENU_COALITION - function MENU_COALITION:Refresh() - - do - missionCommands.removeItemForCoalition( self.Coalition, self.MenuPath ) - missionCommands.addSubMenuForCoalition( self.Coalition, self.MenuText, self.MenuParentPath ) - end - - end - - --- Removes the sub menus recursively of this MENU_COALITION. Note that the main menu is kept! - -- @param #MENU_COALITION self - -- @return #MENU_COALITION - function MENU_COALITION:RemoveSubMenus() - - for MenuID, Menu in pairs( self.Menus or {} ) do - Menu:Remove() - end - - self.Menus = nil - end - - --- Removes the main menu and the sub menus recursively of this MENU_COALITION. - -- @param #MENU_COALITION self - -- @return #nil - function MENU_COALITION:Remove( MenuTime, MenuTag ) - - MENU_INDEX:PrepareCoalition( self.Coalition ) - local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText ) - local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( self.Coalition, Path ) - - if CoalitionMenu == self then - self:RemoveSubMenus() - if not MenuTime or self.MenuTime ~= MenuTime then - if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then - self:F( { Coalition = self.Coalition, Text = self.MenuText, Path = self.MenuPath } ) - if self.MenuPath ~= nil then - missionCommands.removeItemForCoalition( self.Coalition, self.MenuPath ) - end - MENU_INDEX:ClearCoalitionMenu( self.Coalition, Path ) - self:ClearParentMenu( self.MenuText ) - return nil - end - end - else - BASE:E( { "Cannot Remove MENU_COALITION", Path = Path, ParentMenu = self.ParentMenu, MenuText = self.MenuText, Coalition = self.Coalition } ) - end - - return self - end - -end - - - -do -- MENU_COALITION_COMMAND - - --- @type MENU_COALITION_COMMAND - -- @extends Core.Menu#MENU_COMMAND_BASE - - --- Manages the command menus for coalitions, which allow players to execute functions during mission execution. - -- - -- You can add menus with the @{#MENU_COALITION_COMMAND.New} method, which constructs a MENU_COALITION_COMMAND object and returns you the object reference. - -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION_COMMAND.Remove}. - -- - -- @field #MENU_COALITION_COMMAND - MENU_COALITION_COMMAND = { - ClassName = "MENU_COALITION_COMMAND" - } - - --- MENU_COALITION constructor. Creates a new radio command item for a coalition, which can invoke a function with parameters. - -- @param #MENU_COALITION_COMMAND self - -- @param DCS#coalition.side Coalition The coalition owning the menu. - -- @param #string MenuText The text for the menu. - -- @param Core.Menu#MENU_COALITION ParentMenu The parent menu. - -- @param CommandMenuFunction A function that is called when the menu key is pressed. - -- @param CommandMenuArgument An argument for the function. There can only be ONE argument given. So multiple arguments must be wrapped into a table. See the below example how to do this. - -- @return #MENU_COALITION_COMMAND - function MENU_COALITION_COMMAND:New( Coalition, MenuText, ParentMenu, CommandMenuFunction, ... ) - - MENU_INDEX:PrepareCoalition( Coalition ) - local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText ) - local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( Coalition, Path ) - - if CoalitionMenu then - CoalitionMenu:SetCommandMenuFunction( CommandMenuFunction ) - CoalitionMenu:SetCommandMenuArguments( arg ) - return CoalitionMenu - else - - local self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) ) - MENU_INDEX:SetCoalitionMenu( Coalition, Path, self ) - - self.Coalition = Coalition - self.MenuPath = missionCommands.addCommandForCoalition( self.Coalition, MenuText, self.MenuParentPath, self.MenuCallHandler ) - self:SetParentMenu( self.MenuText, self ) - return self - end - - end - - - --- Refreshes a radio item for a coalition - -- @param #MENU_COALITION_COMMAND self - -- @return #MENU_COALITION_COMMAND - function MENU_COALITION_COMMAND:Refresh() - - do - missionCommands.removeItemForCoalition( self.Coalition, self.MenuPath ) - missionCommands.addCommandForCoalition( self.Coalition, self.MenuText, self.MenuParentPath, self.MenuCallHandler ) - end - - end - - --- Removes a radio command item for a coalition - -- @param #MENU_COALITION_COMMAND self - -- @return #nil - function MENU_COALITION_COMMAND:Remove( MenuTime, MenuTag ) - - MENU_INDEX:PrepareCoalition( self.Coalition ) - local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText ) - local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( self.Coalition, Path ) - - if CoalitionMenu == self then - if not MenuTime or self.MenuTime ~= MenuTime then - if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then - self:F( { Coalition = self.Coalition, Text = self.MenuText, Path = self.MenuPath } ) - if self.MenuPath ~= nil then - missionCommands.removeItemForCoalition( self.Coalition, self.MenuPath ) - end - MENU_INDEX:ClearCoalitionMenu( self.Coalition, Path ) - self:ClearParentMenu( self.MenuText ) - return nil - end - end - else - BASE:E( { "Cannot Remove MENU_COALITION_COMMAND", Path = Path, ParentMenu = self.ParentMenu, MenuText = self.MenuText, Coalition = self.Coalition } ) - end - - return self - end - -end - - ---- MENU_GROUP - -do - -- This local variable is used to cache the menus registered under groups. - -- Menus don't dissapear when groups for players are destroyed and restarted. - -- So every menu for a client created must be tracked so that program logic accidentally does not create. - -- the same menus twice during initialization logic. - -- These menu classes are handling this logic with this variable. - local _MENUGROUPS = {} - - --- @type MENU_GROUP - -- @extends Core.Menu#MENU_BASE - - - --- Manages the main menus for @{Wrapper.Group}s. - -- - -- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP object and returns you the object reference. - -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP.Remove}. - -- - -- @usage - -- -- This demo creates a menu structure for the two groups of planes. - -- -- Each group will receive a different menu structure. - -- -- To test, join the planes, then look at the other radio menus (Option F10). - -- -- Then switch planes and check if the menu is still there. - -- -- And play with the Add and Remove menu options. - -- - -- -- Note that in multi player, this will only work after the DCS groups bug is solved. - -- - -- local function ShowStatus( PlaneGroup, StatusText, Coalition ) - -- - -- MESSAGE:New( Coalition, 15 ):ToRed() - -- PlaneGroup:Message( StatusText, 15 ) - -- end - -- - -- local MenuStatus = {} - -- - -- local function RemoveStatusMenu( MenuGroup ) - -- local MenuGroupName = MenuGroup:GetName() - -- MenuStatus[MenuGroupName]:Remove() - -- end - -- - -- --- @param Wrapper.Group#GROUP MenuGroup - -- local function AddStatusMenu( MenuGroup ) - -- local MenuGroupName = MenuGroup:GetName() - -- -- This would create a menu for the red coalition under the MenuCoalitionRed menu object. - -- MenuStatus[MenuGroupName] = MENU_GROUP:New( MenuGroup, "Status for Planes" ) - -- MENU_GROUP_COMMAND:New( MenuGroup, "Show Status", MenuStatus[MenuGroupName], ShowStatus, MenuGroup, "Status of planes is ok!", "Message to Red Coalition" ) - -- end - -- - -- SCHEDULER:New( nil, - -- function() - -- local PlaneGroup = GROUP:FindByName( "Plane 1" ) - -- if PlaneGroup and PlaneGroup:IsAlive() then - -- local MenuManage = MENU_GROUP:New( PlaneGroup, "Manage Menus" ) - -- MENU_GROUP_COMMAND:New( PlaneGroup, "Add Status Menu Plane 1", MenuManage, AddStatusMenu, PlaneGroup ) - -- MENU_GROUP_COMMAND:New( PlaneGroup, "Remove Status Menu Plane 1", MenuManage, RemoveStatusMenu, PlaneGroup ) - -- end - -- end, {}, 10, 10 ) - -- - -- SCHEDULER:New( nil, - -- function() - -- local PlaneGroup = GROUP:FindByName( "Plane 2" ) - -- if PlaneGroup and PlaneGroup:IsAlive() then - -- local MenuManage = MENU_GROUP:New( PlaneGroup, "Manage Menus" ) - -- MENU_GROUP_COMMAND:New( PlaneGroup, "Add Status Menu Plane 2", MenuManage, AddStatusMenu, PlaneGroup ) - -- MENU_GROUP_COMMAND:New( PlaneGroup, "Remove Status Menu Plane 2", MenuManage, RemoveStatusMenu, PlaneGroup ) - -- end - -- end, {}, 10, 10 ) - -- - -- @field #MENU_GROUP - MENU_GROUP = { - ClassName = "MENU_GROUP" - } - - --- MENU_GROUP constructor. Creates a new radio menu item for a group. - -- @param #MENU_GROUP self - -- @param Wrapper.Group#GROUP Group The Group owning the menu. - -- @param #string MenuText The text for the menu. - -- @param #table ParentMenu The parent menu. - -- @return #MENU_GROUP self - function MENU_GROUP:New( Group, MenuText, ParentMenu ) - - MENU_INDEX:PrepareGroup( Group ) - local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText ) - local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path ) - - if GroupMenu then - return GroupMenu - else - self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) ) - MENU_INDEX:SetGroupMenu( Group, Path, self ) - - self.Group = Group - self.GroupID = Group:GetID() - - self.MenuPath = missionCommands.addSubMenuForGroup( self.GroupID, MenuText, self.MenuParentPath ) - - self:SetParentMenu( self.MenuText, self ) - return self - end - - end - - --- Refreshes a new radio item for a group and submenus - -- @param #MENU_GROUP self - -- @return #MENU_GROUP - function MENU_GROUP:Refresh() - - do - missionCommands.removeItemForGroup( self.GroupID, self.MenuPath ) - missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath ) - - for MenuText, Menu in pairs( self.Menus or {} ) do - Menu:Refresh() - end - end - - end - - --- Removes the sub menus recursively of this MENU_GROUP. - -- @param #MENU_GROUP self - -- @param MenuTime - -- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set. - -- @return #MENU_GROUP self - function MENU_GROUP:RemoveSubMenus( MenuTime, MenuTag ) - - for MenuText, Menu in pairs( self.Menus or {} ) do - Menu:Remove( MenuTime, MenuTag ) - end - - self.Menus = nil - - end - - - --- Removes the main menu and sub menus recursively of this MENU_GROUP. - -- @param #MENU_GROUP self - -- @param MenuTime - -- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set. - -- @return #nil - function MENU_GROUP:Remove( MenuTime, MenuTag ) - - MENU_INDEX:PrepareGroup( self.Group ) - local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText ) - local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path ) - - if GroupMenu == self then - self:RemoveSubMenus( MenuTime, MenuTag ) - if not MenuTime or self.MenuTime ~= MenuTime then - if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then - if self.MenuPath ~= nil then - self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } ) - missionCommands.removeItemForGroup( self.GroupID, self.MenuPath ) - end - MENU_INDEX:ClearGroupMenu( self.Group, Path ) - self:ClearParentMenu( self.MenuText ) - return nil - end - end - else - BASE:E( { "Cannot Remove MENU_GROUP", Path = Path, ParentMenu = self.ParentMenu, MenuText = self.MenuText, Group = self.Group } ) - return nil - end - - return self - end - - - --- @type MENU_GROUP_COMMAND - -- @extends Core.Menu#MENU_COMMAND_BASE - - --- The @{Core.Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution. - -- You can add menus with the @{#MENU_GROUP_COMMAND.New} method, which constructs a MENU_GROUP_COMMAND object and returns you the object reference. - -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND.Remove}. - -- - -- @field #MENU_GROUP_COMMAND - MENU_GROUP_COMMAND = { - ClassName = "MENU_GROUP_COMMAND" - } - - --- Creates a new radio command item for a group - -- @param #MENU_GROUP_COMMAND self - -- @param Wrapper.Group#GROUP Group The Group owning the menu. - -- @param MenuText The text for the menu. - -- @param ParentMenu The parent menu. - -- @param CommandMenuFunction A function that is called when the menu key is pressed. - -- @param CommandMenuArgument An argument for the function. - -- @return #MENU_GROUP_COMMAND - function MENU_GROUP_COMMAND:New( Group, MenuText, ParentMenu, CommandMenuFunction, ... ) - - MENU_INDEX:PrepareGroup( Group ) - local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText ) - local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path ) - - if GroupMenu then - GroupMenu:SetCommandMenuFunction( CommandMenuFunction ) - GroupMenu:SetCommandMenuArguments( arg ) - return GroupMenu - else - self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) ) - - MENU_INDEX:SetGroupMenu( Group, Path, self ) - - self.Group = Group - self.GroupID = Group:GetID() - - self.MenuPath = missionCommands.addCommandForGroup( self.GroupID, MenuText, self.MenuParentPath, self.MenuCallHandler ) - - self:SetParentMenu( self.MenuText, self ) - return self - end - - end - - --- Refreshes a radio item for a group - -- @param #MENU_GROUP_COMMAND self - -- @return #MENU_GROUP_COMMAND - function MENU_GROUP_COMMAND:Refresh() - - do - missionCommands.removeItemForGroup( self.GroupID, self.MenuPath ) - missionCommands.addCommandForGroup( self.GroupID, self.MenuText, self.MenuParentPath, self.MenuCallHandler ) - end - - end - - --- Removes a menu structure for a group. - -- @param #MENU_GROUP_COMMAND self - -- @param MenuTime - -- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set. - -- @return #nil - function MENU_GROUP_COMMAND:Remove( MenuTime, MenuTag ) - - MENU_INDEX:PrepareGroup( self.Group ) - local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText ) - local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path ) - - if GroupMenu == self then - if not MenuTime or self.MenuTime ~= MenuTime then - if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then - if self.MenuPath ~= nil then - self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } ) - missionCommands.removeItemForGroup( self.GroupID, self.MenuPath ) - end - MENU_INDEX:ClearGroupMenu( self.Group, Path ) - self:ClearParentMenu( self.MenuText ) - return nil - end - end - else - BASE:E( { "Cannot Remove MENU_GROUP_COMMAND", Path = Path, ParentMenu = self.ParentMenu, MenuText = self.MenuText, Group = self.Group } ) - end - - return self - end - -end - ---- MENU_GROUP_DELAYED - -do - - --- @type MENU_GROUP_DELAYED - -- @extends Core.Menu#MENU_BASE - - - --- The MENU_GROUP_DELAYED class manages the main menus for groups. - -- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP object and returns you the object reference. - -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP.Remove}. - -- The creation of the menu item is delayed however, and must be created using the @{#MENU_GROUP.Set} method. - -- This method is most of the time called after the "old" menu items have been removed from the sub menu. - -- - -- - -- @field #MENU_GROUP_DELAYED - MENU_GROUP_DELAYED = { - ClassName = "MENU_GROUP_DELAYED" - } - - --- MENU_GROUP_DELAYED constructor. Creates a new radio menu item for a group. - -- @param #MENU_GROUP_DELAYED self - -- @param Wrapper.Group#GROUP Group The Group owning the menu. - -- @param #string MenuText The text for the menu. - -- @param #table ParentMenu The parent menu. - -- @return #MENU_GROUP_DELAYED self - function MENU_GROUP_DELAYED:New( Group, MenuText, ParentMenu ) - - MENU_INDEX:PrepareGroup( Group ) - local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText ) - local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path ) - - if GroupMenu then - return GroupMenu - else - self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) ) - MENU_INDEX:SetGroupMenu( Group, Path, self ) - - self.Group = Group - self.GroupID = Group:GetID() - - if self.MenuParentPath then - self.MenuPath = UTILS.DeepCopy( self.MenuParentPath ) - else - self.MenuPath = {} - end - table.insert( self.MenuPath, self.MenuText ) - - self:SetParentMenu( self.MenuText, self ) - return self - end - - end - - - --- Refreshes a new radio item for a group and submenus - -- @param #MENU_GROUP_DELAYED self - -- @return #MENU_GROUP_DELAYED - function MENU_GROUP_DELAYED:Set() - - do - if not self.MenuSet then - missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath ) - self.MenuSet = true - end - - for MenuText, Menu in pairs( self.Menus or {} ) do - Menu:Set() - end - end - - end - - - --- Refreshes a new radio item for a group and submenus - -- @param #MENU_GROUP_DELAYED self - -- @return #MENU_GROUP_DELAYED - function MENU_GROUP_DELAYED:Refresh() - - do - missionCommands.removeItemForGroup( self.GroupID, self.MenuPath ) - missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath ) - - for MenuText, Menu in pairs( self.Menus or {} ) do - Menu:Refresh() - end - end - - end - - --- Removes the sub menus recursively of this MENU_GROUP_DELAYED. - -- @param #MENU_GROUP_DELAYED self - -- @param MenuTime - -- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set. - -- @return #MENU_GROUP_DELAYED self - function MENU_GROUP_DELAYED:RemoveSubMenus( MenuTime, MenuTag ) - - for MenuText, Menu in pairs( self.Menus or {} ) do - Menu:Remove( MenuTime, MenuTag ) - end - - self.Menus = nil - - end - - - --- Removes the main menu and sub menus recursively of this MENU_GROUP. - -- @param #MENU_GROUP_DELAYED self - -- @param MenuTime - -- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set. - -- @return #nil - function MENU_GROUP_DELAYED:Remove( MenuTime, MenuTag ) - - MENU_INDEX:PrepareGroup( self.Group ) - local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText ) - local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path ) - - if GroupMenu == self then - self:RemoveSubMenus( MenuTime, MenuTag ) - if not MenuTime or self.MenuTime ~= MenuTime then - if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then - if self.MenuPath ~= nil then - self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } ) - missionCommands.removeItemForGroup( self.GroupID, self.MenuPath ) - end - MENU_INDEX:ClearGroupMenu( self.Group, Path ) - self:ClearParentMenu( self.MenuText ) - return nil - end - end - else - BASE:E( { "Cannot Remove MENU_GROUP_DELAYED", Path = Path, ParentMenu = self.ParentMenu, MenuText = self.MenuText, Group = self.Group } ) - return nil - end - - return self - end - - - --- @type MENU_GROUP_COMMAND_DELAYED - -- @extends Core.Menu#MENU_COMMAND_BASE - - --- Manages the command menus for coalitions, which allow players to execute functions during mission execution. - -- - -- You can add menus with the @{#MENU_GROUP_COMMAND_DELAYED.New} method, which constructs a MENU_GROUP_COMMAND_DELAYED object and returns you the object reference. - -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND_DELAYED.Remove}. - -- - -- @field #MENU_GROUP_COMMAND_DELAYED - MENU_GROUP_COMMAND_DELAYED = { - ClassName = "MENU_GROUP_COMMAND_DELAYED" - } - - --- Creates a new radio command item for a group - -- @param #MENU_GROUP_COMMAND_DELAYED self - -- @param Wrapper.Group#GROUP Group The Group owning the menu. - -- @param MenuText The text for the menu. - -- @param ParentMenu The parent menu. - -- @param CommandMenuFunction A function that is called when the menu key is pressed. - -- @param CommandMenuArgument An argument for the function. - -- @return #MENU_GROUP_COMMAND_DELAYED - function MENU_GROUP_COMMAND_DELAYED:New( Group, MenuText, ParentMenu, CommandMenuFunction, ... ) - - MENU_INDEX:PrepareGroup( Group ) - local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText ) - local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path ) - - if GroupMenu then - GroupMenu:SetCommandMenuFunction( CommandMenuFunction ) - GroupMenu:SetCommandMenuArguments( arg ) - return GroupMenu - else - self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) ) - - MENU_INDEX:SetGroupMenu( Group, Path, self ) - - self.Group = Group - self.GroupID = Group:GetID() - - if self.MenuParentPath then - self.MenuPath = UTILS.DeepCopy( self.MenuParentPath ) - else - self.MenuPath = {} - end - table.insert( self.MenuPath, self.MenuText ) - - self:SetParentMenu( self.MenuText, self ) - return self - end - - end - - --- Refreshes a radio item for a group - -- @param #MENU_GROUP_COMMAND_DELAYED self - -- @return #MENU_GROUP_COMMAND_DELAYED - function MENU_GROUP_COMMAND_DELAYED:Set() - - do - if not self.MenuSet then - self.MenuPath = missionCommands.addCommandForGroup( self.GroupID, self.MenuText, self.MenuParentPath, self.MenuCallHandler ) - self.MenuSet = true - end - end - - end - - --- Refreshes a radio item for a group - -- @param #MENU_GROUP_COMMAND_DELAYED self - -- @return #MENU_GROUP_COMMAND_DELAYED - function MENU_GROUP_COMMAND_DELAYED:Refresh() - - do - missionCommands.removeItemForGroup( self.GroupID, self.MenuPath ) - missionCommands.addCommandForGroup( self.GroupID, self.MenuText, self.MenuParentPath, self.MenuCallHandler ) - end - - end - - --- Removes a menu structure for a group. - -- @param #MENU_GROUP_COMMAND_DELAYED self - -- @param MenuTime - -- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set. - -- @return #nil - function MENU_GROUP_COMMAND_DELAYED:Remove( MenuTime, MenuTag ) - - MENU_INDEX:PrepareGroup( self.Group ) - local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText ) - local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path ) - - if GroupMenu == self then - if not MenuTime or self.MenuTime ~= MenuTime then - if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then - if self.MenuPath ~= nil then - self:F( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } ) - missionCommands.removeItemForGroup( self.GroupID, self.MenuPath ) - end - MENU_INDEX:ClearGroupMenu( self.Group, Path ) - self:ClearParentMenu( self.MenuText ) - return nil - end - end - else - BASE:E( { "Cannot Remove MENU_GROUP_COMMAND_DELAYED", Path = Path, ParentMenu = self.ParentMenu, MenuText = self.MenuText, Group = self.Group } ) - end - - return self - end - -end - ---- **Core** - Define zones within your mission of various forms, with various capabilities. --- --- === --- --- ## Features: --- --- * Create radius zones. --- * Create trigger zones. --- * Create polygon zones. --- * Create moving zones around a unit. --- * Create moving zones around a group. --- * Provide the zone behaviour. Some zones are static, while others are moveable. --- * Enquiry if a coordinate is within a zone. --- * Smoke zones. --- * Set a zone probability to control zone selection. --- * Get zone coordinates. --- * Get zone properties. --- * Get zone bounding box. --- * Set/get zone name. --- --- --- There are essentially two core functions that zones accomodate: --- --- * Test if an object is within the zone boundaries. --- * Provide the zone behaviour. Some zones are static, while others are moveable. --- --- The object classes are using the zone classes to test the zone boundaries, which can take various forms: --- --- * Test if completely within the zone. --- * Test if partly within the zone (for @{Wrapper.Group#GROUP} objects). --- * Test if not in the zone. --- * Distance to the nearest intersecting point of the zone. --- * Distance to the center of the zone. --- * ... --- --- Each of these ZONE classes have a zone name, and specific parameters defining the zone type: --- --- * @{#ZONE_BASE}: The ZONE_BASE class defining the base for all other zone classes. --- * @{#ZONE_RADIUS}: The ZONE_RADIUS class defined by a zone name, a location and a radius. --- * @{#ZONE}: The ZONE class, defined by the zone name as defined within the Mission Editor. --- * @{#ZONE_UNIT}: The ZONE_UNIT class defines by a zone around a @{Wrapper.Unit#UNIT} with a radius. --- * @{#ZONE_GROUP}: The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius. --- * @{#ZONE_POLYGON}: The ZONE_POLYGON class defines by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon. --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- === --- --- @module Core.Zone --- @image Core_Zones.JPG - - ---- @type ZONE_BASE --- @field #string ZoneName Name of the zone. --- @field #number ZoneProbability A value between 0 and 1. 0 = 0% and 1 = 100% probability. --- @extends Core.Base#BASE - - ---- This class is an abstract BASE class for derived classes, and is not meant to be instantiated. --- --- ## Each zone has a name: --- --- * @{#ZONE_BASE.GetName}(): Returns the name of the zone. --- * @{#ZONE_BASE.SetName}(): Sets the name of the zone. --- --- --- ## Each zone implements two polymorphic functions defined in @{Core.Zone#ZONE_BASE}: --- --- * @{#ZONE_BASE.IsVec2InZone}(): Returns if a 2D vector is within the zone. --- * @{#ZONE_BASE.IsVec3InZone}(): Returns if a 3D vector is within the zone. --- * @{#ZONE_BASE.IsPointVec2InZone}(): Returns if a 2D point vector is within the zone. --- * @{#ZONE_BASE.IsPointVec3InZone}(): Returns if a 3D point vector is within the zone. --- --- ## A zone has a probability factor that can be set to randomize a selection between zones: --- --- * @{#ZONE_BASE.SetZoneProbability}(): Set the randomization probability of a zone to be selected, taking a value between 0 and 1 ( 0 = 0%, 1 = 100% ) --- * @{#ZONE_BASE.GetZoneProbability}(): Get the randomization probability of a zone to be selected, passing a value between 0 and 1 ( 0 = 0%, 1 = 100% ) --- * @{#ZONE_BASE.GetZoneMaybe}(): Get the zone taking into account the randomization probability. nil is returned if this zone is not a candidate. --- --- ## A zone manages vectors: --- --- * @{#ZONE_BASE.GetVec2}(): Returns the 2D vector coordinate of the zone. --- * @{#ZONE_BASE.GetVec3}(): Returns the 3D vector coordinate of the zone. --- * @{#ZONE_BASE.GetPointVec2}(): Returns the 2D point vector coordinate of the zone. --- * @{#ZONE_BASE.GetPointVec3}(): Returns the 3D point vector coordinate of the zone. --- * @{#ZONE_BASE.GetRandomVec2}(): Define a random 2D vector within the zone. --- * @{#ZONE_BASE.GetRandomPointVec2}(): Define a random 2D point vector within the zone. --- * @{#ZONE_BASE.GetRandomPointVec3}(): Define a random 3D point vector within the zone. --- --- ## A zone has a bounding square: --- --- * @{#ZONE_BASE.GetBoundingSquare}(): Get the outer most bounding square of the zone. --- --- ## A zone can be marked: --- --- * @{#ZONE_BASE.SmokeZone}(): Smokes the zone boundaries in a color. --- * @{#ZONE_BASE.FlareZone}(): Flares the zone boundaries in a color. --- --- @field #ZONE_BASE -ZONE_BASE = { - ClassName = "ZONE_BASE", - ZoneName = "", - ZoneProbability = 1, - } - - ---- The ZONE_BASE.BoundingSquare --- @type ZONE_BASE.BoundingSquare --- @field DCS#Distance x1 The lower x coordinate (left down) --- @field DCS#Distance y1 The lower y coordinate (left down) --- @field DCS#Distance x2 The higher x coordinate (right up) --- @field DCS#Distance y2 The higher y coordinate (right up) - - ---- ZONE_BASE constructor --- @param #ZONE_BASE self --- @param #string ZoneName Name of the zone. --- @return #ZONE_BASE self -function ZONE_BASE:New( ZoneName ) - local self = BASE:Inherit( self, BASE:New() ) - self:F( ZoneName ) - - self.ZoneName = ZoneName - - return self -end - - - ---- Returns the name of the zone. --- @param #ZONE_BASE self --- @return #string The name of the zone. -function ZONE_BASE:GetName() - self:F2() - - return self.ZoneName -end - - ---- Sets the name of the zone. --- @param #ZONE_BASE self --- @param #string ZoneName The name of the zone. --- @return #ZONE_BASE -function ZONE_BASE:SetName( ZoneName ) - self:F2() - - self.ZoneName = ZoneName -end - ---- Returns if a Vec2 is within the zone. --- @param #ZONE_BASE self --- @param DCS#Vec2 Vec2 The Vec2 to test. --- @return #boolean true if the Vec2 is within the zone. -function ZONE_BASE:IsVec2InZone( Vec2 ) - self:F2( Vec2 ) - - return false -end - ---- Returns if a Vec3 is within the zone. --- @param #ZONE_BASE self --- @param DCS#Vec3 Vec3 The point to test. --- @return #boolean true if the Vec3 is within the zone. -function ZONE_BASE:IsVec3InZone( Vec3 ) - local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } ) - return InZone -end - ---- Returns if a Coordinate is within the zone. --- @param #ZONE_BASE self --- @param Core.Point#COORDINATE Coordinate The coordinate to test. --- @return #boolean true if the coordinate is within the zone. -function ZONE_BASE:IsCoordinateInZone( Coordinate ) - local InZone = self:IsVec2InZone( Coordinate:GetVec2() ) - return InZone -end - ---- Returns if a PointVec2 is within the zone. --- @param #ZONE_BASE self --- @param Core.Point#POINT_VEC2 PointVec2 The PointVec2 to test. --- @return #boolean true if the PointVec2 is within the zone. -function ZONE_BASE:IsPointVec2InZone( PointVec2 ) - local InZone = self:IsVec2InZone( PointVec2:GetVec2() ) - return InZone -end - ---- Returns if a PointVec3 is within the zone. --- @param #ZONE_BASE self --- @param Core.Point#POINT_VEC3 PointVec3 The PointVec3 to test. --- @return #boolean true if the PointVec3 is within the zone. -function ZONE_BASE:IsPointVec3InZone( PointVec3 ) - local InZone = self:IsPointVec2InZone( PointVec3 ) - return InZone -end - - ---- Returns the @{DCS#Vec2} coordinate of the zone. --- @param #ZONE_BASE self --- @return #nil. -function ZONE_BASE:GetVec2() - return nil -end - ---- Returns a @{Core.Point#POINT_VEC2} of the zone. --- @param #ZONE_BASE self --- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. --- @return Core.Point#POINT_VEC2 The PointVec2 of the zone. -function ZONE_BASE:GetPointVec2() - self:F2( self.ZoneName ) - - local Vec2 = self:GetVec2() - - local PointVec2 = POINT_VEC2:NewFromVec2( Vec2 ) - - self:T2( { PointVec2 } ) - - return PointVec2 -end - - ---- Returns a @{Core.Point#COORDINATE} of the zone. --- @param #ZONE_BASE self --- @return Core.Point#COORDINATE The Coordinate of the zone. -function ZONE_BASE:GetCoordinate() - self:F2( self.ZoneName ) - - local Vec2 = self:GetVec2() - - local Coordinate = COORDINATE:NewFromVec2( Vec2 ) - - self:T2( { Coordinate } ) - - return Coordinate -end - - ---- Returns the @{DCS#Vec3} of the zone. --- @param #ZONE_BASE self --- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. --- @return DCS#Vec3 The Vec3 of the zone. -function ZONE_BASE:GetVec3( Height ) - self:F2( self.ZoneName ) - - Height = Height or 0 - - local Vec2 = self:GetVec2() - - local Vec3 = { x = Vec2.x, y = Height and Height or land.getHeight( self:GetVec2() ), z = Vec2.y } - - self:T2( { Vec3 } ) - - return Vec3 -end - ---- Returns a @{Core.Point#POINT_VEC3} of the zone. --- @param #ZONE_BASE self --- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. --- @return Core.Point#POINT_VEC3 The PointVec3 of the zone. -function ZONE_BASE:GetPointVec3( Height ) - self:F2( self.ZoneName ) - - local Vec3 = self:GetVec3( Height ) - - local PointVec3 = POINT_VEC3:NewFromVec3( Vec3 ) - - self:T2( { PointVec3 } ) - - return PointVec3 -end - ---- Returns a @{Core.Point#COORDINATE} of the zone. --- @param #ZONE_BASE self --- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. --- @return Core.Point#COORDINATE The Coordinate of the zone. -function ZONE_BASE:GetCoordinate( Height ) --R2.1 - self:F2( self.ZoneName ) - - local Vec3 = self:GetVec3( Height ) - - local PointVec3 = COORDINATE:NewFromVec3( Vec3 ) - - self:T2( { PointVec3 } ) - - return PointVec3 -end - - ---- Define a random @{DCS#Vec2} within the zone. --- @param #ZONE_BASE self --- @return DCS#Vec2 The Vec2 coordinates. -function ZONE_BASE:GetRandomVec2() - return nil -end - ---- Define a random @{Core.Point#POINT_VEC2} within the zone. --- @param #ZONE_BASE self --- @return Core.Point#POINT_VEC2 The PointVec2 coordinates. -function ZONE_BASE:GetRandomPointVec2() - return nil -end - ---- Define a random @{Core.Point#POINT_VEC3} within the zone. --- @param #ZONE_BASE self --- @return Core.Point#POINT_VEC3 The PointVec3 coordinates. -function ZONE_BASE:GetRandomPointVec3() - return nil -end - ---- Get the bounding square the zone. --- @param #ZONE_BASE self --- @return #nil The bounding square. -function ZONE_BASE:GetBoundingSquare() - --return { x1 = 0, y1 = 0, x2 = 0, y2 = 0 } - return nil -end - ---- Bound the zone boundaries with a tires. --- @param #ZONE_BASE self -function ZONE_BASE:BoundZone() - self:F2() - -end - ---- Smokes the zone boundaries in a color. --- @param #ZONE_BASE self --- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color. -function ZONE_BASE:SmokeZone( SmokeColor ) - self:F2( SmokeColor ) - -end - ---- Set the randomization probability of a zone to be selected. --- @param #ZONE_BASE self --- @param #number ZoneProbability A value between 0 and 1. 0 = 0% and 1 = 100% probability. --- @return #ZONE_BASE self -function ZONE_BASE:SetZoneProbability( ZoneProbability ) - self:F( { self:GetName(), ZoneProbability = ZoneProbability } ) - - self.ZoneProbability = ZoneProbability or 1 - return self -end - ---- Get the randomization probability of a zone to be selected. --- @param #ZONE_BASE self --- @return #number A value between 0 and 1. 0 = 0% and 1 = 100% probability. -function ZONE_BASE:GetZoneProbability() - self:F2() - - return self.ZoneProbability -end - ---- Get the zone taking into account the randomization probability of a zone to be selected. --- @param #ZONE_BASE self --- @return #ZONE_BASE The zone is selected taking into account the randomization probability factor. --- @return #nil The zone is not selected taking into account the randomization probability factor. --- @usage --- --- local ZoneArray = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) } --- --- -- We set a zone probability of 70% to the first zone and 30% to the second zone. --- ZoneArray[1]:SetZoneProbability( 0.5 ) --- ZoneArray[2]:SetZoneProbability( 0.5 ) --- --- local ZoneSelected = nil --- --- while ZoneSelected == nil do --- for _, Zone in pairs( ZoneArray ) do --- ZoneSelected = Zone:GetZoneMaybe() --- if ZoneSelected ~= nil then --- break --- end --- end --- end --- --- -- The result should be that Zone1 would be more probable selected than Zone2. --- -function ZONE_BASE:GetZoneMaybe() - self:F2() - - local Randomization = math.random() - if Randomization <= self.ZoneProbability then - return self - else - return nil - end -end - - ---- The ZONE_RADIUS class, defined by a zone name, a location and a radius. --- @type ZONE_RADIUS --- @field DCS#Vec2 Vec2 The current location of the zone. --- @field DCS#Distance Radius The radius of the zone. --- @extends #ZONE_BASE - ---- The ZONE_RADIUS class defined by a zone name, a location and a radius. --- This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties. --- --- ## ZONE_RADIUS constructor --- --- * @{#ZONE_RADIUS.New}(): Constructor. --- --- ## Manage the radius of the zone --- --- * @{#ZONE_RADIUS.SetRadius}(): Sets the radius of the zone. --- * @{#ZONE_RADIUS.GetRadius}(): Returns the radius of the zone. --- --- ## Manage the location of the zone --- --- * @{#ZONE_RADIUS.SetVec2}(): Sets the @{DCS#Vec2} of the zone. --- * @{#ZONE_RADIUS.GetVec2}(): Returns the @{DCS#Vec2} of the zone. --- * @{#ZONE_RADIUS.GetVec3}(): Returns the @{DCS#Vec3} of the zone, taking an additional height parameter. --- --- ## Zone point randomization --- --- Various functions exist to find random points within the zone. --- --- * @{#ZONE_RADIUS.GetRandomVec2}(): Gets a random 2D point in the zone. --- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Core.Point#POINT_VEC2} object representing a random 2D point in the zone. --- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Core.Point#POINT_VEC3} object representing a random 3D point in the zone. Note that the height of the point is at landheight. --- --- @field #ZONE_RADIUS -ZONE_RADIUS = { - ClassName="ZONE_RADIUS", - } - ---- Constructor of @{#ZONE_RADIUS}, taking the zone name, the zone location and a radius. --- @param #ZONE_RADIUS self --- @param #string ZoneName Name of the zone. --- @param DCS#Vec2 Vec2 The location of the zone. --- @param DCS#Distance Radius The radius of the zone. --- @return #ZONE_RADIUS self -function ZONE_RADIUS:New( ZoneName, Vec2, Radius ) - local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) -- #ZONE_RADIUS - self:F( { ZoneName, Vec2, Radius } ) - - self.Radius = Radius - self.Vec2 = Vec2 - - return self -end - ---- Bounds the zone with tires. --- @param #ZONE_RADIUS self --- @param #number Points (optional) The amount of points in the circle. Default 360. --- @param DCS#country.id CountryID The country id of the tire objects, e.g. country.id.USA for blue or country.id.RUSSIA for red. --- @param #boolean UnBound (Optional) If true the tyres will be destroyed. --- @return #ZONE_RADIUS self -function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound ) - - local Point = {} - local Vec2 = self:GetVec2() - - Points = Points and Points or 360 - - local Angle - local RadialBase = math.pi*2 - - -- - for Angle = 0, 360, (360 / Points ) do - local Radial = Angle * RadialBase / 360 - Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius() - Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius() - - local CountryName = _DATABASE.COUNTRY_NAME[CountryID] - - local Tire = { - ["country"] = CountryName, - ["category"] = "Fortifications", - ["canCargo"] = false, - ["shape_name"] = "H-tyre_B_WF", - ["type"] = "Black_Tyre_WF", - --["unitId"] = Angle + 10000, - ["y"] = Point.y, - ["x"] = Point.x, - ["name"] = string.format( "%s-Tire #%0d", self:GetName(), Angle ), - ["heading"] = 0, - } -- end of ["group"] - - local Group = coalition.addStaticObject( CountryID, Tire ) - if UnBound and UnBound == true then - Group:destroy() - end - end - - return self -end - - ---- Smokes the zone boundaries in a color. --- @param #ZONE_RADIUS self --- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color. --- @param #number Points (optional) The amount of points in the circle. --- @param #number AddHeight (optional) The height to be added for the smoke. --- @param #number AddOffSet (optional) The angle to be added for the smoking start position. --- @return #ZONE_RADIUS self -function ZONE_RADIUS:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset ) - self:F2( SmokeColor ) - - local Point = {} - local Vec2 = self:GetVec2() - - AddHeight = AddHeight or 0 - AngleOffset = AngleOffset or 0 - - Points = Points and Points or 360 - - local Angle - local RadialBase = math.pi*2 - - for Angle = 0, 360, 360 / Points do - local Radial = ( Angle + AngleOffset ) * RadialBase / 360 - Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius() - Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius() - POINT_VEC2:New( Point.x, Point.y, AddHeight ):Smoke( SmokeColor ) - end - - return self -end - - ---- Flares the zone boundaries in a color. --- @param #ZONE_RADIUS self --- @param Utilities.Utils#FLARECOLOR FlareColor The flare color. --- @param #number Points (optional) The amount of points in the circle. --- @param DCS#Azimuth Azimuth (optional) Azimuth The azimuth of the flare. --- @param #number AddHeight (optional) The height to be added for the smoke. --- @return #ZONE_RADIUS self -function ZONE_RADIUS:FlareZone( FlareColor, Points, Azimuth, AddHeight ) - self:F2( { FlareColor, Azimuth } ) - - local Point = {} - local Vec2 = self:GetVec2() - - AddHeight = AddHeight or 0 - - Points = Points and Points or 360 - - local Angle - local RadialBase = math.pi*2 - - for Angle = 0, 360, 360 / Points do - local Radial = Angle * RadialBase / 360 - Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius() - Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius() - POINT_VEC2:New( Point.x, Point.y, AddHeight ):Flare( FlareColor, Azimuth ) - end - - return self -end - ---- Returns the radius of the zone. --- @param #ZONE_RADIUS self --- @return DCS#Distance The radius of the zone. -function ZONE_RADIUS:GetRadius() - self:F2( self.ZoneName ) - - self:T2( { self.Radius } ) - - return self.Radius -end - ---- Sets the radius of the zone. --- @param #ZONE_RADIUS self --- @param DCS#Distance Radius The radius of the zone. --- @return DCS#Distance The radius of the zone. -function ZONE_RADIUS:SetRadius( Radius ) - self:F2( self.ZoneName ) - - self.Radius = Radius - self:T2( { self.Radius } ) - - return self.Radius -end - ---- Returns the @{DCS#Vec2} of the zone. --- @param #ZONE_RADIUS self --- @return DCS#Vec2 The location of the zone. -function ZONE_RADIUS:GetVec2() - self:F2( self.ZoneName ) - - self:T2( { self.Vec2 } ) - - return self.Vec2 -end - ---- Sets the @{DCS#Vec2} of the zone. --- @param #ZONE_RADIUS self --- @param DCS#Vec2 Vec2 The new location of the zone. --- @return DCS#Vec2 The new location of the zone. -function ZONE_RADIUS:SetVec2( Vec2 ) - self:F2( self.ZoneName ) - - self.Vec2 = Vec2 - - self:T2( { self.Vec2 } ) - - return self.Vec2 -end - ---- Returns the @{DCS#Vec3} of the ZONE_RADIUS. --- @param #ZONE_RADIUS self --- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. --- @return DCS#Vec3 The point of the zone. -function ZONE_RADIUS:GetVec3( Height ) - self:F2( { self.ZoneName, Height } ) - - Height = Height or 0 - local Vec2 = self:GetVec2() - - local Vec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y } - - self:T2( { Vec3 } ) - - return Vec3 -end - - ---- Scan the zone for the presence of units of the given ObjectCategories. --- Note that after a zone has been scanned, the zone can be evaluated by: --- --- * @{ZONE_RADIUS.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition. --- * @{ZONE_RADIUS.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition. --- * @{ZONE_RADIUS.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition. --- * @{ZONE_RADIUS.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one. --- * @{ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty. --- @{#ZONE_RADIUS. --- @param #ZONE_RADIUS self --- @param ObjectCategories --- @param Coalition --- @usage --- self.Zone:Scan() --- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition ) -function ZONE_RADIUS:Scan( ObjectCategories ) - - self.ScanData = {} - self.ScanData.Coalitions = {} - self.ScanData.Scenery = {} - self.ScanData.Units = {} - - local ZoneCoord = self:GetCoordinate() - local ZoneRadius = self:GetRadius() - - self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()}) - - local SphereSearch = { - id = world.VolumeType.SPHERE, - params = { - point = ZoneCoord:GetVec3(), - radius = ZoneRadius, - } - } - - local function EvaluateZone( ZoneObject ) - --if ZoneObject:isExist() then --FF: isExist always returns false for SCENERY objects since DCS 2.2 and still in DCS 2.5 - if ZoneObject then - local ObjectCategory = ZoneObject:getCategory() - if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or - (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then - local CoalitionDCSUnit = ZoneObject:getCoalition() - self.ScanData.Coalitions[CoalitionDCSUnit] = true - self.ScanData.Units[ZoneObject] = ZoneObject - self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } ) - end - if ObjectCategory == Object.Category.SCENERY then - local SceneryType = ZoneObject:getTypeName() - local SceneryName = ZoneObject:getName() - self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {} - self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( SceneryName, ZoneObject ) - self:F2( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } ) - end - end - return true - end - - world.searchObjects( ObjectCategories, SphereSearch, EvaluateZone ) - -end - - -function ZONE_RADIUS:GetScannedUnits() - - return self.ScanData.Units -end - - -function ZONE_RADIUS:CountScannedCoalitions() - - local Count = 0 - - for CoalitionID, Coalition in pairs( self.ScanData.Coalitions ) do - Count = Count + 1 - end - return Count -end - - ---- Get Coalitions of the units in the Zone, or Check if there are units of the given Coalition in the Zone. --- Returns nil if there are none ot two Coalitions in the zone! --- Returns one Coalition if there are only Units of one Coalition in the Zone. --- Returns the Coalition for the given Coalition if there are units of the Coalition in the Zone --- @param #ZONE_RADIUS self --- @return #table -function ZONE_RADIUS:GetScannedCoalition( Coalition ) - - if Coalition then - return self.ScanData.Coalitions[Coalition] - else - local Count = 0 - local ReturnCoalition = nil - - for CoalitionID, Coalition in pairs( self.ScanData.Coalitions ) do - Count = Count + 1 - ReturnCoalition = CoalitionID - end - - if Count ~= 1 then - ReturnCoalition = nil - end - - return ReturnCoalition - end -end - - -function ZONE_RADIUS:GetScannedSceneryType( SceneryType ) - return self.ScanData.Scenery[SceneryType] -end - - -function ZONE_RADIUS:GetScannedScenery() - return self.ScanData.Scenery -end - - ---- Is All in Zone of Coalition? --- @param #ZONE_RADIUS self --- @param Coalition --- @return #boolean --- @usage --- self.Zone:Scan() --- local IsGuarded = self.Zone:IsAllInZoneOfCoalition( self.Coalition ) -function ZONE_RADIUS:IsAllInZoneOfCoalition( Coalition ) - - --self:E( { Coalitions = self.Coalitions, Count = self:CountScannedCoalitions() } ) - return self:CountScannedCoalitions() == 1 and self:GetScannedCoalition( Coalition ) == true -end - - ---- Is All in Zone of Other Coalition? --- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated! --- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set. --- @param #ZONE_RADIUS self --- @param Coalition --- @return #boolean --- @usage --- self.Zone:Scan() --- local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition ) -function ZONE_RADIUS:IsAllInZoneOfOtherCoalition( Coalition ) - - --self:E( { Coalitions = self.Coalitions, Count = self:CountScannedCoalitions() } ) - return self:CountScannedCoalitions() == 1 and self:GetScannedCoalition( Coalition ) == nil -end - - ---- Is Some in Zone of Coalition? --- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated! --- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set. --- @param #ZONE_RADIUS self --- @param Coalition --- @return #boolean --- @usage --- self.Zone:Scan() --- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition ) -function ZONE_RADIUS:IsSomeInZoneOfCoalition( Coalition ) - - return self:CountScannedCoalitions() > 1 and self:GetScannedCoalition( Coalition ) == true -end - - ---- Is None in Zone of Coalition? --- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated! --- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set. --- @param #ZONE_RADIUS self --- @param Coalition --- @return #boolean --- @usage --- self.Zone:Scan() --- local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition ) -function ZONE_RADIUS:IsNoneInZoneOfCoalition( Coalition ) - - return self:GetScannedCoalition( Coalition ) == nil -end - - ---- Is None in Zone? --- You first need to use the @{#ZONE_RADIUS.Scan} method to scan the zone before it can be evaluated! --- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set. --- @param #ZONE_RADIUS self --- @return #boolean --- @usage --- self.Zone:Scan() --- local IsEmpty = self.Zone:IsNoneInZone() -function ZONE_RADIUS:IsNoneInZone() - - return self:CountScannedCoalitions() == 0 -end - - - - ---- Searches the zone --- @param #ZONE_RADIUS self --- @param ObjectCategories A list of categories, which are members of Object.Category --- @param EvaluateFunction -function ZONE_RADIUS:SearchZone( EvaluateFunction, ObjectCategories ) - - local SearchZoneResult = true - - local ZoneCoord = self:GetCoordinate() - local ZoneRadius = self:GetRadius() - - self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()}) - - local SphereSearch = { - id = world.VolumeType.SPHERE, - params = { - point = ZoneCoord:GetVec3(), - radius = ZoneRadius / 2, - } - } - - local function EvaluateZone( ZoneDCSUnit ) - - env.info( ZoneDCSUnit:getName() ) - - local ZoneUnit = UNIT:Find( ZoneDCSUnit ) - - return EvaluateFunction( ZoneUnit ) - end - - world.searchObjects( Object.Category.UNIT, SphereSearch, EvaluateZone ) - -end - ---- Returns if a location is within the zone. --- @param #ZONE_RADIUS self --- @param DCS#Vec2 Vec2 The location to test. --- @return #boolean true if the location is within the zone. -function ZONE_RADIUS:IsVec2InZone( Vec2 ) - self:F2( Vec2 ) - - local ZoneVec2 = self:GetVec2() - - if ZoneVec2 then - if (( Vec2.x - ZoneVec2.x )^2 + ( Vec2.y - ZoneVec2.y ) ^2 ) ^ 0.5 <= self:GetRadius() then - return true - end - end - - return false -end - ---- Returns if a point is within the zone. --- @param #ZONE_RADIUS self --- @param DCS#Vec3 Vec3 The point to test. --- @return #boolean true if the point is within the zone. -function ZONE_RADIUS:IsVec3InZone( Vec3 ) - self:F2( Vec3 ) - - local InZone = self:IsVec2InZone( { x = Vec3.x, y = Vec3.z } ) - - return InZone -end - ---- Returns a random Vec2 location within the zone. --- @param #ZONE_RADIUS self --- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. --- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. --- @return DCS#Vec2 The random location within the zone. -function ZONE_RADIUS:GetRandomVec2( inner, outer ) - self:F( self.ZoneName, inner, outer ) - - local Point = {} - local Vec2 = self:GetVec2() - local _inner = inner or 0 - local _outer = outer or self:GetRadius() - - local angle = math.random() * math.pi * 2; - Point.x = Vec2.x + math.cos( angle ) * math.random(_inner, _outer); - Point.y = Vec2.y + math.sin( angle ) * math.random(_inner, _outer); - - self:T( { Point } ) - - return Point -end - ---- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. --- @param #ZONE_RADIUS self --- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. --- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. --- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone. -function ZONE_RADIUS:GetRandomPointVec2( inner, outer ) - self:F( self.ZoneName, inner, outer ) - - local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2( inner, outer ) ) - - self:T3( { PointVec2 } ) - - return PointVec2 -end - ---- Returns Returns a random Vec3 location within the zone. --- @param #ZONE_RADIUS self --- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. --- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. --- @return DCS#Vec3 The random location within the zone. -function ZONE_RADIUS:GetRandomVec3( inner, outer ) - self:F( self.ZoneName, inner, outer ) - - local Vec2 = self:GetRandomVec2( inner, outer ) - - self:T3( { x = Vec2.x, y = self.y, z = Vec2.y } ) - - return { x = Vec2.x, y = self.y, z = Vec2.y } -end - - ---- Returns a @{Core.Point#POINT_VEC3} object reflecting a random 3D location within the zone. --- @param #ZONE_RADIUS self --- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. --- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. --- @return Core.Point#POINT_VEC3 The @{Core.Point#POINT_VEC3} object reflecting the random 3D location within the zone. -function ZONE_RADIUS:GetRandomPointVec3( inner, outer ) - self:F( self.ZoneName, inner, outer ) - - local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2( inner, outer ) ) - - self:T3( { PointVec3 } ) - - return PointVec3 -end - - ---- Returns a @{Core.Point#COORDINATE} object reflecting a random 3D location within the zone. --- @param #ZONE_RADIUS self --- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. --- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. --- @return Core.Point#COORDINATE -function ZONE_RADIUS:GetRandomCoordinate( inner, outer ) - self:F( self.ZoneName, inner, outer ) - - local Coordinate = COORDINATE:NewFromVec2( self:GetRandomVec2(inner, outer) ) - - self:T3( { Coordinate = Coordinate } ) - - return Coordinate -end - - - ---- @type ZONE --- @extends #ZONE_RADIUS - - ---- The ZONE class, defined by the zone name as defined within the Mission Editor. --- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties. --- --- ## ZONE constructor --- --- * @{#ZONE.New}(): Constructor. This will search for a trigger zone with the name given, and will return for you a ZONE object. --- --- ## Declare a ZONE directly in the DCS mission editor! --- --- You can declare a ZONE using the DCS mission editor by adding a trigger zone in the mission editor. --- --- Then during mission startup, when loading Moose.lua, this trigger zone will be detected as a ZONE declaration. --- Within the background, a ZONE object will be created within the @{Core.Database}. --- The ZONE name will be the trigger zone name. --- --- So, you can search yourself for the ZONE object by using the @{#ZONE.FindByName}() method. --- In this example, `local TriggerZone = ZONE:FindByName( "DefenseZone" )` would return the ZONE object --- that was created at mission startup, and reference it into the `TriggerZone` local object. --- --- Refer to mission `ZON-110` for a demonstration. --- --- This is especially handy if you want to quickly setup a SET_ZONE... --- So when you would declare `local SetZone = SET_ZONE:New():FilterPrefixes( "Defense" ):FilterStart()`, --- then SetZone would contain the ZONE object `DefenseZone` as part of the zone collection, --- without much scripting overhead!!! --- --- --- @field #ZONE -ZONE = { - ClassName="ZONE", - } - - ---- Constructor of ZONE, taking the zone name. --- @param #ZONE self --- @param #string ZoneName The name of the zone as defined within the mission editor. --- @return #ZONE -function ZONE:New( ZoneName ) - - local Zone = trigger.misc.getZone( ZoneName ) - - if not Zone then - error( "Zone " .. ZoneName .. " does not exist." ) - return nil - end - - local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, { x = Zone.point.x, y = Zone.point.z }, Zone.radius ) ) - self:F( ZoneName ) - - self.Zone = Zone - - return self -end - ---- Find a zone in the _DATABASE using the name of the zone. --- @param #ZONE_BASE self --- @param #string ZoneName The name of the zone. --- @return #ZONE_BASE self -function ZONE:FindByName( ZoneName ) - - local ZoneFound = _DATABASE:FindZone( ZoneName ) - return ZoneFound -end - - - ---- @type ZONE_UNIT --- @field Wrapper.Unit#UNIT ZoneUNIT --- @extends Core.Zone#ZONE_RADIUS - - ---- # ZONE_UNIT class, extends @{Zone#ZONE_RADIUS} --- --- The ZONE_UNIT class defined by a zone attached to a @{Wrapper.Unit#UNIT} with a radius and optional offsets. --- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties. --- --- @field #ZONE_UNIT -ZONE_UNIT = { - ClassName="ZONE_UNIT", - } - ---- Constructor to create a ZONE_UNIT instance, taking the zone name, a zone unit and a radius and optional offsets in X and Y directions. --- @param #ZONE_UNIT self --- @param #string ZoneName Name of the zone. --- @param Wrapper.Unit#UNIT ZoneUNIT The unit as the center of the zone. --- @param Dcs.DCSTypes#Distance Radius The radius of the zone. --- @param #table Offset A table specifying the offset. The offset table may have the following elements: --- dx The offset in X direction, +x is north. --- dy The offset in Y direction, +y is east. --- rho The distance of the zone from the unit --- theta The azimuth of the zone relative to unit --- relative_to_unit If true, theta is measured clockwise from unit's direction else clockwise from north. If using dx, dy setting this to true makes +x parallel to unit heading. --- dx, dy OR rho, theta may be used, not both. --- @return #ZONE_UNIT self -function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius, Offset) - - if Offset then - -- check if the inputs was reasonable, either (dx, dy) or (rho, theta) can be given, else raise an exception. - if (Offset.dx or Offset.dy) and (Offset.rho or Offset.theta) then - error("Cannot use (dx, dy) with (rho, theta)") - end - - self.dy = Offset.dy or 0.0 - self.dx = Offset.dx or 0.0 - self.rho = Offset.rho or 0.0 - self.theta = (Offset.theta or 0.0) * math.pi / 180.0 - self.relative_to_unit = Offset.relative_to_unit or false - end - - local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, ZoneUNIT:GetVec2(), Radius ) ) - - self:F( { ZoneName, ZoneUNIT:GetVec2(), Radius } ) - - self.ZoneUNIT = ZoneUNIT - self.LastVec2 = ZoneUNIT:GetVec2() - - -- Zone objects are added to the _DATABASE and SET_ZONE objects. - _EVENTDISPATCHER:CreateEventNewZone( self ) - - return self -end - - ---- Returns the current location of the @{Wrapper.Unit#UNIT}. --- @param #ZONE_UNIT self --- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Unit#UNIT}location and the offset, if any. -function ZONE_UNIT:GetVec2() - self:F2( self.ZoneName ) - - local ZoneVec2 = self.ZoneUNIT:GetVec2() - if ZoneVec2 then - - local heading - if self.relative_to_unit then - heading = ( self.ZoneUNIT:GetHeading() or 0.0 ) * math.pi / 180.0 - else - heading = 0.0 - end - - -- update the zone position with the offsets. - if (self.dx or self.dy) then - - -- use heading to rotate offset relative to unit using rotation matrix in 2D. - -- see: https://en.wikipedia.org/wiki/Rotation_matrix - ZoneVec2.x = ZoneVec2.x + self.dx * math.cos( -heading ) + self.dy * math.sin( -heading ) - ZoneVec2.y = ZoneVec2.y - self.dx * math.sin( -heading ) + self.dy * math.cos( -heading ) - end - - -- if using the polar coordinates - if (self.rho or self.theta) then - ZoneVec2.x = ZoneVec2.x + self.rho * math.cos( self.theta + heading ) - ZoneVec2.y = ZoneVec2.y + self.rho * math.sin( self.theta + heading ) - end - - self.LastVec2 = ZoneVec2 - return ZoneVec2 - else - return self.LastVec2 - end - - self:T2( { ZoneVec2 } ) - - return nil -end - ---- Returns a random location within the zone. --- @param #ZONE_UNIT self --- @return DCS#Vec2 The random location within the zone. -function ZONE_UNIT:GetRandomVec2() - self:F( self.ZoneName ) - - local RandomVec2 = {} - --local Vec2 = self.ZoneUNIT:GetVec2() -- FF: This does not take care of the new offset feature! - local Vec2 = self:GetVec2() - - if not Vec2 then - Vec2 = self.LastVec2 - end - - local angle = math.random() * math.pi*2; - RandomVec2.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius(); - RandomVec2.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius(); - - self:T( { RandomVec2 } ) - - return RandomVec2 -end - ---- Returns the @{DCS#Vec3} of the ZONE_UNIT. --- @param #ZONE_UNIT self --- @param DCS#Distance Height The height to add to the land height where the center of the zone is located. --- @return DCS#Vec3 The point of the zone. -function ZONE_UNIT:GetVec3( Height ) - self:F2( self.ZoneName ) - - Height = Height or 0 - - local Vec2 = self:GetVec2() - - local Vec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y } - - self:T2( { Vec3 } ) - - return Vec3 -end - ---- @type ZONE_GROUP --- @extends #ZONE_RADIUS - - ---- The ZONE_GROUP class defines by a zone around a @{Wrapper.Group#GROUP} with a radius. The current leader of the group defines the center of the zone. --- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties. --- --- @field #ZONE_GROUP -ZONE_GROUP = { - ClassName="ZONE_GROUP", - } - ---- Constructor to create a ZONE_GROUP instance, taking the zone name, a zone @{Wrapper.Group#GROUP} and a radius. --- @param #ZONE_GROUP self --- @param #string ZoneName Name of the zone. --- @param Wrapper.Group#GROUP ZoneGROUP The @{Wrapper.Group} as the center of the zone. --- @param DCS#Distance Radius The radius of the zone. --- @return #ZONE_GROUP self -function ZONE_GROUP:New( ZoneName, ZoneGROUP, Radius ) - local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, ZoneGROUP:GetVec2(), Radius ) ) - self:F( { ZoneName, ZoneGROUP:GetVec2(), Radius } ) - - self._.ZoneGROUP = ZoneGROUP - self._.ZoneVec2Cache = self._.ZoneGROUP:GetVec2() - - -- Zone objects are added to the _DATABASE and SET_ZONE objects. - _EVENTDISPATCHER:CreateEventNewZone( self ) - - return self -end - - ---- Returns the current location of the @{Wrapper.Group}. --- @param #ZONE_GROUP self --- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Group} location. -function ZONE_GROUP:GetVec2() - self:F( self.ZoneName ) - - local ZoneVec2 = nil - - if self._.ZoneGROUP:IsAlive() then - ZoneVec2 = self._.ZoneGROUP:GetVec2() - self._.ZoneVec2Cache = ZoneVec2 - else - ZoneVec2 = self._.ZoneVec2Cache - end - - self:T( { ZoneVec2 } ) - - return ZoneVec2 -end - ---- Returns a random location within the zone of the @{Wrapper.Group}. --- @param #ZONE_GROUP self --- @return DCS#Vec2 The random location of the zone based on the @{Wrapper.Group} location. -function ZONE_GROUP:GetRandomVec2() - self:F( self.ZoneName ) - - local Point = {} - local Vec2 = self._.ZoneGROUP:GetVec2() - - local angle = math.random() * math.pi*2; - Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius(); - Point.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius(); - - self:T( { Point } ) - - return Point -end - ---- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. --- @param #ZONE_GROUP self --- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. --- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. --- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone. -function ZONE_GROUP:GetRandomPointVec2( inner, outer ) - self:F( self.ZoneName, inner, outer ) - - local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() ) - - self:T3( { PointVec2 } ) - - return PointVec2 -end - - ---- @type ZONE_POLYGON_BASE --- --@field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCS#Vec2}. --- @extends #ZONE_BASE - - ---- The ZONE_POLYGON_BASE class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon. --- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties. --- This class is an abstract BASE class for derived classes, and is not meant to be instantiated. --- --- ## Zone point randomization --- --- Various functions exist to find random points within the zone. --- --- * @{#ZONE_POLYGON_BASE.GetRandomVec2}(): Gets a random 2D point in the zone. --- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Core.Point#POINT_VEC2} object representing a random 2D point within the zone. --- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone. --- --- @field #ZONE_POLYGON_BASE -ZONE_POLYGON_BASE = { - ClassName="ZONE_POLYGON_BASE", - } - ---- A points array. --- @type ZONE_POLYGON_BASE.ListVec2 --- @list - ---- Constructor to create a ZONE_POLYGON_BASE instance, taking the zone name and an array of @{DCS#Vec2}, forming a polygon. --- The @{Wrapper.Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected. --- @param #ZONE_POLYGON_BASE self --- @param #string ZoneName Name of the zone. --- @param #ZONE_POLYGON_BASE.ListVec2 PointsArray An array of @{DCS#Vec2}, forming a polygon.. --- @return #ZONE_POLYGON_BASE self -function ZONE_POLYGON_BASE:New( ZoneName, PointsArray ) - local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) - self:F( { ZoneName, PointsArray } ) - - local i = 0 - - self._.Polygon = {} - - for i = 1, #PointsArray do - self._.Polygon[i] = {} - self._.Polygon[i].x = PointsArray[i].x - self._.Polygon[i].y = PointsArray[i].y - end - - return self -end - ---- Returns the center location of the polygon. --- @param #ZONE_GROUP self --- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Group} location. -function ZONE_POLYGON_BASE:GetVec2() - self:F( self.ZoneName ) - - local Bounds = self:GetBoundingSquare() - - return { x = ( Bounds.x2 + Bounds.x1 ) / 2, y = ( Bounds.y2 + Bounds.y1 ) / 2 } -end - ---- Flush polygon coordinates as a table in DCS.log. --- @param #ZONE_POLYGON_BASE self --- @return #ZONE_POLYGON_BASE self -function ZONE_POLYGON_BASE:Flush() - self:F2() - - self:E( { Polygon = self.ZoneName, Coordinates = self._.Polygon } ) - - return self -end - ---- Smokes the zone boundaries in a color. --- @param #ZONE_POLYGON_BASE self --- @param #boolean UnBound If true, the tyres will be destroyed. --- @return #ZONE_POLYGON_BASE self -function ZONE_POLYGON_BASE:BoundZone( UnBound ) - - local i - local j - local Segments = 10 - - i = 1 - j = #self._.Polygon - - while i <= #self._.Polygon do - self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } ) - - local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x - local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y - - for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line. - local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments ) - local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments ) - local Tire = { - ["country"] = "USA", - ["category"] = "Fortifications", - ["canCargo"] = false, - ["shape_name"] = "H-tyre_B_WF", - ["type"] = "Black_Tyre_WF", - ["y"] = PointY, - ["x"] = PointX, - ["name"] = string.format( "%s-Tire #%0d", self:GetName(), ((i - 1) * Segments) + Segment ), - ["heading"] = 0, - } -- end of ["group"] - - local Group = coalition.addStaticObject( country.id.USA, Tire ) - if UnBound and UnBound == true then - Group:destroy() - end - - end - j = i - i = i + 1 - end - - return self -end - - - ---- Smokes the zone boundaries in a color. --- @param #ZONE_POLYGON_BASE self --- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color. --- @return #ZONE_POLYGON_BASE self -function ZONE_POLYGON_BASE:SmokeZone( SmokeColor ) - self:F2( SmokeColor ) - - local i - local j - local Segments = 10 - - i = 1 - j = #self._.Polygon - - while i <= #self._.Polygon do - self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } ) - - local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x - local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y - - for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line. - local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments ) - local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments ) - POINT_VEC2:New( PointX, PointY ):Smoke( SmokeColor ) - end - j = i - i = i + 1 - end - - return self -end - - - - ---- Returns if a location is within the zone. --- Source learned and taken from: https://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html --- @param #ZONE_POLYGON_BASE self --- @param DCS#Vec2 Vec2 The location to test. --- @return #boolean true if the location is within the zone. -function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 ) - self:F2( Vec2 ) - - local Next - local Prev - local InPolygon = false - - Next = 1 - Prev = #self._.Polygon - - while Next <= #self._.Polygon do - self:T( { Next, Prev, self._.Polygon[Next], self._.Polygon[Prev] } ) - if ( ( ( self._.Polygon[Next].y > Vec2.y ) ~= ( self._.Polygon[Prev].y > Vec2.y ) ) and - ( Vec2.x < ( self._.Polygon[Prev].x - self._.Polygon[Next].x ) * ( Vec2.y - self._.Polygon[Next].y ) / ( self._.Polygon[Prev].y - self._.Polygon[Next].y ) + self._.Polygon[Next].x ) - ) then - InPolygon = not InPolygon - end - self:T2( { InPolygon = InPolygon } ) - Prev = Next - Next = Next + 1 - end - - self:T( { InPolygon = InPolygon } ) - return InPolygon -end - ---- Define a random @{DCS#Vec2} within the zone. --- @param #ZONE_POLYGON_BASE self --- @return DCS#Vec2 The Vec2 coordinate. -function ZONE_POLYGON_BASE:GetRandomVec2() - self:F2() - - --- It is a bit tricky to find a random point within a polygon. Right now i am doing it the dirty and inefficient way... - local Vec2Found = false - local Vec2 - local BS = self:GetBoundingSquare() - - self:T2( BS ) - - while Vec2Found == false do - Vec2 = { x = math.random( BS.x1, BS.x2 ), y = math.random( BS.y1, BS.y2 ) } - self:T2( Vec2 ) - if self:IsVec2InZone( Vec2 ) then - Vec2Found = true - end - end - - self:T2( Vec2 ) - - return Vec2 -end - ---- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone. --- @param #ZONE_POLYGON_BASE self --- @return @{Core.Point#POINT_VEC2} -function ZONE_POLYGON_BASE:GetRandomPointVec2() - self:F2() - - local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() ) - - self:T2( PointVec2 ) - - return PointVec2 -end - ---- Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone. --- @param #ZONE_POLYGON_BASE self --- @return @{Core.Point#POINT_VEC3} -function ZONE_POLYGON_BASE:GetRandomPointVec3() - self:F2() - - local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2() ) - - self:T2( PointVec3 ) - - return PointVec3 -end - - ---- Return a @{Core.Point#COORDINATE} object representing a random 3D point at landheight within the zone. --- @param #ZONE_POLYGON_BASE self --- @return Core.Point#COORDINATE -function ZONE_POLYGON_BASE:GetRandomCoordinate() - self:F2() - - local Coordinate = COORDINATE:NewFromVec2( self:GetRandomVec2() ) - - self:T2( Coordinate ) - - return Coordinate -end - - ---- Get the bounding square the zone. --- @param #ZONE_POLYGON_BASE self --- @return #ZONE_POLYGON_BASE.BoundingSquare The bounding square. -function ZONE_POLYGON_BASE:GetBoundingSquare() - - local x1 = self._.Polygon[1].x - local y1 = self._.Polygon[1].y - local x2 = self._.Polygon[1].x - local y2 = self._.Polygon[1].y - - for i = 2, #self._.Polygon do - self:T2( { self._.Polygon[i], x1, y1, x2, y2 } ) - x1 = ( x1 > self._.Polygon[i].x ) and self._.Polygon[i].x or x1 - x2 = ( x2 < self._.Polygon[i].x ) and self._.Polygon[i].x or x2 - y1 = ( y1 > self._.Polygon[i].y ) and self._.Polygon[i].y or y1 - y2 = ( y2 < self._.Polygon[i].y ) and self._.Polygon[i].y or y2 - - end - - return { x1 = x1, y1 = y1, x2 = x2, y2 = y2 } -end - - ---- @type ZONE_POLYGON --- @extends #ZONE_POLYGON_BASE - - ---- The ZONE_POLYGON class defined by a sequence of @{Wrapper.Group#GROUP} waypoints within the Mission Editor, forming a polygon. --- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties. --- --- ## Declare a ZONE_POLYGON directly in the DCS mission editor! --- --- You can declare a ZONE_POLYGON using the DCS mission editor by adding the ~ZONE_POLYGON tag in the group name. --- --- So, imagine you have a group declared in the mission editor, with group name `DefenseZone~ZONE_POLYGON`. --- Then during mission startup, when loading Moose.lua, this group will be detected as a ZONE_POLYGON declaration. --- Within the background, a ZONE_POLYGON object will be created within the @{Core.Database} using the properties of the group. --- The ZONE_POLYGON name will be the group name without the ~ZONE_POLYGON tag. --- --- So, you can search yourself for the ZONE_POLYGON by using the @{#ZONE_POLYGON.FindByName}() method. --- In this example, `local PolygonZone = ZONE_POLYGON:FindByName( "DefenseZone" )` would return the ZONE_POLYGON object --- that was created at mission startup, and reference it into the `PolygonZone` local object. --- --- Mission `ZON-510` shows a demonstration of this feature or method. --- --- This is especially handy if you want to quickly setup a SET_ZONE... --- So when you would declare `local SetZone = SET_ZONE:New():FilterPrefixes( "Defense" ):FilterStart()`, --- then SetZone would contain the ZONE_POLYGON object `DefenseZone` as part of the zone collection, --- without much scripting overhead!!! --- --- @field #ZONE_POLYGON -ZONE_POLYGON = { - ClassName="ZONE_POLYGON", - } - ---- Constructor to create a ZONE_POLYGON instance, taking the zone name and the @{Wrapper.Group#GROUP} defined within the Mission Editor. --- The @{Wrapper.Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON. --- @param #ZONE_POLYGON self --- @param #string ZoneName Name of the zone. --- @param Wrapper.Group#GROUP ZoneGroup The GROUP waypoints as defined within the Mission Editor define the polygon shape. --- @return #ZONE_POLYGON self -function ZONE_POLYGON:New( ZoneName, ZoneGroup ) - - local GroupPoints = ZoneGroup:GetTaskRoute() - - local self = BASE:Inherit( self, ZONE_POLYGON_BASE:New( ZoneName, GroupPoints ) ) - self:F( { ZoneName, ZoneGroup, self._.Polygon } ) - - -- Zone objects are added to the _DATABASE and SET_ZONE objects. - _EVENTDISPATCHER:CreateEventNewZone( self ) - - return self -end - - ---- Constructor to create a ZONE_POLYGON instance, taking the zone name and the **name** of the @{Wrapper.Group#GROUP} defined within the Mission Editor. --- The @{Wrapper.Group#GROUP} waypoints define the polygon corners. The first and the last point are automatically connected by ZONE_POLYGON. --- @param #ZONE_POLYGON self --- @param #string GroupName The group name of the GROUP defining the waypoints within the Mission Editor to define the polygon shape. --- @return #ZONE_POLYGON self -function ZONE_POLYGON:NewFromGroupName( GroupName ) - - local ZoneGroup = GROUP:FindByName( GroupName ) - - local GroupPoints = ZoneGroup:GetTaskRoute() - - local self = BASE:Inherit( self, ZONE_POLYGON_BASE:New( GroupName, GroupPoints ) ) - self:F( { GroupName, ZoneGroup, self._.Polygon } ) - - -- Zone objects are added to the _DATABASE and SET_ZONE objects. - _EVENTDISPATCHER:CreateEventNewZone( self ) - - return self -end - - ---- Find a polygon zone in the _DATABASE using the name of the polygon zone. --- @param #ZONE_POLYGON self --- @param #string ZoneName The name of the polygon zone. --- @return #ZONE_POLYGON self -function ZONE_POLYGON:FindByName( ZoneName ) - - local ZoneFound = _DATABASE:FindZone( ZoneName ) - return ZoneFound -end - -do -- ZONE_AIRBASE - - --- @type ZONE_AIRBASE - -- @extends #ZONE_RADIUS - - - --- The ZONE_AIRBASE class defines by a zone around a @{Wrapper.Airbase#AIRBASE} with a radius. - -- This class implements the inherited functions from @{Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties. - -- - -- @field #ZONE_AIRBASE - ZONE_AIRBASE = { - ClassName="ZONE_AIRBASE", - } - - - - --- Constructor to create a ZONE_AIRBASE instance, taking the zone name, a zone @{Wrapper.Airbase#AIRBASE} and a radius. - -- @param #ZONE_AIRBASE self - -- @param #string AirbaseName Name of the airbase. - -- @param DCS#Distance Radius (Optional)The radius of the zone in meters. Default 4000 meters. - -- @return #ZONE_AIRBASE self - function ZONE_AIRBASE:New( AirbaseName, Radius ) - - Radius=Radius or 4000 - - local Airbase = AIRBASE:FindByName( AirbaseName ) - - local self = BASE:Inherit( self, ZONE_RADIUS:New( AirbaseName, Airbase:GetVec2(), Radius ) ) - - self._.ZoneAirbase = Airbase - self._.ZoneVec2Cache = self._.ZoneAirbase:GetVec2() - - -- Zone objects are added to the _DATABASE and SET_ZONE objects. - _EVENTDISPATCHER:CreateEventNewZone( self ) - - return self - end - - --- Get the airbase as part of the ZONE_AIRBASE object. - -- @param #ZONE_AIRBASE self - -- @return Wrapper.Airbase#AIRBASE The airbase. - function ZONE_AIRBASE:GetAirbase() - return self._.ZoneAirbase - end - - --- Returns the current location of the @{Wrapper.Group}. - -- @param #ZONE_AIRBASE self - -- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Group} location. - function ZONE_AIRBASE:GetVec2() - self:F( self.ZoneName ) - - local ZoneVec2 = nil - - if self._.ZoneAirbase:IsAlive() then - ZoneVec2 = self._.ZoneAirbase:GetVec2() - self._.ZoneVec2Cache = ZoneVec2 - else - ZoneVec2 = self._.ZoneVec2Cache - end - - self:T( { ZoneVec2 } ) - - return ZoneVec2 - end - - --- Returns a random location within the zone of the @{Wrapper.Group}. - -- @param #ZONE_AIRBASE self - -- @return DCS#Vec2 The random location of the zone based on the @{Wrapper.Group} location. - function ZONE_AIRBASE:GetRandomVec2() - self:F( self.ZoneName ) - - local Point = {} - local Vec2 = self._.ZoneAirbase:GetVec2() - - local angle = math.random() * math.pi*2; - Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius(); - Point.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius(); - - self:T( { Point } ) - - return Point - end - - --- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. - -- @param #ZONE_AIRBASE self - -- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. - -- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. - -- @return Core.Point#POINT_VEC2 The @{Core.Point#POINT_VEC2} object reflecting the random 3D location within the zone. - function ZONE_AIRBASE:GetRandomPointVec2( inner, outer ) - self:F( self.ZoneName, inner, outer ) - - local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() ) - - self:T3( { PointVec2 } ) - - return PointVec2 - end - - -end ---- **Core** - Manages several databases containing templates, mission objects, and mission information. --- --- === --- --- ## Features: --- --- * During mission startup, scan the mission environment, and create / instantiate intelligently the different objects as defined within the mission. --- * Manage database of DCS Group templates (as modelled using the mission editor). --- - Group templates. --- - Unit templates. --- - Statics templates. --- * Manage database of @{Wrapper.Group#GROUP} objects alive in the mission. --- * Manage database of @{Wrapper.Unit#UNIT} objects alive in the mission. --- * Manage database of @{Wrapper.Static#STATIC} objects alive in the mission. --- * Manage database of players. --- * Manage database of client slots defined using the mission editor. --- * Manage database of airbases on the map, and from FARPs and ships as defined using the mission editor. --- * Manage database of countries. --- * Manage database of zone names. --- * Manage database of hits to units and statics. --- * Manage database of destroys of units and statics. --- * Manage database of @{Core.Zone#ZONE_BASE} objects. --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- === --- --- @module Core.Database --- @image Core_Database.JPG - - ---- @type DATABASE --- @extends Core.Base#BASE - ---- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator. --- --- Mission designers can use the DATABASE class to refer to: --- --- * STATICS --- * UNITS --- * GROUPS --- * CLIENTS --- * AIRBASES --- * PLAYERSJOINED --- * PLAYERS --- * CARGOS --- --- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor. --- --- The singleton object **_DATABASE** is automatically created by MOOSE, that administers all objects within the mission. --- Moose refers to **_DATABASE** within the framework extensively, but you can also refer to the _DATABASE object within your missions if required. --- --- @field #DATABASE -DATABASE = { - ClassName = "DATABASE", - Templates = { - Units = {}, - Groups = {}, - Statics = {}, - ClientsByName = {}, - ClientsByID = {}, - }, - UNITS = {}, - UNITS_Index = {}, - STATICS = {}, - GROUPS = {}, - PLAYERS = {}, - PLAYERSJOINED = {}, - PLAYERUNITS = {}, - CLIENTS = {}, - CARGOS = {}, - AIRBASES = {}, - COUNTRY_ID = {}, - COUNTRY_NAME = {}, - NavPoints = {}, - PLAYERSETTINGS = {}, - ZONENAMES = {}, - HITS = {}, - DESTROYS = {}, - ZONES = {}, -} - -local _DATABASECoalition = - { - [1] = "Red", - [2] = "Blue", - [3] = "Neutral", - } - -local _DATABASECategory = - { - ["plane"] = Unit.Category.AIRPLANE, - ["helicopter"] = Unit.Category.HELICOPTER, - ["vehicle"] = Unit.Category.GROUND_UNIT, - ["ship"] = Unit.Category.SHIP, - ["static"] = Unit.Category.STRUCTURE, - } - - ---- Creates a new DATABASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. --- @param #DATABASE self --- @return #DATABASE --- @usage --- -- Define a new DATABASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE. --- DBObject = DATABASE:New() -function DATABASE:New() - - -- Inherits from BASE - local self = BASE:Inherit( self, BASE:New() ) -- #DATABASE - - self:SetEventPriority( 1 ) - - self:HandleEvent( EVENTS.Birth, self._EventOnBirth ) - self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) - self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) - self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash ) - self:HandleEvent( EVENTS.Hit, self.AccountHits ) - self:HandleEvent( EVENTS.NewCargo ) - self:HandleEvent( EVENTS.DeleteCargo ) - self:HandleEvent( EVENTS.NewZone ) - self:HandleEvent( EVENTS.DeleteZone ) - - -- Follow alive players and clients - --self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit ) -- This is not working anymore!, handling this through the birth event. - self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit ) - - self:_RegisterTemplates() - self:_RegisterGroupsAndUnits() - self:_RegisterClients() - self:_RegisterStatics() - --self:_RegisterPlayers() - self:_RegisterAirbases() - - self.UNITS_Position = 0 - - --- @param #DATABASE self - local function CheckPlayers( self ) - - local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ), AlivePlayersNeutral = coalition.getPlayers( coalition.side.NEUTRAL )} - for CoalitionId, CoalitionData in pairs( CoalitionsData ) do - --self:E( { "CoalitionData:", CoalitionData } ) - for UnitId, UnitData in pairs( CoalitionData ) do - if UnitData and UnitData:isExist() then - - local UnitName = UnitData:getName() - local PlayerName = UnitData:getPlayerName() - local PlayerUnit = UNIT:Find( UnitData ) - --self:T( { "UnitData:", UnitData, UnitName, PlayerName, PlayerUnit } ) - - if PlayerName and PlayerName ~= "" then - if self.PLAYERS[PlayerName] == nil or self.PLAYERS[PlayerName] ~= UnitName then - --self:E( { "Add player for unit:", UnitName, PlayerName } ) - self:AddPlayer( UnitName, PlayerName ) - --_EVENTDISPATCHER:CreateEventPlayerEnterUnit( PlayerUnit ) - local Settings = SETTINGS:Set( PlayerName ) - Settings:SetPlayerMenu( PlayerUnit ) - end - end - end - end - end - end - - --self:E( "Scheduling" ) - --PlayerCheckSchedule = SCHEDULER:New( nil, CheckPlayers, { self }, 1, 1 ) - - return self -end - ---- Finds a Unit based on the Unit Name. --- @param #DATABASE self --- @param #string UnitName --- @return Wrapper.Unit#UNIT The found Unit. -function DATABASE:FindUnit( UnitName ) - - local UnitFound = self.UNITS[UnitName] - return UnitFound -end - - ---- Adds a Unit based on the Unit Name in the DATABASE. --- @param #DATABASE self -function DATABASE:AddUnit( DCSUnitName ) - - if not self.UNITS[DCSUnitName] then - local UnitRegister = UNIT:Register( DCSUnitName ) - self.UNITS[DCSUnitName] = UNIT:Register( DCSUnitName ) - - table.insert( self.UNITS_Index, DCSUnitName ) - end - - return self.UNITS[DCSUnitName] -end - - ---- Deletes a Unit from the DATABASE based on the Unit Name. --- @param #DATABASE self -function DATABASE:DeleteUnit( DCSUnitName ) - - self.UNITS[DCSUnitName] = nil -end - ---- Adds a Static based on the Static Name in the DATABASE. --- @param #DATABASE self -function DATABASE:AddStatic( DCSStaticName ) - - if not self.STATICS[DCSStaticName] then - self.STATICS[DCSStaticName] = STATIC:Register( DCSStaticName ) - return self.STATICS[DCSStaticName] - end - - return nil -end - - ---- Deletes a Static from the DATABASE based on the Static Name. --- @param #DATABASE self -function DATABASE:DeleteStatic( DCSStaticName ) - - --self.STATICS[DCSStaticName] = nil -end - ---- Finds a STATIC based on the StaticName. --- @param #DATABASE self --- @param #string StaticName --- @return Wrapper.Static#STATIC The found STATIC. -function DATABASE:FindStatic( StaticName ) - - local StaticFound = self.STATICS[StaticName] - return StaticFound -end - ---- Finds a AIRBASE based on the AirbaseName. --- @param #DATABASE self --- @param #string AirbaseName --- @return Wrapper.Airbase#AIRBASE The found AIRBASE. -function DATABASE:FindAirbase( AirbaseName ) - - local AirbaseFound = self.AIRBASES[AirbaseName] - return AirbaseFound -end - ---- Adds a Airbase based on the Airbase Name in the DATABASE. --- @param #DATABASE self --- @param #string AirbaseName The name of the airbase -function DATABASE:AddAirbase( AirbaseName ) - - if not self.AIRBASES[AirbaseName] then - self.AIRBASES[AirbaseName] = AIRBASE:Register( AirbaseName ) - end -end - - ---- Deletes a Airbase from the DATABASE based on the Airbase Name. --- @param #DATABASE self --- @param #string AirbaseName The name of the airbase -function DATABASE:DeleteAirbase( AirbaseName ) - - self.AIRBASES[AirbaseName] = nil -end - ---- Finds an AIRBASE based on the AirbaseName. --- @param #DATABASE self --- @param #string AirbaseName --- @return Wrapper.Airbase#AIRBASE The found AIRBASE. -function DATABASE:FindAirbase( AirbaseName ) - - local AirbaseFound = self.AIRBASES[AirbaseName] - return AirbaseFound -end - - -do -- Zones - - --- Finds a @{Zone} based on the zone name. - -- @param #DATABASE self - -- @param #string ZoneName The name of the zone. - -- @return Core.Zone#ZONE_BASE The found ZONE. - function DATABASE:FindZone( ZoneName ) - - local ZoneFound = self.ZONES[ZoneName] - return ZoneFound - end - - --- Adds a @{Zone} based on the zone name in the DATABASE. - -- @param #DATABASE self - -- @param #string ZoneName The name of the zone. - -- @param Core.Zone#ZONE_BASE Zone The zone. - function DATABASE:AddZone( ZoneName, Zone ) - - if not self.ZONES[ZoneName] then - self.ZONES[ZoneName] = Zone - end - end - - - --- Deletes a @{Zone} from the DATABASE based on the zone name. - -- @param #DATABASE self - -- @param #string ZoneName The name of the zone. - function DATABASE:DeleteZone( ZoneName ) - - self.ZONES[ZoneName] = nil - end - - --- Finds an @{Zone} based on the zone name in the DATABASE. - -- @param #DATABASE self - -- @param #string ZoneName - -- @return Core.Zone#ZONE_BASE The found @{Zone}. - function DATABASE:FindZone( ZoneName ) - - local ZoneFound = self.ZONES[ZoneName] - return ZoneFound - end - - - --- Private method that registers new ZONE_BASE derived objects within the DATABASE Object. - -- @param #DATABASE self - -- @return #DATABASE self - function DATABASE:_RegisterZones() - - for ZoneID, ZoneData in pairs( env.mission.triggers.zones ) do - local ZoneName = ZoneData.name - - self:I( { "Register ZONE:", Name = ZoneName } ) - local Zone = ZONE:New( ZoneName ) - self.ZONENAMES[ZoneName] = ZoneName - self:AddZone( ZoneName, Zone ) - end - - for ZoneGroupName, ZoneGroup in pairs( self.GROUPS ) do - if ZoneGroupName:match("#ZONE_POLYGON") then - local ZoneName1 = ZoneGroupName:match("(.*)#ZONE_POLYGON") - local ZoneName2 = ZoneGroupName:match(".*#ZONE_POLYGON(.*)") - local ZoneName = ZoneName1 .. ( ZoneName2 or "" ) - - self:I( { "Register ZONE_POLYGON:", Name = ZoneName } ) - local Zone_Polygon = ZONE_POLYGON:New( ZoneName, ZoneGroup ) - self.ZONENAMES[ZoneName] = ZoneName - self:AddZone( ZoneName, Zone_Polygon ) - end - end - - end - - -end -- zone - - -do -- cargo - - --- Adds a Cargo based on the Cargo Name in the DATABASE. - -- @param #DATABASE self - -- @param #string CargoName The name of the airbase - function DATABASE:AddCargo( Cargo ) - - if not self.CARGOS[Cargo.Name] then - self.CARGOS[Cargo.Name] = Cargo - end - end - - - --- Deletes a Cargo from the DATABASE based on the Cargo Name. - -- @param #DATABASE self - -- @param #string CargoName The name of the airbase - function DATABASE:DeleteCargo( CargoName ) - - self.CARGOS[CargoName] = nil - end - - --- Finds an CARGO based on the CargoName. - -- @param #DATABASE self - -- @param #string CargoName - -- @return Wrapper.Cargo#CARGO The found CARGO. - function DATABASE:FindCargo( CargoName ) - - local CargoFound = self.CARGOS[CargoName] - return CargoFound - end - - --- Checks if the Template name has a #CARGO tag. - -- If yes, the group is a cargo. - -- @param #DATABASE self - -- @param #string TemplateName - -- @return #boolean - function DATABASE:IsCargo( TemplateName ) - - TemplateName = env.getValueDictByKey( TemplateName ) - - local Cargo = TemplateName:match( "#(CARGO)" ) - - return Cargo and Cargo == "CARGO" - end - - --- Private method that registers new Static Templates within the DATABASE Object. - -- @param #DATABASE self - -- @return #DATABASE self - function DATABASE:_RegisterCargos() - - local Groups = UTILS.DeepCopy( self.GROUPS ) -- This is a very important statement. CARGO_GROUP:New creates a new _DATABASE.GROUP entry, which will confuse the loop. I searched 4 hours on this to find the bug! - - for CargoGroupName, CargoGroup in pairs( Groups ) do - self:I( { Cargo = CargoGroupName } ) - if self:IsCargo( CargoGroupName ) then - local CargoInfo = CargoGroupName:match("#CARGO(.*)") - local CargoParam = CargoInfo and CargoInfo:match( "%((.*)%)") - local CargoName1 = CargoGroupName:match("(.*)#CARGO%(.*%)") - local CargoName2 = CargoGroupName:match(".*#CARGO%(.*%)(.*)") - local CargoName = CargoName1 .. ( CargoName2 or "" ) - local Type = CargoParam and CargoParam:match( "T=([%a%d ]+),?") - local Name = CargoParam and CargoParam:match( "N=([%a%d]+),?") or CargoName - local LoadRadius = CargoParam and tonumber( CargoParam:match( "RR=([%a%d]+),?") ) - local NearRadius = CargoParam and tonumber( CargoParam:match( "NR=([%a%d]+),?") ) - - self:I({"Register CargoGroup:",Type=Type,Name=Name,LoadRadius=LoadRadius,NearRadius=NearRadius}) - CARGO_GROUP:New( CargoGroup, Type, Name, LoadRadius, NearRadius ) - end - end - - for CargoStaticName, CargoStatic in pairs( self.STATICS ) do - if self:IsCargo( CargoStaticName ) then - local CargoInfo = CargoStaticName:match("#CARGO(.*)") - local CargoParam = CargoInfo and CargoInfo:match( "%((.*)%)") - local CargoName = CargoStaticName:match("(.*)#CARGO") - local Type = CargoParam and CargoParam:match( "T=([%a%d ]+),?") - local Category = CargoParam and CargoParam:match( "C=([%a%d ]+),?") - local Name = CargoParam and CargoParam:match( "N=([%a%d]+),?") or CargoName - local LoadRadius = CargoParam and tonumber( CargoParam:match( "RR=([%a%d]+),?") ) - local NearRadius = CargoParam and tonumber( CargoParam:match( "NR=([%a%d]+),?") ) - - if Category == "SLING" then - self:I({"Register CargoSlingload:",Type=Type,Name=Name,LoadRadius=LoadRadius,NearRadius=NearRadius}) - CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius ) - else - if Category == "CRATE" then - self:I({"Register CargoCrate:",Type=Type,Name=Name,LoadRadius=LoadRadius,NearRadius=NearRadius}) - CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius ) - end - end - end - end - - end - -end -- cargo - ---- Finds a CLIENT based on the ClientName. --- @param #DATABASE self --- @param #string ClientName --- @return Wrapper.Client#CLIENT The found CLIENT. -function DATABASE:FindClient( ClientName ) - - local ClientFound = self.CLIENTS[ClientName] - return ClientFound -end - - ---- Adds a CLIENT based on the ClientName in the DATABASE. --- @param #DATABASE self -function DATABASE:AddClient( ClientName ) - - if not self.CLIENTS[ClientName] then - self.CLIENTS[ClientName] = CLIENT:Register( ClientName ) - end - - return self.CLIENTS[ClientName] -end - - ---- Finds a GROUP based on the GroupName. --- @param #DATABASE self --- @param #string GroupName --- @return Wrapper.Group#GROUP The found GROUP. -function DATABASE:FindGroup( GroupName ) - - local GroupFound = self.GROUPS[GroupName] - return GroupFound -end - - ---- Adds a GROUP based on the GroupName in the DATABASE. --- @param #DATABASE self -function DATABASE:AddGroup( GroupName ) - - if not self.GROUPS[GroupName] then - self:I( { "Add GROUP:", GroupName } ) - self.GROUPS[GroupName] = GROUP:Register( GroupName ) - end - - return self.GROUPS[GroupName] -end - ---- Adds a player based on the Player Name in the DATABASE. --- @param #DATABASE self -function DATABASE:AddPlayer( UnitName, PlayerName ) - - if PlayerName then - self:I( { "Add player for unit:", UnitName, PlayerName } ) - self.PLAYERS[PlayerName] = UnitName - self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName ) - self.PLAYERSJOINED[PlayerName] = PlayerName - end -end - ---- Deletes a player from the DATABASE based on the Player Name. --- @param #DATABASE self -function DATABASE:DeletePlayer( UnitName, PlayerName ) - - if PlayerName then - self:I( { "Clean player:", PlayerName } ) - self.PLAYERS[PlayerName] = nil - self.PLAYERUNITS[PlayerName] = nil - end -end - ---- Get the player table from the DATABASE. --- The player table contains all unit names with the key the name of the player (PlayerName). --- @param #DATABASE self --- @usage --- local Players = _DATABASE:GetPlayers() --- for PlayerName, UnitName in pairs( Players ) do --- .. --- end -function DATABASE:GetPlayers() - return self.PLAYERS -end - - ---- Get the player table from the DATABASE, which contains all UNIT objects. --- The player table contains all UNIT objects of the player with the key the name of the player (PlayerName). --- @param #DATABASE self --- @usage --- local PlayerUnits = _DATABASE:GetPlayerUnits() --- for PlayerName, PlayerUnit in pairs( PlayerUnits ) do --- .. --- end -function DATABASE:GetPlayerUnits() - return self.PLAYERUNITS -end - - ---- Get the player table from the DATABASE which have joined in the mission historically. --- The player table contains all UNIT objects with the key the name of the player (PlayerName). --- @param #DATABASE self --- @usage --- local PlayersJoined = _DATABASE:GetPlayersJoined() --- for PlayerName, PlayerUnit in pairs( PlayersJoined ) do --- .. --- end -function DATABASE:GetPlayersJoined() - return self.PLAYERSJOINED -end - - ---- Instantiate new Groups within the DCSRTE. --- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined: --- SpawnCountryID, SpawnCategoryID --- This method is used by the SPAWN class. --- @param #DATABASE self --- @param #table SpawnTemplate Template of the group to spawn. --- @return Wrapper.Group#GROUP Spawned group. -function DATABASE:Spawn( SpawnTemplate ) - self:F( SpawnTemplate.name ) - - self:T( { SpawnTemplate.SpawnCountryID, SpawnTemplate.SpawnCategoryID } ) - - -- Copy the spawn variables of the template in temporary storage, nullify, and restore the spawn variables. - local SpawnCoalitionID = SpawnTemplate.CoalitionID - local SpawnCountryID = SpawnTemplate.CountryID - local SpawnCategoryID = SpawnTemplate.CategoryID - - -- Nullify - SpawnTemplate.CoalitionID = nil - SpawnTemplate.CountryID = nil - SpawnTemplate.CategoryID = nil - - self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID ) - - self:T3( SpawnTemplate ) - coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate ) - - -- Restore - SpawnTemplate.CoalitionID = SpawnCoalitionID - SpawnTemplate.CountryID = SpawnCountryID - SpawnTemplate.CategoryID = SpawnCategoryID - - -- Ensure that for the spawned group and its units, there are GROUP and UNIT objects created in the DATABASE. - local SpawnGroup = self:AddGroup( SpawnTemplate.name ) - for UnitID, UnitData in pairs( SpawnTemplate.units ) do - self:AddUnit( UnitData.name ) - end - - return SpawnGroup -end - ---- Set a status to a Group within the Database, this to check crossing events for example. -function DATABASE:SetStatusGroup( GroupName, Status ) - self:F2( Status ) - - self.Templates.Groups[GroupName].Status = Status -end - ---- Get a status to a Group within the Database, this to check crossing events for example. -function DATABASE:GetStatusGroup( GroupName ) - self:F2( Status ) - - if self.Templates.Groups[GroupName] then - return self.Templates.Groups[GroupName].Status - else - return "" - end -end - ---- Private method that registers new Group Templates within the DATABASE Object. --- @param #DATABASE self --- @param #table GroupTemplate --- @param DCS#coalition.side CoalitionSide The coalition.side of the object. --- @param DCS#Object.Category CategoryID The Object.category of the object. --- @param DCS#country.id CountryID the country.id of the object --- @return #DATABASE self -function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, CategoryID, CountryID, GroupName ) - - local GroupTemplateName = GroupName or env.getValueDictByKey( GroupTemplate.name ) - - if not self.Templates.Groups[GroupTemplateName] then - self.Templates.Groups[GroupTemplateName] = {} - self.Templates.Groups[GroupTemplateName].Status = nil - end - - -- Delete the spans from the route, it is not needed and takes memory. - if GroupTemplate.route and GroupTemplate.route.spans then - GroupTemplate.route.spans = nil - end - - GroupTemplate.CategoryID = CategoryID - GroupTemplate.CoalitionID = CoalitionSide - GroupTemplate.CountryID = CountryID - - self.Templates.Groups[GroupTemplateName].GroupName = GroupTemplateName - self.Templates.Groups[GroupTemplateName].Template = GroupTemplate - self.Templates.Groups[GroupTemplateName].groupId = GroupTemplate.groupId - self.Templates.Groups[GroupTemplateName].UnitCount = #GroupTemplate.units - self.Templates.Groups[GroupTemplateName].Units = GroupTemplate.units - self.Templates.Groups[GroupTemplateName].CategoryID = CategoryID - self.Templates.Groups[GroupTemplateName].CoalitionID = CoalitionSide - self.Templates.Groups[GroupTemplateName].CountryID = CountryID - - local UnitNames = {} - - for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do - - UnitTemplate.name = env.getValueDictByKey(UnitTemplate.name) - - self.Templates.Units[UnitTemplate.name] = {} - self.Templates.Units[UnitTemplate.name].UnitName = UnitTemplate.name - self.Templates.Units[UnitTemplate.name].Template = UnitTemplate - self.Templates.Units[UnitTemplate.name].GroupName = GroupTemplateName - self.Templates.Units[UnitTemplate.name].GroupTemplate = GroupTemplate - self.Templates.Units[UnitTemplate.name].GroupId = GroupTemplate.groupId - self.Templates.Units[UnitTemplate.name].CategoryID = CategoryID - self.Templates.Units[UnitTemplate.name].CoalitionID = CoalitionSide - self.Templates.Units[UnitTemplate.name].CountryID = CountryID - - if UnitTemplate.skill and (UnitTemplate.skill == "Client" or UnitTemplate.skill == "Player") then - self.Templates.ClientsByName[UnitTemplate.name] = UnitTemplate - self.Templates.ClientsByName[UnitTemplate.name].CategoryID = CategoryID - self.Templates.ClientsByName[UnitTemplate.name].CoalitionID = CoalitionSide - self.Templates.ClientsByName[UnitTemplate.name].CountryID = CountryID - self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate - end - - UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName - end - - self:I( { Group = self.Templates.Groups[GroupTemplateName].GroupName, - Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID, - Category = self.Templates.Groups[GroupTemplateName].CategoryID, - Country = self.Templates.Groups[GroupTemplateName].CountryID, - Units = UnitNames - } - ) -end - -function DATABASE:GetGroupTemplate( GroupName ) - local GroupTemplate = self.Templates.Groups[GroupName].Template - GroupTemplate.SpawnCoalitionID = self.Templates.Groups[GroupName].CoalitionID - GroupTemplate.SpawnCategoryID = self.Templates.Groups[GroupName].CategoryID - GroupTemplate.SpawnCountryID = self.Templates.Groups[GroupName].CountryID - return GroupTemplate -end - ---- Private method that registers new Static Templates within the DATABASE Object. --- @param #DATABASE self --- @param #table StaticTemplate --- @return #DATABASE self -function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID ) - - local StaticTemplate = UTILS.DeepCopy( StaticTemplate ) - - local StaticTemplateName = env.getValueDictByKey(StaticTemplate.name) - - self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {} - - StaticTemplate.CategoryID = CategoryID - StaticTemplate.CoalitionID = CoalitionID - StaticTemplate.CountryID = CountryID - - self.Templates.Statics[StaticTemplateName].StaticName = StaticTemplateName - self.Templates.Statics[StaticTemplateName].GroupTemplate = StaticTemplate - self.Templates.Statics[StaticTemplateName].UnitTemplate = StaticTemplate.units[1] - self.Templates.Statics[StaticTemplateName].CategoryID = CategoryID - self.Templates.Statics[StaticTemplateName].CoalitionID = CoalitionID - self.Templates.Statics[StaticTemplateName].CountryID = CountryID - - self:I( { Static = self.Templates.Statics[StaticTemplateName].StaticName, - Coalition = self.Templates.Statics[StaticTemplateName].CoalitionID, - Category = self.Templates.Statics[StaticTemplateName].CategoryID, - Country = self.Templates.Statics[StaticTemplateName].CountryID - } - ) - - self:AddStatic( StaticTemplateName ) - -end - - ---- @param #DATABASE self -function DATABASE:GetStaticGroupTemplate( StaticName ) - local StaticTemplate = self.Templates.Statics[StaticName].GroupTemplate - return StaticTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID -end - ---- @param #DATABASE self -function DATABASE:GetStaticUnitTemplate( StaticName ) - local UnitTemplate = self.Templates.Statics[StaticName].UnitTemplate - return UnitTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID -end - - -function DATABASE:GetGroupNameFromUnitName( UnitName ) - return self.Templates.Units[UnitName].GroupName -end - -function DATABASE:GetGroupTemplateFromUnitName( UnitName ) - return self.Templates.Units[UnitName].GroupTemplate -end - -function DATABASE:GetCoalitionFromClientTemplate( ClientName ) - return self.Templates.ClientsByName[ClientName].CoalitionID -end - -function DATABASE:GetCategoryFromClientTemplate( ClientName ) - return self.Templates.ClientsByName[ClientName].CategoryID -end - -function DATABASE:GetCountryFromClientTemplate( ClientName ) - return self.Templates.ClientsByName[ClientName].CountryID -end - ---- Airbase - -function DATABASE:GetCoalitionFromAirbase( AirbaseName ) - return self.AIRBASES[AirbaseName]:GetCoalition() -end - -function DATABASE:GetCategoryFromAirbase( AirbaseName ) - return self.AIRBASES[AirbaseName]:GetCategory() -end - - - ---- Private method that registers all alive players in the mission. --- @param #DATABASE self --- @return #DATABASE self -function DATABASE:_RegisterPlayers() - - local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ), AlivePlayersNeutral = coalition.getPlayers( coalition.side.NEUTRAL ) } - for CoalitionId, CoalitionData in pairs( CoalitionsData ) do - for UnitId, UnitData in pairs( CoalitionData ) do - self:T3( { "UnitData:", UnitData } ) - if UnitData and UnitData:isExist() then - local UnitName = UnitData:getName() - local PlayerName = UnitData:getPlayerName() - if not self.PLAYERS[PlayerName] then - self:I( { "Add player for unit:", UnitName, PlayerName } ) - self:AddPlayer( UnitName, PlayerName ) - end - end - end - end - - return self -end - - ---- Private method that registers all Groups and Units within in the mission. --- @param #DATABASE self --- @return #DATABASE self -function DATABASE:_RegisterGroupsAndUnits() - - local CoalitionsData = { GroupsRed = coalition.getGroups( coalition.side.RED ), GroupsBlue = coalition.getGroups( coalition.side.BLUE ), GroupsNeutral = coalition.getGroups( coalition.side.NEUTRAL ) } - for CoalitionId, CoalitionData in pairs( CoalitionsData ) do - for DCSGroupId, DCSGroup in pairs( CoalitionData ) do - - if DCSGroup:isExist() then - local DCSGroupName = DCSGroup:getName() - - self:I( { "Register Group:", DCSGroupName } ) - self:AddGroup( DCSGroupName ) - - for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do - - local DCSUnitName = DCSUnit:getName() - self:I( { "Register Unit:", DCSUnitName } ) - self:AddUnit( DCSUnitName ) - end - else - self:E( { "Group does not exist: ", DCSGroup } ) - end - - end - end - - self:I("Groups:") - for GroupName, Group in pairs( self.GROUPS ) do - self:I( { "Group:", GroupName } ) - end - - return self -end - ---- Private method that registers all Units of skill Client or Player within in the mission. --- @param #DATABASE self --- @return #DATABASE self -function DATABASE:_RegisterClients() - - for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do - self:I( { "Register Client:", ClientName } ) - self:AddClient( ClientName ) - end - - return self -end - ---- @param #DATABASE self -function DATABASE:_RegisterStatics() - - local CoalitionsData = { GroupsRed = coalition.getStaticObjects( coalition.side.RED ), GroupsBlue = coalition.getStaticObjects( coalition.side.BLUE ) } - self:I( { Statics = CoalitionsData } ) - for CoalitionId, CoalitionData in pairs( CoalitionsData ) do - for DCSStaticId, DCSStatic in pairs( CoalitionData ) do - - if DCSStatic:isExist() then - local DCSStaticName = DCSStatic:getName() - - self:I( { "Register Static:", DCSStaticName } ) - self:AddStatic( DCSStaticName ) - else - self:E( { "Static does not exist: ", DCSStatic } ) - end - end - end - - return self -end - ---- @param #DATABASE self -function DATABASE:_RegisterAirbases() - - local CoalitionsData = { AirbasesRed = coalition.getAirbases( coalition.side.RED ), AirbasesBlue = coalition.getAirbases( coalition.side.BLUE ), AirbasesNeutral = coalition.getAirbases( coalition.side.NEUTRAL ) } - for CoalitionId, CoalitionData in pairs( CoalitionsData ) do - for DCSAirbaseId, DCSAirbase in pairs( CoalitionData ) do - - local DCSAirbaseName = DCSAirbase:getName() - - self:I( { "Register Airbase:", DCSAirbaseName, DCSAirbase:getID() } ) - self:AddAirbase( DCSAirbaseName ) - end - end - - return self -end - - ---- Events - ---- Handles the OnBirth event for the alive units set. --- @param #DATABASE self --- @param Core.Event#EVENTDATA Event -function DATABASE:_EventOnBirth( Event ) - self:F2( { Event } ) - - if Event.IniDCSUnit then - if Event.IniObjectCategory == 3 then - self:AddStatic( Event.IniDCSUnitName ) - else - if Event.IniObjectCategory == 1 then - self:AddUnit( Event.IniDCSUnitName ) - self:AddGroup( Event.IniDCSGroupName ) - end - end - if Event.IniObjectCategory == 1 then - Event.IniUnit = self:FindUnit( Event.IniDCSUnitName ) - Event.IniGroup = self:FindGroup( Event.IniDCSGroupName ) - local PlayerName = Event.IniUnit:GetPlayerName() - if PlayerName then - self:I( { "Player Joined:", PlayerName } ) - if not self.PLAYERS[PlayerName] then - self:AddPlayer( Event.IniUnitName, PlayerName ) - end - local Settings = SETTINGS:Set( PlayerName ) - Settings:SetPlayerMenu( Event.IniUnit ) - --MENU_INDEX:Refresh( Event.IniGroup ) - end - end - end -end - - ---- Handles the OnDead or OnCrash event for alive units set. --- @param #DATABASE self --- @param Core.Event#EVENTDATA Event -function DATABASE:_EventOnDeadOrCrash( Event ) - self:F2( { Event } ) - - if Event.IniDCSUnit then - if Event.IniObjectCategory == 3 then - if self.STATICS[Event.IniDCSUnitName] then - self:DeleteStatic( Event.IniDCSUnitName ) - end - else - if Event.IniObjectCategory == 1 then - if self.UNITS[Event.IniDCSUnitName] then - self:DeleteUnit( Event.IniDCSUnitName ) - end - end - end - end - - self:AccountDestroys( Event ) -end - - ---- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied). --- @param #DATABASE self --- @param Core.Event#EVENTDATA Event -function DATABASE:_EventOnPlayerEnterUnit( Event ) - self:F2( { Event } ) - - if Event.IniDCSUnit then - if Event.IniObjectCategory == 1 then - self:AddUnit( Event.IniDCSUnitName ) - Event.IniUnit = self:FindUnit( Event.IniDCSUnitName ) - self:AddGroup( Event.IniDCSGroupName ) - local PlayerName = Event.IniDCSUnit:getPlayerName() - if not self.PLAYERS[PlayerName] then - self:AddPlayer( Event.IniDCSUnitName, PlayerName ) - end - local Settings = SETTINGS:Set( PlayerName ) - Settings:SetPlayerMenu( Event.IniUnit ) - end - end -end - - ---- Handles the OnPlayerLeaveUnit event to clean the active players table. --- @param #DATABASE self --- @param Core.Event#EVENTDATA Event -function DATABASE:_EventOnPlayerLeaveUnit( Event ) - self:F2( { Event } ) - - if Event.IniUnit then - if Event.IniObjectCategory == 1 then - local PlayerName = Event.IniUnit:GetPlayerName() - if PlayerName and self.PLAYERS[PlayerName] then - self:I( { "Player Left:", PlayerName } ) - local Settings = SETTINGS:Set( PlayerName ) - Settings:RemovePlayerMenu( Event.IniUnit ) - self:DeletePlayer( Event.IniUnit, PlayerName ) - end - end - end -end - ---- Iterators - ---- Iterate the DATABASE and call an iterator function for the given set, providing the Object for each element within the set and optional parameters. --- @param #DATABASE self --- @param #function IteratorFunction The function that will be called when there is an alive player in the database. --- @return #DATABASE self -function DATABASE:ForEach( IteratorFunction, FinalizeFunction, arg, Set ) - self:F2( arg ) - - local function CoRoutine() - local Count = 0 - for ObjectID, Object in pairs( Set ) do - self:T2( Object ) - IteratorFunction( Object, unpack( arg ) ) - Count = Count + 1 --- if Count % 100 == 0 then --- coroutine.yield( false ) --- end - end - return true - end - --- local co = coroutine.create( CoRoutine ) - local co = CoRoutine - - local function Schedule() - --- local status, res = coroutine.resume( co ) - local status, res = co() - self:T3( { status, res } ) - - if status == false then - error( res ) - end - if res == false then - return true -- resume next time the loop - end - if FinalizeFunction then - FinalizeFunction( unpack( arg ) ) - end - return false - end - - local Scheduler = SCHEDULER:New( self, Schedule, {}, 0.001, 0.001, 0 ) - - return self -end - - ---- Iterate the DATABASE and call an iterator function for each **alive** STATIC, providing the STATIC and optional parameters. --- @param #DATABASE self --- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a STATIC parameter. --- @return #DATABASE self -function DATABASE:ForEachStatic( IteratorFunction, FinalizeFunction, ... ) --R2.1 - self:F2( arg ) - - self:ForEach( IteratorFunction, FinalizeFunction, arg, self.STATICS ) - - return self -end - - ---- Iterate the DATABASE and call an iterator function for each **alive** UNIT, providing the UNIT and optional parameters. --- @param #DATABASE self --- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter. --- @return #DATABASE self -function DATABASE:ForEachUnit( IteratorFunction, FinalizeFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, FinalizeFunction, arg, self.UNITS ) - - return self -end - - ---- Iterate the DATABASE and call an iterator function for each **alive** GROUP, providing the GROUP and optional parameters. --- @param #DATABASE self --- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a GROUP parameter. --- @return #DATABASE self -function DATABASE:ForEachGroup( IteratorFunction, FinalizeFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, FinalizeFunction, arg, self.GROUPS ) - - return self -end - - ---- Iterate the DATABASE and call an iterator function for each **ALIVE** player, providing the player name and optional parameters. --- @param #DATABASE self --- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name. --- @return #DATABASE self -function DATABASE:ForEachPlayer( IteratorFunction, FinalizeFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, FinalizeFunction, arg, self.PLAYERS ) - - return self -end - - ---- Iterate the DATABASE and call an iterator function for each player who has joined the mission, providing the Unit of the player and optional parameters. --- @param #DATABASE self --- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter. --- @return #DATABASE self -function DATABASE:ForEachPlayerJoined( IteratorFunction, FinalizeFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, FinalizeFunction, arg, self.PLAYERSJOINED ) - - return self -end - ---- Iterate the DATABASE and call an iterator function for each **ALIVE** player UNIT, providing the player UNIT and optional parameters. --- @param #DATABASE self --- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name. --- @return #DATABASE self -function DATABASE:ForEachPlayerUnit( IteratorFunction, FinalizeFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, FinalizeFunction, arg, self.PLAYERUNITS ) - - return self -end - - ---- Iterate the DATABASE and call an iterator function for each CLIENT, providing the CLIENT to the function and optional parameters. --- @param #DATABASE self --- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter. --- @return #DATABASE self -function DATABASE:ForEachClient( IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self.CLIENTS ) - - return self -end - ---- Iterate the DATABASE and call an iterator function for each CARGO, providing the CARGO object to the function and optional parameters. --- @param #DATABASE self --- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a CLIENT parameter. --- @return #DATABASE self -function DATABASE:ForEachCargo( IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self.CARGOS ) - - return self -end - - ---- Handles the OnEventNewCargo event. --- @param #DATABASE self --- @param Core.Event#EVENTDATA EventData -function DATABASE:OnEventNewCargo( EventData ) - self:F2( { EventData } ) - - if EventData.Cargo then - self:AddCargo( EventData.Cargo ) - end -end - - ---- Handles the OnEventDeleteCargo. --- @param #DATABASE self --- @param Core.Event#EVENTDATA EventData -function DATABASE:OnEventDeleteCargo( EventData ) - self:F2( { EventData } ) - - if EventData.Cargo then - self:DeleteCargo( EventData.Cargo.Name ) - end -end - - ---- Handles the OnEventNewZone event. --- @param #DATABASE self --- @param Core.Event#EVENTDATA EventData -function DATABASE:OnEventNewZone( EventData ) - self:F2( { EventData } ) - - if EventData.Zone then - self:AddZone( EventData.Zone ) - end -end - - ---- Handles the OnEventDeleteZone. --- @param #DATABASE self --- @param Core.Event#EVENTDATA EventData -function DATABASE:OnEventDeleteZone( EventData ) - self:F2( { EventData } ) - - if EventData.Zone then - self:DeleteZone( EventData.Zone.ZoneName ) - end -end - - - ---- Gets the player settings --- @param #DATABASE self --- @param #string PlayerName --- @return Core.Settings#SETTINGS -function DATABASE:GetPlayerSettings( PlayerName ) - self:F2( { PlayerName } ) - return self.PLAYERSETTINGS[PlayerName] -end - - ---- Sets the player settings --- @param #DATABASE self --- @param #string PlayerName --- @param Core.Settings#SETTINGS Settings --- @return Core.Settings#SETTINGS -function DATABASE:SetPlayerSettings( PlayerName, Settings ) - self:F2( { PlayerName, Settings } ) - self.PLAYERSETTINGS[PlayerName] = Settings -end - - - - ---- @param #DATABASE self -function DATABASE:_RegisterTemplates() - self:F2() - - self.Navpoints = {} - self.UNITS = {} - --Build routines.db.units and self.Navpoints - for CoalitionName, coa_data in pairs(env.mission.coalition) do - self:T({CoalitionName=CoalitionName}) - - if (CoalitionName == 'red' or CoalitionName == 'blue' or CoalitionName == 'neutrals') and type(coa_data) == 'table' then - --self.Units[coa_name] = {} - - local CoalitionSide = coalition.side[string.upper(CoalitionName)] - if CoalitionName=="red" then - CoalitionSide=coalition.side.NEUTRAL - elseif CoalitionName=="blue" then - CoalitionSide=coalition.side.BLUE - else - CoalitionSide=coalition.side.NEUTRAL - end - - -- build nav points DB - self.Navpoints[CoalitionName] = {} - if coa_data.nav_points then --navpoints - for nav_ind, nav_data in pairs(coa_data.nav_points) do - - if type(nav_data) == 'table' then - self.Navpoints[CoalitionName][nav_ind] = routines.utils.deepCopy(nav_data) - - self.Navpoints[CoalitionName][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory. - self.Navpoints[CoalitionName][nav_ind]['point'] = {} -- point is used by SSE, support it. - self.Navpoints[CoalitionName][nav_ind]['point']['x'] = nav_data.x - self.Navpoints[CoalitionName][nav_ind]['point']['y'] = 0 - self.Navpoints[CoalitionName][nav_ind]['point']['z'] = nav_data.y - end - end - end - - ------------------------------------------------- - if coa_data.country then --there is a country table - for cntry_id, cntry_data in pairs(coa_data.country) do - - local CountryName = string.upper(cntry_data.name) - local CountryID = cntry_data.id - - self.COUNTRY_ID[CountryName] = CountryID - self.COUNTRY_NAME[CountryID] = CountryName - - --self.Units[coa_name][countryName] = {} - --self.Units[coa_name][countryName]["countryId"] = cntry_data.id - - if type(cntry_data) == 'table' then --just making sure - - for obj_type_name, obj_type_data in pairs(cntry_data) do - - if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then --should be an unncessary check - - local CategoryName = obj_type_name - - if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then --there's a group! - - --self.Units[coa_name][countryName][category] = {} - - for group_num, Template in pairs(obj_type_data.group) do - - if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group - self:_RegisterGroupTemplate( - Template, - CoalitionSide, - _DATABASECategory[string.lower(CategoryName)], - CountryID - ) - else - self:_RegisterStaticTemplate( - Template, - CoalitionSide, - _DATABASECategory[string.lower(CategoryName)], - CountryID - ) - end --if GroupTemplate and GroupTemplate.units then - end --for group_num, GroupTemplate in pairs(obj_type_data.group) do - end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then - end --if obj_type_name == "helicopter" or obj_type_name == "ship" or obj_type_name == "plane" or obj_type_name == "vehicle" or obj_type_name == "static" then - end --for obj_type_name, obj_type_data in pairs(cntry_data) do - end --if type(cntry_data) == 'table' then - end --for cntry_id, cntry_data in pairs(coa_data.country) do - end --if coa_data.country then --there is a country table - end --if coa_name == 'red' or coa_name == 'blue' and type(coa_data) == 'table' then - end --for coa_name, coa_data in pairs(mission.coalition) do - - return self -end - - --- Account the Hits of the Players. - -- @param #DATABASE self - -- @param Core.Event#EVENTDATA Event - function DATABASE:AccountHits( Event ) - self:F( { Event } ) - - if Event.IniPlayerName ~= nil then -- It is a player that is hitting something - self:T( "Hitting Something" ) - - -- What is he hitting? - if Event.TgtCategory then - - -- A target got hit - self.HITS[Event.TgtUnitName] = self.HITS[Event.TgtUnitName] or {} - local Hit = self.HITS[Event.TgtUnitName] - - Hit.Players = Hit.Players or {} - Hit.Players[Event.IniPlayerName] = true - end - end - - -- It is a weapon initiated by a player, that is hitting something - -- This seems to occur only with scenery and static objects. - if Event.WeaponPlayerName ~= nil then - self:T( "Hitting Scenery" ) - - -- What is he hitting? - if Event.TgtCategory then - - if Event.IniCoalition then -- A coalition object was hit, probably a static. - -- A target got hit - self.HITS[Event.TgtUnitName] = self.HITS[Event.TgtUnitName] or {} - local Hit = self.HITS[Event.TgtUnitName] - - Hit.Players = Hit.Players or {} - Hit.Players[Event.WeaponPlayerName] = true - else -- A scenery object was hit. - end - end - end - end - - --- Account the destroys. - -- @param #DATABASE self - -- @param Core.Event#EVENTDATA Event - function DATABASE:AccountDestroys( Event ) - self:F( { Event } ) - - local TargetUnit = nil - local TargetGroup = nil - local TargetUnitName = "" - local TargetGroupName = "" - local TargetPlayerName = "" - local TargetCoalition = nil - local TargetCategory = nil - local TargetType = nil - local TargetUnitCoalition = nil - local TargetUnitCategory = nil - local TargetUnitType = nil - - if Event.IniDCSUnit then - - TargetUnit = Event.IniUnit - TargetUnitName = Event.IniDCSUnitName - TargetGroup = Event.IniDCSGroup - TargetGroupName = Event.IniDCSGroupName - TargetPlayerName = Event.IniPlayerName - - TargetCoalition = Event.IniCoalition - --TargetCategory = TargetUnit:getCategory() - --TargetCategory = TargetUnit:getDesc().category -- Workaround - TargetCategory = Event.IniCategory - TargetType = Event.IniTypeName - - TargetUnitType = TargetType - - self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType } ) - end - - local Destroyed = false - - -- What is the player destroying? - if self.HITS[Event.IniUnitName] then -- Was there a hit for this unit for this player before registered??? - self.DESTROYS[Event.IniUnitName] = self.DESTROYS[Event.IniUnitName] or {} - self.DESTROYS[Event.IniUnitName] = true - end - end - - - - - ---- **Core** - Define collections of objects to perform bulk actions and logically group objects. --- --- === --- --- ## Features: --- --- * Dynamically maintain collections of objects. --- * Manually modify the collection, by adding or removing objects. --- * Collections of different types. --- * Validate the presence of objects in the collection. --- * Perform bulk actions on collection. --- --- === --- --- Group objects or data of the same type into a collection, which is either: --- --- * Manually managed using the **:Add...()** or **:Remove...()** methods. The initial SET can be filtered with the **@{#SET_BASE.FilterOnce}()** method. --- * Dynamically updated when new objects are created or objects are destroyed using the **@{#SET_BASE.FilterStart}()** method. --- --- Various types of SET_ classes are available: --- --- * @{#SET_GROUP}: Defines a collection of @{Wrapper.Group}s filtered by filter criteria. --- * @{#SET_UNIT}: Defines a colleciton of @{Wrapper.Unit}s filtered by filter criteria. --- * @{#SET_STATIC}: Defines a collection of @{Wrapper.Static}s filtered by filter criteria. --- * @{#SET_CLIENT}: Defines a collection of @{Client}s filterd by filter criteria. --- * @{#SET_AIRBASE}: Defines a collection of @{Wrapper.Airbase}s filtered by filter criteria. --- * @{#SET_CARGO}: Defines a collection of @{Cargo.Cargo}s filtered by filter criteria. --- * @{#SET_ZONE}: Defines a collection of @{Core.Zone}s filtered by filter criteria. --- --- These classes are derived from @{#SET_BASE}, which contains the main methods to manage the collections. --- --- A multitude of other methods are available in the individual set classes that allow to: --- --- * Validate the presence of objects in the SET. --- * Trigger events when objects in the SET change a zone presence. --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- === --- --- @module Core.Set --- @image Core_Sets.JPG - - -do -- SET_BASE - - --- @type SET_BASE - -- @field #table Filter - -- @field #table Set - -- @field #table List - -- @field Core.Scheduler#SCHEDULER CallScheduler - -- @extends Core.Base#BASE - - - --- The @{Core.Set#SET_BASE} class defines the core functions that define a collection of objects. - -- A SET provides iterators to iterate the SET, but will **temporarily** yield the ForEach interator loop at defined **"intervals"** to the mail simulator loop. - -- In this way, large loops can be done while not blocking the simulator main processing loop. - -- The default **"yield interval"** is after 10 objects processed. - -- The default **"time interval"** is after 0.001 seconds. - -- - -- ## Add or remove objects from the SET - -- - -- Some key core functions are @{Core.Set#SET_BASE.Add} and @{Core.Set#SET_BASE.Remove} to add or remove objects from the SET in your logic. - -- - -- ## Define the SET iterator **"yield interval"** and the **"time interval"** - -- - -- Modify the iterator intervals with the @{Core.Set#SET_BASE.SetInteratorIntervals} method. - -- You can set the **"yield interval"**, and the **"time interval"**. (See above). - -- - -- @field #SET_BASE SET_BASE - SET_BASE = { - ClassName = "SET_BASE", - Filter = {}, - Set = {}, - List = {}, - Index = {}, - } - - - --- Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. - -- @param #SET_BASE self - -- @return #SET_BASE - -- @usage - -- -- Define a new SET_BASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE. - -- DBObject = SET_BASE:New() - function SET_BASE:New( Database ) - - -- Inherits from BASE - local self = BASE:Inherit( self, FSM:New() ) -- Core.Set#SET_BASE - - self.Database = Database - - self:SetStartState( "Started" ) - - --- Added Handler OnAfter for SET_BASE - -- @function [parent=#SET_BASE] OnAfterAdded - -- @param #SET_BASE self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #string ObjectName The name of the object. - -- @param Object The object. - - - self:AddTransition( "*", "Added", "*" ) - - --- Removed Handler OnAfter for SET_BASE - -- @function [parent=#SET_BASE] OnAfterRemoved - -- @param #SET_BASE self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #string ObjectName The name of the object. - -- @param Object The object. - - self:AddTransition( "*", "Removed", "*" ) - - self.YieldInterval = 10 - self.TimeInterval = 0.001 - - self.Set = {} - self.Index = {} - - self.CallScheduler = SCHEDULER:New( self ) - - self:SetEventPriority( 2 ) - - return self - end - - --- Finds an @{Core.Base#BASE} object based on the object Name. - -- @param #SET_BASE self - -- @param #string ObjectName - -- @return Core.Base#BASE The Object found. - function SET_BASE:_Find( ObjectName ) - - local ObjectFound = self.Set[ObjectName] - return ObjectFound - end - - - --- Gets the Set. - -- @param #SET_BASE self - -- @return #SET_BASE self - function SET_BASE:GetSet() - self:F2() - - return self.Set - end - - --- Gets a list of the Names of the Objects in the Set. - -- @param #SET_BASE self - -- @return #SET_BASE self - function SET_BASE:GetSetNames() -- R2.3 - self:F2() - - local Names = {} - - for Name, Object in pairs( self.Set ) do - table.insert( Names, Name ) - end - - return Names - end - - - --- Gets a list of the Objects in the Set. - -- @param #SET_BASE self - -- @return #SET_BASE self - function SET_BASE:GetSetObjects() -- R2.3 - self:F2() - - local Objects = {} - - for Name, Object in pairs( self.Set ) do - table.insert( Objects, Object ) - end - - return Objects - end - - - --- Removes a @{Core.Base#BASE} object from the @{Core.Set#SET_BASE} and derived classes, based on the Object Name. - -- @param #SET_BASE self - -- @param #string ObjectName - -- @param NoTriggerEvent (optional) When `true`, the :Remove() method will not trigger a **Removed** event. - function SET_BASE:Remove( ObjectName, NoTriggerEvent ) - self:F2( { ObjectName = ObjectName } ) - - local Object = self.Set[ObjectName] - - if Object then - for Index, Key in ipairs( self.Index ) do - if Key == ObjectName then - table.remove( self.Index, Index ) - self.Set[ObjectName] = nil - break - end - end - -- When NoTriggerEvent is true, then no Removed event will be triggered. - if not NoTriggerEvent then - self:Removed( ObjectName, Object ) - end - end - end - - - --- Adds a @{Core.Base#BASE} object in the @{Core.Set#SET_BASE}, using a given ObjectName as the index. - -- @param #SET_BASE self - -- @param #string ObjectName - -- @param Core.Base#BASE Object - -- @return Core.Base#BASE The added BASE Object. - function SET_BASE:Add( ObjectName, Object ) - self:F2( { ObjectName = ObjectName, Object = Object } ) - - -- Ensure that the existing element is removed from the Set before a new one is inserted to the Set - if self.Set[ObjectName] then - self:Remove( ObjectName, true ) - end - self.Set[ObjectName] = Object - table.insert( self.Index, ObjectName ) - - self:Added( ObjectName, Object ) - end - - --- Adds a @{Core.Base#BASE} object in the @{Core.Set#SET_BASE}, using the Object Name as the index. - -- @param #SET_BASE self - -- @param Wrapper.Object#OBJECT Object - -- @return Core.Base#BASE The added BASE Object. - function SET_BASE:AddObject( Object ) - self:F2( Object.ObjectName ) - - self:T( Object.UnitName ) - self:T( Object.ObjectName ) - self:Add( Object.ObjectName, Object ) - - end - - - - - --- Gets a @{Core.Base#BASE} object from the @{Core.Set#SET_BASE} and derived classes, based on the Object Name. - -- @param #SET_BASE self - -- @param #string ObjectName - -- @return Core.Base#BASE - function SET_BASE:Get( ObjectName ) - self:F( ObjectName ) - - local Object = self.Set[ObjectName] - - self:T3( { ObjectName, Object } ) - return Object - end - - --- Gets the first object from the @{Core.Set#SET_BASE} and derived classes. - -- @param #SET_BASE self - -- @return Core.Base#BASE - function SET_BASE:GetFirst() - - local ObjectName = self.Index[1] - local FirstObject = self.Set[ObjectName] - self:T3( { FirstObject } ) - return FirstObject - end - - --- Gets the last object from the @{Core.Set#SET_BASE} and derived classes. - -- @param #SET_BASE self - -- @return Core.Base#BASE - function SET_BASE:GetLast() - - local ObjectName = self.Index[#self.Index] - local LastObject = self.Set[ObjectName] - self:T3( { LastObject } ) - return LastObject - end - - --- Gets a random object from the @{Core.Set#SET_BASE} and derived classes. - -- @param #SET_BASE self - -- @return Core.Base#BASE - function SET_BASE:GetRandom() - - local RandomItem = self.Set[self.Index[math.random(#self.Index)]] - self:T3( { RandomItem } ) - return RandomItem - end - - - --- Retrieves the amount of objects in the @{Core.Set#SET_BASE} and derived classes. - -- @param #SET_BASE self - -- @return #number Count - function SET_BASE:Count() - - return self.Index and #self.Index or 0 - end - - - --- Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). - -- @param #SET_BASE self - -- @param #SET_BASE BaseSet - -- @return #SET_BASE - function SET_BASE:SetDatabase( BaseSet ) - - -- Copy the filter criteria of the BaseSet - local OtherFilter = routines.utils.deepCopy( BaseSet.Filter ) - self.Filter = OtherFilter - - -- Now base the new Set on the BaseSet - self.Database = BaseSet:GetSet() - return self - end - - - - --- Define the SET iterator **"yield interval"** and the **"time interval"**. - -- @param #SET_BASE self - -- @param #number YieldInterval Sets the frequency when the iterator loop will yield after the number of objects processed. The default frequency is 10 objects processed. - -- @param #number TimeInterval Sets the time in seconds when the main logic will resume the iterator loop. The default time is 0.001 seconds. - -- @return #SET_BASE self - function SET_BASE:SetIteratorIntervals( YieldInterval, TimeInterval ) - - self.YieldInterval = YieldInterval - self.TimeInterval = TimeInterval - - return self - end - - - --- Filters for the defined collection. - -- @param #SET_BASE self - -- @return #SET_BASE self - function SET_BASE:FilterOnce() - - for ObjectName, Object in pairs( self.Database ) do - - if self:IsIncludeObject( Object ) then - self:Add( ObjectName, Object ) - end - end - - return self - end - - --- Starts the filtering for the defined collection. - -- @param #SET_BASE self - -- @return #SET_BASE self - function SET_BASE:_FilterStart() - - for ObjectName, Object in pairs( self.Database ) do - - if self:IsIncludeObject( Object ) then - self:E( { "Adding Object:", ObjectName } ) - self:Add( ObjectName, Object ) - end - end - - -- Follow alive players and clients - --self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit ) - --self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit ) - - - return self - end - - --- Starts the filtering of the Dead events for the collection. - -- @param #SET_BASE self - -- @return #SET_BASE self - function SET_BASE:FilterDeads() --R2.1 allow deads to be filtered to automatically handle deads in the collection. - - self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) - - return self - end - - --- Starts the filtering of the Crash events for the collection. - -- @param #SET_BASE self - -- @return #SET_BASE self - function SET_BASE:FilterCrashes() --R2.1 allow crashes to be filtered to automatically handle crashes in the collection. - - self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) - - return self - end - - --- Stops the filtering for the defined collection. - -- @param #SET_BASE self - -- @return #SET_BASE self - function SET_BASE:FilterStop() - - self:UnHandleEvent( EVENTS.Birth ) - self:UnHandleEvent( EVENTS.Dead ) - self:UnHandleEvent( EVENTS.Crash ) - - return self - end - - --- Iterate the SET_BASE while identifying the nearest object from a @{Core.Point#POINT_VEC2}. - -- @param #SET_BASE self - -- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest object in the set. - -- @return Core.Base#BASE The closest object. - function SET_BASE:FindNearestObjectFromPointVec2( PointVec2 ) - self:F2( PointVec2 ) - - local NearestObject = nil - local ClosestDistance = nil - - for ObjectID, ObjectData in pairs( self.Set ) do - if NearestObject == nil then - NearestObject = ObjectData - ClosestDistance = PointVec2:DistanceFromPointVec2( ObjectData:GetVec2() ) - else - local Distance = PointVec2:DistanceFromPointVec2( ObjectData:GetVec2() ) - if Distance < ClosestDistance then - NearestObject = ObjectData - ClosestDistance = Distance - end - end - end - - return NearestObject - end - - - - ----- Private method that registers all alive players in the mission. - ---- @param #SET_BASE self - ---- @return #SET_BASE self - --function SET_BASE:_RegisterPlayers() - -- - -- local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) } - -- for CoalitionId, CoalitionData in pairs( CoalitionsData ) do - -- for UnitId, UnitData in pairs( CoalitionData ) do - -- self:T3( { "UnitData:", UnitData } ) - -- if UnitData and UnitData:isExist() then - -- local UnitName = UnitData:getName() - -- if not self.PlayersAlive[UnitName] then - -- self:E( { "Add player for unit:", UnitName, UnitData:getPlayerName() } ) - -- self.PlayersAlive[UnitName] = UnitData:getPlayerName() - -- end - -- end - -- end - -- end - -- - -- return self - --end - - --- Events - - --- Handles the OnBirth event for the Set. - -- @param #SET_BASE self - -- @param Core.Event#EVENTDATA Event - function SET_BASE:_EventOnBirth( Event ) - self:F3( { Event } ) - - if Event.IniDCSUnit then - local ObjectName, Object = self:AddInDatabase( Event ) - self:T3( ObjectName, Object ) - if Object and self:IsIncludeObject( Object ) then - self:Add( ObjectName, Object ) - --self:_EventOnPlayerEnterUnit( Event ) - end - end - end - - --- Handles the OnDead or OnCrash event for alive units set. - -- @param #SET_BASE self - -- @param Core.Event#EVENTDATA Event - function SET_BASE:_EventOnDeadOrCrash( Event ) - self:F( { Event } ) - - if Event.IniDCSUnit then - local ObjectName, Object = self:FindInDatabase( Event ) - if ObjectName then - self:Remove( ObjectName ) - end - end - end - - --- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied). - -- @param #SET_BASE self - -- @param Core.Event#EVENTDATA Event - --function SET_BASE:_EventOnPlayerEnterUnit( Event ) - -- self:F3( { Event } ) - -- - -- if Event.IniDCSUnit then - -- local ObjectName, Object = self:AddInDatabase( Event ) - -- self:T3( ObjectName, Object ) - -- if self:IsIncludeObject( Object ) then - -- self:Add( ObjectName, Object ) - -- --self:_EventOnPlayerEnterUnit( Event ) - -- end - -- end - --end - - --- Handles the OnPlayerLeaveUnit event to clean the active players table. - -- @param #SET_BASE self - -- @param Core.Event#EVENTDATA Event - --function SET_BASE:_EventOnPlayerLeaveUnit( Event ) - -- self:F3( { Event } ) - -- - -- local ObjectName = Event.IniDCSUnit - -- if Event.IniDCSUnit then - -- if Event.IniDCSGroup then - -- local GroupUnits = Event.IniDCSGroup:getUnits() - -- local PlayerCount = 0 - -- for _, DCSUnit in pairs( GroupUnits ) do - -- if DCSUnit ~= Event.IniDCSUnit then - -- if DCSUnit:getPlayerName() ~= nil then - -- PlayerCount = PlayerCount + 1 - -- end - -- end - -- end - -- self:E(PlayerCount) - -- if PlayerCount == 0 then - -- self:Remove( Event.IniDCSGroupName ) - -- end - -- end - -- end - --end - - -- Iterators - - --- Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. - -- @param #SET_BASE self - -- @param #function IteratorFunction The function that will be called. - -- @return #SET_BASE self - function SET_BASE:ForEach( IteratorFunction, arg, Set, Function, FunctionArguments ) - self:F3( arg ) - - Set = Set or self:GetSet() - arg = arg or {} - - local function CoRoutine() - local Count = 0 - for ObjectID, ObjectData in pairs( Set ) do - local Object = ObjectData - self:T3( Object ) - if Function then - if Function( unpack( FunctionArguments ), Object ) == true then - IteratorFunction( Object, unpack( arg ) ) - end - else - IteratorFunction( Object, unpack( arg ) ) - end - Count = Count + 1 - -- if Count % self.YieldInterval == 0 then - -- coroutine.yield( false ) - -- end - end - return true - end - - -- local co = coroutine.create( CoRoutine ) - local co = CoRoutine - - local function Schedule() - - -- local status, res = coroutine.resume( co ) - local status, res = co() - self:T3( { status, res } ) - - if status == false then - error( res ) - end - if res == false then - return true -- resume next time the loop - end - - return false - end - - --self.CallScheduler:Schedule( self, Schedule, {}, self.TimeInterval, self.TimeInterval, 0 ) - Schedule() - - return self - end - - - ----- Iterate the SET_BASE and call an interator function for each **alive** unit, providing the Unit and optional parameters. - ---- @param #SET_BASE self - ---- @param #function IteratorFunction The function that will be called when there is an alive unit in the SET_BASE. The function needs to accept a UNIT parameter. - ---- @return #SET_BASE self - --function SET_BASE:ForEachDCSUnitAlive( IteratorFunction, ... ) - -- self:F3( arg ) - -- - -- self:ForEach( IteratorFunction, arg, self.DCSUnitsAlive ) - -- - -- return self - --end - -- - ----- Iterate the SET_BASE and call an interator function for each **alive** player, providing the Unit of the player and optional parameters. - ---- @param #SET_BASE self - ---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_BASE. The function needs to accept a UNIT parameter. - ---- @return #SET_BASE self - --function SET_BASE:ForEachPlayer( IteratorFunction, ... ) - -- self:F3( arg ) - -- - -- self:ForEach( IteratorFunction, arg, self.PlayersAlive ) - -- - -- return self - --end - -- - -- - ----- Iterate the SET_BASE and call an interator function for each client, providing the Client to the function and optional parameters. - ---- @param #SET_BASE self - ---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_BASE. The function needs to accept a CLIENT parameter. - ---- @return #SET_BASE self - --function SET_BASE:ForEachClient( IteratorFunction, ... ) - -- self:F3( arg ) - -- - -- self:ForEach( IteratorFunction, arg, self.Clients ) - -- - -- return self - --end - - - --- Decides whether to include the Object - -- @param #SET_BASE self - -- @param #table Object - -- @return #SET_BASE self - function SET_BASE:IsIncludeObject( Object ) - self:F3( Object ) - - return true - end - - --- Gets a string with all the object names. - -- @param #SET_BASE self - -- @return #string A string with the names of the objects. - function SET_BASE:GetObjectNames() - self:F3() - - local ObjectNames = "" - for ObjectName, Object in pairs( self.Set ) do - ObjectNames = ObjectNames .. ObjectName .. ", " - end - - return ObjectNames - end - - --- Flushes the current SET_BASE contents in the log ... (for debugging reasons). - -- @param #SET_BASE self - -- @param Core.Base#BASE MasterObject (optional) The master object as a reference. - -- @return #string A string with the names of the objects. - function SET_BASE:Flush( MasterObject ) - self:F3() - - local ObjectNames = "" - for ObjectName, Object in pairs( self.Set ) do - ObjectNames = ObjectNames .. ObjectName .. ", " - end - self:F( { MasterObject = MasterObject and MasterObject:GetClassNameAndID(), "Objects in Set:", ObjectNames } ) - - return ObjectNames - end - -end - - -do -- SET_GROUP - - --- @type SET_GROUP - -- @extends Core.Set#SET_BASE - - --- Mission designers can use the @{Core.Set#SET_GROUP} class to build sets of groups belonging to certain: - -- - -- * Coalitions - -- * Categories - -- * Countries - -- * Starting with certain prefix strings. - -- - -- ## SET_GROUP constructor - -- - -- Create a new SET_GROUP object with the @{#SET_GROUP.New} method: - -- - -- * @{#SET_GROUP.New}: Creates a new SET_GROUP object. - -- - -- ## Add or Remove GROUP(s) from SET_GROUP - -- - -- GROUPS can be added and removed using the @{Core.Set#SET_GROUP.AddGroupsByName} and @{Core.Set#SET_GROUP.RemoveGroupsByName} respectively. - -- These methods take a single GROUP name or an array of GROUP names to be added or removed from SET_GROUP. - -- - -- ## SET_GROUP filter criteria - -- - -- You can set filter criteria to define the set of groups within the SET_GROUP. - -- Filter criteria are defined by: - -- - -- * @{#SET_GROUP.FilterCoalitions}: Builds the SET_GROUP with the groups belonging to the coalition(s). - -- * @{#SET_GROUP.FilterCategories}: Builds the SET_GROUP with the groups belonging to the category(ies). - -- * @{#SET_GROUP.FilterCountries}: Builds the SET_GROUP with the gruops belonging to the country(ies). - -- * @{#SET_GROUP.FilterPrefixes}: Builds the SET_GROUP with the groups starting with the same prefix string(s). - -- * @{#SET_GROUP.FilterActive}: Builds the SET_GROUP with the groups that are only active. Groups that are inactive (late activation) won't be included in the set! - -- - -- For the Category Filter, extra methods have been added: - -- - -- * @{#SET_GROUP.FilterCategoryAirplane}: Builds the SET_GROUP from airplanes. - -- * @{#SET_GROUP.FilterCategoryHelicopter}: Builds the SET_GROUP from helicopters. - -- * @{#SET_GROUP.FilterCategoryGround}: Builds the SET_GROUP from ground vehicles or infantry. - -- * @{#SET_GROUP.FilterCategoryShip}: Builds the SET_GROUP from ships. - -- * @{#SET_GROUP.FilterCategoryStructure}: Builds the SET_GROUP from structures. - -- - -- - -- Once the filter criteria have been set for the SET_GROUP, you can start filtering using: - -- - -- * @{#SET_GROUP.FilterStart}: Starts the filtering of the groups within the SET_GROUP and add or remove GROUP objects **dynamically**. - -- * @{#SET_GROUP.FilterOnce}: Filters of the groups **once**. - -- - -- Planned filter criteria within development are (so these are not yet available): - -- - -- * @{#SET_GROUP.FilterZones}: Builds the SET_GROUP with the groups within a @{Core.Zone#ZONE}. - -- - -- ## SET_GROUP iterators - -- - -- Once the filters have been defined and the SET_GROUP has been built, you can iterate the SET_GROUP with the available iterator methods. - -- The iterator methods will walk the SET_GROUP set, and call for each element within the set a function that you provide. - -- The following iterator methods are currently available within the SET_GROUP: - -- - -- * @{#SET_GROUP.ForEachGroup}: Calls a function for each alive group it finds within the SET_GROUP. - -- * @{#SET_GROUP.ForEachGroupCompletelyInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence completely in a @{Zone}, providing the GROUP and optional parameters to the called function. - -- * @{#SET_GROUP.ForEachGroupPartlyInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence partly in a @{Zone}, providing the GROUP and optional parameters to the called function. - -- * @{#SET_GROUP.ForEachGroupNotInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence not in a @{Zone}, providing the GROUP and optional parameters to the called function. - -- - -- - -- ## SET_GROUP trigger events on the GROUP objects. - -- - -- The SET is derived from the FSM class, which provides extra capabilities to track the contents of the GROUP objects in the SET_GROUP. - -- - -- ### When a GROUP object crashes or is dead, the SET_GROUP will trigger a **Dead** event. - -- - -- You can handle the event using the OnBefore and OnAfter event handlers. - -- The event handlers need to have the paramters From, Event, To, GroupObject. - -- The GroupObject is the GROUP object that is dead and within the SET_GROUP, and is passed as a parameter to the event handler. - -- See the following example: - -- - -- -- Create the SetCarrier SET_GROUP collection. - -- - -- local SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart() - -- - -- -- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset. - -- - -- function SetHelicopter:OnAfterDead( From, Event, To, GroupObject ) - -- self:F( { GroupObject = GroupObject:GetName() } ) - -- end - -- - -- While this is a good example, there is a catch. - -- Imageine you want to execute the code above, the the self would need to be from the object declared outside (above) the OnAfterDead method. - -- So, the self would need to contain another object. Fortunately, this can be done, but you must use then the **`.`** notation for the method. - -- See the modified example: - -- - -- -- Now we have a constructor of the class AI_CARGO_DISPATCHER, that receives the SetHelicopter as a parameter. - -- -- Within that constructor, we want to set an enclosed event handler OnAfterDead for SetHelicopter. - -- -- But within the OnAfterDead method, we want to refer to the self variable of the AI_CARGO_DISPATCHER. - -- - -- function AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZones ) - -- - -- local self = BASE:Inherit( self, FSM:New() ) -- #AI_CARGO_DISPATCHER - -- - -- -- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset. - -- -- Note the "." notation, and the explicit declaration of SetHelicopter, which would be using the ":" notation the implicit self variable declaration. - -- - -- function SetHelicopter.OnAfterDead( SetHelicopter, From, Event, To, GroupObject ) - -- SetHelicopter:F( { GroupObject = GroupObject:GetName() } ) - -- self.PickupCargo[GroupObject] = nil -- So here I clear the PickupCargo table entry of the self object AI_CARGO_DISPATCHER. - -- self.CarrierHome[GroupObject] = nil - -- end - -- - -- end - -- - -- === - -- @field #SET_GROUP SET_GROUP - SET_GROUP = { - ClassName = "SET_GROUP", - Filter = { - Coalitions = nil, - Categories = nil, - Countries = nil, - GroupPrefixes = nil, - }, - FilterMeta = { - Coalitions = { - red = coalition.side.RED, - blue = coalition.side.BLUE, - neutral = coalition.side.NEUTRAL, - }, - Categories = { - plane = Group.Category.AIRPLANE, - helicopter = Group.Category.HELICOPTER, - ground = Group.Category.GROUND, -- R2.2 - ship = Group.Category.SHIP, - structure = Group.Category.STRUCTURE, - }, - }, - } - - - --- Creates a new SET_GROUP object, building a set of groups belonging to a coalitions, categories, countries, types or with defined prefix names. - -- @param #SET_GROUP self - -- @return #SET_GROUP - -- @usage - -- -- Define a new SET_GROUP Object. This DBObject will contain a reference to all alive GROUPS. - -- DBObject = SET_GROUP:New() - function SET_GROUP:New() - - -- Inherits from BASE - local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.GROUPS ) ) -- #SET_GROUP - - self:FilterActive( false ) - - return self - end - - --- Gets the Set. - -- @param #SET_GROUP self - -- @return #SET_GROUP self - function SET_GROUP:GetAliveSet() - self:F2() - - local AliveSet = SET_GROUP:New() - - -- Clean the Set before returning with only the alive Groups. - for GroupName, GroupObject in pairs( self.Set ) do - local GroupObject=GroupObject --Wrapper.Group#GROUP - if GroupObject then - if GroupObject:IsAlive() then - AliveSet:Add( GroupName, GroupObject ) - end - end - end - - return AliveSet.Set or {} - end - - --- Add a GROUP to SET_GROUP. - -- Note that for each unit in the group that is set, a default cargo bay limit is initialized. - -- @param Core.Set#SET_GROUP self - -- @param Wrapper.Group#GROUP group The group which should be added to the set. - -- @return self - function SET_GROUP:AddGroup( group ) - - self:Add( group:GetName(), group ) - - -- I set the default cargo bay weight limit each time a new group is added to the set. - for UnitID, UnitData in pairs( group:GetUnits() ) do - UnitData:SetCargoBayWeightLimit() - end - - return self - end - - --- Add GROUP(s) to SET_GROUP. - -- @param Core.Set#SET_GROUP self - -- @param #string AddGroupNames A single name or an array of GROUP names. - -- @return self - function SET_GROUP:AddGroupsByName( AddGroupNames ) - - local AddGroupNamesArray = ( type( AddGroupNames ) == "table" ) and AddGroupNames or { AddGroupNames } - - for AddGroupID, AddGroupName in pairs( AddGroupNamesArray ) do - self:Add( AddGroupName, GROUP:FindByName( AddGroupName ) ) - end - - return self - end - - --- Remove GROUP(s) from SET_GROUP. - -- @param Core.Set#SET_GROUP self - -- @param Wrapper.Group#GROUP RemoveGroupNames A single name or an array of GROUP names. - -- @return self - function SET_GROUP:RemoveGroupsByName( RemoveGroupNames ) - - local RemoveGroupNamesArray = ( type( RemoveGroupNames ) == "table" ) and RemoveGroupNames or { RemoveGroupNames } - - for RemoveGroupID, RemoveGroupName in pairs( RemoveGroupNamesArray ) do - self:Remove( RemoveGroupName ) - end - - return self - end - - - - - --- Finds a Group based on the Group Name. - -- @param #SET_GROUP self - -- @param #string GroupName - -- @return Wrapper.Group#GROUP The found Group. - function SET_GROUP:FindGroup( GroupName ) - - local GroupFound = self.Set[GroupName] - return GroupFound - end - - --- Iterate the SET_GROUP while identifying the nearest object from a @{Core.Point#POINT_VEC2}. - -- @param #SET_GROUP self - -- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest object in the set. - -- @return Wrapper.Group#GROUP The closest group. - function SET_GROUP:FindNearestGroupFromPointVec2( PointVec2 ) - self:F2( PointVec2 ) - - local NearestGroup = nil --Wrapper.Group#GROUP - local ClosestDistance = nil - - for ObjectID, ObjectData in pairs( self.Set ) do - if NearestGroup == nil then - NearestGroup = ObjectData - ClosestDistance = PointVec2:DistanceFromPointVec2( ObjectData:GetCoordinate() ) - else - local Distance = PointVec2:DistanceFromPointVec2( ObjectData:GetCoordinate() ) - if Distance < ClosestDistance then - NearestGroup = ObjectData - ClosestDistance = Distance - end - end - end - - return NearestGroup - end - - - --- Builds a set of groups of coalitions. - -- Possible current coalitions are red, blue and neutral. - -- @param #SET_GROUP self - -- @param #string Coalitions Can take the following values: "red", "blue", "neutral". - -- @return #SET_GROUP self - function SET_GROUP:FilterCoalitions( Coalitions ) - if not self.Filter.Coalitions then - self.Filter.Coalitions = {} - end - if type( Coalitions ) ~= "table" then - Coalitions = { Coalitions } - end - for CoalitionID, Coalition in pairs( Coalitions ) do - self.Filter.Coalitions[Coalition] = Coalition - end - return self - end - - - --- Builds a set of groups out of categories. - -- Possible current categories are plane, helicopter, ground, ship. - -- @param #SET_GROUP self - -- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship". - -- @return #SET_GROUP self - function SET_GROUP:FilterCategories( Categories ) - if not self.Filter.Categories then - self.Filter.Categories = {} - end - if type( Categories ) ~= "table" then - Categories = { Categories } - end - for CategoryID, Category in pairs( Categories ) do - self.Filter.Categories[Category] = Category - end - return self - end - - --- Builds a set of groups out of ground category. - -- @param #SET_GROUP self - -- @return #SET_GROUP self - function SET_GROUP:FilterCategoryGround() - self:FilterCategories( "ground" ) - return self - end - - --- Builds a set of groups out of airplane category. - -- @param #SET_GROUP self - -- @return #SET_GROUP self - function SET_GROUP:FilterCategoryAirplane() - self:FilterCategories( "plane" ) - return self - end - - --- Builds a set of groups out of helicopter category. - -- @param #SET_GROUP self - -- @return #SET_GROUP self - function SET_GROUP:FilterCategoryHelicopter() - self:FilterCategories( "helicopter" ) - return self - end - - --- Builds a set of groups out of ship category. - -- @param #SET_GROUP self - -- @return #SET_GROUP self - function SET_GROUP:FilterCategoryShip() - self:FilterCategories( "ship" ) - return self - end - - --- Builds a set of groups out of structure category. - -- @param #SET_GROUP self - -- @return #SET_GROUP self - function SET_GROUP:FilterCategoryStructure() - self:FilterCategories( "structure" ) - return self - end - - - - --- Builds a set of groups of defined countries. - -- Possible current countries are those known within DCS world. - -- @param #SET_GROUP self - -- @param #string Countries Can take those country strings known within DCS world. - -- @return #SET_GROUP self - function SET_GROUP:FilterCountries( Countries ) - if not self.Filter.Countries then - self.Filter.Countries = {} - end - if type( Countries ) ~= "table" then - Countries = { Countries } - end - for CountryID, Country in pairs( Countries ) do - self.Filter.Countries[Country] = Country - end - return self - end - - - --- Builds a set of groups of defined GROUP prefixes. - -- All the groups starting with the given prefixes will be included within the set. - -- @param #SET_GROUP self - -- @param #string Prefixes The prefix of which the group name starts with. - -- @return #SET_GROUP self - function SET_GROUP:FilterPrefixes( Prefixes ) - if not self.Filter.GroupPrefixes then - self.Filter.GroupPrefixes = {} - end - if type( Prefixes ) ~= "table" then - Prefixes = { Prefixes } - end - for PrefixID, Prefix in pairs( Prefixes ) do - self.Filter.GroupPrefixes[Prefix] = Prefix - end - return self - end - - --- Builds a set of groups that are only active. - -- Only the groups that are active will be included within the set. - -- @param #SET_GROUP self - -- @param #boolean Active (optional) Include only active groups to the set. - -- Include inactive groups if you provide false. - -- @return #SET_GROUP self - -- @usage - -- - -- -- Include only active groups to the set. - -- GroupSet = SET_GROUP:New():FilterActive():FilterStart() - -- - -- -- Include only active groups to the set of the blue coalition, and filter one time. - -- GroupSet = SET_GROUP:New():FilterActive():FilterCoalition( "blue" ):FilterOnce() - -- - -- -- Include only active groups to the set of the blue coalition, and filter one time. - -- -- Later, reset to include back inactive groups to the set. - -- GroupSet = SET_GROUP:New():FilterActive():FilterCoalition( "blue" ):FilterOnce() - -- ... logic ... - -- GroupSet = SET_GROUP:New():FilterActive( false ):FilterCoalition( "blue" ):FilterOnce() - -- - function SET_GROUP:FilterActive( Active ) - Active = Active or not ( Active == false ) - self.Filter.Active = Active - return self - end - - - --- Starts the filtering. - -- @param #SET_GROUP self - -- @return #SET_GROUP self - function SET_GROUP:FilterStart() - - if _DATABASE then - self:_FilterStart() - self:HandleEvent( EVENTS.Birth, self._EventOnBirth ) - self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) - self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) - self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash ) - end - - - - return self - end - - --- Handles the OnDead or OnCrash event for alive groups set. - -- Note: The GROUP object in the SET_GROUP collection will only be removed if the last unit is destroyed of the GROUP. - -- @param #SET_GROUP self - -- @param Core.Event#EVENTDATA Event - function SET_GROUP:_EventOnDeadOrCrash( Event ) - self:F( { Event } ) - - if Event.IniDCSUnit then - local ObjectName, Object = self:FindInDatabase( Event ) - if ObjectName then - if Event.IniDCSGroup:getSize() == 1 then -- Only remove if the last unit of the group was destroyed. - self:Remove( ObjectName ) - end - end - end - end - - --- Handles the Database to check on an event (birth) that the Object was added in the Database. - -- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event! - -- @param #SET_GROUP self - -- @param Core.Event#EVENTDATA Event - -- @return #string The name of the GROUP - -- @return #table The GROUP - function SET_GROUP:AddInDatabase( Event ) - self:F3( { Event } ) - - if Event.IniObjectCategory == 1 then - if not self.Database[Event.IniDCSGroupName] then - self.Database[Event.IniDCSGroupName] = GROUP:Register( Event.IniDCSGroupName ) - self:T3( self.Database[Event.IniDCSGroupName] ) - end - end - - return Event.IniDCSGroupName, self.Database[Event.IniDCSGroupName] - end - - --- Handles the Database to check on any event that Object exists in the Database. - -- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa! - -- @param #SET_GROUP self - -- @param Core.Event#EVENTDATA Event - -- @return #string The name of the GROUP - -- @return #table The GROUP - function SET_GROUP:FindInDatabase( Event ) - self:F3( { Event } ) - - return Event.IniDCSGroupName, self.Database[Event.IniDCSGroupName] - end - - --- Iterate the SET_GROUP and call an iterator function for each GROUP object, providing the GROUP and optional parameters. - -- @param #SET_GROUP self - -- @param #function IteratorFunction The function that will be called when there is an alive GROUP in the SET_GROUP. The function needs to accept a GROUP parameter. - -- @return #SET_GROUP self - function SET_GROUP:ForEachGroup( IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet() ) - - return self - end - - --- Iterate the SET_GROUP and call an iterator function for each **alive** GROUP object, providing the GROUP and optional parameters. - -- @param #SET_GROUP self - -- @param #function IteratorFunction The function that will be called when there is an alive GROUP in the SET_GROUP. The function needs to accept a GROUP parameter. - -- @return #SET_GROUP self - function SET_GROUP:ForEachGroupAlive( IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetAliveSet() ) - - return self - end - - --- Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence completely in a @{Zone}, providing the GROUP and optional parameters to the called function. - -- @param #SET_GROUP self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @param #function IteratorFunction The function that will be called when there is an alive GROUP in the SET_GROUP. The function needs to accept a GROUP parameter. - -- @return #SET_GROUP self - function SET_GROUP:ForEachGroupCompletelyInZone( ZoneObject, IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet(), - --- @param Core.Zone#ZONE_BASE ZoneObject - -- @param Wrapper.Group#GROUP GroupObject - function( ZoneObject, GroupObject ) - if GroupObject:IsCompletelyInZone( ZoneObject ) then - return true - else - return false - end - end, { ZoneObject } ) - - return self - end - - --- Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence partly in a @{Zone}, providing the GROUP and optional parameters to the called function. - -- @param #SET_GROUP self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @param #function IteratorFunction The function that will be called when there is an alive GROUP in the SET_GROUP. The function needs to accept a GROUP parameter. - -- @return #SET_GROUP self - function SET_GROUP:ForEachGroupPartlyInZone( ZoneObject, IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet(), - --- @param Core.Zone#ZONE_BASE ZoneObject - -- @param Wrapper.Group#GROUP GroupObject - function( ZoneObject, GroupObject ) - if GroupObject:IsPartlyInZone( ZoneObject ) then - return true - else - return false - end - end, { ZoneObject } ) - - return self - end - - --- Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence not in a @{Zone}, providing the GROUP and optional parameters to the called function. - -- @param #SET_GROUP self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @param #function IteratorFunction The function that will be called when there is an alive GROUP in the SET_GROUP. The function needs to accept a GROUP parameter. - -- @return #SET_GROUP self - function SET_GROUP:ForEachGroupNotInZone( ZoneObject, IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet(), - --- @param Core.Zone#ZONE_BASE ZoneObject - -- @param Wrapper.Group#GROUP GroupObject - function( ZoneObject, GroupObject ) - if GroupObject:IsNotInZone( ZoneObject ) then - return true - else - return false - end - end, { ZoneObject } ) - - return self - end - - --- Iterate the SET_GROUP and return true if all the @{Wrapper.Group#GROUP} are completely in the @{Core.Zone#ZONE} - -- @param #SET_GROUP self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @return #boolean true if all the @{Wrapper.Group#GROUP} are completly in the @{Core.Zone#ZONE}, false otherwise - -- @usage - -- local MyZone = ZONE:New("Zone1") - -- local MySetGroup = SET_GROUP:New() - -- MySetGroup:AddGroupsByName({"Group1", "Group2"}) - -- - -- if MySetGroup:AllCompletelyInZone(MyZone) then - -- MESSAGE:New("All the SET's GROUP are in zone !", 10):ToAll() - -- else - -- MESSAGE:New("Some or all SET's GROUP are outside zone !", 10):ToAll() - -- end - function SET_GROUP:AllCompletelyInZone(Zone) - self:F2(Zone) - local Set = self:GetSet() - for GroupID, GroupData in pairs(Set) do -- For each GROUP in SET_GROUP - if not GroupData:IsCompletelyInZone(Zone) then - return false - end - end - return true - end - - --- Iterate the SET_GROUP and call an iterator function for each alive GROUP that has any unit in the @{Core.Zone}, providing the GROUP and optional parameters to the called function. - -- @param #SET_GROUP self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @param #function IteratorFunction The function that will be called when there is an alive GROUP in the SET_GROUP. The function needs to accept a GROUP parameter. - -- @return #SET_GROUP self - function SET_GROUP:ForEachGroupAnyInZone( ZoneObject, IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet(), - --- @param Core.Zone#ZONE_BASE ZoneObject - -- @param Wrapper.Group#GROUP GroupObject - function( ZoneObject, GroupObject ) - if GroupObject:IsAnyInZone( ZoneObject ) then - return true - else - return false - end - end, { ZoneObject } ) - - return self - end - - - --- Iterate the SET_GROUP and return true if at least one of the @{Wrapper.Group#GROUP} is completely inside the @{Core.Zone#ZONE} - -- @param #SET_GROUP self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @return #boolean true if at least one of the @{Wrapper.Group#GROUP} is completly inside the @{Core.Zone#ZONE}, false otherwise. - -- @usage - -- local MyZone = ZONE:New("Zone1") - -- local MySetGroup = SET_GROUP:New() - -- MySetGroup:AddGroupsByName({"Group1", "Group2"}) - -- - -- if MySetGroup:AnyCompletelyInZone(MyZone) then - -- MESSAGE:New("At least one GROUP is completely in zone !", 10):ToAll() - -- else - -- MESSAGE:New("No GROUP is completely in zone !", 10):ToAll() - -- end - function SET_GROUP:AnyCompletelyInZone(Zone) - self:F2(Zone) - local Set = self:GetSet() - for GroupID, GroupData in pairs(Set) do -- For each GROUP in SET_GROUP - if GroupData:IsCompletelyInZone(Zone) then - return true - end - end - return false - end - - --- Iterate the SET_GROUP and return true if at least one @{#UNIT} of one @{GROUP} of the @{SET_GROUP} is in @{ZONE} - -- @param #SET_GROUP self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @return #boolean true if at least one of the @{Wrapper.Group#GROUP} is partly or completly inside the @{Core.Zone#ZONE}, false otherwise. - -- @usage - -- local MyZone = ZONE:New("Zone1") - -- local MySetGroup = SET_GROUP:New() - -- MySetGroup:AddGroupsByName({"Group1", "Group2"}) - -- - -- if MySetGroup:AnyPartlyInZone(MyZone) then - -- MESSAGE:New("At least one GROUP has at least one UNIT in zone !", 10):ToAll() - -- else - -- MESSAGE:New("No UNIT of any GROUP is in zone !", 10):ToAll() - -- end - function SET_GROUP:AnyInZone(Zone) - self:F2(Zone) - local Set = self:GetSet() - for GroupID, GroupData in pairs(Set) do -- For each GROUP in SET_GROUP - if GroupData:IsPartlyInZone(Zone) or GroupData:IsCompletelyInZone(Zone) then - return true - end - end - return false - end - - --- Iterate the SET_GROUP and return true if at least one @{GROUP} of the @{SET_GROUP} is partly in @{ZONE}. - -- Will return false if a @{GROUP} is fully in the @{ZONE} - -- @param #SET_GROUP self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @return #boolean true if at least one of the @{Wrapper.Group#GROUP} is partly or completly inside the @{Core.Zone#ZONE}, false otherwise. - -- @usage - -- local MyZone = ZONE:New("Zone1") - -- local MySetGroup = SET_GROUP:New() - -- MySetGroup:AddGroupsByName({"Group1", "Group2"}) - -- - -- if MySetGroup:AnyPartlyInZone(MyZone) then - -- MESSAGE:New("At least one GROUP is partially in the zone, but none are fully in it !", 10):ToAll() - -- else - -- MESSAGE:New("No GROUP are in zone, or one (or more) GROUP is completely in it !", 10):ToAll() - -- end - function SET_GROUP:AnyPartlyInZone(Zone) - self:F2(Zone) - local IsPartlyInZone = false - local Set = self:GetSet() - for GroupID, GroupData in pairs(Set) do -- For each GROUP in SET_GROUP - if GroupData:IsCompletelyInZone(Zone) then - return false - elseif GroupData:IsPartlyInZone(Zone) then - IsPartlyInZone = true -- at least one GROUP is partly in zone - end - end - - if IsPartlyInZone then - return true - else - return false - end - end - - --- Iterate the SET_GROUP and return true if no @{GROUP} of the @{SET_GROUP} is in @{ZONE} - -- This could also be achieved with `not SET_GROUP:AnyPartlyInZone(Zone)`, but it's easier for the - -- mission designer to add a dedicated method - -- @param #SET_GROUP self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @return #boolean true if no @{Wrapper.Group#GROUP} is inside the @{Core.Zone#ZONE} in any way, false otherwise. - -- @usage - -- local MyZone = ZONE:New("Zone1") - -- local MySetGroup = SET_GROUP:New() - -- MySetGroup:AddGroupsByName({"Group1", "Group2"}) - -- - -- if MySetGroup:NoneInZone(MyZone) then - -- MESSAGE:New("No GROUP is completely in zone !", 10):ToAll() - -- else - -- MESSAGE:New("No UNIT of any GROUP is in zone !", 10):ToAll() - -- end - function SET_GROUP:NoneInZone(Zone) - self:F2(Zone) - local Set = self:GetSet() - for GroupID, GroupData in pairs(Set) do -- For each GROUP in SET_GROUP - if not GroupData:IsNotInZone(Zone) then -- If the GROUP is in Zone in any way - return false - end - end - return true - end - - --- Iterate the SET_GROUP and count how many GROUPs are completely in the Zone - -- That could easily be done with SET_GROUP:ForEachGroupCompletelyInZone(), but this function - -- provides an easy to use shortcut... - -- @param #SET_GROUP self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @return #number the number of GROUPs completely in the Zone - -- @usage - -- local MyZone = ZONE:New("Zone1") - -- local MySetGroup = SET_GROUP:New() - -- MySetGroup:AddGroupsByName({"Group1", "Group2"}) - -- - -- MESSAGE:New("There are " .. MySetGroup:CountInZone(MyZone) .. " GROUPs in the Zone !", 10):ToAll() - function SET_GROUP:CountInZone(Zone) - self:F2(Zone) - local Count = 0 - local Set = self:GetSet() - for GroupID, GroupData in pairs(Set) do -- For each GROUP in SET_GROUP - if GroupData:IsCompletelyInZone(Zone) then - Count = Count + 1 - end - end - return Count - end - - --- Iterate the SET_GROUP and count how many UNITs are completely in the Zone - -- @param #SET_GROUP self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @return #number the number of GROUPs completely in the Zone - -- @usage - -- local MyZone = ZONE:New("Zone1") - -- local MySetGroup = SET_GROUP:New() - -- MySetGroup:AddGroupsByName({"Group1", "Group2"}) - -- - -- MESSAGE:New("There are " .. MySetGroup:CountUnitInZone(MyZone) .. " UNITs in the Zone !", 10):ToAll() - function SET_GROUP:CountUnitInZone(Zone) - self:F2(Zone) - local Count = 0 - local Set = self:GetSet() - for GroupID, GroupData in pairs(Set) do -- For each GROUP in SET_GROUP - Count = Count + GroupData:CountInZone(Zone) - end - return Count - end - - ----- Iterate the SET_GROUP and call an interator function for each **alive** player, providing the Group of the player and optional parameters. - ---- @param #SET_GROUP self - ---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_GROUP. The function needs to accept a GROUP parameter. - ---- @return #SET_GROUP self - --function SET_GROUP:ForEachPlayer( IteratorFunction, ... ) - -- self:F2( arg ) - -- - -- self:ForEach( IteratorFunction, arg, self.PlayersAlive ) - -- - -- return self - --end - -- - -- - ----- Iterate the SET_GROUP and call an interator function for each client, providing the Client to the function and optional parameters. - ---- @param #SET_GROUP self - ---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_GROUP. The function needs to accept a CLIENT parameter. - ---- @return #SET_GROUP self - --function SET_GROUP:ForEachClient( IteratorFunction, ... ) - -- self:F2( arg ) - -- - -- self:ForEach( IteratorFunction, arg, self.Clients ) - -- - -- return self - --end - - - --- - -- @param #SET_GROUP self - -- @param Wrapper.Group#GROUP MGroup The group that is checked for inclusion. - -- @return #SET_GROUP self - function SET_GROUP:IsIncludeObject( MGroup ) - self:F2( MGroup ) - local MGroupInclude = true - - if self.Filter.Active ~= nil then - local MGroupActive = false - self:F( { Active = self.Filter.Active } ) - if self.Filter.Active == false or ( self.Filter.Active == true and MGroup:IsActive() == true ) then - MGroupActive = true - end - MGroupInclude = MGroupInclude and MGroupActive - end - - if self.Filter.Coalitions then - local MGroupCoalition = false - for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do - self:T3( { "Coalition:", MGroup:GetCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } ) - if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == MGroup:GetCoalition() then - MGroupCoalition = true - end - end - MGroupInclude = MGroupInclude and MGroupCoalition - end - - if self.Filter.Categories then - local MGroupCategory = false - for CategoryID, CategoryName in pairs( self.Filter.Categories ) do - self:T3( { "Category:", MGroup:GetCategory(), self.FilterMeta.Categories[CategoryName], CategoryName } ) - if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == MGroup:GetCategory() then - MGroupCategory = true - end - end - MGroupInclude = MGroupInclude and MGroupCategory - end - - if self.Filter.Countries then - local MGroupCountry = false - for CountryID, CountryName in pairs( self.Filter.Countries ) do - self:T3( { "Country:", MGroup:GetCountry(), CountryName } ) - if country.id[CountryName] == MGroup:GetCountry() then - MGroupCountry = true - end - end - MGroupInclude = MGroupInclude and MGroupCountry - end - - if self.Filter.GroupPrefixes then - local MGroupPrefix = false - for GroupPrefixId, GroupPrefix in pairs( self.Filter.GroupPrefixes ) do - self:T3( { "Prefix:", string.find( MGroup:GetName(), GroupPrefix, 1 ), GroupPrefix } ) - if string.find( MGroup:GetName(), GroupPrefix:gsub ("-", "%%-"), 1 ) then - MGroupPrefix = true - end - end - MGroupInclude = MGroupInclude and MGroupPrefix - end - - self:T2( MGroupInclude ) - return MGroupInclude - end - - - --- Iterate the SET_GROUP and set for each unit the default cargo bay weight limit. - -- Because within a group, the type of carriers can differ, each cargo bay weight limit is set on @{Wrapper.Unit} level. - -- @param #SET_GROUP self - -- @usage - -- -- Set the default cargo bay weight limits of the carrier units. - -- local MySetGroup = SET_GROUP:New() - -- MySetGroup:SetCargoBayWeightLimit() - function SET_GROUP:SetCargoBayWeightLimit() - local Set = self:GetSet() - for GroupID, GroupData in pairs( Set ) do -- For each GROUP in SET_GROUP - for UnitName, UnitData in pairs( GroupData:GetUnits() ) do - --local UnitData = UnitData -- Wrapper.Unit#UNIT - UnitData:SetCargoBayWeightLimit() - end - end - end - -end - - -do -- SET_UNIT - - --- @type SET_UNIT - -- @extends Core.Set#SET_BASE - - --- Mission designers can use the SET_UNIT class to build sets of units belonging to certain: - -- - -- * Coalitions - -- * Categories - -- * Countries - -- * Unit types - -- * Starting with certain prefix strings. - -- - -- ## 1) SET_UNIT constructor - -- - -- Create a new SET_UNIT object with the @{#SET_UNIT.New} method: - -- - -- * @{#SET_UNIT.New}: Creates a new SET_UNIT object. - -- - -- ## 2) Add or Remove UNIT(s) from SET_UNIT - -- - -- UNITs can be added and removed using the @{Core.Set#SET_UNIT.AddUnitsByName} and @{Core.Set#SET_UNIT.RemoveUnitsByName} respectively. - -- These methods take a single UNIT name or an array of UNIT names to be added or removed from SET_UNIT. - -- - -- ## 3) SET_UNIT filter criteria - -- - -- You can set filter criteria to define the set of units within the SET_UNIT. - -- Filter criteria are defined by: - -- - -- * @{#SET_UNIT.FilterCoalitions}: Builds the SET_UNIT with the units belonging to the coalition(s). - -- * @{#SET_UNIT.FilterCategories}: Builds the SET_UNIT with the units belonging to the category(ies). - -- * @{#SET_UNIT.FilterTypes}: Builds the SET_UNIT with the units belonging to the unit type(s). - -- * @{#SET_UNIT.FilterCountries}: Builds the SET_UNIT with the units belonging to the country(ies). - -- * @{#SET_UNIT.FilterPrefixes}: Builds the SET_UNIT with the units starting with the same prefix string(s). - -- * @{#SET_UNIT.FilterActive}: Builds the SET_UNIT with the units that are only active. Units that are inactive (late activation) won't be included in the set! - -- - -- Once the filter criteria have been set for the SET_UNIT, you can start filtering using: - -- - -- * @{#SET_UNIT.FilterStart}: Starts the filtering of the units **dynamically**. - -- * @{#SET_UNIT.FilterOnce}: Filters of the units **once**. - -- - -- Planned filter criteria within development are (so these are not yet available): - -- - -- * @{#SET_UNIT.FilterZones}: Builds the SET_UNIT with the units within a @{Core.Zone#ZONE}. - -- - -- ## 4) SET_UNIT iterators - -- - -- Once the filters have been defined and the SET_UNIT has been built, you can iterate the SET_UNIT with the available iterator methods. - -- The iterator methods will walk the SET_UNIT set, and call for each element within the set a function that you provide. - -- The following iterator methods are currently available within the SET_UNIT: - -- - -- * @{#SET_UNIT.ForEachUnit}: Calls a function for each alive unit it finds within the SET_UNIT. - -- * @{#SET_UNIT.ForEachUnitInZone}: Iterate the SET_UNIT and call an iterator function for each **alive** UNIT object presence completely in a @{Zone}, providing the UNIT object and optional parameters to the called function. - -- * @{#SET_UNIT.ForEachUnitNotInZone}: Iterate the SET_UNIT and call an iterator function for each **alive** UNIT object presence not in a @{Zone}, providing the UNIT object and optional parameters to the called function. - -- - -- Planned iterators methods in development are (so these are not yet available): - -- - -- * @{#SET_UNIT.ForEachUnitInUnit}: Calls a function for each unit contained within the SET_UNIT. - -- * @{#SET_UNIT.ForEachUnitCompletelyInZone}: Iterate and call an iterator function for each **alive** UNIT presence completely in a @{Zone}, providing the UNIT and optional parameters to the called function. - -- * @{#SET_UNIT.ForEachUnitNotInZone}: Iterate and call an iterator function for each **alive** UNIT presence not in a @{Zone}, providing the UNIT and optional parameters to the called function. - -- - -- ## 5) SET_UNIT atomic methods - -- - -- Various methods exist for a SET_UNIT to perform actions or calculations and retrieve results from the SET_UNIT: - -- - -- * @{#SET_UNIT.GetTypeNames}(): Retrieve the type names of the @{Wrapper.Unit}s in the SET, delimited by a comma. - -- - -- ## 6) SET_UNIT trigger events on the UNIT objects. - -- - -- The SET is derived from the FSM class, which provides extra capabilities to track the contents of the UNIT objects in the SET_UNIT. - -- - -- ### 6.1) When a UNIT object crashes or is dead, the SET_UNIT will trigger a **Dead** event. - -- - -- You can handle the event using the OnBefore and OnAfter event handlers. - -- The event handlers need to have the paramters From, Event, To, GroupObject. - -- The GroupObject is the UNIT object that is dead and within the SET_UNIT, and is passed as a parameter to the event handler. - -- See the following example: - -- - -- -- Create the SetCarrier SET_UNIT collection. - -- - -- local SetHelicopter = SET_UNIT:New():FilterPrefixes( "Helicopter" ):FilterStart() - -- - -- -- Put a Dead event handler on SetCarrier, to ensure that when a carrier unit is destroyed, that all internal parameters are reset. - -- - -- function SetHelicopter:OnAfterDead( From, Event, To, UnitObject ) - -- self:F( { UnitObject = UnitObject:GetName() } ) - -- end - -- - -- While this is a good example, there is a catch. - -- Imageine you want to execute the code above, the the self would need to be from the object declared outside (above) the OnAfterDead method. - -- So, the self would need to contain another object. Fortunately, this can be done, but you must use then the **`.`** notation for the method. - -- See the modified example: - -- - -- -- Now we have a constructor of the class AI_CARGO_DISPATCHER, that receives the SetHelicopter as a parameter. - -- -- Within that constructor, we want to set an enclosed event handler OnAfterDead for SetHelicopter. - -- -- But within the OnAfterDead method, we want to refer to the self variable of the AI_CARGO_DISPATCHER. - -- - -- function ACLASS:New( SetCarrier, SetCargo, SetDeployZones ) - -- - -- local self = BASE:Inherit( self, FSM:New() ) -- #AI_CARGO_DISPATCHER - -- - -- -- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset. - -- -- Note the "." notation, and the explicit declaration of SetHelicopter, which would be using the ":" notation the implicit self variable declaration. - -- - -- function SetHelicopter.OnAfterDead( SetHelicopter, From, Event, To, UnitObject ) - -- SetHelicopter:F( { UnitObject = UnitObject:GetName() } ) - -- self.array[UnitObject] = nil -- So here I clear the array table entry of the self object ACLASS. - -- end - -- - -- end - -- === - -- @field #SET_UNIT SET_UNIT - SET_UNIT = { - ClassName = "SET_UNIT", - Units = {}, - Filter = { - Coalitions = nil, - Categories = nil, - Types = nil, - Countries = nil, - UnitPrefixes = nil, - }, - FilterMeta = { - Coalitions = { - red = coalition.side.RED, - blue = coalition.side.BLUE, - neutral = coalition.side.NEUTRAL, - }, - Categories = { - plane = Unit.Category.AIRPLANE, - helicopter = Unit.Category.HELICOPTER, - ground = Unit.Category.GROUND_UNIT, - ship = Unit.Category.SHIP, - structure = Unit.Category.STRUCTURE, - }, - }, - } - - - --- Get the first unit from the set. - -- @function [parent=#SET_UNIT] GetFirst - -- @param #SET_UNIT self - -- @return Wrapper.Unit#UNIT The UNIT object. - - --- Creates a new SET_UNIT object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. - -- @param #SET_UNIT self - -- @return #SET_UNIT - -- @usage - -- -- Define a new SET_UNIT Object. This DBObject will contain a reference to all alive Units. - -- DBObject = SET_UNIT:New() - function SET_UNIT:New() - - -- Inherits from BASE - local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.UNITS ) ) -- #SET_UNIT - - self:FilterActive( false ) - - return self - end - - --- Add UNIT(s) to SET_UNIT. - -- @param #SET_UNIT self - -- @param Wrapper.Unit#UNIT Unit A single UNIT. - -- @return #SET_UNIT self - function SET_UNIT:AddUnit( Unit ) - self:F2( Unit:GetName() ) - - self:Add( Unit:GetName(), Unit ) - - -- Set the default cargo bay limit each time a new unit is added to the set. - Unit:SetCargoBayWeightLimit() - - return self - end - - - --- Add UNIT(s) to SET_UNIT. - -- @param #SET_UNIT self - -- @param #string AddUnitNames A single name or an array of UNIT names. - -- @return #SET_UNIT self - function SET_UNIT:AddUnitsByName( AddUnitNames ) - - local AddUnitNamesArray = ( type( AddUnitNames ) == "table" ) and AddUnitNames or { AddUnitNames } - - self:T( AddUnitNamesArray ) - for AddUnitID, AddUnitName in pairs( AddUnitNamesArray ) do - self:Add( AddUnitName, UNIT:FindByName( AddUnitName ) ) - end - - return self - end - - --- Remove UNIT(s) from SET_UNIT. - -- @param Core.Set#SET_UNIT self - -- @param Wrapper.Unit#UNIT RemoveUnitNames A single name or an array of UNIT names. - -- @return self - function SET_UNIT:RemoveUnitsByName( RemoveUnitNames ) - - local RemoveUnitNamesArray = ( type( RemoveUnitNames ) == "table" ) and RemoveUnitNames or { RemoveUnitNames } - - for RemoveUnitID, RemoveUnitName in pairs( RemoveUnitNamesArray ) do - self:Remove( RemoveUnitName ) - end - - return self - end - - - --- Finds a Unit based on the Unit Name. - -- @param #SET_UNIT self - -- @param #string UnitName - -- @return Wrapper.Unit#UNIT The found Unit. - function SET_UNIT:FindUnit( UnitName ) - - local UnitFound = self.Set[UnitName] - return UnitFound - end - - - - --- Builds a set of units of coalitions. - -- Possible current coalitions are red, blue and neutral. - -- @param #SET_UNIT self - -- @param #string Coalitions Can take the following values: "red", "blue", "neutral". - -- @return #SET_UNIT self - function SET_UNIT:FilterCoalitions( Coalitions ) - - self.Filter.Coalitions = {} - if type( Coalitions ) ~= "table" then - Coalitions = { Coalitions } - end - for CoalitionID, Coalition in pairs( Coalitions ) do - self.Filter.Coalitions[Coalition] = Coalition - end - return self - end - - - --- Builds a set of units out of categories. - -- Possible current categories are plane, helicopter, ground, ship. - -- @param #SET_UNIT self - -- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship". - -- @return #SET_UNIT self - function SET_UNIT:FilterCategories( Categories ) - if not self.Filter.Categories then - self.Filter.Categories = {} - end - if type( Categories ) ~= "table" then - Categories = { Categories } - end - for CategoryID, Category in pairs( Categories ) do - self.Filter.Categories[Category] = Category - end - return self - end - - - --- Builds a set of units of defined unit types. - -- Possible current types are those types known within DCS world. - -- @param #SET_UNIT self - -- @param #string Types Can take those type strings known within DCS world. - -- @return #SET_UNIT self - function SET_UNIT:FilterTypes( Types ) - if not self.Filter.Types then - self.Filter.Types = {} - end - if type( Types ) ~= "table" then - Types = { Types } - end - for TypeID, Type in pairs( Types ) do - self.Filter.Types[Type] = Type - end - return self - end - - - --- Builds a set of units of defined countries. - -- Possible current countries are those known within DCS world. - -- @param #SET_UNIT self - -- @param #string Countries Can take those country strings known within DCS world. - -- @return #SET_UNIT self - function SET_UNIT:FilterCountries( Countries ) - if not self.Filter.Countries then - self.Filter.Countries = {} - end - if type( Countries ) ~= "table" then - Countries = { Countries } - end - for CountryID, Country in pairs( Countries ) do - self.Filter.Countries[Country] = Country - end - return self - end - - - --- Builds a set of units of defined unit prefixes. - -- All the units starting with the given prefixes will be included within the set. - -- @param #SET_UNIT self - -- @param #string Prefixes The prefix of which the unit name starts with. - -- @return #SET_UNIT self - function SET_UNIT:FilterPrefixes( Prefixes ) - if not self.Filter.UnitPrefixes then - self.Filter.UnitPrefixes = {} - end - if type( Prefixes ) ~= "table" then - Prefixes = { Prefixes } - end - for PrefixID, Prefix in pairs( Prefixes ) do - self.Filter.UnitPrefixes[Prefix] = Prefix - end - return self - end - - --- Builds a set of units that are only active. - -- Only the units that are active will be included within the set. - -- @param #SET_UNIT self - -- @param #boolean Active (optional) Include only active units to the set. - -- Include inactive units if you provide false. - -- @return #SET_UNIT self - -- @usage - -- - -- -- Include only active units to the set. - -- UnitSet = SET_UNIT:New():FilterActive():FilterStart() - -- - -- -- Include only active units to the set of the blue coalition, and filter one time. - -- UnitSet = SET_UNIT:New():FilterActive():FilterCoalition( "blue" ):FilterOnce() - -- - -- -- Include only active units to the set of the blue coalition, and filter one time. - -- -- Later, reset to include back inactive units to the set. - -- UnitSet = SET_UNIT:New():FilterActive():FilterCoalition( "blue" ):FilterOnce() - -- ... logic ... - -- UnitSet = SET_UNIT:New():FilterActive( false ):FilterCoalition( "blue" ):FilterOnce() - -- - function SET_UNIT:FilterActive( Active ) - Active = Active or not ( Active == false ) - self.Filter.Active = Active - return self - end - - --- Builds a set of units having a radar of give types. - -- All the units having a radar of a given type will be included within the set. - -- @param #SET_UNIT self - -- @param #table RadarTypes The radar types. - -- @return #SET_UNIT self - function SET_UNIT:FilterHasRadar( RadarTypes ) - - self.Filter.RadarTypes = self.Filter.RadarTypes or {} - if type( RadarTypes ) ~= "table" then - RadarTypes = { RadarTypes } - end - for RadarTypeID, RadarType in pairs( RadarTypes ) do - self.Filter.RadarTypes[RadarType] = RadarType - end - return self - end - - --- Builds a set of SEADable units. - -- @param #SET_UNIT self - -- @return #SET_UNIT self - function SET_UNIT:FilterHasSEAD() - - self.Filter.SEAD = true - return self - end - - - - --- Starts the filtering. - -- @param #SET_UNIT self - -- @return #SET_UNIT self - function SET_UNIT:FilterStart() - - if _DATABASE then - self:_FilterStart() - self:HandleEvent( EVENTS.Birth, self._EventOnBirth ) - self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) - self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) - self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash ) - end - - return self - end - - - - --- Handles the Database to check on an event (birth) that the Object was added in the Database. - -- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event! - -- @param #SET_UNIT self - -- @param Core.Event#EVENTDATA Event - -- @return #string The name of the UNIT - -- @return #table The UNIT - function SET_UNIT:AddInDatabase( Event ) - self:F3( { Event } ) - - if Event.IniObjectCategory == 1 then - if not self.Database[Event.IniDCSUnitName] then - self.Database[Event.IniDCSUnitName] = UNIT:Register( Event.IniDCSUnitName ) - self:T3( self.Database[Event.IniDCSUnitName] ) - end - end - - return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName] - end - - --- Handles the Database to check on any event that Object exists in the Database. - -- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa! - -- @param #SET_UNIT self - -- @param Core.Event#EVENTDATA Event - -- @return #string The name of the UNIT - -- @return #table The UNIT - function SET_UNIT:FindInDatabase( Event ) - self:F2( { Event.IniDCSUnitName, self.Set[Event.IniDCSUnitName], Event } ) - - - return Event.IniDCSUnitName, self.Set[Event.IniDCSUnitName] - end - - - do -- Is Zone methods - - --- Check if minimal one element of the SET_UNIT is in the Zone. - -- @param #SET_UNIT self - -- @param Core.Zone#ZONE ZoneTest The Zone to be tested for. - -- @return #boolean - function SET_UNIT:IsPartiallyInZone( ZoneTest ) - - local IsPartiallyInZone = false - - local function EvaluateZone( ZoneUnit ) - - local ZoneUnitName = ZoneUnit:GetName() - self:F( { ZoneUnitName = ZoneUnitName } ) - if self:FindUnit( ZoneUnitName ) then - IsPartiallyInZone = true - self:F( { Found = true } ) - return false - end - - return true - end - - ZoneTest:SearchZone( EvaluateZone ) - - return IsPartiallyInZone - end - - - --- Check if no element of the SET_UNIT is in the Zone. - -- @param #SET_UNIT self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @return #boolean - function SET_UNIT:IsNotInZone( Zone ) - - local IsNotInZone = true - - local function EvaluateZone( ZoneUnit ) - - local ZoneUnitName = ZoneUnit:GetName() - if self:FindUnit( ZoneUnitName ) then - IsNotInZone = false - return false - end - - return true - end - - Zone:SearchZone( EvaluateZone ) - - return IsNotInZone - end - - - --- Check if minimal one element of the SET_UNIT is in the Zone. - -- @param #SET_UNIT self - -- @param #function IteratorFunction The function that will be called when there is an alive UNIT in the SET_UNIT. The function needs to accept a UNIT parameter. - -- @return #SET_UNIT self - function SET_UNIT:ForEachUnitInZone( IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet() ) - - return self - end - - - end - - - --- Iterate the SET_UNIT and call an interator function for each **alive** UNIT, providing the UNIT and optional parameters. - -- @param #SET_UNIT self - -- @param #function IteratorFunction The function that will be called when there is an alive UNIT in the SET_UNIT. The function needs to accept a UNIT parameter. - -- @return #SET_UNIT self - function SET_UNIT:ForEachUnit( IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet() ) - - return self - end - - --- Iterate the SET_UNIT **sorted *per Threat Level** and call an interator function for each **alive** UNIT, providing the UNIT and optional parameters. - -- - -- @param #SET_UNIT self - -- @param #number FromThreatLevel The TreatLevel to start the evaluation **From** (this must be a value between 0 and 10). - -- @param #number ToThreatLevel The TreatLevel to stop the evaluation **To** (this must be a value between 0 and 10). - -- @param #function IteratorFunction The function that will be called when there is an alive UNIT in the SET_UNIT. The function needs to accept a UNIT parameter. - -- @return #SET_UNIT self - -- @usage - -- - -- UnitSet:ForEachUnitPerThreatLevel( 10, 0, - -- -- @param Wrapper.Unit#UNIT UnitObject The UNIT object in the UnitSet, that will be passed to the local function for evaluation. - -- function( UnitObject ) - -- .. logic .. - -- end - -- ) - -- - function SET_UNIT:ForEachUnitPerThreatLevel( FromThreatLevel, ToThreatLevel, IteratorFunction, ... ) --R2.1 Threat Level implementation - self:F2( arg ) - - local ThreatLevelSet = {} - - if self:Count() ~= 0 then - for UnitName, UnitObject in pairs( self.Set ) do - local Unit = UnitObject -- Wrapper.Unit#UNIT - - local ThreatLevel = Unit:GetThreatLevel() - ThreatLevelSet[ThreatLevel] = ThreatLevelSet[ThreatLevel] or {} - ThreatLevelSet[ThreatLevel].Set = ThreatLevelSet[ThreatLevel].Set or {} - ThreatLevelSet[ThreatLevel].Set[UnitName] = UnitObject - self:F( { ThreatLevel = ThreatLevel, ThreatLevelSet = ThreatLevelSet[ThreatLevel].Set } ) - end - - local ThreatLevelIncrement = FromThreatLevel <= ToThreatLevel and 1 or -1 - - for ThreatLevel = FromThreatLevel, ToThreatLevel, ThreatLevelIncrement do - self:F( { ThreatLevel = ThreatLevel } ) - local ThreatLevelItem = ThreatLevelSet[ThreatLevel] - if ThreatLevelItem then - self:ForEach( IteratorFunction, arg, ThreatLevelItem.Set ) - end - end - end - - return self - end - - - - --- Iterate the SET_UNIT and call an iterator function for each **alive** UNIT presence completely in a @{Zone}, providing the UNIT and optional parameters to the called function. - -- @param #SET_UNIT self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @param #function IteratorFunction The function that will be called when there is an alive UNIT in the SET_UNIT. The function needs to accept a UNIT parameter. - -- @return #SET_UNIT self - function SET_UNIT:ForEachUnitCompletelyInZone( ZoneObject, IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet(), - --- @param Core.Zone#ZONE_BASE ZoneObject - -- @param Wrapper.Unit#UNIT UnitObject - function( ZoneObject, UnitObject ) - if UnitObject:IsInZone( ZoneObject ) then - return true - else - return false - end - end, { ZoneObject } ) - - return self - end - - --- Iterate the SET_UNIT and call an iterator function for each **alive** UNIT presence not in a @{Zone}, providing the UNIT and optional parameters to the called function. - -- @param #SET_UNIT self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @param #function IteratorFunction The function that will be called when there is an alive UNIT in the SET_UNIT. The function needs to accept a UNIT parameter. - -- @return #SET_UNIT self - function SET_UNIT:ForEachUnitNotInZone( ZoneObject, IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet(), - --- @param Core.Zone#ZONE_BASE ZoneObject - -- @param Wrapper.Unit#UNIT UnitObject - function( ZoneObject, UnitObject ) - if UnitObject:IsNotInZone( ZoneObject ) then - return true - else - return false - end - end, { ZoneObject } ) - - return self - end - - --- Returns map of unit types. - -- @param #SET_UNIT self - -- @return #map<#string,#number> A map of the unit types found. The key is the UnitTypeName and the value is the amount of unit types found. - function SET_UNIT:GetUnitTypes() - self:F2() - - local MT = {} -- Message Text - local UnitTypes = {} - - for UnitID, UnitData in pairs( self:GetSet() ) do - local TextUnit = UnitData -- Wrapper.Unit#UNIT - if TextUnit:IsAlive() then - local UnitType = TextUnit:GetTypeName() - - if not UnitTypes[UnitType] then - UnitTypes[UnitType] = 1 - else - UnitTypes[UnitType] = UnitTypes[UnitType] + 1 - end - end - end - - for UnitTypeID, UnitType in pairs( UnitTypes ) do - MT[#MT+1] = UnitType .. " of " .. UnitTypeID - end - - return UnitTypes - end - - - --- Returns a comma separated string of the unit types with a count in the @{Set}. - -- @param #SET_UNIT self - -- @return #string The unit types string - function SET_UNIT:GetUnitTypesText() - self:F2() - - local MT = {} -- Message Text - local UnitTypes = self:GetUnitTypes() - - for UnitTypeID, UnitType in pairs( UnitTypes ) do - MT[#MT+1] = UnitType .. " of " .. UnitTypeID - end - - return table.concat( MT, ", " ) - end - - --- Returns map of unit threat levels. - -- @param #SET_UNIT self - -- @return #table. - function SET_UNIT:GetUnitThreatLevels() - self:F2() - - local UnitThreatLevels = {} - - for UnitID, UnitData in pairs( self:GetSet() ) do - local ThreatUnit = UnitData -- Wrapper.Unit#UNIT - if ThreatUnit:IsAlive() then - local UnitThreatLevel, UnitThreatLevelText = ThreatUnit:GetThreatLevel() - local ThreatUnitName = ThreatUnit:GetName() - - UnitThreatLevels[UnitThreatLevel] = UnitThreatLevels[UnitThreatLevel] or {} - UnitThreatLevels[UnitThreatLevel].UnitThreatLevelText = UnitThreatLevelText - UnitThreatLevels[UnitThreatLevel].Units = UnitThreatLevels[UnitThreatLevel].Units or {} - UnitThreatLevels[UnitThreatLevel].Units[ThreatUnitName] = ThreatUnit - end - end - - return UnitThreatLevels - end - - --- Calculate the maxium A2G threat level of the SET_UNIT. - -- @param #SET_UNIT self - -- @return #number The maximum threatlevel - function SET_UNIT:CalculateThreatLevelA2G() - - local MaxThreatLevelA2G = 0 - local MaxThreatText = "" - for UnitName, UnitData in pairs( self:GetSet() ) do - local ThreatUnit = UnitData -- Wrapper.Unit#UNIT - local ThreatLevelA2G, ThreatText = ThreatUnit:GetThreatLevel() - if ThreatLevelA2G > MaxThreatLevelA2G then - MaxThreatLevelA2G = ThreatLevelA2G - MaxThreatText = ThreatText - end - end - - self:F( { MaxThreatLevelA2G = MaxThreatLevelA2G, MaxThreatText = MaxThreatText } ) - return MaxThreatLevelA2G, MaxThreatText - - end - - --- Get the center coordinate of the SET_UNIT. - -- @param #SET_UNIT self - -- @return Core.Point#COORDINATE The center coordinate of all the units in the set, including heading in degrees and speed in mps in case of moving units. - function SET_UNIT:GetCoordinate() - - local Coordinate = self:GetFirst():GetCoordinate() - - local x1 = Coordinate.x - local x2 = Coordinate.x - local y1 = Coordinate.y - local y2 = Coordinate.y - local z1 = Coordinate.z - local z2 = Coordinate.z - local MaxVelocity = 0 - local AvgHeading = nil - local MovingCount = 0 - - for UnitName, UnitData in pairs( self:GetSet() ) do - - local Unit = UnitData -- Wrapper.Unit#UNIT - local Coordinate = Unit:GetCoordinate() - - x1 = ( Coordinate.x < x1 ) and Coordinate.x or x1 - x2 = ( Coordinate.x > x2 ) and Coordinate.x or x2 - y1 = ( Coordinate.y < y1 ) and Coordinate.y or y1 - y2 = ( Coordinate.y > y2 ) and Coordinate.y or y2 - z1 = ( Coordinate.y < z1 ) and Coordinate.z or z1 - z2 = ( Coordinate.y > z2 ) and Coordinate.z or z2 - - local Velocity = Coordinate:GetVelocity() - if Velocity ~= 0 then - MaxVelocity = ( MaxVelocity < Velocity ) and Velocity or MaxVelocity - local Heading = Coordinate:GetHeading() - AvgHeading = AvgHeading and ( AvgHeading + Heading ) or Heading - MovingCount = MovingCount + 1 - end - end - - AvgHeading = AvgHeading and ( AvgHeading / MovingCount ) - - Coordinate.x = ( x2 - x1 ) / 2 + x1 - Coordinate.y = ( y2 - y1 ) / 2 + y1 - Coordinate.z = ( z2 - z1 ) / 2 + z1 - Coordinate:SetHeading( AvgHeading ) - Coordinate:SetVelocity( MaxVelocity ) - - self:F( { Coordinate = Coordinate } ) - return Coordinate - - end - - --- Get the maximum velocity of the SET_UNIT. - -- @param #SET_UNIT self - -- @return #number The speed in mps in case of moving units. - function SET_UNIT:GetVelocity() - - local Coordinate = self:GetFirst():GetCoordinate() - - local MaxVelocity = 0 - - for UnitName, UnitData in pairs( self:GetSet() ) do - - local Unit = UnitData -- Wrapper.Unit#UNIT - local Coordinate = Unit:GetCoordinate() - - local Velocity = Coordinate:GetVelocity() - if Velocity ~= 0 then - MaxVelocity = ( MaxVelocity < Velocity ) and Velocity or MaxVelocity - end - end - - self:F( { MaxVelocity = MaxVelocity } ) - return MaxVelocity - - end - - --- Get the average heading of the SET_UNIT. - -- @param #SET_UNIT self - -- @return #number Heading Heading in degrees and speed in mps in case of moving units. - function SET_UNIT:GetHeading() - - local HeadingSet = nil - local MovingCount = 0 - - for UnitName, UnitData in pairs( self:GetSet() ) do - - local Unit = UnitData -- Wrapper.Unit#UNIT - local Coordinate = Unit:GetCoordinate() - - local Velocity = Coordinate:GetVelocity() - if Velocity ~= 0 then - local Heading = Coordinate:GetHeading() - if HeadingSet == nil then - HeadingSet = Heading - else - local HeadingDiff = ( HeadingSet - Heading + 180 + 360 ) % 360 - 180 - HeadingDiff = math.abs( HeadingDiff ) - if HeadingDiff > 5 then - HeadingSet = nil - break - end - end - end - end - - return HeadingSet - - end - - - - --- Returns if the @{Set} has targets having a radar (of a given type). - -- @param #SET_UNIT self - -- @param DCS#Unit.RadarType RadarType - -- @return #number The amount of radars in the Set with the given type - function SET_UNIT:HasRadar( RadarType ) - self:F2( RadarType ) - - local RadarCount = 0 - for UnitID, UnitData in pairs( self:GetSet()) do - local UnitSensorTest = UnitData -- Wrapper.Unit#UNIT - local HasSensors - if RadarType then - HasSensors = UnitSensorTest:HasSensors( Unit.SensorType.RADAR, RadarType ) - else - HasSensors = UnitSensorTest:HasSensors( Unit.SensorType.RADAR ) - end - self:T3(HasSensors) - if HasSensors then - RadarCount = RadarCount + 1 - end - end - - return RadarCount - end - - --- Returns if the @{Set} has targets that can be SEADed. - -- @param #SET_UNIT self - -- @return #number The amount of SEADable units in the Set - function SET_UNIT:HasSEAD() - self:F2() - - local SEADCount = 0 - for UnitID, UnitData in pairs( self:GetSet()) do - local UnitSEAD = UnitData -- Wrapper.Unit#UNIT - if UnitSEAD:IsAlive() then - local UnitSEADAttributes = UnitSEAD:GetDesc().attributes - - local HasSEAD = UnitSEAD:HasSEAD() - - self:T3(HasSEAD) - if HasSEAD then - SEADCount = SEADCount + 1 - end - end - end - - return SEADCount - end - - --- Returns if the @{Set} has ground targets. - -- @param #SET_UNIT self - -- @return #number The amount of ground targets in the Set. - function SET_UNIT:HasGroundUnits() - self:F2() - - local GroundUnitCount = 0 - for UnitID, UnitData in pairs( self:GetSet()) do - local UnitTest = UnitData -- Wrapper.Unit#UNIT - if UnitTest:IsGround() then - GroundUnitCount = GroundUnitCount + 1 - end - end - - return GroundUnitCount - end - - --- Returns if the @{Set} has friendly ground units. - -- @param #SET_UNIT self - -- @return #number The amount of ground targets in the Set. - function SET_UNIT:HasFriendlyUnits( FriendlyCoalition ) - self:F2() - - local FriendlyUnitCount = 0 - for UnitID, UnitData in pairs( self:GetSet()) do - local UnitTest = UnitData -- Wrapper.Unit#UNIT - if UnitTest:IsFriendly( FriendlyCoalition ) then - FriendlyUnitCount = FriendlyUnitCount + 1 - end - end - - return FriendlyUnitCount - end - - - - ----- Iterate the SET_UNIT and call an interator function for each **alive** player, providing the Unit of the player and optional parameters. - ---- @param #SET_UNIT self - ---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_UNIT. The function needs to accept a UNIT parameter. - ---- @return #SET_UNIT self - --function SET_UNIT:ForEachPlayer( IteratorFunction, ... ) - -- self:F2( arg ) - -- - -- self:ForEach( IteratorFunction, arg, self.PlayersAlive ) - -- - -- return self - --end - -- - -- - ----- Iterate the SET_UNIT and call an interator function for each client, providing the Client to the function and optional parameters. - ---- @param #SET_UNIT self - ---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_UNIT. The function needs to accept a CLIENT parameter. - ---- @return #SET_UNIT self - --function SET_UNIT:ForEachClient( IteratorFunction, ... ) - -- self:F2( arg ) - -- - -- self:ForEach( IteratorFunction, arg, self.Clients ) - -- - -- return self - --end - - - --- - -- @param #SET_UNIT self - -- @param Wrapper.Unit#UNIT MUnit - -- @return #SET_UNIT self - function SET_UNIT:IsIncludeObject( MUnit ) - self:F2( MUnit ) - - local MUnitInclude = false - - if MUnit:IsAlive() ~= nil then - - MUnitInclude = true - - if self.Filter.Active ~= nil then - local MUnitActive = false - if self.Filter.Active == false or ( self.Filter.Active == true and MUnit:IsActive() == true ) then - MUnitActive = true - end - MUnitInclude = MUnitInclude and MUnitActive - end - - if self.Filter.Coalitions then - local MUnitCoalition = false - for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do - self:F( { "Coalition:", MUnit:GetCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } ) - if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == MUnit:GetCoalition() then - MUnitCoalition = true - end - end - MUnitInclude = MUnitInclude and MUnitCoalition - end - - if self.Filter.Categories then - local MUnitCategory = false - for CategoryID, CategoryName in pairs( self.Filter.Categories ) do - self:T3( { "Category:", MUnit:GetDesc().category, self.FilterMeta.Categories[CategoryName], CategoryName } ) - if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == MUnit:GetDesc().category then - MUnitCategory = true - end - end - MUnitInclude = MUnitInclude and MUnitCategory - end - - if self.Filter.Types then - local MUnitType = false - for TypeID, TypeName in pairs( self.Filter.Types ) do - self:T3( { "Type:", MUnit:GetTypeName(), TypeName } ) - if TypeName == MUnit:GetTypeName() then - MUnitType = true - end - end - MUnitInclude = MUnitInclude and MUnitType - end - - if self.Filter.Countries then - local MUnitCountry = false - for CountryID, CountryName in pairs( self.Filter.Countries ) do - self:T3( { "Country:", MUnit:GetCountry(), CountryName } ) - if country.id[CountryName] == MUnit:GetCountry() then - MUnitCountry = true - end - end - MUnitInclude = MUnitInclude and MUnitCountry - end - - if self.Filter.UnitPrefixes then - local MUnitPrefix = false - for UnitPrefixId, UnitPrefix in pairs( self.Filter.UnitPrefixes ) do - self:T3( { "Prefix:", string.find( MUnit:GetName(), UnitPrefix, 1 ), UnitPrefix } ) - if string.find( MUnit:GetName(), UnitPrefix, 1 ) then - MUnitPrefix = true - end - end - MUnitInclude = MUnitInclude and MUnitPrefix - end - - if self.Filter.RadarTypes then - local MUnitRadar = false - for RadarTypeID, RadarType in pairs( self.Filter.RadarTypes ) do - self:T3( { "Radar:", RadarType } ) - if MUnit:HasSensors( Unit.SensorType.RADAR, RadarType ) == true then - if MUnit:GetRadar() == true then -- This call is necessary to evaluate the SEAD capability. - self:T3( "RADAR Found" ) - end - MUnitRadar = true - end - end - MUnitInclude = MUnitInclude and MUnitRadar - end - - if self.Filter.SEAD then - local MUnitSEAD = false - if MUnit:HasSEAD() == true then - self:T3( "SEAD Found" ) - MUnitSEAD = true - end - MUnitInclude = MUnitInclude and MUnitSEAD - end - end - - self:T2( MUnitInclude ) - return MUnitInclude - end - - - --- Retrieve the type names of the @{Wrapper.Unit}s in the SET, delimited by an optional delimiter. - -- @param #SET_UNIT self - -- @param #string Delimiter (optional) The delimiter, which is default a comma. - -- @return #string The types of the @{Wrapper.Unit}s delimited. - function SET_UNIT:GetTypeNames( Delimiter ) - - Delimiter = Delimiter or ", " - local TypeReport = REPORT:New() - local Types = {} - - for UnitName, UnitData in pairs( self:GetSet() ) do - - local Unit = UnitData -- Wrapper.Unit#UNIT - local UnitTypeName = Unit:GetTypeName() - - if not Types[UnitTypeName] then - Types[UnitTypeName] = UnitTypeName - TypeReport:Add( UnitTypeName ) - end - end - - return TypeReport:Text( Delimiter ) - end - - --- Iterate the SET_UNIT and set for each unit the default cargo bay weight limit. - -- @param #SET_UNIT self - -- @usage - -- -- Set the default cargo bay weight limits of the carrier units. - -- local MySetUnit = SET_UNIT:New() - -- MySetUnit:SetCargoBayWeightLimit() - function SET_UNIT:SetCargoBayWeightLimit() - local Set = self:GetSet() - for UnitID, UnitData in pairs( Set ) do -- For each UNIT in SET_UNIT - --local UnitData = UnitData -- Wrapper.Unit#UNIT - UnitData:SetCargoBayWeightLimit() - end - end - - - -end - - -do -- SET_STATIC - - --- @type SET_STATIC - -- @extends Core.Set#SET_BASE - - --- Mission designers can use the SET_STATIC class to build sets of Statics belonging to certain: - -- - -- * Coalitions - -- * Categories - -- * Countries - -- * Static types - -- * Starting with certain prefix strings. - -- - -- ## SET_STATIC constructor - -- - -- Create a new SET_STATIC object with the @{#SET_STATIC.New} method: - -- - -- * @{#SET_STATIC.New}: Creates a new SET_STATIC object. - -- - -- ## Add or Remove STATIC(s) from SET_STATIC - -- - -- STATICs can be added and removed using the @{Core.Set#SET_STATIC.AddStaticsByName} and @{Core.Set#SET_STATIC.RemoveStaticsByName} respectively. - -- These methods take a single STATIC name or an array of STATIC names to be added or removed from SET_STATIC. - -- - -- ## SET_STATIC filter criteria - -- - -- You can set filter criteria to define the set of units within the SET_STATIC. - -- Filter criteria are defined by: - -- - -- * @{#SET_STATIC.FilterCoalitions}: Builds the SET_STATIC with the units belonging to the coalition(s). - -- * @{#SET_STATIC.FilterCategories}: Builds the SET_STATIC with the units belonging to the category(ies). - -- * @{#SET_STATIC.FilterTypes}: Builds the SET_STATIC with the units belonging to the unit type(s). - -- * @{#SET_STATIC.FilterCountries}: Builds the SET_STATIC with the units belonging to the country(ies). - -- * @{#SET_STATIC.FilterPrefixes}: Builds the SET_STATIC with the units starting with the same prefix string(s). - -- - -- Once the filter criteria have been set for the SET_STATIC, you can start filtering using: - -- - -- * @{#SET_STATIC.FilterStart}: Starts the filtering of the units within the SET_STATIC. - -- - -- Planned filter criteria within development are (so these are not yet available): - -- - -- * @{#SET_STATIC.FilterZones}: Builds the SET_STATIC with the units within a @{Core.Zone#ZONE}. - -- - -- ## SET_STATIC iterators - -- - -- Once the filters have been defined and the SET_STATIC has been built, you can iterate the SET_STATIC with the available iterator methods. - -- The iterator methods will walk the SET_STATIC set, and call for each element within the set a function that you provide. - -- The following iterator methods are currently available within the SET_STATIC: - -- - -- * @{#SET_STATIC.ForEachStatic}: Calls a function for each alive unit it finds within the SET_STATIC. - -- * @{#SET_GROUP.ForEachGroupCompletelyInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence completely in a @{Zone}, providing the GROUP and optional parameters to the called function. - -- * @{#SET_GROUP.ForEachGroupNotInZone}: Iterate the SET_GROUP and call an iterator function for each **alive** GROUP presence not in a @{Zone}, providing the GROUP and optional parameters to the called function. - -- - -- Planned iterators methods in development are (so these are not yet available): - -- - -- * @{#SET_STATIC.ForEachStaticInZone}: Calls a function for each unit contained within the SET_STATIC. - -- * @{#SET_STATIC.ForEachStaticCompletelyInZone}: Iterate and call an iterator function for each **alive** STATIC presence completely in a @{Zone}, providing the STATIC and optional parameters to the called function. - -- * @{#SET_STATIC.ForEachStaticNotInZone}: Iterate and call an iterator function for each **alive** STATIC presence not in a @{Zone}, providing the STATIC and optional parameters to the called function. - -- - -- ## SET_STATIC atomic methods - -- - -- Various methods exist for a SET_STATIC to perform actions or calculations and retrieve results from the SET_STATIC: - -- - -- * @{#SET_STATIC.GetTypeNames}(): Retrieve the type names of the @{Static}s in the SET, delimited by a comma. - -- - -- === - -- @field #SET_STATIC SET_STATIC - SET_STATIC = { - ClassName = "SET_STATIC", - Statics = {}, - Filter = { - Coalitions = nil, - Categories = nil, - Types = nil, - Countries = nil, - StaticPrefixes = nil, - }, - FilterMeta = { - Coalitions = { - red = coalition.side.RED, - blue = coalition.side.BLUE, - neutral = coalition.side.NEUTRAL, - }, - Categories = { - plane = Unit.Category.AIRPLANE, - helicopter = Unit.Category.HELICOPTER, - ground = Unit.Category.GROUND_STATIC, - ship = Unit.Category.SHIP, - structure = Unit.Category.STRUCTURE, - }, - }, - } - - - --- Get the first unit from the set. - -- @function [parent=#SET_STATIC] GetFirst - -- @param #SET_STATIC self - -- @return Wrapper.Static#STATIC The STATIC object. - - --- Creates a new SET_STATIC object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. - -- @param #SET_STATIC self - -- @return #SET_STATIC - -- @usage - -- -- Define a new SET_STATIC Object. This DBObject will contain a reference to all alive Statics. - -- DBObject = SET_STATIC:New() - function SET_STATIC:New() - - -- Inherits from BASE - local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.STATICS ) ) -- Core.Set#SET_STATIC - - return self - end - - --- Add STATIC(s) to SET_STATIC. - -- @param #SET_STATIC self - -- @param #string AddStatic A single STATIC. - -- @return #SET_STATIC self - function SET_STATIC:AddStatic( AddStatic ) - self:F2( AddStatic:GetName() ) - - self:Add( AddStatic:GetName(), AddStatic ) - - return self - end - - - --- Add STATIC(s) to SET_STATIC. - -- @param #SET_STATIC self - -- @param #string AddStaticNames A single name or an array of STATIC names. - -- @return #SET_STATIC self - function SET_STATIC:AddStaticsByName( AddStaticNames ) - - local AddStaticNamesArray = ( type( AddStaticNames ) == "table" ) and AddStaticNames or { AddStaticNames } - - self:T( AddStaticNamesArray ) - for AddStaticID, AddStaticName in pairs( AddStaticNamesArray ) do - self:Add( AddStaticName, STATIC:FindByName( AddStaticName ) ) - end - - return self - end - - --- Remove STATIC(s) from SET_STATIC. - -- @param Core.Set#SET_STATIC self - -- @param Wrapper.Static#STATIC RemoveStaticNames A single name or an array of STATIC names. - -- @return self - function SET_STATIC:RemoveStaticsByName( RemoveStaticNames ) - - local RemoveStaticNamesArray = ( type( RemoveStaticNames ) == "table" ) and RemoveStaticNames or { RemoveStaticNames } - - for RemoveStaticID, RemoveStaticName in pairs( RemoveStaticNamesArray ) do - self:Remove( RemoveStaticName ) - end - - return self - end - - - --- Finds a Static based on the Static Name. - -- @param #SET_STATIC self - -- @param #string StaticName - -- @return Wrapper.Static#STATIC The found Static. - function SET_STATIC:FindStatic( StaticName ) - - local StaticFound = self.Set[StaticName] - return StaticFound - end - - - - --- Builds a set of units of coalitions. - -- Possible current coalitions are red, blue and neutral. - -- @param #SET_STATIC self - -- @param #string Coalitions Can take the following values: "red", "blue", "neutral". - -- @return #SET_STATIC self - function SET_STATIC:FilterCoalitions( Coalitions ) - if not self.Filter.Coalitions then - self.Filter.Coalitions = {} - end - if type( Coalitions ) ~= "table" then - Coalitions = { Coalitions } - end - for CoalitionID, Coalition in pairs( Coalitions ) do - self.Filter.Coalitions[Coalition] = Coalition - end - return self - end - - - --- Builds a set of units out of categories. - -- Possible current categories are plane, helicopter, ground, ship. - -- @param #SET_STATIC self - -- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship". - -- @return #SET_STATIC self - function SET_STATIC:FilterCategories( Categories ) - if not self.Filter.Categories then - self.Filter.Categories = {} - end - if type( Categories ) ~= "table" then - Categories = { Categories } - end - for CategoryID, Category in pairs( Categories ) do - self.Filter.Categories[Category] = Category - end - return self - end - - - --- Builds a set of units of defined unit types. - -- Possible current types are those types known within DCS world. - -- @param #SET_STATIC self - -- @param #string Types Can take those type strings known within DCS world. - -- @return #SET_STATIC self - function SET_STATIC:FilterTypes( Types ) - if not self.Filter.Types then - self.Filter.Types = {} - end - if type( Types ) ~= "table" then - Types = { Types } - end - for TypeID, Type in pairs( Types ) do - self.Filter.Types[Type] = Type - end - return self - end - - - --- Builds a set of units of defined countries. - -- Possible current countries are those known within DCS world. - -- @param #SET_STATIC self - -- @param #string Countries Can take those country strings known within DCS world. - -- @return #SET_STATIC self - function SET_STATIC:FilterCountries( Countries ) - if not self.Filter.Countries then - self.Filter.Countries = {} - end - if type( Countries ) ~= "table" then - Countries = { Countries } - end - for CountryID, Country in pairs( Countries ) do - self.Filter.Countries[Country] = Country - end - return self - end - - - --- Builds a set of units of defined unit prefixes. - -- All the units starting with the given prefixes will be included within the set. - -- @param #SET_STATIC self - -- @param #string Prefixes The prefix of which the unit name starts with. - -- @return #SET_STATIC self - function SET_STATIC:FilterPrefixes( Prefixes ) - if not self.Filter.StaticPrefixes then - self.Filter.StaticPrefixes = {} - end - if type( Prefixes ) ~= "table" then - Prefixes = { Prefixes } - end - for PrefixID, Prefix in pairs( Prefixes ) do - self.Filter.StaticPrefixes[Prefix] = Prefix - end - return self - end - - - --- Starts the filtering. - -- @param #SET_STATIC self - -- @return #SET_STATIC self - function SET_STATIC:FilterStart() - - if _DATABASE then - self:_FilterStart() - self:HandleEvent( EVENTS.Birth, self._EventOnBirth ) - self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) - self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) - end - - return self - end - - --- Handles the Database to check on an event (birth) that the Object was added in the Database. - -- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event! - -- @param #SET_STATIC self - -- @param Core.Event#EVENTDATA Event - -- @return #string The name of the STATIC - -- @return #table The STATIC - function SET_STATIC:AddInDatabase( Event ) - self:F3( { Event } ) - - if Event.IniObjectCategory == Object.Category.STATIC then - if not self.Database[Event.IniDCSStaticName] then - self.Database[Event.IniDCSStaticName] = STATIC:Register( Event.IniDCSStaticName ) - self:T3( self.Database[Event.IniDCSStaticName] ) - end - end - - return Event.IniDCSStaticName, self.Database[Event.IniDCSStaticName] - end - - --- Handles the Database to check on any event that Object exists in the Database. - -- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa! - -- @param #SET_STATIC self - -- @param Core.Event#EVENTDATA Event - -- @return #string The name of the STATIC - -- @return #table The STATIC - function SET_STATIC:FindInDatabase( Event ) - self:F2( { Event.IniDCSStaticName, self.Set[Event.IniDCSStaticName], Event } ) - - - return Event.IniDCSStaticName, self.Set[Event.IniDCSStaticName] - end - - - do -- Is Zone methods - - --- Check if minimal one element of the SET_STATIC is in the Zone. - -- @param #SET_STATIC self - -- @param Core.Zone#ZONE Zone The Zone to be tested for. - -- @return #boolean - function SET_STATIC:IsPatriallyInZone( Zone ) - - local IsPartiallyInZone = false - - local function EvaluateZone( ZoneStatic ) - - local ZoneStaticName = ZoneStatic:GetName() - if self:FindStatic( ZoneStaticName ) then - IsPartiallyInZone = true - return false - end - - return true - end - - return IsPartiallyInZone - end - - - --- Check if no element of the SET_STATIC is in the Zone. - -- @param #SET_STATIC self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @return #boolean - function SET_STATIC:IsNotInZone( Zone ) - - local IsNotInZone = true - - local function EvaluateZone( ZoneStatic ) - - local ZoneStaticName = ZoneStatic:GetName() - if self:FindStatic( ZoneStaticName ) then - IsNotInZone = false - return false - end - - return true - end - - Zone:Search( EvaluateZone ) - - return IsNotInZone - end - - - --- Check if minimal one element of the SET_STATIC is in the Zone. - -- @param #SET_STATIC self - -- @param #function IteratorFunction The function that will be called when there is an alive STATIC in the SET_STATIC. The function needs to accept a STATIC parameter. - -- @return #SET_STATIC self - function SET_STATIC:ForEachStaticInZone( IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet() ) - - return self - end - - - end - - - --- Iterate the SET_STATIC and call an interator function for each **alive** STATIC, providing the STATIC and optional parameters. - -- @param #SET_STATIC self - -- @param #function IteratorFunction The function that will be called when there is an alive STATIC in the SET_STATIC. The function needs to accept a STATIC parameter. - -- @return #SET_STATIC self - function SET_STATIC:ForEachStatic( IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet() ) - - return self - end - - - --- Iterate the SET_STATIC and call an iterator function for each **alive** STATIC presence completely in a @{Zone}, providing the STATIC and optional parameters to the called function. - -- @param #SET_STATIC self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @param #function IteratorFunction The function that will be called when there is an alive STATIC in the SET_STATIC. The function needs to accept a STATIC parameter. - -- @return #SET_STATIC self - function SET_STATIC:ForEachStaticCompletelyInZone( ZoneObject, IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet(), - --- @param Core.Zone#ZONE_BASE ZoneObject - -- @param Wrapper.Static#STATIC StaticObject - function( ZoneObject, StaticObject ) - if StaticObject:IsInZone( ZoneObject ) then - return true - else - return false - end - end, { ZoneObject } ) - - return self - end - - --- Iterate the SET_STATIC and call an iterator function for each **alive** STATIC presence not in a @{Zone}, providing the STATIC and optional parameters to the called function. - -- @param #SET_STATIC self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @param #function IteratorFunction The function that will be called when there is an alive STATIC in the SET_STATIC. The function needs to accept a STATIC parameter. - -- @return #SET_STATIC self - function SET_STATIC:ForEachStaticNotInZone( ZoneObject, IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet(), - --- @param Core.Zone#ZONE_BASE ZoneObject - -- @param Wrapper.Static#STATIC StaticObject - function( ZoneObject, StaticObject ) - if StaticObject:IsNotInZone( ZoneObject ) then - return true - else - return false - end - end, { ZoneObject } ) - - return self - end - - --- Returns map of unit types. - -- @param #SET_STATIC self - -- @return #map<#string,#number> A map of the unit types found. The key is the StaticTypeName and the value is the amount of unit types found. - function SET_STATIC:GetStaticTypes() - self:F2() - - local MT = {} -- Message Text - local StaticTypes = {} - - for StaticID, StaticData in pairs( self:GetSet() ) do - local TextStatic = StaticData -- Wrapper.Static#STATIC - if TextStatic:IsAlive() then - local StaticType = TextStatic:GetTypeName() - - if not StaticTypes[StaticType] then - StaticTypes[StaticType] = 1 - else - StaticTypes[StaticType] = StaticTypes[StaticType] + 1 - end - end - end - - for StaticTypeID, StaticType in pairs( StaticTypes ) do - MT[#MT+1] = StaticType .. " of " .. StaticTypeID - end - - return StaticTypes - end - - - --- Returns a comma separated string of the unit types with a count in the @{Set}. - -- @param #SET_STATIC self - -- @return #string The unit types string - function SET_STATIC:GetStaticTypesText() - self:F2() - - local MT = {} -- Message Text - local StaticTypes = self:GetStaticTypes() - - for StaticTypeID, StaticType in pairs( StaticTypes ) do - MT[#MT+1] = StaticType .. " of " .. StaticTypeID - end - - return table.concat( MT, ", " ) - end - - --- Get the center coordinate of the SET_STATIC. - -- @param #SET_STATIC self - -- @return Core.Point#COORDINATE The center coordinate of all the units in the set, including heading in degrees and speed in mps in case of moving units. - function SET_STATIC:GetCoordinate() - - local Coordinate = self:GetFirst():GetCoordinate() - - local x1 = Coordinate.x - local x2 = Coordinate.x - local y1 = Coordinate.y - local y2 = Coordinate.y - local z1 = Coordinate.z - local z2 = Coordinate.z - local MaxVelocity = 0 - local AvgHeading = nil - local MovingCount = 0 - - for StaticName, StaticData in pairs( self:GetSet() ) do - - local Static = StaticData -- Wrapper.Static#STATIC - local Coordinate = Static:GetCoordinate() - - x1 = ( Coordinate.x < x1 ) and Coordinate.x or x1 - x2 = ( Coordinate.x > x2 ) and Coordinate.x or x2 - y1 = ( Coordinate.y < y1 ) and Coordinate.y or y1 - y2 = ( Coordinate.y > y2 ) and Coordinate.y or y2 - z1 = ( Coordinate.y < z1 ) and Coordinate.z or z1 - z2 = ( Coordinate.y > z2 ) and Coordinate.z or z2 - - local Velocity = Coordinate:GetVelocity() - if Velocity ~= 0 then - MaxVelocity = ( MaxVelocity < Velocity ) and Velocity or MaxVelocity - local Heading = Coordinate:GetHeading() - AvgHeading = AvgHeading and ( AvgHeading + Heading ) or Heading - MovingCount = MovingCount + 1 - end - end - - AvgHeading = AvgHeading and ( AvgHeading / MovingCount ) - - Coordinate.x = ( x2 - x1 ) / 2 + x1 - Coordinate.y = ( y2 - y1 ) / 2 + y1 - Coordinate.z = ( z2 - z1 ) / 2 + z1 - Coordinate:SetHeading( AvgHeading ) - Coordinate:SetVelocity( MaxVelocity ) - - self:F( { Coordinate = Coordinate } ) - return Coordinate - - end - - --- Get the maximum velocity of the SET_STATIC. - -- @param #SET_STATIC self - -- @return #number The speed in mps in case of moving units. - function SET_STATIC:GetVelocity() - - return 0 - - end - - --- Get the average heading of the SET_STATIC. - -- @param #SET_STATIC self - -- @return #number Heading Heading in degrees and speed in mps in case of moving units. - function SET_STATIC:GetHeading() - - local HeadingSet = nil - local MovingCount = 0 - - for StaticName, StaticData in pairs( self:GetSet() ) do - - local Static = StaticData -- Wrapper.Static#STATIC - local Coordinate = Static:GetCoordinate() - - local Velocity = Coordinate:GetVelocity() - if Velocity ~= 0 then - local Heading = Coordinate:GetHeading() - if HeadingSet == nil then - HeadingSet = Heading - else - local HeadingDiff = ( HeadingSet - Heading + 180 + 360 ) % 360 - 180 - HeadingDiff = math.abs( HeadingDiff ) - if HeadingDiff > 5 then - HeadingSet = nil - break - end - end - end - end - - return HeadingSet - - end - - --- Calculate the maxium A2G threat level of the SET_STATIC. - -- @param #SET_STATIC self - -- @return #number The maximum threatlevel - function SET_STATIC:CalculateThreatLevelA2G() - - local MaxThreatLevelA2G = 0 - local MaxThreatText = "" - for StaticName, StaticData in pairs( self:GetSet() ) do - local ThreatStatic = StaticData -- Wrapper.Static#STATIC - local ThreatLevelA2G, ThreatText = ThreatStatic:GetThreatLevel() - if ThreatLevelA2G > MaxThreatLevelA2G then - MaxThreatLevelA2G = ThreatLevelA2G - MaxThreatText = ThreatText - end - end - - self:F( { MaxThreatLevelA2G = MaxThreatLevelA2G, MaxThreatText = MaxThreatText } ) - return MaxThreatLevelA2G, MaxThreatText - - end - - --- - -- @param #SET_STATIC self - -- @param Wrapper.Static#STATIC MStatic - -- @return #SET_STATIC self - function SET_STATIC:IsIncludeObject( MStatic ) - self:F2( MStatic ) - local MStaticInclude = true - - if self.Filter.Coalitions then - local MStaticCoalition = false - for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do - self:T3( { "Coalition:", MStatic:GetCoalition(), self.FilterMeta.Coalitions[CoalitionName], CoalitionName } ) - if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == MStatic:GetCoalition() then - MStaticCoalition = true - end - end - MStaticInclude = MStaticInclude and MStaticCoalition - end - - if self.Filter.Categories then - local MStaticCategory = false - for CategoryID, CategoryName in pairs( self.Filter.Categories ) do - self:T3( { "Category:", MStatic:GetDesc().category, self.FilterMeta.Categories[CategoryName], CategoryName } ) - if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == MStatic:GetDesc().category then - MStaticCategory = true - end - end - MStaticInclude = MStaticInclude and MStaticCategory - end - - if self.Filter.Types then - local MStaticType = false - for TypeID, TypeName in pairs( self.Filter.Types ) do - self:T3( { "Type:", MStatic:GetTypeName(), TypeName } ) - if TypeName == MStatic:GetTypeName() then - MStaticType = true - end - end - MStaticInclude = MStaticInclude and MStaticType - end - - if self.Filter.Countries then - local MStaticCountry = false - for CountryID, CountryName in pairs( self.Filter.Countries ) do - self:T3( { "Country:", MStatic:GetCountry(), CountryName } ) - if country.id[CountryName] == MStatic:GetCountry() then - MStaticCountry = true - end - end - MStaticInclude = MStaticInclude and MStaticCountry - end - - if self.Filter.StaticPrefixes then - local MStaticPrefix = false - for StaticPrefixId, StaticPrefix in pairs( self.Filter.StaticPrefixes ) do - self:T3( { "Prefix:", string.find( MStatic:GetName(), StaticPrefix, 1 ), StaticPrefix } ) - if string.find( MStatic:GetName(), StaticPrefix, 1 ) then - MStaticPrefix = true - end - end - MStaticInclude = MStaticInclude and MStaticPrefix - end - - self:T2( MStaticInclude ) - return MStaticInclude - end - - - --- Retrieve the type names of the @{Static}s in the SET, delimited by an optional delimiter. - -- @param #SET_STATIC self - -- @param #string Delimiter (optional) The delimiter, which is default a comma. - -- @return #string The types of the @{Static}s delimited. - function SET_STATIC:GetTypeNames( Delimiter ) - - Delimiter = Delimiter or ", " - local TypeReport = REPORT:New() - local Types = {} - - for StaticName, StaticData in pairs( self:GetSet() ) do - - local Static = StaticData -- Wrapper.Static#STATIC - local StaticTypeName = Static:GetTypeName() - - if not Types[StaticTypeName] then - Types[StaticTypeName] = StaticTypeName - TypeReport:Add( StaticTypeName ) - end - end - - return TypeReport:Text( Delimiter ) - end - -end - - -do -- SET_CLIENT - - - --- @type SET_CLIENT - -- @extends Core.Set#SET_BASE - - - - --- Mission designers can use the @{Core.Set#SET_CLIENT} class to build sets of units belonging to certain: - -- - -- * Coalitions - -- * Categories - -- * Countries - -- * Client types - -- * Starting with certain prefix strings. - -- - -- ## 1) SET_CLIENT constructor - -- - -- Create a new SET_CLIENT object with the @{#SET_CLIENT.New} method: - -- - -- * @{#SET_CLIENT.New}: Creates a new SET_CLIENT object. - -- - -- ## 2) Add or Remove CLIENT(s) from SET_CLIENT - -- - -- CLIENTs can be added and removed using the @{Core.Set#SET_CLIENT.AddClientsByName} and @{Core.Set#SET_CLIENT.RemoveClientsByName} respectively. - -- These methods take a single CLIENT name or an array of CLIENT names to be added or removed from SET_CLIENT. - -- - -- ## 3) SET_CLIENT filter criteria - -- - -- You can set filter criteria to define the set of clients within the SET_CLIENT. - -- Filter criteria are defined by: - -- - -- * @{#SET_CLIENT.FilterCoalitions}: Builds the SET_CLIENT with the clients belonging to the coalition(s). - -- * @{#SET_CLIENT.FilterCategories}: Builds the SET_CLIENT with the clients belonging to the category(ies). - -- * @{#SET_CLIENT.FilterTypes}: Builds the SET_CLIENT with the clients belonging to the client type(s). - -- * @{#SET_CLIENT.FilterCountries}: Builds the SET_CLIENT with the clients belonging to the country(ies). - -- * @{#SET_CLIENT.FilterPrefixes}: Builds the SET_CLIENT with the clients starting with the same prefix string(s). - -- * @{#SET_CLIENT.FilterActive}: Builds the SET_CLIENT with the units that are only active. Units that are inactive (late activation) won't be included in the set! - -- - -- Once the filter criteria have been set for the SET_CLIENT, you can start filtering using: - -- - -- * @{#SET_CLIENT.FilterStart}: Starts the filtering of the clients **dynamically**. - -- * @{#SET_CLIENT.FilterOnce}: Filters the clients **once**. - -- - -- Planned filter criteria within development are (so these are not yet available): - -- - -- * @{#SET_CLIENT.FilterZones}: Builds the SET_CLIENT with the clients within a @{Core.Zone#ZONE}. - -- - -- ## 4) SET_CLIENT iterators - -- - -- Once the filters have been defined and the SET_CLIENT has been built, you can iterate the SET_CLIENT with the available iterator methods. - -- The iterator methods will walk the SET_CLIENT set, and call for each element within the set a function that you provide. - -- The following iterator methods are currently available within the SET_CLIENT: - -- - -- * @{#SET_CLIENT.ForEachClient}: Calls a function for each alive client it finds within the SET_CLIENT. - -- - -- === - -- @field #SET_CLIENT SET_CLIENT - SET_CLIENT = { - ClassName = "SET_CLIENT", - Clients = {}, - Filter = { - Coalitions = nil, - Categories = nil, - Types = nil, - Countries = nil, - ClientPrefixes = nil, - }, - FilterMeta = { - Coalitions = { - red = coalition.side.RED, - blue = coalition.side.BLUE, - neutral = coalition.side.NEUTRAL, - }, - Categories = { - plane = Unit.Category.AIRPLANE, - helicopter = Unit.Category.HELICOPTER, - ground = Unit.Category.GROUND_UNIT, - ship = Unit.Category.SHIP, - structure = Unit.Category.STRUCTURE, - }, - }, - } - - - --- Creates a new SET_CLIENT object, building a set of clients belonging to a coalitions, categories, countries, types or with defined prefix names. - -- @param #SET_CLIENT self - -- @return #SET_CLIENT - -- @usage - -- -- Define a new SET_CLIENT Object. This DBObject will contain a reference to all Clients. - -- DBObject = SET_CLIENT:New() - function SET_CLIENT:New() - -- Inherits from BASE - local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.CLIENTS ) ) -- #SET_CLIENT - - self:FilterActive( false ) - - return self - end - - --- Add CLIENT(s) to SET_CLIENT. - -- @param Core.Set#SET_CLIENT self - -- @param #string AddClientNames A single name or an array of CLIENT names. - -- @return self - function SET_CLIENT:AddClientsByName( AddClientNames ) - - local AddClientNamesArray = ( type( AddClientNames ) == "table" ) and AddClientNames or { AddClientNames } - - for AddClientID, AddClientName in pairs( AddClientNamesArray ) do - self:Add( AddClientName, CLIENT:FindByName( AddClientName ) ) - end - - return self - end - - --- Remove CLIENT(s) from SET_CLIENT. - -- @param Core.Set#SET_CLIENT self - -- @param Wrapper.Client#CLIENT RemoveClientNames A single name or an array of CLIENT names. - -- @return self - function SET_CLIENT:RemoveClientsByName( RemoveClientNames ) - - local RemoveClientNamesArray = ( type( RemoveClientNames ) == "table" ) and RemoveClientNames or { RemoveClientNames } - - for RemoveClientID, RemoveClientName in pairs( RemoveClientNamesArray ) do - self:Remove( RemoveClientName.ClientName ) - end - - return self - end - - - --- Finds a Client based on the Client Name. - -- @param #SET_CLIENT self - -- @param #string ClientName - -- @return Wrapper.Client#CLIENT The found Client. - function SET_CLIENT:FindClient( ClientName ) - - local ClientFound = self.Set[ClientName] - return ClientFound - end - - - - --- Builds a set of clients of coalitions. - -- Possible current coalitions are red, blue and neutral. - -- @param #SET_CLIENT self - -- @param #string Coalitions Can take the following values: "red", "blue", "neutral". - -- @return #SET_CLIENT self - function SET_CLIENT:FilterCoalitions( Coalitions ) - if not self.Filter.Coalitions then - self.Filter.Coalitions = {} - end - if type( Coalitions ) ~= "table" then - Coalitions = { Coalitions } - end - for CoalitionID, Coalition in pairs( Coalitions ) do - self.Filter.Coalitions[Coalition] = Coalition - end - return self - end - - - --- Builds a set of clients out of categories. - -- Possible current categories are plane, helicopter, ground, ship. - -- @param #SET_CLIENT self - -- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship". - -- @return #SET_CLIENT self - function SET_CLIENT:FilterCategories( Categories ) - if not self.Filter.Categories then - self.Filter.Categories = {} - end - if type( Categories ) ~= "table" then - Categories = { Categories } - end - for CategoryID, Category in pairs( Categories ) do - self.Filter.Categories[Category] = Category - end - return self - end - - - --- Builds a set of clients of defined client types. - -- Possible current types are those types known within DCS world. - -- @param #SET_CLIENT self - -- @param #string Types Can take those type strings known within DCS world. - -- @return #SET_CLIENT self - function SET_CLIENT:FilterTypes( Types ) - if not self.Filter.Types then - self.Filter.Types = {} - end - if type( Types ) ~= "table" then - Types = { Types } - end - for TypeID, Type in pairs( Types ) do - self.Filter.Types[Type] = Type - end - return self - end - - - --- Builds a set of clients of defined countries. - -- Possible current countries are those known within DCS world. - -- @param #SET_CLIENT self - -- @param #string Countries Can take those country strings known within DCS world. - -- @return #SET_CLIENT self - function SET_CLIENT:FilterCountries( Countries ) - if not self.Filter.Countries then - self.Filter.Countries = {} - end - if type( Countries ) ~= "table" then - Countries = { Countries } - end - for CountryID, Country in pairs( Countries ) do - self.Filter.Countries[Country] = Country - end - return self - end - - - --- Builds a set of clients of defined client prefixes. - -- All the clients starting with the given prefixes will be included within the set. - -- @param #SET_CLIENT self - -- @param #string Prefixes The prefix of which the client name starts with. - -- @return #SET_CLIENT self - function SET_CLIENT:FilterPrefixes( Prefixes ) - if not self.Filter.ClientPrefixes then - self.Filter.ClientPrefixes = {} - end - if type( Prefixes ) ~= "table" then - Prefixes = { Prefixes } - end - for PrefixID, Prefix in pairs( Prefixes ) do - self.Filter.ClientPrefixes[Prefix] = Prefix - end - return self - end - - --- Builds a set of clients that are only active. - -- Only the clients that are active will be included within the set. - -- @param #SET_CLIENT self - -- @param #boolean Active (optional) Include only active clients to the set. - -- Include inactive clients if you provide false. - -- @return #SET_CLIENT self - -- @usage - -- - -- -- Include only active clients to the set. - -- ClientSet = SET_CLIENT:New():FilterActive():FilterStart() - -- - -- -- Include only active clients to the set of the blue coalition, and filter one time. - -- ClientSet = SET_CLIENT:New():FilterActive():FilterCoalition( "blue" ):FilterOnce() - -- - -- -- Include only active clients to the set of the blue coalition, and filter one time. - -- -- Later, reset to include back inactive clients to the set. - -- ClientSet = SET_CLIENT:New():FilterActive():FilterCoalition( "blue" ):FilterOnce() - -- ... logic ... - -- ClientSet = SET_CLIENT:New():FilterActive( false ):FilterCoalition( "blue" ):FilterOnce() - -- - function SET_CLIENT:FilterActive( Active ) - Active = Active or not ( Active == false ) - self.Filter.Active = Active - return self - end - - - - --- Starts the filtering. - -- @param #SET_CLIENT self - -- @return #SET_CLIENT self - function SET_CLIENT:FilterStart() - - if _DATABASE then - self:_FilterStart() - self:HandleEvent( EVENTS.Birth, self._EventOnBirth ) - self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) - self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) - end - - return self - end - - --- Handles the Database to check on an event (birth) that the Object was added in the Database. - -- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event! - -- @param #SET_CLIENT self - -- @param Core.Event#EVENTDATA Event - -- @return #string The name of the CLIENT - -- @return #table The CLIENT - function SET_CLIENT:AddInDatabase( Event ) - self:F3( { Event } ) - - return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName] - end - - --- Handles the Database to check on any event that Object exists in the Database. - -- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa! - -- @param #SET_CLIENT self - -- @param Core.Event#EVENTDATA Event - -- @return #string The name of the CLIENT - -- @return #table The CLIENT - function SET_CLIENT:FindInDatabase( Event ) - self:F3( { Event } ) - - return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName] - end - - --- Iterate the SET_CLIENT and call an interator function for each **alive** CLIENT, providing the CLIENT and optional parameters. - -- @param #SET_CLIENT self - -- @param #function IteratorFunction The function that will be called when there is an alive CLIENT in the SET_CLIENT. The function needs to accept a CLIENT parameter. - -- @return #SET_CLIENT self - function SET_CLIENT:ForEachClient( IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet() ) - - return self - end - - --- Iterate the SET_CLIENT and call an iterator function for each **alive** CLIENT presence completely in a @{Zone}, providing the CLIENT and optional parameters to the called function. - -- @param #SET_CLIENT self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @param #function IteratorFunction The function that will be called when there is an alive CLIENT in the SET_CLIENT. The function needs to accept a CLIENT parameter. - -- @return #SET_CLIENT self - function SET_CLIENT:ForEachClientInZone( ZoneObject, IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet(), - --- @param Core.Zone#ZONE_BASE ZoneObject - -- @param Wrapper.Client#CLIENT ClientObject - function( ZoneObject, ClientObject ) - if ClientObject:IsInZone( ZoneObject ) then - return true - else - return false - end - end, { ZoneObject } ) - - return self - end - - --- Iterate the SET_CLIENT and call an iterator function for each **alive** CLIENT presence not in a @{Zone}, providing the CLIENT and optional parameters to the called function. - -- @param #SET_CLIENT self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @param #function IteratorFunction The function that will be called when there is an alive CLIENT in the SET_CLIENT. The function needs to accept a CLIENT parameter. - -- @return #SET_CLIENT self - function SET_CLIENT:ForEachClientNotInZone( ZoneObject, IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet(), - --- @param Core.Zone#ZONE_BASE ZoneObject - -- @param Wrapper.Client#CLIENT ClientObject - function( ZoneObject, ClientObject ) - if ClientObject:IsNotInZone( ZoneObject ) then - return true - else - return false - end - end, { ZoneObject } ) - - return self - end - - --- - -- @param #SET_CLIENT self - -- @param Wrapper.Client#CLIENT MClient - -- @return #SET_CLIENT self - function SET_CLIENT:IsIncludeObject( MClient ) - self:F2( MClient ) - - local MClientInclude = true - - if MClient then - local MClientName = MClient.UnitName - - if self.Filter.Active ~= nil then - local MClientActive = false - if self.Filter.Active == false or ( self.Filter.Active == true and MClient:IsActive() == true ) then - MClientActive = true - end - MClientInclude = MClientInclude and MClientActive - end - - if self.Filter.Coalitions then - local MClientCoalition = false - for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do - local ClientCoalitionID = _DATABASE:GetCoalitionFromClientTemplate( MClientName ) - self:T3( { "Coalition:", ClientCoalitionID, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } ) - if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == ClientCoalitionID then - MClientCoalition = true - end - end - self:T( { "Evaluated Coalition", MClientCoalition } ) - MClientInclude = MClientInclude and MClientCoalition - end - - if self.Filter.Categories then - local MClientCategory = false - for CategoryID, CategoryName in pairs( self.Filter.Categories ) do - local ClientCategoryID = _DATABASE:GetCategoryFromClientTemplate( MClientName ) - self:T3( { "Category:", ClientCategoryID, self.FilterMeta.Categories[CategoryName], CategoryName } ) - if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == ClientCategoryID then - MClientCategory = true - end - end - self:T( { "Evaluated Category", MClientCategory } ) - MClientInclude = MClientInclude and MClientCategory - end - - if self.Filter.Types then - local MClientType = false - for TypeID, TypeName in pairs( self.Filter.Types ) do - self:T3( { "Type:", MClient:GetTypeName(), TypeName } ) - if TypeName == MClient:GetTypeName() then - MClientType = true - end - end - self:T( { "Evaluated Type", MClientType } ) - MClientInclude = MClientInclude and MClientType - end - - if self.Filter.Countries then - local MClientCountry = false - for CountryID, CountryName in pairs( self.Filter.Countries ) do - local ClientCountryID = _DATABASE:GetCountryFromClientTemplate(MClientName) - self:T3( { "Country:", ClientCountryID, country.id[CountryName], CountryName } ) - if country.id[CountryName] and country.id[CountryName] == ClientCountryID then - MClientCountry = true - end - end - self:T( { "Evaluated Country", MClientCountry } ) - MClientInclude = MClientInclude and MClientCountry - end - - if self.Filter.ClientPrefixes then - local MClientPrefix = false - for ClientPrefixId, ClientPrefix in pairs( self.Filter.ClientPrefixes ) do - self:T3( { "Prefix:", string.find( MClient.UnitName, ClientPrefix, 1 ), ClientPrefix } ) - if string.find( MClient.UnitName, ClientPrefix, 1 ) then - MClientPrefix = true - end - end - self:T( { "Evaluated Prefix", MClientPrefix } ) - MClientInclude = MClientInclude and MClientPrefix - end - end - - self:T2( MClientInclude ) - return MClientInclude - end - -end - - -do -- SET_PLAYER - - --- @type SET_PLAYER - -- @extends Core.Set#SET_BASE - - - - --- Mission designers can use the @{Core.Set#SET_PLAYER} class to build sets of units belonging to alive players: - -- - -- ## SET_PLAYER constructor - -- - -- Create a new SET_PLAYER object with the @{#SET_PLAYER.New} method: - -- - -- * @{#SET_PLAYER.New}: Creates a new SET_PLAYER object. - -- - -- ## SET_PLAYER filter criteria - -- - -- You can set filter criteria to define the set of clients within the SET_PLAYER. - -- Filter criteria are defined by: - -- - -- * @{#SET_PLAYER.FilterCoalitions}: Builds the SET_PLAYER with the clients belonging to the coalition(s). - -- * @{#SET_PLAYER.FilterCategories}: Builds the SET_PLAYER with the clients belonging to the category(ies). - -- * @{#SET_PLAYER.FilterTypes}: Builds the SET_PLAYER with the clients belonging to the client type(s). - -- * @{#SET_PLAYER.FilterCountries}: Builds the SET_PLAYER with the clients belonging to the country(ies). - -- * @{#SET_PLAYER.FilterPrefixes}: Builds the SET_PLAYER with the clients starting with the same prefix string(s). - -- - -- Once the filter criteria have been set for the SET_PLAYER, you can start filtering using: - -- - -- * @{#SET_PLAYER.FilterStart}: Starts the filtering of the clients within the SET_PLAYER. - -- - -- Planned filter criteria within development are (so these are not yet available): - -- - -- * @{#SET_PLAYER.FilterZones}: Builds the SET_PLAYER with the clients within a @{Core.Zone#ZONE}. - -- - -- ## SET_PLAYER iterators - -- - -- Once the filters have been defined and the SET_PLAYER has been built, you can iterate the SET_PLAYER with the available iterator methods. - -- The iterator methods will walk the SET_PLAYER set, and call for each element within the set a function that you provide. - -- The following iterator methods are currently available within the SET_PLAYER: - -- - -- * @{#SET_PLAYER.ForEachClient}: Calls a function for each alive client it finds within the SET_PLAYER. - -- - -- === - -- @field #SET_PLAYER SET_PLAYER - SET_PLAYER = { - ClassName = "SET_PLAYER", - Clients = {}, - Filter = { - Coalitions = nil, - Categories = nil, - Types = nil, - Countries = nil, - ClientPrefixes = nil, - }, - FilterMeta = { - Coalitions = { - red = coalition.side.RED, - blue = coalition.side.BLUE, - neutral = coalition.side.NEUTRAL, - }, - Categories = { - plane = Unit.Category.AIRPLANE, - helicopter = Unit.Category.HELICOPTER, - ground = Unit.Category.GROUND_UNIT, - ship = Unit.Category.SHIP, - structure = Unit.Category.STRUCTURE, - }, - }, - } - - - --- Creates a new SET_PLAYER object, building a set of clients belonging to a coalitions, categories, countries, types or with defined prefix names. - -- @param #SET_PLAYER self - -- @return #SET_PLAYER - -- @usage - -- -- Define a new SET_PLAYER Object. This DBObject will contain a reference to all Clients. - -- DBObject = SET_PLAYER:New() - function SET_PLAYER:New() - -- Inherits from BASE - local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.PLAYERS ) ) - - return self - end - - --- Add CLIENT(s) to SET_PLAYER. - -- @param Core.Set#SET_PLAYER self - -- @param #string AddClientNames A single name or an array of CLIENT names. - -- @return self - function SET_PLAYER:AddClientsByName( AddClientNames ) - - local AddClientNamesArray = ( type( AddClientNames ) == "table" ) and AddClientNames or { AddClientNames } - - for AddClientID, AddClientName in pairs( AddClientNamesArray ) do - self:Add( AddClientName, CLIENT:FindByName( AddClientName ) ) - end - - return self - end - - --- Remove CLIENT(s) from SET_PLAYER. - -- @param Core.Set#SET_PLAYER self - -- @param Wrapper.Client#CLIENT RemoveClientNames A single name or an array of CLIENT names. - -- @return self - function SET_PLAYER:RemoveClientsByName( RemoveClientNames ) - - local RemoveClientNamesArray = ( type( RemoveClientNames ) == "table" ) and RemoveClientNames or { RemoveClientNames } - - for RemoveClientID, RemoveClientName in pairs( RemoveClientNamesArray ) do - self:Remove( RemoveClientName.ClientName ) - end - - return self - end - - - --- Finds a Client based on the Player Name. - -- @param #SET_PLAYER self - -- @param #string PlayerName - -- @return Wrapper.Client#CLIENT The found Client. - function SET_PLAYER:FindClient( PlayerName ) - - local ClientFound = self.Set[PlayerName] - return ClientFound - end - - - - --- Builds a set of clients of coalitions joined by specific players. - -- Possible current coalitions are red, blue and neutral. - -- @param #SET_PLAYER self - -- @param #string Coalitions Can take the following values: "red", "blue", "neutral". - -- @return #SET_PLAYER self - function SET_PLAYER:FilterCoalitions( Coalitions ) - if not self.Filter.Coalitions then - self.Filter.Coalitions = {} - end - if type( Coalitions ) ~= "table" then - Coalitions = { Coalitions } - end - for CoalitionID, Coalition in pairs( Coalitions ) do - self.Filter.Coalitions[Coalition] = Coalition - end - return self - end - - - --- Builds a set of clients out of categories joined by players. - -- Possible current categories are plane, helicopter, ground, ship. - -- @param #SET_PLAYER self - -- @param #string Categories Can take the following values: "plane", "helicopter", "ground", "ship". - -- @return #SET_PLAYER self - function SET_PLAYER:FilterCategories( Categories ) - if not self.Filter.Categories then - self.Filter.Categories = {} - end - if type( Categories ) ~= "table" then - Categories = { Categories } - end - for CategoryID, Category in pairs( Categories ) do - self.Filter.Categories[Category] = Category - end - return self - end - - - --- Builds a set of clients of defined client types joined by players. - -- Possible current types are those types known within DCS world. - -- @param #SET_PLAYER self - -- @param #string Types Can take those type strings known within DCS world. - -- @return #SET_PLAYER self - function SET_PLAYER:FilterTypes( Types ) - if not self.Filter.Types then - self.Filter.Types = {} - end - if type( Types ) ~= "table" then - Types = { Types } - end - for TypeID, Type in pairs( Types ) do - self.Filter.Types[Type] = Type - end - return self - end - - - --- Builds a set of clients of defined countries. - -- Possible current countries are those known within DCS world. - -- @param #SET_PLAYER self - -- @param #string Countries Can take those country strings known within DCS world. - -- @return #SET_PLAYER self - function SET_PLAYER:FilterCountries( Countries ) - if not self.Filter.Countries then - self.Filter.Countries = {} - end - if type( Countries ) ~= "table" then - Countries = { Countries } - end - for CountryID, Country in pairs( Countries ) do - self.Filter.Countries[Country] = Country - end - return self - end - - - --- Builds a set of clients of defined client prefixes. - -- All the clients starting with the given prefixes will be included within the set. - -- @param #SET_PLAYER self - -- @param #string Prefixes The prefix of which the client name starts with. - -- @return #SET_PLAYER self - function SET_PLAYER:FilterPrefixes( Prefixes ) - if not self.Filter.ClientPrefixes then - self.Filter.ClientPrefixes = {} - end - if type( Prefixes ) ~= "table" then - Prefixes = { Prefixes } - end - for PrefixID, Prefix in pairs( Prefixes ) do - self.Filter.ClientPrefixes[Prefix] = Prefix - end - return self - end - - - - - --- Starts the filtering. - -- @param #SET_PLAYER self - -- @return #SET_PLAYER self - function SET_PLAYER:FilterStart() - - if _DATABASE then - self:_FilterStart() - self:HandleEvent( EVENTS.Birth, self._EventOnBirth ) - self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) - self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) - end - - return self - end - - --- Handles the Database to check on an event (birth) that the Object was added in the Database. - -- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event! - -- @param #SET_PLAYER self - -- @param Core.Event#EVENTDATA Event - -- @return #string The name of the CLIENT - -- @return #table The CLIENT - function SET_PLAYER:AddInDatabase( Event ) - self:F3( { Event } ) - - return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName] - end - - --- Handles the Database to check on any event that Object exists in the Database. - -- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa! - -- @param #SET_PLAYER self - -- @param Core.Event#EVENTDATA Event - -- @return #string The name of the CLIENT - -- @return #table The CLIENT - function SET_PLAYER:FindInDatabase( Event ) - self:F3( { Event } ) - - return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName] - end - - --- Iterate the SET_PLAYER and call an interator function for each **alive** CLIENT, providing the CLIENT and optional parameters. - -- @param #SET_PLAYER self - -- @param #function IteratorFunction The function that will be called when there is an alive CLIENT in the SET_PLAYER. The function needs to accept a CLIENT parameter. - -- @return #SET_PLAYER self - function SET_PLAYER:ForEachPlayer( IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet() ) - - return self - end - - --- Iterate the SET_PLAYER and call an iterator function for each **alive** CLIENT presence completely in a @{Zone}, providing the CLIENT and optional parameters to the called function. - -- @param #SET_PLAYER self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @param #function IteratorFunction The function that will be called when there is an alive CLIENT in the SET_PLAYER. The function needs to accept a CLIENT parameter. - -- @return #SET_PLAYER self - function SET_PLAYER:ForEachPlayerInZone( ZoneObject, IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet(), - --- @param Core.Zone#ZONE_BASE ZoneObject - -- @param Wrapper.Client#CLIENT ClientObject - function( ZoneObject, ClientObject ) - if ClientObject:IsInZone( ZoneObject ) then - return true - else - return false - end - end, { ZoneObject } ) - - return self - end - - --- Iterate the SET_PLAYER and call an iterator function for each **alive** CLIENT presence not in a @{Zone}, providing the CLIENT and optional parameters to the called function. - -- @param #SET_PLAYER self - -- @param Core.Zone#ZONE ZoneObject The Zone to be tested for. - -- @param #function IteratorFunction The function that will be called when there is an alive CLIENT in the SET_PLAYER. The function needs to accept a CLIENT parameter. - -- @return #SET_PLAYER self - function SET_PLAYER:ForEachPlayerNotInZone( ZoneObject, IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet(), - --- @param Core.Zone#ZONE_BASE ZoneObject - -- @param Wrapper.Client#CLIENT ClientObject - function( ZoneObject, ClientObject ) - if ClientObject:IsNotInZone( ZoneObject ) then - return true - else - return false - end - end, { ZoneObject } ) - - return self - end - - --- - -- @param #SET_PLAYER self - -- @param Wrapper.Client#CLIENT MClient - -- @return #SET_PLAYER self - function SET_PLAYER:IsIncludeObject( MClient ) - self:F2( MClient ) - - local MClientInclude = true - - if MClient then - local MClientName = MClient.UnitName - - if self.Filter.Coalitions then - local MClientCoalition = false - for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do - local ClientCoalitionID = _DATABASE:GetCoalitionFromClientTemplate( MClientName ) - self:T3( { "Coalition:", ClientCoalitionID, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } ) - if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == ClientCoalitionID then - MClientCoalition = true - end - end - self:T( { "Evaluated Coalition", MClientCoalition } ) - MClientInclude = MClientInclude and MClientCoalition - end - - if self.Filter.Categories then - local MClientCategory = false - for CategoryID, CategoryName in pairs( self.Filter.Categories ) do - local ClientCategoryID = _DATABASE:GetCategoryFromClientTemplate( MClientName ) - self:T3( { "Category:", ClientCategoryID, self.FilterMeta.Categories[CategoryName], CategoryName } ) - if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == ClientCategoryID then - MClientCategory = true - end - end - self:T( { "Evaluated Category", MClientCategory } ) - MClientInclude = MClientInclude and MClientCategory - end - - if self.Filter.Types then - local MClientType = false - for TypeID, TypeName in pairs( self.Filter.Types ) do - self:T3( { "Type:", MClient:GetTypeName(), TypeName } ) - if TypeName == MClient:GetTypeName() then - MClientType = true - end - end - self:T( { "Evaluated Type", MClientType } ) - MClientInclude = MClientInclude and MClientType - end - - if self.Filter.Countries then - local MClientCountry = false - for CountryID, CountryName in pairs( self.Filter.Countries ) do - local ClientCountryID = _DATABASE:GetCountryFromClientTemplate(MClientName) - self:T3( { "Country:", ClientCountryID, country.id[CountryName], CountryName } ) - if country.id[CountryName] and country.id[CountryName] == ClientCountryID then - MClientCountry = true - end - end - self:T( { "Evaluated Country", MClientCountry } ) - MClientInclude = MClientInclude and MClientCountry - end - - if self.Filter.ClientPrefixes then - local MClientPrefix = false - for ClientPrefixId, ClientPrefix in pairs( self.Filter.ClientPrefixes ) do - self:T3( { "Prefix:", string.find( MClient.UnitName, ClientPrefix, 1 ), ClientPrefix } ) - if string.find( MClient.UnitName, ClientPrefix, 1 ) then - MClientPrefix = true - end - end - self:T( { "Evaluated Prefix", MClientPrefix } ) - MClientInclude = MClientInclude and MClientPrefix - end - end - - self:T2( MClientInclude ) - return MClientInclude - end - -end - - -do -- SET_AIRBASE - - --- @type SET_AIRBASE - -- @extends Core.Set#SET_BASE - - --- Mission designers can use the @{Core.Set#SET_AIRBASE} class to build sets of airbases optionally belonging to certain: - -- - -- * Coalitions - -- - -- ## SET_AIRBASE constructor - -- - -- Create a new SET_AIRBASE object with the @{#SET_AIRBASE.New} method: - -- - -- * @{#SET_AIRBASE.New}: Creates a new SET_AIRBASE object. - -- - -- ## Add or Remove AIRBASEs from SET_AIRBASE - -- - -- AIRBASEs can be added and removed using the @{Core.Set#SET_AIRBASE.AddAirbasesByName} and @{Core.Set#SET_AIRBASE.RemoveAirbasesByName} respectively. - -- These methods take a single AIRBASE name or an array of AIRBASE names to be added or removed from SET_AIRBASE. - -- - -- ## SET_AIRBASE filter criteria - -- - -- You can set filter criteria to define the set of clients within the SET_AIRBASE. - -- Filter criteria are defined by: - -- - -- * @{#SET_AIRBASE.FilterCoalitions}: Builds the SET_AIRBASE with the airbases belonging to the coalition(s). - -- - -- Once the filter criteria have been set for the SET_AIRBASE, you can start filtering using: - -- - -- * @{#SET_AIRBASE.FilterStart}: Starts the filtering of the airbases within the SET_AIRBASE. - -- - -- ## SET_AIRBASE iterators - -- - -- Once the filters have been defined and the SET_AIRBASE has been built, you can iterate the SET_AIRBASE with the available iterator methods. - -- The iterator methods will walk the SET_AIRBASE set, and call for each airbase within the set a function that you provide. - -- The following iterator methods are currently available within the SET_AIRBASE: - -- - -- * @{#SET_AIRBASE.ForEachAirbase}: Calls a function for each airbase it finds within the SET_AIRBASE. - -- - -- === - -- @field #SET_AIRBASE SET_AIRBASE - SET_AIRBASE = { - ClassName = "SET_AIRBASE", - Airbases = {}, - Filter = { - Coalitions = nil, - }, - FilterMeta = { - Coalitions = { - red = coalition.side.RED, - blue = coalition.side.BLUE, - neutral = coalition.side.NEUTRAL, - }, - Categories = { - airdrome = Airbase.Category.AIRDROME, - helipad = Airbase.Category.HELIPAD, - ship = Airbase.Category.SHIP, - }, - }, - } - - - --- Creates a new SET_AIRBASE object, building a set of airbases belonging to a coalitions and categories. - -- @param #SET_AIRBASE self - -- @return #SET_AIRBASE self - -- @usage - -- -- Define a new SET_AIRBASE Object. The DatabaseSet will contain a reference to all Airbases. - -- DatabaseSet = SET_AIRBASE:New() - function SET_AIRBASE:New() - -- Inherits from BASE - local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.AIRBASES ) ) - - return self - end - - --- Add an AIRBASE object to SET_AIRBASE. - -- @param Core.Set#SET_AIRBASE self - -- @param Wrapper.Airbase#AIRBASE airbase Airbase that should be added to the set. - -- @return self - function SET_AIRBASE:AddAirbase( airbase ) - - self:Add( airbase:GetName(), airbase ) - - return self - end - - --- Add AIRBASEs to SET_AIRBASE. - -- @param Core.Set#SET_AIRBASE self - -- @param #string AddAirbaseNames A single name or an array of AIRBASE names. - -- @return self - function SET_AIRBASE:AddAirbasesByName( AddAirbaseNames ) - - local AddAirbaseNamesArray = ( type( AddAirbaseNames ) == "table" ) and AddAirbaseNames or { AddAirbaseNames } - - for AddAirbaseID, AddAirbaseName in pairs( AddAirbaseNamesArray ) do - self:Add( AddAirbaseName, AIRBASE:FindByName( AddAirbaseName ) ) - end - - return self - end - - --- Remove AIRBASEs from SET_AIRBASE. - -- @param Core.Set#SET_AIRBASE self - -- @param Wrapper.Airbase#AIRBASE RemoveAirbaseNames A single name or an array of AIRBASE names. - -- @return self - function SET_AIRBASE:RemoveAirbasesByName( RemoveAirbaseNames ) - - local RemoveAirbaseNamesArray = ( type( RemoveAirbaseNames ) == "table" ) and RemoveAirbaseNames or { RemoveAirbaseNames } - - for RemoveAirbaseID, RemoveAirbaseName in pairs( RemoveAirbaseNamesArray ) do - self:Remove( RemoveAirbaseName ) - end - - return self - end - - - --- Finds a Airbase based on the Airbase Name. - -- @param #SET_AIRBASE self - -- @param #string AirbaseName - -- @return Wrapper.Airbase#AIRBASE The found Airbase. - function SET_AIRBASE:FindAirbase( AirbaseName ) - - local AirbaseFound = self.Set[AirbaseName] - return AirbaseFound - end - - - --- Finds an Airbase in range of a coordinate. - -- @param #SET_AIRBASE self - -- @param Core.Point#COORDINATE Coordinate - -- @param #number Range - -- @return Wrapper.Airbase#AIRBASE The found Airbase. - function SET_AIRBASE:FindAirbaseInRange( Coordinate, Range ) - - local AirbaseFound = nil - - for AirbaseName, AirbaseObject in pairs( self.Set ) do - - local AirbaseCoordinate = AirbaseObject:GetCoordinate() - local Distance = Coordinate:Get2DDistance( AirbaseCoordinate ) - - self:F({Distance=Distance}) - - if Distance <= Range then - AirbaseFound = AirbaseObject - break - end - - end - - return AirbaseFound - end - - - --- Finds a random Airbase in the set. - -- @param #SET_AIRBASE self - -- @return Wrapper.Airbase#AIRBASE The found Airbase. - function SET_AIRBASE:GetRandomAirbase() - - local RandomAirbase = self:GetRandom() - self:F( { RandomAirbase = RandomAirbase:GetName() } ) - - return RandomAirbase - end - - - - --- Builds a set of airbases of coalitions. - -- Possible current coalitions are red, blue and neutral. - -- @param #SET_AIRBASE self - -- @param #string Coalitions Can take the following values: "red", "blue", "neutral". - -- @return #SET_AIRBASE self - function SET_AIRBASE:FilterCoalitions( Coalitions ) - if not self.Filter.Coalitions then - self.Filter.Coalitions = {} - end - if type( Coalitions ) ~= "table" then - Coalitions = { Coalitions } - end - for CoalitionID, Coalition in pairs( Coalitions ) do - self.Filter.Coalitions[Coalition] = Coalition - end - return self - end - - - --- Builds a set of airbases out of categories. - -- Possible current categories are plane, helicopter, ground, ship. - -- @param #SET_AIRBASE self - -- @param #string Categories Can take the following values: "airdrome", "helipad", "ship". - -- @return #SET_AIRBASE self - function SET_AIRBASE:FilterCategories( Categories ) - if not self.Filter.Categories then - self.Filter.Categories = {} - end - if type( Categories ) ~= "table" then - Categories = { Categories } - end - for CategoryID, Category in pairs( Categories ) do - self.Filter.Categories[Category] = Category - end - return self - end - - --- Starts the filtering. - -- @param #SET_AIRBASE self - -- @return #SET_AIRBASE self - function SET_AIRBASE:FilterStart() - - if _DATABASE then - - -- We use the BaseCaptured event, which is generated by DCS when a base got captured. - self:HandleEvent( EVENTS.BaseCaptured ) - - -- We initialize the first set. - for ObjectName, Object in pairs( self.Database ) do - if self:IsIncludeObject( Object ) then - self:Add( ObjectName, Object ) - else - self:RemoveAirbasesByName( ObjectName ) - end - end - end - - return self - end - - --- Starts the filtering. - -- @param #SET_AIRBASE self - -- @param Core.Event#EVENT EventData - -- @return #SET_AIRBASE self - function SET_AIRBASE:OnEventBaseCaptured(EventData) - - -- When a base got captured, we reevaluate the set. - for ObjectName, Object in pairs( self.Database ) do - if self:IsIncludeObject( Object ) then - -- We add captured bases on yet in the set. - self:Add( ObjectName, Object ) - else - -- We remove captured bases that are not anymore part of the set. - self:RemoveAirbasesByName( ObjectName ) - end - end - - end - - --- Handles the Database to check on an event (birth) that the Object was added in the Database. - -- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event! - -- @param #SET_AIRBASE self - -- @param Core.Event#EVENTDATA Event - -- @return #string The name of the AIRBASE - -- @return #table The AIRBASE - function SET_AIRBASE:AddInDatabase( Event ) - self:F3( { Event } ) - - return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName] - end - - --- Handles the Database to check on any event that Object exists in the Database. - -- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa! - -- @param #SET_AIRBASE self - -- @param Core.Event#EVENTDATA Event - -- @return #string The name of the AIRBASE - -- @return #table The AIRBASE - function SET_AIRBASE:FindInDatabase( Event ) - self:F3( { Event } ) - - return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName] - end - - --- Iterate the SET_AIRBASE and call an interator function for each AIRBASE, providing the AIRBASE and optional parameters. - -- @param #SET_AIRBASE self - -- @param #function IteratorFunction The function that will be called when there is an alive AIRBASE in the SET_AIRBASE. The function needs to accept a AIRBASE parameter. - -- @return #SET_AIRBASE self - function SET_AIRBASE:ForEachAirbase( IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet() ) - - return self - end - - --- Iterate the SET_AIRBASE while identifying the nearest @{Wrapper.Airbase#AIRBASE} from a @{Core.Point#POINT_VEC2}. - -- @param #SET_AIRBASE self - -- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Wrapper.Airbase#AIRBASE}. - -- @return Wrapper.Airbase#AIRBASE The closest @{Wrapper.Airbase#AIRBASE}. - function SET_AIRBASE:FindNearestAirbaseFromPointVec2( PointVec2 ) - self:F2( PointVec2 ) - - local NearestAirbase = self:FindNearestObjectFromPointVec2( PointVec2 ) - return NearestAirbase - end - - - - --- - -- @param #SET_AIRBASE self - -- @param Wrapper.Airbase#AIRBASE MAirbase - -- @return #SET_AIRBASE self - function SET_AIRBASE:IsIncludeObject( MAirbase ) - self:F2( MAirbase ) - - local MAirbaseInclude = true - - if MAirbase then - local MAirbaseName = MAirbase:GetName() - - if self.Filter.Coalitions then - local MAirbaseCoalition = false - for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do - local AirbaseCoalitionID = _DATABASE:GetCoalitionFromAirbase( MAirbaseName ) - self:T3( { "Coalition:", AirbaseCoalitionID, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } ) - if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == AirbaseCoalitionID then - MAirbaseCoalition = true - end - end - self:T( { "Evaluated Coalition", MAirbaseCoalition } ) - MAirbaseInclude = MAirbaseInclude and MAirbaseCoalition - end - - if self.Filter.Categories then - local MAirbaseCategory = false - for CategoryID, CategoryName in pairs( self.Filter.Categories ) do - local AirbaseCategoryID = _DATABASE:GetCategoryFromAirbase( MAirbaseName ) - self:T3( { "Category:", AirbaseCategoryID, self.FilterMeta.Categories[CategoryName], CategoryName } ) - if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == AirbaseCategoryID then - MAirbaseCategory = true - end - end - self:T( { "Evaluated Category", MAirbaseCategory } ) - MAirbaseInclude = MAirbaseInclude and MAirbaseCategory - end - end - - self:T2( MAirbaseInclude ) - return MAirbaseInclude - end - -end - - -do -- SET_CARGO - - --- @type SET_CARGO - -- @extends Core.Set#SET_BASE - - --- Mission designers can use the @{Core.Set#SET_CARGO} class to build sets of cargos optionally belonging to certain: - -- - -- * Coalitions - -- * Types - -- * Name or Prefix - -- - -- ## SET_CARGO constructor - -- - -- Create a new SET_CARGO object with the @{#SET_CARGO.New} method: - -- - -- * @{#SET_CARGO.New}: Creates a new SET_CARGO object. - -- - -- ## Add or Remove CARGOs from SET_CARGO - -- - -- CARGOs can be added and removed using the @{Core.Set#SET_CARGO.AddCargosByName} and @{Core.Set#SET_CARGO.RemoveCargosByName} respectively. - -- These methods take a single CARGO name or an array of CARGO names to be added or removed from SET_CARGO. - -- - -- ## SET_CARGO filter criteria - -- - -- You can set filter criteria to automatically maintain the SET_CARGO contents. - -- Filter criteria are defined by: - -- - -- * @{#SET_CARGO.FilterCoalitions}: Builds the SET_CARGO with the cargos belonging to the coalition(s). - -- * @{#SET_CARGO.FilterPrefixes}: Builds the SET_CARGO with the cargos containing the prefix string(s). - -- * @{#SET_CARGO.FilterTypes}: Builds the SET_CARGO with the cargos belonging to the cargo type(s). - -- * @{#SET_CARGO.FilterCountries}: Builds the SET_CARGO with the cargos belonging to the country(ies). - -- - -- Once the filter criteria have been set for the SET_CARGO, you can start filtering using: - -- - -- * @{#SET_CARGO.FilterStart}: Starts the filtering of the cargos within the SET_CARGO. - -- - -- ## SET_CARGO iterators - -- - -- Once the filters have been defined and the SET_CARGO has been built, you can iterate the SET_CARGO with the available iterator methods. - -- The iterator methods will walk the SET_CARGO set, and call for each cargo within the set a function that you provide. - -- The following iterator methods are currently available within the SET_CARGO: - -- - -- * @{#SET_CARGO.ForEachCargo}: Calls a function for each cargo it finds within the SET_CARGO. - -- - -- @field #SET_CARGO SET_CARGO - -- - SET_CARGO = { - ClassName = "SET_CARGO", - Cargos = {}, - Filter = { - Coalitions = nil, - Types = nil, - Countries = nil, - ClientPrefixes = nil, - }, - FilterMeta = { - Coalitions = { - red = coalition.side.RED, - blue = coalition.side.BLUE, - neutral = coalition.side.NEUTRAL, - }, - }, - } - - - --- Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories. - -- @param #SET_CARGO self - -- @return #SET_CARGO - -- @usage - -- -- Define a new SET_CARGO Object. The DatabaseSet will contain a reference to all Cargos. - -- DatabaseSet = SET_CARGO:New() - function SET_CARGO:New() --R2.1 - -- Inherits from BASE - local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.CARGOS ) ) -- #SET_CARGO - - return self - end - - - --- (R2.1) Add CARGO to SET_CARGO. - -- @param Core.Set#SET_CARGO self - -- @param Cargo.Cargo#CARGO Cargo A single cargo. - -- @return self - function SET_CARGO:AddCargo( Cargo ) --R2.4 - - self:Add( Cargo:GetName(), Cargo ) - - return self - end - - - --- (R2.1) Add CARGOs to SET_CARGO. - -- @param Core.Set#SET_CARGO self - -- @param #string AddCargoNames A single name or an array of CARGO names. - -- @return self - function SET_CARGO:AddCargosByName( AddCargoNames ) --R2.1 - - local AddCargoNamesArray = ( type( AddCargoNames ) == "table" ) and AddCargoNames or { AddCargoNames } - - for AddCargoID, AddCargoName in pairs( AddCargoNamesArray ) do - self:Add( AddCargoName, CARGO:FindByName( AddCargoName ) ) - end - - return self - end - - --- (R2.1) Remove CARGOs from SET_CARGO. - -- @param Core.Set#SET_CARGO self - -- @param Wrapper.Cargo#CARGO RemoveCargoNames A single name or an array of CARGO names. - -- @return self - function SET_CARGO:RemoveCargosByName( RemoveCargoNames ) --R2.1 - - local RemoveCargoNamesArray = ( type( RemoveCargoNames ) == "table" ) and RemoveCargoNames or { RemoveCargoNames } - - for RemoveCargoID, RemoveCargoName in pairs( RemoveCargoNamesArray ) do - self:Remove( RemoveCargoName.CargoName ) - end - - return self - end - - - --- (R2.1) Finds a Cargo based on the Cargo Name. - -- @param #SET_CARGO self - -- @param #string CargoName - -- @return Wrapper.Cargo#CARGO The found Cargo. - function SET_CARGO:FindCargo( CargoName ) --R2.1 - - local CargoFound = self.Set[CargoName] - return CargoFound - end - - - - --- (R2.1) Builds a set of cargos of coalitions. - -- Possible current coalitions are red, blue and neutral. - -- @param #SET_CARGO self - -- @param #string Coalitions Can take the following values: "red", "blue", "neutral". - -- @return #SET_CARGO self - function SET_CARGO:FilterCoalitions( Coalitions ) --R2.1 - if not self.Filter.Coalitions then - self.Filter.Coalitions = {} - end - if type( Coalitions ) ~= "table" then - Coalitions = { Coalitions } - end - for CoalitionID, Coalition in pairs( Coalitions ) do - self.Filter.Coalitions[Coalition] = Coalition - end - return self - end - - --- (R2.1) Builds a set of cargos of defined cargo types. - -- Possible current types are those types known within DCS world. - -- @param #SET_CARGO self - -- @param #string Types Can take those type strings known within DCS world. - -- @return #SET_CARGO self - function SET_CARGO:FilterTypes( Types ) --R2.1 - if not self.Filter.Types then - self.Filter.Types = {} - end - if type( Types ) ~= "table" then - Types = { Types } - end - for TypeID, Type in pairs( Types ) do - self.Filter.Types[Type] = Type - end - return self - end - - - --- (R2.1) Builds a set of cargos of defined countries. - -- Possible current countries are those known within DCS world. - -- @param #SET_CARGO self - -- @param #string Countries Can take those country strings known within DCS world. - -- @return #SET_CARGO self - function SET_CARGO:FilterCountries( Countries ) --R2.1 - if not self.Filter.Countries then - self.Filter.Countries = {} - end - if type( Countries ) ~= "table" then - Countries = { Countries } - end - for CountryID, Country in pairs( Countries ) do - self.Filter.Countries[Country] = Country - end - return self - end - - - --- (R2.1) Builds a set of cargos of defined cargo prefixes. - -- All the cargos starting with the given prefixes will be included within the set. - -- @param #SET_CARGO self - -- @param #string Prefixes The prefix of which the cargo name starts with. - -- @return #SET_CARGO self - function SET_CARGO:FilterPrefixes( Prefixes ) --R2.1 - if not self.Filter.CargoPrefixes then - self.Filter.CargoPrefixes = {} - end - if type( Prefixes ) ~= "table" then - Prefixes = { Prefixes } - end - for PrefixID, Prefix in pairs( Prefixes ) do - self.Filter.CargoPrefixes[Prefix] = Prefix - end - return self - end - - - - --- (R2.1) Starts the filtering. - -- @param #SET_CARGO self - -- @return #SET_CARGO self - function SET_CARGO:FilterStart() --R2.1 - - if _DATABASE then - self:_FilterStart() - self:HandleEvent( EVENTS.NewCargo ) - self:HandleEvent( EVENTS.DeleteCargo ) - end - - return self - end - - --- Stops the filtering for the defined collection. - -- @param #SET_CARGO self - -- @return #SET_CARGO self - function SET_CARGO:FilterStop() - - self:UnHandleEvent( EVENTS.NewCargo ) - self:UnHandleEvent( EVENTS.DeleteCargo ) - - return self - end - - - --- (R2.1) Handles the Database to check on an event (birth) that the Object was added in the Database. - -- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event! - -- @param #SET_CARGO self - -- @param Core.Event#EVENTDATA Event - -- @return #string The name of the CARGO - -- @return #table The CARGO - function SET_CARGO:AddInDatabase( Event ) --R2.1 - self:F3( { Event } ) - - return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName] - end - - --- (R2.1) Handles the Database to check on any event that Object exists in the Database. - -- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa! - -- @param #SET_CARGO self - -- @param Core.Event#EVENTDATA Event - -- @return #string The name of the CARGO - -- @return #table The CARGO - function SET_CARGO:FindInDatabase( Event ) --R2.1 - self:F3( { Event } ) - - return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName] - end - - --- (R2.1) Iterate the SET_CARGO and call an interator function for each CARGO, providing the CARGO and optional parameters. - -- @param #SET_CARGO self - -- @param #function IteratorFunction The function that will be called when there is an alive CARGO in the SET_CARGO. The function needs to accept a CARGO parameter. - -- @return #SET_CARGO self - function SET_CARGO:ForEachCargo( IteratorFunction, ... ) --R2.1 - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet() ) - - return self - end - - --- (R2.1) Iterate the SET_CARGO while identifying the nearest @{Cargo.Cargo#CARGO} from a @{Core.Point#POINT_VEC2}. - -- @param #SET_CARGO self - -- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Cargo.Cargo#CARGO}. - -- @return Wrapper.Cargo#CARGO The closest @{Cargo.Cargo#CARGO}. - function SET_CARGO:FindNearestCargoFromPointVec2( PointVec2 ) --R2.1 - self:F2( PointVec2 ) - - local NearestCargo = self:FindNearestObjectFromPointVec2( PointVec2 ) - return NearestCargo - end - - function SET_CARGO:FirstCargoWithState( State ) - - local FirstCargo = nil - - for CargoName, Cargo in pairs( self.Set ) do - if Cargo:Is( State ) then - FirstCargo = Cargo - break - end - end - - return FirstCargo - end - - function SET_CARGO:FirstCargoWithStateAndNotDeployed( State ) - - local FirstCargo = nil - - for CargoName, Cargo in pairs( self.Set ) do - if Cargo:Is( State ) and not Cargo:IsDeployed() then - FirstCargo = Cargo - break - end - end - - return FirstCargo - end - - - --- Iterate the SET_CARGO while identifying the first @{Cargo.Cargo#CARGO} that is UnLoaded. - -- @param #SET_CARGO self - -- @return Cargo.Cargo#CARGO The first @{Cargo.Cargo#CARGO}. - function SET_CARGO:FirstCargoUnLoaded() - local FirstCargo = self:FirstCargoWithState( "UnLoaded" ) - return FirstCargo - end - - - --- Iterate the SET_CARGO while identifying the first @{Cargo.Cargo#CARGO} that is UnLoaded and not Deployed. - -- @param #SET_CARGO self - -- @return Cargo.Cargo#CARGO The first @{Cargo.Cargo#CARGO}. - function SET_CARGO:FirstCargoUnLoadedAndNotDeployed() - local FirstCargo = self:FirstCargoWithStateAndNotDeployed( "UnLoaded" ) - return FirstCargo - end - - - --- Iterate the SET_CARGO while identifying the first @{Cargo.Cargo#CARGO} that is Loaded. - -- @param #SET_CARGO self - -- @return Cargo.Cargo#CARGO The first @{Cargo.Cargo#CARGO}. - function SET_CARGO:FirstCargoLoaded() - local FirstCargo = self:FirstCargoWithState( "Loaded" ) - return FirstCargo - end - - - --- Iterate the SET_CARGO while identifying the first @{Cargo.Cargo#CARGO} that is Deployed. - -- @param #SET_CARGO self - -- @return Cargo.Cargo#CARGO The first @{Cargo.Cargo#CARGO}. - function SET_CARGO:FirstCargoDeployed() - local FirstCargo = self:FirstCargoWithState( "Deployed" ) - return FirstCargo - end - - - - - --- (R2.1) - -- @param #SET_CARGO self - -- @param AI.AI_Cargo#AI_CARGO MCargo - -- @return #SET_CARGO self - function SET_CARGO:IsIncludeObject( MCargo ) --R2.1 - self:F2( MCargo ) - - local MCargoInclude = true - - if MCargo then - local MCargoName = MCargo:GetName() - - if self.Filter.Coalitions then - local MCargoCoalition = false - for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do - local CargoCoalitionID = MCargo:GetCoalition() - self:T3( { "Coalition:", CargoCoalitionID, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } ) - if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == CargoCoalitionID then - MCargoCoalition = true - end - end - self:F( { "Evaluated Coalition", MCargoCoalition } ) - MCargoInclude = MCargoInclude and MCargoCoalition - end - - if self.Filter.Types then - local MCargoType = false - for TypeID, TypeName in pairs( self.Filter.Types ) do - self:T3( { "Type:", MCargo:GetType(), TypeName } ) - if TypeName == MCargo:GetType() then - MCargoType = true - end - end - self:F( { "Evaluated Type", MCargoType } ) - MCargoInclude = MCargoInclude and MCargoType - end - - if self.Filter.CargoPrefixes then - local MCargoPrefix = false - for CargoPrefixId, CargoPrefix in pairs( self.Filter.CargoPrefixes ) do - self:T3( { "Prefix:", string.find( MCargo.Name, CargoPrefix, 1 ), CargoPrefix } ) - if string.find( MCargo.Name, CargoPrefix, 1 ) then - MCargoPrefix = true - end - end - self:F( { "Evaluated Prefix", MCargoPrefix } ) - MCargoInclude = MCargoInclude and MCargoPrefix - end - end - - self:T2( MCargoInclude ) - return MCargoInclude - end - - --- (R2.1) Handles the OnEventNewCargo event for the Set. - -- @param #SET_CARGO self - -- @param Core.Event#EVENTDATA EventData - function SET_CARGO:OnEventNewCargo( EventData ) --R2.1 - - self:F( { "New Cargo", EventData } ) - - if EventData.Cargo then - if EventData.Cargo and self:IsIncludeObject( EventData.Cargo ) then - self:Add( EventData.Cargo.Name , EventData.Cargo ) - end - end - end - - --- (R2.1) Handles the OnDead or OnCrash event for alive units set. - -- @param #SET_CARGO self - -- @param Core.Event#EVENTDATA EventData - function SET_CARGO:OnEventDeleteCargo( EventData ) --R2.1 - self:F3( { EventData } ) - - if EventData.Cargo then - local Cargo = _DATABASE:FindCargo( EventData.Cargo.Name ) - if Cargo and Cargo.Name then - - -- When cargo was deleted, it may probably be because of an S_EVENT_DEAD. - -- However, in the loading logic, an S_EVENT_DEAD is also generated after a Destroy() call. - -- And this is a problem because it will remove all entries from the SET_CARGOs. - -- To prevent this from happening, the Cargo object has a flag NoDestroy. - -- When true, the SET_CARGO won't Remove the Cargo object from the set. - -- This flag is switched off after the event handlers have been called in the EVENT class. - self:F( { CargoNoDestroy=Cargo.NoDestroy } ) - if Cargo.NoDestroy then - else - self:Remove( Cargo.Name ) - end - end - end - end - -end - - -do -- SET_ZONE - - --- @type SET_ZONE - -- @extends Core.Set#SET_BASE - - --- Mission designers can use the @{Core.Set#SET_ZONE} class to build sets of zones of various types. - -- - -- ## SET_ZONE constructor - -- - -- Create a new SET_ZONE object with the @{#SET_ZONE.New} method: - -- - -- * @{#SET_ZONE.New}: Creates a new SET_ZONE object. - -- - -- ## Add or Remove ZONEs from SET_ZONE - -- - -- ZONEs can be added and removed using the @{Core.Set#SET_ZONE.AddZonesByName} and @{Core.Set#SET_ZONE.RemoveZonesByName} respectively. - -- These methods take a single ZONE name or an array of ZONE names to be added or removed from SET_ZONE. - -- - -- ## SET_ZONE filter criteria - -- - -- You can set filter criteria to build the collection of zones in SET_ZONE. - -- Filter criteria are defined by: - -- - -- * @{#SET_ZONE.FilterPrefixes}: Builds the SET_ZONE with the zones having a certain text pattern of prefix. - -- - -- Once the filter criteria have been set for the SET_ZONE, you can start filtering using: - -- - -- * @{#SET_ZONE.FilterStart}: Starts the filtering of the zones within the SET_ZONE. - -- - -- ## SET_ZONE iterators - -- - -- Once the filters have been defined and the SET_ZONE has been built, you can iterate the SET_ZONE with the available iterator methods. - -- The iterator methods will walk the SET_ZONE set, and call for each airbase within the set a function that you provide. - -- The following iterator methods are currently available within the SET_ZONE: - -- - -- * @{#SET_ZONE.ForEachZone}: Calls a function for each zone it finds within the SET_ZONE. - -- - -- === - -- @field #SET_ZONE SET_ZONE - SET_ZONE = { - ClassName = "SET_ZONE", - Zones = {}, - Filter = { - Prefixes = nil, - }, - FilterMeta = { - }, - } - - - --- Creates a new SET_ZONE object, building a set of zones. - -- @param #SET_ZONE self - -- @return #SET_ZONE self - -- @usage - -- -- Define a new SET_ZONE Object. The DatabaseSet will contain a reference to all Zones. - -- DatabaseSet = SET_ZONE:New() - function SET_ZONE:New() - -- Inherits from BASE - local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.ZONES ) ) - - return self - end - - --- Add ZONEs by a search name to SET_ZONE. - -- @param Core.Set#SET_ZONE self - -- @param #string AddZoneNames A single name or an array of ZONE_BASE names. - -- @return self - function SET_ZONE:AddZonesByName( AddZoneNames ) - - local AddZoneNamesArray = ( type( AddZoneNames ) == "table" ) and AddZoneNames or { AddZoneNames } - - for AddAirbaseID, AddZoneName in pairs( AddZoneNamesArray ) do - self:Add( AddZoneName, ZONE:FindByName( AddZoneName ) ) - end - - return self - end - - --- Add ZONEs to SET_ZONE. - -- @param Core.Set#SET_ZONE self - -- @param Core.Zone#ZONE_BASE Zone A ZONE_BASE object. - -- @return self - function SET_ZONE:AddZone( Zone ) - - self:Add( Zone:GetName(), Zone ) - - return self - end - - - --- Remove ZONEs from SET_ZONE. - -- @param Core.Set#SET_ZONE self - -- @param Core.Zone#ZONE_BASE RemoveZoneNames A single name or an array of ZONE_BASE names. - -- @return self - function SET_ZONE:RemoveZonesByName( RemoveZoneNames ) - - local RemoveZoneNamesArray = ( type( RemoveZoneNames ) == "table" ) and RemoveZoneNames or { RemoveZoneNames } - - for RemoveZoneID, RemoveZoneName in pairs( RemoveZoneNamesArray ) do - self:Remove( RemoveZoneName ) - end - - return self - end - - - --- Finds a Zone based on the Zone Name. - -- @param #SET_ZONE self - -- @param #string ZoneName - -- @return Core.Zone#ZONE_BASE The found Zone. - function SET_ZONE:FindZone( ZoneName ) - - local ZoneFound = self.Set[ZoneName] - return ZoneFound - end - - - --- Get a random zone from the set. - -- @param #SET_ZONE self - -- @return Core.Zone#ZONE_BASE The random Zone. - -- @return #nil if no zone in the collection. - function SET_ZONE:GetRandomZone() - - if self:Count() ~= 0 then - - local Index = self.Index - local ZoneFound = nil -- Core.Zone#ZONE_BASE - - -- Loop until a zone has been found. - -- The :GetZoneMaybe() call will evaluate the probability for the zone to be selected. - -- If the zone is not selected, then nil is returned by :GetZoneMaybe() and the loop continues! - while not ZoneFound do - local ZoneRandom = math.random( 1, #Index ) - ZoneFound = self.Set[Index[ZoneRandom]]:GetZoneMaybe() - end - - return ZoneFound - end - - return nil - end - - - --- Set a zone probability. - -- @param #SET_ZONE self - -- @param #string ZoneName The name of the zone. - function SET_ZONE:SetZoneProbability( ZoneName, ZoneProbability ) - local Zone = self:FindZone( ZoneName ) - Zone:SetZoneProbability( ZoneProbability ) - end - - - - - --- Builds a set of zones of defined zone prefixes. - -- All the zones starting with the given prefixes will be included within the set. - -- @param #SET_ZONE self - -- @param #string Prefixes The prefix of which the zone name starts with. - -- @return #SET_ZONE self - function SET_ZONE:FilterPrefixes( Prefixes ) - if not self.Filter.Prefixes then - self.Filter.Prefixes = {} - end - if type( Prefixes ) ~= "table" then - Prefixes = { Prefixes } - end - for PrefixID, Prefix in pairs( Prefixes ) do - self.Filter.Prefixes[Prefix] = Prefix - end - return self - end - - - --- Starts the filtering. - -- @param #SET_ZONE self - -- @return #SET_ZONE self - function SET_ZONE:FilterStart() - - if _DATABASE then - - -- We initialize the first set. - for ObjectName, Object in pairs( self.Database ) do - if self:IsIncludeObject( Object ) then - self:Add( ObjectName, Object ) - else - self:RemoveZonesByName( ObjectName ) - end - end - end - - self:HandleEvent( EVENTS.NewZone ) - self:HandleEvent( EVENTS.DeleteZone ) - - return self - end - - --- Stops the filtering for the defined collection. - -- @param #SET_ZONE self - -- @return #SET_ZONE self - function SET_ZONE:FilterStop() - - self:UnHandleEvent( EVENTS.NewZone ) - self:UnHandleEvent( EVENTS.DeleteZone ) - - return self - end - - --- Handles the Database to check on an event (birth) that the Object was added in the Database. - -- This is required, because sometimes the _DATABASE birth event gets called later than the SET_BASE birth event! - -- @param #SET_ZONE self - -- @param Core.Event#EVENTDATA Event - -- @return #string The name of the AIRBASE - -- @return #table The AIRBASE - function SET_ZONE:AddInDatabase( Event ) - self:F3( { Event } ) - - return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName] - end - - --- Handles the Database to check on any event that Object exists in the Database. - -- This is required, because sometimes the _DATABASE event gets called later than the SET_BASE event or vise versa! - -- @param #SET_ZONE self - -- @param Core.Event#EVENTDATA Event - -- @return #string The name of the AIRBASE - -- @return #table The AIRBASE - function SET_ZONE:FindInDatabase( Event ) - self:F3( { Event } ) - - return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName] - end - - --- Iterate the SET_ZONE and call an interator function for each ZONE, providing the ZONE and optional parameters. - -- @param #SET_ZONE self - -- @param #function IteratorFunction The function that will be called when there is an alive ZONE in the SET_ZONE. The function needs to accept a AIRBASE parameter. - -- @return #SET_ZONE self - function SET_ZONE:ForEachZone( IteratorFunction, ... ) - self:F2( arg ) - - self:ForEach( IteratorFunction, arg, self:GetSet() ) - - return self - end - - - --- - -- @param #SET_ZONE self - -- @param Core.Zone#ZONE_BASE MZone - -- @return #SET_ZONE self - function SET_ZONE:IsIncludeObject( MZone ) - self:F2( MZone ) - - local MZoneInclude = true - - if MZone then - local MZoneName = MZone:GetName() - - if self.Filter.Prefixes then - local MZonePrefix = false - for ZonePrefixId, ZonePrefix in pairs( self.Filter.Prefixes ) do - self:T3( { "Prefix:", string.find( MZoneName, ZonePrefix, 1 ), ZonePrefix } ) - if string.find( MZoneName, ZonePrefix, 1 ) then - MZonePrefix = true - end - end - self:T( { "Evaluated Prefix", MZonePrefix } ) - MZoneInclude = MZoneInclude and MZonePrefix - end - end - - self:T2( MZoneInclude ) - return MZoneInclude - end - - --- Handles the OnEventNewZone event for the Set. - -- @param #SET_ZONE self - -- @param Core.Event#EVENTDATA EventData - function SET_ZONE:OnEventNewZone( EventData ) --R2.1 - - self:F( { "New Zone", EventData } ) - - if EventData.Zone then - if EventData.Zone and self:IsIncludeObject( EventData.Zone ) then - self:Add( EventData.Zone.ZoneName , EventData.Zone ) - end - end - end - - --- Handles the OnDead or OnCrash event for alive units set. - -- @param #SET_ZONE self - -- @param Core.Event#EVENTDATA EventData - function SET_ZONE:OnEventDeleteZone( EventData ) --R2.1 - self:F3( { EventData } ) - - if EventData.Zone then - local Zone = _DATABASE:FindZone( EventData.Zone.ZoneName ) - if Zone and Zone.ZoneName then - - -- When cargo was deleted, it may probably be because of an S_EVENT_DEAD. - -- However, in the loading logic, an S_EVENT_DEAD is also generated after a Destroy() call. - -- And this is a problem because it will remove all entries from the SET_ZONEs. - -- To prevent this from happening, the Zone object has a flag NoDestroy. - -- When true, the SET_ZONE won't Remove the Zone object from the set. - -- This flag is switched off after the event handlers have been called in the EVENT class. - self:F( { ZoneNoDestroy=Zone.NoDestroy } ) - if Zone.NoDestroy then - else - self:Remove( Zone.ZoneName ) - end - end - end - end - - --- Validate if a coordinate is in one of the zones in the set. - -- Returns the ZONE object where the coordiante is located. - -- If zones overlap, the first zone that validates the test is returned. - -- @param #SET_ZONE self - -- @param Core.Point#COORDINATE Coordinate The coordinate to be searched. - -- @return Core.Zone#ZONE_BASE The zone that validates the coordinate location. - -- @return #nil No zone has been found. - function SET_ZONE:IsCoordinateInZone( Coordinate ) - - for _, Zone in pairs( self:GetSet() ) do - local Zone = Zone -- Core.Zone#ZONE_BASE - if Zone:IsCoordinateInZone( Coordinate ) then - return Zone - end - end - - return nil - end - -end--- **Core** - Defines an extensive API to manage 3D points in the DCS World 3D simulation space. --- --- ## Features: --- --- * Provides a COORDINATE class, which allows to manage points in 3D space and perform various operations on it. --- * Provides a POINT\_VEC2 class, which is derived from COORDINATE, and allows to manage points in 3D space, but from a Lat/Lon and Altitude perspective. --- * Provides a POINT\_VEC3 class, which is derived from COORDINATE, and allows to manage points in 3D space, but from a X, Z and Y vector perspective. --- --- === --- --- # Demo Missions --- --- ### [POINT_VEC Demo Missions source code]() --- --- ### [POINT_VEC Demo Missions, only for beta testers]() --- --- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases) --- --- === --- --- # YouTube Channel --- --- ### [POINT_VEC YouTube Channel]() --- --- === --- --- ### Authors: --- --- * FlightControl : Design & Programming --- --- ### Contributions: --- --- @module Core.Point --- @image Core_Coordinate.JPG - - - - -do -- COORDINATE - - --- @type COORDINATE - -- @extends Core.Base#BASE - - - --- Defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space. - -- - -- # 1) Create a COORDINATE object. - -- - -- A new COORDINATE object can be created with 3 various methods: - -- - -- * @{#COORDINATE.New}(): from a 3D point. - -- * @{#COORDINATE.NewFromVec2}(): from a @{DCS#Vec2} and possible altitude. - -- * @{#COORDINATE.NewFromVec3}(): from a @{DCS#Vec3}. - -- - -- - -- # 2) Smoke, flare, explode, illuminate at the coordinate. - -- - -- At the point a smoke, flare, explosion and illumination bomb can be triggered. Use the following methods: - -- - -- ## 2.1) Smoke - -- - -- * @{#COORDINATE.Smoke}(): To smoke the point in a certain color. - -- * @{#COORDINATE.SmokeBlue}(): To smoke the point in blue. - -- * @{#COORDINATE.SmokeRed}(): To smoke the point in red. - -- * @{#COORDINATE.SmokeOrange}(): To smoke the point in orange. - -- * @{#COORDINATE.SmokeWhite}(): To smoke the point in white. - -- * @{#COORDINATE.SmokeGreen}(): To smoke the point in green. - -- - -- ## 2.2) Flare - -- - -- * @{#COORDINATE.Flare}(): To flare the point in a certain color. - -- * @{#COORDINATE.FlareRed}(): To flare the point in red. - -- * @{#COORDINATE.FlareYellow}(): To flare the point in yellow. - -- * @{#COORDINATE.FlareWhite}(): To flare the point in white. - -- * @{#COORDINATE.FlareGreen}(): To flare the point in green. - -- - -- ## 2.3) Explode - -- - -- * @{#COORDINATE.Explosion}(): To explode the point with a certain intensity. - -- - -- ## 2.4) Illuminate - -- - -- * @{#COORDINATE.IlluminationBomb}(): To illuminate the point. - -- - -- - -- # 3) Create markings on the map. - -- - -- Place markers (text boxes with clarifications for briefings, target locations or any other reference point) - -- on the map for all players, coalitions or specific groups: - -- - -- * @{#COORDINATE.MarkToAll}(): Place a mark to all players. - -- * @{#COORDINATE.MarkToCoalition}(): Place a mark to a coalition. - -- * @{#COORDINATE.MarkToCoalitionRed}(): Place a mark to the red coalition. - -- * @{#COORDINATE.MarkToCoalitionBlue}(): Place a mark to the blue coalition. - -- * @{#COORDINATE.MarkToGroup}(): Place a mark to a group (needs to have a client in it or a CA group (CA group is bugged)). - -- * @{#COORDINATE.RemoveMark}(): Removes a mark from the map. - -- - -- # 4) Coordinate calculation methods. - -- - -- Various calculation methods exist to use or manipulate 3D space. Find below a short description of each method: - -- - -- ## 4.1) Get the distance between 2 points. - -- - -- * @{#COORDINATE.Get3DDistance}(): Obtain the distance from the current 3D point to the provided 3D point in 3D space. - -- * @{#COORDINATE.Get2DDistance}(): Obtain the distance from the current 3D point to the provided 3D point in 2D space. - -- - -- ## 4.2) Get the angle. - -- - -- * @{#COORDINATE.GetAngleDegrees}(): Obtain the angle in degrees from the current 3D point with the provided 3D direction vector. - -- * @{#COORDINATE.GetAngleRadians}(): Obtain the angle in radians from the current 3D point with the provided 3D direction vector. - -- * @{#COORDINATE.GetDirectionVec3}(): Obtain the 3D direction vector from the current 3D point to the provided 3D point. - -- - -- ## 4.3) Coordinate translation. - -- - -- * @{#COORDINATE.Translate}(): Translate the current 3D point towards an other 3D point using the given Distance and Angle. - -- - -- ## 4.4) Get the North correction of the current location. - -- - -- * @{#COORDINATE.GetNorthCorrection}(): Obtains the north correction at the current 3D point. - -- - -- ## 4.5) Point Randomization - -- - -- Various methods exist to calculate random locations around a given 3D point. - -- - -- * @{#COORDINATE.GetRandomVec2InRadius}(): Provides a random 2D vector around the current 3D point, in the given inner to outer band. - -- * @{#COORDINATE.GetRandomVec3InRadius}(): Provides a random 3D vector around the current 3D point, in the given inner to outer band. - -- - -- ## 4.6) LOS between coordinates. - -- - -- Calculate if the coordinate has Line of Sight (LOS) with the other given coordinate. - -- Mountains, trees and other objects can be positioned between the two 3D points, preventing visibilty in a straight continuous line. - -- The method @{#COORDINATE.IsLOS}() returns if the two coodinates have LOS. - -- - -- ## 4.7) Check the coordinate position. - -- - -- Various methods are available that allow to check if a coordinate is: - -- - -- * @{#COORDINATE.IsInRadius}(): in a give radius. - -- * @{#COORDINATE.IsInSphere}(): is in a given sphere. - -- * @{#COORDINATE.IsAtCoordinate2D}(): is in a given coordinate within a specific precision. - -- - -- - -- - -- # 5) Measure the simulation environment at the coordinate. - -- - -- ## 5.1) Weather specific. - -- - -- Within the DCS simulator, a coordinate has specific environmental properties, like wind, temperature, humidity etc. - -- - -- * @{#COORDINATE.GetWind}(): Retrieve the wind at the specific coordinate within the DCS simulator. - -- * @{#COORDINATE.GetTemperature}(): Retrieve the temperature at the specific height within the DCS simulator. - -- * @{#COORDINATE.GetPressure}(): Retrieve the pressure at the specific height within the DCS simulator. - -- - -- ## 5.2) Surface specific. - -- - -- Within the DCS simulator, the surface can have various objects placed at the coordinate, and the surface height will vary. - -- - -- * @{#COORDINATE.GetLandHeight}(): Retrieve the height of the surface (on the ground) within the DCS simulator. - -- * @{#COORDINATE.GetSurfaceType}(): Retrieve the surface type (on the ground) within the DCS simulator. - -- - -- # 6) Create waypoints for routes. - -- - -- A COORDINATE can prepare waypoints for Ground and Air groups to be embedded into a Route. - -- - -- * @{#COORDINATE.WaypointAir}(): Build an air route point. - -- * @{#COORDINATE.WaypointGround}(): Build a ground route point. - -- - -- Route points can be used in the Route methods of the @{Wrapper.Group#GROUP} class. - -- - -- ## 7) Manage the roads. - -- - -- Important for ground vehicle transportation and movement, the method @{#COORDINATE.GetClosestPointToRoad}() will calculate - -- the closest point on the nearest road. - -- - -- In order to use the most optimal road system to transport vehicles, the method @{#COORDINATE.GetPathOnRoad}() will calculate - -- the most optimal path following the road between two coordinates. - -- - -- - -- - -- - -- - -- ## 8) Metric or imperial system - -- - -- * @{#COORDINATE.IsMetric}(): Returns if the 3D point is Metric or Nautical Miles. - -- * @{#COORDINATE.SetMetric}(): Sets the 3D point to Metric or Nautical Miles. - -- - -- - -- ## 9) Coordinate text generation - -- - -- - -- * @{#COORDINATE.ToStringBR}(): Generates a Bearing & Range text in the format of DDD for DI where DDD is degrees and DI is distance. - -- * @{#COORDINATE.ToStringLL}(): Generates a Latutude & Longutude text. - -- - -- @field #COORDINATE - COORDINATE = { - ClassName = "COORDINATE", - } - - --- @field COORDINATE.WaypointAltType - COORDINATE.WaypointAltType = { - BARO = "BARO", - RADIO = "RADIO", - } - - --- @field COORDINATE.WaypointAction - COORDINATE.WaypointAction = { - TurningPoint = "Turning Point", - FlyoverPoint = "Fly Over Point", - FromParkingArea = "From Parking Area", - FromParkingAreaHot = "From Parking Area Hot", - FromRunway = "From Runway", - Landing = "Landing", - } - - --- @field COORDINATE.WaypointType - COORDINATE.WaypointType = { - TakeOffParking = "TakeOffParking", - TakeOffParkingHot = "TakeOffParkingHot", - TakeOff = "TakeOffParkingHot", - TurningPoint = "Turning Point", - Land = "Land", - } - - - --- COORDINATE constructor. - -- @param #COORDINATE self - -- @param DCS#Distance x The x coordinate of the Vec3 point, pointing to the North. - -- @param DCS#Distance y The y coordinate of the Vec3 point, pointing to the Right. - -- @param DCS#Distance z The z coordinate of the Vec3 point, pointing to the Right. - -- @return #COORDINATE - function COORDINATE:New( x, y, z ) - - local self = BASE:Inherit( self, BASE:New() ) -- #COORDINATE - self.x = x - self.y = y - self.z = z - - return self - end - - --- COORDINATE constructor. - -- @param #COORDINATE self - -- @param #COORDINATE Coordinate. - -- @return #COORDINATE - function COORDINATE:NewFromCoordinate( Coordinate ) - - local self = BASE:Inherit( self, BASE:New() ) -- #COORDINATE - self.x = Coordinate.x - self.y = Coordinate.y - self.z = Coordinate.z - - return self - end - - --- Create a new COORDINATE object from Vec2 coordinates. - -- @param #COORDINATE self - -- @param DCS#Vec2 Vec2 The Vec2 point. - -- @param DCS#Distance LandHeightAdd (optional) The default height if required to be evaluated will be the land height of the x, y coordinate. You can specify an extra height to be added to the land height. - -- @return #COORDINATE - function COORDINATE:NewFromVec2( Vec2, LandHeightAdd ) - - local LandHeight = land.getHeight( Vec2 ) - - LandHeightAdd = LandHeightAdd or 0 - LandHeight = LandHeight + LandHeightAdd - - local self = self:New( Vec2.x, LandHeight, Vec2.y ) -- #COORDINATE - - self:F2( self ) - - return self - - end - - --- Create a new COORDINATE object from Vec3 coordinates. - -- @param #COORDINATE self - -- @param DCS#Vec3 Vec3 The Vec3 point. - -- @return #COORDINATE - function COORDINATE:NewFromVec3( Vec3 ) - - local self = self:New( Vec3.x, Vec3.y, Vec3.z ) -- #COORDINATE - - self:F2( self ) - - return self - end - - - --- Return the coordinates of the COORDINATE in Vec3 format. - -- @param #COORDINATE self - -- @return DCS#Vec3 The Vec3 format coordinate. - function COORDINATE:GetVec3() - return { x = self.x, y = self.y, z = self.z } - end - - - --- Return the coordinates of the COORDINATE in Vec2 format. - -- @param #COORDINATE self - -- @return DCS#Vec2 The Vec2 format coordinate. - function COORDINATE:GetVec2() - return { x = self.x, y = self.z } - end - - --- Returns the coordinate from the latitude and longitude given in decimal degrees. - -- @param #COORDINATE self - -- @param #number latitude Latitude in decimal degrees. - -- @param #number longitude Longitude in decimal degrees. - -- @param #number altitude (Optional) Altitude in meters. Default is the land height at the coordinate. - -- @return #COORDINATE - function COORDINATE:NewFromLLDD( latitude, longitude, altitude) - - -- Returns a point from latitude and longitude in the vec3 format. - local vec3=coord.LLtoLO(latitude, longitude) - - -- Convert vec3 to coordinate object. - local _coord=self:NewFromVec3(vec3) - - -- Adjust height - if altitude==nil then - _coord.y=altitude - else - _coord.y=self:GetLandHeight() - end - - return _coord - end - - - --- Returns if the 2 coordinates are at the same 2D position. - -- @param #COORDINATE self - -- @param #COORDINATE Coordinate - -- @param #number Precision - -- @return #boolean true if at the same position. - function COORDINATE:IsAtCoordinate2D( Coordinate, Precision ) - - self:F( { Coordinate = Coordinate:GetVec2() } ) - self:F( { self = self:GetVec2() } ) - - local x = Coordinate.x - local z = Coordinate.z - - return x - Precision <= self.x and x + Precision >= self.x and z - Precision <= self.z and z + Precision >= self.z - end - - --- Returns if the 2 coordinates are at the same 2D position. - -- @param #COORDINATE self - -- @param #number radius (Optional) Scan radius in meters. Default 100 m. - -- @param #boolean scanunits (Optional) If true scan for units. Default true. - -- @param #boolean scanstatics (Optional) If true scan for static objects. Default true. - -- @param #boolean scanscenery (Optional) If true scan for scenery objects. Default false. - -- @return True if units were found. - -- @return True if statics were found. - -- @return True if scenery objects were found. - -- @return Unit objects found. - -- @return Static objects found. - -- @return Scenery objects found. - function COORDINATE:ScanObjects(radius, scanunits, scanstatics, scanscenery) - self:F(string.format("Scanning in radius %.1f m.", radius)) - - local SphereSearch = { - id = world.VolumeType.SPHERE, - params = { - point = self:GetVec3(), - radius = radius, - } - } - - -- Defaults - radius=radius or 100 - if scanunits==nil then - scanunits=true - end - if scanstatics==nil then - scanstatics=true - end - if scanscenery==nil then - scanscenery=false - end - - --{Object.Category.UNIT, Object.Category.STATIC, Object.Category.SCENERY} - local scanobjects={} - if scanunits then - table.insert(scanobjects, Object.Category.UNIT) - end - if scanstatics then - table.insert(scanobjects, Object.Category.STATIC) - end - if scanscenery then - table.insert(scanobjects, Object.Category.SCENERY) - end - - -- Found stuff. - local Units = {} - local Statics = {} - local Scenery = {} - local gotstatics=false - local gotunits=false - local gotscenery=false - - local function EvaluateZone(ZoneObject) - - if ZoneObject then - - -- Get category of scanned object. - local ObjectCategory = ZoneObject:getCategory() - - -- Check for unit or static objects - --if (ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive()) then - if (ObjectCategory == Object.Category.UNIT and ZoneObject:isExist()) then - - table.insert(Units, UNIT:Find(ZoneObject)) - gotunits=true - - elseif (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then - - table.insert(Statics, ZoneObject) - gotstatics=true - - elseif ObjectCategory == Object.Category.SCENERY then - - table.insert(Scenery, ZoneObject) - gotscenery=true - - end - - end - - return true - end - - -- Search the world. - world.searchObjects(scanobjects, SphereSearch, EvaluateZone) - - for _,unit in pairs(Units) do - self:T(string.format("Scan found unit %s", unit:GetName())) - end - for _,static in pairs(Statics) do - self:T(string.format("Scan found static %s", static:getName())) - end - for _,scenery in pairs(Scenery) do - self:T(string.format("Scan found scenery %s", scenery:getTypeName())) - end - - return gotunits, gotstatics, gotscenery, Units, Statics, Scenery - end - - --- Calculate the distance from a reference @{#COORDINATE}. - -- @param #COORDINATE self - -- @param #COORDINATE PointVec2Reference The reference @{#COORDINATE}. - -- @return DCS#Distance The distance from the reference @{#COORDINATE} in meters. - function COORDINATE:DistanceFromPointVec2( PointVec2Reference ) - self:F2( PointVec2Reference ) - - local Distance = ( ( PointVec2Reference.x - self.x ) ^ 2 + ( PointVec2Reference.z - self.z ) ^2 ) ^ 0.5 - - self:T2( Distance ) - return Distance - end - - --- Add a Distance in meters from the COORDINATE orthonormal plane, with the given angle, and calculate the new COORDINATE. - -- @param #COORDINATE self - -- @param DCS#Distance Distance The Distance to be added in meters. - -- @param DCS#Angle Angle The Angle in degrees. - -- @return #COORDINATE The new calculated COORDINATE. - function COORDINATE:Translate( Distance, Angle ) - local SX = self.x - local SY = self.z - local Radians = Angle / 180 * math.pi - local TX = Distance * math.cos( Radians ) + SX - local TY = Distance * math.sin( Radians ) + SY - - return COORDINATE:NewFromVec2( { x = TX, y = TY } ) - end - - --- Return a random Vec2 within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE. - -- @param #COORDINATE self - -- @param DCS#Distance OuterRadius - -- @param DCS#Distance InnerRadius - -- @return DCS#Vec2 Vec2 - function COORDINATE:GetRandomVec2InRadius( OuterRadius, InnerRadius ) - self:F2( { OuterRadius, InnerRadius } ) - - local Theta = 2 * math.pi * math.random() - local Radials = math.random() + math.random() - if Radials > 1 then - Radials = 2 - Radials - end - - local RadialMultiplier - if InnerRadius and InnerRadius <= OuterRadius then - RadialMultiplier = ( OuterRadius - InnerRadius ) * Radials + InnerRadius - else - RadialMultiplier = OuterRadius * Radials - end - - local RandomVec2 - if OuterRadius > 0 then - RandomVec2 = { x = math.cos( Theta ) * RadialMultiplier + self.x, y = math.sin( Theta ) * RadialMultiplier + self.z } - else - RandomVec2 = { x = self.x, y = self.z } - end - - return RandomVec2 - end - - - --- Return a random Coordinate within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE. - -- @param #COORDINATE self - -- @param DCS#Distance OuterRadius - -- @param DCS#Distance InnerRadius - -- @return #COORDINATE - function COORDINATE:GetRandomCoordinateInRadius( OuterRadius, InnerRadius ) - self:F2( { OuterRadius, InnerRadius } ) - - return COORDINATE:NewFromVec2( self:GetRandomVec2InRadius( OuterRadius, InnerRadius ) ) - end - - - --- Return a random Vec3 within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE. - -- @param #COORDINATE self - -- @param DCS#Distance OuterRadius - -- @param DCS#Distance InnerRadius - -- @return DCS#Vec3 Vec3 - function COORDINATE:GetRandomVec3InRadius( OuterRadius, InnerRadius ) - - local RandomVec2 = self:GetRandomVec2InRadius( OuterRadius, InnerRadius ) - local y = self.y + math.random( InnerRadius, OuterRadius ) - local RandomVec3 = { x = RandomVec2.x, y = y, z = RandomVec2.y } - - return RandomVec3 - end - - --- Return the height of the land at the coordinate. - -- @param #COORDINATE self - -- @return #number - function COORDINATE:GetLandHeight() - local Vec2 = { x = self.x, y = self.z } - return land.getHeight( Vec2 ) - end - - - --- Set the heading of the coordinate, if applicable. - -- @param #COORDINATE self - function COORDINATE:SetHeading( Heading ) - self.Heading = Heading - end - - - --- Get the heading of the coordinate, if applicable. - -- @param #COORDINATE self - -- @return #number or nil - function COORDINATE:GetHeading() - return self.Heading - end - - - --- Set the velocity of the COORDINATE. - -- @param #COORDINATE self - -- @param #string Velocity Velocity in meters per second. - function COORDINATE:SetVelocity( Velocity ) - self.Velocity = Velocity - end - - - --- Return the velocity of the COORDINATE. - -- @param #COORDINATE self - -- @return #number Velocity in meters per second. - function COORDINATE:GetVelocity() - local Velocity = self.Velocity - return Velocity or 0 - end - - - --- Return velocity text of the COORDINATE. - -- @param #COORDINATE self - -- @return #string - function COORDINATE:GetMovingText( Settings ) - - return self:GetVelocityText( Settings ) .. ", " .. self:GetHeadingText( Settings ) - end - - - --- Return a direction vector Vec3 from COORDINATE to the COORDINATE. - -- @param #COORDINATE self - -- @param #COORDINATE TargetCoordinate The target COORDINATE. - -- @return DCS#Vec3 DirectionVec3 The direction vector in Vec3 format. - function COORDINATE:GetDirectionVec3( TargetCoordinate ) - return { x = TargetCoordinate.x - self.x, y = TargetCoordinate.y - self.y, z = TargetCoordinate.z - self.z } - end - - - --- Get a correction in radians of the real magnetic north of the COORDINATE. - -- @param #COORDINATE self - -- @return #number CorrectionRadians The correction in radians. - function COORDINATE:GetNorthCorrectionRadians() - local TargetVec3 = self:GetVec3() - local lat, lon = coord.LOtoLL(TargetVec3) - local north_posit = coord.LLtoLO(lat + 1, lon) - return math.atan2( north_posit.z - TargetVec3.z, north_posit.x - TargetVec3.x ) - end - - - --- Return an angle in radians from the COORDINATE using a direction vector in Vec3 format. - -- @param #COORDINATE self - -- @param DCS#Vec3 DirectionVec3 The direction vector in Vec3 format. - -- @return #number DirectionRadians The angle in radians. - function COORDINATE:GetAngleRadians( DirectionVec3 ) - local DirectionRadians = math.atan2( DirectionVec3.z, DirectionVec3.x ) - --DirectionRadians = DirectionRadians + self:GetNorthCorrectionRadians() - if DirectionRadians < 0 then - DirectionRadians = DirectionRadians + 2 * math.pi -- put dir in range of 0 to 2*pi ( the full circle ) - end - return DirectionRadians - end - - --- Return an angle in degrees from the COORDINATE using a direction vector in Vec3 format. - -- @param #COORDINATE self - -- @param DCS#Vec3 DirectionVec3 The direction vector in Vec3 format. - -- @return #number DirectionRadians The angle in degrees. - function COORDINATE:GetAngleDegrees( DirectionVec3 ) - local AngleRadians = self:GetAngleRadians( DirectionVec3 ) - local Angle = UTILS.ToDegree( AngleRadians ) - return Angle - end - - - --- Return the 2D distance in meters between the target COORDINATE and the COORDINATE. - -- @param #COORDINATE self - -- @param #COORDINATE TargetCoordinate The target COORDINATE. - -- @return DCS#Distance Distance The distance in meters. - function COORDINATE:Get2DDistance( TargetCoordinate ) - local TargetVec3 = TargetCoordinate:GetVec3() - local SourceVec3 = self:GetVec3() - return ( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5 - end - - --- Returns the temperature in Degrees Celsius. - -- @param #COORDINATE self - -- @param height (Optional) parameter specifying the height ASL. - -- @return Temperature in Degrees Celsius. - function COORDINATE:GetTemperature(height) - self:F2(height) - local y=height or self.y - local point={x=self.x, y=height or self.y, z=self.z} - -- get temperature [K] and pressure [Pa] at point - local T,P=atmosphere.getTemperatureAndPressure(point) - -- Return Temperature in Deg C - return T-273.15 - end - - --- Returns a text of the temperature according the measurement system @{Settings}. - -- The text will reflect the temperature like this: - -- - -- - For Russian and European aircraft using the metric system - Degrees Celcius (°C) - -- - For Americain aircraft we link to the imperial system - Degrees Farenheit (°F) - -- - -- A text containing a pressure will look like this: - -- - -- - `Temperature: %n.d °C` - -- - `Temperature: %n.d °F` - -- - -- @param #COORDINATE self - -- @param height (Optional) parameter specifying the height ASL. - -- @return #string Temperature according the measurement system @{Settings}. - function COORDINATE:GetTemperatureText( height, Settings ) - - local DegreesCelcius = self:GetTemperature( height ) - - local Settings = Settings or _SETTINGS - - if DegreesCelcius then - if Settings:IsMetric() then - return string.format( " %-2.2f °C", DegreesCelcius ) - else - return string.format( " %-2.2f °F", UTILS.CelciusToFarenheit( DegreesCelcius ) ) - end - else - return " no temperature" - end - - return nil - end - - - --- Returns the pressure in hPa. - -- @param #COORDINATE self - -- @param height (Optional) parameter specifying the height ASL. E.g. set height=0 for QNH. - -- @return Pressure in hPa. - function COORDINATE:GetPressure(height) - local point={x=self.x, y=height or self.y, z=self.z} - -- get temperature [K] and pressure [Pa] at point - local T,P=atmosphere.getTemperatureAndPressure(point) - -- Return Pressure in hPa. - return P/100 - end - - --- Returns a text of the pressure according the measurement system @{Settings}. - -- The text will contain always the pressure in hPa and: - -- - -- - For Russian and European aircraft using the metric system - hPa and mmHg - -- - For Americain and European aircraft we link to the imperial system - hPa and inHg - -- - -- A text containing a pressure will look like this: - -- - -- - `QFE: x hPa (y mmHg)` - -- - `QFE: x hPa (y inHg)` - -- - -- @param #COORDINATE self - -- @param height (Optional) parameter specifying the height ASL. E.g. set height=0 for QNH. - -- @return #string Pressure in hPa and mmHg or inHg depending on the measurement system @{Settings}. - function COORDINATE:GetPressureText( height, Settings ) - - local Pressure_hPa = self:GetPressure( height ) - local Pressure_mmHg = Pressure_hPa * 0.7500615613030 - local Pressure_inHg = Pressure_hPa * 0.0295299830714 - - local Settings = Settings or _SETTINGS - - if Pressure_hPa then - if Settings:IsMetric() then - return string.format( " %4.1f hPa (%3.1f mmHg)", Pressure_hPa, Pressure_mmHg ) - else - return string.format( " %4.1f hPa (%3.2f inHg)", Pressure_hPa, Pressure_inHg ) - end - else - return " no pressure" - end - - return nil - end - - --- Returns the heading from this to another coordinate. - -- @param #COORDINATE self - -- @param #COORDINATE ToCoordinate - -- @return #number Heading in degrees. - function COORDINATE:HeadingTo(ToCoordinate) - local dz=ToCoordinate.z-self.z - local dx=ToCoordinate.x-self.x - local heading=math.deg(math.atan2(dz, dx)) - if heading < 0 then - heading = 360 + heading - end - return heading - end - - --- Returns the wind direction (from) and strength. - -- @param #COORDINATE self - -- @param height (Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground. - -- @return Direction the wind is blowing from in degrees. - -- @return Wind strength in m/s. - function COORDINATE:GetWind(height) - local landheight=self:GetLandHeight()+0.1 -- we at 0.1 meters to be sure to be above ground since wind is zero below ground level. - local point={x=self.x, y=math.max(height or self.y, landheight), z=self.z} - -- get wind velocity vector - local wind = atmosphere.getWind(point) - local direction = math.deg(math.atan2(wind.z, wind.x)) - if direction < 0 then - direction = 360 + direction - end - -- Convert to direction to from direction - if direction > 180 then - direction = direction-180 - else - direction = direction+180 - end - local strength=math.sqrt((wind.x)^2+(wind.z)^2) - -- Return wind direction and strength km/h. - return direction, strength - end - - --- Returns the wind direction (from) and strength. - -- @param #COORDINATE self - -- @param height (Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground. - -- @return Direction the wind is blowing from in degrees. - function COORDINATE:GetWindWithTurbulenceVec3(height) - - -- AGL height if - local landheight=self:GetLandHeight()+0.1 -- we at 0.1 meters to be sure to be above ground since wind is zero below ground level. - - -- Point at which the wind is evaluated. - local point={x=self.x, y=math.max(height or self.y, landheight), z=self.z} - - -- Get wind velocity vector including turbulences. - local vec3 = atmosphere.getWindWithTurbulence(point) - - return vec3 - end - - - --- Returns a text documenting the wind direction (from) and strength according the measurement system @{Settings}. - -- The text will reflect the wind like this: - -- - -- - For Russian and European aircraft using the metric system - Wind direction in degrees (°) and wind speed in meters per second (mps). - -- - For Americain aircraft we link to the imperial system - Wind direction in degrees (°) and wind speed in knots per second (kps). - -- - -- A text containing a pressure will look like this: - -- - -- - `Wind: %n ° at n.d mps` - -- - `Wind: %n ° at n.d kps` - -- - -- @param #COORDINATE self - -- @param height (Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground. - -- @return #string Wind direction and strength according the measurement system @{Settings}. - function COORDINATE:GetWindText( height, Settings ) - - local Direction, Strength = self:GetWind( height ) - - local Settings = Settings or _SETTINGS - - if Direction and Strength then - if Settings:IsMetric() then - return string.format( " %d ° at %3.2f mps", Direction, UTILS.MpsToKmph( Strength ) ) - else - return string.format( " %d ° at %3.2f kps", Direction, UTILS.MpsToKnots( Strength ) ) - end - else - return " no wind" - end - - return nil - end - - --- Return the 3D distance in meters between the target COORDINATE and the COORDINATE. - -- @param #COORDINATE self - -- @param #COORDINATE TargetCoordinate The target COORDINATE. - -- @return DCS#Distance Distance The distance in meters. - function COORDINATE:Get3DDistance( TargetCoordinate ) - local TargetVec3 = TargetCoordinate:GetVec3() - local SourceVec3 = self:GetVec3() - return ( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.y - SourceVec3.y ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5 - end - - - --- Provides a bearing text in degrees. - -- @param #COORDINATE self - -- @param #number AngleRadians The angle in randians. - -- @param #number Precision The precision. - -- @param Core.Settings#SETTINGS Settings - -- @return #string The bearing text in degrees. - function COORDINATE:GetBearingText( AngleRadians, Precision, Settings ) - - local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS - - local AngleDegrees = UTILS.Round( UTILS.ToDegree( AngleRadians ), Precision ) - - local s = string.format( '%03d°', AngleDegrees ) - - return s - end - - --- Provides a distance text expressed in the units of measurement. - -- @param #COORDINATE self - -- @param #number Distance The distance in meters. - -- @param Core.Settings#SETTINGS Settings - -- @return #string The distance text expressed in the units of measurement. - function COORDINATE:GetDistanceText( Distance, Settings ) - - local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS - - local DistanceText - - if Settings:IsMetric() then - DistanceText = " for " .. UTILS.Round( Distance / 1000, 2 ) .. " km" - else - DistanceText = " for " .. UTILS.Round( UTILS.MetersToNM( Distance ), 2 ) .. " miles" - end - - return DistanceText - end - - --- Return the altitude text of the COORDINATE. - -- @param #COORDINATE self - -- @return #string Altitude text. - function COORDINATE:GetAltitudeText( Settings ) - local Altitude = self.y - local Settings = Settings or _SETTINGS - if Altitude ~= 0 then - if Settings:IsMetric() then - return " at " .. UTILS.Round( self.y, -3 ) .. " meters" - else - return " at " .. UTILS.Round( UTILS.MetersToFeet( self.y ), -3 ) .. " feet" - end - else - return "" - end - end - - - - --- Return the velocity text of the COORDINATE. - -- @param #COORDINATE self - -- @return #string Velocity text. - function COORDINATE:GetVelocityText( Settings ) - local Velocity = self:GetVelocity() - local Settings = Settings or _SETTINGS - if Velocity then - if Settings:IsMetric() then - return string.format( " moving at %d km/h", UTILS.MpsToKmph( Velocity ) ) - else - return string.format( " moving at %d mi/h", UTILS.MpsToKmph( Velocity ) / 1.852 ) - end - else - return " stationary" - end - end - - - --- Return the heading text of the COORDINATE. - -- @param #COORDINATE self - -- @return #string Heading text. - function COORDINATE:GetHeadingText( Settings ) - local Heading = self:GetHeading() - if Heading then - return string.format( " bearing %3d°", Heading ) - else - return " bearing unknown" - end - end - - - --- Provides a Bearing / Range string - -- @param #COORDINATE self - -- @param #number AngleRadians The angle in randians - -- @param #number Distance The distance - -- @param Core.Settings#SETTINGS Settings - -- @return #string The BR Text - function COORDINATE:GetBRText( AngleRadians, Distance, Settings ) - - local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS - - local BearingText = self:GetBearingText( AngleRadians, 0, Settings ) - local DistanceText = self:GetDistanceText( Distance, Settings ) - - local BRText = BearingText .. DistanceText - - return BRText - end - - --- Provides a Bearing / Range / Altitude string - -- @param #COORDINATE self - -- @param #number AngleRadians The angle in randians - -- @param #number Distance The distance - -- @param Core.Settings#SETTINGS Settings - -- @return #string The BRA Text - function COORDINATE:GetBRAText( AngleRadians, Distance, Settings ) - - local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS - - local BearingText = self:GetBearingText( AngleRadians, 0, Settings ) - local DistanceText = self:GetDistanceText( Distance, Settings ) - local AltitudeText = self:GetAltitudeText( Settings ) - - local BRAText = BearingText .. DistanceText .. AltitudeText -- When the POINT is a VEC2, there will be no altitude shown. - - return BRAText - end - - - --- Set altitude. - -- @param #COORDINATE self - -- @param #number altitude New altitude in meters. - -- @param #boolean asl Altitude above sea level. Default is above ground level. - -- @return #COORDINATE The COORDINATE with adjusted altitude. - function COORDINATE:SetAltitude(altitude, asl) - local alt=altitude - if asl then - alt=altitude - else - alt=self:GetLandHeight()+altitude - end - self.y=alt - return self - end - - --- Add a Distance in meters from the COORDINATE horizontal plane, with the given angle, and calculate the new COORDINATE. - -- @param #COORDINATE self - -- @param DCS#Distance Distance The Distance to be added in meters. - -- @param DCS#Angle Angle The Angle in degrees. - -- @return #COORDINATE The new calculated COORDINATE. - function COORDINATE:Translate( Distance, Angle ) - local SX = self.x - local SZ = self.z - local Radians = Angle / 180 * math.pi - local TX = Distance * math.cos( Radians ) + SX - local TZ = Distance * math.sin( Radians ) + SZ - - return COORDINATE:New( TX, self.y, TZ ) - end - - - - --- Build an air type route point. - -- @param #COORDINATE self - -- @param #COORDINATE.WaypointAltType AltType The altitude type. - -- @param #COORDINATE.WaypointType Type The route point type. - -- @param #COORDINATE.WaypointAction Action The route point action. - -- @param DCS#Speed Speed Airspeed in km/h. Default is 500 km/h. - -- @param #boolean SpeedLocked true means the speed is locked. - -- @param Wrapper.Airbase#AIRBASE airbase The airbase for takeoff and landing points. - -- @param #table DCSTasks A table of @{DCS#Task} items which are executed at the waypoint. - -- @param #string description A text description of the waypoint, which will be shown on the F10 map. - -- @return #table The route point. - function COORDINATE:WaypointAir( AltType, Type, Action, Speed, SpeedLocked, airbase, DCSTasks, description ) - self:F2( { AltType, Type, Action, Speed, SpeedLocked } ) - - -- Defaults - AltType=AltType or "RADIO" - if SpeedLocked==nil then - SpeedLocked=true - end - Speed=Speed or 500 - - -- Waypoint array. - local RoutePoint = {} - - -- Coordinates. - RoutePoint.x = self.x - RoutePoint.y = self.z - -- Altitude. - RoutePoint.alt = self.y - RoutePoint.alt_type = AltType - -- Waypoint type. - RoutePoint.type = Type or nil - RoutePoint.action = Action or nil - -- Set speed/ETA. - RoutePoint.speed = Speed/3.6 - RoutePoint.speed_locked = SpeedLocked - RoutePoint.ETA=nil - RoutePoint.ETA_locked = false - -- Waypoint description. - RoutePoint.name=description - -- Airbase parameters for takeoff and landing points. - if airbase then - local AirbaseID = airbase:GetID() - local AirbaseCategory = airbase:GetDesc().category - if AirbaseCategory == Airbase.Category.SHIP or AirbaseCategory == Airbase.Category.HELIPAD then - RoutePoint.linkUnit = AirbaseID - RoutePoint.helipadId = AirbaseID - elseif AirbaseCategory == Airbase.Category.AIRDROME then - RoutePoint.airdromeId = AirbaseID - else - self:T("ERROR: Unknown airbase category in COORDINATE:WaypointAir()!") - end - end - - - -- ["task"] = - -- { - -- ["id"] = "ComboTask", - -- ["params"] = - -- { - -- ["tasks"] = - -- { - -- }, -- end of ["tasks"] - -- }, -- end of ["params"] - -- }, -- end of ["task"] - - -- Waypoint tasks. - RoutePoint.task = {} - RoutePoint.task.id = "ComboTask" - RoutePoint.task.params = {} - RoutePoint.task.params.tasks = DCSTasks or {} - - self:T({RoutePoint=RoutePoint}) - return RoutePoint - end - - - --- Build a Waypoint Air "Turning Point". - -- @param #COORDINATE self - -- @param #COORDINATE.WaypointAltType AltType The altitude type. - -- @param DCS#Speed Speed Airspeed in km/h. - -- @param #table DCSTasks (Optional) A table of @{DCS#Task} items which are executed at the waypoint. - -- @param #string description (Optional) A text description of the waypoint, which will be shown on the F10 map. - -- @return #table The route point. - function COORDINATE:WaypointAirTurningPoint( AltType, Speed, DCSTasks, description ) - return self:WaypointAir( AltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed, true, nil, DCSTasks, description ) - end - - - --- Build a Waypoint Air "Fly Over Point". - -- @param #COORDINATE self - -- @param #COORDINATE.WaypointAltType AltType The altitude type. - -- @param DCS#Speed Speed Airspeed in km/h. - -- @return #table The route point. - function COORDINATE:WaypointAirFlyOverPoint( AltType, Speed ) - return self:WaypointAir( AltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.FlyoverPoint, Speed ) - end - - - --- Build a Waypoint Air "Take Off Parking Hot". - -- @param #COORDINATE self - -- @param #COORDINATE.WaypointAltType AltType The altitude type. - -- @param DCS#Speed Speed Airspeed in km/h. - -- @return #table The route point. - function COORDINATE:WaypointAirTakeOffParkingHot( AltType, Speed ) - return self:WaypointAir( AltType, COORDINATE.WaypointType.TakeOffParkingHot, COORDINATE.WaypointAction.FromParkingAreaHot, Speed ) - end - - - --- Build a Waypoint Air "Take Off Parking". - -- @param #COORDINATE self - -- @param #COORDINATE.WaypointAltType AltType The altitude type. - -- @param DCS#Speed Speed Airspeed in km/h. - -- @return #table The route point. - function COORDINATE:WaypointAirTakeOffParking( AltType, Speed ) - return self:WaypointAir( AltType, COORDINATE.WaypointType.TakeOffParking, COORDINATE.WaypointAction.FromParkingArea, Speed ) - end - - - --- Build a Waypoint Air "Take Off Runway". - -- @param #COORDINATE self - -- @param #COORDINATE.WaypointAltType AltType The altitude type. - -- @param DCS#Speed Speed Airspeed in km/h. - -- @return #table The route point. - function COORDINATE:WaypointAirTakeOffRunway( AltType, Speed ) - return self:WaypointAir( AltType, COORDINATE.WaypointType.TakeOff, COORDINATE.WaypointAction.FromRunway, Speed ) - end - - - --- Build a Waypoint Air "Landing". - -- @param #COORDINATE self - -- @param DCS#Speed Speed Airspeed in km/h. - -- @return #table The route point. - -- @usage - -- - -- LandingZone = ZONE:New( "LandingZone" ) - -- LandingCoord = LandingZone:GetCoordinate() - -- LandingWaypoint = LandingCoord:WaypointAirLanding( 60 ) - -- HeliGroup:Route( { LandWaypoint }, 1 ) -- Start landing the helicopter in one second. - -- - function COORDINATE:WaypointAirLanding( Speed ) - return self:WaypointAir( nil, COORDINATE.WaypointType.Land, COORDINATE.WaypointAction.Landing, Speed ) - end - - - - - --- Build an ground type route point. - -- @param #COORDINATE self - -- @param #number Speed (optional) Speed in km/h. The default speed is 20 km/h. - -- @param #string Formation (optional) The route point Formation, which is a text string that specifies exactly the Text in the Type of the route point, like "Vee", "Echelon Right". - -- @return #table The route point. - function COORDINATE:WaypointGround( Speed, Formation ) - self:F2( { Formation, Speed } ) - - - local RoutePoint = {} - RoutePoint.x = self.x - RoutePoint.y = self.z - - RoutePoint.action = Formation or "" - --RoutePoint.formation_template = Formation and "" or nil - - - RoutePoint.speed = ( Speed or 20 ) / 3.6 - RoutePoint.speed_locked = true - - -- ["task"] = - -- { - -- ["id"] = "ComboTask", - -- ["params"] = - -- { - -- ["tasks"] = - -- { - -- }, -- end of ["tasks"] - -- }, -- end of ["params"] - -- }, -- end of ["task"] - - - RoutePoint.task = {} - RoutePoint.task.id = "ComboTask" - RoutePoint.task.params = {} - RoutePoint.task.params.tasks = {} - - - return RoutePoint - end - - --- Gets the nearest airbase with respect to the current coordinates. - -- @param #COORDINATE self - -- @param #number Category (Optional) Category of the airbase. Enumerator of @{Wrapper.Airbase#AIRBASE.Category}. - -- @param #number Coalition (Optional) Coalition of the airbase. - -- @return Wrapper.Airbase#AIRBASE Closest Airbase to the given coordinate. - -- @return #number Distance to the closest airbase in meters. - function COORDINATE:GetClosestAirbase(Category, Coalition) - - -- Get all airbases of the map. - local airbases=AIRBASE.GetAllAirbases(Coalition) - - local closest=nil - local distmin=nil - -- Loop over all airbases. - for _,_airbase in pairs(airbases) do - local airbase=_airbase --Wrapper.Airbase#AIRBASE - local category=airbase:GetDesc().category - if Category and Category==category or Category==nil then - local dist=self:Get2DDistance(airbase:GetCoordinate()) - if closest==nil then - distmin=dist - closest=airbase - else - if dist=2 then - for i=1,#Path-1 do - Way=Way+Path[i+1]:Get2DDistance(Path[i]) - end - else - -- There are cases where no path on road can be found. - return nil,nil - end - - return Path, Way, GotPath - end - - --- Gets the surface type at the coordinate. - -- @param #COORDINATE self - -- @return DCS#SurfaceType Surface type. - function COORDINATE:GetSurfaceType() - local vec2=self:GetVec2() - local surface=land.getSurfaceType(vec2) - return surface - end - - --- Checks if the surface type is on land. - -- @param #COORDINATE self - -- @return #boolean If true, the surface type at the coordinate is land. - function COORDINATE:IsSurfaceTypeLand() - return self:GetSurfaceType()==land.SurfaceType.LAND - end - - --- Checks if the surface type is road. - -- @param #COORDINATE self - -- @return #boolean If true, the surface type at the coordinate is land. - function COORDINATE:IsSurfaceTypeLand() - return self:GetSurfaceType()==land.SurfaceType.LAND - end - - - --- Checks if the surface type is road. - -- @param #COORDINATE self - -- @return #boolean If true, the surface type at the coordinate is a road. - function COORDINATE:IsSurfaceTypeRoad() - return self:GetSurfaceType()==land.SurfaceType.ROAD - end - - --- Checks if the surface type is runway. - -- @param #COORDINATE self - -- @return #boolean If true, the surface type at the coordinate is a runway or taxi way. - function COORDINATE:IsSurfaceTypeRunway() - return self:GetSurfaceType()==land.SurfaceType.RUNWAY - end - - --- Checks if the surface type is shallow water. - -- @param #COORDINATE self - -- @return #boolean If true, the surface type at the coordinate is a shallow water. - function COORDINATE:IsSurfaceTypeShallowWater() - return self:GetSurfaceType()==land.SurfaceType.SHALLOW_WATER - end - - --- Checks if the surface type is water. - -- @param #COORDINATE self - -- @return #boolean If true, the surface type at the coordinate is a deep water. - function COORDINATE:IsSurfaceTypeWater() - return self:GetSurfaceType()==land.SurfaceType.WATER - end - - - --- Creates an explosion at the point of a certain intensity. - -- @param #COORDINATE self - -- @param #number ExplosionIntensity Intensity of the explosion in kg TNT. - function COORDINATE:Explosion( ExplosionIntensity ) - self:F2( { ExplosionIntensity } ) - trigger.action.explosion( self:GetVec3(), ExplosionIntensity ) - end - - --- Creates an illumination bomb at the point. - -- @param #COORDINATE self - -- @param #number power - function COORDINATE:IlluminationBomb(power) - self:F2() - trigger.action.illuminationBomb( self:GetVec3(), power ) - end - - - --- Smokes the point in a color. - -- @param #COORDINATE self - -- @param Utilities.Utils#SMOKECOLOR SmokeColor - function COORDINATE:Smoke( SmokeColor ) - self:F2( { SmokeColor } ) - trigger.action.smoke( self:GetVec3(), SmokeColor ) - end - - --- Smoke the COORDINATE Green. - -- @param #COORDINATE self - function COORDINATE:SmokeGreen() - self:F2() - self:Smoke( SMOKECOLOR.Green ) - end - - --- Smoke the COORDINATE Red. - -- @param #COORDINATE self - function COORDINATE:SmokeRed() - self:F2() - self:Smoke( SMOKECOLOR.Red ) - end - - --- Smoke the COORDINATE White. - -- @param #COORDINATE self - function COORDINATE:SmokeWhite() - self:F2() - self:Smoke( SMOKECOLOR.White ) - end - - --- Smoke the COORDINATE Orange. - -- @param #COORDINATE self - function COORDINATE:SmokeOrange() - self:F2() - self:Smoke( SMOKECOLOR.Orange ) - end - - --- Smoke the COORDINATE Blue. - -- @param #COORDINATE self - function COORDINATE:SmokeBlue() - self:F2() - self:Smoke( SMOKECOLOR.Blue ) - end - - --- Big smoke and fire at the coordinate. - -- @param #COORDINATE self - -- @param Utilities.Utils#BIGSMOKEPRESET preset Smoke preset (0=small smoke and fire, 1=medium smoke and fire, 2=large smoke and fire, 3=huge smoke and fire, 4=small smoke, 5=medium smoke, 6=large smoke, 7=huge smoke). - -- @param #number density (Optional) Smoke density. Number in [0,...,1]. Default 0.5. - function COORDINATE:BigSmokeAndFire( preset, density ) - self:F2( { preset=preset, density=density } ) - density=density or 0.5 - trigger.action.effectSmokeBig( self:GetVec3(), preset, density ) - end - - --- Small smoke and fire at the coordinate. - -- @param #COORDINATE self - -- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. - function COORDINATE:BigSmokeAndFireSmall( density ) - self:F2( { density=density } ) - density=density or 0.5 - self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmokeAndFire, density) - end - - --- Medium smoke and fire at the coordinate. - -- @param #COORDINATE self - -- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. - function COORDINATE:BigSmokeAndFireMedium( density ) - self:F2( { density=density } ) - density=density or 0.5 - self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmokeAndFire, density) - end - - --- Large smoke and fire at the coordinate. - -- @param #COORDINATE self - -- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. - function COORDINATE:BigSmokeAndFireLarge( density ) - self:F2( { density=density } ) - density=density or 0.5 - self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmokeAndFire, density) - end - - --- Huge smoke and fire at the coordinate. - -- @param #COORDINATE self - -- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. - function COORDINATE:BigSmokeAndFireHuge( density ) - self:F2( { density=density } ) - density=density or 0.5 - self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmokeAndFire, density) - end - - --- Small smoke at the coordinate. - -- @param #COORDINATE self - -- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. - function COORDINATE:BigSmokeSmall( density ) - self:F2( { density=density } ) - density=density or 0.5 - self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmoke, density) - end - - --- Medium smoke at the coordinate. - -- @param #COORDINATE self - -- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. - function COORDINATE:BigSmokeMedium( density ) - self:F2( { density=density } ) - density=density or 0.5 - self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmoke, density) - end - - --- Large smoke at the coordinate. - -- @param #COORDINATE self - -- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. - function COORDINATE:BigSmokeLarge( density ) - self:F2( { density=density } ) - density=density or 0.5 - self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmoke, density) - end - - --- Huge smoke at the coordinate. - -- @param #COORDINATE self - -- @number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. - function COORDINATE:BigSmokeHuge( density ) - self:F2( { density=density } ) - density=density or 0.5 - self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmoke, density) - end - - --- Flares the point in a color. - -- @param #COORDINATE self - -- @param Utilities.Utils#FLARECOLOR FlareColor - -- @param DCS#Azimuth Azimuth (optional) The azimuth of the flare direction. The default azimuth is 0. - function COORDINATE:Flare( FlareColor, Azimuth ) - self:F2( { FlareColor } ) - trigger.action.signalFlare( self:GetVec3(), FlareColor, Azimuth and Azimuth or 0 ) - end - - --- Flare the COORDINATE White. - -- @param #COORDINATE self - -- @param DCS#Azimuth Azimuth (optional) The azimuth of the flare direction. The default azimuth is 0. - function COORDINATE:FlareWhite( Azimuth ) - self:F2( Azimuth ) - self:Flare( FLARECOLOR.White, Azimuth ) - end - - --- Flare the COORDINATE Yellow. - -- @param #COORDINATE self - -- @param DCS#Azimuth Azimuth (optional) The azimuth of the flare direction. The default azimuth is 0. - function COORDINATE:FlareYellow( Azimuth ) - self:F2( Azimuth ) - self:Flare( FLARECOLOR.Yellow, Azimuth ) - end - - --- Flare the COORDINATE Green. - -- @param #COORDINATE self - -- @param DCS#Azimuth Azimuth (optional) The azimuth of the flare direction. The default azimuth is 0. - function COORDINATE:FlareGreen( Azimuth ) - self:F2( Azimuth ) - self:Flare( FLARECOLOR.Green, Azimuth ) - end - - --- Flare the COORDINATE Red. - -- @param #COORDINATE self - function COORDINATE:FlareRed( Azimuth ) - self:F2( Azimuth ) - self:Flare( FLARECOLOR.Red, Azimuth ) - end - - do -- Markings - - --- Mark to All - -- @param #COORDINATE self - -- @param #string MarkText Free format text that shows the marking clarification. - -- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false. - -- @param #string Text (Optional) Text displayed when mark is added. Default none. - -- @return #number The resulting Mark ID which is a number. - -- @usage - -- local TargetCoord = TargetGroup:GetCoordinate() - -- local MarkID = TargetCoord:MarkToAll( "This is a target for all players" ) - function COORDINATE:MarkToAll( MarkText, ReadOnly, Text ) - local MarkID = UTILS.GetMarkID() - if ReadOnly==nil then - ReadOnly=false - end - local text=Text or "" - trigger.action.markToAll( MarkID, MarkText, self:GetVec3(), ReadOnly, text) - return MarkID - end - - --- Mark to Coalition - -- @param #COORDINATE self - -- @param #string MarkText Free format text that shows the marking clarification. - -- @param Coalition - -- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false. - -- @param #string Text (Optional) Text displayed when mark is added. Default none. - -- @return #number The resulting Mark ID which is a number. - -- @usage - -- local TargetCoord = TargetGroup:GetCoordinate() - -- local MarkID = TargetCoord:MarkToCoalition( "This is a target for the red coalition", coalition.side.RED ) - function COORDINATE:MarkToCoalition( MarkText, Coalition, ReadOnly, Text ) - local MarkID = UTILS.GetMarkID() - if ReadOnly==nil then - ReadOnly=false - end - local text=Text or "" - trigger.action.markToCoalition( MarkID, MarkText, self:GetVec3(), Coalition, ReadOnly, text ) - return MarkID - end - - --- Mark to Red Coalition - -- @param #COORDINATE self - -- @param #string MarkText Free format text that shows the marking clarification. - -- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false. - -- @param #string Text (Optional) Text displayed when mark is added. Default none. - -- @return #number The resulting Mark ID which is a number. - -- @usage - -- local TargetCoord = TargetGroup:GetCoordinate() - -- local MarkID = TargetCoord:MarkToCoalitionRed( "This is a target for the red coalition" ) - function COORDINATE:MarkToCoalitionRed( MarkText, ReadOnly, Text ) - return self:MarkToCoalition( MarkText, coalition.side.RED, ReadOnly, Text ) - end - - --- Mark to Blue Coalition - -- @param #COORDINATE self - -- @param #string MarkText Free format text that shows the marking clarification. - -- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false. - -- @param #string Text (Optional) Text displayed when mark is added. Default none. - -- @return #number The resulting Mark ID which is a number. - -- @usage - -- local TargetCoord = TargetGroup:GetCoordinate() - -- local MarkID = TargetCoord:MarkToCoalitionBlue( "This is a target for the blue coalition" ) - function COORDINATE:MarkToCoalitionBlue( MarkText, ReadOnly, Text ) - return self:MarkToCoalition( MarkText, coalition.side.BLUE, ReadOnly, Text ) - end - - --- Mark to Group - -- @param #COORDINATE self - -- @param #string MarkText Free format text that shows the marking clarification. - -- @param Wrapper.Group#GROUP MarkGroup The @{Wrapper.Group} that receives the mark. - -- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false. - -- @param #string Text (Optional) Text displayed when mark is added. Default none. - -- @return #number The resulting Mark ID which is a number. - -- @usage - -- local TargetCoord = TargetGroup:GetCoordinate() - -- local MarkGroup = GROUP:FindByName( "AttackGroup" ) - -- local MarkID = TargetCoord:MarkToGroup( "This is a target for the attack group", AttackGroup ) - function COORDINATE:MarkToGroup( MarkText, MarkGroup, ReadOnly, Text ) - local MarkID = UTILS.GetMarkID() - if ReadOnly==nil then - ReadOnly=false - end - local text=Text or "" - trigger.action.markToGroup( MarkID, MarkText, self:GetVec3(), MarkGroup:GetID(), ReadOnly, text ) - return MarkID - end - - --- Remove a mark - -- @param #COORDINATE self - -- @param #number MarkID The ID of the mark to be removed. - -- @usage - -- local TargetCoord = TargetGroup:GetCoordinate() - -- local MarkGroup = GROUP:FindByName( "AttackGroup" ) - -- local MarkID = TargetCoord:MarkToGroup( "This is a target for the attack group", AttackGroup ) - -- <<< logic >>> - -- RemoveMark( MarkID ) -- The mark is now removed - function COORDINATE:RemoveMark( MarkID ) - trigger.action.removeMark( MarkID ) - end - - end -- Markings - - - --- Returns if a Coordinate has Line of Sight (LOS) with the ToCoordinate. - -- @param #COORDINATE self - -- @param #COORDINATE ToCoordinate - -- @return #boolean true If the ToCoordinate has LOS with the Coordinate, otherwise false. - function COORDINATE:IsLOS( ToCoordinate ) - - -- Measurement of visibility should not be from the ground, so Adding a hypotethical 2 meters to each Coordinate. - local FromVec3 = self:GetVec3() - FromVec3.y = FromVec3.y + 2 - - local ToVec3 = ToCoordinate:GetVec3() - ToVec3.y = ToVec3.y + 2 - - local IsLOS = land.isVisible( FromVec3, ToVec3 ) - - return IsLOS - end - - - --- Returns if a Coordinate is in a certain Radius of this Coordinate in 2D plane using the X and Z axis. - -- @param #COORDINATE self - -- @param #COORDINATE ToCoordinate The coordinate that will be tested if it is in the radius of this coordinate. - -- @param #number Radius The radius of the circle on the 2D plane around this coordinate. - -- @return #boolean true if in the Radius. - function COORDINATE:IsInRadius( Coordinate, Radius ) - - local InVec2 = self:GetVec2() - local Vec2 = Coordinate:GetVec2() - - local InRadius = UTILS.IsInRadius( InVec2, Vec2, Radius) - - return InRadius - end - - - --- Returns if a Coordinate is in a certain radius of this Coordinate in 3D space using the X, Y and Z axis. - -- So Radius defines the radius of the a Sphere in 3D space around this coordinate. - -- @param #COORDINATE self - -- @param #COORDINATE ToCoordinate The coordinate that will be tested if it is in the radius of this coordinate. - -- @param #number Radius The radius of the sphere in the 3D space around this coordinate. - -- @return #boolean true if in the Sphere. - function COORDINATE:IsInSphere( Coordinate, Radius ) - - local InVec3 = self:GetVec3() - local Vec3 = Coordinate:GetVec3() - - local InSphere = UTILS.IsInSphere( InVec3, Vec3, Radius) - - return InSphere - end - - - --- Return a BR string from a COORDINATE to the COORDINATE. - -- @param #COORDINATE self - -- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from. - -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. - -- @return #string The BR text. - function COORDINATE:ToStringBR( FromCoordinate, Settings ) - local DirectionVec3 = FromCoordinate:GetDirectionVec3( self ) - local AngleRadians = self:GetAngleRadians( DirectionVec3 ) - local Distance = self:Get2DDistance( FromCoordinate ) - return "BR, " .. self:GetBRText( AngleRadians, Distance, Settings ) - end - - --- Return a BRAA string from a COORDINATE to the COORDINATE. - -- @param #COORDINATE self - -- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from. - -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. - -- @return #string The BR text. - function COORDINATE:ToStringBRA( FromCoordinate, Settings ) - local DirectionVec3 = FromCoordinate:GetDirectionVec3( self ) - local AngleRadians = self:GetAngleRadians( DirectionVec3 ) - local Distance = FromCoordinate:Get2DDistance( self ) - local Altitude = self:GetAltitudeText() - return "BRA, " .. self:GetBRAText( AngleRadians, Distance, Settings ) - end - - --- Return a BULLS string out of the BULLS of the coalition to the COORDINATE. - -- @param #COORDINATE self - -- @param DCS#coalition.side Coalition The coalition. - -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. - -- @return #string The BR text. - function COORDINATE:ToStringBULLS( Coalition, Settings ) - local BullsCoordinate = COORDINATE:NewFromVec3( coalition.getMainRefPoint( Coalition ) ) - local DirectionVec3 = BullsCoordinate:GetDirectionVec3( self ) - local AngleRadians = self:GetAngleRadians( DirectionVec3 ) - local Distance = self:Get2DDistance( BullsCoordinate ) - local Altitude = self:GetAltitudeText() - return "BULLS, " .. self:GetBRText( AngleRadians, Distance, Settings ) - end - - --- Return an aspect string from a COORDINATE to the Angle of the object. - -- @param #COORDINATE self - -- @param #COORDINATE TargetCoordinate The target COORDINATE. - -- @return #string The Aspect string, which is Hot, Cold or Flanking. - function COORDINATE:ToStringAspect( TargetCoordinate ) - local Heading = self.Heading - local DirectionVec3 = self:GetDirectionVec3( TargetCoordinate ) - local Angle = self:GetAngleDegrees( DirectionVec3 ) - - if Heading then - local Aspect = Angle - Heading - if Aspect > -135 and Aspect <= -45 then - return "Flanking" - end - if Aspect > -45 and Aspect <= 45 then - return "Hot" - end - if Aspect > 45 and Aspect <= 135 then - return "Flanking" - end - if Aspect > 135 or Aspect <= -135 then - return "Cold" - end - end - return "" - end - - --- Provides a Lat Lon string in Degree Minute Second format. - -- @param #COORDINATE self - -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. - -- @return #string The LL DMS Text - function COORDINATE:ToStringLLDMS( Settings ) - - local LL_Accuracy = Settings and Settings.LL_Accuracy or _SETTINGS.LL_Accuracy - local lat, lon = coord.LOtoLL( self:GetVec3() ) - return "LL DMS, " .. UTILS.tostringLL( lat, lon, LL_Accuracy, true ) - end - - --- Provides a Lat Lon string in Degree Decimal Minute format. - -- @param #COORDINATE self - -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. - -- @return #string The LL DDM Text - function COORDINATE:ToStringLLDDM( Settings ) - - local LL_Accuracy = Settings and Settings.LL_Accuracy or _SETTINGS.LL_Accuracy - local lat, lon = coord.LOtoLL( self:GetVec3() ) - return "LL DDM, " .. UTILS.tostringLL( lat, lon, LL_Accuracy, false ) - end - - --- Provides a MGRS string - -- @param #COORDINATE self - -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. - -- @return #string The MGRS Text - function COORDINATE:ToStringMGRS( Settings ) --R2.1 Fixes issue #424. - - local MGRS_Accuracy = Settings and Settings.MGRS_Accuracy or _SETTINGS.MGRS_Accuracy - local lat, lon = coord.LOtoLL( self:GetVec3() ) - local MGRS = coord.LLtoMGRS( lat, lon ) - return "MGRS, " .. UTILS.tostringMGRS( MGRS, MGRS_Accuracy ) - end - - --- Provides a coordinate string of the point, based on a coordinate format system: - -- * Uses default settings in COORDINATE. - -- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default. - -- @param #COORDINATE self - -- @param #COORDINATE ReferenceCoord The refrence coordinate. - -- @param #string ReferenceName The refrence name. - -- @param Wrapper.Controllable#CONTROLLABLE Controllable - -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. - -- @return #string The coordinate Text in the configured coordinate system. - function COORDINATE:ToStringFromRP( ReferenceCoord, ReferenceName, Controllable, Settings ) - - self:F2( { ReferenceCoord = ReferenceCoord, ReferenceName = ReferenceName } ) - - local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS - - local IsAir = Controllable and Controllable:IsAirPlane() or false - - if IsAir then - local DirectionVec3 = ReferenceCoord:GetDirectionVec3( self ) - local AngleRadians = self:GetAngleRadians( DirectionVec3 ) - local Distance = self:Get2DDistance( ReferenceCoord ) - return "Targets are the last seen " .. self:GetBRText( AngleRadians, Distance, Settings ) .. " from " .. ReferenceName - else - local DirectionVec3 = ReferenceCoord:GetDirectionVec3( self ) - local AngleRadians = self:GetAngleRadians( DirectionVec3 ) - local Distance = self:Get2DDistance( ReferenceCoord ) - return "Target are located " .. self:GetBRText( AngleRadians, Distance, Settings ) .. " from " .. ReferenceName - end - - return nil - - end - - --- Provides a coordinate string of the point, based on the A2G coordinate format system. - -- @param #COORDINATE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable - -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. - -- @return #string The coordinate Text in the configured coordinate system. - function COORDINATE:ToStringA2G( Controllable, Settings ) - - self:F2( { Controllable = Controllable and Controllable:GetName() } ) - - local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS - - if Settings:IsA2G_BR() then - -- If no Controllable is given to calculate the BR from, then MGRS will be used!!! - if Controllable then - local Coordinate = Controllable:GetCoordinate() - return Controllable and self:ToStringBR( Coordinate, Settings ) or self:ToStringMGRS( Settings ) - else - return self:ToStringMGRS( Settings ) - end - end - if Settings:IsA2G_LL_DMS() then - return self:ToStringLLDMS( Settings ) - end - if Settings:IsA2G_LL_DDM() then - return self:ToStringLLDDM( Settings ) - end - if Settings:IsA2G_MGRS() then - return self:ToStringMGRS( Settings ) - end - - return nil - - end - - - --- Provides a coordinate string of the point, based on the A2A coordinate format system. - -- @param #COORDINATE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable - -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. - -- @return #string The coordinate Text in the configured coordinate system. - function COORDINATE:ToStringA2A( Controllable, Settings ) -- R2.2 - - self:F2( { Controllable = Controllable and Controllable:GetName() } ) - - local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS - - if Settings:IsA2A_BRAA() then - if Controllable then - local Coordinate = Controllable:GetCoordinate() - return self:ToStringBRA( Coordinate, Settings ) - else - return self:ToStringMGRS( Settings ) - end - end - if Settings:IsA2A_BULLS() then - local Coalition = Controllable:GetCoalition() - return self:ToStringBULLS( Coalition, Settings ) - end - if Settings:IsA2A_LL_DMS() then - return self:ToStringLLDMS( Settings ) - end - if Settings:IsA2A_LL_DDM() then - return self:ToStringLLDDM( Settings ) - end - if Settings:IsA2A_MGRS() then - return self:ToStringMGRS( Settings ) - end - - return nil - - end - - --- Provides a coordinate string of the point, based on a coordinate format system: - -- * Uses default settings in COORDINATE. - -- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default. - -- @param #COORDINATE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable - -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. - -- @param Tasking.Task#TASK Task The task for which coordinates need to be calculated. - -- @return #string The coordinate Text in the configured coordinate system. - function COORDINATE:ToString( Controllable, Settings, Task ) - - self:F2( { Controllable = Controllable and Controllable:GetName() } ) - - local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS - - local ModeA2A = false - self:E('A2A false') - - if Task then - self:E('Task ' .. Task.ClassName ) - if Task:IsInstanceOf( TASK_A2A ) then - ModeA2A = true - self:E('A2A true') - else - if Task:IsInstanceOf( TASK_A2G ) then - ModeA2A = false - else - if Task:IsInstanceOf( TASK_CARGO ) then - ModeA2A = false - else - ModeA2A = false - end - end - end - else - local IsAir = Controllable and Controllable:IsAirPlane() or false - if IsAir then - ModeA2A = true - else - ModeA2A = false - end - end - - - if ModeA2A == true then - return self:ToStringA2A( Controllable, Settings ) - else - return self:ToStringA2G( Controllable, Settings ) - end - - return nil - - end - - --- Provides a pressure string of the point, based on a measurement system: - -- * Uses default settings in COORDINATE. - -- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default. - -- @param #COORDINATE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable - -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. - -- @return #string The pressure text in the configured measurement system. - function COORDINATE:ToStringPressure( Controllable, Settings ) -- R2.3 - - self:F2( { Controllable = Controllable and Controllable:GetName() } ) - - local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS - - return self:GetPressureText( nil, Settings ) - end - - --- Provides a wind string of the point, based on a measurement system: - -- * Uses default settings in COORDINATE. - -- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default. - -- @param #COORDINATE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable - -- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object. - -- @return #string The wind text in the configured measurement system. - function COORDINATE:ToStringWind( Controllable, Settings ) - - self:F2( { Controllable = Controllable and Controllable:GetName() } ) - - local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS - - return self:GetWindText( nil, Settings ) - end - - --- Provides a temperature string of the point, based on a measurement system: - -- * Uses default settings in COORDINATE. - -- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default. - -- @param #COORDINATE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable - -- @param Core.Settings#SETTINGS - -- @return #string The temperature text in the configured measurement system. - function COORDINATE:ToStringTemperature( Controllable, Settings ) - - self:F2( { Controllable = Controllable and Controllable:GetName() } ) - - local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS - - return self:GetTemperatureText( nil, Settings ) - end - -end - -do -- POINT_VEC3 - - --- The POINT_VEC3 class - -- @type POINT_VEC3 - -- @field #number x The x coordinate in 3D space. - -- @field #number y The y coordinate in 3D space. - -- @field #number z The z coordiante in 3D space. - -- @field Utilities.Utils#SMOKECOLOR SmokeColor - -- @field Utilities.Utils#FLARECOLOR FlareColor - -- @field #POINT_VEC3.RoutePointAltType RoutePointAltType - -- @field #POINT_VEC3.RoutePointType RoutePointType - -- @field #POINT_VEC3.RoutePointAction RoutePointAction - -- @extends #COORDINATE - - - --- Defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space. - -- - -- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts. - -- In order to keep the credibility of the the author, - -- I want to emphasize that the formulas embedded in the MIST framework were created by Grimes or previous authors, - -- who you can find on the Eagle Dynamics Forums. - -- - -- - -- ## POINT_VEC3 constructor - -- - -- A new POINT_VEC3 object can be created with: - -- - -- * @{#POINT_VEC3.New}(): a 3D point. - -- * @{#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{DCS#Vec3}. - -- - -- - -- ## Manupulate the X, Y, Z coordinates of the POINT_VEC3 - -- - -- A POINT_VEC3 class works in 3D space. It contains internally an X, Y, Z coordinate. - -- Methods exist to manupulate these coordinates. - -- - -- The current X, Y, Z axis can be retrieved with the methods @{#POINT_VEC3.GetX}(), @{#POINT_VEC3.GetY}(), @{#POINT_VEC3.GetZ}() respectively. - -- The methods @{#POINT_VEC3.SetX}(), @{#POINT_VEC3.SetY}(), @{#POINT_VEC3.SetZ}() change the respective axis with a new value. - -- The current axis values can be changed by using the methods @{#POINT_VEC3.AddX}(), @{#POINT_VEC3.AddY}(), @{#POINT_VEC3.AddZ}() - -- to add or substract a value from the current respective axis value. - -- Note that the Set and Add methods return the current POINT_VEC3 object, so these manipulation methods can be chained... For example: - -- - -- local Vec3 = PointVec3:AddX( 100 ):AddZ( 150 ):GetVec3() - -- - -- - -- ## 3D calculation methods - -- - -- Various calculation methods exist to use or manipulate 3D space. Find below a short description of each method: - -- - -- - -- ## Point Randomization - -- - -- Various methods exist to calculate random locations around a given 3D point. - -- - -- * @{#POINT_VEC3.GetRandomPointVec3InRadius}(): Provides a random 3D point around the current 3D point, in the given inner to outer band. - -- - -- - -- @field #POINT_VEC3 - POINT_VEC3 = { - ClassName = "POINT_VEC3", - Metric = true, - RoutePointAltType = { - BARO = "BARO", - }, - RoutePointType = { - TakeOffParking = "TakeOffParking", - TurningPoint = "Turning Point", - }, - RoutePointAction = { - FromParkingArea = "From Parking Area", - TurningPoint = "Turning Point", - }, - } - - --- RoutePoint AltTypes - -- @type POINT_VEC3.RoutePointAltType - -- @field BARO "BARO" - - --- RoutePoint Types - -- @type POINT_VEC3.RoutePointType - -- @field TakeOffParking "TakeOffParking" - -- @field TurningPoint "Turning Point" - - --- RoutePoint Actions - -- @type POINT_VEC3.RoutePointAction - -- @field FromParkingArea "From Parking Area" - -- @field TurningPoint "Turning Point" - - -- Constructor. - - --- Create a new POINT_VEC3 object. - -- @param #POINT_VEC3 self - -- @param DCS#Distance x The x coordinate of the Vec3 point, pointing to the North. - -- @param DCS#Distance y The y coordinate of the Vec3 point, pointing Upwards. - -- @param DCS#Distance z The z coordinate of the Vec3 point, pointing to the Right. - -- @return Core.Point#POINT_VEC3 - function POINT_VEC3:New( x, y, z ) - - local self = BASE:Inherit( self, COORDINATE:New( x, y, z ) ) -- Core.Point#POINT_VEC3 - self:F2( self ) - - return self - end - - --- Create a new POINT_VEC3 object from Vec2 coordinates. - -- @param #POINT_VEC3 self - -- @param DCS#Vec2 Vec2 The Vec2 point. - -- @param DCS#Distance LandHeightAdd (optional) Add a landheight. - -- @return Core.Point#POINT_VEC3 self - function POINT_VEC3:NewFromVec2( Vec2, LandHeightAdd ) - - local self = BASE:Inherit( self, COORDINATE:NewFromVec2( Vec2, LandHeightAdd ) ) -- Core.Point#POINT_VEC3 - self:F2( self ) - - return self - end - - - --- Create a new POINT_VEC3 object from Vec3 coordinates. - -- @param #POINT_VEC3 self - -- @param DCS#Vec3 Vec3 The Vec3 point. - -- @return Core.Point#POINT_VEC3 self - function POINT_VEC3:NewFromVec3( Vec3 ) - - local self = BASE:Inherit( self, COORDINATE:NewFromVec3( Vec3 ) ) -- Core.Point#POINT_VEC3 - self:F2( self ) - - return self - end - - - - --- Return the x coordinate of the POINT_VEC3. - -- @param #POINT_VEC3 self - -- @return #number The x coodinate. - function POINT_VEC3:GetX() - return self.x - end - - --- Return the y coordinate of the POINT_VEC3. - -- @param #POINT_VEC3 self - -- @return #number The y coodinate. - function POINT_VEC3:GetY() - return self.y - end - - --- Return the z coordinate of the POINT_VEC3. - -- @param #POINT_VEC3 self - -- @return #number The z coodinate. - function POINT_VEC3:GetZ() - return self.z - end - - --- Set the x coordinate of the POINT_VEC3. - -- @param #POINT_VEC3 self - -- @param #number x The x coordinate. - -- @return #POINT_VEC3 - function POINT_VEC3:SetX( x ) - self.x = x - return self - end - - --- Set the y coordinate of the POINT_VEC3. - -- @param #POINT_VEC3 self - -- @param #number y The y coordinate. - -- @return #POINT_VEC3 - function POINT_VEC3:SetY( y ) - self.y = y - return self - end - - --- Set the z coordinate of the POINT_VEC3. - -- @param #POINT_VEC3 self - -- @param #number z The z coordinate. - -- @return #POINT_VEC3 - function POINT_VEC3:SetZ( z ) - self.z = z - return self - end - - --- Add to the x coordinate of the POINT_VEC3. - -- @param #POINT_VEC3 self - -- @param #number x The x coordinate value to add to the current x coodinate. - -- @return #POINT_VEC3 - function POINT_VEC3:AddX( x ) - self.x = self.x + x - return self - end - - --- Add to the y coordinate of the POINT_VEC3. - -- @param #POINT_VEC3 self - -- @param #number y The y coordinate value to add to the current y coodinate. - -- @return #POINT_VEC3 - function POINT_VEC3:AddY( y ) - self.y = self.y + y - return self - end - - --- Add to the z coordinate of the POINT_VEC3. - -- @param #POINT_VEC3 self - -- @param #number z The z coordinate value to add to the current z coodinate. - -- @return #POINT_VEC3 - function POINT_VEC3:AddZ( z ) - self.z = self.z +z - return self - end - - --- Return a random POINT_VEC3 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3. - -- @param #POINT_VEC3 self - -- @param DCS#Distance OuterRadius - -- @param DCS#Distance InnerRadius - -- @return #POINT_VEC3 - function POINT_VEC3:GetRandomPointVec3InRadius( OuterRadius, InnerRadius ) - - return POINT_VEC3:NewFromVec3( self:GetRandomVec3InRadius( OuterRadius, InnerRadius ) ) - end - -end - -do -- POINT_VEC2 - - --- @type POINT_VEC2 - -- @field DCS#Distance x The x coordinate in meters. - -- @field DCS#Distance y the y coordinate in meters. - -- @extends Core.Point#COORDINATE - - --- Defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified. - -- - -- ## POINT_VEC2 constructor - -- - -- A new POINT_VEC2 instance can be created with: - -- - -- * @{Core.Point#POINT_VEC2.New}(): a 2D point, taking an additional height parameter. - -- * @{Core.Point#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{DCS#Vec2}. - -- - -- ## Manupulate the X, Altitude, Y coordinates of the 2D point - -- - -- A POINT_VEC2 class works in 2D space, with an altitude setting. It contains internally an X, Altitude, Y coordinate. - -- Methods exist to manupulate these coordinates. - -- - -- The current X, Altitude, Y axis can be retrieved with the methods @{#POINT_VEC2.GetX}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetY}() respectively. - -- The methods @{#POINT_VEC2.SetX}(), @{#POINT_VEC2.SetAlt}(), @{#POINT_VEC2.SetY}() change the respective axis with a new value. - -- The current Lat(itude), Alt(itude), Lon(gitude) values can also be retrieved with the methods @{#POINT_VEC2.GetLat}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetLon}() respectively. - -- The current axis values can be changed by using the methods @{#POINT_VEC2.AddX}(), @{#POINT_VEC2.AddAlt}(), @{#POINT_VEC2.AddY}() - -- to add or substract a value from the current respective axis value. - -- Note that the Set and Add methods return the current POINT_VEC2 object, so these manipulation methods can be chained... For example: - -- - -- local Vec2 = PointVec2:AddX( 100 ):AddY( 2000 ):GetVec2() - -- - -- @field #POINT_VEC2 - POINT_VEC2 = { - ClassName = "POINT_VEC2", - } - - - - --- POINT_VEC2 constructor. - -- @param #POINT_VEC2 self - -- @param DCS#Distance x The x coordinate of the Vec3 point, pointing to the North. - -- @param DCS#Distance y The y coordinate of the Vec3 point, pointing to the Right. - -- @param DCS#Distance LandHeightAdd (optional) The default height if required to be evaluated will be the land height of the x, y coordinate. You can specify an extra height to be added to the land height. - -- @return Core.Point#POINT_VEC2 - function POINT_VEC2:New( x, y, LandHeightAdd ) - - local LandHeight = land.getHeight( { ["x"] = x, ["y"] = y } ) - - LandHeightAdd = LandHeightAdd or 0 - LandHeight = LandHeight + LandHeightAdd - - local self = BASE:Inherit( self, COORDINATE:New( x, LandHeight, y ) ) -- Core.Point#POINT_VEC2 - self:F2( self ) - - return self - end - - --- Create a new POINT_VEC2 object from Vec2 coordinates. - -- @param #POINT_VEC2 self - -- @param DCS#Vec2 Vec2 The Vec2 point. - -- @return Core.Point#POINT_VEC2 self - function POINT_VEC2:NewFromVec2( Vec2, LandHeightAdd ) - - local LandHeight = land.getHeight( Vec2 ) - - LandHeightAdd = LandHeightAdd or 0 - LandHeight = LandHeight + LandHeightAdd - - local self = BASE:Inherit( self, COORDINATE:NewFromVec2( Vec2, LandHeightAdd ) ) -- #POINT_VEC2 - self:F2( self ) - - return self - end - - --- Create a new POINT_VEC2 object from Vec3 coordinates. - -- @param #POINT_VEC2 self - -- @param DCS#Vec3 Vec3 The Vec3 point. - -- @return Core.Point#POINT_VEC2 self - function POINT_VEC2:NewFromVec3( Vec3 ) - - local self = BASE:Inherit( self, COORDINATE:NewFromVec3( Vec3 ) ) -- #POINT_VEC2 - self:F2( self ) - - return self - end - - --- Return the x coordinate of the POINT_VEC2. - -- @param #POINT_VEC2 self - -- @return #number The x coodinate. - function POINT_VEC2:GetX() - return self.x - end - - --- Return the y coordinate of the POINT_VEC2. - -- @param #POINT_VEC2 self - -- @return #number The y coodinate. - function POINT_VEC2:GetY() - return self.z - end - - --- Set the x coordinate of the POINT_VEC2. - -- @param #POINT_VEC2 self - -- @param #number x The x coordinate. - -- @return #POINT_VEC2 - function POINT_VEC2:SetX( x ) - self.x = x - return self - end - - --- Set the y coordinate of the POINT_VEC2. - -- @param #POINT_VEC2 self - -- @param #number y The y coordinate. - -- @return #POINT_VEC2 - function POINT_VEC2:SetY( y ) - self.z = y - return self - end - - --- Return Return the Lat(itude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.x). - -- @param #POINT_VEC2 self - -- @return #number The x coodinate. - function POINT_VEC2:GetLat() - return self.x - end - - --- Set the Lat(itude) coordinate of the POINT_VEC2 (ie: POINT_VEC3.x). - -- @param #POINT_VEC2 self - -- @param #number x The x coordinate. - -- @return #POINT_VEC2 - function POINT_VEC2:SetLat( x ) - self.x = x - return self - end - - --- Return the Lon(gitude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.z). - -- @param #POINT_VEC2 self - -- @return #number The y coodinate. - function POINT_VEC2:GetLon() - return self.z - end - - --- Set the Lon(gitude) coordinate of the POINT_VEC2 (ie: POINT_VEC3.z). - -- @param #POINT_VEC2 self - -- @param #number y The y coordinate. - -- @return #POINT_VEC2 - function POINT_VEC2:SetLon( z ) - self.z = z - return self - end - - --- Return the altitude (height) of the land at the POINT_VEC2. - -- @param #POINT_VEC2 self - -- @return #number The land altitude. - function POINT_VEC2:GetAlt() - return self.y ~= 0 or land.getHeight( { x = self.x, y = self.z } ) - end - - --- Set the altitude of the POINT_VEC2. - -- @param #POINT_VEC2 self - -- @param #number Altitude The land altitude. If nothing (nil) is given, then the current land altitude is set. - -- @return #POINT_VEC2 - function POINT_VEC2:SetAlt( Altitude ) - self.y = Altitude or land.getHeight( { x = self.x, y = self.z } ) - return self - end - - --- Add to the x coordinate of the POINT_VEC2. - -- @param #POINT_VEC2 self - -- @param #number x The x coordinate. - -- @return #POINT_VEC2 - function POINT_VEC2:AddX( x ) - self.x = self.x + x - return self - end - - --- Add to the y coordinate of the POINT_VEC2. - -- @param #POINT_VEC2 self - -- @param #number y The y coordinate. - -- @return #POINT_VEC2 - function POINT_VEC2:AddY( y ) - self.z = self.z + y - return self - end - - --- Add to the current land height an altitude. - -- @param #POINT_VEC2 self - -- @param #number Altitude The Altitude to add. If nothing (nil) is given, then the current land altitude is set. - -- @return #POINT_VEC2 - function POINT_VEC2:AddAlt( Altitude ) - self.y = land.getHeight( { x = self.x, y = self.z } ) + Altitude or 0 - return self - end - - - --- Return a random POINT_VEC2 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC2. - -- @param #POINT_VEC2 self - -- @param DCS#Distance OuterRadius - -- @param DCS#Distance InnerRadius - -- @return #POINT_VEC2 - function POINT_VEC2:GetRandomPointVec2InRadius( OuterRadius, InnerRadius ) - self:F2( { OuterRadius, InnerRadius } ) - - return POINT_VEC2:NewFromVec2( self:GetRandomVec2InRadius( OuterRadius, InnerRadius ) ) - end - - -- TODO: Check this to replace - --- Calculate the distance from a reference @{#POINT_VEC2}. - -- @param #POINT_VEC2 self - -- @param #POINT_VEC2 PointVec2Reference The reference @{#POINT_VEC2}. - -- @return DCS#Distance The distance from the reference @{#POINT_VEC2} in meters. - function POINT_VEC2:DistanceFromPointVec2( PointVec2Reference ) - self:F2( PointVec2Reference ) - - local Distance = ( ( PointVec2Reference.x - self.x ) ^ 2 + ( PointVec2Reference.z - self.z ) ^2 ) ^ 0.5 - - self:T2( Distance ) - return Distance - end - -end - - ---- **Core** - Models a velocity or speed, which can be expressed in various formats according the settings. --- --- === --- --- ## Features: --- --- * Convert velocity in various metric systems. --- * Set the velocity. --- * Create a text in a specific format of a velocity. --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- === --- --- @module Core.Velocity --- @image MOOSE.JPG - -do -- Velocity - - --- @type VELOCITY - -- @extends Core.Base#BASE - - - --- VELOCITY models a speed, which can be expressed in various formats according the Settings. - -- - -- ## VELOCITY constructor - -- - -- * @{#VELOCITY.New}(): Creates a new VELOCITY object. - -- - -- @field #VELOCITY - VELOCITY = { - ClassName = "VELOCITY", - } - - --- VELOCITY Constructor. - -- @param #VELOCITY self - -- @param #number VelocityMps The velocity in meters per second. - -- @return #VELOCITY - function VELOCITY:New( VelocityMps ) - local self = BASE:Inherit( self, BASE:New() ) -- #VELOCITY - self:F( {} ) - self.Velocity = VelocityMps - return self - end - - --- Set the velocity in Mps (meters per second). - -- @param #VELOCITY self - -- @param #number VelocityMps The velocity in meters per second. - -- @return #VELOCITY - function VELOCITY:Set( VelocityMps ) - self.Velocity = VelocityMps - return self - end - - --- Get the velocity in Mps (meters per second). - -- @param #VELOCITY self - -- @return #number The velocity in meters per second. - function VELOCITY:Get() - return self.Velocity - end - - --- Set the velocity in Kmph (kilometers per hour). - -- @param #VELOCITY self - -- @param #number VelocityKmph The velocity in kilometers per hour. - -- @return #VELOCITY - function VELOCITY:SetKmph( VelocityKmph ) - self.Velocity = UTILS.KmphToMps( VelocityKmph ) - return self - end - - --- Get the velocity in Kmph (kilometers per hour). - -- @param #VELOCITY self - -- @return #number The velocity in kilometers per hour. - function VELOCITY:GetKmph() - - return UTILS.MpsToKmph( self.Velocity ) - end - - --- Set the velocity in Miph (miles per hour). - -- @param #VELOCITY self - -- @param #number VelocityMiph The velocity in miles per hour. - -- @return #VELOCITY - function VELOCITY:SetMiph( VelocityMiph ) - self.Velocity = UTILS.MiphToMps( VelocityMiph ) - return self - end - - --- Get the velocity in Miph (miles per hour). - -- @param #VELOCITY self - -- @return #number The velocity in miles per hour. - function VELOCITY:GetMiph() - return UTILS.MpsToMiph( self.Velocity ) - end - - - --- Get the velocity in text, according the player @{Settings}. - -- @param #VELOCITY self - -- @param Core.Settings#SETTINGS Settings - -- @return #string The velocity in text. - function VELOCITY:GetText( Settings ) - local Settings = Settings or _SETTINGS - if self.Velocity ~= 0 then - if Settings:IsMetric() then - return string.format( "%d km/h", UTILS.MpsToKmph( self.Velocity ) ) - else - return string.format( "%d mi/h", UTILS.MpsToMiph( self.Velocity ) ) - end - else - return "stationary" - end - end - - --- Get the velocity in text, according the player or default @{Settings}. - -- @param #VELOCITY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable - -- @param Core.Settings#SETTINGS Settings - -- @return #string The velocity in text according the player or default @{Settings} - function VELOCITY:ToString( VelocityGroup, Settings ) -- R2.3 - self:F( { Group = VelocityGroup and VelocityGroup:GetName() } ) - local Settings = Settings or ( VelocityGroup and _DATABASE:GetPlayerSettings( VelocityGroup:GetPlayerName() ) ) or _SETTINGS - return self:GetText( Settings ) - end - -end - -do -- VELOCITY_POSITIONABLE - - --- @type VELOCITY_POSITIONABLE - -- @extends Core.Base#BASE - - - --- # VELOCITY_POSITIONABLE class, extends @{Core.Base#BASE} - -- - -- VELOCITY_POSITIONABLE monitors the speed of an @{Positionable} in the simulation, which can be expressed in various formats according the Settings. - -- - -- ## 1. VELOCITY_POSITIONABLE constructor - -- - -- * @{#VELOCITY_POSITIONABLE.New}(): Creates a new VELOCITY_POSITIONABLE object. - -- - -- @field #VELOCITY_POSITIONABLE - VELOCITY_POSITIONABLE = { - ClassName = "VELOCITY_POSITIONABLE", - } - - --- VELOCITY_POSITIONABLE Constructor. - -- @param #VELOCITY_POSITIONABLE self - -- @param Wrapper.Positionable#POSITIONABLE Positionable The Positionable to monitor the speed. - -- @return #VELOCITY_POSITIONABLE - function VELOCITY_POSITIONABLE:New( Positionable ) - local self = BASE:Inherit( self, VELOCITY:New() ) -- #VELOCITY_POSITIONABLE - self:F( {} ) - self.Positionable = Positionable - return self - end - - --- Get the velocity in Mps (meters per second). - -- @param #VELOCITY_POSITIONABLE self - -- @return #number The velocity in meters per second. - function VELOCITY_POSITIONABLE:Get() - return self.Positionable:GetVelocityMPS() or 0 - end - - --- Get the velocity in Kmph (kilometers per hour). - -- @param #VELOCITY_POSITIONABLE self - -- @return #number The velocity in kilometers per hour. - function VELOCITY_POSITIONABLE:GetKmph() - - return UTILS.MpsToKmph( self.Positionable:GetVelocityMPS() or 0) - end - - --- Get the velocity in Miph (miles per hour). - -- @param #VELOCITY_POSITIONABLE self - -- @return #number The velocity in miles per hour. - function VELOCITY_POSITIONABLE:GetMiph() - return UTILS.MpsToMiph( self.Positionable:GetVelocityMPS() or 0 ) - end - - --- Get the velocity in text, according the player or default @{Settings}. - -- @param #VELOCITY_POSITIONABLE self - -- @return #string The velocity in text according the player or default @{Settings} - function VELOCITY_POSITIONABLE:ToString() -- R2.3 - self:F( { Group = self.Positionable and self.Positionable:GetName() } ) - local Settings = Settings or ( self.Positionable and _DATABASE:GetPlayerSettings( self.Positionable:GetPlayerName() ) ) or _SETTINGS - self.Velocity = self.Positionable:GetVelocityMPS() - return self:GetText( Settings ) - end - -end--- **Core** - Informs the players using messages during a simulation. --- --- === --- --- ## Features: --- --- * A more advanced messaging system using the DCS message system. --- * Time messages. --- * Send messages based on a message type, which has a pre-defined duration that can be tweaked in SETTINGS. --- * Send message to all players. --- * Send messages to a coalition. --- * Send messages to a specific group. --- --- === --- --- @module Core.Message --- @image Core_Message.JPG - ---- The MESSAGE class --- @type MESSAGE --- @extends Core.Base#BASE - ---- Message System to display Messages to Clients, Coalitions or All. --- Messages are shown on the display panel for an amount of seconds, and will then disappear. --- Messages can contain a category which is indicating the category of the message. --- --- ## MESSAGE construction --- --- Messages are created with @{#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet. --- To send messages, you need to use the To functions. --- --- ## Send messages to an audience --- --- Messages are sent: --- --- * To a @{Client} using @{#MESSAGE.ToClient}(). --- * To a @{Wrapper.Group} using @{#MESSAGE.ToGroup}() --- * To a coalition using @{#MESSAGE.ToCoalition}(). --- * To the red coalition using @{#MESSAGE.ToRed}(). --- * To the blue coalition using @{#MESSAGE.ToBlue}(). --- * To all Players using @{#MESSAGE.ToAll}(). --- --- ## Send conditionally to an audience --- --- Messages can be sent conditionally to an audience (when a condition is true): --- --- * To all players using @{#MESSAGE.ToAllIf}(). --- * To a coalition using @{#MESSAGE.ToCoalitionIf}(). --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- === --- --- @field #MESSAGE -MESSAGE = { - ClassName = "MESSAGE", - MessageCategory = 0, - MessageID = 0, -} - ---- Message Types --- @type MESSAGE.Type -MESSAGE.Type = { - Update = "Update", - Information = "Information", - Briefing = "Briefing Report", - Overview = "Overview Report", - Detailed = "Detailed Report" -} - - ---- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients. --- @param self --- @param #string MessageText is the text of the Message. --- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel. --- @param #string MessageCategory (optional) is a string expressing the "category" of the Message. The category will be shown as the first text in the message followed by a ": ". --- @param #boolean ClearScreen (optional) Clear all previous messages if true. --- @return #MESSAGE --- @usage --- -- Create a series of new Messages. --- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score". --- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win". --- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score". --- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score". --- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" ) --- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" ) --- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" ) --- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score") -function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen ) - local self = BASE:Inherit( self, BASE:New() ) - self:F( { MessageText, MessageDuration, MessageCategory } ) - - - self.MessageType = nil - - -- When no MessageCategory is given, we don't show it as a title... - if MessageCategory and MessageCategory ~= "" then - if MessageCategory:sub(-1) ~= "\n" then - self.MessageCategory = MessageCategory .. ": " - else - self.MessageCategory = MessageCategory:sub( 1, -2 ) .. ":\n" - end - else - self.MessageCategory = "" - end - - self.ClearScreen=false - if ClearScreen~=nil then - self.ClearScreen=ClearScreen - end - - self.MessageDuration = MessageDuration or 5 - self.MessageTime = timer.getTime() - self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1) - - self.MessageSent = false - self.MessageGroup = false - self.MessageCoalition = false - - return self -end - - ---- Creates a new MESSAGE object of a certain type. --- Note that these MESSAGE objects are not yet displayed on the display panel. --- You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients. --- The message display times are automatically defined based on the timing settings in the @{Settings} menu. --- @param self --- @param #string MessageText is the text of the Message. --- @param #MESSAGE.Type MessageType The type of the message. --- @param #boolean ClearScreen (optional) Clear all previous messages. --- @return #MESSAGE --- @usage --- MessageAll = MESSAGE:NewType( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", MESSAGE.Type.Information ) --- MessageRED = MESSAGE:NewType( "To the RED Players: You receive a penalty because you've killed one of your own units", MESSAGE.Type.Information ) --- MessageClient1 = MESSAGE:NewType( "Congratulations, you've just hit a target", MESSAGE.Type.Update ) --- MessageClient2 = MESSAGE:NewType( "Congratulations, you've just killed a target", MESSAGE.Type.Update ) -function MESSAGE:NewType( MessageText, MessageType, ClearScreen ) - - local self = BASE:Inherit( self, BASE:New() ) - self:F( { MessageText } ) - - self.MessageType = MessageType - - self.ClearScreen=false - if ClearScreen~=nil then - self.ClearScreen=ClearScreen - end - - self.MessageTime = timer.getTime() - self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1) - - return self -end - - - ---- Clears all previous messages from the screen before the new message is displayed. Not that this must come before all functions starting with ToX(), e.g. ToAll(), ToGroup() etc. --- @param #MESSAGE self --- @return #MESSAGE -function MESSAGE:Clear() - self:F() - self.ClearScreen=true - return self -end - - - ---- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player". --- @param #MESSAGE self --- @param Wrapper.Client#CLIENT Client is the Group of the Client. --- @param Core.Settings#SETTINGS Settings Settings used to display the message. --- @return #MESSAGE --- @usage --- -- Send the 2 messages created with the @{New} method to the Client Group. --- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1. --- ClientGroup = Group.getByName( "ClientGroup" ) --- --- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup ) --- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup ) --- or --- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup ) --- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup ) --- or --- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ) --- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ) --- MessageClient1:ToClient( ClientGroup ) --- MessageClient2:ToClient( ClientGroup ) -function MESSAGE:ToClient( Client, Settings ) - self:F( Client ) - - if Client and Client:GetClientGroupID() then - - if self.MessageType then - local Settings = Settings or ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS - self.MessageDuration = Settings:GetMessageTime( self.MessageType ) - self.MessageCategory = "" -- self.MessageType .. ": " - end - - if self.MessageDuration ~= 0 then - local ClientGroupID = Client:GetClientGroupID() - self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) - trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen) - end - end - - return self -end - ---- Sends a MESSAGE to a Group. --- @param #MESSAGE self --- @param Wrapper.Group#GROUP Group to which the message is displayed. --- @return #MESSAGE Message object. -function MESSAGE:ToGroup( Group, Settings ) - self:F( Group.GroupName ) - - if Group then - - if self.MessageType then - local Settings = Settings or ( Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS - self.MessageDuration = Settings:GetMessageTime( self.MessageType ) - self.MessageCategory = "" -- self.MessageType .. ": " - end - - if self.MessageDuration ~= 0 then - self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) - trigger.action.outTextForGroup( Group:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen ) - end - end - - return self -end ---- Sends a MESSAGE to the Blue coalition. --- @param #MESSAGE self --- @return #MESSAGE --- @usage --- -- Send a message created with the @{New} method to the BLUE coalition. --- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue() --- or --- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue() --- or --- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) --- MessageBLUE:ToBlue() -function MESSAGE:ToBlue() - self:F() - - self:ToCoalition( coalition.side.BLUE ) - - return self -end - ---- Sends a MESSAGE to the Red Coalition. --- @param #MESSAGE self --- @return #MESSAGE --- @usage --- -- Send a message created with the @{New} method to the RED coalition. --- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed() --- or --- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed() --- or --- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) --- MessageRED:ToRed() -function MESSAGE:ToRed( ) - self:F() - - self:ToCoalition( coalition.side.RED ) - - return self -end - ---- Sends a MESSAGE to a Coalition. --- @param #MESSAGE self --- @param #DCS.coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed. --- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display. --- @return #MESSAGE Message object. --- @usage --- -- Send a message created with the @{New} method to the RED coalition. --- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED ) --- or --- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED ) --- or --- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ) --- MessageRED:ToCoalition( coalition.side.RED ) -function MESSAGE:ToCoalition( CoalitionSide, Settings ) - self:F( CoalitionSide ) - - if self.MessageType then - local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS - self.MessageDuration = Settings:GetMessageTime( self.MessageType ) - self.MessageCategory = "" -- self.MessageType .. ": " - end - - if CoalitionSide then - if self.MessageDuration ~= 0 then - self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) - trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen ) - end - end - - return self -end - ---- Sends a MESSAGE to a Coalition if the given Condition is true. --- @param #MESSAGE self --- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}. --- @param #boolean Condition Sends the message only if the condition is true. --- @return #MESSAGE self -function MESSAGE:ToCoalitionIf( CoalitionSide, Condition ) - self:F( CoalitionSide ) - - if Condition and Condition == true then - self:ToCoalition( CoalitionSide ) - end - - return self -end - ---- Sends a MESSAGE to all players. --- @param #MESSAGE self --- @param Core.Settings#Settings Settings (Optional) Settings for message display. --- @return #MESSAGE --- @usage --- -- Send a message created to all players. --- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll() --- or --- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll() --- or --- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ) --- MessageAll:ToAll() -function MESSAGE:ToAll(Settings) - self:F() - - if self.MessageType then - local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS - self.MessageDuration = Settings:GetMessageTime( self.MessageType ) - self.MessageCategory = "" -- self.MessageType .. ": " - end - - if self.MessageDuration ~= 0 then - self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) - trigger.action.outText( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen ) - end - - return self -end - - ---- Sends a MESSAGE to all players if the given Condition is true. --- @param #MESSAGE self --- @return #MESSAGE -function MESSAGE:ToAllIf( Condition ) - - if Condition and Condition == true then - self:ToAll() - end - - return self -end ---- **Core** - FSM (Finite State Machine) are objects that model and control long lasting business processes and workflow. --- --- === --- --- ## Features: --- --- * Provide a base class to model your own state machines. --- * Trigger events synchronously. --- * Trigger events asynchronously. --- * Handle events before or after the event was triggered. --- * Handle state transitions as a result of event before and after the state change. --- * For internal moose purposes, further state machines have been designed: --- - to handle controllables (groups and units). --- - to handle tasks. --- - to handle processes. --- --- === --- --- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**. --- --- A FSM can only be in one of a finite number of states. --- The machine is in only one state at a time; the state it is in at any given time is called the **current state**. --- It can change from one state to another when initiated by an **__internal__ or __external__ triggering event**, which is called a **transition**. --- An **FSM implementation** is defined by **a list of its states**, **its initial state**, and **the triggering events** for **each possible transition**. --- An FSM implementation is composed out of **two parts**, a set of **state transition rules**, and an implementation set of **state transition handlers**, implementing those transitions. --- --- The FSM class supports a **hierarchical implementation of a Finite State Machine**, --- that is, it allows to **embed existing FSM implementations in a master FSM**. --- FSM hierarchies allow for efficient FSM re-use, **not having to re-invent the wheel every time again** when designing complex processes. --- --- ![Workflow Example](..\Presentations\FSM\Dia2.JPG) --- --- The above diagram shows a graphical representation of a FSM implementation for a **Task**, which guides a Human towards a Zone, --- orders him to destroy x targets and account the results. --- Other examples of ready made FSM could be: --- --- * route a plane to a zone flown by a human --- * detect targets by an AI and report to humans --- * account for destroyed targets by human players --- * handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle --- * let an AI patrol a zone --- --- The **MOOSE framework** uses extensively the FSM class and derived FSM\_ classes, --- because **the goal of MOOSE is to simplify mission design complexity for mission building**. --- By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes. --- **Ready made FSM-based implementations classes** exist within the MOOSE framework that **can easily be re-used, --- and tailored** by mission designers through **the implementation of Transition Handlers**. --- Each of these FSM implementation classes start either with: --- --- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class. --- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class. --- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class. --- --- Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections. --- --- ##__Dislaimer:__ --- The FSM class development is based on a finite state machine implementation made by Conroy Kyle. --- The state machine can be found on [github](https://github.com/kyleconroy/lua-state-machine) --- I've reworked this development (taken the concept), and created a **hierarchical state machine** out of it, embedded within the DCS simulator. --- Additionally, I've added extendability and created an API that allows seamless FSM implementation. --- --- The following derived classes are available in the MOOSE framework, that implement a specialised form of a FSM: --- --- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s. --- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s. --- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s. --- * @{#FSM_SET}: Models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here --- for multiple objects or the position of the state machine in the process. --- --- === --- --- --- ### Author: **FlightControl** --- ### Contributions: --- --- === --- --- @module Core.Fsm --- @image Core_Finite_State_Machine.JPG - -do -- FSM - - --- @type FSM - -- @extends Core.Base#BASE - - - --- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**. - -- - -- A FSM can only be in one of a finite number of states. - -- The machine is in only one state at a time; the state it is in at any given time is called the **current state**. - -- It can change from one state to another when initiated by an **__internal__ or __external__ triggering event**, which is called a **transition**. - -- An **FSM implementation** is defined by **a list of its states**, **its initial state**, and **the triggering events** for **each possible transition**. - -- An FSM implementation is composed out of **two parts**, a set of **state transition rules**, and an implementation set of **state transition handlers**, implementing those transitions. - -- - -- The FSM class supports a **hierarchical implementation of a Finite State Machine**, - -- that is, it allows to **embed existing FSM implementations in a master FSM**. - -- FSM hierarchies allow for efficient FSM re-use, **not having to re-invent the wheel every time again** when designing complex processes. - -- - -- ![Workflow Example](..\Presentations\FSM\Dia2.JPG) - -- - -- The above diagram shows a graphical representation of a FSM implementation for a **Task**, which guides a Human towards a Zone, - -- orders him to destroy x targets and account the results. - -- Other examples of ready made FSM could be: - -- - -- * route a plane to a zone flown by a human - -- * detect targets by an AI and report to humans - -- * account for destroyed targets by human players - -- * handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle - -- * let an AI patrol a zone - -- - -- The **MOOSE framework** uses extensively the FSM class and derived FSM\_ classes, - -- because **the goal of MOOSE is to simplify mission design complexity for mission building**. - -- By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes. - -- **Ready made FSM-based implementations classes** exist within the MOOSE framework that **can easily be re-used, - -- and tailored** by mission designers through **the implementation of Transition Handlers**. - -- Each of these FSM implementation classes start either with: - -- - -- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class. - -- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class. - -- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class. - -- - -- ![Transition Rules and Transition Handlers and Event Triggers](..\Presentations\FSM\Dia3.JPG) - -- - -- The FSM class is the base class of all FSM\_ derived classes. It implements the main functionality to define and execute Finite State Machines. - -- The derived FSM\_ classes extend the Finite State Machine functionality to run a workflow process for a specific purpose or component. - -- - -- Finite State Machines have **Transition Rules**, **Transition Handlers** and **Event Triggers**. - -- - -- The **Transition Rules** define the "Process Flow Boundaries", that is, - -- the path that can be followed hopping from state to state upon triggered events. - -- If an event is triggered, and there is no valid path found for that event, - -- an error will be raised and the FSM will stop functioning. - -- - -- The **Transition Handlers** are special methods that can be defined by the mission designer, following a defined syntax. - -- If the FSM object finds a method of such a handler, then the method will be called by the FSM, passing specific parameters. - -- The method can then define its own custom logic to implement the FSM workflow, and to conduct other actions. - -- - -- The **Event Triggers** are methods that are defined by the FSM, which the mission designer can use to implement the workflow. - -- Most of the time, these Event Triggers are used within the Transition Handler methods, so that a workflow is created running through the state machine. - -- - -- As explained above, a FSM supports **Linear State Transitions** and **Hierarchical State Transitions**, and both can be mixed to make a comprehensive FSM implementation. - -- The below documentation has a seperate chapter explaining both transition modes, taking into account the **Transition Rules**, **Transition Handlers** and **Event Triggers**. - -- - -- ## FSM Linear Transitions - -- - -- Linear Transitions are Transition Rules allowing an FSM to transition from one or multiple possible **From** state(s) towards a **To** state upon a Triggered **Event**. - -- The Lineair transition rule evaluation will always be done from the **current state** of the FSM. - -- If no valid Transition Rule can be found in the FSM, the FSM will log an error and stop. - -- - -- ### FSM Transition Rules - -- - -- The FSM has transition rules that it follows and validates, as it walks the process. - -- These rules define when an FSM can transition from a specific state towards an other specific state upon a triggered event. - -- - -- The method @{#FSM.AddTransition}() specifies a new possible Transition Rule for the FSM. - -- - -- The initial state can be defined using the method @{#FSM.SetStartState}(). The default start state of an FSM is "None". - -- - -- Find below an example of a Linear Transition Rule definition for an FSM. - -- - -- local Fsm3Switch = FSM:New() -- #FsmDemo - -- FsmSwitch:SetStartState( "Off" ) - -- FsmSwitch:AddTransition( "Off", "SwitchOn", "On" ) - -- FsmSwitch:AddTransition( "Off", "SwitchMiddle", "Middle" ) - -- FsmSwitch:AddTransition( "On", "SwitchOff", "Off" ) - -- FsmSwitch:AddTransition( "Middle", "SwitchOff", "Off" ) - -- - -- The above code snippet models a 3-way switch Linear Transition: - -- - -- * It can be switched **On** by triggering event **SwitchOn**. - -- * It can be switched to the **Middle** position, by triggering event **SwitchMiddle**. - -- * It can be switched **Off** by triggering event **SwitchOff**. - -- * Note that once the Switch is **On** or **Middle**, it can only be switched **Off**. - -- - -- #### Some additional comments: - -- - -- Note that Linear Transition Rules **can be declared in a few variations**: - -- - -- * The From states can be **a table of strings**, indicating that the transition rule will be valid **if the current state** of the FSM will be **one of the given From states**. - -- * The From state can be a **"*"**, indicating that **the transition rule will always be valid**, regardless of the current state of the FSM. - -- - -- The below code snippet shows how the two last lines can be rewritten and consensed. - -- - -- FsmSwitch:AddTransition( { "On", "Middle" }, "SwitchOff", "Off" ) - -- - -- ### Transition Handling - -- - -- ![Transition Handlers](..\Presentations\FSM\Dia4.JPG) - -- - -- An FSM transitions in **4 moments** when an Event is being triggered and processed. - -- The mission designer can define for each moment specific logic within methods implementations following a defined API syntax. - -- These methods define the flow of the FSM process; because in those methods the FSM Internal Events will be triggered. - -- - -- * To handle **State** transition moments, create methods starting with OnLeave or OnEnter concatenated with the State name. - -- * To handle **Event** transition moments, create methods starting with OnBefore or OnAfter concatenated with the Event name. - -- - -- **The OnLeave and OnBefore transition methods may return false, which will cancel the transition!** - -- - -- Transition Handler methods need to follow the above specified naming convention, but are also passed parameters from the FSM. - -- These parameters are on the correct order: From, Event, To: - -- - -- * From = A string containing the From state. - -- * Event = A string containing the Event name that was triggered. - -- * To = A string containing the To state. - -- - -- On top, each of these methods can have a variable amount of parameters passed. See the example in section [1.1.3](#1.1.3\)-event-triggers). - -- - -- ### Event Triggers - -- - -- ![Event Triggers](..\Presentations\FSM\Dia5.JPG) - -- - -- The FSM creates for each Event two **Event Trigger methods**. - -- There are two modes how Events can be triggered, which is **synchronous** and **asynchronous**: - -- - -- * The method **FSM:Event()** triggers an Event that will be processed **synchronously** or **immediately**. - -- * The method **FSM:__Event( __seconds__ )** triggers an Event that will be processed **asynchronously** over time, waiting __x seconds__. - -- - -- The destinction between these 2 Event Trigger methods are important to understand. An asynchronous call will "log" the Event Trigger to be executed at a later time. - -- Processing will just continue. Synchronous Event Trigger methods are useful to change states of the FSM immediately, but may have a larger processing impact. - -- - -- The following example provides a little demonstration on the difference between synchronous and asynchronous Event Triggering. - -- - -- function FSM:OnAfterEvent( From, Event, To, Amount ) - -- self:T( { Amount = Amount } ) - -- end - -- - -- local Amount = 1 - -- FSM:__Event( 5, Amount ) - -- - -- Amount = Amount + 1 - -- FSM:Event( Text, Amount ) - -- - -- In this example, the **:OnAfterEvent**() Transition Handler implementation will get called when **Event** is being triggered. - -- Before we go into more detail, let's look at the last 4 lines of the example. - -- The last line triggers synchronously the **Event**, and passes Amount as a parameter. - -- The 3rd last line of the example triggers asynchronously **Event**. - -- Event will be processed after 5 seconds, and Amount is given as a parameter. - -- - -- The output of this little code fragment will be: - -- - -- * Amount = 2 - -- * Amount = 2 - -- - -- Because ... When Event was asynchronously processed after 5 seconds, Amount was set to 2. So be careful when processing and passing values and objects in asynchronous processing! - -- - -- ### Linear Transition Example - -- - -- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE/blob/master/Moose%20Test%20Missions/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua) - -- - -- It models a unit standing still near Batumi, and flaring every 5 seconds while switching between a Green flare and a Red flare. - -- The purpose of this example is not to show how exciting flaring is, but it demonstrates how a Linear Transition FSM can be build. - -- Have a look at the source code. The source code is also further explained below in this section. - -- - -- The example creates a new FsmDemo object from class FSM. - -- It will set the start state of FsmDemo to state **Green**. - -- Two Linear Transition Rules are created, where upon the event **Switch**, - -- the FsmDemo will transition from state **Green** to **Red** and from **Red** back to **Green**. - -- - -- ![Transition Example](..\Presentations\FSM\Dia6.JPG) - -- - -- local FsmDemo = FSM:New() -- #FsmDemo - -- FsmDemo:SetStartState( "Green" ) - -- FsmDemo:AddTransition( "Green", "Switch", "Red" ) - -- FsmDemo:AddTransition( "Red", "Switch", "Green" ) - -- - -- In the above example, the FsmDemo could flare every 5 seconds a Green or a Red flare into the air. - -- The next code implements this through the event handling method **OnAfterSwitch**. - -- - -- ![Transition Flow](..\Presentations\FSM\Dia7.JPG) - -- - -- function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit ) - -- self:T( { From, Event, To, FsmUnit } ) - -- - -- if From == "Green" then - -- FsmUnit:Flare(FLARECOLOR.Green) - -- else - -- if From == "Red" then - -- FsmUnit:Flare(FLARECOLOR.Red) - -- end - -- end - -- self:__Switch( 5, FsmUnit ) -- Trigger the next Switch event to happen in 5 seconds. - -- end - -- - -- FsmDemo:__Switch( 5, FsmUnit ) -- Trigger the first Switch event to happen in 5 seconds. - -- - -- The OnAfterSwitch implements a loop. The last line of the code fragment triggers the Switch Event within 5 seconds. - -- Upon the event execution (after 5 seconds), the OnAfterSwitch method is called of FsmDemo (cfr. the double point notation!!! ":"). - -- The OnAfterSwitch method receives from the FSM the 3 transition parameter details ( From, Event, To ), - -- and one additional parameter that was given when the event was triggered, which is in this case the Unit that is used within OnSwitchAfter. - -- - -- function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit ) - -- - -- For debugging reasons the received parameters are traced within the DCS.log. - -- - -- self:T( { From, Event, To, FsmUnit } ) - -- - -- The method will check if the From state received is either "Green" or "Red" and will flare the respective color from the FsmUnit. - -- - -- if From == "Green" then - -- FsmUnit:Flare(FLARECOLOR.Green) - -- else - -- if From == "Red" then - -- FsmUnit:Flare(FLARECOLOR.Red) - -- end - -- end - -- - -- It is important that the Switch event is again triggered, otherwise, the FsmDemo would stop working after having the first Event being handled. - -- - -- FsmDemo:__Switch( 5, FsmUnit ) -- Trigger the next Switch event to happen in 5 seconds. - -- - -- The below code fragment extends the FsmDemo, demonstrating multiple **From states declared as a table**, adding a **Linear Transition Rule**. - -- The new event **Stop** will cancel the Switching process. - -- The transition for event Stop can be executed if the current state of the FSM is either "Red" or "Green". - -- - -- local FsmDemo = FSM:New() -- #FsmDemo - -- FsmDemo:SetStartState( "Green" ) - -- FsmDemo:AddTransition( "Green", "Switch", "Red" ) - -- FsmDemo:AddTransition( "Red", "Switch", "Green" ) - -- FsmDemo:AddTransition( { "Red", "Green" }, "Stop", "Stopped" ) - -- - -- The transition for event Stop can also be simplified, as any current state of the FSM is valid. - -- - -- FsmDemo:AddTransition( "*", "Stop", "Stopped" ) - -- - -- So... When FsmDemo:Stop() is being triggered, the state of FsmDemo will transition from Red or Green to Stopped. - -- And there is no transition handling method defined for that transition, thus, no new event is being triggered causing the FsmDemo process flow to halt. - -- - -- ## FSM Hierarchical Transitions - -- - -- Hierarchical Transitions allow to re-use readily available and implemented FSMs. - -- This becomes in very useful for mission building, where mission designers build complex processes and workflows, - -- combining smaller FSMs to one single FSM. - -- - -- The FSM can embed **Sub-FSMs** that will execute and return **multiple possible Return (End) States**. - -- Depending upon **which state is returned**, the main FSM can continue the flow **triggering specific events**. - -- - -- The method @{#FSM.AddProcess}() adds a new Sub-FSM to the FSM. - -- - -- === - -- - -- @field #FSM - -- - FSM = { - ClassName = "FSM", - } - - --- Creates a new FSM object. - -- @param #FSM self - -- @return #FSM - function FSM:New() - - -- Inherits from BASE - self = BASE:Inherit( self, BASE:New() ) - - self.options = options or {} - self.options.subs = self.options.subs or {} - self.current = self.options.initial or 'none' - self.Events = {} - self.subs = {} - self.endstates = {} - - self.Scores = {} - - self._StartState = "none" - self._Transitions = {} - self._Processes = {} - self._EndStates = {} - self._Scores = {} - self._EventSchedules = {} - - self.CallScheduler = SCHEDULER:New( self ) - - - return self - end - - - --- Sets the start state of the FSM. - -- @param #FSM self - -- @param #string State A string defining the start state. - function FSM:SetStartState( State ) - - self._StartState = State - self.current = State - end - - - --- Returns the start state of the FSM. - -- @param #FSM self - -- @return #string A string containing the start state. - function FSM:GetStartState() - - return self._StartState or {} - end - - --- Add a new transition rule to the FSM. - -- A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event. - -- @param #FSM self - -- @param #table From Can contain a string indicating the From state or a table of strings containing multiple From states. - -- @param #string Event The Event name. - -- @param #string To The To state. - function FSM:AddTransition( From, Event, To ) - - local Transition = {} - Transition.From = From - Transition.Event = Event - Transition.To = To - - self:T2( Transition ) - - self._Transitions[Transition] = Transition - self:_eventmap( self.Events, Transition ) - end - - - --- Returns a table of the transition rules defined within the FSM. - -- @return #table - function FSM:GetTransitions() - - return self._Transitions or {} - end - - --- Set the default @{Process} template with key ProcessName providing the ProcessClass and the process object when it is assigned to a @{Wrapper.Controllable} by the task. - -- @param #FSM self - -- @param #table From Can contain a string indicating the From state or a table of strings containing multiple From states. - -- @param #string Event The Event name. - -- @param Core.Fsm#FSM_PROCESS Process An sub-process FSM. - -- @param #table ReturnEvents A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM. - -- @return Core.Fsm#FSM_PROCESS The SubFSM. - function FSM:AddProcess( From, Event, Process, ReturnEvents ) - self:T( { From, Event } ) - - local Sub = {} - Sub.From = From - Sub.Event = Event - Sub.fsm = Process - Sub.StartEvent = "Start" - Sub.ReturnEvents = ReturnEvents - - self._Processes[Sub] = Sub - - self:_submap( self.subs, Sub, nil ) - - self:AddTransition( From, Event, From ) - - return Process - end - - - --- Returns a table of the SubFSM rules defined within the FSM. - -- @return #table - function FSM:GetProcesses() - - self:F( { Processes = self._Processes } ) - - return self._Processes or {} - end - - function FSM:GetProcess( From, Event ) - - for ProcessID, Process in pairs( self:GetProcesses() ) do - if Process.From == From and Process.Event == Event then - return Process.fsm - end - end - - error( "Sub-Process from state " .. From .. " with event " .. Event .. " not found!" ) - end - - function FSM:SetProcess( From, Event, Fsm ) - - for ProcessID, Process in pairs( self:GetProcesses() ) do - if Process.From == From and Process.Event == Event then - Process.fsm = Fsm - return true - end - end - - error( "Sub-Process from state " .. From .. " with event " .. Event .. " not found!" ) - end - - --- Adds an End state. - function FSM:AddEndState( State ) - - self._EndStates[State] = State - self.endstates[State] = State - end - - --- Returns the End states. - function FSM:GetEndStates() - - return self._EndStates or {} - end - - - --- Adds a score for the FSM to be achieved. - -- @param #FSM self - -- @param #string State is the state of the process when the score needs to be given. (See the relevant state descriptions of the process). - -- @param #string ScoreText is a text describing the score that is given according the status. - -- @param #number Score is a number providing the score of the status. - -- @return #FSM self - function FSM:AddScore( State, ScoreText, Score ) - self:F( { State, ScoreText, Score } ) - - self._Scores[State] = self._Scores[State] or {} - self._Scores[State].ScoreText = ScoreText - self._Scores[State].Score = Score - - return self - end - - --- Adds a score for the FSM_PROCESS to be achieved. - -- @param #FSM self - -- @param #string From is the From State of the main process. - -- @param #string Event is the Event of the main process. - -- @param #string State is the state of the process when the score needs to be given. (See the relevant state descriptions of the process). - -- @param #string ScoreText is a text describing the score that is given according the status. - -- @param #number Score is a number providing the score of the status. - -- @return #FSM self - function FSM:AddScoreProcess( From, Event, State, ScoreText, Score ) - self:F( { From, Event, State, ScoreText, Score } ) - - local Process = self:GetProcess( From, Event ) - - Process._Scores[State] = Process._Scores[State] or {} - Process._Scores[State].ScoreText = ScoreText - Process._Scores[State].Score = Score - - self:T( Process._Scores ) - - return Process - end - - --- Returns a table with the scores defined. - function FSM:GetScores() - - return self._Scores or {} - end - - --- Returns a table with the Subs defined. - function FSM:GetSubs() - - return self.options.subs - end - - - function FSM:LoadCallBacks( CallBackTable ) - - for name, callback in pairs( CallBackTable or {} ) do - self[name] = callback - end - - end - - function FSM:_eventmap( Events, EventStructure ) - - local Event = EventStructure.Event - local __Event = "__" .. EventStructure.Event - self[Event] = self[Event] or self:_create_transition(Event) - self[__Event] = self[__Event] or self:_delayed_transition(Event) - self:T2( "Added methods: " .. Event .. ", " .. __Event ) - Events[Event] = self.Events[Event] or { map = {} } - self:_add_to_map( Events[Event].map, EventStructure ) - - end - - function FSM:_submap( subs, sub, name ) - --self:F( { sub = sub, name = name } ) - subs[sub.From] = subs[sub.From] or {} - subs[sub.From][sub.Event] = subs[sub.From][sub.Event] or {} - - -- Make the reference table weak. - -- setmetatable( subs[sub.From][sub.Event], { __mode = "k" } ) - - subs[sub.From][sub.Event][sub] = {} - subs[sub.From][sub.Event][sub].fsm = sub.fsm - subs[sub.From][sub.Event][sub].StartEvent = sub.StartEvent - subs[sub.From][sub.Event][sub].ReturnEvents = sub.ReturnEvents or {} -- these events need to be given to find the correct continue event ... if none given, the processing will stop. - subs[sub.From][sub.Event][sub].name = name - subs[sub.From][sub.Event][sub].fsmparent = self - end - - - function FSM:_call_handler( step, trigger, params, EventName ) - - local handler = step .. trigger - local ErrorHandler = function( errmsg ) - - env.info( "Error in SCHEDULER function:" .. errmsg ) - if BASE.Debug ~= nil then - env.info( BASE.Debug.traceback() ) - end - - return errmsg - end - if self[handler] then - self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] ) - self._EventSchedules[EventName] = nil - local Result, Value = xpcall( function() return self[handler]( self, unpack( params ) ) end, ErrorHandler ) - return Value - end - end - - --- @param #FSM self - function FSM._handler( self, EventName, ... ) - - local Can, To = self:can( EventName ) - - if To == "*" then - To = self.current - end - - if Can then - local From = self.current - local Params = { From, EventName, To, ... } - - - if self["onleave".. From] or - self["OnLeave".. From] or - self["onbefore".. EventName] or - self["OnBefore".. EventName] or - self["onafter".. EventName] or - self["OnAfter".. EventName] or - self["onenter".. To] or - self["OnEnter".. To] - then - if self:_call_handler( "onbefore", EventName, Params, EventName ) == false then - self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** onbefore" .. EventName ) - return false - else - if self:_call_handler( "OnBefore", EventName, Params, EventName ) == false then - self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** OnBefore" .. EventName ) - return false - else - if self:_call_handler( "onleave", From, Params, EventName ) == false then - self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** onleave" .. From ) - return false - else - if self:_call_handler( "OnLeave", From, Params, EventName ) == false then - self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** OnLeave" .. From ) - return false - end - end - end - end - else - local ClassName = self:GetClassName() - if ClassName == "FSM" then - self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To ) - end - - if ClassName == "FSM_TASK" then - self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** Task: " .. self.TaskName ) - end - - if ClassName == "FSM_CONTROLLABLE" then - self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** TaskUnit: " .. self.Controllable.ControllableName .. " *** " ) - end - - if ClassName == "FSM_PROCESS" then - self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** Task: " .. self.Task:GetName() .. ", TaskUnit: " .. self.Controllable.ControllableName .. " *** " ) - end - end - - self.current = To - - local execute = true - - local subtable = self:_gosub( From, EventName ) - for _, sub in pairs( subtable ) do - --if sub.nextevent then - -- self:F2( "nextevent = " .. sub.nextevent ) - -- self[sub.nextevent]( self ) - --end - self:T( "*** FSM *** Sub *** " .. sub.StartEvent ) - sub.fsm.fsmparent = self - sub.fsm.ReturnEvents = sub.ReturnEvents - sub.fsm[sub.StartEvent]( sub.fsm ) - execute = false - end - - local fsmparent, Event = self:_isendstate( To ) - if fsmparent and Event then - self:T( "*** FSM *** End *** " .. Event ) - self:_call_handler("onenter", To, Params, EventName ) - self:_call_handler("OnEnter", To, Params, EventName ) - self:_call_handler("onafter", EventName, Params, EventName ) - self:_call_handler("OnAfter", EventName, Params, EventName ) - self:_call_handler("onstate", "change", Params, EventName ) - fsmparent[Event]( fsmparent ) - execute = false - end - - if execute then - self:_call_handler("onafter", EventName, Params, EventName ) - self:_call_handler("OnAfter", EventName, Params, EventName ) - - -- only execute the call if the From state is not equal to the To state! Otherwise this function should never execute! - --if from ~= to then - self:_call_handler("onenter", To, Params, EventName ) - self:_call_handler("OnEnter", To, Params, EventName ) - --end - - self:_call_handler("onstate", "change", Params, EventName ) - end - else - self:T( "*** FSM *** NO Transition *** " .. self.current .. " --> " .. EventName .. " --> ? " ) - end - - return nil - end - - function FSM:_delayed_transition( EventName ) - return function( self, DelaySeconds, ... ) - self:T2( "Delayed Event: " .. EventName ) - local CallID = 0 - if DelaySeconds ~= nil then - if DelaySeconds < 0 then -- Only call the event ONCE! - DelaySeconds = math.abs( DelaySeconds ) - if not self._EventSchedules[EventName] then - CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1 ) - self._EventSchedules[EventName] = CallID - else - -- reschedule - end - else - CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1 ) - end - else - error( "FSM: An asynchronous event trigger requires a DelaySeconds parameter!!! This can be positive or negative! Sorry, but will not process this." ) - end - self:T2( { CallID = CallID } ) - end - end - - function FSM:_create_transition( EventName ) - return function( self, ... ) return self._handler( self, EventName , ... ) end - end - - function FSM:_gosub( ParentFrom, ParentEvent ) - local fsmtable = {} - if self.subs[ParentFrom] and self.subs[ParentFrom][ParentEvent] then - self:T( { ParentFrom, ParentEvent, self.subs[ParentFrom], self.subs[ParentFrom][ParentEvent] } ) - return self.subs[ParentFrom][ParentEvent] - else - return {} - end - end - - function FSM:_isendstate( Current ) - local FSMParent = self.fsmparent - if FSMParent and self.endstates[Current] then - --self:T( { state = Current, endstates = self.endstates, endstate = self.endstates[Current] } ) - FSMParent.current = Current - local ParentFrom = FSMParent.current - --self:T( { ParentFrom, self.ReturnEvents } ) - local Event = self.ReturnEvents[Current] - --self:T( { Event } ) - if Event then - return FSMParent, Event - else - --self:T( { "Could not find parent event name for state ", ParentFrom } ) - end - end - - return nil - end - - function FSM:_add_to_map( Map, Event ) - self:F3( { Map, Event } ) - if type(Event.From) == 'string' then - Map[Event.From] = Event.To - else - for _, From in ipairs(Event.From) do - Map[From] = Event.To - end - end - self:T3( { Map, Event } ) - end - - function FSM:GetState() - return self.current - end - - function FSM:GetCurrentState() - return self.current - end - - - function FSM:Is( State ) - return self.current == State - end - - function FSM:is(state) - return self.current == state - end - - function FSM:can(e) - local Event = self.Events[e] - self:F3( { self.current, Event } ) - local To = Event and Event.map[self.current] or Event.map['*'] - return To ~= nil, To - end - - function FSM:cannot(e) - return not self:can(e) - end - -end - -do -- FSM_CONTROLLABLE - - --- @type FSM_CONTROLLABLE - -- @field Wrapper.Controllable#CONTROLLABLE Controllable - -- @extends Core.Fsm#FSM - - --- Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s. - -- - -- === - -- - -- @field #FSM_CONTROLLABLE - FSM_CONTROLLABLE = { - ClassName = "FSM_CONTROLLABLE", - } - - --- Creates a new FSM_CONTROLLABLE object. - -- @param #FSM_CONTROLLABLE self - -- @param #table FSMT Finite State Machine Table - -- @param Wrapper.Controllable#CONTROLLABLE Controllable (optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs. - -- @return #FSM_CONTROLLABLE - function FSM_CONTROLLABLE:New( Controllable ) - - -- Inherits from BASE - local self = BASE:Inherit( self, FSM:New() ) -- Core.Fsm#FSM_CONTROLLABLE - - if Controllable then - self:SetControllable( Controllable ) - end - - self:AddTransition( "*", "Stop", "Stopped" ) - - --- OnBefore Transition Handler for Event Stop. - -- @function [parent=#FSM_CONTROLLABLE] OnBeforeStop - -- @param #FSM_CONTROLLABLE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Stop. - -- @function [parent=#FSM_CONTROLLABLE] OnAfterStop - -- @param #FSM_CONTROLLABLE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Stop. - -- @function [parent=#FSM_CONTROLLABLE] Stop - -- @param #FSM_CONTROLLABLE self - - --- Asynchronous Event Trigger for Event Stop. - -- @function [parent=#FSM_CONTROLLABLE] __Stop - -- @param #FSM_CONTROLLABLE self - -- @param #number Delay The delay in seconds. - - --- OnLeave Transition Handler for State Stopped. - -- @function [parent=#FSM_CONTROLLABLE] OnLeaveStopped - -- @param #FSM_CONTROLLABLE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnEnter Transition Handler for State Stopped. - -- @function [parent=#FSM_CONTROLLABLE] OnEnterStopped - -- @param #FSM_CONTROLLABLE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - return self - end - - --- OnAfter Transition Handler for Event Stop. - -- @function [parent=#FSM_CONTROLLABLE] OnAfterStop - -- @param #FSM_CONTROLLABLE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - function FSM_CONTROLLABLE:OnAfterStop(Controllable,From,Event,To) - - -- Clear all pending schedules - self.CallScheduler:Clear() - end - - --- Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. - -- @param #FSM_CONTROLLABLE self - -- @param Wrapper.Controllable#CONTROLLABLE FSMControllable - -- @return #FSM_CONTROLLABLE - function FSM_CONTROLLABLE:SetControllable( FSMControllable ) - --self:F( FSMControllable:GetName() ) - self.Controllable = FSMControllable - end - - --- Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. - -- @param #FSM_CONTROLLABLE self - -- @return Wrapper.Controllable#CONTROLLABLE - function FSM_CONTROLLABLE:GetControllable() - return self.Controllable - end - - function FSM_CONTROLLABLE:_call_handler( step, trigger, params, EventName ) - - local handler = step .. trigger - - local ErrorHandler = function( errmsg ) - - env.info( "Error in SCHEDULER function:" .. errmsg ) - if BASE.Debug ~= nil then - env.info( BASE.Debug.traceback() ) - end - - return errmsg - end - - if self[handler] then - self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** TaskUnit: " .. self.Controllable:GetName() ) - self._EventSchedules[EventName] = nil - local Result, Value = xpcall( function() return self[handler]( self, self.Controllable, unpack( params ) ) end, ErrorHandler ) - return Value - --return self[handler]( self, self.Controllable, unpack( params ) ) - end - end - -end - -do -- FSM_PROCESS - - --- @type FSM_PROCESS - -- @field Tasking.Task#TASK Task - -- @extends Core.Fsm#FSM_CONTROLLABLE - - - --- FSM_PROCESS class models Finite State Machines for @{Task} actions, which control @{Client}s. - -- - -- === - -- - -- @field #FSM_PROCESS FSM_PROCESS - -- - FSM_PROCESS = { - ClassName = "FSM_PROCESS", - } - - --- Creates a new FSM_PROCESS object. - -- @param #FSM_PROCESS self - -- @return #FSM_PROCESS - function FSM_PROCESS:New( Controllable, Task ) - - local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- Core.Fsm#FSM_PROCESS - - --self:F( Controllable ) - - self:Assign( Controllable, Task ) - - return self - end - - function FSM_PROCESS:Init( FsmProcess ) - self:T( "No Initialisation" ) - end - - function FSM_PROCESS:_call_handler( step, trigger, params, EventName ) - - local handler = step .. trigger - - local ErrorHandler = function( errmsg ) - - env.info( "Error in FSM_PROCESS call handler:" .. errmsg ) - if BASE.Debug ~= nil then - env.info( BASE.Debug.traceback() ) - end - - return errmsg - end - - if self[handler] then - if handler ~= "onstatechange" then - self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** Task: " .. self.Task:GetName() .. ", TaskUnit: " .. self.Controllable:GetName() ) - end - self._EventSchedules[EventName] = nil - local Result, Value - if self.Controllable and self.Controllable:IsAlive() == true then - Result, Value = xpcall( function() return self[handler]( self, self.Controllable, self.Task, unpack( params ) ) end, ErrorHandler ) - end - return Value - --return self[handler]( self, self.Controllable, unpack( params ) ) - end - end - - --- Creates a new FSM_PROCESS object based on this FSM_PROCESS. - -- @param #FSM_PROCESS self - -- @return #FSM_PROCESS - function FSM_PROCESS:Copy( Controllable, Task ) - self:T( { self:GetClassNameAndID() } ) - - - local NewFsm = self:New( Controllable, Task ) -- Core.Fsm#FSM_PROCESS - - NewFsm:Assign( Controllable, Task ) - - -- Polymorphic call to initialize the new FSM_PROCESS based on self FSM_PROCESS - NewFsm:Init( self ) - - -- Set Start State - NewFsm:SetStartState( self:GetStartState() ) - - -- Copy Transitions - for TransitionID, Transition in pairs( self:GetTransitions() ) do - NewFsm:AddTransition( Transition.From, Transition.Event, Transition.To ) - end - - -- Copy Processes - for ProcessID, Process in pairs( self:GetProcesses() ) do - --self:E( { Process:GetName() } ) - local FsmProcess = NewFsm:AddProcess( Process.From, Process.Event, Process.fsm:Copy( Controllable, Task ), Process.ReturnEvents ) - end - - -- Copy End States - for EndStateID, EndState in pairs( self:GetEndStates() ) do - self:T( EndState ) - NewFsm:AddEndState( EndState ) - end - - -- Copy the score tables - for ScoreID, Score in pairs( self:GetScores() ) do - self:T( Score ) - NewFsm:AddScore( ScoreID, Score.ScoreText, Score.Score ) - end - - return NewFsm - end - - --- Removes an FSM_PROCESS object. - -- @param #FSM_PROCESS self - -- @return #FSM_PROCESS - function FSM_PROCESS:Remove() - self:F( { self:GetClassNameAndID() } ) - - self:F( "Clearing Schedules" ) - self.CallScheduler:Clear() - - -- Copy Processes - for ProcessID, Process in pairs( self:GetProcesses() ) do - if Process.fsm then - Process.fsm:Remove() - Process.fsm = nil - end - end - - return self - end - - --- Sets the task of the process. - -- @param #FSM_PROCESS self - -- @param Tasking.Task#TASK Task - -- @return #FSM_PROCESS - function FSM_PROCESS:SetTask( Task ) - - self.Task = Task - - return self - end - - --- Gets the task of the process. - -- @param #FSM_PROCESS self - -- @return Tasking.Task#TASK - function FSM_PROCESS:GetTask() - - return self.Task - end - - --- Gets the mission of the process. - -- @param #FSM_PROCESS self - -- @return Tasking.Mission#MISSION - function FSM_PROCESS:GetMission() - - return self.Task.Mission - end - - --- Gets the mission of the process. - -- @param #FSM_PROCESS self - -- @return Tasking.CommandCenter#COMMANDCENTER - function FSM_PROCESS:GetCommandCenter() - - return self:GetTask():GetMission():GetCommandCenter() - end - --- TODO: Need to check and fix that an FSM_PROCESS is only for a UNIT. Not for a GROUP. - - --- Send a message of the @{Task} to the Group of the Unit. - -- @param #FSM_PROCESS self - function FSM_PROCESS:Message( Message ) - self:F( { Message = Message } ) - - local CC = self:GetCommandCenter() - local TaskGroup = self.Controllable:GetGroup() - - local PlayerName = self.Controllable:GetPlayerName() -- Only for a unit - PlayerName = PlayerName and " (" .. PlayerName .. ")" or "" -- If PlayerName is nil, then keep it nil, otherwise add brackets. - local Callsign = self.Controllable:GetCallsign() - local Prefix = Callsign and " @ " .. Callsign .. PlayerName or "" - - Message = Prefix .. ": " .. Message - CC:MessageToGroup( Message, TaskGroup ) - end - - - - - --- Assign the process to a @{Wrapper.Unit} and activate the process. - -- @param #FSM_PROCESS self - -- @param Task.Tasking#TASK Task - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @return #FSM_PROCESS self - function FSM_PROCESS:Assign( ProcessUnit, Task ) - --self:T( { Task:GetName(), ProcessUnit:GetName() } ) - - self:SetControllable( ProcessUnit ) - self:SetTask( Task ) - - --self.ProcessGroup = ProcessUnit:GetGroup() - - return self - end - --- function FSM_PROCESS:onenterAssigned( ProcessUnit, Task, From, Event, To ) --- --- if From( "Planned" ) then --- self:T( "*** FSM *** Assign *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To ) --- self.Task:Assign() --- end --- end - - function FSM_PROCESS:onenterFailed( ProcessUnit, Task, From, Event, To ) - self:T( "*** FSM *** Failed *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To ) - - self.Task:Fail() - end - - - --- StateMachine callback function for a FSM_PROCESS - -- @param #FSM_PROCESS self - -- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit - -- @param #string Event - -- @param #string From - -- @param #string To - function FSM_PROCESS:onstatechange( ProcessUnit, Task, From, Event, To ) - - if From ~= To then - self:T( "*** FSM *** Change *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To ) - end - --- if self:IsTrace() then --- MESSAGE:New( "@ Process " .. self:GetClassNameAndID() .. " : " .. Event .. " changed to state " .. To, 2 ):ToAll() --- self:F2( { Scores = self._Scores, To = To } ) --- end - - -- TODO: This needs to be reworked with a callback functions allocated within Task, and set within the mission script from the Task Objects... - if self._Scores[To] then - - local Task = self.Task - local Scoring = Task:GetScoring() - if Scoring then - Scoring:_AddMissionTaskScore( Task.Mission, ProcessUnit, self._Scores[To].ScoreText, self._Scores[To].Score ) - end - end - end - -end - -do -- FSM_TASK - - --- FSM_TASK class - -- @type FSM_TASK - -- @field Tasking.Task#TASK Task - -- @extends #FSM - - --- Models Finite State Machines for @{Tasking.Task}s. - -- - -- === - -- - -- @field #FSM_TASK FSM_TASK - -- - FSM_TASK = { - ClassName = "FSM_TASK", - } - - --- Creates a new FSM_TASK object. - -- @param #FSM_TASK self - -- @param #string TaskName The name of the task. - -- @return #FSM_TASK - function FSM_TASK:New( TaskName ) - - local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- Core.Fsm#FSM_TASK - - self["onstatechange"] = self.OnStateChange - self.TaskName = TaskName - - return self - end - - function FSM_TASK:_call_handler( step, trigger, params, EventName ) - local handler = step .. trigger - - local ErrorHandler = function( errmsg ) - - env.info( "Error in SCHEDULER function:" .. errmsg ) - if BASE.Debug ~= nil then - env.info( BASE.Debug.traceback() ) - end - - return errmsg - end - - if self[handler] then - self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** Task: " .. self.TaskName ) - self._EventSchedules[EventName] = nil - --return self[handler]( self, unpack( params ) ) - local Result, Value = xpcall( function() return self[handler]( self, unpack( params ) ) end, ErrorHandler ) - return Value - end - end - -end -- FSM_TASK - -do -- FSM_SET - - --- FSM_SET class - -- @type FSM_SET - -- @field Core.Set#SET_BASE Set - -- @extends Core.Fsm#FSM - - - --- FSM_SET class models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here - -- for multiple objects or the position of the state machine in the process. - -- - -- === - -- - -- @field #FSM_SET FSM_SET - -- - FSM_SET = { - ClassName = "FSM_SET", - } - - --- Creates a new FSM_SET object. - -- @param #FSM_SET self - -- @param #table FSMT Finite State Machine Table - -- @param Set_SET_BASE FSMSet (optional) The Set object that the FSM_SET governs. - -- @return #FSM_SET - function FSM_SET:New( FSMSet ) - - -- Inherits from BASE - self = BASE:Inherit( self, FSM:New() ) -- Core.Fsm#FSM_SET - - if FSMSet then - self:Set( FSMSet ) - end - - return self - end - - --- Sets the SET_BASE object that the FSM_SET governs. - -- @param #FSM_SET self - -- @param Core.Set#SET_BASE FSMSet - -- @return #FSM_SET - function FSM_SET:Set( FSMSet ) - self:F( FSMSet ) - self.Set = FSMSet - end - - --- Gets the SET_BASE object that the FSM_SET governs. - -- @param #FSM_SET self - -- @return Core.Set#SET_BASE - function FSM_SET:Get() - return self.Controllable - end - - function FSM_SET:_call_handler( step, trigger, params, EventName ) - local handler = step .. trigger - if self[handler] then - self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] ) - self._EventSchedules[EventName] = nil - return self[handler]( self, self.Set, unpack( params ) ) - end - end - -end -- FSM_SET - ---- **Core** - Is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions. --- --- === --- --- ## Features: --- --- * Provide radio functionality to broadcast radio transmissions. --- * Provide beacon functionality to assist pilots. --- --- The Radio contains 2 classes : RADIO and BEACON --- --- What are radio communications in DCS ? --- --- * Radio transmissions consist of **sound files** that are broadcasted on a specific **frequency** (e.g. 115MHz) and **modulation** (e.g. AM), --- * They can be **subtitled** for a specific **duration**, the **power** in Watts of the transmiter's antenna can be set, and the transmission can be **looped**. --- --- How to supply DCS my own Sound Files ? --- --- * Your sound files need to be encoded in **.ogg** or .wav, --- * Your sound files should be **as tiny as possible**. It is suggested you encode in .ogg with low bitrate and sampling settings, --- * They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file), --- * For simplicty sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission. --- --- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or by any other @{Wrapper.Positionable#POSITIONABLE} --- --- * If the transmitter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, DCS will set the power of the transmission automatically, --- * If the transmitter is any other @{Wrapper.Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped. --- --- Note that obviously, the **frequency** and the **modulation** of the transmission are important only if the players are piloting an **Advanced System Modelling** enabled aircraft, --- like the A10C or the Mirage 2000C. They will **hear the transmission** if they are tuned on the **right frequency and modulation** (and if they are close enough - more on that below). --- If a FC3 airacraft is used, it will **hear every communication, whatever the frequency and the modulation** is set to. The same is true for TACAN beacons. If your aircaft isn't compatible, --- you won't hear/be able to use the TACAN beacon informations. --- --- === --- --- ### Author: Hugues "Grey_Echo" Bousquet --- --- @module Core.Radio --- @image Core_Radio.JPG - - ---- Models the radio capabilty. --- --- ## RADIO usage --- --- There are 3 steps to a successful radio transmission. --- --- * First, you need to **"add a @{#RADIO} object** to your @{Wrapper.Positionable#POSITIONABLE}. This is done using the @{Wrapper.Positionable#POSITIONABLE.GetRadio}() function, --- * Then, you will **set the relevant parameters** to the transmission (see below), --- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{RADIO.Broadcast}() function. --- --- Methods to set relevant parameters for both a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Wrapper.Positionable#POSITIONABLE} --- --- * @{#RADIO.SetFileName}() : Sets the file name of your sound file (e.g. "Noise.ogg"), --- * @{#RADIO.SetFrequency}() : Sets the frequency of your transmission. --- * @{#RADIO.SetModulation}() : Sets the modulation of your transmission. --- * @{#RADIO.SetLoop}() : Choose if you want the transmission to be looped. If you need your transmission to be looped, you might need a @{#BEACON} instead... --- --- Additional Methods to set relevant parameters if the transmiter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} --- --- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration, --- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call --- --- Additional Methods to set relevant parameters if the transmiter is any other @{Wrapper.Positionable#POSITIONABLE} --- --- * @{#RADIO.SetPower}() : Sets the power of the antenna in Watts --- * @{#RADIO.NewGenericTransmission}() : Shortcut to set all the relevant parameters in one method call --- --- What is this power thing ? --- --- * If your transmission is sent by a @{Wrapper.Positionable#POSITIONABLE} other than a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, you can set the power of the antenna, --- * Otherwise, DCS sets it automatically, depending on what's available on your Unit, --- * If the player gets **too far** from the transmiter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**, --- * This an automated DCS calculation you have no say on, --- * For reference, a standard VOR station has a 100W antenna, a standard AA TACAN has a 120W antenna, and civilian ATC's antenna usually range between 300 and 500W, --- * Note that if the transmission has a subtitle, it will be readable, regardless of the quality of the transmission. --- --- @type RADIO --- @field Positionable#POSITIONABLE Positionable The transmiter --- @field #string FileName Name of the sound file --- @field #number Frequency Frequency of the transmission in Hz --- @field #number Modulation Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM) --- @field #string Subtitle Subtitle of the transmission --- @field #number SubtitleDuration Duration of the Subtitle in seconds --- @field #number Power Power of the antenna is Watts --- @field #boolean Loop (default true) --- @extends Core.Base#BASE -RADIO = { - ClassName = "RADIO", - FileName = "", - Frequency = 0, - Modulation = radio.modulation.AM, - Subtitle = "", - SubtitleDuration = 0, - Power = 100, - Loop = true, -} - ---- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast --- If you want to create a RADIO, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetRadio}() instead --- @param #RADIO self --- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities. --- @return #RADIO Radio --- @return #nil If Positionable is invalid -function RADIO:New(Positionable) - local self = BASE:Inherit( self, BASE:New() ) -- Core.Radio#RADIO - - self.Loop = true -- default Loop to true (not sure the above RADIO definition actually is working) - self:F(Positionable) - - if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid - self.Positionable = Positionable - return self - end - - self:E({"The passed positionable is invalid, no RADIO created", Positionable}) - return nil -end - ---- Check validity of the filename passed and sets RADIO.FileName --- @param #RADIO self --- @param #string FileName File name of the sound file (i.e. "Noise.ogg") --- @return #RADIO self -function RADIO:SetFileName(FileName) - self:F2(FileName) - - if type(FileName) == "string" then - if FileName:find(".ogg") or FileName:find(".wav") then - if not FileName:find("l10n/DEFAULT/") then - FileName = "l10n/DEFAULT/" .. FileName - end - self.FileName = FileName - return self - end - end - - self:E({"File name invalid. Maybe something wrong with the extension ?", self.FileName}) - return self -end - ---- Check validity of the frequency passed and sets RADIO.Frequency --- @param #RADIO self --- @param #number Frequency in MHz (Ranges allowed for radio transmissions in DCS : 30-88 / 108-152 / 225-400MHz) --- @return #RADIO self -function RADIO:SetFrequency(Frequency) - self:F2(Frequency) - if type(Frequency) == "number" then - -- If frequency is in range - if (Frequency >= 30 and Frequency < 88) or (Frequency >= 108 and Frequency < 152) or (Frequency >= 225 and Frequency < 400) then - self.Frequency = Frequency * 1000000 -- Conversion in Hz - -- If the RADIO is attached to a UNIT or a GROUP, we need to send the DCS Command "SetFrequency" to change the UNIT or GROUP frequency - if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then - self.Positionable:SetCommand({ - id = "SetFrequency", - params = { - frequency = self.Frequency, - modulation = self.Modulation, - } - }) - end - return self - end - end - self:E({"Frequency is outside of DCS Frequency ranges (30-80, 108-152, 225-400). Frequency unchanged.", self.Frequency}) - return self -end - ---- Check validity of the frequency passed and sets RADIO.Modulation --- @param #RADIO self --- @param #number Modulation either radio.modulation.AM or radio.modulation.FM --- @return #RADIO self -function RADIO:SetModulation(Modulation) - self:F2(Modulation) - if type(Modulation) == "number" then - if Modulation == radio.modulation.AM or Modulation == radio.modulation.FM then --TODO Maybe make this future proof if ED decides to add an other modulation ? - self.Modulation = Modulation - return self - end - end - self:E({"Modulation is invalid. Use DCS's enum radio.modulation. Modulation unchanged.", self.Modulation}) - return self -end - ---- Check validity of the power passed and sets RADIO.Power --- @param #RADIO self --- @param #number Power in W --- @return #RADIO self -function RADIO:SetPower(Power) - self:F2(Power) - if type(Power) == "number" then - self.Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that - return self - end - self:E({"Power is invalid. Power unchanged.", self.Power}) - return self -end - ---- Check validity of the loop passed and sets RADIO.Loop --- @param #RADIO self --- @param #boolean Loop --- @return #RADIO self --- @usage -function RADIO:SetLoop(Loop) - self:F2(Loop) - if type(Loop) == "boolean" then - self.Loop = Loop - return self - end - self:E({"Loop is invalid. Loop unchanged.", self.Loop}) - return self -end - ---- Check validity of the subtitle and the subtitleDuration passed and sets RADIO.subtitle and RADIO.subtitleDuration --- Both parameters are mandatory, since it wouldn't make much sense to change the Subtitle and not its duration --- @param #RADIO self --- @param #string Subtitle --- @param #number SubtitleDuration in s --- @return #RADIO self --- @usage --- -- create the broadcaster and attaches it a RADIO --- local MyUnit = UNIT:FindByName("MyUnit") --- local MyUnitRadio = MyUnit:GetRadio() --- --- -- add a subtitle for the next transmission, which will be up for 10s --- MyUnitRadio:SetSubtitle("My Subtitle, 10) -function RADIO:SetSubtitle(Subtitle, SubtitleDuration) - self:F2({Subtitle, SubtitleDuration}) - if type(Subtitle) == "string" then - self.Subtitle = Subtitle - else - self.Subtitle = "" - self:E({"Subtitle is invalid. Subtitle reset.", self.Subtitle}) - end - if type(SubtitleDuration) == "number" then - if math.floor(math.abs(SubtitleDuration)) == SubtitleDuration then - self.SubtitleDuration = SubtitleDuration - return self - end - end - self.SubtitleDuration = 0 - self:E({"SubtitleDuration is invalid. SubtitleDuration reset.", self.SubtitleDuration}) -end - ---- Create a new transmission, that is to say, populate the RADIO with relevant data --- In this function the data is especially relevant if the broadcaster is anything but a UNIT or a GROUP, --- but it will work with a UNIT or a GROUP anyway. --- Only the #RADIO and the Filename are mandatory --- @param #RADIO self --- @param #string FileName --- @param #number Frequency in MHz --- @param #number Modulation either radio.modulation.AM or radio.modulation.FM --- @param #number Power in W --- @return #RADIO self -function RADIO:NewGenericTransmission(FileName, Frequency, Modulation, Power, Loop) - self:F({FileName, Frequency, Modulation, Power}) - - self:SetFileName(FileName) - if Frequency then self:SetFrequency(Frequency) end - if Modulation then self:SetModulation(Modulation) end - if Power then self:SetPower(Power) end - if Loop then self:SetLoop(Loop) end - - return self -end - - ---- Create a new transmission, that is to say, populate the RADIO with relevant data --- In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP, --- but it will work for any @{Wrapper.Positionable#POSITIONABLE}. --- Only the RADIO and the Filename are mandatory. --- @param #RADIO self --- @param #string FileName --- @param #string Subtitle --- @param #number SubtitleDuration in s --- @param #number Frequency in MHz --- @param #number Modulation either radio.modulation.AM or radio.modulation.FM --- @param #boolean Loop --- @return #RADIO self -function RADIO:NewUnitTransmission(FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop) - self:F({FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop}) - - self:SetFileName(FileName) - local Duration = 5 - if SubtitleDuration then Duration = SubtitleDuration end - -- SubtitleDuration argument was missing, adding it - if Subtitle then self:SetSubtitle(Subtitle, Duration) end - -- self:SetSubtitleDuration is non existent, removing faulty line - -- if SubtitleDuration then self:SetSubtitleDuration(SubtitleDuration) end - if Frequency then self:SetFrequency(Frequency) end - if Modulation then self:SetModulation(Modulation) end - if Loop then self:SetLoop(Loop) end - - return self -end - ---- Actually Broadcast the transmission --- * The Radio has to be populated with the new transmission before broadcasting. --- * Please use RADIO setters or either @{#RADIO.NewGenericTransmission} or @{#RADIO.NewUnitTransmission} --- * This class is in fact pretty smart, it determines the right DCS function to use depending on the type of POSITIONABLE --- * If the POSITIONABLE is not a UNIT or a GROUP, we use the generic (but limited) trigger.action.radioTransmission() --- * If the POSITIONABLE is a UNIT or a GROUP, we use the "TransmitMessage" Command --- * If your POSITIONABLE is a UNIT or a GROUP, the Power is ignored. --- * If your POSITIONABLE is not a UNIT or a GROUP, the Subtitle, SubtitleDuration are ignored --- @param #RADIO self --- @return #RADIO self -function RADIO:Broadcast() - self:F() - - -- If the POSITIONABLE is actually a UNIT or a GROUP, use the more complicated DCS command system - if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then - self:T2("Broadcasting from a UNIT or a GROUP") - self.Positionable:SetCommand({ - id = "TransmitMessage", - params = { - file = self.FileName, - duration = self.SubtitleDuration, - subtitle = self.Subtitle, - loop = self.Loop, - } - }) - else - -- If the POSITIONABLE is anything else, we revert to the general singleton function - -- I need to give it a unique name, so that the transmission can be stopped later. I use the class ID - self:T2("Broadcasting from a POSITIONABLE") - trigger.action.radioTransmission(self.FileName, self.Positionable:GetPositionVec3(), self.Modulation, self.Loop, self.Frequency, self.Power, tostring(self.ID)) - end - return self -end - ---- Stops a transmission --- This function is especially usefull to stop the broadcast of looped transmissions --- @param #RADIO self --- @return #RADIO self -function RADIO:StopBroadcast() - self:F() - -- If the POSITIONABLE is a UNIT or a GROUP, stop the transmission with the DCS "StopTransmission" command - if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then - self.Positionable:SetCommand({ - id = "StopTransmission", - params = {} - }) - else - -- Else, we use the appropriate singleton funciton - trigger.action.stopRadioTransmission(tostring(self.ID)) - end - return self -end - - ---- After attaching a @{#BEACON} to your @{Wrapper.Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want. --- There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon. --- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very usefull to simulate the battery time if your BEACON is --- attach to a cargo crate, for exemple. --- --- ## AA TACAN Beacon usage --- --- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon. --- Use @#BEACON:StopAATACAN}() to stop it. --- --- ## General Purpose Radio Beacon usage --- --- This beacon will work with any @{Wrapper.Positionable#POSITIONABLE}, but **it won't follow the @{Wrapper.Positionable#POSITIONABLE}** ! This means that you should only use it with --- @{Wrapper.Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON:RadioBeacon}() to set the beacon parameters and start the beacon. --- Use @{#BEACON:StopRadioBeacon}() to stop it. --- --- @type BEACON --- @extends Core.Base#BASE -BEACON = { - ClassName = "BEACON", -} - ---- Create a new BEACON Object. This doesn't activate the beacon, though, use @{#BEACON.AATACAN} or @{#BEACON.Generic} --- If you want to create a BEACON, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetBeacon}() instead. --- @param #BEACON self --- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities. --- @return #BEACON Beacon --- @return #nil If Positionable is invalid -function BEACON:New(Positionable) - local self = BASE:Inherit(self, BASE:New()) - - self:F(Positionable) - - if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid - self.Positionable = Positionable - return self - end - - self:E({"The passed positionable is invalid, no BEACON created", Positionable}) - return nil -end - - ---- Converts a TACAN Channel/Mode couple into a frequency in Hz --- @param #BEACON self --- @param #number TACANChannel --- @param #string TACANMode --- @return #number Frequecy --- @return #nil if parameters are invalid -function BEACON:_TACANToFrequency(TACANChannel, TACANMode) - self:F3({TACANChannel, TACANMode}) - - if type(TACANChannel) ~= "number" then - if TACANMode ~= "X" and TACANMode ~= "Y" then - return nil -- error in arguments - end - end - --- This code is largely based on ED's code, in DCS World\Scripts\World\Radio\BeaconTypes.lua, line 137. --- I have no idea what it does but it seems to work - local A = 1151 -- 'X', channel >= 64 - local B = 64 -- channel >= 64 - - if TACANChannel < 64 then - B = 1 - end - - if TACANMode == 'Y' then - A = 1025 - if TACANChannel < 64 then - A = 1088 - end - else -- 'X' - if TACANChannel < 64 then - A = 962 - end - end - - return (A + TACANChannel - B) * 1000000 -end - - ---- Activates a TACAN BEACON on an Aircraft. --- @param #BEACON self --- @param #number TACANChannel (the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels --- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon --- @param #boolean Bearing Can the BEACON be homed on ? --- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever. --- @return #BEACON self --- @usage --- -- Let's create a TACAN Beacon for a tanker --- local myUnit = UNIT:FindByName("MyUnit") --- local myBeacon = myUnit:GetBeacon() -- Creates the beacon --- --- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon -function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration) - self:F({TACANChannel, Message, Bearing, BeaconDuration}) - - local IsValid = true - - if not self.Positionable:IsAir() then - self:E({"The POSITIONABLE you want to attach the AA Tacan Beacon is not an aircraft ! The BEACON is not emitting", self.Positionable}) - IsValid = false - end - - local Frequency = self:_TACANToFrequency(TACANChannel, "Y") - if not Frequency then - self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"}) - IsValid = false - end - - -- I'm using the beacon type 4 (BEACON_TYPE_TACAN). For System, I'm using 5 (TACAN_TANKER_MODE_Y) if the bearing shows its bearing - -- or 14 (TACAN_AA_MODE_Y) if it does not - local System - if Bearing then - System = 5 - else - System = 14 - end - - if IsValid then -- Starts the BEACON - self:T2({"AA TACAN BEACON started !"}) - self.Positionable:SetCommand({ - id = "ActivateBeacon", - params = { - type = 4, - system = System, - callsign = Message, - frequency = Frequency, - } - }) - - if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD - SCHEDULER:New( nil, - function() - self:StopAATACAN() - end, {}, BeaconDuration) - end - end - - return self -end - ---- Stops the AA TACAN BEACON --- @param #BEACON self --- @return #BEACON self -function BEACON:StopAATACAN() - self:F() - if not self.Positionable then - self:E({"Start the beacon first before stoping it !"}) - else - self.Positionable:SetCommand({ - id = 'DeactivateBeacon', - params = { - } - }) - end -end - - ---- Activates a general pupose Radio Beacon --- This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency. --- Although any frequency could be used, only 2 DCS Modules can home on radio beacons at the time of writing : the Huey and the Mi-8. --- They can home in on these specific frequencies : --- * **Mi8** --- * R-828 -> 20-60MHz --- * ARKUD -> 100-150MHz (canal 1 : 114166, canal 2 : 114333, canal 3 : 114583, canal 4 : 121500, canal 5 : 123100, canal 6 : 124100) AM --- * ARK9 -> 150-1300KHz --- * **Huey** --- * AN/ARC-131 -> 30-76 Mhz FM --- @param #BEACON self --- @param #string FileName The name of the audio file --- @param #number Frequency in MHz --- @param #number Modulation either radio.modulation.AM or radio.modulation.FM --- @param #number Power in W --- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever. --- @return #BEACON self --- @usage --- -- Let's create a beacon for a unit in distress. --- -- Frequency will be 40MHz FM (home-able by a Huey's AN/ARC-131) --- -- The beacon they use is battery-powered, and only lasts for 5 min --- local UnitInDistress = UNIT:FindByName("Unit1") --- local UnitBeacon = UnitInDistress:GetBeacon() --- --- -- Set the beacon and start it --- UnitBeacon:RadioBeacon("MySoundFileSOS.ogg", 40, radio.modulation.FM, 20, 5*60) -function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration) - self:F({FileName, Frequency, Modulation, Power, BeaconDuration}) - local IsValid = false - - -- Check the filename - if type(FileName) == "string" then - if FileName:find(".ogg") or FileName:find(".wav") then - if not FileName:find("l10n/DEFAULT/") then - FileName = "l10n/DEFAULT/" .. FileName - end - IsValid = true - end - end - if not IsValid then - self:E({"File name invalid. Maybe something wrong with the extension ? ", FileName}) - end - - -- Check the Frequency - if type(Frequency) ~= "number" and IsValid then - self:E({"Frequency invalid. ", Frequency}) - IsValid = false - end - Frequency = Frequency * 1000000 -- Conversion to Hz - - -- Check the modulation - if Modulation ~= radio.modulation.AM and Modulation ~= radio.modulation.FM and IsValid then --TODO Maybe make this future proof if ED decides to add an other modulation ? - self:E({"Modulation is invalid. Use DCS's enum radio.modulation.", Modulation}) - IsValid = false - end - - -- Check the Power - if type(Power) ~= "number" and IsValid then - self:E({"Power is invalid. ", Power}) - IsValid = false - end - Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that - - if IsValid then - self:T2({"Activating Beacon on ", Frequency, Modulation}) - -- Note that this is looped. I have to give this transmission a unique name, I use the class ID - trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, tostring(self.ID)) - - if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD - SCHEDULER:New( nil, - function() - self:StopRadioBeacon() - end, {}, BeaconDuration) - end - end -end - ---- Stops the AA TACAN BEACON --- @param #BEACON self --- @return #BEACON self -function BEACON:StopRadioBeacon() - self:F() - -- The unique name of the transmission is the class ID - trigger.action.stopRadioTransmission(tostring(self.ID)) -end--- **Core** - Spawn dynamically new groups of units in running missions. --- --- === --- --- ## Features: --- --- * Spawn new groups in running missions. --- * Schedule spawning of new groups. --- * Put limits on the amount of groups that can be spawned, and the amount of units that can be alive at the same time. --- * Randomize the spawning location between different zones. --- * Randomize the intial positions within the zones. --- * Spawn in array formation. --- * Spawn uncontrolled (for planes or helos only). --- * Clean up inactive helicopters that "crashed". --- * Place a hook to capture a spawn event, and tailor with customer code. --- * Spawn late activated. --- * Spawn with or without an initial delay. --- * Respawn after landing, on the runway or at the ramp after engine shutdown. --- * Spawn with custom heading. --- * Spawn with different skills. --- * Spawn with different liveries. --- * Spawn with an inner and outer radius to set the initial position. --- * Spawn with a randomize route. --- * Spawn with a randomized template. --- * Spawn with a randomized start points on a route. --- * Spawn with an alternative name. --- * Spawn and keep the unit names. --- * Spawn with a different coalition and country. --- * Enquiry methods to check on spawn status. --- --- === --- --- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SPA%20-%20Spawning) --- --- === --- --- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1jirWIo4t4YxqN-HxjqRkL) --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: A lot of people within this community! --- --- === --- --- @module Core.Spawn --- @image Core_Spawn.JPG - - ---- SPAWN Class --- @type SPAWN --- @field ClassName --- @field #string SpawnTemplatePrefix --- @field #string SpawnAliasPrefix --- @field #number AliveUnits --- @field #number MaxAliveUnits --- @field #number SpawnIndex --- @field #number MaxAliveGroups --- @field #SPAWN.SpawnZoneTable SpawnZoneTable --- @extends Core.Base#BASE - - ---- Allows to spawn dynamically new @{Core.Group}s. --- --- Each SPAWN object needs to be have related **template groups** setup in the Mission Editor (ME), --- which is a normal group with the **Late Activation** flag set. --- This template group will never be activated in your mission. --- SPAWN uses that **template group** to reference to all the characteristics --- (air, ground, livery, unit composition, formation, skill level etc) of each new group to be spawned. --- --- Therefore, when creating a SPAWN object, the @{#SPAWN.New} and @{#SPAWN.NewWithAlias} require --- **the name of the template group** to be given as a string to those constructor methods. --- --- Initialization settings can be applied on the SPAWN object, --- which modify the behaviour or the way groups are spawned. --- These initialization methods have the prefix **Init**. --- There are also spawn methods with the prefix **Spawn** and will spawn new groups in various ways. --- --- ### IMPORTANT! The methods with prefix **Init** must be used before any methods with prefix **Spawn** method are used, or unexpected results may appear!!! --- --- Because SPAWN can spawn multiple groups of a template group, --- SPAWN has an **internal index** that keeps track --- which was the latest group that was spawned. --- --- **Limits** can be set on how many groups can be spawn in each SPAWN object, --- using the method @{#SPAWN.InitLimit}. SPAWN has 2 kind of limits: --- --- * The maximum amount of @{Wrapper.Unit}s that can be **alive** at the same time... --- * The maximum amount of @{Wrapper.Group}s that can be **spawned**... This is more of a **resource**-type of limit. --- --- When new groups get spawned using the **Spawn** methods, --- it will be evaluated whether any limits have been reached. --- When no spawn limit is reached, a new group will be created by the spawning methods, --- and the internal index will be increased with 1. --- --- These limits ensure that your mission does not accidentally get flooded with spawned groups. --- Additionally, it also guarantees that independent of the group composition, --- at any time, the most optimal amount of groups are alive in your mission. --- For example, if your template group has a group composition of 10 units, and you specify a limit of 100 units alive at the same time, --- with unlimited resources = :InitLimit( 100, 0 ) and 10 groups are alive, but two groups have only one unit alive in the group, --- then a sequent Spawn(Scheduled) will allow a new group to be spawned!!! --- --- ### IMPORTANT!! If a limit has been reached, it is possible that a **Spawn** method returns **nil**, meaning, no @{Wrapper.Group} had been spawned!!! --- --- Spawned groups get **the same name** as the name of the template group. --- Spawned units in those groups keep _by default_ **the same name** as the name of the template group. --- However, because multiple groups and units are created from the template group, --- a suffix is added to each spawned group and unit. --- --- Newly spawned groups will get the following naming structure at run-time: --- --- 1. Spawned groups will have the name _GroupName_#_nnn_, where _GroupName_ is the name of the **template group**, --- and _nnn_ is a **counter from 0 to 999**. --- 2. Spawned units will have the name _GroupName_#_nnn_-_uu_, --- where _uu_ is a **counter from 0 to 99** for each new spawned unit belonging to the group. --- --- That being said, there is a way to keep the same unit names! --- The method @{#SPAWN.InitKeepUnitNames}() will keep the same unit names as defined within the template group, thus: --- --- 3. Spawned units will have the name _UnitName_#_nnn_-_uu_, --- where _UnitName_ is the **unit name as defined in the template group*, --- and _uu_ is a **counter from 0 to 99** for each new spawned unit belonging to the group. --- --- Some **additional notes that need to be considered!!**: --- --- * templates are actually groups defined within the mission editor, with the flag "Late Activation" set. --- As such, these groups are never used within the mission, but are used by the @{#SPAWN} module. --- * It is important to defined BEFORE you spawn new groups, --- a proper initialization of the SPAWN instance is done with the options you want to use. --- * When designing a mission, NEVER name groups using a "#" within the name of the group Spawn template(s), --- or the SPAWN module logic won't work anymore. --- --- ## SPAWN construction methods --- --- Create a new SPAWN object with the @{#SPAWN.New}() or the @{#SPAWN.NewWithAlias}() methods: --- --- * @{#SPAWN.New}(): Creates a new SPAWN object taking the name of the group that represents the GROUP template (definition). --- * @{#SPAWN.NewWithAlias}(): Creates a new SPAWN object taking the name of the group that represents the GROUP template (definition), and gives each spawned @{Wrapper.Group} an different name. --- --- It is important to understand how the SPAWN class works internally. The SPAWN object created will contain internally a list of groups that will be spawned and that are already spawned. --- The initialization methods will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons. --- So in principle, the group list will contain all parameters and configurations after initialization, and when groups get actually spawned, this spawning can be done quickly and efficient. --- --- ## SPAWN **Init**ialization methods --- --- A spawn object will behave differently based on the usage of **initialization** methods, which all start with the **Init** prefix: --- --- ### Unit Names --- --- * @{#SPAWN.InitKeepUnitNames}(): Keeps the unit names as defined within the mission editor, but note that anything after a # mark is ignored, and any spaces before and after the resulting name are removed. IMPORTANT! This method MUST be the first used after :New !!! --- --- ### Route randomization --- --- * @{#SPAWN.InitRandomizeRoute}(): Randomize the routes of spawned groups, and for air groups also optionally the height. --- --- ### Group composition randomization --- --- * @{#SPAWN.InitRandomizeTemplate}(): Randomize the group templates so that when a new group is spawned, a random group template is selected from one of the templates defined. --- --- ### Uncontrolled --- --- * @{#SPAWN.InitUnControlled}(): Spawn plane groups uncontrolled. --- --- ### Array formation --- --- * @{#SPAWN.InitArray}(): Make groups visible before they are actually activated, and order these groups like a batallion in an array. --- --- ### Position randomization --- --- * @{#SPAWN.InitRandomizePosition}(): Randomizes the position of @{Wrapper.Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens. --- * @{#SPAWN.InitRandomizeUnits}(): Randomizes the @{Wrapper.Unit}s in the @{Wrapper.Group} that is spawned within a **radius band**, given an Outer and Inner radius. --- * @{#SPAWN.InitRandomizeZones}(): Randomizes the spawning between a predefined list of @{Zone}s that are declared using this function. Each zone can be given a probability factor. --- --- ### Enable / Disable AI when spawning a new @{Wrapper.Group} --- --- * @{#SPAWN.InitAIOn}(): Turns the AI On when spawning the new @{Wrapper.Group} object. --- * @{#SPAWN.InitAIOff}(): Turns the AI Off when spawning the new @{Wrapper.Group} object. --- * @{#SPAWN.InitAIOnOff}(): Turns the AI On or Off when spawning the new @{Wrapper.Group} object. --- --- ### Limit scheduled spawning --- --- * @{#SPAWN.InitLimit}(): Limits the amount of groups that can be alive at the same time and that can be dynamically spawned. --- --- ### Delay initial scheduled spawn --- --- * @{#SPAWN.InitDelayOnOff}(): Turns the inital delay On/Off when scheduled spawning the first @{Wrapper.Group} object. --- * @{#SPAWN.InitDelayOn}(): Turns the inital delay On when scheduled spawning the first @{Wrapper.Group} object. --- * @{#SPAWN.InitDelayOff}(): Turns the inital delay Off when scheduled spawning the first @{Wrapper.Group} object. --- --- ### Repeat spawned @{Wrapper.Group}s upon landing --- --- * @{#SPAWN.InitRepeat}() or @{#SPAWN.InitRepeatOnLanding}(): This method is used to re-spawn automatically the same group after it has landed. --- * @{#SPAWN.InitRepeatOnEngineShutDown}(): This method is used to re-spawn automatically the same group after it has landed and it shuts down the engines at the ramp. --- --- --- ## SPAWN **Spawn** methods --- --- Groups can be spawned at different times and methods: --- --- ### **Single** spawning methods --- --- * @{#SPAWN.Spawn}(): Spawn one new group based on the last spawned index. --- * @{#SPAWN.ReSpawn}(): Re-spawn a group based on a given index. --- * @{#SPAWN.SpawnFromVec3}(): Spawn a new group from a Vec3 coordinate. (The group will can be spawned at a point in the air). --- * @{#SPAWN.SpawnFromVec2}(): Spawn a new group from a Vec2 coordinate. (The group will be spawned at land height ). --- * @{#SPAWN.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Static}. --- * @{#SPAWN.SpawnFromUnit}(): Spawn a new group taking the position of a @{Wrapper.Unit}. --- * @{#SPAWN.SpawnInZone}(): Spawn a new group in a @{Zone}. --- * @{#SPAWN.SpawnAtAirbase}(): Spawn a new group at an @{Wrapper.Airbase}, which can be an airdrome, ship or helipad. --- --- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{Wrapper.Group#GROUP.New} object, that contains a reference to the DCSGroup object. --- You can use the @{GROUP} object to do further actions with the DCSGroup. --- --- ### **Scheduled** spawning methods --- --- * @{#SPAWN.SpawnScheduled}(): Spawn groups at scheduled but randomized intervals. --- * @{#SPAWN.SpawnScheduledStart}(): Start or continue to spawn groups at scheduled time intervals. --- * @{#SPAWN.SpawnScheduledStop}(): Stop the spawning of groups at scheduled time intervals. --- --- --- --- ## Retrieve alive GROUPs spawned by the SPAWN object --- --- The SPAWN class administers which GROUPS it has reserved (in stock) or has created during mission execution. --- Every time a SPAWN object spawns a new GROUP object, a reference to the GROUP object is added to an internal table of GROUPS. --- SPAWN provides methods to iterate through that internal GROUP object reference table: --- --- * @{#SPAWN.GetFirstAliveGroup}(): Will find the first alive GROUP it has spawned, and return the alive GROUP object and the first Index where the first alive GROUP object has been found. --- * @{#SPAWN.GetNextAliveGroup}(): Will find the next alive GROUP object from a given Index, and return a reference to the alive GROUP object and the next Index where the alive GROUP has been found. --- * @{#SPAWN.GetLastAliveGroup}(): Will find the last alive GROUP object, and will return a reference to the last live GROUP object and the last Index where the last alive GROUP object has been found. --- --- You can use the methods @{#SPAWN.GetFirstAliveGroup}() and sequently @{#SPAWN.GetNextAliveGroup}() to iterate through the alive GROUPS within the SPAWN object, and to actions... See the respective methods for an example. --- The method @{#SPAWN.GetGroupFromIndex}() will return the GROUP object reference from the given Index, dead or alive... --- --- ## Spawned cleaning of inactive groups --- --- Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive. --- In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't, --- and it may occur that no new groups are or can be spawned as limits are reached. --- To prevent this, a @{#SPAWN.InitCleanUp}() initialization method has been defined that will silently monitor the status of each spawned group. --- Once a group has a velocity = 0, and has been waiting for a defined interval, that group will be cleaned or removed from run-time. --- There is a catch however :-) If a damaged group has returned to an airbase within the coalition, that group will not be considered as "lost"... --- In such a case, when the inactive group is cleaned, a new group will Re-spawned automatically. --- This models AI that has succesfully returned to their airbase, to restart their combat activities. --- Check the @{#SPAWN.InitCleanUp}() for further info. --- --- ## Catch the @{Wrapper.Group} Spawn Event in a callback function! --- --- When using the @{#SPAWN.SpawnScheduled)() method, new @{Wrapper.Group}s are created following the spawn time interval parameters. --- When a new @{Wrapper.Group} is spawned, you maybe want to execute actions with that group spawned at the spawn event. --- The SPAWN class supports this functionality through the method @{#SPAWN.OnSpawnGroup}( **function( SpawnedGroup ) end ** ), --- which takes a function as a parameter that you can define locally. --- Whenever a new @{Wrapper.Group} is spawned, the given function is called, and the @{Wrapper.Group} that was just spawned, is given as a parameter. --- As a result, your spawn event handling function requires one parameter to be declared, which will contain the spawned @{Wrapper.Group} object. --- A coding example is provided at the description of the @{#SPAWN.OnSpawnGroup}( **function( SpawnedGroup ) end ** ) method. --- --- ## Delay the initial spawning --- --- When using the @{#SPAWN.SpawnScheduled)() method, the default behaviour of this method will be that it will spawn the initial (first) @{Wrapper.Group} --- immediately when :SpawnScheduled() is initiated. The methods @{#SPAWN.InitDelayOnOff}() and @{#SPAWN.InitDelayOn}() can be used to --- activate a delay before the first @{Wrapper.Group} is spawned. For completeness, a method @{#SPAWN.InitDelayOff}() is also available, that --- can be used to switch off the initial delay. Because there is no delay by default, this method would only be used when a --- @{#SPAWN.SpawnScheduledStop}() ; @{#SPAWN.SpawnScheduledStart}() sequence would have been used. --- --- --- @field #SPAWN SPAWN --- -SPAWN = { - ClassName = "SPAWN", - SpawnTemplatePrefix = nil, - SpawnAliasPrefix = nil, -} - - ---- Enumerator for spawns at airbases --- @type SPAWN.Takeoff --- @extends Wrapper.Group#GROUP.Takeoff - ---- @field #SPAWN.Takeoff Takeoff -SPAWN.Takeoff = { - Air = 1, - Runway = 2, - Hot = 3, - Cold = 4, -} - ---- @type SPAWN.SpawnZoneTable --- @list SpawnZone - - ---- Creates the main object to spawn a @{Wrapper.Group} defined in the DCS ME. --- @param #SPAWN self --- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix. --- @return #SPAWN --- @usage --- -- NATO helicopters engaging in the battle field. --- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ) --- @usage local Plane = SPAWN:New( "Plane" ) -- Creates a new local variable that can initiate new planes with the name "Plane#ddd" using the template "Plane" as defined within the ME. -function SPAWN:New( SpawnTemplatePrefix ) - local self = BASE:Inherit( self, BASE:New() ) -- #SPAWN - self:F( { SpawnTemplatePrefix } ) - - local TemplateGroup = GROUP:FindByName( SpawnTemplatePrefix ) - if TemplateGroup then - self.SpawnTemplatePrefix = SpawnTemplatePrefix - self.SpawnIndex = 0 - self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart. - self.AliveUnits = 0 -- Contains the counter how many units are currently alive - self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not. - self.SpawnTemplate = self._GetTemplate( self, SpawnTemplatePrefix ) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!! - self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning. - self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts. - self.SpawnInitLimit = false -- By default, no InitLimit - self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time. - self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned. - self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false. - self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned. - self.AIOnOff = true -- The AI is on by default when spawning a group. - self.SpawnUnControlled = false - self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name. - self.DelayOnOff = false -- No intial delay when spawning the first group. - self.Grouping = nil -- No grouping. - self.SpawnInitLivery = nil -- No special livery. - self.SpawnInitSkill = nil -- No special skill. - - self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned. - else - error( "SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" ) - end - - self:SetEventPriority( 5 ) - self.SpawnHookScheduler = SCHEDULER:New( nil ) - - return self -end - ---- Creates a new SPAWN instance to create new groups based on the defined template and using a new alias for each new group. --- @param #SPAWN self --- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. --- @param #string SpawnAliasPrefix is the name that will be given to the Group at runtime. --- @return #SPAWN --- @usage --- -- NATO helicopters engaging in the battle field. --- Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' ) --- @usage local PlaneWithAlias = SPAWN:NewWithAlias( "Plane", "Bomber" ) -- Creates a new local variable that can instantiate new planes with the name "Bomber#ddd" using the template "Plane" as defined within the ME. -function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix ) - local self = BASE:Inherit( self, BASE:New() ) - self:F( { SpawnTemplatePrefix, SpawnAliasPrefix } ) - - local TemplateGroup = GROUP:FindByName( SpawnTemplatePrefix ) - if TemplateGroup then - self.SpawnTemplatePrefix = SpawnTemplatePrefix - self.SpawnAliasPrefix = SpawnAliasPrefix - self.SpawnIndex = 0 - self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart. - self.AliveUnits = 0 -- Contains the counter how many units are currently alive - self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not. - self.SpawnTemplate = self._GetTemplate( self, SpawnTemplatePrefix ) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!! - self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning. - self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts. - self.SpawnInitLimit = false -- By default, no InitLimit - self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time. - self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned. - self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false. - self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned. - self.AIOnOff = true -- The AI is on by default when spawning a group. - self.SpawnUnControlled = false - self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name. - self.DelayOnOff = false -- No intial delay when spawning the first group. - self.Grouping = nil -- No grouping. - self.SpawnInitLivery = nil -- No special livery. - self.SpawnInitSkill = nil -- No special skill. - - self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned. - else - error( "SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" ) - end - - self:SetEventPriority( 5 ) - self.SpawnHookScheduler = SCHEDULER:New( nil ) - - return self -end - - ---- Creates a new SPAWN instance to create new groups based on the provided template. --- @param #SPAWN self --- @param #table SpawnTemplate is the Template of the Group. This must be a valid Group Template structure! --- @param #string SpawnTemplatePrefix is the name of the Group that will be given at each spawn. --- @param #string SpawnAliasPrefix (optional) is the name that will be given to the Group at runtime. --- @return #SPAWN --- @usage --- -- Create a new SPAWN object based on a Group Template defined from scratch. --- Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' ) --- @usage --- -- Create a new CSAR_Spawn object based on a normal Group Template to spawn a soldier. --- local CSAR_Spawn = SPAWN:NewWithFromTemplate( Template, "CSAR", "Pilot" ) -function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix ) - local self = BASE:Inherit( self, BASE:New() ) - self:F( { SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix } ) - - if SpawnTemplate then - self.SpawnTemplate = SpawnTemplate -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!! - self.SpawnTemplatePrefix = SpawnTemplatePrefix - self.SpawnAliasPrefix = SpawnAliasPrefix - self.SpawnIndex = 0 - self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart. - self.AliveUnits = 0 -- Contains the counter how many units are currently alive - self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not. - self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning. - self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts. - self.SpawnInitLimit = false -- By default, no InitLimit. - self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time. - self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned. - self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false. - self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned. - self.AIOnOff = true -- The AI is on by default when spawning a group. - self.SpawnUnControlled = false - self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name. - self.DelayOnOff = false -- No intial delay when spawning the first group. - self.Grouping = nil -- No grouping. - self.SpawnInitLivery = nil -- No special livery. - self.SpawnInitSkill = nil -- No special skill. - - self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned. - else - error( "There is no template provided for SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" ) - end - - self:SetEventPriority( 5 ) - self.SpawnHookScheduler = SCHEDULER:New( nil ) - - return self -end - - ---- Limits the Maximum amount of Units that can be alive at the same time, and the maximum amount of groups that can be spawned. --- Note that this method is exceptionally important to balance the performance of the mission. Depending on the machine etc, a mission can only process a maximum amount of units. --- If the time interval must be short, but there should not be more Units or Groups alive than a maximum amount of units, then this method should be used... --- When a @{#SPAWN.New} is executed and the limit of the amount of units alive is reached, then no new spawn will happen of the group, until some of these units of the spawn object will be destroyed. --- @param #SPAWN self --- @param #number SpawnMaxUnitsAlive The maximum amount of units that can be alive at runtime. --- @param #number SpawnMaxGroups The maximum amount of groups that can be spawned. When the limit is reached, then no more actual spawns will happen of the group. --- This parameter is useful to define a maximum amount of airplanes, ground troops, helicopters, ships etc within a supply area. --- This parameter accepts the value 0, which defines that there are no maximum group limits, but there are limits on the maximum of units that can be alive at the same time. --- @return #SPAWN self --- @usage --- -- NATO helicopters engaging in the battle field. --- -- This helicopter group consists of one Unit. So, this group will SPAWN maximum 2 groups simultaneously within the DCSRTE. --- -- There will be maximum 24 groups spawned during the whole mission lifetime. --- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitLimit( 2, 24 ) -function SPAWN:InitLimit( SpawnMaxUnitsAlive, SpawnMaxGroups ) - self:F( { self.SpawnTemplatePrefix, SpawnMaxUnitsAlive, SpawnMaxGroups } ) - - self.SpawnInitLimit = true - self.SpawnMaxUnitsAlive = SpawnMaxUnitsAlive -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time. - self.SpawnMaxGroups = SpawnMaxGroups -- The maximum amount of groups that can be spawned. - - for SpawnGroupID = 1, self.SpawnMaxGroups do - self:_InitializeSpawnGroups( SpawnGroupID ) - end - - return self -end - ---- Keeps the unit names as defined within the mission editor, --- but note that anything after a # mark is ignored, --- and any spaces before and after the resulting name are removed. --- IMPORTANT! This method MUST be the first used after :New !!! --- @param #SPAWN self --- @param #boolean KeepUnitNames (optional) If true, the unit names are kept, false or not provided to make new unit names. --- @return #SPAWN self -function SPAWN:InitKeepUnitNames( KeepUnitNames ) - self:F( ) - - self.SpawnInitKeepUnitNames = KeepUnitNames or true - - return self -end - - ---- Flags that the spawned groups must be spawned late activated. --- @param #SPAWN self --- @param #boolean LateActivated (optional) If true, the spawned groups are late activated. --- @return #SPAWN self -function SPAWN:InitLateActivated( LateActivated ) - self:F( ) - - self.LateActivated = LateActivated or true - - return self -end - - ---- Defines the Heading for the new spawned units. --- The heading can be given as one fixed degree, or can be randomized between minimum and maximum degrees. --- @param #SPAWN self --- @param #number HeadingMin The minimum or fixed heading in degrees. --- @param #number HeadingMax (optional) The maximum heading in degrees. This there is no maximum heading, then the heading will be fixed for all units using minimum heading. --- @return #SPAWN self --- @usage --- --- Spawn = SPAWN:New( ... ) --- --- -- Spawn the units pointing to 100 degrees. --- Spawn:InitHeading( 100 ) --- --- -- Spawn the units pointing between 100 and 150 degrees. --- Spawn:InitHeading( 100, 150 ) --- -function SPAWN:InitHeading( HeadingMin, HeadingMax ) - self:F( ) - - self.SpawnInitHeadingMin = HeadingMin - self.SpawnInitHeadingMax = HeadingMax - - return self -end - - ---- Sets the coalition of the spawned group. Note that it might be necessary to also set the country explicitly! --- @param #SPAWN self --- @param DCS#coalition.side Coalition Coalition of the group as number of enumerator: --- --- * @{DCS#coaliton.side.NEUTRAL} --- * @{DCS#coaliton.side.RED} --- * @{DCS#coalition.side.BLUE} --- --- @return #SPAWN self -function SPAWN:InitCoalition( Coalition ) - self:F({coalition=Coalition}) - - self.SpawnInitCoalition = Coalition - - return self -end - ---- Sets the country of the spawn group. Note that the country determins the coalition of the group depending on which country is defined to be on which side for each specific mission! --- @param #SPAWN self --- @param #DCS.country Country Country id as number or enumerator: --- --- * @{DCS#country.id.RUSSIA} --- * @{DCS#county.id.USA} --- --- @return #SPAWN self -function SPAWN:InitCountry( Country ) - self:F( ) - - self.SpawnInitCountry = Country - - return self -end - - ---- Sets category ID of the group. --- @param #SPAWN self --- @param #number Category Category id. --- @return #SPAWN self -function SPAWN:InitCategory( Category ) - self:F( ) - - self.SpawnInitCategory = Category - - return self -end - ---- Sets livery of the group. --- @param #SPAWN self --- @param #string Livery Livery name. Note that this is not necessarily the same name as displayed in the mission edior. --- @return #SPAWN self -function SPAWN:InitLivery( Livery ) - self:F({livery=Livery} ) - - self.SpawnInitLivery = Livery - - return self -end - ---- Sets skill of the group. --- @param #SPAWN self --- @param #string Skill Skill, possible values "Average", "Good", "High", "Excellent" or "Random". --- @return #SPAWN self -function SPAWN:InitSkill( Skill ) - self:F({skill=Skill}) - if Skill:lower()=="average" then - self.SpawnInitSkill="Average" - elseif Skill:lower()=="good" then - self.SpawnInitSkill="Good" - elseif Skill:lower()=="excellent" then - self.SpawnInitSkill="Excellent" - elseif Skill:lower()=="random" then - self.SpawnInitSkill="Random" - else - self.SpawnInitSkill="High" - end - - return self -end - - ---- Randomizes the defined route of the SpawnTemplatePrefix group in the ME. This is very useful to define extra variation of the behaviour of groups. --- @param #SPAWN self --- @param #number SpawnStartPoint is the waypoint where the randomization begins. --- Note that the StartPoint = 0 equaling the point where the group is spawned. --- @param #number SpawnEndPoint is the waypoint where the randomization ends counting backwards. --- This parameter is useful to avoid randomization to end at a waypoint earlier than the last waypoint on the route. --- @param #number SpawnRadius is the radius in meters in which the randomization of the new waypoints, with the original waypoint of the original template located in the middle ... --- @param #number SpawnHeight (optional) Specifies the **additional** height in meters that can be added to the base height specified at each waypoint in the ME. --- @return #SPAWN --- @usage --- -- NATO helicopters engaging in the battle field. --- -- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP). --- -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter. --- -- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters. --- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute( 2, 2, 2000 ) -function SPAWN:InitRandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius, SpawnHeight ) - self:F( { self.SpawnTemplatePrefix, SpawnStartPoint, SpawnEndPoint, SpawnRadius, SpawnHeight } ) - - self.SpawnRandomizeRoute = true - self.SpawnRandomizeRouteStartPoint = SpawnStartPoint - self.SpawnRandomizeRouteEndPoint = SpawnEndPoint - self.SpawnRandomizeRouteRadius = SpawnRadius - self.SpawnRandomizeRouteHeight = SpawnHeight - - for GroupID = 1, self.SpawnMaxGroups do - self:_RandomizeRoute( GroupID ) - end - - return self -end - ---- Randomizes the position of @{Wrapper.Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens. --- @param #SPAWN self --- @param #boolean RandomizePosition If true, SPAWN will perform the randomization of the @{Wrapper.Group}s position between a given outer and inner radius. --- @param DCS#Distance OuterRadius (optional) The outer radius in meters where the new group will be spawned. --- @param DCS#Distance InnerRadius (optional) The inner radius in meters where the new group will NOT be spawned. --- @return #SPAWN -function SPAWN:InitRandomizePosition( RandomizePosition, OuterRadius, InnerRadius ) - self:F( { self.SpawnTemplatePrefix, RandomizePosition, OuterRadius, InnerRadius } ) - - self.SpawnRandomizePosition = RandomizePosition or false - self.SpawnRandomizePositionOuterRadius = OuterRadius or 0 - self.SpawnRandomizePositionInnerRadius = InnerRadius or 0 - - for GroupID = 1, self.SpawnMaxGroups do - self:_RandomizeRoute( GroupID ) - end - - return self -end - - ---- Randomizes the UNITs that are spawned within a radius band given an Outer and Inner radius. --- @param #SPAWN self --- @param #boolean RandomizeUnits If true, SPAWN will perform the randomization of the @{UNIT}s position within the group between a given outer and inner radius. --- @param DCS#Distance OuterRadius (optional) The outer radius in meters where the new group will be spawned. --- @param DCS#Distance InnerRadius (optional) The inner radius in meters where the new group will NOT be spawned. --- @return #SPAWN --- @usage --- -- NATO helicopters engaging in the battle field. --- -- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP). --- -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter. --- -- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters. --- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute( 2, 2, 2000 ) -function SPAWN:InitRandomizeUnits( RandomizeUnits, OuterRadius, InnerRadius ) - self:F( { self.SpawnTemplatePrefix, RandomizeUnits, OuterRadius, InnerRadius } ) - - self.SpawnRandomizeUnits = RandomizeUnits or false - self.SpawnOuterRadius = OuterRadius or 0 - self.SpawnInnerRadius = InnerRadius or 0 - - for GroupID = 1, self.SpawnMaxGroups do - self:_RandomizeRoute( GroupID ) - end - - return self -end - ---- This method is rather complicated to understand. But I'll try to explain. --- This method becomes useful when you need to spawn groups with random templates of groups defined within the mission editor, --- but they will all follow the same Template route and have the same prefix name. --- In other words, this method randomizes between a defined set of groups the template to be used for each new spawn of a group. --- @param #SPAWN self --- @param #string SpawnTemplatePrefixTable A table with the names of the groups defined within the mission editor, from which one will be choosen when a new group will be spawned. --- @return #SPAWN --- @usage --- -- NATO Tank Platoons invading Gori. --- -- Choose between 13 different 'US Tank Platoon' configurations for each new SPAWN the Group to be spawned for the --- -- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SpawnTemplatePrefixes. --- -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and --- -- with a limit set of maximum 12 Units alive simulteneously and 150 Groups to be spawned during the whole mission. --- Spawn_US_Platoon = { 'US Tank Platoon 1', 'US Tank Platoon 2', 'US Tank Platoon 3', 'US Tank Platoon 4', 'US Tank Platoon 5', --- 'US Tank Platoon 6', 'US Tank Platoon 7', 'US Tank Platoon 8', 'US Tank Platoon 9', 'US Tank Platoon 10', --- 'US Tank Platoon 11', 'US Tank Platoon 12', 'US Tank Platoon 13' } --- Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplate( Spawn_US_Platoon ):InitRandomizeRoute( 3, 3, 2000 ) --- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplate( Spawn_US_Platoon ):InitRandomizeRoute( 3, 3, 2000 ) --- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplate( Spawn_US_Platoon ):InitRandomizeRoute( 3, 3, 2000 ) -function SPAWN:InitRandomizeTemplate( SpawnTemplatePrefixTable ) - self:F( { self.SpawnTemplatePrefix, SpawnTemplatePrefixTable } ) - - self.SpawnTemplatePrefixTable = SpawnTemplatePrefixTable - self.SpawnRandomizeTemplate = true - - for SpawnGroupID = 1, self.SpawnMaxGroups do - self:_RandomizeTemplate( SpawnGroupID ) - end - - return self -end - - ---- Randomize templates to be used as the unit representatives for the Spawned group, defined using a SET_GROUP object. --- This method becomes useful when you need to spawn groups with random templates of groups defined within the mission editor, --- but they will all follow the same Template route and have the same prefix name. --- In other words, this method randomizes between a defined set of groups the template to be used for each new spawn of a group. --- @param #SPAWN self --- @param Core.Set#SET_GROUP SpawnTemplateSet A SET_GROUP object set, that contains the groups that are possible unit representatives of the group to be spawned. --- @return #SPAWN --- @usage --- -- NATO Tank Platoons invading Gori. --- --- -- Choose between different 'US Tank Platoon Template' configurations to be spawned for the --- -- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SPAWN objects. --- --- -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and --- -- with a limit set of maximum 12 Units alive simulteneously and 150 Groups to be spawned during the whole mission. --- --- Spawn_US_PlatoonSet = SET_GROUP:New():FilterPrefixes( "US Tank Platoon Templates" ):FilterOnce() --- --- --- Now use the Spawn_US_PlatoonSet to define the templates using InitRandomizeTemplateSet. --- Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 ) --- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 ) --- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 ) -function SPAWN:InitRandomizeTemplateSet( SpawnTemplateSet ) -- R2.3 - self:F( { self.SpawnTemplatePrefix } ) - - self.SpawnTemplatePrefixTable = SpawnTemplateSet:GetSetNames() - self.SpawnRandomizeTemplate = true - - for SpawnGroupID = 1, self.SpawnMaxGroups do - self:_RandomizeTemplate( SpawnGroupID ) - end - - return self -end - - ---- Randomize templates to be used as the unit representatives for the Spawned group, defined by specifying the prefix names. --- This method becomes useful when you need to spawn groups with random templates of groups defined within the mission editor, --- but they will all follow the same Template route and have the same prefix name. --- In other words, this method randomizes between a defined set of groups the template to be used for each new spawn of a group. --- @param #SPAWN self --- @param #string SpawnTemplatePrefixes A string or a list of string that contains the prefixes of the groups that are possible unit representatives of the group to be spawned. --- @return #SPAWN --- @usage --- -- NATO Tank Platoons invading Gori. --- --- -- Choose between different 'US Tank Platoon Templates' configurations to be spawned for the --- -- 'US Tank Platoon Left', 'US Tank Platoon Middle' and 'US Tank Platoon Right' SPAWN objects. --- --- -- Each new SPAWN will randomize the route, with a defined time interval of 200 seconds with 40% time variation (randomization) and --- -- with a limit set of maximum 12 Units alive simulteneously and 150 Groups to be spawned during the whole mission. --- --- Spawn_US_Platoon_Left = SPAWN:New( 'US Tank Platoon Left' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 ) --- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 ) --- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):Schedule( 200, 0.4 ):InitRandomizeTemplatePrefixes( "US Tank Platoon Templates" ):InitRandomizeRoute( 3, 3, 2000 ) -function SPAWN:InitRandomizeTemplatePrefixes( SpawnTemplatePrefixes ) --R2.3 - self:F( { self.SpawnTemplatePrefix } ) - - local SpawnTemplateSet = SET_GROUP:New():FilterPrefixes( SpawnTemplatePrefixes ):FilterOnce() - - self:InitRandomizeTemplateSet( SpawnTemplateSet ) - - return self -end - - ---- When spawning a new group, make the grouping of the units according the InitGrouping setting. --- @param #SPAWN self --- @param #number Grouping Indicates the maximum amount of units in the group. --- @return #SPAWN -function SPAWN:InitGrouping( Grouping ) -- R2.2 - self:F( { self.SpawnTemplatePrefix, Grouping } ) - - self.SpawnGrouping = Grouping - - return self -end - - - ---- This method provides the functionality to randomize the spawning of the Groups at a given list of zones of different types. --- @param #SPAWN self --- @param #table SpawnZoneTable A table with @{Zone} objects. If this table is given, then each spawn will be executed within the given list of @{Zone}s objects. --- @return #SPAWN --- @usage --- -- Create a zone table of the 2 zones. --- ZoneTable = { ZONE:New( "Zone1" ), ZONE:New( "Zone2" ) } --- --- Spawn_Vehicle_1 = SPAWN:New( "Spawn Vehicle 1" ) --- :InitLimit( 10, 10 ) --- :InitRandomizeRoute( 1, 1, 200 ) --- :InitRandomizeZones( ZoneTable ) --- :SpawnScheduled( 5, .5 ) --- -function SPAWN:InitRandomizeZones( SpawnZoneTable ) - self:F( { self.SpawnTemplatePrefix, SpawnZoneTable } ) - - self.SpawnZoneTable = SpawnZoneTable - self.SpawnRandomizeZones = true - - for SpawnGroupID = 1, self.SpawnMaxGroups do - self:_RandomizeZones( SpawnGroupID ) - end - - return self -end - - - - - ---- For planes and helicopters, when these groups go home and land on their home airbases and farps, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment. --- This method is used to re-spawn automatically (so no extra call is needed anymore) the same group after it has landed. --- This will enable a spawned group to be re-spawned after it lands, until it is destroyed... --- Note: When the group is respawned, it will re-spawn from the original airbase where it took off. --- So ensure that the routes for groups that respawn, always return to the original airbase, or players may get confused ... --- @param #SPAWN self --- @return #SPAWN self --- @usage --- -- RU Su-34 - AI Ship Attack --- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically. --- SpawnRU_SU34 = SPAWN --- :New( 'Su-34' ) --- :Schedule( 2, 3, 1800, 0.4 ) --- :SpawnUncontrolled() --- :InitRandomizeRoute( 1, 1, 3000 ) --- :InitRepeatOnEngineShutDown() --- -function SPAWN:InitRepeat() - self:F( { self.SpawnTemplatePrefix, self.SpawnIndex } ) - - self.Repeat = true - self.RepeatOnEngineShutDown = false - self.RepeatOnLanding = true - - return self -end - ---- Respawn group after landing. --- @param #SPAWN self --- @return #SPAWN self --- @usage --- -- RU Su-34 - AI Ship Attack --- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically. --- SpawnRU_SU34 = SPAWN --- :New( 'Su-34' ) --- :Schedule( 2, 3, 1800, 0.4 ) --- :SpawnUncontrolled() --- :InitRandomizeRoute( 1, 1, 3000 ) --- :InitRepeatOnLanding() --- -function SPAWN:InitRepeatOnLanding() - self:F( { self.SpawnTemplatePrefix } ) - - self:InitRepeat() - self.RepeatOnEngineShutDown = false - self.RepeatOnLanding = true - - return self -end - - ---- Respawn after landing when its engines have shut down. --- @param #SPAWN self --- @return #SPAWN self --- @usage --- -- RU Su-34 - AI Ship Attack --- -- Re-SPAWN the Group(s) after each landing and Engine Shut-Down automatically. --- SpawnRU_SU34 = SPAWN --- :New( 'Su-34' ) --- :Schedule( 2, 3, 1800, 0.4 ) --- :SpawnUncontrolled() --- :InitRandomizeRoute( 1, 1, 3000 ) --- :InitRepeatOnEngineShutDown() --- -function SPAWN:InitRepeatOnEngineShutDown() - self:F( { self.SpawnTemplatePrefix } ) - - self:InitRepeat() - self.RepeatOnEngineShutDown = true - self.RepeatOnLanding = false - - return self -end - - ---- CleanUp groups when they are still alive, but inactive. --- When groups are still alive and have become inactive due to damage and are unable to contribute anything, then this group will be removed at defined intervals in seconds. --- @param #SPAWN self --- @param #string SpawnCleanUpInterval The interval to check for inactive groups within seconds. --- @return #SPAWN self --- @usage --- Spawn_Helicopter:InitCleanUp( 20 ) -- CleanUp the spawning of the helicopters every 20 seconds when they become inactive. -function SPAWN:InitCleanUp( SpawnCleanUpInterval ) - self:F( { self.SpawnTemplatePrefix, SpawnCleanUpInterval } ) - - self.SpawnCleanUpInterval = SpawnCleanUpInterval - self.SpawnCleanUpTimeStamps = {} - - local SpawnGroup, SpawnCursor = self:GetFirstAliveGroup() - self:T( { "CleanUp Scheduler:", SpawnGroup } ) - - --self.CleanUpFunction = routines.scheduleFunction( self._SpawnCleanUpScheduler, { self }, timer.getTime() + 1, SpawnCleanUpInterval ) - self.CleanUpScheduler = SCHEDULER:New( self, self._SpawnCleanUpScheduler, {}, 1, SpawnCleanUpInterval, 0.2 ) - return self -end - - - ---- Makes the groups visible before start (like a batallion). --- The method will take the position of the group as the first position in the array. --- @param #SPAWN self --- @param #number SpawnAngle The angle in degrees how the groups and each unit of the group will be positioned. --- @param #number SpawnWidth The amount of Groups that will be positioned on the X axis. --- @param #number SpawnDeltaX The space between each Group on the X-axis. --- @param #number SpawnDeltaY The space between each Group on the Y-axis. --- @return #SPAWN self --- @usage --- -- Define an array of Groups. --- Spawn_BE_Ground = SPAWN --- :New( 'BE Ground' ) --- :InitLimit( 2, 24 ) --- :InitArray( 90, 10, 100, 50 ) --- -function SPAWN:InitArray( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY ) - self:F( { self.SpawnTemplatePrefix, SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY } ) - - self.SpawnVisible = true -- When the first Spawn executes, all the Groups need to be made visible before start. - - local SpawnX = 0 - local SpawnY = 0 - local SpawnXIndex = 0 - local SpawnYIndex = 0 - - for SpawnGroupID = 1, self.SpawnMaxGroups do - self:T( { SpawnX, SpawnY, SpawnXIndex, SpawnYIndex } ) - - self.SpawnGroups[SpawnGroupID].Visible = true - self.SpawnGroups[SpawnGroupID].Spawned = false - - SpawnXIndex = SpawnXIndex + 1 - if SpawnWidth and SpawnWidth ~= 0 then - if SpawnXIndex >= SpawnWidth then - SpawnXIndex = 0 - SpawnYIndex = SpawnYIndex + 1 - end - end - - local SpawnRootX = self.SpawnGroups[SpawnGroupID].SpawnTemplate.x - local SpawnRootY = self.SpawnGroups[SpawnGroupID].SpawnTemplate.y - - self:_TranslateRotate( SpawnGroupID, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle ) - - self.SpawnGroups[SpawnGroupID].SpawnTemplate.lateActivation = true - self.SpawnGroups[SpawnGroupID].SpawnTemplate.visible = true - - self.SpawnGroups[SpawnGroupID].Visible = true - - self:HandleEvent( EVENTS.Birth, self._OnBirth ) - self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash ) - self:HandleEvent( EVENTS.Crash, self._OnDeadOrCrash ) - self:HandleEvent( EVENTS.RemoveUnit, self._OnDeadOrCrash ) - if self.Repeat then - self:HandleEvent( EVENTS.Takeoff, self._OnTakeOff ) - self:HandleEvent( EVENTS.Land, self._OnLand ) - end - if self.RepeatOnEngineShutDown then - self:HandleEvent( EVENTS.EngineShutdown, self._OnEngineShutDown ) - end - - self.SpawnGroups[SpawnGroupID].Group = _DATABASE:Spawn( self.SpawnGroups[SpawnGroupID].SpawnTemplate ) - - SpawnX = SpawnXIndex * SpawnDeltaX - SpawnY = SpawnYIndex * SpawnDeltaY - end - - return self -end - -do -- AI methods - --- Turns the AI On or Off for the @{Wrapper.Group} when spawning. - -- @param #SPAWN self - -- @param #boolean AIOnOff A value of true sets the AI On, a value of false sets the AI Off. - -- @return #SPAWN The SPAWN object - function SPAWN:InitAIOnOff( AIOnOff ) - - self.AIOnOff = AIOnOff - return self - end - - --- Turns the AI On for the @{Wrapper.Group} when spawning. - -- @param #SPAWN self - -- @return #SPAWN The SPAWN object - function SPAWN:InitAIOn() - - return self:InitAIOnOff( true ) - end - - --- Turns the AI Off for the @{Wrapper.Group} when spawning. - -- @param #SPAWN self - -- @return #SPAWN The SPAWN object - function SPAWN:InitAIOff() - - return self:InitAIOnOff( false ) - end - -end -- AI methods - -do -- Delay methods - --- Turns the Delay On or Off for the first @{Wrapper.Group} scheduled spawning. - -- The default value is that for scheduled spawning, there is an initial delay when spawning the first @{Wrapper.Group}. - -- @param #SPAWN self - -- @param #boolean DelayOnOff A value of true sets the Delay On, a value of false sets the Delay Off. - -- @return #SPAWN The SPAWN object - function SPAWN:InitDelayOnOff( DelayOnOff ) - - self.DelayOnOff = DelayOnOff - return self - end - - --- Turns the Delay On for the @{Wrapper.Group} when spawning. - -- @param #SPAWN self - -- @return #SPAWN The SPAWN object - function SPAWN:InitDelayOn() - - return self:InitDelayOnOff( true ) - end - - --- Turns the Delay Off for the @{Wrapper.Group} when spawning. - -- @param #SPAWN self - -- @return #SPAWN The SPAWN object - function SPAWN:InitDelayOff() - - return self:InitDelayOnOff( false ) - end - -end -- Delay methods - ---- Will spawn a group based on the internal index. --- Note: Uses @{DATABASE} module defined in MOOSE. --- @param #SPAWN self --- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions. -function SPAWN:Spawn() - self:F( { self.SpawnTemplatePrefix, self.SpawnIndex, self.AliveUnits } ) - - return self:SpawnWithIndex( self.SpawnIndex + 1 ) -end - ---- Will re-spawn a group based on a given index. --- Note: Uses @{DATABASE} module defined in MOOSE. --- @param #SPAWN self --- @param #string SpawnIndex The index of the group to be spawned. --- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions. -function SPAWN:ReSpawn( SpawnIndex ) - self:F( { self.SpawnTemplatePrefix, SpawnIndex } ) - - if not SpawnIndex then - SpawnIndex = 1 - end - --- TODO: This logic makes DCS crash and i don't know why (yet). - local SpawnGroup = self:GetGroupFromIndex( SpawnIndex ) - local WayPoints = SpawnGroup and SpawnGroup.WayPoints or nil - if SpawnGroup then - local SpawnDCSGroup = SpawnGroup:GetDCSObject() - if SpawnDCSGroup then - SpawnGroup:Destroy() - end - end - - local SpawnGroup = self:SpawnWithIndex( SpawnIndex ) - if SpawnGroup and WayPoints then - -- If there were WayPoints set, then Re-Execute those WayPoints! - SpawnGroup:WayPointInitialize( WayPoints ) - SpawnGroup:WayPointExecute( 1, 5 ) - end - - if SpawnGroup.ReSpawnFunction then - SpawnGroup:ReSpawnFunction() - end - - SpawnGroup:ResetEvents() - - return SpawnGroup -end - ---- Will spawn a group with a specified index number. --- Uses @{DATABASE} global object defined in MOOSE. --- @param #SPAWN self --- @param #string SpawnIndex The index of the group to be spawned. --- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions. -function SPAWN:SpawnWithIndex( SpawnIndex ) - self:F2( { SpawnTemplatePrefix = self.SpawnTemplatePrefix, SpawnIndex = SpawnIndex, AliveUnits = self.AliveUnits, SpawnMaxGroups = self.SpawnMaxGroups } ) - - if self:_GetSpawnIndex( SpawnIndex ) then - - if self.SpawnGroups[self.SpawnIndex].Visible then - self.SpawnGroups[self.SpawnIndex].Group:Activate() - else - - local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate - self:T( SpawnTemplate.name ) - - if SpawnTemplate then - - local PointVec3 = POINT_VEC3:New( SpawnTemplate.route.points[1].x, SpawnTemplate.route.points[1].alt, SpawnTemplate.route.points[1].y ) - self:T( { "Current point of ", self.SpawnTemplatePrefix, PointVec3 } ) - - -- If RandomizePosition, then Randomize the formation in the zone band, keeping the template. - if self.SpawnRandomizePosition then - local RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnRandomizePositionOuterRadius, self.SpawnRandomizePositionInnerRadius ) - local CurrentX = SpawnTemplate.units[1].x - local CurrentY = SpawnTemplate.units[1].y - SpawnTemplate.x = RandomVec2.x - SpawnTemplate.y = RandomVec2.y - for UnitID = 1, #SpawnTemplate.units do - SpawnTemplate.units[UnitID].x = SpawnTemplate.units[UnitID].x + ( RandomVec2.x - CurrentX ) - SpawnTemplate.units[UnitID].y = SpawnTemplate.units[UnitID].y + ( RandomVec2.y - CurrentY ) - self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y ) - end - end - - -- If RandomizeUnits, then Randomize the formation at the start point. - if self.SpawnRandomizeUnits then - for UnitID = 1, #SpawnTemplate.units do - local RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius ) - SpawnTemplate.units[UnitID].x = RandomVec2.x - SpawnTemplate.units[UnitID].y = RandomVec2.y - self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y ) - end - end - - -- Get correct heading. - local function _Heading(course) - local h - if course<=180 then - h=math.rad(course) - else - h=-math.rad(360-course) - end - return h - end - - -- If Heading is given, point all the units towards the given Heading. - if self.SpawnInitHeadingMin then - for UnitID = 1, #SpawnTemplate.units do - SpawnTemplate.units[UnitID].heading = _Heading(self.SpawnInitHeadingMax and math.random( self.SpawnInitHeadingMin, self.SpawnInitHeadingMax ) or self.SpawnInitHeadingMin) - SpawnTemplate.units[UnitID].psi = -SpawnTemplate.units[UnitID].heading - end - end - - -- Set livery. - if self.SpawnInitLivery then - for UnitID = 1, #SpawnTemplate.units do - SpawnTemplate.units[UnitID].livery_id = self.SpawnInitLivery - end - end - - -- Set skill. - if self.SpawnInitSkill then - for UnitID = 1, #SpawnTemplate.units do - SpawnTemplate.units[UnitID].skill = self.SpawnInitSkill - end - end - - -- Set country, coaliton and categroy. - SpawnTemplate.CategoryID = self.SpawnInitCategory or SpawnTemplate.CategoryID - SpawnTemplate.CountryID = self.SpawnInitCountry or SpawnTemplate.CountryID - SpawnTemplate.CoalitionID = self.SpawnInitCoalition or SpawnTemplate.CoalitionID - - - if SpawnTemplate.CategoryID == Group.Category.HELICOPTER or SpawnTemplate.CategoryID == Group.Category.AIRPLANE then - if SpawnTemplate.route.points[1].type == "TakeOffParking" then - SpawnTemplate.uncontrolled = self.SpawnUnControlled - end - end - end - - self:HandleEvent( EVENTS.Birth, self._OnBirth ) - self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash ) - self:HandleEvent( EVENTS.Crash, self._OnDeadOrCrash ) - self:HandleEvent( EVENTS.RemoveUnit, self._OnDeadOrCrash ) - if self.Repeat then - self:HandleEvent( EVENTS.Takeoff, self._OnTakeOff ) - self:HandleEvent( EVENTS.Land, self._OnLand ) - end - if self.RepeatOnEngineShutDown then - self:HandleEvent( EVENTS.EngineShutdown, self._OnEngineShutDown ) - end - - self.SpawnGroups[self.SpawnIndex].Group = _DATABASE:Spawn( SpawnTemplate ) - - local SpawnGroup = self.SpawnGroups[self.SpawnIndex].Group -- Wrapper.Group#GROUP - - --TODO: Need to check if this function doesn't need to be scheduled, as the group may not be immediately there! - if SpawnGroup then - - SpawnGroup:SetAIOnOff( self.AIOnOff ) - end - - self:T3( SpawnTemplate.name ) - - -- If there is a SpawnFunction hook defined, call it. - if self.SpawnFunctionHook then - -- delay calling this for .1 seconds so that it hopefully comes after the BIRTH event of the group. - self.SpawnHookScheduler:Schedule( nil, self.SpawnFunctionHook, { self.SpawnGroups[self.SpawnIndex].Group, unpack( self.SpawnFunctionArguments)}, 0.1 ) - end - -- TODO: Need to fix this by putting an "R" in the name of the group when the group repeats. - --if self.Repeat then - -- _DATABASE:SetStatusGroup( SpawnTemplate.name, "ReSpawn" ) - --end - end - - self.SpawnGroups[self.SpawnIndex].Spawned = true - return self.SpawnGroups[self.SpawnIndex].Group - else - --self:E( { self.SpawnTemplatePrefix, "No more Groups to Spawn:", SpawnIndex, self.SpawnMaxGroups } ) - end - - return nil -end - ---- Spawns new groups at varying time intervals. --- This is useful if you want to have continuity within your missions of certain (AI) groups to be present (alive) within your missions. --- @param #SPAWN self --- @param #number SpawnTime The time interval defined in seconds between each new spawn of new groups. --- @param #number SpawnTimeVariation The variation to be applied on the defined time interval between each new spawn. --- The variation is a number between 0 and 1, representing the %-tage of variation to be applied on the time interval. --- @return #SPAWN self --- @usage --- -- NATO helicopters engaging in the battle field. --- -- The time interval is set to SPAWN new helicopters between each 600 seconds, with a time variation of 50%. --- -- The time variation in this case will be between 450 seconds and 750 seconds. --- -- This is calculated as follows: --- -- Low limit: 600 * ( 1 - 0.5 / 2 ) = 450 --- -- High limit: 600 * ( 1 + 0.5 / 2 ) = 750 --- -- Between these two values, a random amount of seconds will be choosen for each new spawn of the helicopters. --- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):Schedule( 600, 0.5 ) -function SPAWN:SpawnScheduled( SpawnTime, SpawnTimeVariation ) - self:F( { SpawnTime, SpawnTimeVariation } ) - - if SpawnTime ~= nil and SpawnTimeVariation ~= nil then - local InitialDelay = 0 - if self.DelayOnOff == true then - InitialDelay = math.random( SpawnTime - SpawnTime * SpawnTimeVariation, SpawnTime + SpawnTime * SpawnTimeVariation ) - end - self.SpawnScheduler = SCHEDULER:New( self, self._Scheduler, {}, InitialDelay, SpawnTime, SpawnTimeVariation ) - end - - return self -end - ---- Will re-start the spawning scheduler. --- Note: This method is only required to be called when the schedule was stopped. --- @param #SPAWN self --- @return #SPAWN -function SPAWN:SpawnScheduleStart() - self:F( { self.SpawnTemplatePrefix } ) - - self.SpawnScheduler:Start() - return self -end - ---- Will stop the scheduled spawning scheduler. --- @param #SPAWN self --- @return #SPAWN -function SPAWN:SpawnScheduleStop() - self:F( { self.SpawnTemplatePrefix } ) - - self.SpawnScheduler:Stop() - return self -end - - ---- Allows to place a CallFunction hook when a new group spawns. --- The provided method will be called when a new group is spawned, including its given parameters. --- The first parameter of the SpawnFunction is the @{Wrapper.Group#GROUP} that was spawned. --- @param #SPAWN self --- @param #function SpawnCallBackFunction The function to be called when a group spawns. --- @param SpawnFunctionArguments A random amount of arguments to be provided to the function when the group spawns. --- @return #SPAWN --- @usage --- -- Declare SpawnObject and call a function when a new Group is spawned. --- local SpawnObject = SPAWN --- :New( "SpawnObject" ) --- :InitLimit( 2, 10 ) --- :OnSpawnGroup( --- function( SpawnGroup ) --- SpawnGroup:E( "I am spawned" ) --- end --- ) --- :SpawnScheduled( 300, 0.3 ) --- -function SPAWN:OnSpawnGroup( SpawnCallBackFunction, ... ) - self:F( "OnSpawnGroup" ) - - self.SpawnFunctionHook = SpawnCallBackFunction - self.SpawnFunctionArguments = {} - if arg then - self.SpawnFunctionArguments = arg - end - - return self -end - ---- Will spawn a group at an @{Wrapper.Airbase}. --- This method is mostly advisable to be used if you want to simulate spawning units at an airbase. --- Note that each point in the route assigned to the spawning group is reset to the point of the spawn. --- You can use the returned group to further define the route to be followed. --- --- The @{Wrapper.Airbase#AIRBASE} object must refer to a valid airbase known in the sim. --- You can use the following enumerations to search for the pre-defined airbases on the current known maps of DCS: --- --- * @{Wrapper.Airbase#AIRBASE.Caucasus}: The airbases on the Caucasus map. --- * @{Wrapper.Airbase#AIRBASE.Nevada}: The airbases on the Nevada (NTTR) map. --- * @{Wrapper.Airbase#AIRBASE.Normandy}: The airbases on the Normandy map. --- --- Use the method @{Wrapper.Airbase#AIRBASE.FindByName}() to retrieve the airbase object. --- The known AIRBASE objects are automatically imported at mission start by MOOSE. --- Therefore, there isn't any New() constructor defined for AIRBASE objects. --- --- Ships and Farps are added within the mission, and are therefore not known. --- For these AIRBASE objects, there isn't an @{Wrapper.Airbase#AIRBASE} enumeration defined. --- You need to provide the **exact name** of the airbase as the parameter to the @{Wrapper.Airbase#AIRBASE.FindByName}() method! --- --- @param #SPAWN self --- @param Wrapper.Airbase#AIRBASE SpawnAirbase The @{Wrapper.Airbase} where to spawn the group. --- @param #SPAWN.Takeoff Takeoff (optional) The location and takeoff method. Default is Hot. --- @param #number TakeoffAltitude (optional) The altitude above the ground. --- @param Wrapper.Airbase#AIRBASE.TerminalType TerminalType (optional) The terminal type the aircraft should be spawned at. See @{Wrapper.Airbase#AIRBASE.TerminalType}. --- @param #boolean EmergencyAirSpawn (optional) If true (default), groups are spawned in air if there is no parking spot at the airbase. If false, nothing is spawned if no parking spot is available. --- @param #table Parkingdata (optional) Table holding the coordinates and terminal ids for all units of the group. Spawning will be forced to happen at exactily these spots! --- @return Wrapper.Group#GROUP that was spawned or nil when nothing was spawned. --- @usage --- Spawn_Plane = SPAWN:New( "Plane" ) --- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Cold ) --- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Hot ) --- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Runway ) --- --- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( "Carrier" ), SPAWN.Takeoff.Cold ) --- --- Spawn_Heli = SPAWN:New( "Heli") --- --- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Cold" ), SPAWN.Takeoff.Cold ) --- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Hot" ), SPAWN.Takeoff.Hot ) --- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Runway" ), SPAWN.Takeoff.Runway ) --- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Air" ), SPAWN.Takeoff.Air ) --- --- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "Carrier" ), SPAWN.Takeoff.Cold ) --- --- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Cold, nil, AIRBASE.TerminalType.OpenBig ) --- -function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalType, EmergencyAirSpawn, Parkingdata ) -- R2.2, R2.4 - self:F( { self.SpawnTemplatePrefix, SpawnAirbase, Takeoff, TakeoffAltitude, TerminalType } ) - - -- Get position of airbase. - local PointVec3 = SpawnAirbase:GetCoordinate() - self:T2(PointVec3) - - -- Set take off type. Default is hot. - Takeoff = Takeoff or SPAWN.Takeoff.Hot - - -- By default, groups are spawned in air if no parking spot is available. - if EmergencyAirSpawn==nil then - EmergencyAirSpawn=true - end - - if self:_GetSpawnIndex( self.SpawnIndex + 1 ) then - - -- Get group template. - local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate - - if SpawnTemplate then - - -- Debug output - self:T( { "Current point of ", self.SpawnTemplatePrefix, SpawnAirbase } ) - - -- Template group, unit and its attributes. - local TemplateGroup = GROUP:FindByName(self.SpawnTemplatePrefix) - local TemplateUnit=TemplateGroup:GetUnit(1) - local ishelo=TemplateUnit:HasAttribute("Helicopters") - local isbomber=TemplateUnit:HasAttribute("Bombers") - local istransport=TemplateUnit:HasAttribute("Transports") - local isfighter=TemplateUnit:HasAttribute("Battleplanes") - - -- Number of units in the group. With grouping this can actually differ from the template group size! - local nunits=#SpawnTemplate.units - - -- First waypoint of the group. - local SpawnPoint = SpawnTemplate.route.points[1] - - -- These are only for ships and FARPS. - SpawnPoint.linkUnit = nil - SpawnPoint.helipadId = nil - SpawnPoint.airdromeId = nil - - -- Get airbase ID and category. - local AirbaseID = SpawnAirbase:GetID() - local AirbaseCategory = SpawnAirbase:GetDesc().category - self:F( { AirbaseCategory = AirbaseCategory } ) - - -- Set airdromeId. - if AirbaseCategory == Airbase.Category.SHIP then - SpawnPoint.linkUnit = AirbaseID - SpawnPoint.helipadId = AirbaseID - elseif AirbaseCategory == Airbase.Category.HELIPAD then - SpawnPoint.linkUnit = AirbaseID - SpawnPoint.helipadId = AirbaseID - elseif AirbaseCategory == Airbase.Category.AIRDROME then - SpawnPoint.airdromeId = AirbaseID - end - - -- Set waypoint type/action. - SpawnPoint.alt = 0 - SpawnPoint.type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type - SpawnPoint.action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action - - -- Check if we spawn on ground. - local spawnonground=not (Takeoff==SPAWN.Takeoff.Air) - self:T({spawnonground=spawnonground, TOtype=Takeoff, TOair=Takeoff==SPAWN.Takeoff.Air}) - - -- Check where we actually spawn if we spawn on ground. - local spawnonship=false - local spawnonfarp=false - local spawnonrunway=false - local spawnonairport=false - if spawnonground then - if AirbaseCategory == Airbase.Category.SHIP then - spawnonship=true - elseif AirbaseCategory == Airbase.Category.HELIPAD then - spawnonfarp=true - elseif AirbaseCategory == Airbase.Category.AIRDROME then - spawnonairport=true - end - spawnonrunway=Takeoff==SPAWN.Takeoff.Runway - end - - -- Array with parking spots coordinates. - local parkingspots={} - local parkingindex={} - local spots - - -- Spawn happens on ground, i.e. at an airbase, a FARP or a ship. - if spawnonground then - - -- Number of free parking spots. - local nfree=0 - - -- Set terminal type. - local termtype=TerminalType - if spawnonrunway then - termtype=AIRBASE.TerminalType.Runway - end - - -- Scan options. Might make that input somehow. - local scanradius=50 - local scanunits=true - local scanstatics=true - local scanscenery=false - local verysafe=false - - -- Number of free parking spots at the airbase. - if spawnonship or spawnonfarp or spawnonrunway then - -- These places work procedural and have some kind of build in queue ==> Less effort. - self:T(string.format("Group %s is spawned on farp/ship/runway %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName())) - nfree=SpawnAirbase:GetFreeParkingSpotsNumber(termtype, true) - spots=SpawnAirbase:GetFreeParkingSpotsTable(termtype, true) - elseif Parkingdata~=nil then - -- Parking data explicitly set by user as input parameter. - nfree=#Parkingdata - spots=Parkingdata - else - if ishelo then - if termtype==nil then - -- Helo is spawned. Try exclusive helo spots first. - self:T(string.format("Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterOnly)) - spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterOnly, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits) - nfree=#spots - if nfree=1 then - - -- All units get the same spot. DCS takes care of the rest. - for i=1,nunits do - table.insert(parkingspots, spots[1].Coordinate) - table.insert(parkingindex, spots[1].TerminalID) - end - -- This is actually used... - PointVec3=spots[1].Coordinate - - else - -- If there is absolutely no spot ==> air start! - _notenough=true - end - - elseif spawnonairport then - - if nfree>=nunits then - - for i=1,nunits do - table.insert(parkingspots, spots[i].Coordinate) - table.insert(parkingindex, spots[i].TerminalID) - end - - else - -- Not enough spots for the whole group ==> air start! - _notenough=true - end - end - - -- Not enough spots ==> Prepare airstart. - if _notenough then - - if EmergencyAirSpawn and not self.SpawnUnControlled then - self:E(string.format("WARNING: Group %s has no parking spots at %s ==> air start!", self.SpawnTemplatePrefix, SpawnAirbase:GetName())) - - -- Not enough parking spots at the airport ==> Spawn in air. - spawnonground=false - spawnonship=false - spawnonfarp=false - spawnonrunway=false - - -- Set waypoint type/action to turning point. - SpawnPoint.type = GROUPTEMPLATE.Takeoff[GROUP.Takeoff.Air][1] -- type = Turning Point - SpawnPoint.action = GROUPTEMPLATE.Takeoff[GROUP.Takeoff.Air][2] -- action = Turning Point - - -- Adjust altitude to be 500-1000 m above the airbase. - PointVec3.x=PointVec3.x+math.random(-500,500) - PointVec3.z=PointVec3.z+math.random(-500,500) - if ishelo then - PointVec3.y=PointVec3:GetLandHeight()+math.random(100,1000) - else - -- Randomize position so that multiple AC wont be spawned on top even in air. - PointVec3.y=PointVec3:GetLandHeight()+math.random(500,2500) - end - - Takeoff=GROUP.Takeoff.Air - else - self:E(string.format("WARNING: Group %s has no parking spots at %s ==> No emergency air start or uncontrolled spawning ==> No spawn!", self.SpawnTemplatePrefix, SpawnAirbase:GetName())) - return nil - end - end - - else - - -- Air start requested initially ==> Set altitude. - if TakeoffAltitude then - PointVec3.y=TakeoffAltitude - else - if ishelo then - PointVec3.y=PointVec3:GetLandHeight()+math.random(100,1000) - else - -- Randomize position so that multiple AC wont be spawned on top even in air. - PointVec3.y=PointVec3:GetLandHeight()+math.random(500,2500) - end - end - - end - - -- Translate the position of the Group Template to the Vec3. - for UnitID = 1, nunits do - self:T2('Before Translation SpawnTemplate.units['..UnitID..'].x = '..SpawnTemplate.units[UnitID].x..', SpawnTemplate.units['..UnitID..'].y = '..SpawnTemplate.units[UnitID].y) - - -- Template of the current unit. - local UnitTemplate = SpawnTemplate.units[UnitID] - - -- Tranlate position and preserve the relative position/formation of all aircraft. - local SX = UnitTemplate.x - local SY = UnitTemplate.y - local BX = SpawnTemplate.route.points[1].x - local BY = SpawnTemplate.route.points[1].y - local TX = PointVec3.x + (SX-BX) - local TY = PointVec3.z + (SY-BY) - - if spawnonground then - - -- Ships and FARPS seem to have a build in queue. - if spawnonship or spawnonfarp or spawnonrunway then - - self:T(string.format("Group %s spawning at farp, ship or runway %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName())) - - -- Spawn on ship. We take only the position of the ship. - SpawnTemplate.units[UnitID].x = PointVec3.x --TX - SpawnTemplate.units[UnitID].y = PointVec3.z --TY - SpawnTemplate.units[UnitID].alt = PointVec3.y - - else - - self:T(string.format("Group %s spawning at airbase %s on parking spot id %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), parkingindex[UnitID])) - - -- Get coordinates of parking spot. - SpawnTemplate.units[UnitID].x = parkingspots[UnitID].x - SpawnTemplate.units[UnitID].y = parkingspots[UnitID].z - SpawnTemplate.units[UnitID].alt = parkingspots[UnitID].y - - --parkingspots[UnitID]:MarkToAll(string.format("Group %s spawning at airbase %s on parking spot id %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), parkingindex[UnitID])) - end - - else - - self:T(string.format("Group %s spawning in air at %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName())) - - -- Spawn in air as requested initially. Original template orientation is perserved, altitude is already correctly set. - SpawnTemplate.units[UnitID].x = TX - SpawnTemplate.units[UnitID].y = TY - SpawnTemplate.units[UnitID].alt = PointVec3.y - - end - - -- Parking spot id. - UnitTemplate.parking = nil - UnitTemplate.parking_id = nil - if parkingindex[UnitID] then - UnitTemplate.parking = parkingindex[UnitID] - end - - -- Debug output. - self:T2(string.format("Group %s unit number %d: Parking = %s",self.SpawnTemplatePrefix, UnitID, tostring(UnitTemplate.parking))) - self:T2(string.format("Group %s unit number %d: Parking ID = %s",self.SpawnTemplatePrefix, UnitID, tostring(UnitTemplate.parking_id))) - self:T2('After Translation SpawnTemplate.units['..UnitID..'].x = '..SpawnTemplate.units[UnitID].x..', SpawnTemplate.units['..UnitID..'].y = '..SpawnTemplate.units[UnitID].y) - end - - -- Set gereral spawnpoint position. - SpawnPoint.x = PointVec3.x - SpawnPoint.y = PointVec3.z - SpawnPoint.alt = PointVec3.y - - SpawnTemplate.x = PointVec3.x - SpawnTemplate.y = PointVec3.z - - -- Spawn group. - local GroupSpawned = self:SpawnWithIndex( self.SpawnIndex ) - - -- When spawned in the air, we need to generate a Takeoff Event. - if Takeoff == GROUP.Takeoff.Air then - for UnitID, UnitSpawned in pairs( GroupSpawned:GetUnits() ) do - SCHEDULER:New( nil, BASE.CreateEventTakeoff, { GroupSpawned, timer.getTime(), UnitSpawned:GetDCSObject() } , 5 ) - end - end - - -- Check if we accidentally spawned on the runway. Needs to be schedules, because group is not immidiately alive. - if Takeoff~=SPAWN.Takeoff.Runway and Takeoff~=SPAWN.Takeoff.Air and spawnonairport then - SCHEDULER:New(nil, AIRBASE.CheckOnRunWay, {SpawnAirbase, GroupSpawned, 75, true} , 1.0) - end - - return GroupSpawned - end - end - - return nil -end - ---- Will spawn a group from a Vec3 in 3D space. --- This method is mostly advisable to be used if you want to simulate spawning units in the air, like helicopters or airplanes. --- Note that each point in the route assigned to the spawning group is reset to the point of the spawn. --- You can use the returned group to further define the route to be followed. --- @param #SPAWN self --- @param DCS#Vec3 Vec3 The Vec3 coordinates where to spawn the group. --- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. --- @return Wrapper.Group#GROUP that was spawned. --- @return #nil Nothing was spawned. -function SPAWN:SpawnFromVec3( Vec3, SpawnIndex ) - self:F( { self.SpawnTemplatePrefix, Vec3, SpawnIndex } ) - - local PointVec3 = POINT_VEC3:NewFromVec3( Vec3 ) - self:T2(PointVec3) - - if SpawnIndex then - else - SpawnIndex = self.SpawnIndex + 1 - end - - if self:_GetSpawnIndex( SpawnIndex ) then - - local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate - - if SpawnTemplate then - - self:T( { "Current point of ", self.SpawnTemplatePrefix, Vec3 } ) - - local TemplateHeight = SpawnTemplate.route and SpawnTemplate.route.points[1].alt or nil - - SpawnTemplate.route = SpawnTemplate.route or {} - SpawnTemplate.route.points = SpawnTemplate.route.points or {} - SpawnTemplate.route.points[1] = SpawnTemplate.route.points[1] or {} - SpawnTemplate.route.points[1].x = SpawnTemplate.route.points[1].x or 0 - SpawnTemplate.route.points[1].y = SpawnTemplate.route.points[1].y or 0 - - -- Translate the position of the Group Template to the Vec3. - for UnitID = 1, #SpawnTemplate.units do - --self:T( 'Before Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y ) - local UnitTemplate = SpawnTemplate.units[UnitID] - local SX = UnitTemplate.x or 0 - local SY = UnitTemplate.y or 0 - local BX = SpawnTemplate.route.points[1].x - local BY = SpawnTemplate.route.points[1].y - local TX = Vec3.x + ( SX - BX ) - local TY = Vec3.z + ( SY - BY ) - SpawnTemplate.units[UnitID].x = TX - SpawnTemplate.units[UnitID].y = TY - if SpawnTemplate.CategoryID ~= Group.Category.SHIP then - SpawnTemplate.units[UnitID].alt = Vec3.y or TemplateHeight - end - self:T( 'After Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y ) - end - SpawnTemplate.route.points[1].x = Vec3.x - SpawnTemplate.route.points[1].y = Vec3.z - if SpawnTemplate.CategoryID ~= Group.Category.SHIP then - SpawnTemplate.route.points[1].alt = Vec3.y or TemplateHeight - end - SpawnTemplate.x = Vec3.x - SpawnTemplate.y = Vec3.z - SpawnTemplate.alt = Vec3.y or TemplateHeight - - return self:SpawnWithIndex( self.SpawnIndex ) - end - end - - return nil -end - - ---- Will spawn a group from a Coordinate in 3D space. --- This method is mostly advisable to be used if you want to simulate spawning units in the air, like helicopters or airplanes. --- Note that each point in the route assigned to the spawning group is reset to the point of the spawn. --- You can use the returned group to further define the route to be followed. --- @param #SPAWN self --- @param Core.Point#Coordinate Coordinate The Coordinate coordinates where to spawn the group. --- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. --- @return Wrapper.Group#GROUP that was spawned. --- @return #nil Nothing was spawned. -function SPAWN:SpawnFromCoordinate( Coordinate, SpawnIndex ) - self:F( { self.SpawnTemplatePrefix, SpawnIndex } ) - - return self:SpawnFromVec3( Coordinate:GetVec3(), SpawnIndex ) -end - - - ---- Will spawn a group from a PointVec3 in 3D space. --- This method is mostly advisable to be used if you want to simulate spawning units in the air, like helicopters or airplanes. --- Note that each point in the route assigned to the spawning group is reset to the point of the spawn. --- You can use the returned group to further define the route to be followed. --- @param #SPAWN self --- @param Core.Point#POINT_VEC3 PointVec3 The PointVec3 coordinates where to spawn the group. --- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. --- @return Wrapper.Group#GROUP that was spawned. --- @return #nil Nothing was spawned. --- @usage --- --- local SpawnPointVec3 = ZONE:New( ZoneName ):GetPointVec3( 2000 ) -- Get the center of the ZONE object at 2000 meters from the ground. --- --- -- Spawn at the zone center position at 2000 meters from the ground! --- SpawnAirplanes:SpawnFromPointVec3( SpawnPointVec3 ) --- -function SPAWN:SpawnFromPointVec3( PointVec3, SpawnIndex ) - self:F( { self.SpawnTemplatePrefix, SpawnIndex } ) - - return self:SpawnFromVec3( PointVec3:GetVec3(), SpawnIndex ) -end - - ---- Will spawn a group from a Vec2 in 3D space. --- This method is mostly advisable to be used if you want to simulate spawning groups on the ground from air units, like vehicles. --- Note that each point in the route assigned to the spawning group is reset to the point of the spawn. --- You can use the returned group to further define the route to be followed. --- @param #SPAWN self --- @param DCS#Vec2 Vec2 The Vec2 coordinates where to spawn the group. --- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone. --- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone. --- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. --- @return Wrapper.Group#GROUP that was spawned. --- @return #nil Nothing was spawned. --- @usage --- --- local SpawnVec2 = ZONE:New( ZoneName ):GetVec2() --- --- -- Spawn at the zone center position at the height specified in the ME of the group template! --- SpawnAirplanes:SpawnFromVec2( SpawnVec2 ) --- --- -- Spawn from the static position at the height randomized between 2000 and 4000 meters. --- SpawnAirplanes:SpawnFromVec2( SpawnVec2, 2000, 4000 ) --- -function SPAWN:SpawnFromVec2( Vec2, MinHeight, MaxHeight, SpawnIndex ) - self:F( { self.SpawnTemplatePrefix, self.SpawnIndex, Vec2, MinHeight, MaxHeight, SpawnIndex } ) - - local Height = nil - - if MinHeight and MaxHeight then - Height = math.random( MinHeight, MaxHeight) - end - - return self:SpawnFromVec3( { x = Vec2.x, y = Height, z = Vec2.y }, SpawnIndex ) -- y can be nil. In this case, spawn on the ground for vehicles, and in the template altitude for air. -end - - ---- Will spawn a group from a POINT_VEC2 in 3D space. --- This method is mostly advisable to be used if you want to simulate spawning groups on the ground from air units, like vehicles. --- Note that each point in the route assigned to the spawning group is reset to the point of the spawn. --- You can use the returned group to further define the route to be followed. --- @param #SPAWN self --- @param Core.Point#POINT_VEC2 PointVec2 The PointVec2 coordinates where to spawn the group. --- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone. --- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone. --- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. --- @return Wrapper.Group#GROUP that was spawned. --- @return #nil Nothing was spawned. --- @usage --- --- local SpawnPointVec2 = ZONE:New( ZoneName ):GetPointVec2() --- --- -- Spawn at the zone center position at the height specified in the ME of the group template! --- SpawnAirplanes:SpawnFromPointVec2( SpawnPointVec2 ) --- --- -- Spawn from the static position at the height randomized between 2000 and 4000 meters. --- SpawnAirplanes:SpawnFromPointVec2( SpawnPointVec2, 2000, 4000 ) --- -function SPAWN:SpawnFromPointVec2( PointVec2, MinHeight, MaxHeight, SpawnIndex ) - self:F( { self.SpawnTemplatePrefix, self.SpawnIndex } ) - - return self:SpawnFromVec2( PointVec2:GetVec2(), MinHeight, MaxHeight, SpawnIndex ) -end - - - ---- Will spawn a group from a hosting unit. This method is mostly advisable to be used if you want to simulate spawning from air units, like helicopters, which are dropping infantry into a defined Landing Zone. --- Note that each point in the route assigned to the spawning group is reset to the point of the spawn. --- You can use the returned group to further define the route to be followed. --- @param #SPAWN self --- @param Wrapper.Unit#UNIT HostUnit The air or ground unit dropping or unloading the group. --- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone. --- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone. --- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. --- @return Wrapper.Group#GROUP that was spawned. --- @return #nil Nothing was spawned. --- @usage --- --- local SpawnStatic = STATIC:FindByName( StaticName ) --- --- -- Spawn from the static position at the height specified in the ME of the group template! --- SpawnAirplanes:SpawnFromUnit( SpawnStatic ) --- --- -- Spawn from the static position at the height randomized between 2000 and 4000 meters. --- SpawnAirplanes:SpawnFromUnit( SpawnStatic, 2000, 4000 ) --- -function SPAWN:SpawnFromUnit( HostUnit, MinHeight, MaxHeight, SpawnIndex ) - self:F( { self.SpawnTemplatePrefix, HostUnit, MinHeight, MaxHeight, SpawnIndex } ) - - if HostUnit and HostUnit:IsAlive() ~= nil then -- and HostUnit:getUnit(1):inAir() == false then - return self:SpawnFromVec2( HostUnit:GetVec2(), MinHeight, MaxHeight, SpawnIndex ) - end - - return nil -end - ---- Will spawn a group from a hosting static. This method is mostly advisable to be used if you want to simulate spawning from buldings and structures (static buildings). --- You can use the returned group to further define the route to be followed. --- @param #SPAWN self --- @param Wrapper.Static#STATIC HostStatic The static dropping or unloading the group. --- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone. --- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone. --- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. --- @return Wrapper.Group#GROUP that was spawned. --- @return #nil Nothing was spawned. --- @usage --- --- local SpawnStatic = STATIC:FindByName( StaticName ) --- --- -- Spawn from the static position at the height specified in the ME of the group template! --- SpawnAirplanes:SpawnFromStatic( SpawnStatic ) --- --- -- Spawn from the static position at the height randomized between 2000 and 4000 meters. --- SpawnAirplanes:SpawnFromStatic( SpawnStatic, 2000, 4000 ) --- -function SPAWN:SpawnFromStatic( HostStatic, MinHeight, MaxHeight, SpawnIndex ) - self:F( { self.SpawnTemplatePrefix, HostStatic, MinHeight, MaxHeight, SpawnIndex } ) - - if HostStatic and HostStatic:IsAlive() then - return self:SpawnFromVec2( HostStatic:GetVec2(), MinHeight, MaxHeight, SpawnIndex ) - end - - return nil -end - ---- Will spawn a Group within a given @{Zone}. --- The @{Zone} can be of any type derived from @{Core.Zone#ZONE_BASE}. --- Once the @{Wrapper.Group} is spawned within the zone, the @{Wrapper.Group} will continue on its route. --- The **first waypoint** (where the group is spawned) is replaced with the zone location coordinates. --- @param #SPAWN self --- @param Core.Zone#ZONE Zone The zone where the group is to be spawned. --- @param #boolean RandomizeGroup (optional) Randomization of the @{Wrapper.Group} position in the zone. --- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone. --- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone. --- @param #number SpawnIndex (optional) The index which group to spawn within the given zone. --- @return Wrapper.Group#GROUP that was spawned. --- @return #nil when nothing was spawned. --- @usage --- --- local SpawnZone = ZONE:New( ZoneName ) --- --- -- Spawn at the zone center position at the height specified in the ME of the group template! --- SpawnAirplanes:SpawnInZone( SpawnZone ) --- --- -- Spawn in the zone at a random position at the height specified in the Me of the group template. --- SpawnAirplanes:SpawnInZone( SpawnZone, true ) --- --- -- Spawn in the zone at a random position at the height randomized between 2000 and 4000 meters. --- SpawnAirplanes:SpawnInZone( SpawnZone, true, 2000, 4000 ) --- --- -- Spawn at the zone center position at the height randomized between 2000 and 4000 meters. --- SpawnAirplanes:SpawnInZone( SpawnZone, false, 2000, 4000 ) --- --- -- Spawn at the zone center position at the height randomized between 2000 and 4000 meters. --- SpawnAirplanes:SpawnInZone( SpawnZone, nil, 2000, 4000 ) --- -function SPAWN:SpawnInZone( Zone, RandomizeGroup, MinHeight, MaxHeight, SpawnIndex ) - self:F( { self.SpawnTemplatePrefix, Zone, RandomizeGroup, MinHeight, MaxHeight, SpawnIndex } ) - - if Zone then - if RandomizeGroup then - return self:SpawnFromVec2( Zone:GetRandomVec2(), MinHeight, MaxHeight, SpawnIndex ) - else - return self:SpawnFromVec2( Zone:GetVec2(), MinHeight, MaxHeight, SpawnIndex ) - end - end - - return nil -end - ---- (**AIR**) Will spawn a plane group in UnControlled or Controlled mode... --- This will be similar to the uncontrolled flag setting in the ME. --- You can use UnControlled mode to simulate planes startup and ready for take-off but aren't moving (yet). --- ReSpawn the plane in Controlled mode, and the plane will move... --- @param #SPAWN self --- @param #boolean UnControlled true if UnControlled, false if Controlled. --- @return #SPAWN self -function SPAWN:InitUnControlled( UnControlled ) - self:F2( { self.SpawnTemplatePrefix, UnControlled } ) - - self.SpawnUnControlled = UnControlled or true - - for SpawnGroupID = 1, self.SpawnMaxGroups do - self.SpawnGroups[SpawnGroupID].UnControlled = self.SpawnUnControlled - end - - return self -end - - ---- Get the Coordinate of the Group that is Late Activated as the template for the SPAWN object. --- @param #SPAWN self --- @return Core.Point#COORDINATE The Coordinate -function SPAWN:GetCoordinate() - - local LateGroup = GROUP:FindByName( self.SpawnTemplatePrefix ) - if LateGroup then - return LateGroup:GetCoordinate() - end - - return nil -end - - ---- Will return the SpawnGroupName either with with a specific count number or without any count. --- @param #SPAWN self --- @param #number SpawnIndex Is the number of the Group that is to be spawned. --- @return #string SpawnGroupName -function SPAWN:SpawnGroupName( SpawnIndex ) - self:F( { self.SpawnTemplatePrefix, SpawnIndex } ) - - local SpawnPrefix = self.SpawnTemplatePrefix - if self.SpawnAliasPrefix then - SpawnPrefix = self.SpawnAliasPrefix - end - - if SpawnIndex then - local SpawnName = string.format( '%s#%03d', SpawnPrefix, SpawnIndex ) - self:T( SpawnName ) - return SpawnName - else - self:T( SpawnPrefix ) - return SpawnPrefix - end - -end - ---- Will find the first alive @{Wrapper.Group} it has spawned, and return the alive @{Wrapper.Group} object and the first Index where the first alive @{Wrapper.Group} object has been found. --- @param #SPAWN self --- @return Wrapper.Group#GROUP, #number The @{Wrapper.Group} object found, the new Index where the group was found. --- @return #nil, #nil When no group is found, #nil is returned. --- @usage --- -- Find the first alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission. --- local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup() --- while GroupPlane ~= nil do --- -- Do actions with the GroupPlane object. --- GroupPlane, Index = SpawnPlanes:GetNextAliveGroup( Index ) --- end -function SPAWN:GetFirstAliveGroup() - self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } ) - - for SpawnIndex = 1, self.SpawnCount do - local SpawnGroup = self:GetGroupFromIndex( SpawnIndex ) - if SpawnGroup and SpawnGroup:IsAlive() then - return SpawnGroup, SpawnIndex - end - end - - return nil, nil -end - - ---- Will find the next alive @{Wrapper.Group} object from a given Index, and return a reference to the alive @{Wrapper.Group} object and the next Index where the alive @{Wrapper.Group} has been found. --- @param #SPAWN self --- @param #number SpawnIndexStart A Index holding the start position to search from. This method can also be used to find the first alive @{Wrapper.Group} object from the given Index. --- @return Wrapper.Group#GROUP, #number The next alive @{Wrapper.Group} object found, the next Index where the next alive @{Wrapper.Group} object was found. --- @return #nil, #nil When no alive @{Wrapper.Group} object is found from the start Index position, #nil is returned. --- @usage --- -- Find the first alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission. --- local GroupPlane, Index = SpawnPlanes:GetFirstAliveGroup() --- while GroupPlane ~= nil do --- -- Do actions with the GroupPlane object. --- GroupPlane, Index = SpawnPlanes:GetNextAliveGroup( Index ) --- end -function SPAWN:GetNextAliveGroup( SpawnIndexStart ) - self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndexStart } ) - - SpawnIndexStart = SpawnIndexStart + 1 - for SpawnIndex = SpawnIndexStart, self.SpawnCount do - local SpawnGroup = self:GetGroupFromIndex( SpawnIndex ) - if SpawnGroup and SpawnGroup:IsAlive() then - return SpawnGroup, SpawnIndex - end - end - - return nil, nil -end - ---- Will find the last alive @{Wrapper.Group} object, and will return a reference to the last live @{Wrapper.Group} object and the last Index where the last alive @{Wrapper.Group} object has been found. --- @param #SPAWN self --- @return Wrapper.Group#GROUP, #number The last alive @{Wrapper.Group} object found, the last Index where the last alive @{Wrapper.Group} object was found. --- @return #nil, #nil When no alive @{Wrapper.Group} object is found, #nil is returned. --- @usage --- -- Find the last alive @{Wrapper.Group} object of the SpawnPlanes SPAWN object @{Wrapper.Group} collection that it has spawned during the mission. --- local GroupPlane, Index = SpawnPlanes:GetLastAliveGroup() --- if GroupPlane then -- GroupPlane can be nil!!! --- -- Do actions with the GroupPlane object. --- end -function SPAWN:GetLastAliveGroup() - self:F( { self.SpawnTemplatePrefixself.SpawnAliasPrefix } ) - - self.SpawnIndex = self:_GetLastIndex() - for SpawnIndex = self.SpawnIndex, 1, -1 do - local SpawnGroup = self:GetGroupFromIndex( SpawnIndex ) - if SpawnGroup and SpawnGroup:IsAlive() then - self.SpawnIndex = SpawnIndex - return SpawnGroup - end - end - - self.SpawnIndex = nil - return nil -end - - - ---- Get the group from an index. --- Returns the group from the SpawnGroups list. --- If no index is given, it will return the first group in the list. --- @param #SPAWN self --- @param #number SpawnIndex The index of the group to return. --- @return Wrapper.Group#GROUP self -function SPAWN:GetGroupFromIndex( SpawnIndex ) - self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndex } ) - - if not SpawnIndex then - SpawnIndex = 1 - end - - if self.SpawnGroups and self.SpawnGroups[SpawnIndex] then - local SpawnGroup = self.SpawnGroups[SpawnIndex].Group - return SpawnGroup - else - return nil - end -end - - ---- Return the prefix of a SpawnUnit. --- The method will search for a #-mark, and will return the text before the #-mark. --- It will return nil of no prefix was found. --- @param #SPAWN self --- @param DCS#UNIT DCSUnit The @{DCSUnit} to be searched. --- @return #string The prefix --- @return #nil Nothing found -function SPAWN:_GetPrefixFromGroup( SpawnGroup ) - self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } ) - - local GroupName = SpawnGroup:GetName() - if GroupName then - local SpawnPrefix = string.match( GroupName, ".*#" ) - if SpawnPrefix then - SpawnPrefix = SpawnPrefix:sub( 1, -2 ) - end - return SpawnPrefix - end - - return nil -end - - ---- Get the index from a given group. --- The function will search the name of the group for a #, and will return the number behind the #-mark. -function SPAWN:GetSpawnIndexFromGroup( SpawnGroup ) - self:F2( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } ) - - local IndexString = string.match( SpawnGroup:GetName(), "#(%d*)$" ):sub( 2 ) - local Index = tonumber( IndexString ) - - self:T3( IndexString, Index ) - return Index - -end - ---- Return the last maximum index that can be used. -function SPAWN:_GetLastIndex() - self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } ) - - return self.SpawnMaxGroups -end - ---- Initalize the SpawnGroups collection. --- @param #SPAWN self -function SPAWN:_InitializeSpawnGroups( SpawnIndex ) - self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndex } ) - - if not self.SpawnGroups[SpawnIndex] then - self.SpawnGroups[SpawnIndex] = {} - self.SpawnGroups[SpawnIndex].Visible = false - self.SpawnGroups[SpawnIndex].Spawned = false - self.SpawnGroups[SpawnIndex].UnControlled = false - self.SpawnGroups[SpawnIndex].SpawnTime = 0 - - self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix = self.SpawnTemplatePrefix - self.SpawnGroups[SpawnIndex].SpawnTemplate = self:_Prepare( self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix, SpawnIndex ) - end - - self:_RandomizeTemplate( SpawnIndex ) - self:_RandomizeRoute( SpawnIndex ) - --self:_TranslateRotate( SpawnIndex ) - - return self.SpawnGroups[SpawnIndex] -end - - - ---- Gets the CategoryID of the Group with the given SpawnPrefix -function SPAWN:_GetGroupCategoryID( SpawnPrefix ) - local TemplateGroup = Group.getByName( SpawnPrefix ) - - if TemplateGroup then - return TemplateGroup:getCategory() - else - return nil - end -end - ---- Gets the CoalitionID of the Group with the given SpawnPrefix -function SPAWN:_GetGroupCoalitionID( SpawnPrefix ) - local TemplateGroup = Group.getByName( SpawnPrefix ) - - if TemplateGroup then - return TemplateGroup:getCoalition() - else - return nil - end -end - ---- Gets the CountryID of the Group with the given SpawnPrefix -function SPAWN:_GetGroupCountryID( SpawnPrefix ) - self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnPrefix } ) - - local TemplateGroup = Group.getByName( SpawnPrefix ) - - if TemplateGroup then - local TemplateUnits = TemplateGroup:getUnits() - return TemplateUnits[1]:getCountry() - else - return nil - end -end - ---- Gets the Group Template from the ME environment definition. --- This method used the @{DATABASE} object, which contains ALL initial and new spawned object in MOOSE. --- @param #SPAWN self --- @param #string SpawnTemplatePrefix --- @return @SPAWN self -function SPAWN:_GetTemplate( SpawnTemplatePrefix ) - self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnTemplatePrefix } ) - - local SpawnTemplate = nil - - local Template = _DATABASE.Templates.Groups[SpawnTemplatePrefix].Template - self:F( { Template = Template } ) - - SpawnTemplate = UTILS.DeepCopy( _DATABASE.Templates.Groups[SpawnTemplatePrefix].Template ) - - if SpawnTemplate == nil then - error( 'No Template returned for SpawnTemplatePrefix = ' .. SpawnTemplatePrefix ) - end - - --SpawnTemplate.SpawnCoalitionID = self:_GetGroupCoalitionID( SpawnTemplatePrefix ) - --SpawnTemplate.SpawnCategoryID = self:_GetGroupCategoryID( SpawnTemplatePrefix ) - --SpawnTemplate.SpawnCountryID = self:_GetGroupCountryID( SpawnTemplatePrefix ) - - self:T3( { SpawnTemplate } ) - return SpawnTemplate -end - ---- Prepares the new Group Template. --- @param #SPAWN self --- @param #string SpawnTemplatePrefix --- @param #number SpawnIndex --- @return #SPAWN self -function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) --R2.2 - self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } ) - --- if not self.SpawnTemplate then --- self.SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix ) --- end - - local SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix ) - --local SpawnTemplate = self.SpawnTemplate - SpawnTemplate.name = self:SpawnGroupName( SpawnIndex ) - - SpawnTemplate.groupId = nil - --SpawnTemplate.lateActivation = false - SpawnTemplate.lateActivation = self.LateActivated or false - - if SpawnTemplate.CategoryID == Group.Category.GROUND then - self:T3( "For ground units, visible needs to be false..." ) - SpawnTemplate.visible = false - end - - if self.SpawnGrouping then - local UnitAmount = #SpawnTemplate.units - self:F( { UnitAmount = UnitAmount, SpawnGrouping = self.SpawnGrouping } ) - if UnitAmount > self.SpawnGrouping then - for UnitID = self.SpawnGrouping + 1, UnitAmount do - SpawnTemplate.units[UnitID] = nil - end - else - if UnitAmount < self.SpawnGrouping then - for UnitID = UnitAmount + 1, self.SpawnGrouping do - SpawnTemplate.units[UnitID] = UTILS.DeepCopy( SpawnTemplate.units[1] ) - SpawnTemplate.units[UnitID].unitId = nil - end - end - end - end - - if self.SpawnInitKeepUnitNames == false then - for UnitID = 1, #SpawnTemplate.units do - SpawnTemplate.units[UnitID].name = string.format( SpawnTemplate.name .. '-%02d', UnitID ) - SpawnTemplate.units[UnitID].unitId = nil - end - else - for UnitID = 1, #SpawnTemplate.units do - local UnitPrefix, Rest = string.match( SpawnTemplate.units[UnitID].name, "^([^#]+)#?" ):gsub( "^%s*(.-)%s*$", "%1" ) - self:T( { UnitPrefix, Rest } ) - - SpawnTemplate.units[UnitID].name = string.format( '%s#%03d-%02d', UnitPrefix, SpawnIndex, UnitID ) - SpawnTemplate.units[UnitID].unitId = nil - end - end - - self:T3( { "Template:", SpawnTemplate } ) - return SpawnTemplate - -end - ---- Private method randomizing the routes. --- @param #SPAWN self --- @param #number SpawnIndex The index of the group to be spawned. --- @return #SPAWN -function SPAWN:_RandomizeRoute( SpawnIndex ) - self:F( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnRandomizeRoute, self.SpawnRandomizeRouteStartPoint, self.SpawnRandomizeRouteEndPoint, self.SpawnRandomizeRouteRadius } ) - - if self.SpawnRandomizeRoute then - local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate - local RouteCount = #SpawnTemplate.route.points - - for t = self.SpawnRandomizeRouteStartPoint + 1, ( RouteCount - self.SpawnRandomizeRouteEndPoint ) do - - SpawnTemplate.route.points[t].x = SpawnTemplate.route.points[t].x + math.random( self.SpawnRandomizeRouteRadius * -1, self.SpawnRandomizeRouteRadius ) - SpawnTemplate.route.points[t].y = SpawnTemplate.route.points[t].y + math.random( self.SpawnRandomizeRouteRadius * -1, self.SpawnRandomizeRouteRadius ) - - -- Manage randomization of altitude for airborne units ... - if SpawnTemplate.CategoryID == Group.Category.AIRPLANE or SpawnTemplate.CategoryID == Group.Category.HELICOPTER then - if SpawnTemplate.route.points[t].alt and self.SpawnRandomizeRouteHeight then - SpawnTemplate.route.points[t].alt = SpawnTemplate.route.points[t].alt + math.random( 1, self.SpawnRandomizeRouteHeight ) - end - else - SpawnTemplate.route.points[t].alt = nil - end - - self:T( 'SpawnTemplate.route.points[' .. t .. '].x = ' .. SpawnTemplate.route.points[t].x .. ', SpawnTemplate.route.points[' .. t .. '].y = ' .. SpawnTemplate.route.points[t].y ) - end - end - - self:_RandomizeZones( SpawnIndex ) - - return self -end - ---- Private method that randomizes the template of the group. --- @param #SPAWN self --- @param #number SpawnIndex --- @return #SPAWN self -function SPAWN:_RandomizeTemplate( SpawnIndex ) - self:F( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnRandomizeTemplate } ) - - if self.SpawnRandomizeTemplate then - self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix = self.SpawnTemplatePrefixTable[ math.random( 1, #self.SpawnTemplatePrefixTable ) ] - self.SpawnGroups[SpawnIndex].SpawnTemplate = self:_Prepare( self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix, SpawnIndex ) - self.SpawnGroups[SpawnIndex].SpawnTemplate.route = UTILS.DeepCopy( self.SpawnTemplate.route ) - self.SpawnGroups[SpawnIndex].SpawnTemplate.x = self.SpawnTemplate.x - self.SpawnGroups[SpawnIndex].SpawnTemplate.y = self.SpawnTemplate.y - self.SpawnGroups[SpawnIndex].SpawnTemplate.start_time = self.SpawnTemplate.start_time - local OldX = self.SpawnGroups[SpawnIndex].SpawnTemplate.units[1].x - local OldY = self.SpawnGroups[SpawnIndex].SpawnTemplate.units[1].y - for UnitID = 1, #self.SpawnGroups[SpawnIndex].SpawnTemplate.units do - self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].heading = self.SpawnTemplate.units[1].heading - self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].x = self.SpawnTemplate.units[1].x + ( self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].x - OldX ) - self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].y = self.SpawnTemplate.units[1].y + ( self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].y - OldY ) - self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].alt = self.SpawnTemplate.units[1].alt - end - end - - self:_RandomizeRoute( SpawnIndex ) - - return self -end - ---- Private method that randomizes the @{Zone}s where the Group will be spawned. --- @param #SPAWN self --- @param #number SpawnIndex --- @return #SPAWN self -function SPAWN:_RandomizeZones( SpawnIndex ) - self:F( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnRandomizeZones } ) - - if self.SpawnRandomizeZones then - local SpawnZone = nil -- Core.Zone#ZONE_BASE - while not SpawnZone do - self:T( { SpawnZoneTableCount = #self.SpawnZoneTable, self.SpawnZoneTable } ) - local ZoneID = math.random( #self.SpawnZoneTable ) - self:T( ZoneID ) - SpawnZone = self.SpawnZoneTable[ ZoneID ]:GetZoneMaybe() - end - - self:T( "Preparing Spawn in Zone", SpawnZone:GetName() ) - - local SpawnVec2 = SpawnZone:GetRandomVec2() - - self:T( { SpawnVec2 = SpawnVec2 } ) - - local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate - - self:T( { Route = SpawnTemplate.route } ) - - for UnitID = 1, #SpawnTemplate.units do - local UnitTemplate = SpawnTemplate.units[UnitID] - self:T( 'Before Translation SpawnTemplate.units['..UnitID..'].x = ' .. UnitTemplate.x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. UnitTemplate.y ) - local SX = UnitTemplate.x - local SY = UnitTemplate.y - local BX = SpawnTemplate.route.points[1].x - local BY = SpawnTemplate.route.points[1].y - local TX = SpawnVec2.x + ( SX - BX ) - local TY = SpawnVec2.y + ( SY - BY ) - UnitTemplate.x = TX - UnitTemplate.y = TY - -- TODO: Manage altitude based on landheight... - --SpawnTemplate.units[UnitID].alt = SpawnVec2: - self:T( 'After Translation SpawnTemplate.units['..UnitID..'].x = ' .. UnitTemplate.x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. UnitTemplate.y ) - end - SpawnTemplate.x = SpawnVec2.x - SpawnTemplate.y = SpawnVec2.y - SpawnTemplate.route.points[1].x = SpawnVec2.x - SpawnTemplate.route.points[1].y = SpawnVec2.y - end - - return self - -end - -function SPAWN:_TranslateRotate( SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle ) - self:F( { self.SpawnTemplatePrefix, SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle } ) - - -- Translate - local TranslatedX = SpawnX - local TranslatedY = SpawnY - - -- Rotate - -- From Wikipedia: https://en.wikipedia.org/wiki/Rotation_matrix#Common_rotations - -- x' = x \cos \theta - y \sin \theta\ - -- y' = x \sin \theta + y \cos \theta\ - local RotatedX = - TranslatedX * math.cos( math.rad( SpawnAngle ) ) - + TranslatedY * math.sin( math.rad( SpawnAngle ) ) - local RotatedY = TranslatedX * math.sin( math.rad( SpawnAngle ) ) - + TranslatedY * math.cos( math.rad( SpawnAngle ) ) - - -- Assign - self.SpawnGroups[SpawnIndex].SpawnTemplate.x = SpawnRootX - RotatedX - self.SpawnGroups[SpawnIndex].SpawnTemplate.y = SpawnRootY + RotatedY - - - local SpawnUnitCount = table.getn( self.SpawnGroups[SpawnIndex].SpawnTemplate.units ) - for u = 1, SpawnUnitCount do - - -- Translate - local TranslatedX = SpawnX - local TranslatedY = SpawnY - 10 * ( u - 1 ) - - -- Rotate - local RotatedX = - TranslatedX * math.cos( math.rad( SpawnAngle ) ) - + TranslatedY * math.sin( math.rad( SpawnAngle ) ) - local RotatedY = TranslatedX * math.sin( math.rad( SpawnAngle ) ) - + TranslatedY * math.cos( math.rad( SpawnAngle ) ) - - -- Assign - self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].x = SpawnRootX - RotatedX - self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].y = SpawnRootY + RotatedY - self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].heading = self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].heading + math.rad( SpawnAngle ) - end - - return self -end - ---- Get the next index of the groups to be spawned. This method is complicated, as it is used at several spaces. -function SPAWN:_GetSpawnIndex( SpawnIndex ) - self:F2( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive, self.AliveUnits, #self.SpawnTemplate.units } ) - - if ( self.SpawnMaxGroups == 0 ) or ( SpawnIndex <= self.SpawnMaxGroups ) then - if ( self.SpawnMaxUnitsAlive == 0 ) or ( self.AliveUnits + #self.SpawnTemplate.units <= self.SpawnMaxUnitsAlive ) or self.UnControlled == true then - self:F( { SpawnCount = self.SpawnCount, SpawnIndex = SpawnIndex } ) - if SpawnIndex and SpawnIndex >= self.SpawnCount + 1 then - self.SpawnCount = self.SpawnCount + 1 - SpawnIndex = self.SpawnCount - end - self.SpawnIndex = SpawnIndex - if not self.SpawnGroups[self.SpawnIndex] then - self:_InitializeSpawnGroups( self.SpawnIndex ) - end - else - return nil - end - else - return nil - end - - return self.SpawnIndex -end - - --- TODO Need to delete this... _DATABASE does this now ... - ---- @param #SPAWN self --- @param Core.Event#EVENTDATA EventData -function SPAWN:_OnBirth( EventData ) - self:F( self.SpawnTemplatePrefix ) - - local SpawnGroup = EventData.IniGroup - - if SpawnGroup then - local EventPrefix = self:_GetPrefixFromGroup( SpawnGroup ) - if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group! - self:T( { "Birth Event:", EventPrefix, self.SpawnTemplatePrefix } ) - if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then - self.AliveUnits = self.AliveUnits + 1 - self:T( "Alive Units: " .. self.AliveUnits ) - end - end - end - -end - ---- Obscolete --- @todo Need to delete this... _DATABASE does this now ... - ---- @param #SPAWN self --- @param Core.Event#EVENTDATA EventData -function SPAWN:_OnDeadOrCrash( EventData ) - self:F( self.SpawnTemplatePrefix ) - - local SpawnGroup = EventData.IniGroup - - if SpawnGroup then - local EventPrefix = self:_GetPrefixFromGroup( SpawnGroup ) - if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group! - self:T( { "Dead event: " .. EventPrefix } ) - if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then - self.AliveUnits = self.AliveUnits - 1 - self:T( "Alive Units: " .. self.AliveUnits ) - end - end - end -end - ---- Will detect AIR Units taking off... When the event takes place, the spawned Group is registered as airborne... --- This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups. --- @param #SPAWN self --- @param Core.Event#EVENTDATA EventData -function SPAWN:_OnTakeOff( EventData ) - self:F( self.SpawnTemplatePrefix ) - - local SpawnGroup = EventData.IniGroup - if SpawnGroup then - local EventPrefix = self:_GetPrefixFromGroup( SpawnGroup ) - if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group! - self:T( { "TakeOff event: " .. EventPrefix } ) - if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then - self:T( "self.Landed = false" ) - SpawnGroup:SetState( SpawnGroup, "Spawn_Landed", false ) - end - end - end -end - ---- Will detect AIR Units landing... When the event takes place, the spawned Group is registered as landed. --- This is needed to ensure that Re-SPAWNing is only done for landed AIR Groups. --- @param #SPAWN self --- @param Core.Event#EVENTDATA EventData -function SPAWN:_OnLand( EventData ) - self:F( self.SpawnTemplatePrefix ) - - local SpawnGroup = EventData.IniGroup - if SpawnGroup then - local EventPrefix = self:_GetPrefixFromGroup( SpawnGroup ) - if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group! - self:T( { "Land event: " .. EventPrefix } ) - if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then - -- TODO: Check if this is the last unit of the group that lands. - SpawnGroup:SetState( SpawnGroup, "Spawn_Landed", true ) - if self.RepeatOnLanding then - local SpawnGroupIndex = self:GetSpawnIndexFromGroup( SpawnGroup ) - self:T( { "Landed:", "ReSpawn:", SpawnGroup:GetName(), SpawnGroupIndex } ) - self:ReSpawn( SpawnGroupIndex ) - end - end - end - end -end - ---- Will detect AIR Units shutting down their engines ... --- When the event takes place, and the method @{RepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN. --- But only when the Unit was registered to have landed. --- @param #SPAWN self --- @param Core.Event#EVENTDATA EventData -function SPAWN:_OnEngineShutDown( EventData ) - self:F( self.SpawnTemplatePrefix ) - - local SpawnGroup = EventData.IniGroup - if SpawnGroup then - local EventPrefix = self:_GetPrefixFromGroup( SpawnGroup ) - if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group! - self:T( { "EngineShutdown event: " .. EventPrefix } ) - if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then - -- todo: test if on the runway - local Landed = SpawnGroup:GetState( SpawnGroup, "Spawn_Landed" ) - if Landed and self.RepeatOnEngineShutDown then - local SpawnGroupIndex = self:GetSpawnIndexFromGroup( SpawnGroup ) - self:T( { "EngineShutDown: ", "ReSpawn:", SpawnGroup:GetName(), SpawnGroupIndex } ) - self:ReSpawn( SpawnGroupIndex ) - end - end - end - end -end - ---- This function is called automatically by the Spawning scheduler. --- It is the internal worker method SPAWNing new Groups on the defined time intervals. -function SPAWN:_Scheduler() - self:F2( { "_Scheduler", self.SpawnTemplatePrefix, self.SpawnAliasPrefix, self.SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive } ) - - -- Validate if there are still groups left in the batch... - self:Spawn() - - return true -end - ---- Schedules the CleanUp of Groups --- @param #SPAWN self --- @return #boolean True = Continue Scheduler -function SPAWN:_SpawnCleanUpScheduler() - self:F( { "CleanUp Scheduler:", self.SpawnTemplatePrefix } ) - - local SpawnGroup, SpawnCursor = self:GetFirstAliveGroup() - self:T( { "CleanUp Scheduler:", SpawnGroup, SpawnCursor } ) - - while SpawnGroup do - - local SpawnUnits = SpawnGroup:GetUnits() - - for UnitID, UnitData in pairs( SpawnUnits ) do - - local SpawnUnit = UnitData -- Wrapper.Unit#UNIT - local SpawnUnitName = SpawnUnit:GetName() - - - self.SpawnCleanUpTimeStamps[SpawnUnitName] = self.SpawnCleanUpTimeStamps[SpawnUnitName] or {} - local Stamp = self.SpawnCleanUpTimeStamps[SpawnUnitName] - self:T( { SpawnUnitName, Stamp } ) - - if Stamp.Vec2 then - if SpawnUnit:InAir() == false and SpawnUnit:GetVelocityKMH() < 1 then - local NewVec2 = SpawnUnit:GetVec2() - if Stamp.Vec2.x == NewVec2.x and Stamp.Vec2.y == NewVec2.y then - -- If the plane is not moving, and is on the ground, assign it with a timestamp... - if Stamp.Time + self.SpawnCleanUpInterval < timer.getTime() then - self:T( { "CleanUp Scheduler:", "ReSpawning:", SpawnGroup:GetName() } ) - self:ReSpawn( SpawnCursor ) - Stamp.Vec2 = nil - Stamp.Time = nil - end - else - Stamp.Time = timer.getTime() - Stamp.Vec2 = SpawnUnit:GetVec2() - end - else - Stamp.Vec2 = nil - Stamp.Time = nil - end - else - if SpawnUnit:InAir() == false then - Stamp.Vec2 = SpawnUnit:GetVec2() - if SpawnUnit:GetVelocityKMH() < 1 then - Stamp.Time = timer.getTime() - end - else - Stamp.Time = nil - Stamp.Vec2 = nil - end - end - end - - SpawnGroup, SpawnCursor = self:GetNextAliveGroup( SpawnCursor ) - - self:T( { "CleanUp Scheduler:", SpawnGroup, SpawnCursor } ) - - end - - return true -- Repeat - -end ---- **Core** - Spawn new statics in your running missions. --- --- === --- --- ## Features: --- --- * Spawn new statics from a static already defined using the mission editor. --- * Spawn new statics from a given template. --- * Spawn new statics from a given type. --- * Spawn with a custom heading and location. --- * Spawn within a zone. --- --- === --- --- # Demo Missions --- --- ### [SPAWNSTATIC Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SPS - Spawning Statics) --- --- ### [SPAWNSTATIC Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPS%20-%20Spawning%20Statics) --- --- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases) --- --- === --- --- # YouTube Channel --- --- ### [SPAWNSTATIC YouTube Channel]() --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- === --- --- @module Core.SpawnStatic --- @image Core_Spawnstatic.JPG - - - ---- @type SPAWNSTATIC --- @extends Core.Base#BASE - - ---- Allows to spawn dynamically new @{Static}s. --- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), --- SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy" --- these properties to create a new static object and place it at the desired coordinate. --- --- New spawned @{Static}s get **the same name** as the name of the template Static, --- or gets the given name when a new name is provided at the Spawn method. --- By default, spawned @{Static}s will follow a naming convention at run-time: --- --- * Spawned @{Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, --- and _nnn_ is a **counter from 0 to 99999**. --- --- --- ## SPAWNSTATIC construction methods --- --- Create a new SPAWNSTATIC object with the @{#SPAWNSTATIC.NewFromStatic}(): --- --- * @{#SPAWNSTATIC.NewFromStatic}(): Creates a new SPAWNSTATIC object given a name that is used as the base of the naming of each spawned Static. --- --- ## **Spawn** methods --- --- Groups can be spawned at different times and methods: --- --- * @{#SPAWNSTATIC.SpawnFromPointVec2}(): Spawn a new group from a POINT_VEC2 coordinate. --- (The group will be spawned at land height ). --- * @{#SPAWNSTATIC.SpawnFromZone}(): Spawn a new group in a @{Zone}. --- --- @field #SPAWNSTATIC SPAWNSTATIC --- -SPAWNSTATIC = { - ClassName = "SPAWNSTATIC", -} - - ---- @type SPAWNSTATIC.SpawnZoneTable --- @list SpawnZone - - ---- Creates the main object to spawn a @{Static} defined in the ME. --- @param #SPAWNSTATIC self --- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix. --- @param DCS#country.id SpawnCountryID The ID of the country. --- @param DCS#coalition.side SpawnCoalitionID The ID of the coalition. --- @return #SPAWNSTATIC -function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, SpawnCountryID, SpawnCoalitionID ) - local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC - self:F( { SpawnTemplatePrefix } ) - - local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( SpawnTemplatePrefix ) - if TemplateStatic then - self.SpawnTemplatePrefix = SpawnTemplatePrefix - self.CountryID = SpawnCountryID or CountryID - self.CategoryID = CategoryID - self.CoalitionID = SpawnCoalitionID or CoalitionID - self.SpawnIndex = 0 - else - error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" ) - end - - self:SetEventPriority( 5 ) - - return self -end - ---- Creates the main object to spawn a @{Static} based on a type name. --- @param #SPAWNSTATIC self --- @param #string SpawnTypeName is the name of the type. --- @return #SPAWNSTATIC -function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory, SpawnCountryID, SpawnCoalitionID ) - local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC - self:F( { SpawnTypeName } ) - - self.SpawnTypeName = SpawnTypeName - self.CountryID = SpawnCountryID - self.CoalitionID = SpawnCoalitionID - self.SpawnIndex = 0 - - self:SetEventPriority( 5 ) - - return self -end - - ---- Creates a new @{Static} at the original position. --- @param #SPAWNSTATIC self --- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360. --- @param #string (optional) The name of the new static. --- @return #SPAWNSTATIC -function SPAWNSTATIC:Spawn( Heading, NewName ) --R2.3 - self:F( { Heading, NewName } ) - - local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix ) - - if StaticTemplate then - - local StaticUnitTemplate = StaticTemplate.units[1] - - StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex ) - StaticTemplate.heading = ( Heading / 180 ) * math.pi - - _DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID ) - - local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] ) - - self.SpawnIndex = self.SpawnIndex + 1 - - return _DATABASE:FindStatic(Static:getName()) - end - - return nil -end - - ---- Creates a new @{Static} from a POINT_VEC2. --- @param #SPAWNSTATIC self --- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static. --- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360. --- @param #string (optional) The name of the new static. --- @return #SPAWNSTATIC -function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName ) --R2.1 - self:F( { PointVec2, Heading, NewName } ) - - local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix ) - - if StaticTemplate then - - local StaticUnitTemplate = StaticTemplate.units[1] - - StaticUnitTemplate.x = PointVec2.x - StaticUnitTemplate.y = PointVec2.z - - StaticTemplate.route = nil - StaticTemplate.groupId = nil - - StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex ) - StaticUnitTemplate.name = StaticTemplate.name - StaticUnitTemplate.heading = ( Heading / 180 ) * math.pi - - _DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID) - - self:F({StaticTemplate = StaticTemplate}) - - local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] ) - - self.SpawnIndex = self.SpawnIndex + 1 - - return _DATABASE:FindStatic(Static:getName()) - end - - return nil -end - - ---- Respawns the original @{Static}. --- @param #SPAWNSTATIC self --- @return #SPAWNSTATIC -function SPAWNSTATIC:ReSpawn() - - local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix ) - - if StaticTemplate then - - local StaticUnitTemplate = StaticTemplate.units[1] - StaticTemplate.route = nil - StaticTemplate.groupId = nil - - local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] ) - - return _DATABASE:FindStatic(Static:getName()) - end - - return nil -end - - ---- Creates the original @{Static} at a POINT_VEC2. --- @param #SPAWNSTATIC self --- @param Core.Point#COORDINATE Coordinate The 2D coordinate where to spawn the static. --- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360. --- @return #SPAWNSTATIC -function SPAWNSTATIC:ReSpawnAt( Coordinate, Heading ) - - local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix ) - - if StaticTemplate then - - local StaticUnitTemplate = StaticTemplate.units[1] - - StaticUnitTemplate.x = Coordinate.x - StaticUnitTemplate.y = Coordinate.z - - StaticUnitTemplate.heading = Heading and ( ( Heading / 180 ) * math.pi ) or StaticTemplate.heading - - local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] ) - - return _DATABASE:FindStatic(Static:getName()) - end - - return nil -end - - ---- Creates a new @{Static} from a @{Zone}. --- @param #SPAWNSTATIC self --- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static. --- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360. --- @param #string (optional) The name of the new static. --- @return #SPAWNSTATIC -function SPAWNSTATIC:SpawnFromZone( Zone, Heading, NewName ) --R2.1 - self:F( { Zone, Heading, NewName } ) - - local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName ) - - return Static -end - ---- **Core** - Models the process to achieve goal(s). --- --- === --- --- ## Features: --- --- * Define the goal. --- * Monitor the goal achievement. --- * Manage goal contribution by players. --- --- === --- --- Classes that implement a goal achievement, will derive from GOAL to implement the ways how the achievements can be realized. --- --- === --- --- ### Author: **FlightControl** --- --- === --- --- @module Core.Goal --- @image Core_Goal.JPG - - -do -- Goal - - --- @type GOAL - -- @extends Core.Fsm#FSM - - - --- Models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized. - -- - -- # 1. GOAL constructor - -- - -- * @{#GOAL.New}(): Creates a new GOAL object. - -- - -- # 2. GOAL is a finite state machine (FSM). - -- - -- ## 2.1. GOAL States - -- - -- * **Pending**: The goal object is in progress. - -- * **Achieved**: The goal objective is Achieved. - -- - -- ## 2.2. GOAL Events - -- - -- * **Achieved**: Set the goal objective to Achieved. - -- - -- # 3. Player contributions. - -- - -- Goals are most of the time achieved by players. These player achievements can be registered as part of the goal achievement. - -- Use @{#GOAL.AddPlayerContribution}() to add a player contribution to the goal. - -- The player contributions are based on a points system, an internal counter per player. - -- So once the goal has been achieved, the player contributions can be queried using @{#GOAL.GetPlayerContributions}(), - -- that retrieves all contributions done by the players. For one player, the contribution can be queried using @{#GOAL.GetPlayerContribution}(). - -- The total amount of player contributions can be queried using @{#GOAL.GetTotalContributions}(). - -- - -- # 4. Goal achievement. - -- - -- Once the goal is achieved, the mission designer will need to trigger the goal achievement using the **Achieved** event. - -- The underlying 2 examples will achieve the goals for the `Goal` object: - -- - -- Goal:Achieved() -- Achieve the goal immediately. - -- Goal:__Achieved( 30 ) -- Achieve the goal within 30 seconds. - -- - -- # 5. Check goal achievement. - -- - -- The method @{#GOAL.IsAchieved}() will return true if the goal is achieved (the trigger **Achieved** was executed). - -- You can use this method to check asynchronously if a goal has been achieved, for example using a scheduler. - -- - -- @field #GOAL - GOAL = { - ClassName = "GOAL", - } - - --- @field #table GOAL.Players - GOAL.Players = {} - - --- @field #number GOAL.TotalContributions - GOAL.TotalContributions = 0 - - --- GOAL Constructor. - -- @param #GOAL self - -- @return #GOAL - function GOAL:New() - - local self = BASE:Inherit( self, FSM:New() ) -- #GOAL - self:F( {} ) - - --- Achieved State for GOAL - -- @field GOAL.Achieved - - --- Achieved State Handler OnLeave for GOAL - -- @function [parent=#GOAL] OnLeaveAchieved - -- @param #GOAL self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Achieved State Handler OnEnter for GOAL - -- @function [parent=#GOAL] OnEnterAchieved - -- @param #GOAL self - -- @param #string From - -- @param #string Event - -- @param #string To - - - self:SetStartState( "Pending" ) - self:AddTransition( "*", "Achieved", "Achieved" ) - - --- Achieved Handler OnBefore for GOAL - -- @function [parent=#GOAL] OnBeforeAchieved - -- @param #GOAL self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Achieved Handler OnAfter for GOAL - -- @function [parent=#GOAL] OnAfterAchieved - -- @param #GOAL self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- Achieved Trigger for GOAL - -- @function [parent=#GOAL] Achieved - -- @param #GOAL self - - --- Achieved Asynchronous Trigger for GOAL - -- @function [parent=#GOAL] __Achieved - -- @param #GOAL self - -- @param #number Delay - - self:SetEventPriority( 5 ) - - return self - end - - - --- Add a new contribution by a player. - -- @param #GOAL self - -- @param #string PlayerName The name of the player. - function GOAL:AddPlayerContribution( PlayerName ) - self.Players[PlayerName] = self.Players[PlayerName] or 0 - self.Players[PlayerName] = self.Players[PlayerName] + 1 - self.TotalContributions = self.TotalContributions + 1 - end - - - --- @param #GOAL self - -- @param #number Player contribution. - function GOAL:GetPlayerContribution( PlayerName ) - return self.Players[PlayerName] or 0 - end - - - --- Get the players who contributed to achieve the goal. - -- The result is a list of players, sorted by the name of the players. - -- @param #GOAL self - -- @return #list The list of players, indexed by the player name. - function GOAL:GetPlayerContributions() - return self.Players or {} - end - - - --- Gets the total contributions that happened to achieve the goal. - -- The result is a number. - -- @param #GOAL self - -- @return #number The total number of contributions. 0 is returned if there were no contributions (yet). - function GOAL:GetTotalContributions() - return self.TotalContributions or 0 - end - - - - --- Validates if the goal is achieved. - -- @param #GOAL self - -- @return #boolean true if the goal is achieved. - function GOAL:IsAchieved() - return self:Is( "Achieved" ) - end - -end--- **Core** - Management of spotting logistics, that can be activated and deactivated upon command. --- --- === --- --- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to: --- --- * Spot for a defined duration. --- * Updates of laer spot position every 0.2 seconds for moving targets. --- * Wiggle the spot at the target. --- * Provide a @{Wrapper.Unit} as a target, instead of a point. --- * Implement a status machine, LaseOn, LaseOff. --- --- === --- --- # Demo Missions --- --- ### [SPOT Demo Missions source code]() --- --- ### [SPOT Demo Missions, only for beta testers]() --- --- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases) --- --- === --- --- # YouTube Channel --- --- ### [SPOT YouTube Channel]() --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script. --- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing --- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing --- --- === --- --- @module Core.Spot --- @image Core_Spot.JPG - - -do - - --- @type SPOT - -- @extends Core.Fsm#FSM - - - --- Implements the target spotting or marking functionality, but adds additional luxury to be able to: - -- - -- * Mark targets for a defined duration. - -- * Updates of laer spot position every 0.2 seconds for moving targets. - -- * Wiggle the spot at the target. - -- * Provide a @{Wrapper.Unit} as a target, instead of a point. - -- * Implement a status machine, LaseOn, LaseOff. - -- - -- ## 1. SPOT constructor - -- - -- * @{#SPOT.New}(..\Presentations\SPOT\Dia2.JPG): Creates a new SPOT object. - -- - -- ## 2. SPOT is a FSM - -- - -- ![Process]() - -- - -- ### 2.1 SPOT States - -- - -- * **Off**: Lasing is switched off. - -- * **On**: Lasing is switched on. - -- * **Destroyed**: Target is destroyed. - -- - -- ### 2.2 SPOT Events - -- - -- * **@{#SPOT.LaseOn}(Target, LaserCode, Duration)**: Lase to a target. - -- * **@{#SPOT.LaseOff}()**: Stop lasing the target. - -- * **@{#SPOT.Lasing}()**: Target is being lased. - -- * **@{#SPOT.Destroyed}()**: Triggered when target is destroyed. - -- - -- ## 3. Check if a Target is being lased - -- - -- The method @{#SPOT.IsLasing}() indicates whether lasing is on or off. - -- - -- @field #SPOT - SPOT = { - ClassName = "SPOT", - } - - --- SPOT Constructor. - -- @param #SPOT self - -- @param Wrapper.Unit#UNIT Recce Unit that is lasing - -- @return #SPOT - function SPOT:New( Recce ) - - local self = BASE:Inherit( self, FSM:New() ) -- #SPOT - self:F( {} ) - - self:SetStartState( "Off" ) - self:AddTransition( "Off", "LaseOn", "On" ) - - --- LaseOn Handler OnBefore for SPOT - -- @function [parent=#SPOT] OnBeforeLaseOn - -- @param #SPOT self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- LaseOn Handler OnAfter for SPOT - -- @function [parent=#SPOT] OnAfterLaseOn - -- @param #SPOT self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- LaseOn Trigger for SPOT - -- @function [parent=#SPOT] LaseOn - -- @param #SPOT self - -- @param Wrapper.Positionable#POSITIONABLE Target - -- @param #number LaserCode Laser code. - -- @param #number Duration Duration of lasing in seconds. - - --- LaseOn Asynchronous Trigger for SPOT - -- @function [parent=#SPOT] __LaseOn - -- @param #SPOT self - -- @param #number Delay - -- @param Wrapper.Positionable#POSITIONABLE Target - -- @param #number LaserCode Laser code. - -- @param #number Duration Duration of lasing in seconds. - - - self:AddTransition( "On", "Lasing", "On" ) - self:AddTransition( { "On", "Destroyed" } , "LaseOff", "Off" ) - - --- LaseOff Handler OnBefore for SPOT - -- @function [parent=#SPOT] OnBeforeLaseOff - -- @param #SPOT self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- LaseOff Handler OnAfter for SPOT - -- @function [parent=#SPOT] OnAfterLaseOff - -- @param #SPOT self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- LaseOff Trigger for SPOT - -- @function [parent=#SPOT] LaseOff - -- @param #SPOT self - - --- LaseOff Asynchronous Trigger for SPOT - -- @function [parent=#SPOT] __LaseOff - -- @param #SPOT self - -- @param #number Delay - - self:AddTransition( "*" , "Destroyed", "Destroyed" ) - - --- Destroyed Handler OnBefore for SPOT - -- @function [parent=#SPOT] OnBeforeDestroyed - -- @param #SPOT self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Destroyed Handler OnAfter for SPOT - -- @function [parent=#SPOT] OnAfterDestroyed - -- @param #SPOT self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- Destroyed Trigger for SPOT - -- @function [parent=#SPOT] Destroyed - -- @param #SPOT self - - --- Destroyed Asynchronous Trigger for SPOT - -- @function [parent=#SPOT] __Destroyed - -- @param #SPOT self - -- @param #number Delay - - - - self.Recce = Recce - - self.LaseScheduler = SCHEDULER:New( self ) - - self:SetEventPriority( 5 ) - - self.Lasing = false - - return self - end - - --- @param #SPOT self - -- @param From - -- @param Event - -- @param To - -- @param Wrapper.Positionable#POSITIONABLE Target Unit that is being lased. - -- @param #number LaserCode Laser code. - -- @param #number Duration Duration of lasing in seconds. - function SPOT:onafterLaseOn( From, Event, To, Target, LaserCode, Duration ) - self:F( { "LaseOn", Target, LaserCode, Duration } ) - - local function StopLase( self ) - self:LaseOff() - end - - self.Target = Target - self.LaserCode = LaserCode - - self.Lasing = true - - local RecceDcsUnit = self.Recce:GetDCSObject() - - self.SpotIR = Spot.createInfraRed( RecceDcsUnit, { x = 0, y = 2, z = 0 }, Target:GetPointVec3():AddY(1):GetVec3() ) - self.SpotLaser = Spot.createLaser( RecceDcsUnit, { x = 0, y = 2, z = 0 }, Target:GetPointVec3():AddY(1):GetVec3(), LaserCode ) - - if Duration then - self.ScheduleID = self.LaseScheduler:Schedule( self, StopLase, {self}, Duration ) - end - - self:HandleEvent( EVENTS.Dead ) - - self:__Lasing( -1 ) - end - - --- @param #SPOT self - -- @param Core.Event#EVENTDATA EventData - function SPOT:OnEventDead(EventData) - self:F( { Dead = EventData.IniDCSUnitName, Target = self.Target } ) - if self.Target then - if EventData.IniDCSUnitName == self.Target:GetName() then - self:F( {"Target dead ", self.Target:GetName() } ) - self:Destroyed() - self:LaseOff() - end - end - end - - --- @param #SPOT self - -- @param From - -- @param Event - -- @param To - function SPOT:onafterLasing( From, Event, To ) - - if self.Target:IsAlive() then - self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):AddY(math.random(-100,100)/100):AddX(math.random(-100,100)/100):GetVec3() ) - self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() ) - self:__Lasing( -0.2 ) - else - self:F( { "Target is not alive", self.Target:IsAlive() } ) - end - - end - - --- @param #SPOT self - -- @param From - -- @param Event - -- @param To - -- @return #SPOT - function SPOT:onafterLaseOff( From, Event, To ) - - self:F( {"Stopped lasing for ", self.Target:GetName() , SpotIR = self.SportIR, SpotLaser = self.SpotLaser } ) - - self.Lasing = false - - self.SpotIR:destroy() - self.SpotLaser:destroy() - - self.SpotIR = nil - self.SpotLaser = nil - - if self.ScheduleID then - self.LaseScheduler:Stop(self.ScheduleID) - end - self.ScheduleID = nil - - self.Target = nil - - return self - end - - --- Check if the SPOT is lasing - -- @param #SPOT self - -- @return #boolean true if it is lasing - function SPOT:IsLasing() - return self.Lasing - end - -end--- **Wrapper** -- OBJECT wraps the DCS Object derived objects. --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Wrapper.Object --- @image MOOSE.JPG - - ---- @type OBJECT --- @extends Core.Base#BASE --- @field #string ObjectName The name of the Object. - - ---- Wrapper class to hendle the DCS Object objects. --- --- * Support all DCS Object APIs. --- * Enhance with Object specific APIs not in the DCS Object API set. --- * Manage the "state" of the DCS Object. --- --- ## OBJECT constructor: --- --- The OBJECT class provides the following functions to construct a OBJECT instance: --- --- * @{Wrapper.Object#OBJECT.New}(): Create a OBJECT instance. --- --- @field #OBJECT -OBJECT = { - ClassName = "OBJECT", - ObjectName = "", -} - ---- A DCSObject --- @type DCSObject --- @field id_ The ID of the controllable in DCS - ---- Create a new OBJECT from a DCSObject --- @param #OBJECT self --- @param DCS#Object ObjectName The Object name --- @return #OBJECT self -function OBJECT:New( ObjectName, Test ) - local self = BASE:Inherit( self, BASE:New() ) - self:F2( ObjectName ) - self.ObjectName = ObjectName - - return self -end - - ---- Returns the unit's unique identifier. --- @param Wrapper.Object#OBJECT self --- @return DCS#Object.ID ObjectID or #nil if the DCS Object is not existing or alive. Note that the ID is passed as a string and not a number. -function OBJECT:GetID() - - local DCSObject = self:GetDCSObject() - - if DCSObject then - local ObjectID = DCSObject:getID() - return ObjectID - end - - BASE:E( { "Cannot GetID", Name = self.ObjectName, Class = self:GetClassName() } ) - - return nil -end - ---- Destroys the OBJECT. --- @param #OBJECT self --- @return #boolean true if the object is destroyed. --- @return #nil The DCS Unit is not existing or alive. -function OBJECT:Destroy() - - local DCSObject = self:GetDCSObject() - - if DCSObject then - --BASE:CreateEventCrash( timer.getTime(), DCSObject ) - DCSObject:destroy( false ) - return true - end - - BASE:E( { "Cannot Destroy", Name = self.ObjectName, Class = self:GetClassName() } ) - - return nil -end - - - - - - ---- **Wrapper** -- IDENTIFIABLE is an intermediate class wrapping DCS Object class derived Objects. --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Wrapper.Identifiable --- @image MOOSE.JPG - ---- @type IDENTIFIABLE --- @extends Wrapper.Object#OBJECT --- @field #string IdentifiableName The name of the identifiable. - ---- Wrapper class to handle the DCS Identifiable objects. --- --- * Support all DCS Identifiable APIs. --- * Enhance with Identifiable specific APIs not in the DCS Identifiable API set. --- * Manage the "state" of the DCS Identifiable. --- --- ## IDENTIFIABLE constructor --- --- The IDENTIFIABLE class provides the following functions to construct a IDENTIFIABLE instance: --- --- * @{#IDENTIFIABLE.New}(): Create a IDENTIFIABLE instance. --- --- @field #IDENTIFIABLE -IDENTIFIABLE = { - ClassName = "IDENTIFIABLE", - IdentifiableName = "", -} - -local _CategoryName = { - [Unit.Category.AIRPLANE] = "Airplane", - [Unit.Category.HELICOPTER] = "Helicoper", - [Unit.Category.GROUND_UNIT] = "Ground Identifiable", - [Unit.Category.SHIP] = "Ship", - [Unit.Category.STRUCTURE] = "Structure", - } - ---- Create a new IDENTIFIABLE from a DCSIdentifiable --- @param #IDENTIFIABLE self --- @param #string IdentifiableName The DCS Identifiable name --- @return #IDENTIFIABLE self -function IDENTIFIABLE:New( IdentifiableName ) - local self = BASE:Inherit( self, OBJECT:New( IdentifiableName ) ) - self:F2( IdentifiableName ) - self.IdentifiableName = IdentifiableName - return self -end - ---- Returns if the Identifiable is alive. --- If the Identifiable is not alive, nil is returned. --- If the Identifiable is alive, true is returned. --- @param #IDENTIFIABLE self --- @return #boolean true if Identifiable is alive. --- @return #nil if the Identifiable is not existing or is not alive. -function IDENTIFIABLE:IsAlive() - self:F3( self.IdentifiableName ) - - local DCSIdentifiable = self:GetDCSObject() -- DCS#Object - - if DCSIdentifiable then - local IdentifiableIsAlive = DCSIdentifiable:isExist() - return IdentifiableIsAlive - end - - return false -end - - - - ---- Returns DCS Identifiable object name. --- The function provides access to non-activated objects too. --- @param #IDENTIFIABLE self --- @return #string The name of the DCS Identifiable. --- @return #nil The DCS Identifiable is not existing or alive. -function IDENTIFIABLE:GetName() - self:F2( self.IdentifiableName ) - - local IdentifiableName = self.IdentifiableName - return IdentifiableName -end - - ---- Returns the type name of the DCS Identifiable. --- @param #IDENTIFIABLE self --- @return #string The type name of the DCS Identifiable. --- @return #nil The DCS Identifiable is not existing or alive. -function IDENTIFIABLE:GetTypeName() - self:F2( self.IdentifiableName ) - - local DCSIdentifiable = self:GetDCSObject() - - if DCSIdentifiable then - local IdentifiableTypeName = DCSIdentifiable:getTypeName() - self:T3( IdentifiableTypeName ) - return IdentifiableTypeName - end - - self:F( self.ClassName .. " " .. self.IdentifiableName .. " not found!" ) - return nil -end - - ---- Returns category of the DCS Identifiable. --- @param #IDENTIFIABLE self --- @return DCS#Object.Category The category ID -function IDENTIFIABLE:GetCategory() - self:F2( self.ObjectName ) - - local DCSObject = self:GetDCSObject() - if DCSObject then - local ObjectCategory = DCSObject:getCategory() - self:T3( ObjectCategory ) - return ObjectCategory - end - - return nil -end - - ---- Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor. --- @param #IDENTIFIABLE self --- @return #string The DCS Identifiable Category Name -function IDENTIFIABLE:GetCategoryName() - local DCSIdentifiable = self:GetDCSObject() - - if DCSIdentifiable then - local IdentifiableCategoryName = _CategoryName[ self:GetDesc().category ] - return IdentifiableCategoryName - end - - self:F( self.ClassName .. " " .. self.IdentifiableName .. " not found!" ) - return nil -end - ---- Returns coalition of the Identifiable. --- @param #IDENTIFIABLE self --- @return DCS#coalition.side The side of the coalition. --- @return #nil The DCS Identifiable is not existing or alive. -function IDENTIFIABLE:GetCoalition() - self:F2( self.IdentifiableName ) - - local DCSIdentifiable = self:GetDCSObject() - - if DCSIdentifiable then - local IdentifiableCoalition = DCSIdentifiable:getCoalition() - self:T3( IdentifiableCoalition ) - return IdentifiableCoalition - end - - self:F( self.ClassName .. " " .. self.IdentifiableName .. " not found!" ) - return nil -end - ---- Returns the name of the coalition of the Identifiable. --- @param #IDENTIFIABLE self --- @return #string The name of the coalition. --- @return #nil The DCS Identifiable is not existing or alive. -function IDENTIFIABLE:GetCoalitionName() - self:F2( self.IdentifiableName ) - - local DCSIdentifiable = self:GetDCSObject() - - if DCSIdentifiable then - local IdentifiableCoalition = DCSIdentifiable:getCoalition() - self:T3( IdentifiableCoalition ) - - if IdentifiableCoalition == coalition.side.BLUE then - return "Blue" - end - - if IdentifiableCoalition == coalition.side.RED then - return "Red" - end - - if IdentifiableCoalition == coalition.side.NEUTRAL then - return "Neutral" - end - end - - self:F( self.ClassName .. " " .. self.IdentifiableName .. " not found!" ) - return nil -end - ---- Returns country of the Identifiable. --- @param #IDENTIFIABLE self --- @return DCS#country.id The country identifier. --- @return #nil The DCS Identifiable is not existing or alive. -function IDENTIFIABLE:GetCountry() - self:F2( self.IdentifiableName ) - - local DCSIdentifiable = self:GetDCSObject() - - if DCSIdentifiable then - local IdentifiableCountry = DCSIdentifiable:getCountry() - self:T3( IdentifiableCountry ) - return IdentifiableCountry - end - - self:F( self.ClassName .. " " .. self.IdentifiableName .. " not found!" ) - return nil -end - ---- Returns country name of the Identifiable. --- @param #IDENTIFIABLE self --- @return #string Name of the country. -function IDENTIFIABLE:GetCountryName() - self:F2( self.IdentifiableName ) - local countryid=self:GetCountry() - for name,id in pairs(country.id) do - if countryid==id then - return name - end - end -end - ---- Returns Identifiable descriptor. Descriptor type depends on Identifiable category. --- @param #IDENTIFIABLE self --- @return DCS#Object.Desc The Identifiable descriptor. --- @return #nil The DCS Identifiable is not existing or alive. -function IDENTIFIABLE:GetDesc() - self:F2( self.IdentifiableName ) - - local DCSIdentifiable = self:GetDCSObject() -- DCS#Object - - if DCSIdentifiable then - local IdentifiableDesc = DCSIdentifiable:getDesc() - self:T2( IdentifiableDesc ) - return IdentifiableDesc - end - - self:F( self.ClassName .. " " .. self.IdentifiableName .. " not found!" ) - return nil -end - ---- Check if the Object has the attribute. --- @param #IDENTIFIABLE self --- @param #string AttributeName The attribute name. --- @return #boolean true if the attribute exists. --- @return #nil The DCS Identifiable is not existing or alive. -function IDENTIFIABLE:HasAttribute( AttributeName ) - self:F2( self.IdentifiableName ) - - local DCSIdentifiable = self:GetDCSObject() - - if DCSIdentifiable then - local IdentifiableHasAttribute = DCSIdentifiable:hasAttribute( AttributeName ) - self:T2( IdentifiableHasAttribute ) - return IdentifiableHasAttribute - end - - self:F( self.ClassName .. " " .. self.IdentifiableName .. " not found!" ) - return nil -end - ---- Gets the CallSign of the IDENTIFIABLE, which is a blank by default. --- @param #IDENTIFIABLE self --- @return #string The CallSign of the IDENTIFIABLE. -function IDENTIFIABLE:GetCallsign() - return '' -end - - -function IDENTIFIABLE:GetThreatLevel() - - return 0, "Scenery" -end ---- **Wrapper** -- POSITIONABLE wraps DCS classes that are "positionable". --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Wrapper.Positionable --- @image Wrapper_Positionable.JPG - ---- @type POSITIONABLE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-) --- @extends Wrapper.Identifiable#IDENTIFIABLE - ---- @type POSITIONABLE --- @extends Wrapper.Identifiable#IDENTIFIABLE - - ---- Wrapper class to handle the POSITIONABLE objects. --- --- * Support all DCS APIs. --- * Enhance with POSITIONABLE specific APIs not in the DCS API set. --- * Manage the "state" of the POSITIONABLE. --- --- ## POSITIONABLE constructor --- --- The POSITIONABLE class provides the following functions to construct a POSITIONABLE instance: --- --- * @{#POSITIONABLE.New}(): Create a POSITIONABLE instance. --- --- ## Get the current speed --- --- There are 3 methods that can be used to determine the speed. --- Use @{#POSITIONABLE.GetVelocityKMH}() to retrieve the current speed in km/h. Use @{#POSITIONABLE.GetVelocityMPS}() to retrieve the speed in meters per second. --- The method @{#POSITIONABLE.GetVelocity}() returns the speed vector (a Vec3). --- --- ## Get the current altitude --- --- Altitude can be retrieved using the method @{#POSITIONABLE.GetHeight}() and returns the current altitude in meters from the orthonormal plane. --- --- --- @field #POSITIONABLE -POSITIONABLE = { - ClassName = "POSITIONABLE", - PositionableName = "", -} - ---- @field #POSITIONABLE.__ -POSITIONABLE.__ = {} - ---- @field #POSITIONABLE.__.Cargo -POSITIONABLE.__.Cargo = {} - - ---- A DCSPositionable --- @type DCSPositionable --- @field id_ The ID of the controllable in DCS - ---- Create a new POSITIONABLE from a DCSPositionable --- @param #POSITIONABLE self --- @param #string PositionableName The POSITIONABLE name --- @return #POSITIONABLE self -function POSITIONABLE:New( PositionableName ) - local self = BASE:Inherit( self, IDENTIFIABLE:New( PositionableName ) ) - - self.PositionableName = PositionableName - return self -end - ---- Destroys the POSITIONABLE. --- @param #POSITIONABLE self --- @param #boolean GenerateEvent (Optional) true if you want to generate a crash or dead event for the unit. --- @return #nil The DCS Unit is not existing or alive. --- @usage --- -- Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group. --- Helicopter = UNIT:FindByName( "Helicopter" ) --- Helicopter:Destroy( true ) --- @usage --- -- Ground unit example: destroy the Tanks and generate a S_EVENT_DEAD for each unit in the Tanks group. --- Tanks = UNIT:FindByName( "Tanks" ) --- Tanks:Destroy( true ) --- @usage --- -- Ship unit example: destroy the Ship silently. --- Ship = STATIC:FindByName( "Ship" ) --- Ship:Destroy() --- --- @usage --- -- Destroy without event generation example. --- Ship = STATIC:FindByName( "Boat" ) --- Ship:Destroy( false ) -- Don't generate an event upon destruction. --- -function POSITIONABLE:Destroy( GenerateEvent ) - self:F2( self.ObjectName ) - - local DCSObject = self:GetDCSObject() - - if DCSObject then - - local UnitGroup = self:GetGroup() - local UnitGroupName = UnitGroup:GetName() - self:F( { UnitGroupName = UnitGroupName } ) - - if GenerateEvent and GenerateEvent == true then - if self:IsAir() then - self:CreateEventCrash( timer.getTime(), DCSObject ) - else - self:CreateEventDead( timer.getTime(), DCSObject ) - end - elseif GenerateEvent == false then - -- Do nothing! - else - self:CreateEventRemoveUnit( timer.getTime(), DCSObject ) - end - - USERFLAG:New( UnitGroupName ):Set( 100 ) - DCSObject:destroy() - end - - return nil -end - ---- Returns a pos3 table of the objects current position and orientation in 3D space. X, Y, Z values are unit vectors defining the objects orientation. --- Coordinates are dependent on the position of the maps origin. --- @param Wrapper.Positionable#POSITIONABLE self --- @return DCS#Position Table consisting of the point and orientation tables. -function POSITIONABLE:GetPosition() - self:F2( self.PositionableName ) - - local DCSPositionable = self:GetDCSObject() - - if DCSPositionable then - local PositionablePosition = DCSPositionable:getPosition() - self:T3( PositionablePosition ) - return PositionablePosition - end - - BASE:E( { "Cannot GetPositionVec3", Positionable = self, Alive = self:IsAlive() } ) - return nil -end - ---- Returns a {@DCS#Vec3} table of the objects current orientation in 3D space. X, Y, Z values are unit vectors defining the objects orientation. --- X is the orientation parallel to the movement of the object, Z perpendicular and Y vertical orientation. --- @param Wrapper.Positionable#POSITIONABLE self --- @return DCS#Vec3 X orientation, i.e. parallel to the direction of movement. --- @return DCS#Vec3 Y orientation, i.e. vertical. --- @return DCS#Vec3 Z orientation, i.e. perpendicular to the direction of movement. -function POSITIONABLE:GetOrientation() - local position=self:GetPosition() - if position then - return position.x, position.y, position.z - else - BASE:E( { "Cannot GetOrientation", Positionable = self, Alive = self:IsAlive() } ) - return nil, nil, nil - end -end - ---- Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e. along the direction of movement. --- @param Wrapper.Positionable#POSITIONABLE self --- @return DCS#Vec3 X orientation, i.e. parallel to the direction of movement. -function POSITIONABLE:GetOrientationX() - local position=self:GetPosition() - if position then - return position.x - else - BASE:E( { "Cannot GetOrientationX", Positionable = self, Alive = self:IsAlive() } ) - return nil - end -end - ---- Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e. vertical orientation. --- @param Wrapper.Positionable#POSITIONABLE self --- @return DCS#Vec3 Y orientation, i.e. vertical. -function POSITIONABLE:GetOrientationY() - local position=self:GetPosition() - if position then - return position.y - else - BASE:E( { "Cannot GetOrientationY", Positionable = self, Alive = self:IsAlive() } ) - return nil - end -end - ---- Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e. perpendicular to direction of movement. --- @param Wrapper.Positionable#POSITIONABLE self --- @return DCS#Vec3 Z orientation, i.e. perpendicular to movement. -function POSITIONABLE:GetOrientationZ() - local position=self:GetPosition() - if position then - return position.z - else - BASE:E( { "Cannot GetOrientationZ", Positionable = self, Alive = self:IsAlive() } ) - return nil - end -end - ---- Returns the @{DCS#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission. --- @param Wrapper.Positionable#POSITIONABLE self --- @return DCS#Position The 3D position vectors of the POSITIONABLE. --- @return #nil The POSITIONABLE is not existing or alive. -function POSITIONABLE:GetPositionVec3() - self:F2( self.PositionableName ) - - local DCSPositionable = self:GetDCSObject() - - if DCSPositionable then - local PositionablePosition = DCSPositionable:getPosition().p - self:T3( PositionablePosition ) - return PositionablePosition - end - - BASE:E( { "Cannot GetPositionVec3", Positionable = self, Alive = self:IsAlive() } ) - - return nil -end - ---- Returns the @{DCS#Vec2} vector indicating the point in 2D of the POSITIONABLE within the mission. --- @param Wrapper.Positionable#POSITIONABLE self --- @return DCS#Vec2 The 2D point vector of the POSITIONABLE. --- @return #nil The POSITIONABLE is not existing or alive. -function POSITIONABLE:GetVec2() - self:F2( self.PositionableName ) - - local DCSPositionable = self:GetDCSObject() - - if DCSPositionable then - local PositionableVec3 = DCSPositionable:getPosition().p - - local PositionableVec2 = {} - PositionableVec2.x = PositionableVec3.x - PositionableVec2.y = PositionableVec3.z - - self:T2( PositionableVec2 ) - return PositionableVec2 - end - - BASE:E( { "Cannot GetVec2", Positionable = self, Alive = self:IsAlive() } ) - - return nil -end - ---- Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission. --- @param Wrapper.Positionable#POSITIONABLE self --- @return Core.Point#POINT_VEC2 The 2D point vector of the POSITIONABLE. --- @return #nil The POSITIONABLE is not existing or alive. -function POSITIONABLE:GetPointVec2() - self:F2( self.PositionableName ) - - local DCSPositionable = self:GetDCSObject() - - if DCSPositionable then - local PositionableVec3 = DCSPositionable:getPosition().p - - local PositionablePointVec2 = POINT_VEC2:NewFromVec3( PositionableVec3 ) - - --self:F( PositionablePointVec2 ) - return PositionablePointVec2 - end - - BASE:E( { "Cannot GetPointVec2", Positionable = self, Alive = self:IsAlive() } ) - - return nil -end - ---- Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission. --- @param Wrapper.Positionable#POSITIONABLE self --- @return Core.Point#POINT_VEC3 The 3D point vector of the POSITIONABLE. --- @return #nil The POSITIONABLE is not existing or alive. -function POSITIONABLE:GetPointVec3() - self:F2( self.PositionableName ) - - local DCSPositionable = self:GetDCSObject() - - if DCSPositionable then - local PositionableVec3 = self:GetPositionVec3() - - local PositionablePointVec3 = POINT_VEC3:NewFromVec3( PositionableVec3 ) - - self:T2( PositionablePointVec3 ) - return PositionablePointVec3 - end - - BASE:E( { "Cannot GetPointVec3", Positionable = self, Alive = self:IsAlive() } ) - - return nil -end - ---- Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission. --- @param Wrapper.Positionable#POSITIONABLE self --- @return Core.Point#COORDINATE The COORDINATE of the POSITIONABLE. -function POSITIONABLE:GetCoordinate() - self:F2( self.PositionableName ) - - local DCSPositionable = self:GetDCSObject() - - if DCSPositionable then - local PositionableVec3 = self:GetPositionVec3() - - local PositionableCoordinate = COORDINATE:NewFromVec3( PositionableVec3 ) - PositionableCoordinate:SetHeading( self:GetHeading() ) - PositionableCoordinate:SetVelocity( self:GetVelocityMPS() ) - - self:T2( PositionableCoordinate ) - return PositionableCoordinate - end - - BASE:E( { "Cannot GetCoordinate", Positionable = self, Alive = self:IsAlive() } ) - - return nil -end - - ---- Returns a random @{DCS#Vec3} vector within a range, indicating the point in 3D of the POSITIONABLE within the mission. --- @param Wrapper.Positionable#POSITIONABLE self --- @param #number Radius --- @return DCS#Vec3 The 3D point vector of the POSITIONABLE. --- @return #nil The POSITIONABLE is not existing or alive. --- @usage --- -- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP -function POSITIONABLE:GetRandomVec3( Radius ) - self:F2( self.PositionableName ) - - local DCSPositionable = self:GetDCSObject() - - if DCSPositionable then - local PositionablePointVec3 = DCSPositionable:getPosition().p - - if Radius then - local PositionableRandomVec3 = {} - local angle = math.random() * math.pi*2; - PositionableRandomVec3.x = PositionablePointVec3.x + math.cos( angle ) * math.random() * Radius; - PositionableRandomVec3.y = PositionablePointVec3.y - PositionableRandomVec3.z = PositionablePointVec3.z + math.sin( angle ) * math.random() * Radius; - - self:T3( PositionableRandomVec3 ) - return PositionableRandomVec3 - else - self:F("Radius is nil, returning the PointVec3 of the POSITIONABLE", PositionablePointVec3) - return PositionablePointVec3 - end - end - - BASE:E( { "Cannot GetRandomVec3", Positionable = self, Alive = self:IsAlive() } ) - - return nil -end - ---- Returns the @{DCS#Vec3} vector indicating the 3D vector of the POSITIONABLE within the mission. --- @param Wrapper.Positionable#POSITIONABLE self --- @return DCS#Vec3 The 3D point vector of the POSITIONABLE. --- @return #nil The POSITIONABLE is not existing or alive. -function POSITIONABLE:GetVec3() - self:F2( self.PositionableName ) - - local DCSPositionable = self:GetDCSObject() - - if DCSPositionable then - local PositionableVec3 = DCSPositionable:getPosition().p - self:T3( PositionableVec3 ) - return PositionableVec3 - end - - BASE:E( { "Cannot GetVec3", Positionable = self, Alive = self:IsAlive() } ) - - return nil -end - - ---- Get the bounding box of the underlying POSITIONABLE DCS Object. --- @param #POSITIONABLE self --- @return DCS#Box3 The bounding box of the POSITIONABLE. --- @return #nil The POSITIONABLE is not existing or alive. -function POSITIONABLE:GetBoundingBox() --R2.1 - self:F2() - - local DCSPositionable = self:GetDCSObject() - - if DCSPositionable then - local PositionableDesc = DCSPositionable:getDesc() --DCS#Desc - if PositionableDesc then - local PositionableBox = PositionableDesc.box - return PositionableBox - end - end - - BASE:E( { "Cannot GetBoundingBox", Positionable = self, Alive = self:IsAlive() } ) - - return nil -end - - ---- Get the bounding radius of the underlying POSITIONABLE DCS Object. --- @param #POSITIONABLE self --- @param #number mindist (Optional) If bounding box is smaller than this value, mindist is returned. --- @return DCS#Distance The bounding radius of the POSITIONABLE or #nil if the POSITIONABLE is not existing or alive. -function POSITIONABLE:GetBoundingRadius(mindist) - self:F2() - - local Box = self:GetBoundingBox() - - local boxmin=mindist or 0 - if Box then - local X = Box.max.x - Box.min.x - local Z = Box.max.z - Box.min.z - local CX = X / 2 - local CZ = Z / 2 - return math.max( math.max( CX, CZ ), boxmin ) - end - - BASE:E( { "Cannot GetBoundingRadius", Positionable = self, Alive = self:IsAlive() } ) - - return nil -end - ---- Returns the altitude of the POSITIONABLE. --- @param Wrapper.Positionable#POSITIONABLE self --- @return DCS#Distance The altitude of the POSITIONABLE. --- @return #nil The POSITIONABLE is not existing or alive. -function POSITIONABLE:GetAltitude() - self:F2() - - local DCSPositionable = self:GetDCSObject() - - if DCSPositionable then - local PositionablePointVec3 = DCSPositionable:getPoint() --DCS#Vec3 - return PositionablePointVec3.y - end - - BASE:E( { "Cannot GetAltitude", Positionable = self, Alive = self:IsAlive() } ) - - return nil -end - ---- Returns if the Positionable is located above a runway. --- @param Wrapper.Positionable#POSITIONABLE self --- @return #boolean true if Positionable is above a runway. --- @return #nil The POSITIONABLE is not existing or alive. -function POSITIONABLE:IsAboveRunway() - self:F2( self.PositionableName ) - - local DCSPositionable = self:GetDCSObject() - - if DCSPositionable then - - local Vec2 = self:GetVec2() - local SurfaceType = land.getSurfaceType( Vec2 ) - local IsAboveRunway = SurfaceType == land.SurfaceType.RUNWAY - - self:T2( IsAboveRunway ) - return IsAboveRunway - end - - BASE:E( { "Cannot IsAboveRunway", Positionable = self, Alive = self:IsAlive() } ) - - return nil -end - - -function POSITIONABLE:GetSize() - - local DCSObject = self:GetDCSObject() - - if DCSObject then - return 1 - else - return 0 - end -end - - - ---- Returns the POSITIONABLE heading in degrees. --- @param Wrapper.Positionable#POSITIONABLE self --- @return #number The POSITIONABLE heading --- @return #nil The POSITIONABLE is not existing or alive. -function POSITIONABLE:GetHeading() - local DCSPositionable = self:GetDCSObject() - - if DCSPositionable then - - local PositionablePosition = DCSPositionable:getPosition() - if PositionablePosition then - local PositionableHeading = math.atan2( PositionablePosition.x.z, PositionablePosition.x.x ) - if PositionableHeading < 0 then - PositionableHeading = PositionableHeading + 2 * math.pi - end - PositionableHeading = PositionableHeading * 180 / math.pi - self:T2( PositionableHeading ) - return PositionableHeading - end - end - - BASE:E( { "Cannot GetHeading", Positionable = self, Alive = self:IsAlive() } ) - - return nil -end - --- Is Methods - ---- Returns if the unit is of an air category. --- If the unit is a helicopter or a plane, then this method will return true, otherwise false. --- @param #POSITIONABLE self --- @return #boolean Air category evaluation result. -function POSITIONABLE:IsAir() - self:F2() - - local DCSUnit = self:GetDCSObject() - - if DCSUnit then - local UnitDescriptor = DCSUnit:getDesc() - self:T3( { UnitDescriptor.category, Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } ) - - local IsAirResult = ( UnitDescriptor.category == Unit.Category.AIRPLANE ) or ( UnitDescriptor.category == Unit.Category.HELICOPTER ) - - self:T3( IsAirResult ) - return IsAirResult - end - - return nil -end - ---- Returns if the unit is of an ground category. --- If the unit is a ground vehicle or infantry, this method will return true, otherwise false. --- @param #POSITIONABLE self --- @return #boolean Ground category evaluation result. -function POSITIONABLE:IsGround() - self:F2() - - local DCSUnit = self:GetDCSObject() - - if DCSUnit then - local UnitDescriptor = DCSUnit:getDesc() - self:T3( { UnitDescriptor.category, Unit.Category.GROUND_UNIT } ) - - local IsGroundResult = ( UnitDescriptor.category == Unit.Category.GROUND_UNIT ) - - self:T3( IsGroundResult ) - return IsGroundResult - end - - return nil -end - - ---- Returns true if the POSITIONABLE is in the air. --- Polymorphic, is overridden in GROUP and UNIT. --- @param Wrapper.Positionable#POSITIONABLE self --- @return #boolean true if in the air. --- @return #nil The POSITIONABLE is not existing or alive. -function POSITIONABLE:InAir() - self:F2( self.PositionableName ) - - return nil -end - - ---- Returns the a @{Velocity} object from the positionable. --- @param Wrapper.Positionable#POSITIONABLE self --- @return Core.Velocity#VELOCITY Velocity The Velocity object. --- @return #nil The POSITIONABLE is not existing or alive. -function POSITIONABLE:GetVelocity() - self:F2( self.PositionableName ) - - local DCSPositionable = self:GetDCSObject() - - if DCSPositionable then - local Velocity = VELOCITY:New( self ) - return Velocity - end - - BASE:E( { "Cannot GetVelocity", Positionable = self, Alive = self:IsAlive() } ) - - return nil -end - - - ---- Returns the POSITIONABLE velocity Vec3 vector. --- @param Wrapper.Positionable#POSITIONABLE self --- @return DCS#Vec3 The velocity Vec3 vector --- @return #nil The POSITIONABLE is not existing or alive. -function POSITIONABLE:GetVelocityVec3() - self:F2( self.PositionableName ) - - local DCSPositionable = self:GetDCSObject() - - if DCSPositionable and DCSPositionable:isExist() then - local PositionableVelocityVec3 = DCSPositionable:getVelocity() - self:T3( PositionableVelocityVec3 ) - return PositionableVelocityVec3 - end - - BASE:E( { "Cannot GetVelocityVec3", Positionable = self, Alive = self:IsAlive() } ) - - return nil -end - - ---- Returns the POSITIONABLE height in meters. --- @param Wrapper.Positionable#POSITIONABLE self --- @return DCS#Vec3 The height of the positionable. --- @return #nil The POSITIONABLE is not existing or alive. -function POSITIONABLE:GetHeight() --R2.1 - self:F2( self.PositionableName ) - - local DCSPositionable = self:GetDCSObject() - - if DCSPositionable then - local PositionablePosition = DCSPositionable:getPosition() - if PositionablePosition then - local PositionableHeight = PositionablePosition.p.y - self:T2( PositionableHeight ) - return PositionableHeight - end - end - - return nil -end - - ---- Returns the POSITIONABLE velocity in km/h. --- @param Wrapper.Positionable#POSITIONABLE self --- @return #number The velocity in km/h -function POSITIONABLE:GetVelocityKMH() - self:F2( self.PositionableName ) - - local DCSPositionable = self:GetDCSObject() - - if DCSPositionable and DCSPositionable:isExist() then - local VelocityVec3 = self:GetVelocityVec3() - local Velocity = ( VelocityVec3.x ^ 2 + VelocityVec3.y ^ 2 + VelocityVec3.z ^ 2 ) ^ 0.5 -- in meters / sec - local Velocity = Velocity * 3.6 -- now it is in km/h. - self:T3( Velocity ) - return Velocity - end - - return 0 -end - ---- Returns the POSITIONABLE velocity in meters per second. --- @param Wrapper.Positionable#POSITIONABLE self --- @return #number The velocity in meters per second. -function POSITIONABLE:GetVelocityMPS() - self:F2( self.PositionableName ) - - local DCSPositionable = self:GetDCSObject() - - if DCSPositionable and DCSPositionable:isExist() then - local VelocityVec3 = self:GetVelocityVec3() - local Velocity = ( VelocityVec3.x ^ 2 + VelocityVec3.y ^ 2 + VelocityVec3.z ^ 2 ) ^ 0.5 -- in meters / sec - self:T3( Velocity ) - return Velocity - end - - return 0 -end - ---- Returns the Angle of Attack of a positionable. --- @param Wrapper.Positionable#POSITIONABLE self --- @return #number Angle of attack in degrees. -function POSITIONABLE:GetAoA() - - -- Get position of the unit. - local unitpos = self:GetPosition() - - if unitpos then - - -- Get velocity vector of the unit. - local unitvel = self:GetVelocityVec3() - - if unitvel and UTILS.VecNorm(unitvel)~=0 then - - -- Get wind vector including turbulences. - local wind=self:GetCoordinate():GetWindWithTurbulenceVec3() - - -- Include wind vector. - unitvel.x=unitvel.x-wind.x - unitvel.y=unitvel.y-wind.y - unitvel.z=unitvel.z-wind.z - - -- Unit velocity transformed into aircraft axes directions. - local AxialVel = {} - - -- Transform velocity components in direction of aircraft axes. - AxialVel.x = UTILS.VecDot(unitpos.x, unitvel) - AxialVel.y = UTILS.VecDot(unitpos.y, unitvel) - AxialVel.z = UTILS.VecDot(unitpos.z, unitvel) - - -- AoA is angle between unitpos.x and the x and y velocities. - local AoA = math.acos(UTILS.VecDot({x = 1, y = 0, z = 0}, {x = AxialVel.x, y = AxialVel.y, z = 0})/UTILS.VecNorm({x = AxialVel.x, y = AxialVel.y, z = 0})) - - --Set correct direction: - if AxialVel.y > 0 then - AoA = -AoA - end - - -- Return AoA value in degrees. - return math.deg(AoA) - end - - end - - return nil -end - ---- Returns the unit's climb or descent angle. --- @param Wrapper.Positionable#POSITIONABLE self --- @return #number Climb or descent angle in degrees. -function POSITIONABLE:GetClimbAnge() - - -- Get position of the unit. - local unitpos = self:GetPosition() - - if unitpos then - - -- Get velocity vector of the unit. - local unitvel = self:GetVelocityVec3() - - if unitvel and UTILS.VecNorm(unitvel)~=0 then - - return math.asin(unitvel.y/UTILS.VecNorm(unitvel)) - - end - end -end - ---- Returns the pitch angle of a unit. --- @param Wrapper.Positionable#POSITIONABLE self --- @return #number Pitch ange in degrees. -function POSITIONABLE:GetPitch() - - -- Get position of the unit. - local unitpos = self:GetPosition() - - if unitpos then - return math.deg(math.asin(unitpos.x.y)) - end - - return nil -end - ---- Returns the roll angle of a unit. --- @param Wrapper.Positionable#POSITIONABLE self --- @return #number Pitch ange in degrees. -function POSITIONABLE:GetRoll() - - -- Get position of the unit. - local unitpos = self:GetPosition() - - if unitpos then - - --first, make a vector that is perpendicular to y and unitpos.x with cross product - local cp = UTILS.VecCross(unitpos.x, {x = 0, y = 1, z = 0}) - - --now, get dot product of of this cross product with unitpos.z - local dp = UTILS.VecDot(cp, unitpos.z) - - --now get the magnitude of the roll (magnitude of the angle between two vectors is acos(vec1.vec2/|vec1||vec2|) - local Roll = math.acos(dp/(UTILS.VecNorm(cp)*UTILS.VecNorm(unitpos.z))) - - --now, have to get sign of roll. - -- by convention, making right roll positive - -- to get sign of roll, use the y component of unitpos.z. For right roll, y component is negative. - - if unitpos.z.y > 0 then -- left roll, flip the sign of the roll - Roll = -Roll - end - - return math.deg(Roll) - end -end - ---- Returns the yaw angle of a unit. --- @param Wrapper.Positionable#POSITIONABLE self --- @return #number Yaw ange in degrees. -function POSITIONABLE:GetYaw() - - local unitpos = self:GetPosition() - if unitpos then - -- get unit velocity - local unitvel = self:GetVelocityVec3() - - if unitvel and UTILS.VecNorm(unitvel) ~= 0 then --must have non-zero velocity! - local AxialVel = {} --unit velocity transformed into aircraft axes directions - - --transform velocity components in direction of aircraft axes. - AxialVel.x = UTILS.VecDot(unitpos.x, unitvel) - AxialVel.y = UTILS.VecDot(unitpos.y, unitvel) - AxialVel.z = UTILS.VecDot(unitpos.z, unitvel) - - --Yaw is the angle between unitpos.x and the x and z velocities - --define right yaw as positive - local Yaw = math.acos(UTILS.VecDot({x = 1, y = 0, z = 0}, {x = AxialVel.x, y = 0, z = AxialVel.z})/UTILS.VecNorm({x = AxialVel.x, y = 0, z = AxialVel.z})) - - --now set correct direction: - if AxialVel.z > 0 then - Yaw = -Yaw - end - return Yaw - end - end - -end - - ---- Returns the message text with the callsign embedded (if there is one). --- @param #POSITIONABLE self --- @param #string Message The message text --- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable. --- @return #string The message text -function POSITIONABLE:GetMessageText( Message, Name ) - - local DCSObject = self:GetDCSObject() - if DCSObject then - local Callsign = string.format( "%s", ( ( Name ~= "" and Name ) or self:GetCallsign() ~= "" and self:GetCallsign() ) or self:GetName() ) - local MessageText = string.format("%s - %s", Callsign, Message ) - return MessageText - end - - return nil -end - - ---- Returns a message with the callsign embedded (if there is one). --- @param #POSITIONABLE self --- @param #string Message The message text --- @param DCS#Duration Duration The duration of the message. --- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable. --- @return Core.Message#MESSAGE -function POSITIONABLE:GetMessage( Message, Duration, Name ) --R2.1 changed callsign and name and using GetMessageText - - local DCSObject = self:GetDCSObject() - if DCSObject then - local MessageText = self:GetMessageText( Message, Name ) - return MESSAGE:New( MessageText, Duration ) - end - - return nil -end - ---- Returns a message of a specified type with the callsign embedded (if there is one). --- @param #POSITIONABLE self --- @param #string Message The message text --- @param Core.Message#MESSAGE MessageType MessageType The message type. --- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable. --- @return Core.Message#MESSAGE -function POSITIONABLE:GetMessageType( Message, MessageType, Name ) -- R2.2 changed callsign and name and using GetMessageText - - local DCSObject = self:GetDCSObject() - if DCSObject then - local MessageText = self:GetMessageText( Message, Name ) - return MESSAGE:NewType( MessageText, MessageType ) - end - - return nil -end - ---- Send a message to all coalitions. --- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. --- @param #POSITIONABLE self --- @param #string Message The message text --- @param DCS#Duration Duration The duration of the message. --- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable. -function POSITIONABLE:MessageToAll( Message, Duration, Name ) - self:F2( { Message, Duration } ) - - local DCSObject = self:GetDCSObject() - if DCSObject then - self:GetMessage( Message, Duration, Name ):ToAll() - end - - return nil -end - ---- Send a message to a coalition. --- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. --- @param #POSITIONABLE self --- @param #string Message The message text --- @param DCS#Duration Duration The duration of the message. --- @param DCS#coalition MessageCoalition The Coalition receiving the message. --- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable. -function POSITIONABLE:MessageToCoalition( Message, Duration, MessageCoalition, Name ) - self:F2( { Message, Duration } ) - - local Name = Name or "" - - local DCSObject = self:GetDCSObject() - if DCSObject then - self:GetMessage( Message, Duration, Name ):ToCoalition( MessageCoalition ) - end - - return nil -end - - ---- Send a message to a coalition. --- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. --- @param #POSITIONABLE self --- @param #string Message The message text --- @param Core.Message#MESSAGE.Type MessageType The message type that determines the duration. --- @param DCS#coalition MessageCoalition The Coalition receiving the message. --- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable. -function POSITIONABLE:MessageTypeToCoalition( Message, MessageType, MessageCoalition, Name ) - self:F2( { Message, MessageType } ) - - local Name = Name or "" - - local DCSObject = self:GetDCSObject() - if DCSObject then - self:GetMessageType( Message, MessageType, Name ):ToCoalition( MessageCoalition ) - end - - return nil -end - - ---- Send a message to the red coalition. --- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. --- @param #POSITIONABLE self --- @param #string Message The message text --- @param DCS#Duration Duration The duration of the message. --- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable. -function POSITIONABLE:MessageToRed( Message, Duration, Name ) - self:F2( { Message, Duration } ) - - local DCSObject = self:GetDCSObject() - if DCSObject then - self:GetMessage( Message, Duration, Name ):ToRed() - end - - return nil -end - ---- Send a message to the blue coalition. --- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. --- @param #POSITIONABLE self --- @param #string Message The message text --- @param DCS#Duration Duration The duration of the message. --- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable. -function POSITIONABLE:MessageToBlue( Message, Duration, Name ) - self:F2( { Message, Duration } ) - - local DCSObject = self:GetDCSObject() - if DCSObject then - self:GetMessage( Message, Duration, Name ):ToBlue() - end - - return nil -end - ---- Send a message to a client. --- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. --- @param #POSITIONABLE self --- @param #string Message The message text --- @param DCS#Duration Duration The duration of the message. --- @param Wrapper.Client#CLIENT Client The client object receiving the message. --- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable. -function POSITIONABLE:MessageToClient( Message, Duration, Client, Name ) - self:F2( { Message, Duration } ) - - local DCSObject = self:GetDCSObject() - if DCSObject then - self:GetMessage( Message, Duration, Name ):ToClient( Client ) - end - - return nil -end - ---- Send a message to a @{Wrapper.Group}. --- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. --- @param #POSITIONABLE self --- @param #string Message The message text --- @param DCS#Duration Duration The duration of the message. --- @param Wrapper.Group#GROUP MessageGroup The GROUP object receiving the message. --- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable. -function POSITIONABLE:MessageToGroup( Message, Duration, MessageGroup, Name ) - self:F2( { Message, Duration } ) - - local DCSObject = self:GetDCSObject() - if DCSObject then - if DCSObject:isExist() then - if MessageGroup:IsAlive() then - self:GetMessage( Message, Duration, Name ):ToGroup( MessageGroup ) - else - BASE:E( { "Message not sent to Group; Group is not alive...", Message = Message, MessageGroup = MessageGroup } ) - end - else - BASE:E( { "Message not sent to Group; Positionable is not alive ...", Message = Message, Positionable = self, MessageGroup = MessageGroup } ) - end - end - - - return nil -end - ---- Send a message of a message type to a @{Wrapper.Group}. --- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. --- @param #POSITIONABLE self --- @param #string Message The message text --- @param Core.Message#MESSAGE.Type MessageType The message type that determines the duration. --- @param Wrapper.Group#GROUP MessageGroup The GROUP object receiving the message. --- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable. -function POSITIONABLE:MessageTypeToGroup( Message, MessageType, MessageGroup, Name ) - self:F2( { Message, MessageType } ) - - local DCSObject = self:GetDCSObject() - if DCSObject then - if DCSObject:isExist() then - self:GetMessageType( Message, MessageType, Name ):ToGroup( MessageGroup ) - end - end - - return nil -end - ---- Send a message to a @{Core.Set#SET_GROUP}. --- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. --- @param #POSITIONABLE self --- @param #string Message The message text --- @param DCS#Duration Duration The duration of the message. --- @param Core.Set#SET_GROUP MessageSetGroup The SET_GROUP collection receiving the message. --- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable. -function POSITIONABLE:MessageToSetGroup( Message, Duration, MessageSetGroup, Name ) --R2.1 - self:F2( { Message, Duration } ) - - local DCSObject = self:GetDCSObject() - if DCSObject then - if DCSObject:isExist() then - MessageSetGroup:ForEachGroup( - function( MessageGroup ) - self:GetMessage( Message, Duration, Name ):ToGroup( MessageGroup ) - end - ) - end - end - - return nil -end - ---- Send a message to the players in the @{Wrapper.Group}. --- The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message. --- @param #POSITIONABLE self --- @param #string Message The message text --- @param DCS#Duration Duration The duration of the message. --- @param #string Name (optional) The Name of the sender. If not provided, the Name is the type of the Positionable. -function POSITIONABLE:Message( Message, Duration, Name ) - self:F2( { Message, Duration } ) - - local DCSObject = self:GetDCSObject() - if DCSObject then - self:GetMessage( Message, Duration, Name ):ToGroup( self ) - end - - return nil -end - ---- Create a @{Core.Radio#RADIO}, to allow radio transmission for this POSITIONABLE. --- Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message --- @param #POSITIONABLE self --- @return Core.Radio#RADIO Radio -function POSITIONABLE:GetRadio() --R2.1 - self:F2(self) - return RADIO:New(self) -end - ---- Create a @{Core.Radio#BEACON}, to allow this POSITIONABLE to broadcast beacon signals --- @param #POSITIONABLE self --- @return Core.Radio#RADIO Radio -function POSITIONABLE:GetBeacon() --R2.1 - self:F2(self) - return BEACON:New(self) -end - ---- Start Lasing a POSITIONABLE --- @param #POSITIONABLE self --- @param #POSITIONABLE Target --- @param #number LaserCode --- @param #number Duration --- @return Core.Spot#SPOT -function POSITIONABLE:LaseUnit( Target, LaserCode, Duration ) --R2.1 - self:F2() - - LaserCode = LaserCode or math.random( 1000, 9999 ) - - local RecceDcsUnit = self:GetDCSObject() - local TargetVec3 = Target:GetVec3() - - self:F("bulding spot") - self.Spot = SPOT:New( self ) -- Core.Spot#SPOT - self.Spot:LaseOn( Target, LaserCode, Duration) - self.LaserCode = LaserCode - - return self.Spot - -end - ---- Stop Lasing a POSITIONABLE --- @param #POSITIONABLE self --- @return #POSITIONABLE -function POSITIONABLE:LaseOff() --R2.1 - self:F2() - - if self.Spot then - self.Spot:LaseOff() - self.Spot = nil - end - - return self -end - ---- Check if the POSITIONABLE is lasing a target --- @param #POSITIONABLE self --- @return #boolean true if it is lasing a target -function POSITIONABLE:IsLasing() --R2.1 - self:F2() - - local Lasing = false - - if self.Spot then - Lasing = self.Spot:IsLasing() - end - - return Lasing -end - ---- Get the Spot --- @param #POSITIONABLE self --- @return Core.Spot#SPOT The Spot -function POSITIONABLE:GetSpot() --R2.1 - - return self.Spot -end - ---- Get the last assigned laser code --- @param #POSITIONABLE self --- @return #number The laser code -function POSITIONABLE:GetLaserCode() --R2.1 - - return self.LaserCode -end - -do -- Cargo - - --- Add cargo. - -- @param #POSITIONABLE self - -- @param Core.Cargo#CARGO Cargo - -- @return #POSITIONABLE - function POSITIONABLE:AddCargo( Cargo ) - self.__.Cargo[Cargo] = Cargo - return self - end - - --- Get all contained cargo. - -- @param #POSITIONABLE self - -- @return #POSITIONABLE - function POSITIONABLE:GetCargo() - return self.__.Cargo - end - - - - --- Remove cargo. - -- @param #POSITIONABLE self - -- @param Core.Cargo#CARGO Cargo - -- @return #POSITIONABLE - function POSITIONABLE:RemoveCargo( Cargo ) - self.__.Cargo[Cargo] = nil - return self - end - - --- Returns if carrier has given cargo. - -- @param #POSITIONABLE self - -- @return Core.Cargo#CARGO Cargo - function POSITIONABLE:HasCargo( Cargo ) - return self.__.Cargo[Cargo] - end - - --- Clear all cargo. - -- @param #POSITIONABLE self - function POSITIONABLE:ClearCargo() - self.__.Cargo = {} - end - - --- Is cargo bay empty. - -- @param #POSITIONABLE self - function POSITIONABLE:IsCargoEmpty() - local IsEmpty = true - for _, Cargo in pairs( self.__.Cargo ) do - IsEmpty = false - break - end - return IsEmpty - end - - --- Get cargo item count. - -- @param #POSITIONABLE self - -- @return Core.Cargo#CARGO Cargo - function POSITIONABLE:CargoItemCount() - local ItemCount = 0 - for CargoName, Cargo in pairs( self.__.Cargo ) do - ItemCount = ItemCount + Cargo:GetCount() - end - return ItemCount - end - --- --- Get Cargo Bay Free Volume in m3. --- -- @param #POSITIONABLE self --- -- @return #number CargoBayFreeVolume --- function POSITIONABLE:GetCargoBayFreeVolume() --- local CargoVolume = 0 --- for CargoName, Cargo in pairs( self.__.Cargo ) do --- CargoVolume = CargoVolume + Cargo:GetVolume() --- end --- return self.__.CargoBayVolumeLimit - CargoVolume --- end --- - - --- Get Cargo Bay Free Weight in kg. - -- @param #POSITIONABLE self - -- @return #number CargoBayFreeWeight - function POSITIONABLE:GetCargoBayFreeWeight() - - -- When there is no cargo bay weight limit set, then calculate this for this positionable! - if not self.__.CargoBayWeightLimit then - self:SetCargoBayWeightLimit() - end - - local CargoWeight = 0 - for CargoName, Cargo in pairs( self.__.Cargo ) do - CargoWeight = CargoWeight + Cargo:GetWeight() - end - return self.__.CargoBayWeightLimit - CargoWeight - end - --- --- Get Cargo Bay Volume Limit in m3. --- -- @param #POSITIONABLE self --- -- @param #number VolumeLimit --- function POSITIONABLE:SetCargoBayVolumeLimit( VolumeLimit ) --- self.__.CargoBayVolumeLimit = VolumeLimit --- end - - --- Set Cargo Bay Weight Limit in kg. - -- @param #POSITIONABLE self - -- @param #number WeightLimit - function POSITIONABLE:SetCargoBayWeightLimit( WeightLimit ) - - if WeightLimit then - self.__.CargoBayWeightLimit = WeightLimit - elseif self.__.CargoBayWeightLimit~=nil then - -- Value already set ==> Do nothing! - else - -- If weightlimit is not provided, we will calculate it depending on the type of unit. - - -- When an airplane or helicopter, we calculate the weightlimit based on the descriptor. - if self:IsAir() then - local Desc = self:GetDesc() - self:F({Desc=Desc}) - - local Weights = { - ["C-17A"] = 35000, --77519 cannot be used, because it loads way too much apcs and infantry., - ["C-130"] = 22000 --The real value cannot be used, because it loads way too much apcs and infantry., - } - - self.__.CargoBayWeightLimit = Weights[Desc.typeName] or ( Desc.massMax - ( Desc.massEmpty + Desc.fuelMassMax ) ) - else - local Desc = self:GetDesc() - - local Weights = { - ["M1126 Stryker ICV"] = 9, - ["M-113"] = 9, - ["AAV7"] = 25, - ["M2A1_halftrack"] = 9, - ["BMD-1"] = 9, - ["BMP-1"] = 8, - ["BMP-2"] = 7, - ["BMP-3"] = 8, - ["Boman"] = 25, - ["BTR-80"] = 9, - ["BTR_D"] = 12, - ["Cobra"] = 8, - ["LAV-25"] = 6, - ["M-2 Bradley"] = 6, - ["M1043 HMMWV Armament"] = 4, - ["M1045 HMMWV TOW"] = 4, - ["M1126 Stryker ICV"] = 9, - ["M1134 Stryker ATGM"] = 9, - ["Marder"] = 6, - ["MCV-80"] = 9, - ["MLRS FDDM"] = 4, - ["MTLB"] = 25, - ["TPZ"] = 10, - ["Ural-4320 APA-5D"] = 10, - ["GAZ-66"] = 8, - ["GAZ-3307"] = 12, - ["GAZ-3308"] = 14, - ["Tigr_233036"] = 6, - ["KAMAZ Truck"] = 12, - ["KrAZ6322"] = 12, - ["M 818"] = 12, - ["Ural-375"] = 12, - ["Ural-4320-31"] = 14, - ["Ural-4320T"] = 14, - } - - local CargoBayWeightLimit = ( Weights[Desc.typeName] or 0 ) * 95 - self.__.CargoBayWeightLimit = CargoBayWeightLimit - end - end - self:F({CargoBayWeightLimit = self.__.CargoBayWeightLimit}) - end -end --- Cargo - ---- Signal a flare at the position of the POSITIONABLE. --- @param #POSITIONABLE self --- @param Utilities.Utils#FLARECOLOR FlareColor -function POSITIONABLE:Flare( FlareColor ) - self:F2() - trigger.action.signalFlare( self:GetVec3(), FlareColor , 0 ) -end - ---- Signal a white flare at the position of the POSITIONABLE. --- @param #POSITIONABLE self -function POSITIONABLE:FlareWhite() - self:F2() - trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.White , 0 ) -end - ---- Signal a yellow flare at the position of the POSITIONABLE. --- @param #POSITIONABLE self -function POSITIONABLE:FlareYellow() - self:F2() - trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.Yellow , 0 ) -end - ---- Signal a green flare at the position of the POSITIONABLE. --- @param #POSITIONABLE self -function POSITIONABLE:FlareGreen() - self:F2() - trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.Green , 0 ) -end - ---- Signal a red flare at the position of the POSITIONABLE. --- @param #POSITIONABLE self -function POSITIONABLE:FlareRed() - self:F2() - local Vec3 = self:GetVec3() - if Vec3 then - trigger.action.signalFlare( Vec3, trigger.flareColor.Red, 0 ) - end -end - ---- Smoke the POSITIONABLE. --- @param #POSITIONABLE self --- @param Utilities.Utils#SMOKECOLOR SmokeColor The color to smoke to positionable. --- @param #number Range The range in meters to randomize the smoking around the positionable. --- @param #number AddHeight The height in meters to add to the altitude of the positionable. -function POSITIONABLE:Smoke( SmokeColor, Range, AddHeight ) - self:F2() - if Range then - local Vec3 = self:GetRandomVec3( Range ) - Vec3.y = Vec3.y + AddHeight or 0 - trigger.action.smoke( Vec3, SmokeColor ) - else - local Vec3 = self:GetVec3() - Vec3.y = Vec3.y + AddHeight or 0 - trigger.action.smoke( self:GetVec3(), SmokeColor ) - end - -end - ---- Smoke the POSITIONABLE Green. --- @param #POSITIONABLE self -function POSITIONABLE:SmokeGreen() - self:F2() - trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Green ) -end - ---- Smoke the POSITIONABLE Red. --- @param #POSITIONABLE self -function POSITIONABLE:SmokeRed() - self:F2() - trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Red ) -end - ---- Smoke the POSITIONABLE White. --- @param #POSITIONABLE self -function POSITIONABLE:SmokeWhite() - self:F2() - trigger.action.smoke( self:GetVec3(), trigger.smokeColor.White ) -end - ---- Smoke the POSITIONABLE Orange. --- @param #POSITIONABLE self -function POSITIONABLE:SmokeOrange() - self:F2() - trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Orange ) -end - ---- Smoke the POSITIONABLE Blue. --- @param #POSITIONABLE self -function POSITIONABLE:SmokeBlue() - self:F2() - trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Blue ) -end - - ---- **Wrapper** -- CONTROLLABLE is an intermediate class wrapping Group and Unit classes "controllers". --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Wrapper.Controllable --- @image Wrapper_Controllable.JPG - - ---- @type CONTROLLABLE --- @field DCS#Controllable DCSControllable The DCS controllable class. --- @field #string ControllableName The name of the controllable. --- @extends Wrapper.Positionable#POSITIONABLE - - - ---- Wrapper class to handle the "DCS Controllable objects", which are Groups and Units: --- --- * Support all DCS Controllable APIs. --- * Enhance with Controllable specific APIs not in the DCS Controllable API set. --- * Handle local Controllable Controller. --- * Manage the "state" of the DCS Controllable. --- --- # 1) CONTROLLABLE constructor --- --- The CONTROLLABLE class provides the following functions to construct a CONTROLLABLE instance: --- --- * @{#CONTROLLABLE.New}(): Create a CONTROLLABLE instance. --- --- # 2) CONTROLLABLE Task methods --- --- Several controllable task methods are available that help you to prepare tasks. --- These methods return a string consisting of the task description, which can then be given to either a @{Wrapper.Controllable#CONTROLLABLE.PushTask} or @{Wrapper.Controllable#SetTask} method to assign the task to the CONTROLLABLE. --- Tasks are specific for the category of the CONTROLLABLE, more specific, for AIR, GROUND or AIR and GROUND. --- Each task description where applicable indicates for which controllable category the task is valid. --- There are 2 main subdivisions of tasks: Assigned tasks and EnRoute tasks. --- --- ## 2.1) Task assignment --- --- Assigned task methods make the controllable execute the task where the location of the (possible) targets of the task are known before being detected. --- This is different from the EnRoute tasks, where the targets of the task need to be detected before the task can be executed. --- --- Find below a list of the **assigned task** methods: --- --- * @{#CONTROLLABLE.TaskAttackGroup}: (AIR) Attack a Controllable. --- * @{#CONTROLLABLE.TaskAttackMapObject}: (AIR) Attacking the map object (building, structure, e.t.c). --- * @{#CONTROLLABLE.TaskAttackUnit}: (AIR) Attack the Unit. --- * @{#CONTROLLABLE.TaskBombing}: (AIR) Delivering weapon at the point on the ground. --- * @{#CONTROLLABLE.TaskBombingRunway}: (AIR) Delivering weapon on the runway. --- * @{#CONTROLLABLE.TaskEmbarking}: (AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable. --- * @{#CONTROLLABLE.TaskEmbarkToTransport}: (GROUND) Embark to a Transport landed at a location. --- * @{#CONTROLLABLE.TaskEscort}: (AIR) Escort another airborne controllable. --- * @{#CONTROLLABLE.TaskFAC_AttackGroup}: (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction. --- * @{#CONTROLLABLE.TaskFireAtPoint}: (GROUND) Fire some or all ammunition at a VEC2 point. --- * @{#CONTROLLABLE.TaskFollow}: (AIR) Following another airborne controllable. --- * @{#CONTROLLABLE.TaskHold}: (GROUND) Hold ground controllable from moving. --- * @{#CONTROLLABLE.TaskHoldPosition}: (AIR) Hold position at the current position of the first unit of the controllable. --- * @{#CONTROLLABLE.TaskLand}: (AIR HELICOPTER) Landing at the ground. For helicopters only. --- * @{#CONTROLLABLE.TaskLandAtZone}: (AIR) Land the controllable at a @{Core.Zone#ZONE_RADIUS). --- * @{#CONTROLLABLE.TaskOrbitCircle}: (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude. --- * @{#CONTROLLABLE.TaskOrbitCircleAtVec2}: (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed. --- * @{#CONTROLLABLE.TaskRefueling}: (AIR) Refueling from the nearest tanker. No parameters. --- * @{#CONTROLLABLE.TaskRoute}: (AIR + GROUND) Return a Misson task to follow a given route defined by Points. --- * @{#CONTROLLABLE.TaskRouteToVec2}: (AIR + GROUND) Make the Controllable move to a given point. --- * @{#CONTROLLABLE.TaskRouteToVec3}: (AIR + GROUND) Make the Controllable move to a given point. --- * @{#CONTROLLABLE.TaskRouteToZone}: (AIR + GROUND) Route the controllable to a given zone. --- * @{#CONTROLLABLE.TaskReturnToBase}: (AIR) Route the controllable to an airbase. --- --- ## 2.2) EnRoute assignment --- --- EnRoute tasks require the targets of the task need to be detected by the controllable (using its sensors) before the task can be executed: --- --- * @{#CONTROLLABLE.EnRouteTaskAWACS}: (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters. --- * @{#CONTROLLABLE.EnRouteTaskEngageControllable}: (AIR) Engaging a controllable. The task does not assign the target controllable to the unit/controllable to attack now; it just allows the unit/controllable to engage the target controllable as well as other assigned targets. --- * @{#CONTROLLABLE.EnRouteTaskEngageTargets}: (AIR) Engaging targets of defined types. --- * @{#CONTROLLABLE.EnRouteTaskEngageTargetsInZone}: (AIR) Engaging a targets of defined types at circle-shaped zone. --- * @{#CONTROLLABLE.EnRouteTaskEWR}: (AIR) Attack the Unit. --- * @{#CONTROLLABLE.EnRouteTaskFAC}: (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets. --- * @{#CONTROLLABLE.EnRouteTaskFAC_EngageControllable}: (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets. --- * @{#CONTROLLABLE.EnRouteTaskTanker}: (AIR) Aircraft will act as a tanker for friendly units. No parameters. --- --- ## 2.3) Task preparation --- --- There are certain task methods that allow to tailor the task behaviour: --- --- * @{#CONTROLLABLE.TaskWrappedAction}: Return a WrappedAction Task taking a Command. --- * @{#CONTROLLABLE.TaskCombo}: Return a Combo Task taking an array of Tasks. --- * @{#CONTROLLABLE.TaskCondition}: Return a condition section for a controlled task. --- * @{#CONTROLLABLE.TaskControlled}: Return a Controlled Task taking a Task and a TaskCondition. --- --- ## 2.4) Call a function as a Task --- --- A function can be called which is part of a Task. The method @{#CONTROLLABLE.TaskFunction}() prepares --- a Task that can call a GLOBAL function from within the Controller execution. --- This method can also be used to **embed a function call when a certain waypoint has been reached**. --- See below the **Tasks at Waypoints** section. --- --- Demonstration Mission: [GRP-502 - Route at waypoint to random point](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/GRP - Group Commands/GRP-502 - Route at waypoint to random point) --- --- ## 2.5) Tasks at Waypoints --- --- Special Task methods are available to set tasks at certain waypoints. --- The method @{#CONTROLLABLE.SetTaskWaypoint}() helps preparing a Route, embedding a Task at the Waypoint of the Route. --- --- This creates a Task element, with an action to call a function as part of a Wrapped Task. --- --- ## 2.6) Obtain the mission from controllable templates --- --- Controllable templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a controllable and assign it to another: --- --- * @{#CONTROLLABLE.TaskMission}: (AIR + GROUND) Return a mission task from a mission template. --- --- # 3) Command methods --- --- Controllable **command methods** prepare the execution of commands using the @{#CONTROLLABLE.SetCommand} method: --- --- * @{#CONTROLLABLE.CommandDoScript}: Do Script command. --- * @{#CONTROLLABLE.CommandSwitchWayPoint}: Perform a switch waypoint command. --- --- # 4) Routing of Controllables --- --- Different routing methods exist to route GROUPs and UNITs to different locations: --- --- * @{#CONTROLLABLE.Route}(): Make the Controllable to follow a given route. --- * @{#CONTROLLABLE.RouteGroundTo}(): Make the GROUND Controllable to drive towards a specific coordinate. --- * @{#CONTROLLABLE.RouteAirTo}(): Make the AIR Controllable to fly towards a specific coordinate. --- --- # 5) Option methods --- --- Controllable **Option methods** change the behaviour of the Controllable while being alive. --- --- ## 5.1) Rule of Engagement: --- --- * @{#CONTROLLABLE.OptionROEWeaponFree} --- * @{#CONTROLLABLE.OptionROEOpenFire} --- * @{#CONTROLLABLE.OptionROEReturnFire} --- * @{#CONTROLLABLE.OptionROEEvadeFire} --- --- To check whether an ROE option is valid for a specific controllable, use: --- --- * @{#CONTROLLABLE.OptionROEWeaponFreePossible} --- * @{#CONTROLLABLE.OptionROEOpenFirePossible} --- * @{#CONTROLLABLE.OptionROEReturnFirePossible} --- * @{#CONTROLLABLE.OptionROEEvadeFirePossible} --- --- ## 5.2) Rule on thread: --- --- * @{#CONTROLLABLE.OptionROTNoReaction} --- * @{#CONTROLLABLE.OptionROTPassiveDefense} --- * @{#CONTROLLABLE.OptionROTEvadeFire} --- * @{#CONTROLLABLE.OptionROTVertical} --- --- To test whether an ROT option is valid for a specific controllable, use: --- --- * @{#CONTROLLABLE.OptionROTNoReactionPossible} --- * @{#CONTROLLABLE.OptionROTPassiveDefensePossible} --- * @{#CONTROLLABLE.OptionROTEvadeFirePossible} --- * @{#CONTROLLABLE.OptionROTVerticalPossible} --- --- ## 5.3) Alarm state: --- --- * @{#CONTROLLABLE.OptionAlarmStateAuto} --- * @{#CONTROLLABLE.OptionAlarmStateGreen} --- * @{#CONTROLLABLE.OptionAlarmStateRed} --- --- @field #CONTROLLABLE -CONTROLLABLE = { - ClassName = "CONTROLLABLE", - ControllableName = "", - WayPointFunctions = {}, -} - ---- Create a new CONTROLLABLE from a DCSControllable --- @param #CONTROLLABLE self --- @param #string ControllableName The DCS Controllable name --- @return #CONTROLLABLE self -function CONTROLLABLE:New( ControllableName ) - local self = BASE:Inherit( self, POSITIONABLE:New( ControllableName ) ) -- #CONTROLLABLE - --self:F( ControllableName ) - self.ControllableName = ControllableName - - self.TaskScheduler = SCHEDULER:New( self ) - return self -end - --- DCS Controllable methods support. - ---- Get the controller for the CONTROLLABLE. --- @param #CONTROLLABLE self --- @return DCS#Controller -function CONTROLLABLE:_GetController() - local DCSControllable = self:GetDCSObject() - - if DCSControllable then - local ControllableController = DCSControllable:getController() - return ControllableController - end - - return nil -end - --- Get methods - - ---- Returns the health. Dead controllables have health <= 1.0. --- @param #CONTROLLABLE self --- @return #number The controllable health value (unit or group average). --- @return #nil The controllable is not existing or alive. -function CONTROLLABLE:GetLife() - self:F2( self.ControllableName ) - - local DCSControllable = self:GetDCSObject() - - if DCSControllable then - local UnitLife = 0 - local Units = self:GetUnits() - if #Units == 1 then - local Unit = Units[1] -- Wrapper.Unit#UNIT - UnitLife = Unit:GetLife() - else - local UnitLifeTotal = 0 - for UnitID, Unit in pairs( Units ) do - local Unit = Unit -- Wrapper.Unit#UNIT - UnitLifeTotal = UnitLifeTotal + Unit:GetLife() - end - UnitLife = UnitLifeTotal / #Units - end - return UnitLife - end - - return nil -end - ---- Returns the initial health. --- @param #CONTROLLABLE self --- @return #number The controllable health value (unit or group average). --- @return #nil The controllable is not existing or alive. -function CONTROLLABLE:GetLife0() - self:F2( self.ControllableName ) - - local DCSControllable = self:GetDCSObject() - - if DCSControllable then - local UnitLife = 0 - local Units = self:GetUnits() - if #Units == 1 then - local Unit = Units[1] -- Wrapper.Unit#UNIT - UnitLife = Unit:GetLife0() - else - local UnitLifeTotal = 0 - for UnitID, Unit in pairs( Units ) do - local Unit = Unit -- Wrapper.Unit#UNIT - UnitLifeTotal = UnitLifeTotal + Unit:GetLife0() - end - UnitLife = UnitLifeTotal / #Units - end - return UnitLife - end - - return nil -end - ---- Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks. --- This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT. --- @param #CONTROLLABLE self --- @return #nil The CONTROLLABLE is not existing or alive. -function CONTROLLABLE:GetFuelMin() - self:F( self.ControllableName ) - - return nil -end - ---- Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks. --- This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT. --- @param #CONTROLLABLE self --- @return #nil The CONTROLLABLE is not existing or alive. -function CONTROLLABLE:GetFuelAve() - self:F( self.ControllableName ) - - return nil -end - ---- Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks. --- This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT. --- @param #CONTROLLABLE self --- @return #nil The CONTROLLABLE is not existing or alive. -function CONTROLLABLE:GetFuel() - self:F( self.ControllableName ) - - return nil -end - - --- Tasks - ---- Clear all tasks from the controllable. --- @param #CONTROLLABLE self --- @return #CONTROLLABLE -function CONTROLLABLE:ClearTasks() - self:F2() - - local DCSControllable = self:GetDCSObject() - - if DCSControllable then - local Controller = self:_GetController() - Controller:resetTask() - return self - end - - return nil -end - - ---- Popping current Task from the controllable. --- @param #CONTROLLABLE self --- @return Wrapper.Controllable#CONTROLLABLE self -function CONTROLLABLE:PopCurrentTask() - self:F2() - - local DCSControllable = self:GetDCSObject() - - if DCSControllable then - local Controller = self:_GetController() - Controller:popTask() - return self - end - - return nil -end - ---- Pushing Task on the queue from the controllable. --- @param #CONTROLLABLE self --- @return Wrapper.Controllable#CONTROLLABLE self -function CONTROLLABLE:PushTask( DCSTask, WaitTime ) - self:F2() - - local DCSControllable = self:GetDCSObject() - - if DCSControllable then - local Controller = self:_GetController() - - -- When a controllable SPAWNs, it takes about a second to get the controllable in the simulator. Setting tasks to unspawned controllables provides unexpected results. - -- Therefore we schedule the functions to set the mission and options for the Controllable. - -- Controller:pushTask( DCSTask ) - - if WaitTime then - self.TaskScheduler:Schedule( Controller, Controller.pushTask, { DCSTask }, WaitTime ) - else - Controller:pushTask( DCSTask ) - end - - return self - end - - return nil -end - ---- Clearing the Task Queue and Setting the Task on the queue from the controllable. --- @param #CONTROLLABLE self --- @param #DCS.Task DCSTask DCS Task array. --- @param #number WaitTime Time in seconds, before the task is set. --- @return Wrapper.Controllable#CONTROLLABLE self -function CONTROLLABLE:SetTask( DCSTask, WaitTime ) - self:F2( { DCSTask = DCSTask } ) - - local DCSControllable = self:GetDCSObject() - - if DCSControllable then - - local DCSControllableName = self:GetName() - - -- When a controllable SPAWNs, it takes about a second to get the controllable in the simulator. Setting tasks to unspawned controllables provides unexpected results. - -- Therefore we schedule the functions to set the mission and options for the Controllable. - -- Controller.setTask( Controller, DCSTask ) - - local function SetTask( Controller, DCSTask ) - if self and self:IsAlive() then - local Controller = self:_GetController() - --self:I( "Before SetTask" ) - Controller:setTask( DCSTask ) - --self:I( "After SetTask" ) - else - BASE:E( { DCSControllableName .. " is not alive anymore.", DCSTask = DCSTask } ) - end - end - - if not WaitTime or WaitTime == 0 then - SetTask( self, DCSTask ) - else - self.TaskScheduler:Schedule( self, SetTask, { DCSTask }, WaitTime ) - end - - return self - end - - return nil -end - ---- Checking the Task Queue of the controllable. Returns false if no task is on the queue. true if there is a task. --- @param #CONTROLLABLE self --- @return Wrapper.Controllable#CONTROLLABLE self -function CONTROLLABLE:HasTask() --R2.2 - - local HasTaskResult = false - - local DCSControllable = self:GetDCSObject() - - if DCSControllable then - - local Controller = self:_GetController() - HasTaskResult = Controller:hasTask() - end - - return HasTaskResult -end - - ---- Return a condition section for a controlled task. --- @param #CONTROLLABLE self --- @param DCS#Time time --- @param #string userFlag --- @param #boolean userFlagValue --- @param #string condition --- @param DCS#Time duration --- @param #number lastWayPoint --- return DCS#Task -function CONTROLLABLE:TaskCondition( time, userFlag, userFlagValue, condition, duration, lastWayPoint ) - self:F2( { time, userFlag, userFlagValue, condition, duration, lastWayPoint } ) - ---[[ - StopCondition = { - time = Time, - userFlag = string, - userFlagValue = boolean, - condition = string, - duration = Time, - lastWaypoint = number, - } ---]] - - local DCSStopCondition = {} - DCSStopCondition.time = time - DCSStopCondition.userFlag = userFlag - DCSStopCondition.userFlagValue = userFlagValue - DCSStopCondition.condition = condition - DCSStopCondition.duration = duration - DCSStopCondition.lastWayPoint = lastWayPoint - - self:T3( { DCSStopCondition } ) - return DCSStopCondition -end - ---- Return a Controlled Task taking a Task and a TaskCondition. --- @param #CONTROLLABLE self --- @param DCS#Task DCSTask --- @param DCS#DCSStopCondition DCSStopCondition --- @return DCS#Task -function CONTROLLABLE:TaskControlled( DCSTask, DCSStopCondition ) - self:F2( { DCSTask, DCSStopCondition } ) - - local DCSTaskControlled - - DCSTaskControlled = { - id = 'ControlledTask', - params = { - task = DCSTask, - stopCondition = DCSStopCondition - } - } - - self:T3( { DCSTaskControlled } ) - return DCSTaskControlled -end - ---- Return a Combo Task taking an array of Tasks. --- @param #CONTROLLABLE self --- @param DCS#TaskArray DCSTasks Array of @{DCSTasking.Task#Task} --- @return DCS#Task -function CONTROLLABLE:TaskCombo( DCSTasks ) - self:F2( { DCSTasks } ) - - local DCSTaskCombo - - DCSTaskCombo = { - id = 'ComboTask', - params = { - tasks = DCSTasks - } - } - - for TaskID, Task in ipairs( DCSTasks ) do - self:T( Task ) - end - - self:T3( { DCSTaskCombo } ) - return DCSTaskCombo -end - ---- Return a WrappedAction Task taking a Command. --- @param #CONTROLLABLE self --- @param DCS#Command DCSCommand --- @return DCS#Task -function CONTROLLABLE:TaskWrappedAction( DCSCommand, Index ) - self:F2( { DCSCommand } ) - - local DCSTaskWrappedAction - - DCSTaskWrappedAction = { - id = "WrappedAction", - enabled = true, - number = Index or 1, - auto = false, - params = { - action = DCSCommand, - }, - } - - self:T3( { DCSTaskWrappedAction } ) - return DCSTaskWrappedAction -end - ---- Set a Task at a Waypoint using a Route list. --- @param #CONTROLLABLE self --- @param #table Waypoint The Waypoint! --- @param DCS#Task Task The Task structure to be executed! --- @return DCS#Task -function CONTROLLABLE:SetTaskWaypoint( Waypoint, Task ) - - Waypoint.task = self:TaskCombo( { Task } ) - - self:F( { Waypoint.task } ) - return Waypoint.task -end - - - - ---- Executes a command action --- @param #CONTROLLABLE self --- @param DCS#Command DCSCommand --- @return #CONTROLLABLE self -function CONTROLLABLE:SetCommand( DCSCommand ) - self:F2( DCSCommand ) - - local DCSControllable = self:GetDCSObject() - - if DCSControllable then - local Controller = self:_GetController() - Controller:setCommand( DCSCommand ) - return self - end - - return nil -end - ---- Perform a switch waypoint command --- @param #CONTROLLABLE self --- @param #number FromWayPoint --- @param #number ToWayPoint --- @return DCS#Task --- @usage --- --- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class. --- HeliGroup = GROUP:FindByName( "Helicopter" ) --- --- --- Route the helicopter back to the FARP after 60 seconds. --- -- We use the SCHEDULER class to do this. --- SCHEDULER:New( nil, --- function( HeliGroup ) --- local CommandRTB = HeliGroup:CommandSwitchWayPoint( 2, 8 ) --- HeliGroup:SetCommand( CommandRTB ) --- end, { HeliGroup }, 90 --- ) -function CONTROLLABLE:CommandSwitchWayPoint( FromWayPoint, ToWayPoint ) - self:F2( { FromWayPoint, ToWayPoint } ) - - local CommandSwitchWayPoint = { - id = 'SwitchWaypoint', - params = { - fromWaypointIndex = FromWayPoint, - goToWaypointIndex = ToWayPoint, - }, - } - - self:T3( { CommandSwitchWayPoint } ) - return CommandSwitchWayPoint -end - ---- Create a stop route command, which returns a string containing the command. --- Use the result in the method @{#CONTROLLABLE.SetCommand}(). --- A value of true will make the ground group stop, a value of false will make it continue. --- Note that this can only work on GROUP level, although individual UNITs can be commanded, the whole GROUP will react. --- --- Example missions: --- --- * GRP-310 --- --- @param #CONTROLLABLE self --- @param #boolean StopRoute true if the ground unit needs to stop, false if it needs to continue to move. --- @return DCS#Task -function CONTROLLABLE:CommandStopRoute( StopRoute ) - self:F2( { StopRoute } ) - - local CommandStopRoute = { - id = 'StopRoute', - params = { - value = StopRoute, - }, - } - - self:T3( { CommandStopRoute } ) - return CommandStopRoute -end - - ---- Give an uncontrolled air controllable the start command. --- @param #CONTROLLABLE self --- @param #number delay (Optional) Delay before start command in seconds. --- @return #CONTROLLABLE self -function CONTROLLABLE:StartUncontrolled(delay) - if delay and delay>0 then - SCHEDULER:New(nil, CONTROLLABLE.StartUncontrolled, {self}, delay) - else - self:SetCommand({id='Start', params={}}) - end - return self -end - --- TASKS FOR AIR CONTROLLABLES - - ---- (AIR) Attack a Controllable. --- @param #CONTROLLABLE self --- @param Wrapper.Controllable#CONTROLLABLE AttackGroup The Controllable to be attacked. --- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage. --- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. --- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. --- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. --- @param DCS#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude. --- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit ) - self:F2( { self.ControllableName, AttackGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit } ) - - -- AttackGroup = { - -- id = 'AttackGroup', - -- params = { - -- groupId = Group.ID, - -- weaponType = number, - -- expend = enum AI.Task.WeaponExpend, - -- attackQty = number, - -- directionEnabled = boolean, - -- direction = Azimuth, - -- altitudeEnabled = boolean, - -- altitude = Distance, - -- attackQtyLimit = boolean, - -- } - -- } - - local DirectionEnabled = nil - if Direction then - DirectionEnabled = true - end - - local AltitudeEnabled = nil - if Altitude then - AltitudeEnabled = true - end - - local DCSTask - DCSTask = { id = 'AttackGroup', - params = { - groupId = AttackGroup:GetID(), - weaponType = WeaponType, - expend = WeaponExpend, - attackQty = AttackQty, - directionEnabled = DirectionEnabled, - direction = Direction, - altitudeEnabled = AltitudeEnabled, - altitude = Altitude, - attackQtyLimit = AttackQtyLimit, - }, - }, - - self:T3( { DCSTask } ) - return DCSTask -end - ---- (AIR) Attack the Unit. --- @param #CONTROLLABLE self --- @param Wrapper.Unit#UNIT AttackUnit The UNIT. --- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found. --- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. --- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. --- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. --- @param #number Altitude (optional) The altitude from where to attack. --- @param #boolean Visible (optional) not a clue. --- @param #number WeaponType (optional) The WeaponType. --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:TaskAttackUnit( AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType ) - self:F2( { self.ControllableName, AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, WeaponType } ) - - local DCSTask - DCSTask = { - id = 'AttackUnit', - params = { - unitId = AttackUnit:GetID(), - groupAttack = GroupAttack or false, - visible = Visible or false, - expend = WeaponExpend or "Auto", - directionEnabled = Direction and true or false, - direction = Direction, - altitudeEnabled = Altitude and true or false, - altitude = Altitude or 30, - attackQtyLimit = AttackQty and true or false, - attackQty = AttackQty, - weaponType = WeaponType - } - } - - self:T3( DCSTask ) - - return DCSTask -end - - ---- (AIR) Delivering weapon at the point on the ground. --- @param #CONTROLLABLE self --- @param DCS#Vec2 Vec2 2D-coordinates of the point to deliver weapon at. --- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found. --- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. --- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. --- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. --- @param #number Altitude (optional) The altitude from where to attack. --- @param #number WeaponType (optional) The WeaponType. --- @param #boolean Divebomb (optional) Perform dive bombing. Default false. --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:TaskBombing( Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, Divebomb ) - self:E( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, Divebomb } ) - - local _groupattack=false - if GroupAttack then - _groupattack=GroupAttack - end - - local _direction=0 - local _directionenabled=false - if Direction then - _direction=math.rad(Direction) - _directionenabled=true - end - - local _altitude=5000 - local _altitudeenabled=false - if Altitude then - _altitude=Altitude - _altitudeenabled=true - end - - local _attacktype=nil - if Divebomb then - _attacktype="Dive" - end - - - local DCSTask - DCSTask = { - id = 'Bombing', - params = { - x = Vec2.x, - y = Vec2.y, - groupAttack = _groupattack, - expend = WeaponExpend or "Auto", - attackQtyLimit = false, --AttackQty and true or false, - attackQty = AttackQty or 1, - directionEnabled = _directionenabled, - direction = _direction, - altitudeEnabled = _altitudeenabled, - altitude = _altitude, - weaponType = WeaponType, - --attackType=_attacktype, - }, - } - - self:E( { TaskBombing=DCSTask } ) - return DCSTask -end - ---- (AIR) Attacking the map object (building, structure, e.t.c). --- @param #CONTROLLABLE self --- @param DCS#Vec2 Vec2 2D-coordinates of the point to deliver weapon at. --- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found. --- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. --- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. --- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. --- @param #number Altitude (optional) The altitude from where to attack. --- @param #number WeaponType (optional) The WeaponType. --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:TaskAttackMapObject( Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType ) - self:F2( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType } ) - - local DCSTask - DCSTask = { - id = 'AttackMapObject', - params = { - point = Vec2, - groupAttack = GroupAttack or false, - expend = WeaponExpend or "Auto", - attackQtyLimit = AttackQty and true or false, - attackQty = AttackQty, - directionEnabled = Direction and true or false, - direction = Direction, - altitudeEnabled = Altitude and true or false, - altitude = Altitude or 30, - weaponType = WeaponType, - }, - }, - - self:T3( { DCSTask } ) - return DCSTask -end - - ---- (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed. --- @param #CONTROLLABLE self --- @param DCS#Vec2 Point The point to hold the position. --- @param #number Altitude The altitude [m] to hold the position. --- @param #number Speed The speed [m/s] flying when holding the position. --- @return #CONTROLLABLE self -function CONTROLLABLE:TaskOrbitCircleAtVec2( Point, Altitude, Speed ) - self:F2( { self.ControllableName, Point, Altitude, Speed } ) - - -- pattern = enum AI.Task.OribtPattern, - -- point = Vec2, - -- point2 = Vec2, - -- speed = Distance, - -- altitude = Distance - - local LandHeight = land.getHeight( Point ) - - self:T3( { LandHeight } ) - - local DCSTask = { id = 'Orbit', - params = { pattern = AI.Task.OrbitPattern.CIRCLE, - point = Point, - speed = Speed, - altitude = Altitude + LandHeight - } - } - - - -- local AITask = { id = 'ControlledTask', - -- params = { task = { id = 'Orbit', - -- params = { pattern = AI.Task.OrbitPattern.CIRCLE, - -- point = Point, - -- speed = Speed, - -- altitude = Altitude + LandHeight - -- } - -- }, - -- stopCondition = { duration = Duration - -- } - -- } - -- } - -- ) - - return DCSTask -end - ---- (AIR) Orbit at the current position of the first unit of the controllable at a specified alititude. --- @param #CONTROLLABLE self --- @param #number Altitude The altitude [m] to hold the position. --- @param #number Speed The speed [m/s] flying when holding the position. --- @param Core.Point#COORDINATE Coordinate The coordinate where to orbit. --- @return #CONTROLLABLE self -function CONTROLLABLE:TaskOrbitCircle( Altitude, Speed, Coordinate ) - self:F2( { self.ControllableName, Altitude, Speed } ) - - local DCSControllable = self:GetDCSObject() - - if DCSControllable then - local OrbitVec2 = Coordinate and Coordinate:GetVec2() or self:GetVec2() - return self:TaskOrbitCircleAtVec2( OrbitVec2, Altitude, Speed ) - end - - return nil -end - - - ---- (AIR) Hold position at the current position of the first unit of the controllable. --- @param #CONTROLLABLE self --- @param #number Duration The maximum duration in seconds to hold the position. --- @return #CONTROLLABLE self -function CONTROLLABLE:TaskHoldPosition() - self:F2( { self.ControllableName } ) - - return self:TaskOrbitCircle( 30, 10 ) -end - - - - - - ---- (AIR) Delivering weapon on the runway. --- @param #CONTROLLABLE self --- @param Wrapper.Airbase#AIRBASE Airbase Airbase to attack. --- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage. --- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. --- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. --- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. --- @param #boolean ControllableAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft. --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:TaskBombingRunway( Airbase, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack ) - self:F2( { self.ControllableName, Airbase, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack } ) - --- BombingRunway = { --- id = 'BombingRunway', --- params = { --- runwayId = AirdromeId, --- weaponType = number, --- expend = enum AI.Task.WeaponExpend, --- attackQty = number, --- direction = Azimuth, --- controllableAttack = boolean, --- } --- } - - local DCSTask - DCSTask = { id = 'BombingRunway', - params = { - point = Airbase:GetID(), - weaponType = WeaponType, - expend = WeaponExpend, - attackQty = AttackQty, - direction = Direction, - controllableAttack = ControllableAttack, - }, - }, - - self:T3( { DCSTask } ) - return DCSTask -end - - ---- (AIR) Refueling from the nearest tanker. No parameters. --- @param #CONTROLLABLE self --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:TaskRefueling() - self:F2( { self.ControllableName } ) - --- Refueling = { --- id = 'Refueling', --- params = {} --- } - - local DCSTask - DCSTask = { id = 'Refueling', - params = { - }, - }, - - self:T3( { DCSTask } ) - return DCSTask -end - - ---- (AIR HELICOPTER) Landing at the ground. For helicopters only. --- @param #CONTROLLABLE self --- @param DCS#Vec2 Point The point where to land. --- @param #number Duration The duration in seconds to stay on the ground. --- @return #CONTROLLABLE self -function CONTROLLABLE:TaskLandAtVec2( Point, Duration ) - self:F2( { self.ControllableName, Point, Duration } ) - --- Land = { --- id= 'Land', --- params = { --- point = Vec2, --- durationFlag = boolean, --- duration = Time --- } --- } - - local DCSTask - if Duration and Duration > 0 then - DCSTask = { id = 'Land', - params = { - point = Point, - durationFlag = true, - duration = Duration, - }, - } - else - DCSTask = { id = 'Land', - params = { - point = Point, - durationFlag = false, - }, - } - end - - self:T3( DCSTask ) - return DCSTask -end - ---- (AIR) Land the controllable at a @{Core.Zone#ZONE_RADIUS). --- @param #CONTROLLABLE self --- @param Core.Zone#ZONE Zone The zone where to land. --- @param #number Duration The duration in seconds to stay on the ground. --- @return #CONTROLLABLE self -function CONTROLLABLE:TaskLandAtZone( Zone, Duration, RandomPoint ) - self:F2( { self.ControllableName, Zone, Duration, RandomPoint } ) - - local Point - if RandomPoint then - Point = Zone:GetRandomVec2() - else - Point = Zone:GetVec2() - end - - local DCSTask = self:TaskLandAtVec2( Point, Duration ) - - self:T3( DCSTask ) - return DCSTask -end - - - ---- (AIR) Following another airborne controllable. --- The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders. --- If another controllable is on land the unit / controllable will orbit around. --- @param #CONTROLLABLE self --- @param Wrapper.Controllable#CONTROLLABLE FollowControllable The controllable to be followed. --- @param DCS#Vec3 Vec3 Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around. --- @param #number LastWaypointIndex Detach waypoint of another controllable. Once reached the unit / controllable Follow task is finished. --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:TaskFollow( FollowControllable, Vec3, LastWaypointIndex ) - self:F2( { self.ControllableName, FollowControllable, Vec3, LastWaypointIndex } ) - --- Follow = { --- id = 'Follow', --- params = { --- groupId = Group.ID, --- pos = Vec3, --- lastWptIndexFlag = boolean, --- lastWptIndex = number --- } --- } - - local LastWaypointIndexFlag = false - if LastWaypointIndex then - LastWaypointIndexFlag = true - end - - local DCSTask - DCSTask = { - id = 'Follow', - params = { - groupId = FollowControllable:GetID(), - pos = Vec3, - lastWptIndexFlag = LastWaypointIndexFlag, - lastWptIndex = LastWaypointIndex - } - } - - self:T3( { DCSTask } ) - return DCSTask -end - - ---- (AIR) Escort another airborne controllable. --- The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders. --- The unit / controllable will also protect that controllable from threats of specified types. --- @param #CONTROLLABLE self --- @param Wrapper.Controllable#CONTROLLABLE FollowControllable The controllable to be escorted. --- @param DCS#Vec3 Vec3 Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around. --- @param #number LastWaypointIndex Detach waypoint of another controllable. Once reached the unit / controllable Follow task is finished. --- @param #number EngagementDistance Maximal distance from escorted controllable to threat. If the threat is already engaged by escort escort will disengage if the distance becomes greater than 1.5 * engagementDistMax. --- @param DCS#AttributeNameArray TargetTypes Array of AttributeName that is contains threat categories allowed to engage. --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, EngagementDistance, TargetTypes ) - self:F2( { self.ControllableName, FollowControllable, Vec3, LastWaypointIndex, EngagementDistance, TargetTypes } ) - --- Escort = { --- id = 'Escort', --- params = { --- groupId = Group.ID, --- pos = Vec3, --- lastWptIndexFlag = boolean, --- lastWptIndex = number, --- engagementDistMax = Distance, --- targetTypes = array of AttributeName, --- } --- } - - local LastWaypointIndexFlag = false - if LastWaypointIndex then - LastWaypointIndexFlag = true - end - - TargetTypes=TargetTypes or {} - - local DCSTask - DCSTask = { id = 'Escort', - params = { - groupId = FollowControllable:GetID(), - pos = Vec3, - lastWptIndexFlag = LastWaypointIndexFlag, - lastWptIndex = LastWaypointIndex, - engagementDistMax = EngagementDistance, - targetTypes = TargetTypes, - }, - }, - - self:T3( { DCSTask } ) - return DCSTask -end - - --- GROUND TASKS - ---- (GROUND) Fire at a VEC2 point until ammunition is finished. --- @param #CONTROLLABLE self --- @param DCS#Vec2 Vec2 The point to fire at. --- @param DCS#Distance Radius The radius of the zone to deploy the fire at. --- @param #number AmmoCount (optional) Quantity of ammunition to expand (omit to fire until ammunition is depleted). --- @param #number WeaponType (optional) Enum for weapon type ID. This value is only required if you want the group firing to use a specific weapon, for instance using the task on a ship to force it to fire guided missiles at targets within cannon range. See http://wiki.hoggit.us/view/DCS_enum_weapon_flag --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:TaskFireAtPoint( Vec2, Radius, AmmoCount, WeaponType ) - self:F2( { self.ControllableName, Vec2, Radius, AmmoCount, WeaponType } ) - - -- FireAtPoint = { - -- id = 'FireAtPoint', - -- params = { - -- point = Vec2, - -- radius = Distance, - -- expendQty = number, - -- expendQtyEnabled = boolean, - -- } - -- } - - local DCSTask - DCSTask = { id = 'FireAtPoint', - params = { - point = Vec2, - radius = Radius, - expendQty = 100, -- dummy value - expendQtyEnabled = false, - } - } - - if AmmoCount then - DCSTask.params.expendQty = AmmoCount - DCSTask.params.expendQtyEnabled = true - end - - if WeaponType then - DCSTask.params.weaponType=WeaponType - end - - self:T3( { DCSTask } ) - return DCSTask -end - ---- (GROUND) Hold ground controllable from moving. --- @param #CONTROLLABLE self --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:TaskHold() - self:F2( { self.ControllableName } ) - --- Hold = { --- id = 'Hold', --- params = { --- } --- } - - local DCSTask - DCSTask = { id = 'Hold', - params = { - } - } - - self:T3( { DCSTask } ) - return DCSTask -end - - --- TASKS FOR AIRBORNE AND GROUND UNITS/CONTROLLABLES - ---- (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction. --- The killer is player-controlled allied CAS-aircraft that is in contact with the FAC. --- If the task is assigned to the controllable lead unit will be a FAC. --- @param #CONTROLLABLE self --- @param Wrapper.Controllable#CONTROLLABLE AttackGroup Target CONTROLLABLE. --- @param #number WeaponType Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage. --- @param DCS#AI.Task.Designation Designation (optional) Designation type. --- @param #boolean Datalink (optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default. --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation, Datalink ) - self:F2( { self.ControllableName, AttackGroup, WeaponType, Designation, Datalink } ) - --- FAC_AttackGroup = { --- id = 'FAC_AttackGroup', --- params = { --- groupId = Group.ID, --- weaponType = number, --- designation = enum AI.Task.Designation, --- datalink = boolean --- } --- } - - local DCSTask - DCSTask = { id = 'FAC_AttackGroup', - params = { - groupId = AttackGroup:GetID(), - weaponType = WeaponType, - designation = Designation, - datalink = Datalink, - } - } - - self:T3( { DCSTask } ) - return DCSTask -end - --- EN-ACT_ROUTE TASKS FOR AIRBORNE CONTROLLABLES - ---- (AIR) Engaging targets of defined types. --- @param #CONTROLLABLE self --- @param DCS#Distance Distance Maximal distance from the target to a route leg. If the target is on a greater distance it will be ignored. --- @param DCS#AttributeNameArray TargetTypes Array of target categories allowed to engage. --- @param #number Priority All enroute tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:EnRouteTaskEngageTargets( Distance, TargetTypes, Priority ) - self:F2( { self.ControllableName, Distance, TargetTypes, Priority } ) - --- EngageTargets ={ --- id = 'EngageTargets', --- params = { --- maxDist = Distance, --- targetTypes = array of AttributeName, --- priority = number --- } --- } - - local DCSTask - DCSTask = { id = 'EngageTargets', - params = { - maxDist = Distance, - targetTypes = TargetTypes, - priority = Priority - } - } - - self:T3( { DCSTask } ) - return DCSTask -end - - - ---- (AIR) Engaging a targets of defined types at circle-shaped zone. --- @param #CONTROLLABLE self --- @param DCS#Vec2 Vec2 2D-coordinates of the zone. --- @param DCS#Distance Radius Radius of the zone. --- @param DCS#AttributeNameArray TargetTypes Array of target categories allowed to engage. --- @param #number Priority All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:EnRouteTaskEngageTargetsInZone( Vec2, Radius, TargetTypes, Priority ) - self:F2( { self.ControllableName, Vec2, Radius, TargetTypes, Priority } ) - --- EngageTargetsInZone = { --- id = 'EngageTargetsInZone', --- params = { --- point = Vec2, --- zoneRadius = Distance, --- targetTypes = array of AttributeName, --- priority = number --- } --- } - - local DCSTask - DCSTask = { id = 'EngageTargetsInZone', - params = { - point = Vec2, - zoneRadius = Radius, - targetTypes = TargetTypes, - priority = Priority - } - } - - self:T3( { DCSTask } ) - return DCSTask -end - - ---- (AIR) Engaging a controllable. The task does not assign the target controllable to the unit/controllable to attack now; it just allows the unit/controllable to engage the target controllable as well as other assigned targets. --- @param #CONTROLLABLE self --- @param Wrapper.Controllable#CONTROLLABLE AttackGroup The Controllable to be attacked. --- @param #number Priority All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. --- @param #number WeaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage. --- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. --- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. --- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. --- @param DCS#Distance Altitude (optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude. --- @param #boolean AttackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit ) - self:F2( { self.ControllableName, AttackGroup, Priority, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit } ) - - -- EngageControllable = { - -- id = 'EngageControllable ', - -- params = { - -- groupId = Group.ID, - -- weaponType = number, - -- expend = enum AI.Task.WeaponExpend, - -- attackQty = number, - -- directionEnabled = boolean, - -- direction = Azimuth, - -- altitudeEnabled = boolean, - -- altitude = Distance, - -- attackQtyLimit = boolean, - -- priority = number, - -- } - -- } - - local DirectionEnabled = nil - if Direction then - DirectionEnabled = true - end - - local AltitudeEnabled = nil - if Altitude then - AltitudeEnabled = true - end - - local DCSTask - DCSTask = { id = 'EngageControllable', - params = { - groupId = AttackGroup:GetID(), - weaponType = WeaponType, - expend = WeaponExpend, - attackQty = AttackQty, - directionEnabled = DirectionEnabled, - direction = Direction, - altitudeEnabled = AltitudeEnabled, - altitude = Altitude, - attackQtyLimit = AttackQtyLimit, - priority = Priority, - }, - }, - - self:T3( { DCSTask } ) - return DCSTask -end - - ---- (AIR) Search and attack the Unit. --- @param #CONTROLLABLE self --- @param Wrapper.Unit#UNIT EngageUnit The UNIT. --- @param #number Priority (optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. --- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found. --- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. --- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. --- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. --- @param DCS#Distance Altitude (optional) Desired altitude to perform the unit engagement. --- @param #boolean Visible (optional) Unit must be visible. --- @param #boolean ControllableAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft. --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:EnRouteTaskEngageUnit( EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack ) - self:F2( { self.ControllableName, EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack } ) - - -- EngageUnit = { - -- id = 'EngageUnit', - -- params = { - -- unitId = Unit.ID, - -- weaponType = number, - -- expend = enum AI.Task.WeaponExpend - -- attackQty = number, - -- direction = Azimuth, - -- attackQtyLimit = boolean, - -- controllableAttack = boolean, - -- priority = number, - -- } - -- } - - local DCSTask - DCSTask = { id = 'EngageUnit', - params = { - unitId = EngageUnit:GetID(), - priority = Priority or 1, - groupAttack = GroupAttack or false, - visible = Visible or false, - expend = WeaponExpend or "Auto", - directionEnabled = Direction and true or false, - direction = Direction, - altitudeEnabled = Altitude and true or false, - altitude = Altitude, - attackQtyLimit = AttackQty and true or false, - attackQty = AttackQty, - controllableAttack = ControllableAttack, - }, - }, - - self:T3( { DCSTask } ) - return DCSTask -end - - - ---- (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters. --- @param #CONTROLLABLE self --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:EnRouteTaskAWACS( ) - self:F2( { self.ControllableName } ) - --- AWACS = { --- id = 'AWACS', --- params = { --- } --- } - - local DCSTask - DCSTask = { id = 'AWACS', - params = { - } - } - - self:T3( { DCSTask } ) - return DCSTask -end - - ---- (AIR) Aircraft will act as a tanker for friendly units. No parameters. --- @param #CONTROLLABLE self --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:EnRouteTaskTanker( ) - self:F2( { self.ControllableName } ) - --- Tanker = { --- id = 'Tanker', --- params = { --- } --- } - - local DCSTask - DCSTask = { id = 'Tanker', - params = { - } - } - - self:T3( { DCSTask } ) - return DCSTask -end - - --- En-route tasks for ground units/controllables - ---- (GROUND) Ground unit (EW-radar) will act as an EWR for friendly units (will provide them with information about contacts). No parameters. --- @param #CONTROLLABLE self --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:EnRouteTaskEWR( ) - self:F2( { self.ControllableName } ) - --- EWR = { --- id = 'EWR', --- params = { --- } --- } - - local DCSTask - DCSTask = { id = 'EWR', - params = { - } - } - - self:T3( { DCSTask } ) - return DCSTask -end - - --- En-route tasks for airborne and ground units/controllables - ---- (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets. --- The killer is player-controlled allied CAS-aircraft that is in contact with the FAC. --- If the task is assigned to the controllable lead unit will be a FAC. --- @param #CONTROLLABLE self --- @param Wrapper.Controllable#CONTROLLABLE AttackGroup Target CONTROLLABLE. --- @param #number Priority All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. --- @param #number WeaponType Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage. --- @param DCS#AI.Task.Designation Designation (optional) Designation type. --- @param #boolean Datalink (optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default. --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponType, Designation, Datalink ) - self:F2( { self.ControllableName, AttackGroup, WeaponType, Priority, Designation, Datalink } ) - --- FAC_EngageControllable = { --- id = 'FAC_EngageControllable', --- params = { --- groupId = Group.ID, --- weaponType = number, --- designation = enum AI.Task.Designation, --- datalink = boolean, --- priority = number, --- } --- } - - local DCSTask - DCSTask = { id = 'FAC_EngageControllable', - params = { - groupId = AttackGroup:GetID(), - weaponType = WeaponType, - designation = Designation, - datalink = Datalink, - priority = Priority, - } - } - - self:T3( { DCSTask } ) - return DCSTask -end - - ---- (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets. --- The killer is player-controlled allied CAS-aircraft that is in contact with the FAC. --- If the task is assigned to the controllable lead unit will be a FAC. --- @param #CONTROLLABLE self --- @param DCS#Distance Radius The maximal distance from the FAC to a target. --- @param #number Priority All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:EnRouteTaskFAC( Radius, Priority ) - self:F2( { self.ControllableName, Radius, Priority } ) - --- FAC = { --- id = 'FAC', --- params = { --- radius = Distance, --- priority = number --- } --- } - - local DCSTask - DCSTask = { id = 'FAC', - params = { - radius = Radius, - priority = Priority - } - } - - self:T3( { DCSTask } ) - return DCSTask -end - - - - ---- (AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable. --- @param #CONTROLLABLE self --- @param DCS#Vec2 Point The point where to wait. --- @param #number Duration The duration in seconds to wait. --- @param #CONTROLLABLE EmbarkingControllable The controllable to be embarked. --- @return DCS#Task The DCS task structure -function CONTROLLABLE:TaskEmbarking( Point, Duration, EmbarkingControllable ) - self:F2( { self.ControllableName, Point, Duration, EmbarkingControllable.DCSControllable } ) - - local DCSTask - DCSTask = { id = 'Embarking', - params = { x = Point.x, - y = Point.y, - duration = Duration, - controllablesForEmbarking = { EmbarkingControllable.ControllableID }, - durationFlag = true, - distributionFlag = false, - distribution = {}, - } - } - - self:T3( { DCSTask } ) - return DCSTask -end - ---- (GROUND) Embark to a Transport landed at a location. - ---- Move to a defined Vec2 Point, and embark to a controllable when arrived within a defined Radius. --- @param #CONTROLLABLE self --- @param DCS#Vec2 Point The point where to wait. --- @param #number Radius The radius of the embarking zone around the Point. --- @return DCS#Task The DCS task structure. -function CONTROLLABLE:TaskEmbarkToTransport( Point, Radius ) - self:F2( { self.ControllableName, Point, Radius } ) - - local DCSTask --DCS#Task - DCSTask = { id = 'EmbarkToTransport', - params = { x = Point.x, - y = Point.y, - zoneRadius = Radius, - } - } - - self:T3( { DCSTask } ) - return DCSTask -end - ---- This creates a Task element, with an action to call a function as part of a Wrapped Task. --- This Task can then be embedded at a Waypoint by calling the method @{#CONTROLLABLE.SetTaskWaypoint}. --- @param #CONTROLLABLE self --- @param #string FunctionString The function name embedded as a string that will be called. --- @param ... The variable arguments passed to the function when called! These arguments can be of any type! --- @return #CONTROLLABLE --- @usage --- --- local ZoneList = { --- ZONE:New( "ZONE1" ), --- ZONE:New( "ZONE2" ), --- ZONE:New( "ZONE3" ), --- ZONE:New( "ZONE4" ), --- ZONE:New( "ZONE5" ) --- } --- --- GroundGroup = GROUP:FindByName( "Vehicle" ) --- --- --- @param Wrapper.Group#GROUP GroundGroup --- function RouteToZone( Vehicle, ZoneRoute ) --- --- local Route = {} --- --- Vehicle:E( { ZoneRoute = ZoneRoute } ) --- --- Vehicle:MessageToAll( "Moving to zone " .. ZoneRoute:GetName(), 10 ) --- --- -- Get the current coordinate of the Vehicle --- local FromCoord = Vehicle:GetCoordinate() --- --- -- Select a random Zone and get the Coordinate of the new Zone. --- local RandomZone = ZoneList[ math.random( 1, #ZoneList ) ] -- Core.Zone#ZONE --- local ToCoord = RandomZone:GetCoordinate() --- --- -- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task --- Route[#Route+1] = FromCoord:WaypointGround( 72 ) --- Route[#Route+1] = ToCoord:WaypointGround( 60, "Vee" ) --- --- local TaskRouteToZone = Vehicle:TaskFunction( "RouteToZone", RandomZone ) --- --- Vehicle:SetTaskWaypoint( Route[#Route], TaskRouteToZone ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone. --- --- Vehicle:Route( Route, math.random( 10, 20 ) ) -- Move after a random seconds to the Route. See the Route method for details. --- --- end --- --- RouteToZone( GroundGroup, ZoneList[1] ) --- -function CONTROLLABLE:TaskFunction( FunctionString, ... ) - - local DCSTask - - local DCSScript = {} - DCSScript[#DCSScript+1] = "local MissionControllable = GROUP:Find( ... ) " - - if arg and arg.n > 0 then - local ArgumentKey = '_' .. tostring( arg ):match("table: (.*)") - self:SetState( self, ArgumentKey, arg ) - DCSScript[#DCSScript+1] = "local Arguments = MissionControllable:GetState( MissionControllable, '" .. ArgumentKey .. "' ) " - DCSScript[#DCSScript+1] = FunctionString .. "( MissionControllable, unpack( Arguments ) )" - else - DCSScript[#DCSScript+1] = FunctionString .. "( MissionControllable )" - end - - DCSTask = self:TaskWrappedAction(self:CommandDoScript(table.concat( DCSScript ))) - - self:T( DCSTask ) - - return DCSTask - -end - - - ---- (AIR + GROUND) Return a mission task from a mission template. --- @param #CONTROLLABLE self --- @param #table TaskMission A table containing the mission task. --- @return DCS#Task -function CONTROLLABLE:TaskMission( TaskMission ) - self:F2( Points ) - - local DCSTask - DCSTask = { id = 'Mission', params = { TaskMission, }, } - - self:T3( { DCSTask } ) - return DCSTask -end - - -do -- Patrol methods - - --- (GROUND) Patrol iteratively using the waypoints the for the (parent) group. - -- @param #CONTROLLABLE self - -- @return #CONTROLLABLE - function CONTROLLABLE:PatrolRoute() - - local PatrolGroup = self -- Wrapper.Group#GROUP - - if not self:IsInstanceOf( "GROUP" ) then - PatrolGroup = self:GetGroup() -- Wrapper.Group#GROUP - end - - self:F( { PatrolGroup = PatrolGroup:GetName() } ) - - if PatrolGroup:IsGround() or PatrolGroup:IsShip() then - - local Waypoints = PatrolGroup:GetTemplateRoutePoints() - - -- Calculate the new Route. - local FromCoord = PatrolGroup:GetCoordinate() - local From = FromCoord:WaypointGround( 120 ) - - table.insert( Waypoints, 1, From ) - - local TaskRoute = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRoute" ) - - self:F({Waypoints = Waypoints}) - local Waypoint = Waypoints[#Waypoints] - PatrolGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone. - - PatrolGroup:Route( Waypoints ) -- Move after a random seconds to the Route. See the Route method for details. - end - end - - --- (GROUND) Patrol randomly to the waypoints the for the (parent) group. - -- A random waypoint will be picked and the group will move towards that point. - -- @param #CONTROLLABLE self - -- @param #number Speed Speed in km/h. - -- @param #string Formation The formation the group uses. - -- @param Core.Point#COORDINATE ToWaypoint The waypoint where the group should move to. - -- @return #CONTROLLABLE - function CONTROLLABLE:PatrolRouteRandom( Speed, Formation, ToWaypoint ) - - local PatrolGroup = self -- Wrapper.Group#GROUP - - if not self:IsInstanceOf( "GROUP" ) then - PatrolGroup = self:GetGroup() -- Wrapper.Group#GROUP - end - - self:F( { PatrolGroup = PatrolGroup:GetName() } ) - - if PatrolGroup:IsGround() or PatrolGroup:IsShip() then - - local Waypoints = PatrolGroup:GetTemplateRoutePoints() - - -- Calculate the new Route. - local FromCoord = PatrolGroup:GetCoordinate() - local FromWaypoint = 1 - if ToWaypoint then - FromWaypoint = ToWaypoint - end - - -- Loop until a waypoint has been found that is not the same as the current waypoint. - -- Otherwise the object zon't move or drive in circles and the algorithm would not do exactly - -- what it is supposed to do, which is making groups drive around. - local ToWaypoint - repeat - -- Select a random waypoint and check if it is not the same waypoint as where the object is about. - ToWaypoint = math.random( 1, #Waypoints ) - until( ToWaypoint ~= FromWaypoint ) - self:F( { FromWaypoint = FromWaypoint, ToWaypoint = ToWaypoint } ) - - local Waypoint = Waypoints[ToWaypoint] -- Select random waypoint. - local ToCoord = COORDINATE:NewFromVec2( { x = Waypoint.x, y = Waypoint.y } ) - -- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task - local Route = {} - Route[#Route+1] = FromCoord:WaypointGround( 0 ) - Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation ) - - - local TaskRouteToZone = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRouteRandom", Speed, Formation, ToWaypoint ) - - PatrolGroup:SetTaskWaypoint( Route[#Route], TaskRouteToZone ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone. - - PatrolGroup:Route( Route, 1 ) -- Move after a random seconds to the Route. See the Route method for details. - end - end - - --- (GROUND) Patrol randomly to the waypoints the for the (parent) group. - -- A random waypoint will be picked and the group will move towards that point. - -- @param #CONTROLLABLE self - -- @param #table ZoneList Table of zones. - -- @param #number Speed Speed in km/h the group moves at. - -- @param #string Formation (Optional) Formation the group should use. - -- @return #CONTROLLABLE - function CONTROLLABLE:PatrolZones( ZoneList, Speed, Formation ) - - if not type( ZoneList ) == "table" then - ZoneList = { ZoneList } - end - - local PatrolGroup = self -- Wrapper.Group#GROUP - - if not self:IsInstanceOf( "GROUP" ) then - PatrolGroup = self:GetGroup() -- Wrapper.Group#GROUP - end - - self:F( { PatrolGroup = PatrolGroup:GetName() } ) - - if PatrolGroup:IsGround() or PatrolGroup:IsShip() then - - local Waypoints = PatrolGroup:GetTemplateRoutePoints() - local Waypoint = Waypoints[math.random( 1, #Waypoints )] -- Select random waypoint. - - -- Calculate the new Route. - local FromCoord = PatrolGroup:GetCoordinate() - - -- Select a random Zone and get the Coordinate of the new Zone. - local RandomZone = ZoneList[ math.random( 1, #ZoneList ) ] -- Core.Zone#ZONE - local ToCoord = RandomZone:GetRandomCoordinate( 10 ) - - -- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task - local Route = {} - Route[#Route+1] = FromCoord:WaypointGround( 20 ) - Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation ) - - - local TaskRouteToZone = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolZones", ZoneList, Speed, Formation ) - - PatrolGroup:SetTaskWaypoint( Route[#Route], TaskRouteToZone ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone. - - PatrolGroup:Route( Route, 1 ) -- Move after a random seconds to the Route. See the Route method for details. - end - end - -end - - ---- Return a Misson task to follow a given route defined by Points. --- @param #CONTROLLABLE self --- @param #table Points A table of route points. --- @return DCS#Task -function CONTROLLABLE:TaskRoute( Points ) - self:F2( Points ) - - local DCSTask - DCSTask = { id = 'Mission', params = { route = { points = Points, }, }, } - - self:T3( { DCSTask } ) - return DCSTask -end - -do -- Route methods - - --- (AIR + GROUND) Make the Controllable move to fly to a given point. - -- @param #CONTROLLABLE self - -- @param DCS#Vec3 Point The destination point in Vec3 format. - -- @param #number Speed The speed [m/s] to travel. - -- @return #CONTROLLABLE self - function CONTROLLABLE:RouteToVec2( Point, Speed ) - self:F2( { Point, Speed } ) - - local ControllablePoint = self:GetUnit( 1 ):GetVec2() - - local PointFrom = {} - PointFrom.x = ControllablePoint.x - PointFrom.y = ControllablePoint.y - PointFrom.type = "Turning Point" - PointFrom.action = "Turning Point" - PointFrom.speed = Speed - PointFrom.speed_locked = true - PointFrom.properties = { - ["vnav"] = 1, - ["scale"] = 0, - ["angle"] = 0, - ["vangle"] = 0, - ["steer"] = 2, - } - - - local PointTo = {} - PointTo.x = Point.x - PointTo.y = Point.y - PointTo.type = "Turning Point" - PointTo.action = "Fly Over Point" - PointTo.speed = Speed - PointTo.speed_locked = true - PointTo.properties = { - ["vnav"] = 1, - ["scale"] = 0, - ["angle"] = 0, - ["vangle"] = 0, - ["steer"] = 2, - } - - - local Points = { PointFrom, PointTo } - - self:T3( Points ) - - self:Route( Points ) - - return self - end - - --- (AIR + GROUND) Make the Controllable move to a given point. - -- @param #CONTROLLABLE self - -- @param DCS#Vec3 Point The destination point in Vec3 format. - -- @param #number Speed The speed [m/s] to travel. - -- @return #CONTROLLABLE self - function CONTROLLABLE:RouteToVec3( Point, Speed ) - self:F2( { Point, Speed } ) - - local ControllableVec3 = self:GetUnit( 1 ):GetVec3() - - local PointFrom = {} - PointFrom.x = ControllableVec3.x - PointFrom.y = ControllableVec3.z - PointFrom.alt = ControllableVec3.y - PointFrom.alt_type = "BARO" - PointFrom.type = "Turning Point" - PointFrom.action = "Turning Point" - PointFrom.speed = Speed - PointFrom.speed_locked = true - PointFrom.properties = { - ["vnav"] = 1, - ["scale"] = 0, - ["angle"] = 0, - ["vangle"] = 0, - ["steer"] = 2, - } - - - local PointTo = {} - PointTo.x = Point.x - PointTo.y = Point.z - PointTo.alt = Point.y - PointTo.alt_type = "BARO" - PointTo.type = "Turning Point" - PointTo.action = "Fly Over Point" - PointTo.speed = Speed - PointTo.speed_locked = true - PointTo.properties = { - ["vnav"] = 1, - ["scale"] = 0, - ["angle"] = 0, - ["vangle"] = 0, - ["steer"] = 2, - } - - - local Points = { PointFrom, PointTo } - - self:T3( Points ) - - self:Route( Points ) - - return self - end - - - - --- Make the controllable to follow a given route. - -- @param #CONTROLLABLE self - -- @param #table Route A table of Route Points. - -- @param #number DelaySeconds (Optional) Wait for the specified seconds before executing the Route. Default is one second. - -- @return #CONTROLLABLE The CONTROLLABLE. - function CONTROLLABLE:Route( Route, DelaySeconds ) - self:F2( Route ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - local RouteTask = self:TaskRoute( Route ) -- Create a RouteTask, that will route the CONTROLLABLE to the Route. - self:SetTask( RouteTask, DelaySeconds or 1 ) -- Execute the RouteTask after the specified seconds (default is 1). - return self - end - - return nil - end - - --- Make the controllable to push follow a given route. - -- @param #CONTROLLABLE self - -- @param #table Route A table of Route Points. - -- @param #number DelaySeconds (Optional) Wait for the specified seconds before executing the Route. Default is one second. - -- @return #CONTROLLABLE The CONTROLLABLE. - function CONTROLLABLE:RoutePush( Route, DelaySeconds ) - self:F2( Route ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - local RouteTask = self:TaskRoute( Route ) -- Create a RouteTask, that will route the CONTROLLABLE to the Route. - self:PushTask( RouteTask, DelaySeconds or 1 ) -- Execute the RouteTask after the specified seconds (default is 1). - return self - end - - return nil - end - - - --- Stops the movement of the vehicle on the route. - -- @param #CONTROLLABLE self - -- @return #CONTROLLABLE - function CONTROLLABLE:RouteStop() - self:F(self:GetName() .. " RouteStop") - - local CommandStop = self:CommandStopRoute( true ) - self:SetCommand( CommandStop ) - - end - - --- Resumes the movement of the vehicle on the route. - -- @param #CONTROLLABLE self - -- @return #CONTROLLABLE - function CONTROLLABLE:RouteResume() - self:F( self:GetName() .. " RouteResume") - - local CommandResume = self:CommandStopRoute( false ) - self:SetCommand( CommandResume ) - - end - - --- Make the GROUND Controllable to drive towards a specific point. - -- @param #CONTROLLABLE self - -- @param Core.Point#COORDINATE ToCoordinate A Coordinate to drive to. - -- @param #number Speed (optional) Speed in km/h. The default speed is 20 km/h. - -- @param #string Formation (optional) The route point Formation, which is a text string that specifies exactly the Text in the Type of the route point, like "Vee", "Echelon Right". - -- @param #number DelaySeconds Wait for the specified seconds before executing the Route. - -- @return #CONTROLLABLE The CONTROLLABLE. - function CONTROLLABLE:RouteGroundTo( ToCoordinate, Speed, Formation, DelaySeconds ) - - local FromCoordinate = self:GetCoordinate() - - local FromWP = FromCoordinate:WaypointGround() - local ToWP = ToCoordinate:WaypointGround( Speed, Formation ) - - self:Route( { FromWP, ToWP }, DelaySeconds ) - - return self - end - - --- Make the GROUND Controllable to drive towards a specific point using (mostly) roads. - -- @param #CONTROLLABLE self - -- @param Core.Point#COORDINATE ToCoordinate A Coordinate to drive to. - -- @param #number Speed (Optional) Speed in km/h. The default speed is 20 km/h. - -- @param #number DelaySeconds (Optional) Wait for the specified seconds before executing the Route. Default is one second. - -- @param #string OffRoadFormation (Optional) The formation at initial and final waypoint. Default is "Off Road". - -- @return #CONTROLLABLE The CONTROLLABLE. - function CONTROLLABLE:RouteGroundOnRoad( ToCoordinate, Speed, DelaySeconds, OffRoadFormation ) - - -- Defaults. - Speed=Speed or 20 - DelaySeconds=DelaySeconds or 1 - OffRoadFormation=OffRoadFormation or "Off Road" - - -- Get the route task. - local route=self:TaskGroundOnRoad(ToCoordinate, Speed, OffRoadFormation) - - -- Route controllable to destination. - self:Route( route, DelaySeconds ) - - return self - end - - --- Make the TRAIN Controllable to drive towards a specific point using railroads. - -- @param #CONTROLLABLE self - -- @param Core.Point#COORDINATE ToCoordinate A Coordinate to drive to. - -- @param #number Speed (Optional) Speed in km/h. The default speed is 20 km/h. - -- @param #number DelaySeconds (Optional) Wait for the specified seconds before executing the Route. Default is one second. - -- @return #CONTROLLABLE The CONTROLLABLE. - function CONTROLLABLE:RouteGroundOnRailRoads( ToCoordinate, Speed, DelaySeconds) - - -- Defaults. - Speed=Speed or 20 - DelaySeconds=DelaySeconds or 1 - - -- Get the route task. - local route=self:TaskGroundOnRailRoads(ToCoordinate, Speed) - - -- Route controllable to destination. - self:Route( route, DelaySeconds ) - - return self - end - - - - --- Make a task for a GROUND Controllable to drive towards a specific point using (mostly) roads. - -- @param #CONTROLLABLE self - -- @param Core.Point#COORDINATE ToCoordinate A Coordinate to drive to. - -- @param #number Speed (Optional) Speed in km/h. The default speed is 20 km/h. - -- @param #string OffRoadFormation (Optional) The formation at initial and final waypoint. Default is "Off Road". - -- @param #boolean Shortcut (Optional) If true, controllable will take the direct route if the path on road is 10x longer or path on road is less than 5% of total path. - -- @param Core.Point#COORDINATE FromCoordinate (Optional) Explicit initial coordinate. Default is the position of the controllable. - -- @return DCS#Task Task. - -- @return #boolean If true, path on road is possible. If false, task will route the group directly to its destination. - function CONTROLLABLE:TaskGroundOnRoad( ToCoordinate, Speed, OffRoadFormation, Shortcut, FromCoordinate ) - self:F2({ToCoordinate=ToCoordinate, Speed=Speed, OffRoadFormation=OffRoadFormation}) - - -- Defaults. - Speed=Speed or 20 - OffRoadFormation=OffRoadFormation or "Off Road" - - -- Initial (current) coordinate. - FromCoordinate = FromCoordinate or self:GetCoordinate() - - -- Get path and path length on road including the end points (From and To). - local PathOnRoad, LengthOnRoad=FromCoordinate:GetPathOnRoad(ToCoordinate, true) - - -- Get the length only(!) on the road. - local _,LengthRoad=FromCoordinate:GetPathOnRoad(ToCoordinate, false) - - -- Off road part of the rout: Total=OffRoad+OnRoad. - local LengthOffRoad - local LongRoad - - -- Calculate the direct distance between the initial and final points. - local LengthDirect=FromCoordinate:Get2DDistance(ToCoordinate) - - if PathOnRoad then - - -- Off road part of the rout: Total=OffRoad+OnRoad. - LengthOffRoad=LengthOnRoad-LengthRoad - - -- Length on road is 10 times longer than direct route or path on road is very short (<5% of total path). - LongRoad=LengthOnRoad and ((LengthOnRoad > LengthDirect*10) or (LengthRoad/LengthOnRoad*100<5)) - - -- Debug info. - self:T(string.format("Length on road = %.3f km", LengthOnRoad/1000)) - self:T(string.format("Length directly = %.3f km", LengthDirect/1000)) - self:T(string.format("Length fraction = %.3f km", LengthOnRoad/LengthDirect)) - self:T(string.format("Length only road = %.3f km", LengthRoad/1000)) - self:T(string.format("Length off road = %.3f km", LengthOffRoad/1000)) - self:T(string.format("Percent on road = %.1f", LengthRoad/LengthOnRoad*100)) - - end - - -- Route, ground waypoints along road. - local route={} - local canroad=false - - -- Check if a valid path on road could be found. - if PathOnRoad and LengthDirect > 2000 then -- if the length of the movement is less than 1 km, drive directly. - -- Check whether the road is very long compared to direct path. - if LongRoad and Shortcut then - - -- Road is long ==> we take the short cut. - table.insert(route, FromCoordinate:WaypointGround(Speed, OffRoadFormation)) - table.insert(route, ToCoordinate:WaypointGround(Speed, OffRoadFormation)) - - else - - -- Create waypoints. - table.insert(route, FromCoordinate:WaypointGround(Speed, OffRoadFormation)) - table.insert(route, PathOnRoad[2]:WaypointGround(Speed, "On Road")) - table.insert(route, PathOnRoad[#PathOnRoad-1]:WaypointGround(Speed, "On Road")) - - -- Add the final coordinate because the final might not be on the road. - local dist=ToCoordinate:Get2DDistance(PathOnRoad[#PathOnRoad-1]) - if dist>10 then - table.insert(route, ToCoordinate:WaypointGround(Speed, OffRoadFormation)) - table.insert(route, ToCoordinate:GetRandomCoordinateInRadius(10,5):WaypointGround(5, OffRoadFormation)) - table.insert(route, ToCoordinate:GetRandomCoordinateInRadius(10,5):WaypointGround(5, OffRoadFormation)) - end - - end - - canroad=true - else - - -- No path on road could be found (can happen!) ==> Route group directly from A to B. - table.insert(route, FromCoordinate:WaypointGround(Speed, OffRoadFormation)) - table.insert(route, ToCoordinate:WaypointGround(Speed, OffRoadFormation)) - - end - - return route, canroad - end - - --- Make a task for a TRAIN Controllable to drive towards a specific point using railroad. - -- @param #CONTROLLABLE self - -- @param Core.Point#COORDINATE ToCoordinate A Coordinate to drive to. - -- @param #number Speed (Optional) Speed in km/h. The default speed is 20 km/h. - -- @return Task - function CONTROLLABLE:TaskGroundOnRailRoads(ToCoordinate, Speed) - self:F2({ToCoordinate=ToCoordinate, Speed=Speed}) - - -- Defaults. - Speed=Speed or 20 - - -- Current coordinate. - local FromCoordinate = self:GetCoordinate() - - -- Get path and path length on railroad. - local PathOnRail, LengthOnRail=FromCoordinate:GetPathOnRoad(ToCoordinate, false, true) - - -- Debug info. - self:T(string.format("Length on railroad = %.3f km", LengthOnRail/1000)) - - -- Route, ground waypoints along road. - local route={} - - -- Check if a valid path on railroad could be found. - if PathOnRail then - - table.insert(route, PathOnRail[1]:WaypointGround(Speed, "On Railroad")) - table.insert(route, PathOnRail[2]:WaypointGround(Speed, "On Railroad")) - - end - - return route - end - - --- Make the AIR Controllable fly towards a specific point. - -- @param #CONTROLLABLE self - -- @param Core.Point#COORDINATE ToCoordinate A Coordinate to drive to. - -- @param Core.Point#COORDINATE.RoutePointAltType AltType The altitude type. - -- @param Core.Point#COORDINATE.RoutePointType Type The route point type. - -- @param Core.Point#COORDINATE.RoutePointAction Action The route point action. - -- @param #number Speed (optional) Speed in km/h. The default speed is 500 km/h. - -- @param #number DelaySeconds Wait for the specified seconds before executing the Route. - -- @return #CONTROLLABLE The CONTROLLABLE. - function CONTROLLABLE:RouteAirTo( ToCoordinate, AltType, Type, Action, Speed, DelaySeconds ) - - local FromCoordinate = self:GetCoordinate() - local FromWP = FromCoordinate:WaypointAir() - - local ToWP = ToCoordinate:WaypointAir( AltType, Type, Action, Speed ) - - self:Route( { FromWP, ToWP }, DelaySeconds ) - - return self - end - - - --- (AIR + GROUND) Route the controllable to a given zone. - -- The controllable final destination point can be randomized. - -- A speed can be given in km/h. - -- A given formation can be given. - -- @param #CONTROLLABLE self - -- @param Core.Zone#ZONE Zone The zone where to route to. - -- @param #boolean Randomize Defines whether to target point gets randomized within the Zone. - -- @param #number Speed The speed in m/s. Default is 5.555 m/s = 20 km/h. - -- @param Base#FORMATION Formation The formation string. - function CONTROLLABLE:TaskRouteToZone( Zone, Randomize, Speed, Formation ) - self:F2( Zone ) - - local DCSControllable = self:GetDCSObject() - - if DCSControllable then - - local ControllablePoint = self:GetVec2() - - local PointFrom = {} - PointFrom.x = ControllablePoint.x - PointFrom.y = ControllablePoint.y - PointFrom.type = "Turning Point" - PointFrom.action = Formation or "Cone" - PointFrom.speed = 20 / 3.6 - - - local PointTo = {} - local ZonePoint - - if Randomize then - ZonePoint = Zone:GetRandomVec2() - else - ZonePoint = Zone:GetVec2() - end - - PointTo.x = ZonePoint.x - PointTo.y = ZonePoint.y - PointTo.type = "Turning Point" - - if Formation then - PointTo.action = Formation - else - PointTo.action = "Cone" - end - - if Speed then - PointTo.speed = Speed - else - PointTo.speed = 20 / 3.6 - end - - local Points = { PointFrom, PointTo } - - self:T3( Points ) - - self:Route( Points ) - - return self - end - - return nil - end - - --- (GROUND) Route the controllable to a given Vec2. - -- A speed can be given in km/h. - -- A given formation can be given. - -- @param #CONTROLLABLE self - -- @param DCS#Vec2 Vec2 The Vec2 where to route to. - -- @param #number Speed The speed in m/s. Default is 5.555 m/s = 20 km/h. - -- @param Base#FORMATION Formation The formation string. - function CONTROLLABLE:TaskRouteToVec2( Vec2, Speed, Formation ) - - local DCSControllable = self:GetDCSObject() - - if DCSControllable then - - local ControllablePoint = self:GetVec2() - - local PointFrom = {} - PointFrom.x = ControllablePoint.x - PointFrom.y = ControllablePoint.y - PointFrom.type = "Turning Point" - PointFrom.action = Formation or "Cone" - PointFrom.speed = 20 / 3.6 - - - local PointTo = {} - - PointTo.x = Vec2.x - PointTo.y = Vec2.y - PointTo.type = "Turning Point" - - if Formation then - PointTo.action = Formation - else - PointTo.action = "Cone" - end - - if Speed then - PointTo.speed = Speed - else - PointTo.speed = 20 / 3.6 - end - - local Points = { PointFrom, PointTo } - - self:T3( Points ) - - self:Route( Points ) - - return self - end - - return nil - end - -end -- Route methods - --- Commands - ---- Do Script command --- @param #CONTROLLABLE self --- @param #string DoScript --- @return DCS#DCSCommand -function CONTROLLABLE:CommandDoScript( DoScript ) - - local DCSDoScript = { - id = "Script", - params = { - command = DoScript, - }, - } - - self:T3( DCSDoScript ) - return DCSDoScript -end - - ---- Return the mission template of the controllable. --- @param #CONTROLLABLE self --- @return #table The MissionTemplate --- TODO: Rework the method how to retrieve a template ... -function CONTROLLABLE:GetTaskMission() - self:F2( self.ControllableName ) - - return routines.utils.deepCopy( _DATABASE.Templates.Controllables[self.ControllableName].Template ) -end - ---- Return the mission route of the controllable. --- @param #CONTROLLABLE self --- @return #table The mission route defined by points. -function CONTROLLABLE:GetTaskRoute() - self:F2( self.ControllableName ) - - return routines.utils.deepCopy( _DATABASE.Templates.Controllables[self.ControllableName].Template.route.points ) -end - - - ---- Return the route of a controllable by using the @{Core.Database#DATABASE} class. --- @param #CONTROLLABLE self --- @param #number Begin The route point from where the copy will start. The base route point is 0. --- @param #number End The route point where the copy will end. The End point is the last point - the End point. The last point has base 0. --- @param #boolean Randomize Randomization of the route, when true. --- @param #number Radius When randomization is on, the randomization is within the radius. -function CONTROLLABLE:CopyRoute( Begin, End, Randomize, Radius ) - self:F2( { Begin, End } ) - - local Points = {} - - -- Could be a Spawned Controllable - local ControllableName = string.match( self:GetName(), ".*#" ) - if ControllableName then - ControllableName = ControllableName:sub( 1, -2 ) - else - ControllableName = self:GetName() - end - - self:T3( { ControllableName } ) - - local Template = _DATABASE.Templates.Controllables[ControllableName].Template - - if Template then - if not Begin then - Begin = 0 - end - if not End then - End = 0 - end - - for TPointID = Begin + 1, #Template.route.points - End do - if Template.route.points[TPointID] then - Points[#Points+1] = routines.utils.deepCopy( Template.route.points[TPointID] ) - if Randomize then - if not Radius then - Radius = 500 - end - Points[#Points].x = Points[#Points].x + math.random( Radius * -1, Radius ) - Points[#Points].y = Points[#Points].y + math.random( Radius * -1, Radius ) - end - end - end - return Points - else - error( "Template not found for Controllable : " .. ControllableName ) - end - - return nil -end - - ---- Return the detected targets of the controllable. --- The optional parametes specify the detection methods that can be applied. --- If no detection method is given, the detection will use all the available methods by default. --- @param Wrapper.Controllable#CONTROLLABLE self --- @param #boolean DetectVisual (optional) --- @param #boolean DetectOptical (optional) --- @param #boolean DetectRadar (optional) --- @param #boolean DetectIRST (optional) --- @param #boolean DetectRWR (optional) --- @param #boolean DetectDLINK (optional) --- @return #table DetectedTargets -function CONTROLLABLE:GetDetectedTargets( DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK ) - self:F2( self.ControllableName ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - local DetectionVisual = ( DetectVisual and DetectVisual == true ) and Controller.Detection.VISUAL or nil - local DetectionOptical = ( DetectOptical and DetectOptical == true ) and Controller.Detection.OPTICAL or nil - local DetectionRadar = ( DetectRadar and DetectRadar == true ) and Controller.Detection.RADAR or nil - local DetectionIRST = ( DetectIRST and DetectIRST == true ) and Controller.Detection.IRST or nil - local DetectionRWR = ( DetectRWR and DetectRWR == true ) and Controller.Detection.RWR or nil - local DetectionDLINK = ( DetectDLINK and DetectDLINK == true ) and Controller.Detection.DLINK or nil - - self:T2( { DetectionVisual, DetectionOptical, DetectionRadar, DetectionIRST, DetectionRWR, DetectionDLINK } ) - - return self:_GetController():getDetectedTargets( DetectionVisual, DetectionOptical, DetectionRadar, DetectionIRST, DetectionRWR, DetectionDLINK ) - end - - return nil -end - -function CONTROLLABLE:IsTargetDetected( DCSObject, DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK ) - self:F2( self.ControllableName ) - - local DCSControllable = self:GetDCSObject() - - if DCSControllable then - - local DetectionVisual = ( DetectVisual and DetectVisual == true ) and Controller.Detection.VISUAL or nil - local DetectionOptical = ( DetectOptical and DetectOptical == true ) and Controller.Detection.OPTICAL or nil - local DetectionRadar = ( DetectRadar and DetectRadar == true ) and Controller.Detection.RADAR or nil - local DetectionIRST = ( DetectIRST and DetectIRST == true ) and Controller.Detection.IRST or nil - local DetectionRWR = ( DetectRWR and DetectRWR == true ) and Controller.Detection.RWR or nil - local DetectionDLINK = ( DetectDLINK and DetectDLINK == true ) and Controller.Detection.DLINK or nil - - local Controller = self:_GetController() - - local TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity - = Controller:isTargetDetected( DCSObject, DetectionVisual, DetectionOptical, DetectionRadar, DetectionIRST, DetectionRWR, DetectionDLINK ) - - return TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity - end - - return nil -end - --- Options - ---- Can the CONTROLLABLE hold their weapons? --- @param #CONTROLLABLE self --- @return #boolean -function CONTROLLABLE:OptionROEHoldFirePossible() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - if self:IsAir() or self:IsGround() or self:IsShip() then - return true - end - - return false - end - - return nil -end - ---- Holding weapons. --- @param Wrapper.Controllable#CONTROLLABLE self --- @return Wrapper.Controllable#CONTROLLABLE self -function CONTROLLABLE:OptionROEHoldFire() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - local Controller = self:_GetController() - - if self:IsAir() then - Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_HOLD ) - elseif self:IsGround() then - Controller:setOption( AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.WEAPON_HOLD ) - elseif self:IsShip() then - Controller:setOption( AI.Option.Naval.id.ROE, AI.Option.Naval.val.ROE.WEAPON_HOLD ) - end - - return self - end - - return nil -end - ---- Can the CONTROLLABLE attack returning on enemy fire? --- @param #CONTROLLABLE self --- @return #boolean -function CONTROLLABLE:OptionROEReturnFirePossible() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - if self:IsAir() or self:IsGround() or self:IsShip() then - return true - end - - return false - end - - return nil -end - ---- Return fire. --- @param #CONTROLLABLE self --- @return #CONTROLLABLE self -function CONTROLLABLE:OptionROEReturnFire() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - local Controller = self:_GetController() - - if self:IsAir() then - Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.RETURN_FIRE ) - elseif self:IsGround() then - Controller:setOption( AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.RETURN_FIRE ) - elseif self:IsShip() then - Controller:setOption( AI.Option.Naval.id.ROE, AI.Option.Naval.val.ROE.RETURN_FIRE ) - end - - return self - end - - return nil -end - ---- Can the CONTROLLABLE attack designated targets? --- @param #CONTROLLABLE self --- @return #boolean -function CONTROLLABLE:OptionROEOpenFirePossible() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - if self:IsAir() or self:IsGround() or self:IsShip() then - return true - end - - return false - end - - return nil -end - ---- Openfire. --- @param #CONTROLLABLE self --- @return #CONTROLLABLE self -function CONTROLLABLE:OptionROEOpenFire() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - local Controller = self:_GetController() - - if self:IsAir() then - Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE ) - elseif self:IsGround() then - Controller:setOption( AI.Option.Ground.id.ROE, AI.Option.Ground.val.ROE.OPEN_FIRE ) - elseif self:IsShip() then - Controller:setOption( AI.Option.Naval.id.ROE, AI.Option.Naval.val.ROE.OPEN_FIRE ) - end - - return self - end - - return nil -end - ---- Can the CONTROLLABLE attack targets of opportunity? --- @param #CONTROLLABLE self --- @return #boolean -function CONTROLLABLE:OptionROEWeaponFreePossible() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - if self:IsAir() then - return true - end - - return false - end - - return nil -end - ---- Weapon free. --- @param #CONTROLLABLE self --- @return #CONTROLLABLE self -function CONTROLLABLE:OptionROEWeaponFree() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - local Controller = self:_GetController() - - if self:IsAir() then - Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.WEAPON_FREE ) - end - - return self - end - - return nil -end - ---- Can the CONTROLLABLE ignore enemy fire? --- @param #CONTROLLABLE self --- @return #boolean -function CONTROLLABLE:OptionROTNoReactionPossible() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - if self:IsAir() then - return true - end - - return false - end - - return nil -end - - ---- No evasion on enemy threats. --- @param #CONTROLLABLE self --- @return #CONTROLLABLE self -function CONTROLLABLE:OptionROTNoReaction() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - local Controller = self:_GetController() - - if self:IsAir() then - Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.NO_REACTION ) - end - - return self - end - - return nil -end - ---- Can the CONTROLLABLE evade using passive defenses? --- @param #CONTROLLABLE self --- @return #boolean -function CONTROLLABLE:OptionROTPassiveDefensePossible() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - if self:IsAir() then - return true - end - - return false - end - - return nil -end - ---- Evasion passive defense. --- @param #CONTROLLABLE self --- @return #CONTROLLABLE self -function CONTROLLABLE:OptionROTPassiveDefense() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - local Controller = self:_GetController() - - if self:IsAir() then - Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.PASSIVE_DEFENCE ) - end - - return self - end - - return nil -end - ---- Can the CONTROLLABLE evade on enemy fire? --- @param #CONTROLLABLE self --- @return #boolean -function CONTROLLABLE:OptionROTEvadeFirePossible() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - if self:IsAir() then - return true - end - - return false - end - - return nil -end - - ---- Evade on fire. --- @param #CONTROLLABLE self --- @return #CONTROLLABLE self -function CONTROLLABLE:OptionROTEvadeFire() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - local Controller = self:_GetController() - - if self:IsAir() then - Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE ) - end - - return self - end - - return nil -end - ---- Can the CONTROLLABLE evade on fire using vertical manoeuvres? --- @param #CONTROLLABLE self --- @return #boolean -function CONTROLLABLE:OptionROTVerticalPossible() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - if self:IsAir() then - return true - end - - return false - end - - return nil -end - - ---- Evade on fire using vertical manoeuvres. --- @param #CONTROLLABLE self --- @return #CONTROLLABLE self -function CONTROLLABLE:OptionROTVertical() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - local Controller = self:_GetController() - - if self:IsAir() then - Controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.BYPASS_AND_ESCAPE ) - end - - return self - end - - return nil -end - ---- Alarm state to Auto: AI will automatically switch alarm states based on the presence of threats. The AI kind of cheats in this regard. --- @param #CONTROLLABLE self --- @return #CONTROLLABLE self -function CONTROLLABLE:OptionAlarmStateAuto() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - local Controller = self:_GetController() - - if self:IsGround() then - Controller:setOption(AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.AUTO) - elseif self:IsShip() then - Controller:setOption(AI.Option.Naval.id.ALARM_STATE, AI.Option.Naval.val.ALARM_STATE.AUTO) - end - - return self - end - - return nil -end - ---- Alarm state to Green: Group is not combat ready. Sensors are stowed if possible. --- @param #CONTROLLABLE self --- @return #CONTROLLABLE self -function CONTROLLABLE:OptionAlarmStateGreen() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - local Controller = self:_GetController() - - if self:IsGround() then - Controller:setOption( AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.GREEN ) - elseif self:IsShip() then - -- AI.Option.Naval.id.ALARM_STATE does not seem to exist! - --Controller:setOption( AI.Option.Naval.id.ALARM_STATE, AI.Option.Naval.val.ALARM_STATE.GREEN ) - end - - return self - end - - return nil -end - ---- Alarm state to Red: Group is combat ready and actively searching for targets. --- @param #CONTROLLABLE self --- @return #CONTROLLABLE self -function CONTROLLABLE:OptionAlarmStateRed() - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - local Controller = self:_GetController() - - if self:IsGround() then - Controller:setOption(AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.RED) - elseif self:IsShip() then - Controller:setOption(AI.Option.Naval.id.ALARM_STATE, AI.Option.Naval.val.ALARM_STATE.RED) - end - - return self - end - - return nil -end - - ---- Set RTB on bingo fuel. --- @param #CONTROLLABLE self --- @param #boolean RTB true if RTB on bingo fuel (default), false if no RTB on bingo fuel. --- Warning! When you switch this option off, the airborne group will continue to fly until all fuel has been consumed, and will crash. --- @return #CONTROLLABLE self -function CONTROLLABLE:OptionRTBBingoFuel( RTB ) --R2.2 - self:F2( { self.ControllableName } ) - - RTB = RTB or true - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - local Controller = self:_GetController() - - if self:IsAir() then - Controller:setOption( AI.Option.Air.id.RTB_ON_BINGO, RTB ) - end - - return self - end - - return nil -end - - ---- Set RTB on ammo. --- @param #CONTROLLABLE self --- @param #boolean WeaponsFlag Weapons.flag enumerator. --- @return #CONTROLLABLE self -function CONTROLLABLE:OptionRTBAmmo( WeaponsFlag ) - self:F2( { self.ControllableName } ) - - local DCSControllable = self:GetDCSObject() - if DCSControllable then - local Controller = self:_GetController() - - if self:IsAir() then - Controller:setOption( AI.Option.GROUND.id.RTB_ON_OUT_OF_AMMO, WeaponsFlag ) - end - - return self - end - - return nil -end - - - - - ---- Retrieve the controllable mission and allow to place function hooks within the mission waypoint plan. --- Use the method @{Wrapper.Controllable#CONTROLLABLE:WayPointFunction} to define the hook functions for specific waypoints. --- Use the method @{Controllable@CONTROLLABLE:WayPointExecute) to start the execution of the new mission plan. --- Note that when WayPointInitialize is called, the Mission of the controllable is RESTARTED! --- @param #CONTROLLABLE self --- @param #table WayPoints If WayPoints is given, then use the route. --- @return #CONTROLLABLE -function CONTROLLABLE:WayPointInitialize( WayPoints ) - self:F( { WayPoints } ) - - if WayPoints then - self.WayPoints = WayPoints - else - self.WayPoints = self:GetTaskRoute() - end - - return self -end - ---- Get the current WayPoints set with the WayPoint functions( Note that the WayPoints can be nil, although there ARE waypoints). --- @param #CONTROLLABLE self --- @return #table WayPoints If WayPoints is given, then return the WayPoints structure. -function CONTROLLABLE:GetWayPoints() - self:F( ) - - if self.WayPoints then - return self.WayPoints - end - - return nil -end - ---- Registers a waypoint function that will be executed when the controllable moves over the WayPoint. --- @param #CONTROLLABLE self --- @param #number WayPoint The waypoint number. Note that the start waypoint on the route is WayPoint 1! --- @param #number WayPointIndex When defining multiple WayPoint functions for one WayPoint, use WayPointIndex to set the sequence of actions. --- @param #function WayPointFunction The waypoint function to be called when the controllable moves over the waypoint. The waypoint function takes variable parameters. --- @return #CONTROLLABLE -function CONTROLLABLE:WayPointFunction( WayPoint, WayPointIndex, WayPointFunction, ... ) - self:F2( { WayPoint, WayPointIndex, WayPointFunction } ) - - table.insert( self.WayPoints[WayPoint].task.params.tasks, WayPointIndex ) - self.WayPoints[WayPoint].task.params.tasks[WayPointIndex] = self:TaskFunction( WayPointFunction, arg ) - return self -end - - ---- Executes the WayPoint plan. --- The function gets a WayPoint parameter, that you can use to restart the mission at a specific WayPoint. --- Note that when the WayPoint parameter is used, the new start mission waypoint of the controllable will be 1! --- @param #CONTROLLABLE self --- @param #number WayPoint The WayPoint from where to execute the mission. --- @param #number WaitTime The amount seconds to wait before initiating the mission. --- @return #CONTROLLABLE -function CONTROLLABLE:WayPointExecute( WayPoint, WaitTime ) - self:F( { WayPoint, WaitTime } ) - - if not WayPoint then - WayPoint = 1 - end - - -- When starting the mission from a certain point, the TaskPoints need to be deleted before the given WayPoint. - for TaskPointID = 1, WayPoint - 1 do - table.remove( self.WayPoints, 1 ) - end - - self:T3( self.WayPoints ) - - self:SetTask( self:TaskRoute( self.WayPoints ), WaitTime ) - - return self -end - ---- Returns if the Controllable contains AirPlanes. --- @param #CONTROLLABLE self --- @return #boolean true if Controllable contains AirPlanes. -function CONTROLLABLE:IsAirPlane() - self:F2() - - local DCSObject = self:GetDCSObject() - - if DCSObject then - local Category = DCSObject:getDesc().category - return Category == Unit.Category.AIRPLANE - end - - return nil -end - - - --- Message APIs--- **Wrapper** -- GROUP wraps the DCS Class Group objects. --- --- === --- --- The @{#GROUP} class is a wrapper class to handle the DCS Group objects. --- --- ## Features: --- --- * Support all DCS Group APIs. --- * Enhance with Group specific APIs not in the DCS Group API set. --- * Handle local Group Controller. --- * Manage the "state" of the DCS Group. --- --- **IMPORTANT: ONE SHOULD NEVER SANATIZE these GROUP OBJECT REFERENCES! (make the GROUP object references nil).** --- --- === --- --- For each DCS Group object alive within a running mission, a GROUP wrapper object (instance) will be created within the _@{DATABASE} object. --- This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Group objects are spawned (using the @{SPAWN} class). --- --- The GROUP class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference --- using the DCS Group or the DCS GroupName. --- --- The GROUP methods will reference the DCS Group object by name when it is needed during API execution. --- If the DCS Group object does not exist or is nil, the GROUP methods will return nil and may log an exception in the DCS.log file. --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- * [**Entropy**](https://forums.eagle.ru/member.php?u=111471), **Afinegan**: Came up with the requirement for AIOnOff(). --- --- === --- --- @module Wrapper.Group --- @image Wrapper_Group.JPG - - ---- @type GROUP --- @extends Wrapper.Controllable#CONTROLLABLE --- @field #string GroupName The name of the group. - - ---- Wrapper class of the DCS world Group object. --- --- The GROUP class provides the following functions to retrieve quickly the relevant GROUP instance: --- --- * @{#GROUP.Find}(): Find a GROUP instance from the _DATABASE object using a DCS Group object. --- * @{#GROUP.FindByName}(): Find a GROUP instance from the _DATABASE object using a DCS Group name. --- --- # 1. Tasking of groups --- --- A GROUP is derived from the wrapper class CONTROLLABLE (@{Wrapper.Controllable#CONTROLLABLE}). --- See the @{Wrapper.Controllable} task methods section for a description of the task methods. --- --- But here is an example how a group can be assigned a task. --- --- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class. --- --- First we look up the objects. We create a GROUP object `HeliGroup`, using the @{#GROUP:FindByName}() method, looking up the `"Helicopter"` group object. --- Same for the `"AttackGroup"`. --- --- local HeliGroup = GROUP:FindByName( "Helicopter" ) --- local AttackGroup = GROUP:FindByName( "AttackGroup" ) --- --- Now we retrieve the @{Wrapper.Unit#UNIT} objects of the `AttackGroup` object, using the method `:GetUnits()`. --- --- local AttackUnits = AttackGroup:GetUnits() --- --- Tasks are actually text strings that we build using methods of GROUP. --- So first, we declare an list of `Tasks`. --- --- local Tasks = {} --- --- Now we loop over the `AttackUnits` using a for loop. --- We retrieve the `AttackUnit` using the `AttackGroup:GetUnit()` method. --- Each `AttackUnit` found, will be attacked by `HeliGroup`, using the method `HeliGroup:TaskAttackUnit()`. --- This method returns a string containing a command line to execute the task to the `HeliGroup`. --- The code will assign the task string command to the next element in the `Task` list, using `Tasks[#Tasks+1]`. --- This little code will take the count of `Task` using `#` operator, and will add `1` to the count. --- This result will be the index of the `Task` element. --- --- for i = 1, #AttackUnits do --- local AttackUnit = AttackGroup:GetUnit( i ) --- Tasks[#Tasks+1] = HeliGroup:TaskAttackUnit( AttackUnit ) --- end --- --- Once these tasks have been executed, a function `_Resume` will be called ... --- --- Tasks[#Tasks+1] = HeliGroup:TaskFunction( "_Resume", { "''" } ) --- --- --- @param Wrapper.Group#GROUP HeliGroup --- function _Resume( HeliGroup ) --- env.info( '_Resume' ) --- --- HeliGroup:MessageToAll( "Resuming",10,"Info") --- end --- --- Now here is where the task gets assigned! --- Using `HeliGroup:PushTask`, the task is pushed onto the task queue of the group `HeliGroup`. --- Since `Tasks` is an array of tasks, we use the `HeliGroup:TaskCombo` method to execute the tasks. --- The `HeliGroup:PushTask` method can receive a delay parameter in seconds. --- In the example, `30` is given as a delay. --- --- --- HeliGroup:PushTask( --- HeliGroup:TaskCombo( --- Tasks --- ), 30 --- ) --- --- That's it! --- But again, please refer to the @{Wrapper.Controllable} task methods section for a description of the different task methods that are available. --- --- --- --- ### Obtain the mission from group templates --- --- Group templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a group and assign it to another: --- --- * @{Wrapper.Controllable#CONTROLLABLE.TaskMission}: (AIR + GROUND) Return a mission task from a mission template. --- --- ## GROUP Command methods --- --- A GROUP is a @{Wrapper.Controllable}. See the @{Wrapper.Controllable} command methods section for a description of the command methods. --- --- ## GROUP option methods --- --- A GROUP is a @{Wrapper.Controllable}. See the @{Wrapper.Controllable} option methods section for a description of the option methods. --- --- ## GROUP Zone validation methods --- --- The group can be validated whether it is completely, partly or not within a @{Zone}. --- Use the following Zone validation methods on the group: --- --- * @{#GROUP.IsCompletelyInZone}: Returns true if all units of the group are within a @{Zone}. --- * @{#GROUP.IsPartlyInZone}: Returns true if some units of the group are within a @{Zone}. --- * @{#GROUP.IsNotInZone}: Returns true if none of the group units of the group are within a @{Zone}. --- --- The zone can be of any @{Zone} class derived from @{Core.Zone#ZONE_BASE}. So, these methods are polymorphic to the zones tested on. --- --- ## GROUP AI methods --- --- A GROUP has AI methods to control the AI activation. --- --- * @{#GROUP.SetAIOnOff}(): Turns the GROUP AI On or Off. --- * @{#GROUP.SetAIOn}(): Turns the GROUP AI On. --- * @{#GROUP.SetAIOff}(): Turns the GROUP AI Off. --- --- @field #GROUP GROUP -GROUP = { - ClassName = "GROUP", -} - - ---- Enumerator for location at airbases --- @type GROUP.Takeoff -GROUP.Takeoff = { - Air = 1, - Runway = 2, - Hot = 3, - Cold = 4, -} - -GROUPTEMPLATE = {} - -GROUPTEMPLATE.Takeoff = { - [GROUP.Takeoff.Air] = { "Turning Point", "Turning Point" }, - [GROUP.Takeoff.Runway] = { "TakeOff", "From Runway" }, - [GROUP.Takeoff.Hot] = { "TakeOffParkingHot", "From Parking Area Hot" }, - [GROUP.Takeoff.Cold] = { "TakeOffParking", "From Parking Area" } -} - ---- Create a new GROUP from a given GroupTemplate as a parameter. --- Note that the GroupTemplate is NOT spawned into the mission. --- It is merely added to the @{Core.Database}. --- @param #GROUP self --- @param #table GroupTemplate The GroupTemplate Structure exactly as defined within the mission editor. --- @param DCS#coalition.side CoalitionSide The coalition.side of the group. --- @param DCS#Group.Category CategoryID The Group.Category of the group. --- @param DCS#country.id CountryID the country.id of the group. --- @return #GROUP self -function GROUP:NewTemplate( GroupTemplate, CoalitionSide, CategoryID, CountryID ) - local GroupName = GroupTemplate.name - - _DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, CategoryID, CountryID, GroupName ) - - local self = BASE:Inherit( self, CONTROLLABLE:New( GroupName ) ) - self.GroupName = GroupName - - if not _DATABASE.GROUPS[GroupName] then - _DATABASE.GROUPS[GroupName] = self - end - - self:SetEventPriority( 4 ) - return self -end - - - ---- Create a new GROUP from an existing Group in the Mission. --- @param #GROUP self --- @param #string GroupName The Group name --- @return #GROUP self -function GROUP:Register( GroupName ) - local self = BASE:Inherit( self, CONTROLLABLE:New( GroupName ) ) -- #GROUP - self.GroupName = GroupName - - self:SetEventPriority( 4 ) - return self -end - --- Reference methods. - ---- Find the GROUP wrapper class instance using the DCS Group. --- @param #GROUP self --- @param DCS#Group DCSGroup The DCS Group. --- @return #GROUP The GROUP. -function GROUP:Find( DCSGroup ) - - local GroupName = DCSGroup:getName() -- Wrapper.Group#GROUP - local GroupFound = _DATABASE:FindGroup( GroupName ) - return GroupFound -end - ---- Find the created GROUP using the DCS Group Name. --- @param #GROUP self --- @param #string GroupName The DCS Group Name. --- @return #GROUP The GROUP. -function GROUP:FindByName( GroupName ) - - local GroupFound = _DATABASE:FindGroup( GroupName ) - return GroupFound -end - --- DCS Group methods support. - ---- Returns the DCS Group. --- @param #GROUP self --- @return DCS#Group The DCS Group. -function GROUP:GetDCSObject() - local DCSGroup = Group.getByName( self.GroupName ) - - if DCSGroup then - return DCSGroup - end - - return nil -end - ---- Returns the @{DCS#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission. --- @param Wrapper.Positionable#POSITIONABLE self --- @return DCS#Position The 3D position vectors of the POSITIONABLE. --- @return #nil The POSITIONABLE is not existing or alive. -function GROUP:GetPositionVec3() -- Overridden from POSITIONABLE:GetPositionVec3() - self:F2( self.PositionableName ) - - local DCSPositionable = self:GetDCSObject() - - if DCSPositionable then - local PositionablePosition = DCSPositionable:getUnits()[1]:getPosition().p - self:T3( PositionablePosition ) - return PositionablePosition - end - - return nil -end - ---- Returns if the group is alive. --- The Group must: --- --- * Exist at run-time. --- * Has at least one unit. --- --- When the first @{Wrapper.Unit} of the group is active, it will return true. --- If the first @{Wrapper.Unit} of the group is inactive, it will return false. --- --- @param #GROUP self --- @return #boolean true if the group is alive and active. --- @return #boolean false if the group is alive but inactive. --- @return #nil if the group does not exist anymore. -function GROUP:IsAlive() - self:F2( self.GroupName ) - - local DCSGroup = self:GetDCSObject() -- DCS#Group - - if DCSGroup then - if DCSGroup:isExist() then - local DCSUnit = DCSGroup:getUnit(1) -- DCS#Unit - if DCSUnit then - local GroupIsAlive = DCSUnit:isActive() - self:T3( GroupIsAlive ) - return GroupIsAlive - end - end - end - - return nil -end - ---- Returns if the group is activated. --- @param #GROUP self --- @return #boolean true if group is activated. --- @return #nil The group is not existing or alive. -function GROUP:IsActive() - self:F2( self.GroupName ) - - local DCSGroup = self:GetDCSObject() -- DCS#Group - - if DCSGroup then - - local GroupIsActive = DCSGroup:getUnit(1):isActive() - return GroupIsActive - end - - return nil -end - - - ---- Destroys the DCS Group and all of its DCS Units. --- Note that this destroy method also can raise a destroy event at run-time. --- So all event listeners will catch the destroy event of this group for each unit in the group. --- To raise these events, provide the `GenerateEvent` parameter. --- @param #GROUP self --- @param #boolean GenerateEvent true if you want to generate a crash or dead event for each unit. --- @usage --- -- Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group. --- Helicopter = GROUP:FindByName( "Helicopter" ) --- Helicopter:Destroy( true ) --- @usage --- -- Ground unit example: destroy the Tanks and generate a S_EVENT_DEAD for each unit in the Tanks group. --- Tanks = GROUP:FindByName( "Tanks" ) --- Tanks:Destroy( true ) --- @usage --- -- Ship unit example: destroy the Ship silently. --- Ship = GROUP:FindByName( "Ship" ) --- Ship:Destroy() --- --- @usage --- -- Destroy without event generation example. --- Ship = GROUP:FindByName( "Boat" ) --- Ship:Destroy( false ) -- Don't generate an event upon destruction. --- -function GROUP:Destroy( GenerateEvent ) - self:F2( self.GroupName ) - - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - for Index, UnitData in pairs( DCSGroup:getUnits() ) do - if GenerateEvent and GenerateEvent == true then - if self:IsAir() then - self:CreateEventCrash( timer.getTime(), UnitData ) - else - self:CreateEventDead( timer.getTime(), UnitData ) - end - elseif GenerateEvent == false then - -- Do nothing! - else - self:CreateEventRemoveUnit( timer.getTime(), UnitData ) - end - end - USERFLAG:New( self:GetName() ):Set( 100 ) - DCSGroup:destroy() - DCSGroup = nil - end - - return nil -end - - ---- Returns category of the DCS Group. --- @param #GROUP self --- @return DCS#Group.Category The category ID -function GROUP:GetCategory() - self:F2( self.GroupName ) - - local DCSGroup = self:GetDCSObject() - if DCSGroup then - local GroupCategory = DCSGroup:getCategory() - self:T3( GroupCategory ) - return GroupCategory - end - - return nil -end - ---- Returns the category name of the #GROUP. --- @param #GROUP self --- @return #string Category name = Helicopter, Airplane, Ground Unit, Ship -function GROUP:GetCategoryName() - self:F2( self.GroupName ) - - local DCSGroup = self:GetDCSObject() - if DCSGroup then - local CategoryNames = { - [Group.Category.AIRPLANE] = "Airplane", - [Group.Category.HELICOPTER] = "Helicopter", - [Group.Category.GROUND] = "Ground Unit", - [Group.Category.SHIP] = "Ship", - } - local GroupCategory = DCSGroup:getCategory() - self:T3( GroupCategory ) - - return CategoryNames[GroupCategory] - end - - return nil -end - - ---- Returns the coalition of the DCS Group. --- @param #GROUP self --- @return DCS#coalition.side The coalition side of the DCS Group. -function GROUP:GetCoalition() - self:F2( self.GroupName ) - - local DCSGroup = self:GetDCSObject() - if DCSGroup then - local GroupCoalition = DCSGroup:getCoalition() - self:T3( GroupCoalition ) - return GroupCoalition - end - - return nil -end - ---- Returns the country of the DCS Group. --- @param #GROUP self --- @return DCS#country.id The country identifier or nil if the DCS Group is not existing or alive. -function GROUP:GetCountry() - self:F2( self.GroupName ) - - local DCSGroup = self:GetDCSObject() - if DCSGroup then - local GroupCountry = DCSGroup:getUnit(1):getCountry() - self:T3( GroupCountry ) - return GroupCountry - end - - return nil -end - - ---- Check if at least one (or all) unit(s) has (have) a certain attribute. --- See [hoggit documentation](https://wiki.hoggitworld.com/view/DCS_func_hasAttribute). --- @param #GROUP self --- @param #string attribute The name of the attribute the group is supposed to have. Valid attributes can be found in the "db_attributes.lua" file which is located at in "C:\Program Files\Eagle Dynamics\DCS World\Scripts\Database". --- @param #boolean all If true, all units of the group must have the attribute in order to return true. Default is only one unit of a heterogenious group needs to have the attribute. --- @return #boolean Group has this attribute. -function GROUP:HasAttribute(attribute, all) - - -- Get all units of the group. - local _units=self:GetUnits() - - local _allhave=true - local _onehas=false - - for _,_unit in pairs(_units) do - local _unit=_unit --Wrapper.Unit#UNIT - if _unit then - local _hastit=_unit:HasAttribute(attribute) - if _hastit==true then - _onehas=true - else - _allhave=false - end - end - end - - if all==true then - return _allhave - else - return _onehas - end -end - ---- Returns the maximum speed of the group. --- If the group is heterogenious and consists of different units, the max speed of the slowest unit is returned. --- @param #GROUP self --- @return #number Speed in km/h. -function GROUP:GetSpeedMax() - self:F2( self.GroupName ) - - local DCSGroup = self:GetDCSObject() - if DCSGroup then - - local Units=self:GetUnits() - - local speedmax=nil - - for _,unit in pairs(Units) do - local unit=unit --Wrapper.Unit#UNIT - local speed=unit:GetSpeedMax() - if speedmax==nil then - speedmax=speed - elseif speed The list of @{Wrapper.Unit} objects of the @{Wrapper.Group}. -function GROUP:GetUnits() - self:F2( { self.GroupName } ) - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local DCSUnits = DCSGroup:getUnits() - local Units = {} - for Index, UnitData in pairs( DCSUnits ) do - Units[#Units+1] = UNIT:Find( UnitData ) - end - self:T3( Units ) - return Units - end - - return nil -end - - ---- Returns a list of @{Wrapper.Unit} objects of the @{Wrapper.Group} that are occupied by a player. --- @param #GROUP self --- @return #list The list of player occupied @{Wrapper.Unit} objects of the @{Wrapper.Group}. -function GROUP:GetPlayerUnits() - self:F2( { self.GroupName } ) - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local DCSUnits = DCSGroup:getUnits() - local Units = {} - for Index, UnitData in pairs( DCSUnits ) do - local PlayerUnit = UNIT:Find( UnitData ) - if PlayerUnit:GetPlayerName() then - Units[#Units+1] = PlayerUnit - end - end - self:T3( Units ) - return Units - end - - return nil -end - - ---- Returns the UNIT wrapper class with number UnitNumber. --- If the underlying DCS Unit does not exist, the method will return nil. . --- @param #GROUP self --- @param #number UnitNumber The number of the UNIT wrapper class to be returned. --- @return Wrapper.Unit#UNIT The UNIT wrapper class. -function GROUP:GetUnit( UnitNumber ) - self:F3( { self.GroupName, UnitNumber } ) - - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local DCSUnit = DCSGroup:getUnit( UnitNumber ) - local UnitFound = UNIT:Find( DCSGroup:getUnit( UnitNumber ) ) - self:T2( UnitFound ) - return UnitFound - end - - return nil -end - ---- Returns the DCS Unit with number UnitNumber. --- If the underlying DCS Unit does not exist, the method will return nil. . --- @param #GROUP self --- @param #number UnitNumber The number of the DCS Unit to be returned. --- @return DCS#Unit The DCS Unit. -function GROUP:GetDCSUnit( UnitNumber ) - self:F3( { self.GroupName, UnitNumber } ) - - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local DCSUnitFound = DCSGroup:getUnit( UnitNumber ) - self:T3( DCSUnitFound ) - return DCSUnitFound - end - - return nil -end - ---- Returns current size of the DCS Group. --- If some of the DCS Units of the DCS Group are destroyed the size of the DCS Group is changed. --- @param #GROUP self --- @return #number The DCS Group size. -function GROUP:GetSize() - self:F3( { self.GroupName } ) - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local GroupSize = DCSGroup:getSize() - - if GroupSize then - self:T3( GroupSize ) - return GroupSize - else - return 0 - end - end - - return nil -end - - ---- Returns the average velocity Vec3 vector. --- @param Wrapper.Group#GROUP self --- @return DCS#Vec3 The velocity Vec3 vector --- @return #nil The GROUP is not existing or alive. -function GROUP:GetVelocityVec3() - self:F2( self.GroupName ) - - local DCSGroup = self:GetDCSObject() - - if DCSGroup and DCSGroup:isExist() then - local GroupUnits = DCSGroup:getUnits() - local GroupCount = #GroupUnits - - local VelocityVec3 = { x = 0, y = 0, z = 0 } - - for _, DCSUnit in pairs( GroupUnits ) do - local UnitVelocityVec3 = DCSUnit:getVelocity() - VelocityVec3.x = VelocityVec3.x + UnitVelocityVec3.x - VelocityVec3.y = VelocityVec3.y + UnitVelocityVec3.y - VelocityVec3.z = VelocityVec3.z + UnitVelocityVec3.z - end - - VelocityVec3.x = VelocityVec3.x / GroupCount - VelocityVec3.y = VelocityVec3.y / GroupCount - VelocityVec3.z = VelocityVec3.z / GroupCount - - return VelocityVec3 - end - - BASE:E( { "Cannot GetVelocityVec3", Group = self, Alive = self:IsAlive() } ) - - return nil -end - - ---- Returns the average group height in meters. --- @param Wrapper.Group#GROUP self --- @param #boolean FromGround Measure from the ground or from sea level. Provide **true** for measuring from the ground. **false** or **nil** if you measure from sea level. --- @return DCS#Vec3 The height of the group or nil if is not existing or alive. -function GROUP:GetHeight( FromGround ) - self:F2( self.GroupName ) - - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local GroupUnits = DCSGroup:getUnits() - local GroupCount = #GroupUnits - - local GroupHeight = 0 - - for _, DCSUnit in pairs( GroupUnits ) do - local GroupPosition = DCSUnit:getPosition() - - if FromGround == true then - local LandHeight = land.getHeight( { x = GroupPosition.p.x, y = GroupPosition.p.z } ) - GroupHeight = GroupHeight + ( GroupPosition.p.y - LandHeight ) - else - GroupHeight = GroupHeight + GroupPosition.p.y - end - end - - return GroupHeight / GroupCount - end - - return nil -end - - - - ---- ---- Returns the initial size of the DCS Group. --- If some of the DCS Units of the DCS Group are destroyed, the initial size of the DCS Group is unchanged. --- @param #GROUP self --- @return #number The DCS Group initial size. -function GROUP:GetInitialSize() - self:F3( { self.GroupName } ) - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local GroupInitialSize = DCSGroup:getInitialSize() - self:T3( GroupInitialSize ) - return GroupInitialSize - end - - return nil -end - - ---- Returns the DCS Units of the DCS Group. --- @param #GROUP self --- @return #table The DCS Units. -function GROUP:GetDCSUnits() - self:F2( { self.GroupName } ) - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local DCSUnits = DCSGroup:getUnits() - self:T3( DCSUnits ) - return DCSUnits - end - - return nil -end - - ---- Activates a late activated GROUP. --- @param #GROUP self --- @return #GROUP self -function GROUP:Activate() - self:F2( { self.GroupName } ) - trigger.action.activateGroup( self:GetDCSObject() ) - return self:GetDCSObject() -end - - ---- Gets the type name of the group. --- @param #GROUP self --- @return #string The type name of the group. -function GROUP:GetTypeName() - self:F2( self.GroupName ) - - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local GroupTypeName = DCSGroup:getUnit(1):getTypeName() - self:T3( GroupTypeName ) - return( GroupTypeName ) - end - - return nil -end - ---- Gets the player name of the group. --- @param #GROUP self --- @return #string The player name of the group. -function GROUP:GetPlayerName() - self:F2( self.GroupName ) - - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local PlayerName = DCSGroup:getUnit(1):getPlayerName() - self:T3( PlayerName ) - return( PlayerName ) - end - - return nil -end - - ---- Gets the CallSign of the first DCS Unit of the DCS Group. --- @param #GROUP self --- @return #string The CallSign of the first DCS Unit of the DCS Group. -function GROUP:GetCallsign() - self:F2( self.GroupName ) - - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local GroupCallSign = DCSGroup:getUnit(1):getCallsign() - self:T3( GroupCallSign ) - return GroupCallSign - end - - BASE:E( { "Cannot GetCallsign", Positionable = self, Alive = self:IsAlive() } ) - - return nil -end - ---- Returns the current point (Vec2 vector) of the first DCS Unit in the DCS Group. --- @param #GROUP self --- @return DCS#Vec2 Current Vec2 point of the first DCS Unit of the DCS Group. -function GROUP:GetVec2() - self:F2( self.GroupName ) - - local UnitPoint = self:GetUnit(1) - UnitPoint:GetVec2() - local GroupPointVec2 = UnitPoint:GetVec2() - self:T3( GroupPointVec2 ) - return GroupPointVec2 -end - ---- Returns the current Vec3 vector of the first DCS Unit in the GROUP. --- @param #GROUP self --- @return DCS#Vec3 Current Vec3 of the first DCS Unit of the GROUP. -function GROUP:GetVec3() - self:F2( self.GroupName ) - - local GroupVec3 = self:GetUnit(1):GetVec3() - self:T3( GroupVec3 ) - return GroupVec3 -end - ---- Returns a POINT_VEC2 object indicating the point in 2D of the first UNIT of the GROUP within the mission. --- @param #GROUP self --- @return Core.Point#POINT_VEC2 The 2D point vector of the first DCS Unit of the GROUP. --- @return #nil The first UNIT is not existing or alive. -function GROUP:GetPointVec2() - self:F2(self.GroupName) - - local FirstUnit = self:GetUnit(1) - - if FirstUnit then - local FirstUnitPointVec2 = FirstUnit:GetPointVec2() - self:T3(FirstUnitPointVec2) - return FirstUnitPointVec2 - end - - BASE:E( { "Cannot GetPointVec2", Group = self, Alive = self:IsAlive() } ) - - return nil -end - ---- Returns a COORDINATE object indicating the point of the first UNIT of the GROUP within the mission. --- @param Wrapper.Group#GROUP self --- @return Core.Point#COORDINATE The COORDINATE of the GROUP. -function GROUP:GetCoordinate() - self:F2( self.PositionableName ) - - local FirstUnit = self:GetUnit(1) - - if FirstUnit then - local FirstUnitCoordinate = FirstUnit:GetCoordinate() - self:T3(FirstUnitCoordinate) - return FirstUnitCoordinate - end - - BASE:E( { "Cannot GetCoordinate", Group = self, Alive = self:IsAlive() } ) - - return nil -end - - ---- Returns a random @{DCS#Vec3} vector (point in 3D of the UNIT within the mission) within a range around the first UNIT of the GROUP. --- @param #GROUP self --- @param #number Radius --- @return DCS#Vec3 The random 3D point vector around the first UNIT of the GROUP. --- @return #nil The GROUP is invalid or empty --- @usage --- -- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP -function GROUP:GetRandomVec3(Radius) - self:F2(self.GroupName) - - local FirstUnit = self:GetUnit(1) - - if FirstUnit then - local FirstUnitRandomPointVec3 = FirstUnit:GetRandomVec3(Radius) - self:T3(FirstUnitRandomPointVec3) - return FirstUnitRandomPointVec3 - end - - BASE:E( { "Cannot GetRandomVec3", Group = self, Alive = self:IsAlive() } ) - - return nil -end - ---- Returns the mean heading of every UNIT in the GROUP in degrees --- @param #GROUP self --- @return #number mean heading of the GROUP --- @return #nil The first UNIT is not existing or alive. -function GROUP:GetHeading() - self:F2(self.GroupName) - - local GroupSize = self:GetSize() - local HeadingAccumulator = 0 - - if GroupSize then - for i = 1, GroupSize do - HeadingAccumulator = HeadingAccumulator + self:GetUnit(i):GetHeading() - end - return math.floor(HeadingAccumulator / GroupSize) - end - - BASE:E( { "Cannot GetHeading", Group = self, Alive = self:IsAlive() } ) - - return nil - -end - ---- Return the fuel state and unit reference for the unit with the least --- amount of fuel in the group. --- @param #GROUP self --- @return #number The fuel state of the unit with the least amount of fuel --- @return #Unit reference to #Unit object for further processing -function GROUP:GetFuelMin() - self:F(self.ControllableName) - - if not self:GetDCSObject() then - BASE:E( { "Cannot GetFuel", Group = self, Alive = self:IsAlive() } ) - return 0 - end - - local min = 65535 -- some sufficiently large number to init with - local unit = nil - local tmp = nil - - for UnitID, UnitData in pairs( self:GetUnits() ) do - tmp = UnitData:GetFuel() - if tmp < min then - min = tmp - unit = UnitData - end - end - - return min, unit -end - ---- Returns relative amount of fuel (from 0.0 to 1.0) the group has in its --- internal tanks. If there are additional fuel tanks the value may be --- greater than 1.0. --- @param #GROUP self --- @return #number The relative amount of fuel (from 0.0 to 1.0). --- @return #nil The GROUP is not existing or alive. -function GROUP:GetFuelAvg() - self:F( self.ControllableName ) - - local DCSControllable = self:GetDCSObject() - - if DCSControllable then - local GroupSize = self:GetSize() - local TotalFuel = 0 - for UnitID, UnitData in pairs( self:GetUnits() ) do - local Unit = UnitData -- Wrapper.Unit#UNIT - local UnitFuel = Unit:GetFuel() - self:F( { Fuel = UnitFuel } ) - TotalFuel = TotalFuel + UnitFuel - end - local GroupFuel = TotalFuel / GroupSize - return GroupFuel - end - - BASE:E( { "Cannot GetFuel", Group = self, Alive = self:IsAlive() } ) - - return 0 -end - ---- Returns relative amount of fuel (from 0.0 to 1.0) the group has in its internal tanks. If there are additional fuel tanks the value may be greater than 1.0. --- @param #GROUP self --- @return #number The relative amount of fuel (from 0.0 to 1.0). --- @return #nil The GROUP is not existing or alive. -function GROUP:GetFuel() - return self:GetFuelAvg() -end - - -do -- Is Zone methods - ---- Returns true if all units of the group are within a @{Zone}. --- @param #GROUP self --- @param Core.Zone#ZONE_BASE Zone The zone to test. --- @return #boolean Returns true if the Group is completely within the @{Core.Zone#ZONE_BASE} -function GROUP:IsCompletelyInZone( Zone ) - self:F2( { self.GroupName, Zone } ) - - if not self:IsAlive() then return false end - - for UnitID, UnitData in pairs( self:GetUnits() ) do - local Unit = UnitData -- Wrapper.Unit#UNIT - if Zone:IsVec3InZone( Unit:GetVec3() ) then - else - return false - end - end - - return true -end - ---- Returns true if some but NOT ALL units of the group are within a @{Zone}. --- @param #GROUP self --- @param Core.Zone#ZONE_BASE Zone The zone to test. --- @return #boolean Returns true if the Group is partially within the @{Core.Zone#ZONE_BASE} -function GROUP:IsPartlyInZone( Zone ) - self:F2( { self.GroupName, Zone } ) - - local IsOneUnitInZone = false - local IsOneUnitOutsideZone = false - - if not self:IsAlive() then return false end - - for UnitID, UnitData in pairs( self:GetUnits() ) do - local Unit = UnitData -- Wrapper.Unit#UNIT - if Zone:IsVec3InZone( Unit:GetVec3() ) then - IsOneUnitInZone = true - else - IsOneUnitOutsideZone = true - end - end - - if IsOneUnitInZone and IsOneUnitOutsideZone then - return true - else - return false - end -end - ---- Returns true if part or all units of the group are within a @{Zone}. --- @param #GROUP self --- @param Core.Zone#ZONE_BASE Zone The zone to test. --- @return #boolean Returns true if the Group is partially or completely within the @{Core.Zone#ZONE_BASE}. -function GROUP:IsPartlyOrCompletelyInZone( Zone ) - return self:IsPartlyInZone(Zone) or self:IsCompletelyInZone(Zone) -end - ---- Returns true if none of the group units of the group are within a @{Zone}. --- @param #GROUP self --- @param Core.Zone#ZONE_BASE Zone The zone to test. --- @return #boolean Returns true if the Group is not within the @{Core.Zone#ZONE_BASE} -function GROUP:IsNotInZone( Zone ) - self:F2( { self.GroupName, Zone } ) - - if not self:IsAlive() then return true end - - for UnitID, UnitData in pairs( self:GetUnits() ) do - local Unit = UnitData -- Wrapper.Unit#UNIT - if Zone:IsVec3InZone( Unit:GetVec3() ) then - return false - end - end - - return true -end - ---- Returns true if any units of the group are within a @{Core.Zone}. --- @param #GROUP self --- @param Core.Zone#ZONE_BASE Zone The zone to test. --- @return #boolean Returns true if any unit of the Group is within the @{Core.Zone#ZONE_BASE} -function GROUP:IsAnyInZone( Zone ) - - if not self:IsAlive() then return false end - - for UnitID, UnitData in pairs( self:GetUnits() ) do - local Unit = UnitData -- Wrapper.Unit#UNIT - if Zone:IsVec3InZone( Unit:GetVec3() ) then - return true - end - end - return false -end - ---- Returns the number of UNITs that are in the @{Zone} --- @param #GROUP self --- @param Core.Zone#ZONE_BASE Zone The zone to test. --- @return #number The number of UNITs that are in the @{Zone} -function GROUP:CountInZone( Zone ) - self:F2( {self.GroupName, Zone} ) - local Count = 0 - - if not self:IsAlive() then return Count end - - for UnitID, UnitData in pairs( self:GetUnits() ) do - local Unit = UnitData -- Wrapper.Unit#UNIT - if Zone:IsVec3InZone( Unit:GetVec3() ) then - Count = Count + 1 - end - end - - return Count -end - ---- Returns if the group is of an air category. --- If the group is a helicopter or a plane, then this method will return true, otherwise false. --- @param #GROUP self --- @return #boolean Air category evaluation result. -function GROUP:IsAir() - self:F2( self.GroupName ) - - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local IsAirResult = DCSGroup:getCategory() == Group.Category.AIRPLANE or DCSGroup:getCategory() == Group.Category.HELICOPTER - self:T3( IsAirResult ) - return IsAirResult - end - - return nil -end - ---- Returns if the DCS Group contains Helicopters. --- @param #GROUP self --- @return #boolean true if DCS Group contains Helicopters. -function GROUP:IsHelicopter() - self:F2( self.GroupName ) - - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local GroupCategory = DCSGroup:getCategory() - self:T2( GroupCategory ) - return GroupCategory == Group.Category.HELICOPTER - end - - return nil -end - ---- Returns if the DCS Group contains AirPlanes. --- @param #GROUP self --- @return #boolean true if DCS Group contains AirPlanes. -function GROUP:IsAirPlane() - self:F2() - - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local GroupCategory = DCSGroup:getCategory() - self:T2( GroupCategory ) - return GroupCategory == Group.Category.AIRPLANE - end - - return nil -end - ---- Returns if the DCS Group contains Ground troops. --- @param #GROUP self --- @return #boolean true if DCS Group contains Ground troops. -function GROUP:IsGround() - self:F2() - - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local GroupCategory = DCSGroup:getCategory() - self:T2( GroupCategory ) - return GroupCategory == Group.Category.GROUND - end - - return nil -end - ---- Returns if the DCS Group contains Ships. --- @param #GROUP self --- @return #boolean true if DCS Group contains Ships. -function GROUP:IsShip() - self:F2() - - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local GroupCategory = DCSGroup:getCategory() - self:T2( GroupCategory ) - return GroupCategory == Group.Category.SHIP - end - - return nil -end - ---- Returns if all units of the group are on the ground or landed. --- If all units of this group are on the ground, this function will return true, otherwise false. --- @param #GROUP self --- @return #boolean All units on the ground result. -function GROUP:AllOnGround() - self:F2() - - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local AllOnGroundResult = true - - for Index, UnitData in pairs( DCSGroup:getUnits() ) do - if UnitData:inAir() then - AllOnGroundResult = false - end - end - - self:T3( AllOnGroundResult ) - return AllOnGroundResult - end - - return nil -end - -end - -do -- AI methods - - --- Turns the AI On or Off for the GROUP. - -- @param #GROUP self - -- @param #boolean AIOnOff The value true turns the AI On, the value false turns the AI Off. - -- @return #GROUP The GROUP. - function GROUP:SetAIOnOff( AIOnOff ) - - local DCSGroup = self:GetDCSObject() -- DCS#Group - - if DCSGroup then - local DCSController = DCSGroup:getController() -- DCS#Controller - if DCSController then - DCSController:setOnOff( AIOnOff ) - return self - end - end - - return nil - end - - --- Turns the AI On for the GROUP. - -- @param #GROUP self - -- @return #GROUP The GROUP. - function GROUP:SetAIOn() - - return self:SetAIOnOff( true ) - end - - --- Turns the AI Off for the GROUP. - -- @param #GROUP self - -- @return #GROUP The GROUP. - function GROUP:SetAIOff() - - return self:SetAIOnOff( false ) - end - -end - - - ---- Returns the current maximum velocity of the group. --- Each unit within the group gets evaluated, and the maximum velocity (= the unit which is going the fastest) is returned. --- @param #GROUP self --- @return #number Maximum velocity found. -function GROUP:GetMaxVelocity() - self:F2() - - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local GroupVelocityMax = 0 - - for Index, UnitData in pairs( DCSGroup:getUnits() ) do - - local UnitVelocityVec3 = UnitData:getVelocity() - local UnitVelocity = math.abs( UnitVelocityVec3.x ) + math.abs( UnitVelocityVec3.y ) + math.abs( UnitVelocityVec3.z ) - - if UnitVelocity > GroupVelocityMax then - GroupVelocityMax = UnitVelocity - end - end - - return GroupVelocityMax - end - - return nil -end - ---- Returns the current minimum height of the group. --- Each unit within the group gets evaluated, and the minimum height (= the unit which is the lowest elevated) is returned. --- @param #GROUP self --- @return #number Minimum height found. -function GROUP:GetMinHeight() - self:F2() - - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local GroupHeightMin = 999999999 - - for Index, UnitData in pairs( DCSGroup:getUnits() ) do - local UnitData = UnitData -- DCS#Unit - - local UnitHeight = UnitData:getPoint() - - if UnitHeight < GroupHeightMin then - GroupHeightMin = UnitHeight - end - end - - return GroupHeightMin - end - - return nil -end - ---- Returns the current maximum height of the group. --- Each unit within the group gets evaluated, and the maximum height (= the unit which is the highest elevated) is returned. --- @param #GROUP self --- @return #number Maximum height found. -function GROUP:GetMaxHeight() - self:F2() - - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local GroupHeightMax = -999999999 - - for Index, UnitData in pairs( DCSGroup:getUnits() ) do - local UnitData = UnitData -- DCS#Unit - - local UnitHeight = UnitData:getPoint() - - if UnitHeight > GroupHeightMax then - GroupHeightMax = UnitHeight - end - end - - return GroupHeightMax - end - - return nil -end - --- RESPAWNING - ---- Returns the group template from the @{DATABASE} (_DATABASE object). --- @param #GROUP self --- @return #table -function GROUP:GetTemplate() - local GroupName = self:GetName() - return UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ) ) -end - ---- Returns the group template route.points[] (the waypoints) from the @{DATABASE} (_DATABASE object). --- @param #GROUP self --- @return #table -function GROUP:GetTemplateRoutePoints() - local GroupName = self:GetName() - return UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ).route.points ) -end - - - ---- Sets the controlled status in a Template. --- @param #GROUP self --- @param #boolean Controlled true is controlled, false is uncontrolled. --- @return #table -function GROUP:SetTemplateControlled( Template, Controlled ) - Template.uncontrolled = not Controlled - return Template -end - ---- Sets the CountryID of the group in a Template. --- @param #GROUP self --- @param DCS#country.id CountryID The country ID. --- @return #table -function GROUP:SetTemplateCountry( Template, CountryID ) - Template.CountryID = CountryID - return Template -end - ---- Sets the CoalitionID of the group in a Template. --- @param #GROUP self --- @param DCS#coalition.side CoalitionID The coalition ID. --- @return #table -function GROUP:SetTemplateCoalition( Template, CoalitionID ) - Template.CoalitionID = CoalitionID - return Template -end - - ---- Set the heading for the units in degrees within the respawned group. --- @param #GROUP self --- @param #number Heading The heading in meters. --- @return #GROUP self -function GROUP:InitHeading( Heading ) - self.InitRespawnHeading = Heading - return self -end - - ---- Set the height for the units in meters for the respawned group. (This is applicable for air units). --- @param #GROUP self --- @param #number Height The height in meters. --- @return #GROUP self -function GROUP:InitHeight( Height ) - self.InitRespawnHeight = Height - return self -end - - ---- Set the respawn @{Zone} for the respawned group. --- @param #GROUP self --- @param Core.Zone#ZONE Zone The zone in meters. --- @return #GROUP self -function GROUP:InitZone( Zone ) - self.InitRespawnZone = Zone - return self -end - - ---- Randomize the positions of the units of the respawned group within the @{Zone}. --- When a Respawn happens, the units of the group will be placed at random positions within the Zone (selected). --- @param #GROUP self --- @param #boolean PositionZone true will randomize the positions within the Zone. --- @return #GROUP self -function GROUP:InitRandomizePositionZone( PositionZone ) - - self.InitRespawnRandomizePositionZone = PositionZone - self.InitRespawnRandomizePositionInner = nil - self.InitRespawnRandomizePositionOuter = nil - - return self -end - - ---- Randomize the positions of the units of the respawned group in a circle band. --- When a Respawn happens, the units of the group will be positioned at random places within the Outer and Inner radius. --- Thus, a band is created around the respawn location where the units will be placed at random positions. --- @param #GROUP self --- @param #boolean OuterRadius Outer band in meters from the center. --- @param #boolean InnerRadius Inner band in meters from the center. --- @return #GROUP self -function GROUP:InitRandomizePositionRadius( OuterRadius, InnerRadius ) - - self.InitRespawnRandomizePositionZone = nil - self.InitRespawnRandomizePositionOuter = OuterRadius - self.InitRespawnRandomizePositionInner = InnerRadius - - return self -end - - ---- Respawn the @{Wrapper.Group} at a @{Point}. --- The method will setup the new group template according the Init(Respawn) settings provided for the group. --- These settings can be provided by calling the relevant Init...() methods of the Group. --- --- - @{#GROUP.InitHeading}: Set the heading for the units in degrees within the respawned group. --- - @{#GROUP.InitHeight}: Set the height for the units in meters for the respawned group. (This is applicable for air units). --- - @{#GROUP.InitRandomizeHeading}: Randomize the headings for the units within the respawned group. --- - @{#GROUP.InitZone}: Set the respawn @{Zone} for the respawned group. --- - @{#GROUP.InitRandomizeZones}: Randomize the respawn @{Zone} between one of the @{Zone}s given for the respawned group. --- - @{#GROUP.InitRandomizePositionZone}: Randomize the positions of the units of the respawned group within the @{Zone}. --- - @{#GROUP.InitRandomizePositionRadius}: Randomize the positions of the units of the respawned group in a circle band. --- - @{#GROUP.InitRandomizeTemplates}: Randomize the Template for the respawned group. --- --- --- Notes: --- --- - When InitZone or InitRandomizeZones is not used, the position of the respawned group will be its current position. --- - The current alive group will always be destroyed and respawned using the template definition. --- --- @param Wrapper.Group#GROUP self --- @param #table Template (optional) The template of the Group retrieved with GROUP:GetTemplate(). If the template is not provided, the template will be retrieved of the group itself. -function GROUP:Respawn( Template, Reset ) - - if not Template then - Template = self:GetTemplate() - end - - if self:IsAlive() then - local Zone = self.InitRespawnZone -- Core.Zone#ZONE - local Vec3 = Zone and Zone:GetVec3() or self:GetVec3() - local From = { x = Template.x, y = Template.y } - Template.x = Vec3.x - Template.y = Vec3.z - --Template.x = nil - --Template.y = nil - - self:F( #Template.units ) - if Reset == true then - for UnitID, UnitData in pairs( self:GetUnits() ) do - local GroupUnit = UnitData -- Wrapper.Unit#UNIT - self:F( GroupUnit:GetName() ) - if GroupUnit:IsAlive() then - self:F( "Alive" ) - local GroupUnitVec3 = GroupUnit:GetVec3() - if Zone then - if self.InitRespawnRandomizePositionZone then - GroupUnitVec3 = Zone:GetRandomVec3() - else - if self.InitRespawnRandomizePositionInner and self.InitRespawnRandomizePositionOuter then - GroupUnitVec3 = POINT_VEC3:NewFromVec2( From ):GetRandomPointVec3InRadius( self.InitRespawnRandomizePositionsOuter, self.InitRespawnRandomizePositionsInner ) - else - GroupUnitVec3 = Zone:GetVec3() - end - end - end - - Template.units[UnitID].alt = self.InitRespawnHeight and self.InitRespawnHeight or GroupUnitVec3.y - Template.units[UnitID].x = ( Template.units[UnitID].x - From.x ) + GroupUnitVec3.x -- Keep the original x position of the template and translate to the new position. - Template.units[UnitID].y = ( Template.units[UnitID].y - From.y ) + GroupUnitVec3.z -- Keep the original z position of the template and translate to the new position. - Template.units[UnitID].heading = self.InitRespawnHeading and self.InitRespawnHeading or GroupUnit:GetHeading() - self:F( { UnitID, Template.units[UnitID], Template.units[UnitID] } ) - end - end - else - for UnitID, TemplateUnitData in pairs( Template.units ) do - self:F( "Reset" ) - local GroupUnitVec3 = { x = TemplateUnitData.x, y = TemplateUnitData.alt, z = TemplateUnitData.y } - if Zone then - if self.InitRespawnRandomizePositionZone then - GroupUnitVec3 = Zone:GetRandomVec3() - else - if self.InitRespawnRandomizePositionInner and self.InitRespawnRandomizePositionOuter then - GroupUnitVec3 = POINT_VEC3:NewFromVec2( From ):GetRandomPointVec3InRadius( self.InitRespawnRandomizePositionsOuter, self.InitRespawnRandomizePositionsInner ) - else - GroupUnitVec3 = Zone:GetVec3() - end - end - end - - Template.units[UnitID].alt = self.InitRespawnHeight and self.InitRespawnHeight or GroupUnitVec3.y - Template.units[UnitID].x = ( Template.units[UnitID].x - From.x ) + GroupUnitVec3.x -- Keep the original x position of the template and translate to the new position. - Template.units[UnitID].y = ( Template.units[UnitID].y - From.y ) + GroupUnitVec3.z -- Keep the original z position of the template and translate to the new position. - Template.units[UnitID].heading = self.InitRespawnHeading and self.InitRespawnHeading or TemplateUnitData.heading - self:F( { UnitID, Template.units[UnitID], Template.units[UnitID] } ) - end - end - - end - - self:Destroy() - _DATABASE:Spawn( Template ) - - self:ResetEvents() - - return self - -end - - ---- Respawn a group at an airbase. --- Note that the group has to be on parking spots at the airbase already in order for this to work. --- So each unit of the group is respawned at exactly the same parking spot as it currently occupies. --- @param Wrapper.Group#GROUP self --- @param #table SpawnTemplate (Optional) The spawn template for the group. If no template is given it is exacted from the group. --- @param Core.Spawn#SPAWN.Takeoff Takeoff (Optional) Takeoff type. Sould be either SPAWN.Takeoff.Cold or SPAWN.Takeoff.Hot. Default is SPAWN.Takeoff.Hot. --- @param #boolean Uncontrolled (Optional) If true, spawn in uncontrolled state. --- @return Wrapper.Group#GROUP Group spawned at airbase or nil if group could not be spawned. -function GROUP:RespawnAtCurrentAirbase(SpawnTemplate, Takeoff, Uncontrolled) -- R2.4 - self:F2( { SpawnTemplate, Takeoff, Uncontrolled} ) - - -- Get closest airbase. Should be the one we are currently on. - local airbase=self:GetCoordinate():GetClosestAirbase() - - if airbase then - self:F2("Closest airbase = "..airbase:GetName()) - else - self:E("ERROR: could not find closest airbase!") - return nil - end - -- Takeoff type. Default hot. - Takeoff = Takeoff or SPAWN.Takeoff.Hot - - -- Coordinate of the airbase. - local AirbaseCoord=airbase:GetCoordinate() - - -- Spawn template. - SpawnTemplate = SpawnTemplate or self:GetTemplate() - - if SpawnTemplate then - - local SpawnPoint = SpawnTemplate.route.points[1] - - -- These are only for ships. - SpawnPoint.linkUnit = nil - SpawnPoint.helipadId = nil - SpawnPoint.airdromeId = nil - - -- Aibase id and category. - local AirbaseID = airbase:GetID() - local AirbaseCategory = airbase:GetDesc().category - - if AirbaseCategory == Airbase.Category.SHIP or AirbaseCategory == Airbase.Category.HELIPAD then - SpawnPoint.linkUnit = AirbaseID - SpawnPoint.helipadId = AirbaseID - elseif AirbaseCategory == Airbase.Category.AIRDROME then - SpawnPoint.airdromeId = AirbaseID - end - - - SpawnPoint.type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type - SpawnPoint.action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action - - -- Get the units of the group. - local units=self:GetUnits() - - local x - local y - for UnitID=1,#units do - - local unit=units[UnitID] --Wrapper.Unit#UNIT - - -- Get closest parking spot of current unit. Note that we look for occupied spots since the unit is currently sitting on it! - local Parkingspot, TermialID, Distance=unit:GetCoordinate():GetClosestParkingSpot(airbase) - - --Parkingspot:MarkToAll("parking spot") - self:T2(string.format("Closest parking spot distance = %s, terminal ID=%s", tostring(Distance), tostring(TermialID))) - - -- Get unit coordinates for respawning position. - local uc=unit:GetCoordinate() - --uc:MarkToAll(string.format("re-spawnplace %s terminal %d", unit:GetName(), TermialID)) - - SpawnTemplate.units[UnitID].x = uc.x --Parkingspot.x - SpawnTemplate.units[UnitID].y = uc.z --Parkingspot.z - SpawnTemplate.units[UnitID].alt = uc.y --Parkingspot.y - - SpawnTemplate.units[UnitID].parking = TermialID - SpawnTemplate.units[UnitID].parking_id = nil - - --SpawnTemplate.units[UnitID].unitId=nil - end - - --SpawnTemplate.groupId=nil - - SpawnPoint.x = SpawnTemplate.units[1].x --x --AirbaseCoord.x - SpawnPoint.y = SpawnTemplate.units[1].y --y --AirbaseCoord.z - SpawnPoint.alt = SpawnTemplate.units[1].alt --AirbaseCoord:GetLandHeight() - - SpawnTemplate.x = SpawnTemplate.units[1].x --x --AirbaseCoord.x - SpawnTemplate.y = SpawnTemplate.units[1].y --y --AirbaseCoord.z - - -- Set uncontrolled state. - SpawnTemplate.uncontrolled=Uncontrolled - - -- Destroy old group. - self:Destroy(false) - - _DATABASE:Spawn( SpawnTemplate ) - - -- Reset events. - self:ResetEvents() - - return self - end - - return nil -end - - ---- Return the mission template of the group. --- @param #GROUP self --- @return #table The MissionTemplate -function GROUP:GetTaskMission() - self:F2( self.GroupName ) - - return routines.utils.deepCopy( _DATABASE.Templates.Groups[self.GroupName].Template ) -end - ---- Return the mission route of the group. --- @param #GROUP self --- @return #table The mission route defined by points. -function GROUP:GetTaskRoute() - self:F2( self.GroupName ) - - return routines.utils.deepCopy( _DATABASE.Templates.Groups[self.GroupName].Template.route.points ) -end - ---- Return the route of a group by using the @{Core.Database#DATABASE} class. --- @param #GROUP self --- @param #number Begin The route point from where the copy will start. The base route point is 0. --- @param #number End The route point where the copy will end. The End point is the last point - the End point. The last point has base 0. --- @param #boolean Randomize Randomization of the route, when true. --- @param #number Radius When randomization is on, the randomization is within the radius. -function GROUP:CopyRoute( Begin, End, Randomize, Radius ) - self:F2( { Begin, End } ) - - local Points = {} - - -- Could be a Spawned Group - local GroupName = string.match( self:GetName(), ".*#" ) - if GroupName then - GroupName = GroupName:sub( 1, -2 ) - else - GroupName = self:GetName() - end - - self:T3( { GroupName } ) - - local Template = _DATABASE.Templates.Groups[GroupName].Template - - if Template then - if not Begin then - Begin = 0 - end - if not End then - End = 0 - end - - for TPointID = Begin + 1, #Template.route.points - End do - if Template.route.points[TPointID] then - Points[#Points+1] = routines.utils.deepCopy( Template.route.points[TPointID] ) - if Randomize then - if not Radius then - Radius = 500 - end - Points[#Points].x = Points[#Points].x + math.random( Radius * -1, Radius ) - Points[#Points].y = Points[#Points].y + math.random( Radius * -1, Radius ) - end - end - end - return Points - else - error( "Template not found for Group : " .. GroupName ) - end - - return nil -end - ---- Calculate the maxium A2G threat level of the Group. --- @param #GROUP self -function GROUP:CalculateThreatLevelA2G() - - local MaxThreatLevelA2G = 0 - for UnitName, UnitData in pairs( self:GetUnits() ) do - local ThreatUnit = UnitData -- Wrapper.Unit#UNIT - local ThreatLevelA2G = ThreatUnit:GetThreatLevel() - if ThreatLevelA2G > MaxThreatLevelA2G then - MaxThreatLevelA2G = ThreatLevelA2G - end - end - - self:T3( MaxThreatLevelA2G ) - return MaxThreatLevelA2G -end - ---- Returns true if the first unit of the GROUP is in the air. --- @param Wrapper.Group#GROUP self --- @return #boolean true if in the first unit of the group is in the air or #nil if the GROUP is not existing or not alive. -function GROUP:InAir() - self:F2( self.GroupName ) - - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - local DCSUnit = DCSGroup:getUnit(1) - if DCSUnit then - local GroupInAir = DCSGroup:getUnit(1):inAir() - self:T3( GroupInAir ) - return GroupInAir - end - end - - return nil -end - ---- Returns the DCS descriptor table of the nth unit of the group. --- @param #GROUP self --- @param #number n (Optional) The number of the unit for which the dscriptor is returned. --- @return DCS#Object.Desc The descriptor of the first unit of the group or #nil if the group does not exist any more. -function GROUP:GetDCSDesc(n) - -- Default. - n=n or 1 - - local unit=self:GetUnit(n) - if unit and unit:IsAlive()~=nil then - local desc=unit:GetDesc() - return desc - end - - return nil -end - -do -- Route methods - - --- (AIR) Return the Group to an @{Wrapper.Airbase#AIRBASE}. - -- The following things are to be taken into account: - -- - -- * The group is respawned to achieve the RTB, there may be side artefacts as a result of this. (Like weapons suddenly come back). - -- * A group consisting out of more than one unit, may rejoin formation when respawned. - -- * A speed can be given in km/h. If no speed is specified, the maximum speed of the first unit will be taken to return to base. - -- * When there is no @{Wrapper.Airbase} object specified, the group will return to the home base if the route of the group is pinned at take-off or at landing to a base. - -- * When there is no @{Wrapper.Airbase} object specified and the group route is not pinned to any airbase, it will return to the nearest airbase. - -- - -- @param #GROUP self - -- @param Wrapper.Airbase#AIRBASE RTBAirbase (optional) The @{Wrapper.Airbase} to return to. If blank, the controllable will return to the nearest friendly airbase. - -- @param #number Speed (optional) The Speed, if no Speed is given, the maximum Speed of the first unit is selected. - -- @return #GROUP - function GROUP:RouteRTB( RTBAirbase, Speed ) - self:F( { RTBAirbase:GetName(), Speed } ) - - local DCSGroup = self:GetDCSObject() - - if DCSGroup then - - if RTBAirbase then - - local GroupPoint = self:GetVec2() - local GroupVelocity = self:GetUnit(1):GetDesc().speedMax - - local PointFrom = {} - PointFrom.x = GroupPoint.x - PointFrom.y = GroupPoint.y - PointFrom.type = "Turning Point" - PointFrom.action = "Turning Point" - PointFrom.speed = GroupVelocity - - - local PointTo = {} - local AirbasePointVec2 = RTBAirbase:GetPointVec2() - local AirbaseAirPoint = AirbasePointVec2:WaypointAir( - POINT_VEC3.RoutePointAltType.BARO, - "Land", - "Landing", - Speed or self:GetUnit(1):GetDesc().speedMax - ) - - AirbaseAirPoint["airdromeId"] = RTBAirbase:GetID() - AirbaseAirPoint["speed_locked"] = true, - - self:F(AirbaseAirPoint ) - - local Points = { PointFrom, AirbaseAirPoint } - - self:T3( Points ) - - local Template = self:GetTemplate() - Template.route.points = Points - self:Respawn( Template ) - - --self:Route( Points ) - else - self:ClearTasks() - end - end - - return self - end - -end - -function GROUP:OnReSpawn( ReSpawnFunction ) - - self.ReSpawnFunction = ReSpawnFunction -end - -do -- Event Handling - - --- Subscribe to a DCS Event. - -- @param #GROUP self - -- @param Core.Event#EVENTS Event - -- @param #function EventFunction (optional) The function to be called when the event occurs for the GROUP. - -- @return #GROUP - function GROUP:HandleEvent( Event, EventFunction, ... ) - - self:EventDispatcher():OnEventForGroup( self:GetName(), EventFunction, self, Event, ... ) - - return self - end - - --- UnSubscribe to a DCS event. - -- @param #GROUP self - -- @param Core.Event#EVENTS Event - -- @return #GROUP - function GROUP:UnHandleEvent( Event ) - - self:EventDispatcher():RemoveEvent( self, Event ) - - return self - end - - --- Reset the subscriptions. - -- @param #GROUP self - -- @return #GROUP - function GROUP:ResetEvents() - - self:EventDispatcher():Reset( self ) - - for UnitID, UnitData in pairs( self:GetUnits() ) do - UnitData:ResetEvents() - end - - return self - end - -end - -do -- Players - - --- Get player names - -- @param #GROUP self - -- @return #table The group has players, an array of player names is returned. - -- @return #nil The group has no players - function GROUP:GetPlayerNames() - - local HasPlayers = false - - local PlayerNames = {} - - local Units = self:GetUnits() - for UnitID, UnitData in pairs( Units ) do - local Unit = UnitData -- Wrapper.Unit#UNIT - local PlayerName = Unit:GetPlayerName() - if PlayerName and PlayerName ~= "" then - PlayerNames = PlayerNames or {} - table.insert( PlayerNames, PlayerName ) - HasPlayers = true - end - end - - if HasPlayers == true then - self:F2( PlayerNames ) - return PlayerNames - end - - return nil - end - - - --- Get the active player count in the group. - -- @param #GROUP self - -- @return #number The amount of players. - function GROUP:GetPlayerCount() - - local PlayerCount = 0 - - local Units = self:GetUnits() - for UnitID, UnitData in pairs( Units or {} ) do - local Unit = UnitData -- Wrapper.Unit#UNIT - local PlayerName = Unit:GetPlayerName() - if PlayerName and PlayerName ~= "" then - PlayerCount = PlayerCount + 1 - end - end - - return PlayerCount - end - -end - ---do -- Smoke --- ------ Signal a flare at the position of the GROUP. ----- @param #GROUP self ----- @param Utilities.Utils#FLARECOLOR FlareColor ---function GROUP:Flare( FlareColor ) --- self:F2() --- trigger.action.signalFlare( self:GetVec3(), FlareColor , 0 ) ---end --- ------ Signal a white flare at the position of the GROUP. ----- @param #GROUP self ---function GROUP:FlareWhite() --- self:F2() --- trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.White , 0 ) ---end --- ------ Signal a yellow flare at the position of the GROUP. ----- @param #GROUP self ---function GROUP:FlareYellow() --- self:F2() --- trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.Yellow , 0 ) ---end --- ------ Signal a green flare at the position of the GROUP. ----- @param #GROUP self ---function GROUP:FlareGreen() --- self:F2() --- trigger.action.signalFlare( self:GetVec3(), trigger.flareColor.Green , 0 ) ---end --- ------ Signal a red flare at the position of the GROUP. ----- @param #GROUP self ---function GROUP:FlareRed() --- self:F2() --- local Vec3 = self:GetVec3() --- if Vec3 then --- trigger.action.signalFlare( Vec3, trigger.flareColor.Red, 0 ) --- end ---end --- ------ Smoke the GROUP. ----- @param #GROUP self ---function GROUP:Smoke( SmokeColor, Range ) --- self:F2() --- if Range then --- trigger.action.smoke( self:GetRandomVec3( Range ), SmokeColor ) --- else --- trigger.action.smoke( self:GetVec3(), SmokeColor ) --- end --- ---end --- ------ Smoke the GROUP Green. ----- @param #GROUP self ---function GROUP:SmokeGreen() --- self:F2() --- trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Green ) ---end --- ------ Smoke the GROUP Red. ----- @param #GROUP self ---function GROUP:SmokeRed() --- self:F2() --- trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Red ) ---end --- ------ Smoke the GROUP White. ----- @param #GROUP self ---function GROUP:SmokeWhite() --- self:F2() --- trigger.action.smoke( self:GetVec3(), trigger.smokeColor.White ) ---end --- ------ Smoke the GROUP Orange. ----- @param #GROUP self ---function GROUP:SmokeOrange() --- self:F2() --- trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Orange ) ---end --- ------ Smoke the GROUP Blue. ----- @param #GROUP self ---function GROUP:SmokeBlue() --- self:F2() --- trigger.action.smoke( self:GetVec3(), trigger.smokeColor.Blue ) ---end --- --- --- ---end--- **Wrapper** - UNIT is a wrapper class for the DCS Class Unit. --- --- === --- --- The @{#UNIT} class is a wrapper class to handle the DCS Unit objects: --- --- * Support all DCS Unit APIs. --- * Enhance with Unit specific APIs not in the DCS Unit API set. --- * Handle local Unit Controller. --- * Manage the "state" of the DCS Unit. --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Wrapper.Unit --- @image Wrapper_Unit.JPG - - ---- @type UNIT --- @extends Wrapper.Controllable#CONTROLLABLE - ---- For each DCS Unit object alive within a running mission, a UNIT wrapper object (instance) will be created within the _@{DATABASE} object. --- This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Unit objects are spawned (using the @{SPAWN} class). --- --- The UNIT class **does not contain a :New()** method, rather it provides **:Find()** methods to retrieve the object reference --- using the DCS Unit or the DCS UnitName. --- --- Another thing to know is that UNIT objects do not "contain" the DCS Unit object. --- The UNIT methods will reference the DCS Unit object by name when it is needed during API execution. --- If the DCS Unit object does not exist or is nil, the UNIT methods will return nil and log an exception in the DCS.log file. --- --- The UNIT class provides the following functions to retrieve quickly the relevant UNIT instance: --- --- * @{#UNIT.Find}(): Find a UNIT instance from the _DATABASE object using a DCS Unit object. --- * @{#UNIT.FindByName}(): Find a UNIT instance from the _DATABASE object using a DCS Unit name. --- --- IMPORTANT: ONE SHOULD NEVER SANATIZE these UNIT OBJECT REFERENCES! (make the UNIT object references nil). --- --- ## DCS UNIT APIs --- --- The DCS Unit APIs are used extensively within MOOSE. The UNIT class has for each DCS Unit API a corresponding method. --- To be able to distinguish easily in your code the difference between a UNIT API call and a DCS Unit API call, --- the first letter of the method is also capitalized. So, by example, the DCS Unit method @{DCS#Unit.getName}() --- is implemented in the UNIT class as @{#UNIT.GetName}(). --- --- ## Smoke, Flare Units --- --- The UNIT class provides methods to smoke or flare units easily. --- The @{#UNIT.SmokeBlue}(), @{#UNIT.SmokeGreen}(),@{#UNIT.SmokeOrange}(), @{#UNIT.SmokeRed}(), @{#UNIT.SmokeRed}() methods --- will smoke the unit in the corresponding color. Note that smoking a unit is done at the current position of the DCS Unit. --- When the DCS Unit moves for whatever reason, the smoking will still continue! --- The @{#UNIT.FlareGreen}(), @{#UNIT.FlareRed}(), @{#UNIT.FlareWhite}(), @{#UNIT.FlareYellow}() --- methods will fire off a flare in the air with the corresponding color. Note that a flare is a one-off shot and its effect is of very short duration. --- --- ## Location Position, Point --- --- The UNIT class provides methods to obtain the current point or position of the DCS Unit. --- The @{#UNIT.GetPointVec2}(), @{#UNIT.GetVec3}() will obtain the current **location** of the DCS Unit in a Vec2 (2D) or a **point** in a Vec3 (3D) vector respectively. --- If you want to obtain the complete **3D position** including ori�ntation and direction vectors, consult the @{#UNIT.GetPositionVec3}() method respectively. --- --- ## Test if alive --- --- The @{#UNIT.IsAlive}(), @{#UNIT.IsActive}() methods determines if the DCS Unit is alive, meaning, it is existing and active. --- --- ## Test for proximity --- --- The UNIT class contains methods to test the location or proximity against zones or other objects. --- --- ### Zones range --- --- To test whether the Unit is within a **zone**, use the @{#UNIT.IsInZone}() or the @{#UNIT.IsNotInZone}() methods. Any zone can be tested on, but the zone must be derived from @{Core.Zone#ZONE_BASE}. --- --- ### Unit range --- --- * Test if another DCS Unit is within a given radius of the current DCS Unit, use the @{#UNIT.OtherUnitInRadius}() method. --- --- ## Test Line of Sight --- --- * Use the @{#UNIT.IsLOS}() method to check if the given unit is within line of sight. --- --- --- @field #UNIT UNIT -UNIT = { - ClassName="UNIT", -} - - ---- Unit.SensorType --- @type Unit.SensorType --- @field OPTIC --- @field RADAR --- @field IRST --- @field RWR - - --- Registration. - ---- Create a new UNIT from DCSUnit. --- @param #UNIT self --- @param #string UnitName The name of the DCS unit. --- @return #UNIT -function UNIT:Register( UnitName ) - local self = BASE:Inherit( self, CONTROLLABLE:New( UnitName ) ) - self.UnitName = UnitName - - self:SetEventPriority( 3 ) - return self -end - --- Reference methods. - ---- Finds a UNIT from the _DATABASE using a DCSUnit object. --- @param #UNIT self --- @param DCS#Unit DCSUnit An existing DCS Unit object reference. --- @return #UNIT self -function UNIT:Find( DCSUnit ) - if DCSUnit then - local UnitName = DCSUnit:getName() - local UnitFound = _DATABASE:FindUnit( UnitName ) - return UnitFound - end - return nil -end - ---- Find a UNIT in the _DATABASE using the name of an existing DCS Unit. --- @param #UNIT self --- @param #string UnitName The Unit Name. --- @return #UNIT self -function UNIT:FindByName( UnitName ) - - local UnitFound = _DATABASE:FindUnit( UnitName ) - return UnitFound -end - ---- Return the name of the UNIT. --- @param #UNIT self --- @return #string The UNIT name. -function UNIT:Name() - - return self.UnitName -end - - ---- @param #UNIT self --- @return DCS#Unit -function UNIT:GetDCSObject() - - local DCSUnit = Unit.getByName( self.UnitName ) - - if DCSUnit then - return DCSUnit - end - - return nil -end - - - - ---- Respawn the @{Wrapper.Unit} using a (tweaked) template of the parent Group. --- --- This function will: --- --- * Get the current position and heading of the group. --- * When the unit is alive, it will tweak the template x, y and heading coordinates of the group and the embedded units to the current units positions. --- * Then it will respawn the re-modelled group. --- --- @param #UNIT self --- @param Core.Point#COORDINATE Coordinate The position where to Spawn the new Unit at. --- @param #number Heading The heading of the unit respawn. -function UNIT:ReSpawnAt( Coordinate, Heading ) - - self:T( self:Name() ) - local SpawnGroupTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplateFromUnitName( self:Name() ) ) - self:T( SpawnGroupTemplate ) - - local SpawnGroup = self:GetGroup() - self:T( { SpawnGroup = SpawnGroup } ) - - if SpawnGroup then - - local Vec3 = SpawnGroup:GetVec3() - SpawnGroupTemplate.x = Coordinate.x - SpawnGroupTemplate.y = Coordinate.z - - self:F( #SpawnGroupTemplate.units ) - for UnitID, UnitData in pairs( SpawnGroup:GetUnits() ) do - local GroupUnit = UnitData -- #UNIT - self:F( GroupUnit:GetName() ) - if GroupUnit:IsAlive() then - local GroupUnitVec3 = GroupUnit:GetVec3() - local GroupUnitHeading = GroupUnit:GetHeading() - SpawnGroupTemplate.units[UnitID].alt = GroupUnitVec3.y - SpawnGroupTemplate.units[UnitID].x = GroupUnitVec3.x - SpawnGroupTemplate.units[UnitID].y = GroupUnitVec3.z - SpawnGroupTemplate.units[UnitID].heading = GroupUnitHeading - self:F( { UnitID, SpawnGroupTemplate.units[UnitID], SpawnGroupTemplate.units[UnitID] } ) - end - end - end - - for UnitTemplateID, UnitTemplateData in pairs( SpawnGroupTemplate.units ) do - self:T( { UnitTemplateData.name, self:Name() } ) - SpawnGroupTemplate.units[UnitTemplateID].unitId = nil - if UnitTemplateData.name == self:Name() then - self:T("Adjusting") - SpawnGroupTemplate.units[UnitTemplateID].alt = Coordinate.y - SpawnGroupTemplate.units[UnitTemplateID].x = Coordinate.x - SpawnGroupTemplate.units[UnitTemplateID].y = Coordinate.z - SpawnGroupTemplate.units[UnitTemplateID].heading = Heading - self:F( { UnitTemplateID, SpawnGroupTemplate.units[UnitTemplateID], SpawnGroupTemplate.units[UnitTemplateID] } ) - else - self:F( SpawnGroupTemplate.units[UnitTemplateID].name ) - local GroupUnit = UNIT:FindByName( SpawnGroupTemplate.units[UnitTemplateID].name ) -- #UNIT - if GroupUnit and GroupUnit:IsAlive() then - local GroupUnitVec3 = GroupUnit:GetVec3() - local GroupUnitHeading = GroupUnit:GetHeading() - UnitTemplateData.alt = GroupUnitVec3.y - UnitTemplateData.x = GroupUnitVec3.x - UnitTemplateData.y = GroupUnitVec3.z - UnitTemplateData.heading = GroupUnitHeading - else - if SpawnGroupTemplate.units[UnitTemplateID].name ~= self:Name() then - self:T("nilling") - SpawnGroupTemplate.units[UnitTemplateID].delete = true - end - end - end - end - - -- Remove obscolete units from the group structure - local i = 1 - while i <= #SpawnGroupTemplate.units do - - local UnitTemplateData = SpawnGroupTemplate.units[i] - self:T( UnitTemplateData.name ) - - if UnitTemplateData.delete then - table.remove( SpawnGroupTemplate.units, i ) - else - i = i + 1 - end - end - - SpawnGroupTemplate.groupId = nil - - self:T( SpawnGroupTemplate ) - - _DATABASE:Spawn( SpawnGroupTemplate ) -end - - - ---- Returns if the unit is activated. --- @param #UNIT self --- @return #boolean true if Unit is activated. --- @return #nil The DCS Unit is not existing or alive. -function UNIT:IsActive() - self:F2( self.UnitName ) - - local DCSUnit = self:GetDCSObject() - - if DCSUnit then - - local UnitIsActive = DCSUnit:isActive() - return UnitIsActive - end - - return nil -end - ---- Returns if the Unit is alive. --- If the Unit is not alive, nil is returned. --- If the Unit is alive and active, true is returned. --- If the Unit is alive but not active, false is returned. --- @param #UNIT self --- @return #boolean true if Unit is alive and active. --- @return #boolean false if Unit is alive but not active. --- @return #nil if the Unit is not existing or is not alive. -function UNIT:IsAlive() - self:F3( self.UnitName ) - - local DCSUnit = self:GetDCSObject() -- DCS#Unit - - if DCSUnit then - local UnitIsAlive = DCSUnit:isExist() and DCSUnit:isActive() - return UnitIsAlive - end - - return nil -end - - - ---- Returns the Unit's callsign - the localized string. --- @param #UNIT self --- @return #string The Callsign of the Unit. --- @return #nil The DCS Unit is not existing or alive. -function UNIT:GetCallsign() - self:F2( self.UnitName ) - - local DCSUnit = self:GetDCSObject() - - if DCSUnit then - local UnitCallSign = DCSUnit:getCallsign() - if UnitCallSign == "" then - UnitCallSign = DCSUnit:getName() - end - return UnitCallSign - end - - self:F( self.ClassName .. " " .. self.UnitName .. " not found!" ) - return nil -end - - ---- 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:F2( 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 - ---- Returns the unit's number in the group. --- The number is the same number the unit has in ME. --- It may not be changed during the mission. --- If any unit in the group is destroyed, the numbers of another units will not be changed. --- @param #UNIT self --- @return #number The Unit number. --- @return #nil The DCS Unit is not existing or alive. -function UNIT:GetNumber() - self:F2( self.UnitName ) - - local DCSUnit = self:GetDCSObject() - - if DCSUnit then - local UnitNumber = DCSUnit:getNumber() - return UnitNumber - end - - return nil -end - - ---- Returns the unit's max speed in km/h derived from the DCS descriptors. --- @param #UNIT self --- @return #number Speed in km/h. -function UNIT:GetSpeedMax() - self:F2( self.UnitName ) - - local Desc = self:GetDesc() - - if Desc then - local SpeedMax = Desc.speedMax - return SpeedMax*3.6 - end - - return nil -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 nautical miles for some reason. But should check again! - if Range then - Range=UTILS.NMToMeters(Range) - else - Range=10000000 --10.000 km if no range - end - return Range - end - - return nil -end - ---- Returns the unit's group if it exist and nil otherwise. --- @param Wrapper.Unit#UNIT self --- @return Wrapper.Group#GROUP The Group of the Unit. --- @return #nil The DCS Unit is not existing or alive. -function UNIT:GetGroup() - self:F2( self.UnitName ) - - local DCSUnit = self:GetDCSObject() - - if DCSUnit then - local UnitGroup = GROUP:FindByName( DCSUnit:getGroup():getName() ) - return UnitGroup - end - - return nil -end - - --- Need to add here functions to check if radar is on and which object etc. - ---- 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 @{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 --- @return #nil The DCS Unit is not existing or alive. -function UNIT:GetAmmo() - self:F2( self.UnitName ) - - local DCSUnit = self:GetDCSObject() - - if DCSUnit then - local UnitAmmo = DCSUnit:getAmmo() - return UnitAmmo - end - - return nil -end - ---- Returns the unit sensors. --- @param #UNIT self --- @return DCS#Unit.Sensors --- @return #nil The DCS Unit is not existing or alive. -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. --- @return #nil The DCS Unit is not existing or alive. -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. --- @return #nil The DCS Unit is not existing or alive. -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 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. --- @return #nil The DCS Unit is not existing or alive. -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). --- @return #nil The DCS Unit is not existing or alive. -function UNIT:GetFuel() - self:F( 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 A list of one @{Wrapper.Unit}. -function UNIT:GetUnits() - self:F2( { self.UnitName } ) - local DCSUnit = self:GetDCSObject() - - local Units = {} - - if DCSUnit then - Units[1] = UNIT:Find( DCSUnit ) - self:T3( Units ) - return Units - end - - return nil -end - - ---- Returns the unit's health. Dead units has health <= 1.0. --- @param #UNIT self --- @return #number The Unit's health value. --- @return #nil The DCS Unit is not existing or alive. -function UNIT:GetLife() - self:F2( self.UnitName ) - - local DCSUnit = self:GetDCSObject() - - if DCSUnit 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. --- @return #nil The DCS Unit is not existing or alive. -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 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 ... --- The following threat levels are foreseen: --- --- * 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. --- @param #UNIT self -function UNIT:GetThreatLevel() - - - local ThreatLevel = 0 - local ThreatText = "" - - local Descriptor = self:GetDesc() - - if Descriptor then - - local Attributes = Descriptor.attributes - - if self:IsGround() then - - local ThreatLevels = { - "Unarmed", - "Infantry", - "Old Tanks & APCs", - "Tanks & IFVs without ATGM", - "Tanks & IFV with ATGM", - "Modern Tanks", - "AAA", - "IR Guided SAMs", - "SR SAMs", - "MR SAMs", - "LR SAMs" - } - - - if Attributes["LR SAM"] then ThreatLevel = 10 - elseif Attributes["MR SAM"] then ThreatLevel = 9 - elseif Attributes["SR SAM"] and - not Attributes["IR Guided SAM"] then ThreatLevel = 8 - elseif ( Attributes["SR SAM"] or Attributes["MANPADS"] ) and - Attributes["IR Guided SAM"] then ThreatLevel = 7 - elseif Attributes["AAA"] then ThreatLevel = 6 - elseif Attributes["Modern Tanks"] then ThreatLevel = 5 - elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and - Attributes["ATGM"] then ThreatLevel = 4 - elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and - not Attributes["ATGM"] then ThreatLevel = 3 - elseif Attributes["Old Tanks"] or Attributes["APC"] or Attributes["Artillery"] then ThreatLevel = 2 - elseif Attributes["Infantry"] then ThreatLevel = 1 - end - - ThreatText = ThreatLevels[ThreatLevel+1] - end - - if self:IsAir() then - - local ThreatLevels = { - "Unarmed", - "Tanker", - "AWACS", - "Transport Helicopter", - "UAV", - "Bomber", - "Strategic Bomber", - "Attack Helicopter", - "Battleplane", - "Multirole Fighter", - "Fighter" - } - - - if Attributes["Fighters"] then ThreatLevel = 10 - elseif Attributes["Multirole fighters"] then ThreatLevel = 9 - elseif Attributes["Battleplanes"] then ThreatLevel = 8 - elseif Attributes["Attack helicopters"] then ThreatLevel = 7 - elseif Attributes["Strategic bombers"] then ThreatLevel = 6 - elseif Attributes["Bombers"] then ThreatLevel = 5 - elseif Attributes["UAVs"] then ThreatLevel = 4 - elseif Attributes["Transport helicopters"] then ThreatLevel = 3 - elseif Attributes["AWACS"] then ThreatLevel = 2 - elseif Attributes["Tankers"] then ThreatLevel = 1 - end - - ThreatText = ThreatLevels[ThreatLevel+1] - end - - if self:IsShip() then - - --["Aircraft Carriers"] = {"Heavy armed ships",}, - --["Cruisers"] = {"Heavy armed ships",}, - --["Destroyers"] = {"Heavy armed ships",}, - --["Frigates"] = {"Heavy armed ships",}, - --["Corvettes"] = {"Heavy armed ships",}, - --["Heavy armed ships"] = {"Armed ships", "Armed Air Defence", "HeavyArmoredUnits",}, - --["Light armed ships"] = {"Armed ships","NonArmoredUnits"}, - --["Armed ships"] = {"Ships"}, - --["Unarmed ships"] = {"Ships","HeavyArmoredUnits",}, - - local ThreatLevels = { - "Unarmed ship", - "Light armed ships", - "Corvettes", - "", - "Frigates", - "", - "Cruiser", - "", - "Destroyer", - "", - "Aircraft Carrier" - } - - - if Attributes["Aircraft Carriers"] then ThreatLevel = 10 - elseif Attributes["Destroyers"] then ThreatLevel = 8 - elseif Attributes["Cruisers"] then ThreatLevel = 6 - elseif Attributes["Frigates"] then ThreatLevel = 4 - elseif Attributes["Corvettes"] then ThreatLevel = 2 - elseif Attributes["Light armed ships"] then ThreatLevel = 1 - end - - ThreatText = ThreatLevels[ThreatLevel+1] - end - end - - return ThreatLevel, ThreatText - -end - - --- Is functions - ---- Returns true if the unit is within a @{Zone}. --- @param #UNIT self --- @param Core.Zone#ZONE_BASE Zone The zone to test. --- @return #boolean Returns true if the unit is within the @{Core.Zone#ZONE_BASE} -function UNIT:IsInZone( Zone ) - self:F2( { self.UnitName, Zone } ) - - if self:IsAlive() then - local IsInZone = Zone:IsVec3InZone( self:GetVec3() ) - - return IsInZone - end - return false -end - ---- Returns true if the unit is not within a @{Zone}. --- @param #UNIT self --- @param Core.Zone#ZONE_BASE Zone The zone to test. --- @return #boolean Returns true if the unit is not within the @{Core.Zone#ZONE_BASE} -function UNIT:IsNotInZone( Zone ) - self:F2( { self.UnitName, Zone } ) - - if self:IsAlive() then - local IsInZone = not Zone:IsVec3InZone( self:GetVec3() ) - - self:T( { IsInZone } ) - return IsInZone - else - return false - end -end - - ---- 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 --- @return #boolean true if in the air. --- @return #nil The UNIT is not existing or alive. -function UNIT:InAir() - self:F2( self.UnitName ) - - local DCSUnit = self:GetDCSObject() --DCS#Unit - - if DCSUnit then --- Implementation of workaround. The original code is below. --- This to simulate the landing on buildings. - - local UnitInAir = true - - local UnitCategory = DCSUnit:getDesc().category - if UnitCategory == Unit.Category.HELICOPTER then - local VelocityVec3 = DCSUnit:getVelocity() - local Velocity = ( VelocityVec3.x ^ 2 + VelocityVec3.y ^ 2 + VelocityVec3.z ^ 2 ) ^ 0.5 -- in meters / sec - 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 - else - UnitInAir = DCSUnit:inAir() - 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 Event - -- @param #function EventFunction (optional) The function to be called when the event occurs for the unit. - -- @return #UNIT - function UNIT:HandleEvent( Event, EventFunction ) - - self:EventDispatcher():OnEventForUnit( self:GetName(), EventFunction, self, Event ) - - return self - end - - --- UnSubscribe to a DCS event. - -- @param #UNIT self - -- @param Core.Event#EVENTS Event - -- @return #UNIT - function UNIT:UnHandleEvent( Event ) - - self:EventDispatcher():RemoveForUnit( self:GetName(), self, Event ) - - 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 - - -end--- **Wrapper** -- CLIENT wraps DCS Unit objects acting as a __Client__ or __Player__ within a mission. --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Wrapper.Client --- @image Wrapper_Client.JPG - - ---- The CLIENT class --- @type CLIENT --- @extends Wrapper.Unit#UNIT - - ---- Wrapper class of those **Units** defined within the Mission Editor that have the skillset defined as __Client__ or __Player__. --- --- Note that clients are NOT the same as Units, they are NOT necessarily alive. --- The CLIENT class is a wrapper class to handle the DCS Unit objects that have the skillset defined as __Client__ or __Player__: --- --- * Wraps the DCS Unit objects with skill level set to Player or Client. --- * Support all DCS Unit APIs. --- * Enhance with Unit specific APIs not in the DCS Group API set. --- * When player joins Unit, execute alive init logic. --- * Handles messages to players. --- * Manage the "state" of the DCS Unit. --- --- Clients are being used by the @{MISSION} class to follow players and register their successes. --- --- ## CLIENT reference methods --- --- For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the _@{DATABASE} object. --- This is done at the beginning of the mission (when the mission starts). --- --- The CLIENT class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference --- using the DCS Unit or the DCS UnitName. --- --- Another thing to know is that CLIENT objects do not "contain" the DCS Unit object. --- The CLIENT methods will reference the DCS Unit object by name when it is needed during API execution. --- If the DCS Unit object does not exist or is nil, the CLIENT methods will return nil and log an exception in the DCS.log file. --- --- The CLIENT class provides the following functions to retrieve quickly the relevant CLIENT instance: --- --- * @{#CLIENT.Find}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit object. --- * @{#CLIENT.FindByName}(): Find a CLIENT instance from the _DATABASE object using a DCS Unit name. --- --- **IMPORTANT: ONE SHOULD NEVER SANATIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).** --- --- @field #CLIENT -CLIENT = { - ONBOARDSIDE = { - NONE = 0, - LEFT = 1, - RIGHT = 2, - BACK = 3, - FRONT = 4 - }, - ClassName = "CLIENT", - ClientName = nil, - ClientAlive = false, - ClientTransport = false, - ClientBriefingShown = false, - _Menus = {}, - _Tasks = {}, - Messages = { - } -} - - ---- Finds a CLIENT from the _DATABASE using the relevant DCS Unit. --- @param #CLIENT self --- @param #string ClientName Name of the DCS **Unit** as defined within the Mission Editor. --- @param #string ClientBriefing Text that describes the briefing of the mission when a Player logs into the Client. --- @return #CLIENT --- @usage --- -- Create new Clients. --- local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' ) --- Mission:AddGoal( DeploySA6TroopsGoal ) --- --- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() ) --- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() ) --- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() ) --- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() ) -function CLIENT:Find( DCSUnit, Error ) - local ClientName = DCSUnit:getName() - local ClientFound = _DATABASE:FindClient( ClientName ) - - if ClientFound then - ClientFound:F( ClientName ) - return ClientFound - end - - if not Error then - error( "CLIENT not found for: " .. ClientName ) - end -end - - ---- Finds a CLIENT from the _DATABASE using the relevant Client Unit Name. --- As an optional parameter, a briefing text can be given also. --- @param #CLIENT self --- @param #string ClientName Name of the DCS **Unit** as defined within the Mission Editor. --- @param #string ClientBriefing Text that describes the briefing of the mission when a Player logs into the Client. --- @param #boolean Error A flag that indicates whether an error should be raised if the CLIENT cannot be found. By default an error will be raised. --- @return #CLIENT --- @usage --- -- Create new Clients. --- local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' ) --- Mission:AddGoal( DeploySA6TroopsGoal ) --- --- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() ) --- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() ) --- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() ) --- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() ) -function CLIENT:FindByName( ClientName, ClientBriefing, Error ) - local ClientFound = _DATABASE:FindClient( ClientName ) - - if ClientFound then - ClientFound:F( { ClientName, ClientBriefing } ) - ClientFound:AddBriefing( ClientBriefing ) - ClientFound.MessageSwitch = true - - return ClientFound - end - - if not Error then - error( "CLIENT not found for: " .. ClientName ) - end -end - -function CLIENT:Register( ClientName ) - local self = BASE:Inherit( self, UNIT:Register( ClientName ) ) - - self:F( ClientName ) - self.ClientName = ClientName - self.MessageSwitch = true - self.ClientAlive2 = false - - --self.AliveCheckScheduler = routines.scheduleFunction( self._AliveCheckScheduler, { self }, timer.getTime() + 1, 5 ) - self.AliveCheckScheduler = SCHEDULER:New( self, self._AliveCheckScheduler, { "Client Alive " .. ClientName }, 1, 5 ) - - self:F( self ) - return self -end - - ---- Transport defines that the Client is a Transport. Transports show cargo. --- @param #CLIENT self --- @return #CLIENT -function CLIENT:Transport() - self:F() - - self.ClientTransport = true - return self -end - ---- AddBriefing adds a briefing to a CLIENT when a player joins a mission. --- @param #CLIENT self --- @param #string ClientBriefing is the text defining the Mission briefing. --- @return #CLIENT self -function CLIENT:AddBriefing( ClientBriefing ) - self:F( ClientBriefing ) - self.ClientBriefing = ClientBriefing - self.ClientBriefingShown = false - - return self -end - ---- Show the briefing of a CLIENT. --- @param #CLIENT self --- @return #CLIENT self -function CLIENT:ShowBriefing() - self:F( { self.ClientName, self.ClientBriefingShown } ) - - if not self.ClientBriefingShown then - self.ClientBriefingShown = true - local Briefing = "" - if self.ClientBriefing and self.ClientBriefing ~= "" then - Briefing = Briefing .. self.ClientBriefing - self:Message( Briefing, 60, "Briefing" ) - end - end - - return self -end - ---- Show the mission briefing of a MISSION to the CLIENT. --- @param #CLIENT self --- @param #string MissionBriefing --- @return #CLIENT self -function CLIENT:ShowMissionBriefing( MissionBriefing ) - self:F( { self.ClientName } ) - - if MissionBriefing then - self:Message( MissionBriefing, 60, "Mission Briefing" ) - end - - return self -end - - - ---- Resets a CLIENT. --- @param #CLIENT self --- @param #string ClientName Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client. -function CLIENT:Reset( ClientName ) - self:F() - self._Menus = {} -end - --- Is Functions - ---- Checks if the CLIENT is a multi-seated UNIT. --- @param #CLIENT self --- @return #boolean true if multi-seated. -function CLIENT:IsMultiSeated() - self:F( self.ClientName ) - - local ClientMultiSeatedTypes = { - ["Mi-8MT"] = "Mi-8MT", - ["UH-1H"] = "UH-1H", - ["P-51B"] = "P-51B" - } - - if self:IsAlive() then - local ClientTypeName = self:GetClientGroupUnit():GetTypeName() - if ClientMultiSeatedTypes[ClientTypeName] then - return true - end - end - - return false -end - ---- Checks for a client alive event and calls a function on a continuous basis. --- @param #CLIENT self --- @param #function CallBackFunction Create a function that will be called when a player joins the slot. --- @return #CLIENT -function CLIENT:Alive( CallBackFunction, ... ) - self:F() - - self.ClientCallBack = CallBackFunction - self.ClientParameters = arg - - return self -end - ---- @param #CLIENT self -function CLIENT:_AliveCheckScheduler( SchedulerName ) - self:F3( { SchedulerName, self.ClientName, self.ClientAlive2, self.ClientBriefingShown, self.ClientCallBack } ) - - if self:IsAlive() then - if self.ClientAlive2 == false then - self:ShowBriefing() - if self.ClientCallBack then - self:T("Calling Callback function") - self.ClientCallBack( self, unpack( self.ClientParameters ) ) - end - self.ClientAlive2 = true - end - else - if self.ClientAlive2 == true then - self.ClientAlive2 = false - end - end - - return true -end - ---- Return the DCSGroup of a Client. --- This function is modified to deal with a couple of bugs in DCS 1.5.3 --- @param #CLIENT self --- @return DCS#Group The group of the Client. -function CLIENT:GetDCSGroup() - self:F3() - --- local ClientData = Group.getByName( self.ClientName ) --- if ClientData and ClientData:isExist() then --- self:T( self.ClientName .. " : group found!" ) --- return ClientData --- else --- return nil --- end - - local ClientUnit = Unit.getByName( self.ClientName ) - - local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) } - for CoalitionId, CoalitionData in pairs( CoalitionsData ) do - self:T3( { "CoalitionData:", CoalitionData } ) - for UnitId, UnitData in pairs( CoalitionData ) do - self:T3( { "UnitData:", UnitData } ) - if UnitData and UnitData:isExist() then - - --self:F(self.ClientName) - if ClientUnit then - local ClientGroup = ClientUnit:getGroup() - if ClientGroup then - self:T3( "ClientGroup = " .. self.ClientName ) - if ClientGroup:isExist() and UnitData:getGroup():isExist() then - if ClientGroup:getID() == UnitData:getGroup():getID() then - self:T3( "Normal logic" ) - self:T3( self.ClientName .. " : group found!" ) - self.ClientGroupID = ClientGroup:getID() - self.ClientGroupName = ClientGroup:getName() - return ClientGroup - end - else - -- Now we need to resolve the bugs in DCS 1.5 ... - -- Consult the database for the units of the Client Group. (ClientGroup:getUnits() returns nil) - self:T3( "Bug 1.5 logic" ) - local ClientGroupTemplate = _DATABASE.Templates.Units[self.ClientName].GroupTemplate - self.ClientGroupID = ClientGroupTemplate.groupId - self.ClientGroupName = _DATABASE.Templates.Units[self.ClientName].GroupName - self:T3( self.ClientName .. " : group found in bug 1.5 resolvement logic!" ) - return ClientGroup - end - -- else - -- error( "Client " .. self.ClientName .. " not found!" ) - end - else - --self:F( { "Client not found!", self.ClientName } ) - end - end - end - end - - -- For non player clients - if ClientUnit then - local ClientGroup = ClientUnit:getGroup() - if ClientGroup then - self:T3( "ClientGroup = " .. self.ClientName ) - if ClientGroup:isExist() then - self:T3( "Normal logic" ) - self:T3( self.ClientName .. " : group found!" ) - return ClientGroup - end - end - end - - self.ClientGroupID = nil - self.ClientGroupUnit = nil - - return nil -end - - --- TODO: Check DCS#Group.ID ---- Get the group ID of the client. --- @param #CLIENT self --- @return DCS#Group.ID -function CLIENT:GetClientGroupID() - - local ClientGroup = self:GetDCSGroup() - - --self:F( self.ClientGroupID ) -- Determined in GetDCSGroup() - return self.ClientGroupID -end - - ---- Get the name of the group of the client. --- @param #CLIENT self --- @return #string -function CLIENT:GetClientGroupName() - - local ClientGroup = self:GetDCSGroup() - - self:T( self.ClientGroupName ) -- Determined in GetDCSGroup() - return self.ClientGroupName -end - ---- Returns the UNIT of the CLIENT. --- @param #CLIENT self --- @return Wrapper.Unit#UNIT -function CLIENT:GetClientGroupUnit() - self:F2() - - local ClientDCSUnit = Unit.getByName( self.ClientName ) - - self:T( self.ClientDCSUnit ) - if ClientDCSUnit and ClientDCSUnit:isExist() then - local ClientUnit = _DATABASE:FindUnit( self.ClientName ) - self:T2( ClientUnit ) - return ClientUnit - end -end - ---- Returns the DCSUnit of the CLIENT. --- @param #CLIENT self --- @return DCS#Unit -function CLIENT:GetClientGroupDCSUnit() - self:F2() - - local ClientDCSUnit = Unit.getByName( self.ClientName ) - - if ClientDCSUnit and ClientDCSUnit:isExist() then - self:T2( ClientDCSUnit ) - return ClientDCSUnit - end -end - - ---- Evaluates if the CLIENT is a transport. --- @param #CLIENT self --- @return #boolean true is a transport. -function CLIENT:IsTransport() - self:F() - return self.ClientTransport -end - ---- Shows the @{AI.AI_Cargo#CARGO} contained within the CLIENT to the player as a message. --- The @{AI.AI_Cargo#CARGO} is shown using the @{Core.Message#MESSAGE} distribution system. --- @param #CLIENT self -function CLIENT:ShowCargo() - self:F() - - local CargoMsg = "" - - for CargoName, Cargo in pairs( CARGOS ) do - if self == Cargo:IsLoadedInClient() then - CargoMsg = CargoMsg .. Cargo.CargoName .. " Type:" .. Cargo.CargoType .. " Weight: " .. Cargo.CargoWeight .. "\n" - end - end - - if CargoMsg == "" then - CargoMsg = "empty" - end - - self:Message( CargoMsg, 15, "Co-Pilot: Cargo Status", 30 ) - -end - - - ---- The main message driver for the CLIENT. --- This function displays various messages to the Player logged into the CLIENT through the DCS World Messaging system. --- @param #CLIENT self --- @param #string Message is the text describing the message. --- @param #number MessageDuration is the duration in seconds that the Message should be displayed. --- @param #string MessageCategory is the category of the message (the title). --- @param #number MessageInterval is the interval in seconds between the display of the @{Core.Message#MESSAGE} when the CLIENT is in the air. --- @param #string MessageID is the identifier of the message when displayed with intervals. -function CLIENT:Message( Message, MessageDuration, MessageCategory, MessageInterval, MessageID ) - self:F( { Message, MessageDuration, MessageCategory, MessageInterval } ) - - if self.MessageSwitch == true then - if MessageCategory == nil then - MessageCategory = "Messages" - end - if MessageID ~= nil then - if self.Messages[MessageID] == nil then - self.Messages[MessageID] = {} - self.Messages[MessageID].MessageId = MessageID - self.Messages[MessageID].MessageTime = timer.getTime() - self.Messages[MessageID].MessageDuration = MessageDuration - if MessageInterval == nil then - self.Messages[MessageID].MessageInterval = 600 - else - self.Messages[MessageID].MessageInterval = MessageInterval - end - MESSAGE:New( Message, MessageDuration, MessageCategory ):ToClient( self ) - else - if self:GetClientGroupDCSUnit() and not self:GetClientGroupDCSUnit():inAir() then - if timer.getTime() - self.Messages[MessageID].MessageTime >= self.Messages[MessageID].MessageDuration + 10 then - MESSAGE:New( Message, MessageDuration , MessageCategory):ToClient( self ) - self.Messages[MessageID].MessageTime = timer.getTime() - end - else - if timer.getTime() - self.Messages[MessageID].MessageTime >= self.Messages[MessageID].MessageDuration + self.Messages[MessageID].MessageInterval then - MESSAGE:New( Message, MessageDuration, MessageCategory ):ToClient( self ) - self.Messages[MessageID].MessageTime = timer.getTime() - end - end - end - else - MESSAGE:New( Message, MessageDuration, MessageCategory ):ToClient( self ) - end - end -end ---- **Wrapper** -- STATIC wraps the DCS StaticObject class. --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Wrapper.Static --- @image Wrapper_Static.JPG - - ---- @type STATIC --- @extends Wrapper.Positionable#POSITIONABLE - ---- Wrapper class to handle Static objects. --- --- Note that Statics are almost the same as Units, but they don't have a controller. --- The @{Wrapper.Static#STATIC} class is a wrapper class to handle the DCS Static objects: --- --- * Wraps the DCS Static objects. --- * Support all DCS Static APIs. --- * Enhance with Static specific APIs not in the DCS API set. --- --- ## STATIC reference methods --- --- For each DCS Static will have a STATIC wrapper object (instance) within the _@{DATABASE} object. --- This is done at the beginning of the mission (when the mission starts). --- --- The STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference --- using the Static Name. --- --- Another thing to know is that STATIC objects do not "contain" the DCS Static object. --- The STATIc methods will reference the DCS Static object by name when it is needed during API execution. --- If the DCS Static object does not exist or is nil, the STATIC methods will return nil and log an exception in the DCS.log file. --- --- The STATIc class provides the following functions to retrieve quickly the relevant STATIC instance: --- --- * @{#STATIC.FindByName}(): Find a STATIC instance from the _DATABASE object using a DCS Static name. --- --- IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil). --- --- @field #STATIC -STATIC = { - ClassName = "STATIC", -} - - -function STATIC:Register( StaticName ) - local self = BASE:Inherit( self, POSITIONABLE:New( StaticName ) ) - self.StaticName = StaticName - return self -end - - ---- Finds a STATIC from the _DATABASE using a DCSStatic object. --- @param #STATIC self --- @param DCS#StaticObject DCSStatic An existing DCS Static object reference. --- @return #STATIC self -function STATIC:Find( DCSStatic ) - - local StaticName = DCSStatic:getName() - local StaticFound = _DATABASE:FindStatic( StaticName ) - return StaticFound -end - ---- Finds a STATIC from the _DATABASE using the relevant Static Name. --- As an optional parameter, a briefing text can be given also. --- @param #STATIC self --- @param #string StaticName Name of the DCS **Static** as defined within the Mission Editor. --- @param #boolean RaiseError Raise an error if not found. --- @return #STATIC -function STATIC:FindByName( StaticName, RaiseError ) - local StaticFound = _DATABASE:FindStatic( StaticName ) - - self.StaticName = StaticName - - if StaticFound then - StaticFound:F3( { StaticName } ) - return StaticFound - end - - if RaiseError == nil or RaiseError == true then - error( "STATIC not found for: " .. StaticName ) - end - - return nil -end - ---- Destroys the STATIC. --- @param #STATIC self --- @param #boolean GenerateEvent (Optional) true if you want to generate a crash or dead event for the static. --- @return #nil The DCS StaticObject is not existing or alive. --- @usage --- -- Air static example: destroy the static Helicopter and generate a S_EVENT_CRASH. --- Helicopter = STATIC:FindByName( "Helicopter" ) --- Helicopter:Destroy( true ) --- --- @usage --- -- Ground static example: destroy the static Tank and generate a S_EVENT_DEAD. --- Tanks = UNIT:FindByName( "Tank" ) --- Tanks:Destroy( true ) --- --- @usage --- -- Ship static example: destroy the Ship silently. --- Ship = STATIC:FindByName( "Ship" ) --- Ship:Destroy() --- --- @usage --- -- Destroy without event generation example. --- Ship = STATIC:FindByName( "Boat" ) --- Ship:Destroy( false ) -- Don't generate an event upon destruction. --- -function STATIC:Destroy( GenerateEvent ) - self:F2( self.ObjectName ) - - local DCSObject = self:GetDCSObject() - - if DCSObject then - - local StaticName = DCSObject:getName() - self:F( { StaticName = StaticName } ) - - if GenerateEvent and GenerateEvent == true then - if self:IsAir() then - self:CreateEventCrash( timer.getTime(), DCSObject ) - else - self:CreateEventDead( timer.getTime(), DCSObject ) - end - elseif GenerateEvent == false then - -- Do nothing! - else - self:CreateEventRemoveUnit( timer.getTime(), DCSObject ) - end - - DCSObject:destroy() - end - - return nil -end - - - -function STATIC:GetDCSObject() - local DCSStatic = StaticObject.getByName( self.StaticName ) - - if DCSStatic then - return DCSStatic - end - - return nil -end - ---- Returns a list of one @{Static}. --- @param #STATIC self --- @return #list A list of one @{Static}. -function STATIC:GetUnits() - self:F2( { self.StaticName } ) - local DCSStatic = self:GetDCSObject() - - local Statics = {} - - if DCSStatic then - Statics[1] = STATIC:Find( DCSStatic ) - self:T3( Statics ) - return Statics - end - - return nil -end - - - - -function STATIC:GetThreatLevel() - - return 1, "Static" -end - ---- Respawn the @{Wrapper.Unit} using a (tweaked) template of the parent Group. --- @param #STATIC self --- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static. --- @param #number Heading The heading of the unit respawn. -function STATIC:SpawnAt( Coordinate, Heading ) - - local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName ) - - SpawnStatic:SpawnFromPointVec2( Coordinate, Heading, self.StaticName ) -end - - ---- Respawn the @{Wrapper.Unit} at the same location with the same properties. --- This is useful to respawn a cargo after it has been destroyed. --- @param #STATIC self --- @param DCS#country.id countryid The country ID used for spawning the new static. -function STATIC:ReSpawn(countryid) - - local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName, countryid ) - - SpawnStatic:ReSpawn() -end - - ---- Respawn the @{Wrapper.Unit} at a defined Coordinate with an optional heading. --- @param #STATIC self --- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static. --- @param #number Heading The heading of the unit respawn. -function STATIC:ReSpawnAt( Coordinate, Heading ) - - local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName ) - - SpawnStatic:ReSpawnAt( Coordinate, Heading ) -end - - ---- Returns true if the unit is within a @{Zone}. --- @param #STATIC self --- @param Core.Zone#ZONE_BASE Zone The zone to test. --- @return #boolean Returns true if the unit is within the @{Core.Zone#ZONE_BASE} -function STATIC:IsInZone( Zone ) - self:F2( { self.StaticName, Zone } ) - - if self:IsAlive() then - local IsInZone = Zone:IsVec3InZone( self:GetVec3() ) - - return IsInZone - end - return false -end - ---- Returns true if the unit is not within a @{Zone}. --- @param #STATIC self --- @param Core.Zone#ZONE_BASE Zone The zone to test. --- @return #boolean Returns true if the unit is not within the @{Core.Zone#ZONE_BASE} -function STATIC:IsNotInZone( Zone ) - self:F2( { self.StaticName, Zone } ) - - if self:IsAlive() then - local IsInZone = not Zone:IsVec3InZone( self:GetVec3() ) - - self:T( { IsInZone } ) - return IsInZone - else - return false - end -end ---- **Wrapper** -- AIRBASE is a wrapper class to handle the DCS Airbase objects. --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: **funkyfranky** --- --- === --- --- @module Wrapper.Airbase --- @image Wrapper_Airbase.JPG - - ---- @type AIRBASE --- @extends Wrapper.Positionable#POSITIONABLE - ---- Wrapper class to handle the DCS Airbase objects: --- --- * Support all DCS Airbase APIs. --- * Enhance with Airbase specific APIs not in the DCS Airbase API set. --- --- ## AIRBASE reference methods --- --- For each DCS Airbase object alive within a running mission, a AIRBASE wrapper object (instance) will be created within the _@{DATABASE} object. --- This is done at the beginning of the mission (when the mission starts). --- --- The AIRBASE class **does not contain a :New()** method, rather it provides **:Find()** methods to retrieve the object reference --- using the DCS Airbase or the DCS AirbaseName. --- --- Another thing to know is that AIRBASE objects do not "contain" the DCS Airbase object. --- The AIRBASE methods will reference the DCS Airbase object by name when it is needed during API execution. --- If the DCS Airbase object does not exist or is nil, the AIRBASE methods will return nil and log an exception in the DCS.log file. --- --- The AIRBASE class provides the following functions to retrieve quickly the relevant AIRBASE instance: --- --- * @{#AIRBASE.Find}(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase object. --- * @{#AIRBASE.FindByName}(): Find a AIRBASE instance from the _DATABASE object using a DCS Airbase name. --- --- IMPORTANT: ONE SHOULD NEVER SANATIZE these AIRBASE OBJECT REFERENCES! (make the AIRBASE object references nil). --- --- ## DCS Airbase APIs --- --- The DCS Airbase APIs are used extensively within MOOSE. The AIRBASE class has for each DCS Airbase API a corresponding method. --- To be able to distinguish easily in your code the difference between a AIRBASE API call and a DCS Airbase API call, --- the first letter of the method is also capitalized. So, by example, the DCS Airbase method @{DCSWrapper.Airbase#Airbase.getName}() --- is implemented in the AIRBASE class as @{#AIRBASE.GetName}(). --- --- @field #AIRBASE AIRBASE -AIRBASE = { - ClassName="AIRBASE", - CategoryName = { - [Airbase.Category.AIRDROME] = "Airdrome", - [Airbase.Category.HELIPAD] = "Helipad", - [Airbase.Category.SHIP] = "Ship", - }, - } - ---- Enumeration to identify the airbases in the Caucasus region. --- --- These are all airbases of Caucasus: --- --- * AIRBASE.Caucasus.Gelendzhik --- * AIRBASE.Caucasus.Krasnodar_Pashkovsky --- * AIRBASE.Caucasus.Sukhumi_Babushara --- * AIRBASE.Caucasus.Gudauta --- * AIRBASE.Caucasus.Batumi --- * AIRBASE.Caucasus.Senaki_Kolkhi --- * AIRBASE.Caucasus.Kobuleti --- * AIRBASE.Caucasus.Kutaisi --- * AIRBASE.Caucasus.Tbilisi_Lochini --- * AIRBASE.Caucasus.Soganlug --- * AIRBASE.Caucasus.Vaziani --- * AIRBASE.Caucasus.Anapa_Vityazevo --- * AIRBASE.Caucasus.Krasnodar_Center --- * AIRBASE.Caucasus.Novorossiysk --- * AIRBASE.Caucasus.Krymsk --- * AIRBASE.Caucasus.Maykop_Khanskaya --- * AIRBASE.Caucasus.Sochi_Adler --- * AIRBASE.Caucasus.Mineralnye_Vody --- * AIRBASE.Caucasus.Nalchik --- * AIRBASE.Caucasus.Mozdok --- * AIRBASE.Caucasus.Beslan --- --- @field Caucasus -AIRBASE.Caucasus = { - ["Gelendzhik"] = "Gelendzhik", - ["Krasnodar_Pashkovsky"] = "Krasnodar-Pashkovsky", - ["Sukhumi_Babushara"] = "Sukhumi-Babushara", - ["Gudauta"] = "Gudauta", - ["Batumi"] = "Batumi", - ["Senaki_Kolkhi"] = "Senaki-Kolkhi", - ["Kobuleti"] = "Kobuleti", - ["Kutaisi"] = "Kutaisi", - ["Tbilisi_Lochini"] = "Tbilisi-Lochini", - ["Soganlug"] = "Soganlug", - ["Vaziani"] = "Vaziani", - ["Anapa_Vityazevo"] = "Anapa-Vityazevo", - ["Krasnodar_Center"] = "Krasnodar-Center", - ["Novorossiysk"] = "Novorossiysk", - ["Krymsk"] = "Krymsk", - ["Maykop_Khanskaya"] = "Maykop-Khanskaya", - ["Sochi_Adler"] = "Sochi-Adler", - ["Mineralnye_Vody"] = "Mineralnye Vody", - ["Nalchik"] = "Nalchik", - ["Mozdok"] = "Mozdok", - ["Beslan"] = "Beslan", - } - ---- These are all airbases of Nevada: --- --- * AIRBASE.Nevada.Creech_AFB --- * AIRBASE.Nevada.Groom_Lake_AFB --- * AIRBASE.Nevada.McCarran_International_Airport --- * AIRBASE.Nevada.Nellis_AFB --- * AIRBASE.Nevada.Beatty_Airport --- * AIRBASE.Nevada.Boulder_City_Airport --- * AIRBASE.Nevada.Echo_Bay --- * AIRBASE.Nevada.Henderson_Executive_Airport --- * AIRBASE.Nevada.Jean_Airport --- * AIRBASE.Nevada.Laughlin_Airport --- * AIRBASE.Nevada.Lincoln_County --- * AIRBASE.Nevada.Mellan_Airstrip --- * AIRBASE.Nevada.Mesquite --- * AIRBASE.Nevada.Mina_Airport_3Q0 --- * AIRBASE.Nevada.North_Las_Vegas --- * AIRBASE.Nevada.Pahute_Mesa_Airstrip --- * AIRBASE.Nevada.Tonopah_Airport --- * AIRBASE.Nevada.Tonopah_Test_Range_Airfield --- @field Nevada -AIRBASE.Nevada = { - ["Creech_AFB"] = "Creech AFB", - ["Groom_Lake_AFB"] = "Groom Lake AFB", - ["McCarran_International_Airport"] = "McCarran International Airport", - ["Nellis_AFB"] = "Nellis AFB", - ["Beatty_Airport"] = "Beatty Airport", - ["Boulder_City_Airport"] = "Boulder City Airport", - ["Echo_Bay"] = "Echo Bay", - ["Henderson_Executive_Airport"] = "Henderson Executive Airport", - ["Jean_Airport"] = "Jean Airport", - ["Laughlin_Airport"] = "Laughlin Airport", - ["Lincoln_County"] = "Lincoln County", - ["Mellan_Airstrip"] = "Mellan Airstrip", - ["Mesquite"] = "Mesquite", - ["Mina_Airport_3Q0"] = "Mina Airport 3Q0", - ["North_Las_Vegas"] = "North Las Vegas", - ["Pahute_Mesa_Airstrip"] = "Pahute Mesa Airstrip", - ["Tonopah_Airport"] = "Tonopah Airport", - ["Tonopah_Test_Range_Airfield"] = "Tonopah Test Range Airfield", - } - ---- These are all airbases of Normandy: --- --- * AIRBASE.Normandy.Saint_Pierre_du_Mont --- * AIRBASE.Normandy.Lignerolles --- * AIRBASE.Normandy.Cretteville --- * AIRBASE.Normandy.Maupertus --- * AIRBASE.Normandy.Brucheville --- * AIRBASE.Normandy.Meautis --- * AIRBASE.Normandy.Cricqueville_en_Bessin --- * AIRBASE.Normandy.Lessay --- * AIRBASE.Normandy.Sainte_Laurent_sur_Mer --- * AIRBASE.Normandy.Biniville --- * AIRBASE.Normandy.Cardonville --- * AIRBASE.Normandy.Deux_Jumeaux --- * AIRBASE.Normandy.Chippelle --- * AIRBASE.Normandy.Beuzeville --- * AIRBASE.Normandy.Azeville --- * AIRBASE.Normandy.Picauville --- * AIRBASE.Normandy.Le_Molay --- * AIRBASE.Normandy.Longues_sur_Mer --- * AIRBASE.Normandy.Carpiquet --- * AIRBASE.Normandy.Bazenville --- * AIRBASE.Normandy.Sainte_Croix_sur_Mer --- * AIRBASE.Normandy.Beny_sur_Mer --- * AIRBASE.Normandy.Rucqueville --- * AIRBASE.Normandy.Sommervieu --- * AIRBASE.Normandy.Lantheuil --- * AIRBASE.Normandy.Evreux --- * AIRBASE.Normandy.Chailey --- * AIRBASE.Normandy.Needs_Oar_Point --- * AIRBASE.Normandy.Funtington --- * AIRBASE.Normandy.Tangmere --- * AIRBASE.Normandy.Ford --- @field Normandy -AIRBASE.Normandy = { - ["Saint_Pierre_du_Mont"] = "Saint Pierre du Mont", - ["Lignerolles"] = "Lignerolles", - ["Cretteville"] = "Cretteville", - ["Maupertus"] = "Maupertus", - ["Brucheville"] = "Brucheville", - ["Meautis"] = "Meautis", - ["Cricqueville_en_Bessin"] = "Cricqueville-en-Bessin", - ["Lessay"] = "Lessay", - ["Sainte_Laurent_sur_Mer"] = "Sainte-Laurent-sur-Mer", - ["Biniville"] = "Biniville", - ["Cardonville"] = "Cardonville", - ["Deux_Jumeaux"] = "Deux Jumeaux", - ["Chippelle"] = "Chippelle", - ["Beuzeville"] = "Beuzeville", - ["Azeville"] = "Azeville", - ["Picauville"] = "Picauville", - ["Le_Molay"] = "Le Molay", - ["Longues_sur_Mer"] = "Longues-sur-Mer", - ["Carpiquet"] = "Carpiquet", - ["Bazenville"] = "Bazenville", - ["Sainte_Croix_sur_Mer"] = "Sainte-Croix-sur-Mer", - ["Beny_sur_Mer"] = "Beny-sur-Mer", - ["Rucqueville"] = "Rucqueville", - ["Sommervieu"] = "Sommervieu", - ["Lantheuil"] = "Lantheuil", - ["Evreux"] = "Evreux", - ["Chailey"] = "Chailey", - ["Needs_Oar_Point"] = "Needs Oar Point", - ["Funtington"] = "Funtington", - ["Tangmere"] = "Tangmere", - ["Ford"] = "Ford", - } - ---- These are all airbases of the Persion Gulf Map: --- --- * AIRBASE.PersianGulf.Fujairah_Intl --- * AIRBASE.PersianGulf.Qeshm_Island --- * AIRBASE.PersianGulf.Sir_Abu_Nuayr --- * AIRBASE.PersianGulf.Abu_Musa_Island_Airport --- * AIRBASE.PersianGulf.Bandar_Abbas_Intl --- * AIRBASE.PersianGulf.Bandar_Lengeh --- * AIRBASE.PersianGulf.Tunb_Island_AFB --- * AIRBASE.PersianGulf.Havadarya --- * AIRBASE.PersianGulf.Lar_Airbase --- * AIRBASE.PersianGulf.Sirri_Island --- * AIRBASE.PersianGulf.Tunb_Kochak --- * AIRBASE.PersianGulf.Al_Dhafra_AB --- * AIRBASE.PersianGulf.Dubai_Intl --- * AIRBASE.PersianGulf.Al_Maktoum_Intl --- * AIRBASE.PersianGulf.Khasab --- * AIRBASE.PersianGulf.Al_Minhad_AB --- * AIRBASE.PersianGulf.Sharjah_Intl --- * AIRBASE.PersianGulf.Shiraz_International_Airport --- * AIRBASE.PersianGulf.Kerman_Airport --- @field PersianGulf -AIRBASE.PersianGulf = { - ["Fujairah_Intl"] = "Fujairah Intl", - ["Qeshm_Island"] = "Qeshm Island", - ["Sir_Abu_Nuayr"] = "Sir Abu Nuayr", - ["Abu_Musa_Island_Airport"] = "Abu Musa Island Airport", - ["Bandar_Abbas_Intl"] = "Bandar Abbas Intl", - ["Bandar_Lengeh"] = "Bandar Lengeh", - ["Tunb_Island_AFB"] = "Tunb Island AFB", - ["Havadarya"] = "Havadarya", - ["Lar_Airbase"] = "Lar Airbase", - ["Sirri_Island"] = "Sirri Island", - ["Tunb_Kochak"] = "Tunb Kochak", - ["Al_Dhafra_AB"] = "Al Dhafra AB", - ["Dubai_Intl"] = "Dubai Intl", - ["Al_Maktoum_Intl"] = "Al Maktoum Intl", - ["Khasab"] = "Khasab", - ["Al_Minhad_AB"] = "Al Minhad AB", - ["Sharjah_Intl"] = "Sharjah Intl", - ["Shiraz_International_Airport"] = "Shiraz International Airport", - ["Kerman_Airport"] = "Kerman Airport", - } - ---- AIRBASE.ParkingSpot ".Coordinate, ".TerminalID", ".TerminalType", ".TOAC", ".Free", ".TerminalID0", ".DistToRwy". --- @type AIRBASE.ParkingSpot --- @field Core.Point#COORDINATE Coordinate Coordinate of the parking spot. --- @field #number TerminalID Terminal ID of the spot. Generally, this is not the same number as displayed in the mission editor. --- @field #AIRBASE.TerminalType TerminalType Type of the spot, i.e. for which type of aircraft it can be used. --- @field #boolean TOAC Takeoff or landing aircarft. I.e. this stop is occupied currently by an aircraft until it took of or until it landed. --- @field #boolean Free This spot is currently free, i.e. there is no alive aircraft on it at the present moment. --- @field #number TerminalID0 Unknown what this means. If you know, please tell us! --- @field #number DistToRwy Distance to runway in meters. Currently bugged and giving the same number as the TerminalID. - ---- Terminal Types of parking spots. See also https://wiki.hoggitworld.com/view/DCS_func_getParking --- --- Supported types are: --- --- * AIRBASE.TerminalType.Runway = 16: Valid spawn points on runway. --- * AIRBASE.TerminalType.HelicopterOnly = 40: Special spots for Helicopers. --- * AIRBASE.TerminalType.Shelter = 68: Hardened Air Shelter. Currently only on Caucaus map. --- * AIRBASE.TerminalType.OpenMed = 72: Open/Shelter air airplane only. --- * AIRBASE.TerminalType.OpenBig = 104: Open air spawn points. Generally larger but does not guarantee large aircraft are capable of spawning there. --- * AIRBASE.TerminalType.OpenMedOrBig = 176: Combines OpenMed and OpenBig spots. --- * AIRBASE.TerminalType.HelicopterUnsable = 216: Combines HelicopterOnly, OpenMed and OpenBig. --- * AIRBASE.TerminalType.FighterAircraft = 244: Combines Shelter. OpenMed and OpenBig spots. So effectively all spots usable by fixed wing aircraft. --- --- @type AIRBASE.TerminalType --- @field #number Runway 16: Valid spawn points on runway. --- @field #number HelicopterOnly 40: Special spots for Helicopers. --- @field #number Shelter 68: Hardened Air Shelter. Currently only on Caucaus map. --- @field #number OpenMed 72: Open/Shelter air airplane only. --- @field #number OpenBig 104: Open air spawn points. Generally larger but does not guarantee large aircraft are capable of spawning there. --- @field #number OpenMedOrBig 176: Combines OpenMed and OpenBig spots. --- @field #number HelicopterUnsable 216: Combines HelicopterOnly, OpenMed and OpenBig. --- @field #number FighterAircraft 244: Combines Shelter. OpenMed and OpenBig spots. So effectively all spots usable by fixed wing aircraft. -AIRBASE.TerminalType = { - Runway=16, - HelicopterOnly=40, - Shelter=68, - OpenMed=72, - OpenBig=104, - OpenMedOrBig=176, - HelicopterUsable=216, - FighterAircraft=244, -} - --- Registration. - ---- Create a new AIRBASE from DCSAirbase. --- @param #AIRBASE self --- @param #string AirbaseName The name of the airbase. --- @return Wrapper.Airbase#AIRBASE -function AIRBASE:Register( AirbaseName ) - - local self = BASE:Inherit( self, POSITIONABLE:New( AirbaseName ) ) - self.AirbaseName = AirbaseName - self.AirbaseZone = ZONE_RADIUS:New( AirbaseName, self:GetVec2(), 2500 ) - return self -end - --- Reference methods. - ---- Finds a AIRBASE from the _DATABASE using a DCSAirbase object. --- @param #AIRBASE self --- @param DCS#Airbase DCSAirbase An existing DCS Airbase object reference. --- @return Wrapper.Airbase#AIRBASE self -function AIRBASE:Find( DCSAirbase ) - - local AirbaseName = DCSAirbase:getName() - local AirbaseFound = _DATABASE:FindAirbase( AirbaseName ) - return AirbaseFound -end - ---- Find a AIRBASE in the _DATABASE using the name of an existing DCS Airbase. --- @param #AIRBASE self --- @param #string AirbaseName The Airbase Name. --- @return #AIRBASE self -function AIRBASE:FindByName( AirbaseName ) - - local AirbaseFound = _DATABASE:FindAirbase( AirbaseName ) - return AirbaseFound -end - ---- Get the DCS object of an airbase --- @param #AIRBASE self --- @return DCS#Airbase DCS airbase object. -function AIRBASE:GetDCSObject() - local DCSAirbase = Airbase.getByName( self.AirbaseName ) - - if DCSAirbase then - return DCSAirbase - end - - return nil -end - ---- Get the airbase zone. --- @param #AIRBASE self --- @return Core.Zone#ZONE_RADIUS The zone radius of the airbase. -function AIRBASE:GetZone() - return self.AirbaseZone -end - ---- Get all airbases of the current map. This includes ships and FARPS. --- @param DCS#Coalition coalition (Optional) Return only airbases belonging to the specified coalition. By default, all airbases of the map are returned. --- @return #table Table containing all airbase objects of the current map. -function AIRBASE.GetAllAirbases(coalition) - - local airbases={} - for _,airbase in pairs(_DATABASE.AIRBASES) do - if (coalition~=nil and airbase:GetCoalition()==coalition) or coalition==nil then - table.insert(airbases, airbase) - end - end - - return airbases -end - - ---- Returns a table of parking data for a given airbase. If the optional parameter *available* is true only available parking will be returned, otherwise all parking at the base is returned. Term types have the following enumerated values: --- --- * 16 : Valid spawn points on runway --- * 40 : Helicopter only spawn --- * 68 : Hardened Air Shelter --- * 72 : Open/Shelter air airplane only --- * 104: Open air spawn --- --- Note that only Caucuses will return 68 as it is the only map currently with hardened air shelters. --- 104 are also generally larger, but does not guarantee a large aircraft like the B-52 or a C-130 are capable of spawning there. --- --- Table entries: --- --- * Term_index is the id for the parking --- * vTerminal pos is its vec3 position in the world --- * fDistToRW is the distance to the take-off position for the active runway from the parking. --- --- @param #AIRBASE self --- @param #boolean available If true, only available parking spots will be returned. --- @return #table Table with parking data. See https://wiki.hoggitworld.com/view/DCS_func_getParking -function AIRBASE:GetParkingData(available) - self:F2(available) - - -- Get DCS airbase object. - local DCSAirbase=self:GetDCSObject() - - -- Get parking data. - local parkingdata=nil - if DCSAirbase then - parkingdata=DCSAirbase:getParking(available) - end - - self:T2({parkingdata=parkingdata}) - return parkingdata -end - ---- Get number of parking spots at an airbase. Optionally, a specific terminal type can be requested. --- @param #AIRBASE self --- @param #AIRBASE.TerminalType termtype Terminal type of which the number of spots is counted. Default all spots but spawn points on runway. --- @return #number Number of parking spots at this airbase. -function AIRBASE:GetParkingSpotsNumber(termtype) - - -- Get free parking spots data. - local parkingdata=self:GetParkingData(false) - - local nspots=0 - for _,parkingspot in pairs(parkingdata) do - if AIRBASE._CheckTerminalType(parkingspot.Term_Type, termtype) then - nspots=nspots+1 - end - end - - return nspots -end - ---- Get number of free parking spots at an airbase. --- @param #AIRBASE self --- @param #AIRBASE.TerminalType termtype Terminal type. --- @param #boolean allowTOAC If true, spots are considered free even though TO_AC is true. Default is off which is saver to avoid spawning aircraft on top of each other. Option might be enabled for FARPS and ships. --- @return #number Number of free parking spots at this airbase. -function AIRBASE:GetFreeParkingSpotsNumber(termtype, allowTOAC) - - -- Get free parking spots data. - local parkingdata=self:GetParkingData(true) - - local nfree=0 - for _,parkingspot in pairs(parkingdata) do - -- Spots on runway are not counted unless explicitly requested. - if AIRBASE._CheckTerminalType(parkingspot.Term_Type, termtype) then - if (allowTOAC and allowTOAC==true) or parkingspot.TO_AC==false then - nfree=nfree+1 - end - end - end - - return nfree -end - ---- Get the coordinates of free parking spots at an airbase. --- @param #AIRBASE self --- @param #AIRBASE.TerminalType termtype Terminal type. --- @param #boolean allowTOAC If true, spots are considered free even though TO_AC is true. Default is off which is saver to avoid spawning aircraft on top of each other. Option might be enabled for FARPS and ships. --- @return #table Table of coordinates of the free parking spots. -function AIRBASE:GetFreeParkingSpotsCoordinates(termtype, allowTOAC) - - -- Get free parking spots data. - local parkingdata=self:GetParkingData(true) - - -- Put coordinates of free spots into table. - local spots={} - for _,parkingspot in pairs(parkingdata) do - -- Coordinates on runway are not returned unless explicitly requested. - if AIRBASE._CheckTerminalType(parkingspot.Term_Type, termtype) then - if (allowTOAC and allowTOAC==true) or parkingspot.TO_AC==false then - table.insert(spots, COORDINATE:NewFromVec3(parkingspot.vTerminalPos)) - end - end - end - - return spots -end - ---- Get the coordinates of all parking spots at an airbase. Optionally only those of a specific terminal type. Spots on runways are excluded if not explicitly requested by terminal type. --- @param #AIRBASE self --- @param #AIRBASE.TerminalType termtype (Optional) Terminal type. Default all. --- @return #table Table of coordinates of parking spots. -function AIRBASE:GetParkingSpotsCoordinates(termtype) - - -- Get all parking spots data. - local parkingdata=self:GetParkingData(false) - - -- Put coordinates of free spots into table. - local spots={} - for _,parkingspot in pairs(parkingdata) do - - -- Coordinates on runway are not returned unless explicitly requested. - if AIRBASE._CheckTerminalType(parkingspot.Term_Type, termtype) then - - -- Get coordinate from Vec3 terminal position. - local _coord=COORDINATE:NewFromVec3(parkingspot.vTerminalPos) - - -- Add to table. - table.insert(spots, _coord) - end - - end - - return spots -end - - ---- Get a table containing the coordinates, terminal index and terminal type of free parking spots at an airbase. --- @param #AIRBASE self --- @param #AIRBASE.TerminalType termtype Terminal type. --- @return #table Table free parking spots. Table has the elements ".Coordinate, ".TerminalID", ".TerminalType", ".TOAC", ".Free", ".TerminalID0", ".DistToRwy". -function AIRBASE:GetParkingSpotsTable(termtype) - - -- Get parking data of all spots (free or occupied) - local parkingdata=self:GetParkingData(false) - -- Get parking data of all free spots. - local parkingfree=self:GetParkingData(true) - - -- Function to ckeck if any parking spot is free. - local function _isfree(_tocheck) - for _,_spot in pairs(parkingfree) do - if _spot.Term_Index==_tocheck.Term_Index then - return true - end - end - return false - end - - -- Put coordinates of parking spots into table. - local spots={} - for _,_spot in pairs(parkingdata) do - if AIRBASE._CheckTerminalType(_spot.Term_Type, termtype) then - local _free=_isfree(_spot) - local _coord=COORDINATE:NewFromVec3(_spot.vTerminalPos) - table.insert(spots, {Coordinate=_coord, TerminalID=_spot.Term_Index, TerminalType=_spot.Term_Type, TOAC=_spot.TO_AC, Free=_free, TerminalID0=_spot.Term_Index_0, DistToRwy=_spot.fDistToRW}) - end - end - - return spots -end - ---- Get a table containing the coordinates, terminal index and terminal type of free parking spots at an airbase. --- @param #AIRBASE self --- @param #AIRBASE.TerminalType termtype Terminal type. --- @param #boolean allowTOAC If true, spots are considered free even though TO_AC is true. Default is off which is saver to avoid spawning aircraft on top of each other. Option might be enabled for FARPS and ships. --- @return #table Table free parking spots. Table has the elements ".Coordinate, ".TerminalID", ".TerminalType", ".TOAC", ".Free", ".TerminalID0", ".DistToRwy". -function AIRBASE:GetFreeParkingSpotsTable(termtype, allowTOAC) - - -- Get parking data of all free spots. - local parkingfree=self:GetParkingData(true) - - -- Put coordinates of free spots into table. - local freespots={} - for _,_spot in pairs(parkingfree) do - if AIRBASE._CheckTerminalType(_spot.Term_Type, termtype) then - if (allowTOAC and allowTOAC==true) or _spot.TO_AC==false then - local _coord=COORDINATE:NewFromVec3(_spot.vTerminalPos) - table.insert(freespots, {Coordinate=_coord, TerminalID=_spot.Term_Index, TerminalType=_spot.Term_Type, TOAC=_spot.TO_AC, Free=true, TerminalID0=_spot.Term_Index_0, DistToRwy=_spot.fDistToRW}) - end - end - end - - return freespots -end - ---- Place markers of parking spots on the F10 map. --- @param #AIRBASE self --- @param #AIRBASE.TerminalType termtype Terminal type for which marks should be placed. --- @param #boolean mark If false, do not place markers but only give output to DCS.log file. Default true. -function AIRBASE:MarkParkingSpots(termtype, mark) - - -- Default is true. - if mark==nil then - mark=true - end - - -- Get parking data from getParking() wrapper function. - local parkingdata=self:GetParkingSpotsTable(termtype) - - -- Get airbase name. - local airbasename=self:GetName() - self:E(string.format("Parking spots at %s for termial type %s:", airbasename, tostring(termtype))) - - for _,_spot in pairs(parkingdata) do - - -- Mark text. - local _text=string.format("Term Index=%d, Term Type=%d, Free=%s, TOAC=%s, Term ID0=%d, Dist2Rwy=%.1f m", - _spot.TerminalID, _spot.TerminalType,tostring(_spot.Free),tostring(_spot.TOAC),_spot.TerminalID0,_spot.DistToRwy) - - -- Create mark on the F10 map. - if mark then - _spot.Coordinate:MarkToAll(_text) - end - - -- Info to DCS.log file. - local _text=string.format("%s, Term Index=%3d, Term Type=%03d, Free=%5s, TOAC=%5s, Term ID0=%3d, Dist2Rwy=%.1f m", - airbasename, _spot.TerminalID, _spot.TerminalType,tostring(_spot.Free),tostring(_spot.TOAC),_spot.TerminalID0,_spot.DistToRwy) - self:E(_text) - end -end - ---- Seach unoccupied parking spots at the airbase for a specific group of aircraft. The routine also optionally checks for other unit, static and scenery options in a certain radius around the parking spot. --- The dimension of the spawned aircraft and of the potential obstacle are taken into account. Note that the routine can only return so many spots that are free. --- @param #AIRBASE self --- @param Wrapper.Group#GROUP group Aircraft group for which the parking spots are requested. --- @param #AIRBASE.TerminalType terminaltype (Optional) Only search spots at a specific terminal type. Default is all types execpt on runway. --- @param #number scanradius (Optional) Radius in meters around parking spot to scan for obstacles. Default 50 m. --- @param #boolean scanunits (Optional) Scan for units as obstacles. Default true. --- @param #boolean scanstatics (Optional) Scan for statics as obstacles. Default true. --- @param #boolean scanscenery (Optional) Scan for scenery as obstacles. Default false. Can cause problems with e.g. shelters. --- @param #boolean verysafe (Optional) If true, wait until an aircraft has taken off until the parking spot is considered to be free. Defaul false. --- @param #number nspots (Optional) Number of freeparking spots requested. Default is the number of aircraft in the group. --- @param #table parkingdata (Optional) Parking spots data table. If not given it is automatically derived from the GetParkingSpotsTable() function. --- @return #table Table of coordinates and terminal IDs of free parking spots. Each table entry has the elements .Coordinate and .TerminalID. -function AIRBASE:FindFreeParkingSpotForAircraft(group, terminaltype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nspots, parkingdata) - - -- Init default - scanradius=scanradius or 50 - if scanunits==nil then - scanunits=true - end - if scanstatics==nil then - scanstatics=true - end - if scanscenery==nil then - scanscenery=false - end - if verysafe==nil then - verysafe=false - end - - -- Get the size of an object. - local function _GetObjectSize(unit,mooseobject) - if mooseobject then - unit=unit:GetDCSObject() - end - if unit and unit:isExist() then - local DCSdesc=unit:getDesc() - if DCSdesc.box then - local x=DCSdesc.box.max.x+math.abs(DCSdesc.box.min.x) - local y=DCSdesc.box.max.y+math.abs(DCSdesc.box.min.y) --height - local z=DCSdesc.box.max.z+math.abs(DCSdesc.box.min.z) - return math.max(x,z), x , y, z - end - end - return 0,0,0,0 - end - - -- Function calculating the overlap of two (square) objects. - local function _overlap(object1, mooseobject1, object2, mooseobject2, dist) - local l1=_GetObjectSize(object1, mooseobject1) - local l2=_GetObjectSize(object2, mooseobject2) - local safedist=(l1/2+l2/2)*1.1 - local safe = (dist > safedist) - self:T3(string.format("l1=%.1f l2=%.1f s=%.1f d=%.1f ==> safe=%s", l1,l2,safedist,dist,tostring(safe))) - return safe - end - - -- Get airport name. - local airport=self:GetName() - - -- Get parking spot data table. This contains free and "non-free" spots. - -- Note that there are three major issues with the DCS getParking() function: - -- 1. A spot is considered as NOT free until an aircraft that is present has finally taken off. This might be a bit long especiall at smaller airports. - -- 2. A "free" spot does not take the aircraft size into accound. So if two big aircraft are spawned on spots next to each other, they might overlap and get destroyed. - -- 3. The routine return a free spot, if there a static objects placed on the spot. - parkingdata=parkingdata or self:GetParkingSpotsTable(terminaltype) - - -- Get the aircraft size, i.e. it's longest side of x,z. - local aircraft=group:GetUnit(1) - local _aircraftsize, ax,ay,az=_GetObjectSize(aircraft, true) - - -- Number of spots we are looking for. Note that, e.g. grouping can require a number different from the group size! - local _nspots=nspots or group:GetSize() - - -- Debug info. - self:E(string.format("%s: Looking for %d parking spot(s) for aircraft of size %.1f m (x=%.1f,y=%.1f,z=%.1f) at termial type %s.", airport, _nspots, _aircraftsize, ax, ay, az, tostring(terminaltype))) - - -- Table of valid spots. - local validspots={} - local nvalid=0 - - -- Test other stuff if no parking spot is available. - local _test=false - if _test then - return validspots - end - - -- Mark all found obstacles on F10 map for debugging. - local markobstacles=false - - -- Loop over all known parking spots - for _,parkingspot in pairs(parkingdata) do - - -- Coordinate of the parking spot. - local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE - local _termid=parkingspot.TerminalID - - if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) then - - -- Very safe uses the DCS getParking() info to check if a spot is free. Unfortunately, the function returns free=false until the aircraft has actually taken-off. - if verysafe and (parkingspot.Free==false or parkingspot.TOAC==true) then - - -- DCS getParking() routine returned that spot is not free. - self:E(string.format("%s: Parking spot id %d NOT free (or aircraft has not taken off yet). Free=%s, TOAC=%s.", airport, parkingspot.TerminalID, tostring(parkingspot.Free), tostring(parkingspot.TOAC))) - - else - - -- Scan a radius of 50 meters around the spot. - local _,_,_,_units,_statics,_sceneries=_spot:ScanObjects(scanradius, scanunits, scanstatics, scanscenery) - - -- Loop over objects within scan radius. - local occupied=false - - -- Check all units. - for _,unit in pairs(_units) do - -- Unis are now returned as MOOSE units not DCS units! - --local _vec3=unit:getPoint() - --local _coord=COORDINATE:NewFromVec3(_vec3) - local _coord=unit:GetCoordinate() - local _dist=_coord:Get2DDistance(_spot) - local _safe=_overlap(aircraft, true, unit, true,_dist) - - if markobstacles then - local l,x,y,z=_GetObjectSize(unit) - _coord:MarkToAll(string.format("Unit %s\nx=%.1f y=%.1f z=%.1f\nl=%.1f d=%.1f\nspot %d safe=%s", unit:getName(),x,y,z,l,_dist, _termid, tostring(_safe))) - end - - if scanunits and not _safe then - occupied=true - end - end - - -- Check all statics. - for _,static in pairs(_statics) do - local _vec3=static:getPoint() - local _coord=COORDINATE:NewFromVec3(_vec3) - local _dist=_coord:Get2DDistance(_spot) - local _safe=_overlap(aircraft, true, static, false,_dist) - - if markobstacles then - local l,x,y,z=_GetObjectSize(static) - _coord:MarkToAll(string.format("Static %s\nx=%.1f y=%.1f z=%.1f\nl=%.1f d=%.1f\nspot %d safe=%s", static:getName(),x,y,z,l,_dist, _termid, tostring(_safe))) - end - - if scanstatics and not _safe then - occupied=true - end - end - - -- Check all scenery. - for _,scenery in pairs(_sceneries) do - local _vec3=scenery:getPoint() - local _coord=COORDINATE:NewFromVec3(_vec3) - local _dist=_coord:Get2DDistance(_spot) - local _safe=_overlap(aircraft, true, scenery, false,_dist) - - if markobstacles then - local l,x,y,z=_GetObjectSize(scenery) - _coord:MarkToAll(string.format("Scenery %s\nx=%.1f y=%.1f z=%.1f\nl=%.1f d=%.1f\nspot %d safe=%s", scenery:getTypeName(),x,y,z,l,_dist, _termid, tostring(_safe))) - end - - if scanscenery and not _safe then - occupied=true - end - end - - -- Now check the already given spots so that we do not put a large aircraft next to one we already assigned a nearby spot. - for _,_takenspot in pairs(validspots) do - local _dist=_takenspot.Coordinate:Get2DDistance(_spot) - local _safe=_overlap(aircraft, true, aircraft, true,_dist) - if not _safe then - occupied=true - end - end - - --_spot:MarkToAll(string.format("Parking spot %d free=%s", parkingspot.TerminalID, tostring(not occupied))) - if occupied then - self:T(string.format("%s: Parking spot id %d occupied.", airport, _termid)) - else - self:E(string.format("%s: Parking spot id %d free.", airport, _termid)) - if nvalid<_nspots then - table.insert(validspots, {Coordinate=_spot, TerminalID=_termid}) - end - nvalid=nvalid+1 - end - - end -- loop over units - - -- We found enough spots. - if nvalid>=_nspots then - return validspots - end - end -- check terminal type - end - - -- Retrun spots we found, even if there were not enough. - return validspots -end - ---- Function that checks if at leat one unit of a group has been spawned close to a spawn point on the runway. --- @param #AIRBASE self --- @param Wrapper.Group#GROUP group Group to be checked. --- @param #number radius Radius around the spawn point to be checked. Default is 50 m. --- @param #boolean despawn If true, the group is destroyed. --- @return #boolean True if group is within radius around spawn points on runway. -function AIRBASE:CheckOnRunWay(group, radius, despawn) - - -- Default radius. - radius=radius or 50 - - -- We only check at real airbases (not FARPS or ships). - if self:GetDesc().category~=Airbase.Category.AIRDROME then - return false - end - - if group and group:IsAlive() then - - -- Debug. - self:T(string.format("%s, checking if group %s is on runway?",self:GetName(), group:GetName())) - - -- Get coordinates on runway. - local runwaypoints=self:GetParkingSpotsCoordinates(AIRBASE.TerminalType.Runway) - - -- Mark runway spawn points. - --[[ - for _i,_coord in pairs(runwaypoints) do - _coord:MarkToAll(string.format("runway %d",_i)) - end - ]] - - -- Get units of group. - local units=group:GetUnits() - - -- Loop over units. - for _,_unit in pairs(units) do - - local unit=_unit --Wrapper.Unit#UNIT - - -- Check if unit is alive and not in air. - if unit and unit:IsAlive() and not unit:InAir() then - self:T(string.format("%s, checking if unit %s is on runway?",self:GetName(), unit:GetName())) - - -- Loop over runway spawn points. - for _i,_coord in pairs(runwaypoints) do - - -- Distance between unit and spawn pos. - local dist=unit:GetCoordinate():Get2DDistance(_coord) - - -- Mark unit spawn points for debugging. - --unit:GetCoordinate():MarkToAll(string.format("unit %s distance to rwy %d = %d",unit:GetName(),_i, dist)) - - -- Check if unit is withing radius. - if dist radius %.1f m. Despawn = %s.", self:GetName(), unit:GetName(), group:GetName(),_i, dist, radius, tostring(despawn))) - --unit:FlareGreen() - end - - end - else - self:T(string.format("%s, checking if unit %s of group %s is on runway. Unit is NOT alive.",self:GetName(), unit:GetName(), group:GetName())) - end - end - else - self:T(string.format("%s, checking if group %s is on runway. Group is NOT alive.",self:GetName(), group:GetName())) - end - - return false -end - ---- Helper function to check for the correct terminal type including "artificial" ones. --- @param #number Term_Type Termial type from getParking routine. --- @param #AIRBASE.TerminalType termtype Terminal type from AIRBASE.TerminalType enumerator. --- @return #boolean True if terminal types match. -function AIRBASE._CheckTerminalType(Term_Type, termtype) - - -- Nill check for Term_Type. - if Term_Type==nil then - return false - end - - -- If no terminal type is requested, we return true. BUT runways are excluded unless explicitly requested. - if termtype==nil then - if Term_Type==AIRBASE.TerminalType.Runway then - return false - else - return true - end - end - - -- Init no match. - local match=false - - -- Standar case. - if Term_Type==termtype then - match=true - end - - -- Artificial cases. Combination of terminal types. - if termtype==AIRBASE.TerminalType.OpenMedOrBig then - if Term_Type==AIRBASE.TerminalType.OpenMed or Term_Type==AIRBASE.TerminalType.OpenBig then - match=true - end - elseif termtype==AIRBASE.TerminalType.HelicopterUsable then - if Term_Type==AIRBASE.TerminalType.OpenMed or Term_Type==AIRBASE.TerminalType.OpenBig or Term_Type==AIRBASE.TerminalType.HelicopterOnly then - match=true - end - elseif termtype==AIRBASE.TerminalType.FighterAircraft then - if Term_Type==AIRBASE.TerminalType.OpenMed or Term_Type==AIRBASE.TerminalType.OpenBig or Term_Type==AIRBASE.TerminalType.Shelter then - match=true - end - end - - return match -end--- **Wrapper** -- SCENERY models scenery within the DCS simulator. --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Wrapper.Scenery --- @image Wrapper_Scenery.JPG - - - ---- @type SCENERY --- @extends Wrapper.Positionable#POSITIONABLE - - ---- Wrapper class to handle Scenery objects that are defined on the map. --- --- The @{Wrapper.Scenery#SCENERY} class is a wrapper class to handle the DCS Scenery objects: --- --- * Wraps the DCS Scenery objects. --- * Support all DCS Scenery APIs. --- * Enhance with Scenery specific APIs not in the DCS API set. --- --- @field #SCENERY -SCENERY = { - ClassName = "SCENERY", -} - - -function SCENERY:Register( SceneryName, SceneryObject ) - local self = BASE:Inherit( self, POSITIONABLE:New( SceneryName ) ) - self.SceneryName = SceneryName - self.SceneryObject = SceneryObject - return self -end - -function SCENERY:GetDCSObject() - return self.SceneryObject -end - -function SCENERY:GetThreatLevel() - - return 0, "Scenery" -end ---- **Core** -- Management of CARGO logistics, that can be transported from and to transportation carriers. --- --- === --- --- # 1) MOOSE Cargo System. --- --- #### Those who have used the mission editor, know that the DCS mission editor provides cargo facilities. --- However, these are merely static objects. Wouldn't it be nice if cargo could bring a new dynamism into your --- simulations? Where various objects of various types could be treated also as cargo? --- --- This is what MOOSE brings to you, a complete new cargo object model that used the cargo capabilities of --- DCS world, but enhances it. --- --- MOOSE Cargo introduces also a new concept, called a "carrier". These can be: --- --- - Helicopters --- - Planes --- - Ground Vehicles --- - Ships --- --- With the MOOSE Cargo system, you can: --- --- - Take full control of the cargo as objects within your script (see below). --- - Board/Unboard infantry into carriers. Also other objects can be boarded, like mortars. --- - Load/Unload dcs world cargo objects into carriers. --- - Load/Unload other static objects into carriers (like tires etc). --- - Slingload cargo objects. --- - Board units one by one... --- --- # 2) MOOSE Cargo Objects. --- --- In order to make use of the MOOSE cargo system, you need to **declare** the DCS objects as MOOSE cargo objects! --- --- This sounds complicated, but it is actually quite simple. --- --- See here an example: --- --- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 ) --- --- The above code declares a MOOSE cargo object called `EngineerCargoGroup`. --- It actually just refers to an infantry group created within the sim called `"Engineers"`. --- The infantry group now becomes controlled by the MOOSE cargo object `EngineerCargoGroup`. --- A MOOSE cargo object also has properties, like the type of cargo, the logical name, and the reporting range. --- --- There are 4 types of MOOSE cargo objects possible, each represented by its own class: --- --- - @{Cargo.CargoGroup#CARGO_GROUP}: A MOOSE cargo that is represented by a DCS world GROUP object. --- - @{Cargo.CargoCrate#CARGO_CRATE}: A MOOSE cargo that is represented by a DCS world cargo object (static object). --- - @{Cargo.CargoUnit#CARGO_UNIT}: A MOOSE cargo that is represented by a DCS world unit object or static object. --- - @{Cargo.CargoSlingload#CARGO_SLINGLOAD}: A MOOSE cargo that is represented by a DCS world cargo object (static object), that can be slingloaded. --- --- Note that a CARGO crate is not meant to be slingloaded (it can, but it is not **meant** to be handled like that. --- Instead, a CARGO_CRATE is able to load itself into the bays of a carrier. --- --- Each of these MOOSE cargo objects behave in its own way, and have methods to be handled. --- --- local InfantryGroup = GROUP:FindByName( "Infantry" ) --- local InfantryCargo = CARGO_GROUP:New( InfantryGroup, "Engineers", "Infantry Engineers", 2000 ) --- local CargoCarrier = UNIT:FindByName( "Carrier" ) --- -- This call will make the Cargo run to the CargoCarrier. --- -- Upon arrival at the CargoCarrier, the Cargo will be Loaded into the Carrier. --- -- This process is now fully automated. --- InfantryCargo:Board( CargoCarrier, 25 ) --- --- The above would create a MOOSE cargo object called `InfantryCargo`, and using that object, --- you can board the cargo into the carrier `CargoCarrier`. --- Simple, isn't it? Told you, and this is only the beginning. --- --- The boarding, unboarding, loading, unloading of cargo is however something that is not meant to be coded manualy by mission designers. --- It would be too low-level and not end-user friendly to deal with cargo handling complexity. --- Things can become really complex if you want to make cargo being handled and behave in multiple scenarios. --- --- # 3) Cargo Handling Classes, the main engines for mission designers! --- --- For this reason, the MOOSE Cargo System is heavily used by 3 important **cargo handling class hierarchies** within MOOSE, --- that make cargo come "alive" within your mission in a full automatic manner! --- --- ## 3.1) AI Cargo handlers. --- --- - @{AI.AI_Cargo_APC} will create for you the capatility to make an APC group handle cargo. --- - @{AI.AI_Cargo_Helicopter} will create for you the capatility to make a Helicopter group handle cargo. --- --- --- ## 3.2) AI Cargo transportation dispatchers. --- --- There are also dispatchers that make AI work together to transport cargo automatically!!! --- --- - @{AI.AI_Cargo_Dispatcher_APC} derived classes will create for your dynamic cargo handlers controlled by AI ground vehicle groups (APCs) to transport cargo between sites. --- - @{AI.AI_Cargo_Dispatcher_Helicopters} derived classes will create for your dynamic cargo handlers controlled by AI helicpter groups to transport cargo between sites. --- --- ## 3.3) Cargo transportation tasking. --- --- And there is cargo transportation tasking for human players. --- --- - @{Tasking.Task_CARGO} derived classes will create for you cargo transportation tasks, that allow human players to interact with MOOSE cargo objects to complete tasks. --- --- Please refer to the documentation reflected within these modules to understand the detailed capabilties. --- --- # 4) Cargo SETs. --- --- To make life a bit more easy, MOOSE cargo objects can be grouped into a @{Core.Set#SET_CARGO}. --- This is a collection of MOOSE cargo objects. --- --- This would work as follows: --- --- -- Define the cargo set. --- local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart() --- --- -- Now add cargo the cargo set. --- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 ) --- local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 ) --- local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 ) --- local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 ) --- local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 ) --- --- This is a very powerful concept! --- Instead of having to deal with multiple MOOSE cargo objects yourself, the cargo set capability will group cargo objects into one set. --- The key is the **cargo type** name given at each cargo declaration! --- In the above example, the cargo type name is `"Workmaterials"`. Each cargo object declared is given that type name. (the 2nd parameter). --- What happens now is that the cargo set `CargoSetWorkmaterials` will be added with each cargo object **dynamically** when the cargo object is created. --- In other words, the cargo set `CargoSetWorkmaterials` will incorporate any `"Workmaterials"` dynamically into its set. --- --- The cargo sets are extremely important for the AI cargo transportation dispatchers and the cargo transporation tasking. --- --- # 5) Declare cargo directly in the mission editor! --- --- But I am not finished! There is something more, that is even more great! --- Imagine the mission designers having to code all these lines every time it wants to embed cargo within a mission. --- --- -- Now add cargo the cargo set. --- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 ) --- local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 ) --- local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 ) --- local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 ) --- local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 ) --- --- This would be extremely tiring and a huge overload. --- However, the MOOSE framework allows to declare MOOSE cargo objects within the mission editor!!! --- --- So, at mission startup, MOOSE will search for objects following a special naming convention, and will **create** for you **dynamically --- cargo objects** at **mission start**!!! -- These cargo objects can then be automatically incorporated within cargo set(s)!!! --- In other words, your mission will be reduced to about a few lines of code, providing you with a full dynamic cargo handling mission! --- --- ## 5.1) Use \#CARGO tags in the mission editor: --- --- MOOSE can create automatically cargo objects, if the name of the cargo contains the **\#CARGO** tag. --- When a mission starts, MOOSE will scan all group and static objects it found for the presence of the \#CARGO tag. --- When found, MOOSE will declare the object as cargo (create in the background a CARGO_ object, like CARGO_GROUP, CARGO_CRATE or CARGO_SLINGLOAD. --- The creation of these CARGO_ objects will allow to be filtered and automatically added in SET_CARGO objects. --- In other words, with very minimal code as explained in the above code section, you are able to create vast amounts of cargo objects just from within the editor. --- --- What I talk about is this: --- --- -- BEFORE THIS SCRIPT STARTS, MOOSE WILL ALREADY HAVE SCANNED FOR OBJECTS WITH THE #CARGO TAG IN THE NAME. --- -- FOR EACH OF THESE OBJECT, MOOSE WILL HAVE CREATED CARGO_ OBJECTS LIKE CARGO_GROUP, CARGO_CRATE AND CARGO_SLINGLOAD. --- --- HQ = GROUP:FindByName( "HQ", "Bravo" ) --- --- CommandCenter = COMMANDCENTER --- :New( HQ, "Lima" ) --- --- Mission = MISSION --- :New( CommandCenter, "Operation Cargo Fun", "Tactical", "Transport Cargo", coalition.side.RED ) --- --- TransportGroups = SET_GROUP:New():FilterCoalitions( "blue" ):FilterPrefixes( "Transport" ):FilterStart() --- --- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, TransportGroups ) --- --- -- This is the most important now. You setup a new SET_CARGO filtering the relevant type. --- -- The actual cargo objects are now created by MOOSE in the background. --- -- Each cargo is setup in the Mission Editor using the #CARGO tag in the group name. --- -- This allows a truly dynamic setup. --- local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart() --- --- local WorkplaceTask = TaskDispatcher:AddTransportTask( "Build a Workplace", CargoSetWorkmaterials, "Transport the workers, engineers and the equipment near the Workplace." ) --- TaskDispatcher:SetTransportDeployZone( WorkplaceTask, ZONE:New( "Workplace" ) ) --- --- The above code example has the `CargoSetWorkmaterials`, which is a SET_CARGO collection and will include the CARGO_ objects of the type "Workmaterials". --- And there is NO cargo object actually declared within the script! However, if you would open the mission, there would be hundreds of cargo objects... --- --- The \#CARGO tag even allows for several options to be specified, which are important to learn. --- --- ## 5.2) The \#CARGO tag to create CARGO_GROUP objects: --- --- You can also use the \#CARGO tag on **group** objects of the mission editor. --- --- For example, the following #CARGO naming in the **group name** of the object, will create a CARGO_GROUP object when the mission starts. --- --- `Infantry #CARGO(T=Workmaterials,RR=500,NR=25)` --- --- This will create a CARGO_GROUP object: --- --- * with the group name `Infantry #CARGO` --- * is of type `Workmaterials` --- * will report when a carrier is within 500 meters --- * will board to carriers when the carrier is within 500 meters from the cargo object --- * will dissapear when the cargo is within 25 meters from the carrier during boarding --- --- So the overall syntax of the #CARGO naming tag and arguments are: --- --- `GroupName #CARGO(T=CargoTypeName,RR=Range,NR=Range)` --- --- * **T=** Provide a text that contains the type name of the cargo object. This type name can be used to filter cargo within a SET_CARGO object. --- * **RR=** Provide the minimal range in meters when the report to the carrier, and board to the carrier. --- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters. --- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding. --- Note that this option is optional, so can be omitted. The default value of the RR is 10 meters. --- --- ## 5.2) The \#CARGO tag to create CARGO_CRATE objects: --- --- You can also use the \#CARGO tag on **static** objects, including **static cargo** objects of the mission editor. --- --- For example, the following #CARGO naming in the **static name** of the object, will create a CARGO_CRATE object when the mission starts. --- --- `Static #CARGO(T=Workmaterials,RR=500,NR=25)` --- --- This will create a CARGO_CRATE object: --- --- * with the group name `Static #CARGO` --- * is of type `Workmaterials` --- * will report when a carrier is within 500 meters --- * will board to carriers when the carrier is within 500 meters from the cargo object --- * will dissapear when the cargo is within 25 meters from the carrier during boarding --- --- So the overall syntax of the #CARGO naming tag and arguments are: --- --- `StaticName #CARGO(T=CargoTypeName,RR=Range,NR=Range)` --- --- * **T=** Provide a text that contains the type name of the cargo object. This type name can be used to filter cargo within a SET_CARGO object. --- * **RR=** Provide the minimal range in meters when the report to the carrier, and board to the carrier. --- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters. --- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding. --- Note that this option is optional, so can be omitted. The default value of the RR is 10 meters. --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- === --- --- @module Cargo.Cargo --- @image Cargo.JPG - --- Events - --- Board - ---- Boards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo to the Carrier. --- The cargo must be in the **UnLoaded** state. --- @function [parent=#CARGO] Board --- @param #CARGO self --- @param Wrapper.Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo. --- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision). - ---- Boards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo to the Carrier. --- The cargo must be in the **UnLoaded** state. --- @function [parent=#CARGO] __Board --- @param #CARGO self --- @param #number DelaySeconds The amount of seconds to delay the action. --- @param Wrapper.Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo. --- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision). - - --- UnBoard - ---- UnBoards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo from the Carrier. --- The cargo must be in the **Loaded** state. --- @function [parent=#CARGO] UnBoard --- @param #CARGO self --- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location. - ---- UnBoards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo from the Carrier. --- The cargo must be in the **Loaded** state. --- @function [parent=#CARGO] __UnBoard --- @param #CARGO self --- @param #number DelaySeconds The amount of seconds to delay the action. --- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location. - - --- Load - ---- Loads the cargo to a Carrier. The event will load the cargo into the Carrier regardless of its position. There will be no movement simulated of the cargo loading. --- The cargo must be in the **UnLoaded** state. --- @function [parent=#CARGO] Load --- @param #CARGO self --- @param Wrapper.Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo. - ---- Loads the cargo to a Carrier. The event will load the cargo into the Carrier regardless of its position. There will be no movement simulated of the cargo loading. --- The cargo must be in the **UnLoaded** state. --- @function [parent=#CARGO] __Load --- @param #CARGO self --- @param #number DelaySeconds The amount of seconds to delay the action. --- @param Wrapper.Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo. - - --- UnLoad - ---- UnLoads the cargo to a Carrier. The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading. --- The cargo must be in the **Loaded** state. --- @function [parent=#CARGO] UnLoad --- @param #CARGO self --- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location. - ---- UnLoads the cargo to a Carrier. The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading. --- The cargo must be in the **Loaded** state. --- @function [parent=#CARGO] __UnLoad --- @param #CARGO self --- @param #number DelaySeconds The amount of seconds to delay the action. --- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location. - --- State Transition Functions - --- UnLoaded - ---- @function [parent=#CARGO] OnLeaveUnLoaded --- @param #CARGO self --- @param Wrapper.Controllable#CONTROLLABLE Controllable --- @return #boolean - ---- @function [parent=#CARGO] OnEnterUnLoaded --- @param #CARGO self --- @param Wrapper.Controllable#CONTROLLABLE Controllable - --- Loaded - ---- @function [parent=#CARGO] OnLeaveLoaded --- @param #CARGO self --- @param Wrapper.Controllable#CONTROLLABLE Controllable --- @return #boolean - ---- @function [parent=#CARGO] OnEnterLoaded --- @param #CARGO self --- @param Wrapper.Controllable#CONTROLLABLE Controllable - --- Boarding - ---- @function [parent=#CARGO] OnLeaveBoarding --- @param #CARGO self --- @param Wrapper.Controllable#CONTROLLABLE Controllable --- @return #boolean - ---- @function [parent=#CARGO] OnEnterBoarding --- @param #CARGO self --- @param Wrapper.Controllable#CONTROLLABLE Controllable --- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision). - --- UnBoarding - ---- @function [parent=#CARGO] OnLeaveUnBoarding --- @param #CARGO self --- @param Wrapper.Controllable#CONTROLLABLE Controllable --- @return #boolean - ---- @function [parent=#CARGO] OnEnterUnBoarding --- @param #CARGO self --- @param Wrapper.Controllable#CONTROLLABLE Controllable - - --- TODO: Find all Carrier objects and make the type of the Carriers Wrapper.Unit#UNIT in the documentation. - -CARGOS = {} - -do -- CARGO - - --- @type CARGO - -- @extends Core.Fsm#FSM_PROCESS - -- @field #string Type A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers. - -- @field #string Name A string defining the name of the cargo. The name is the unique identifier of the cargo. - -- @field #number Weight A number defining the weight of the cargo. The weight is expressed in kg. - -- @field #number NearRadius (optional) A number defining the radius in meters when the cargo is near to a Carrier, so that it can be loaded. - -- @field Wrapper.Unit#UNIT CargoObject The alive DCS object representing the cargo. This value can be nil, meaning, that the cargo is not represented anywhere... - -- @field Wrapper.Client#CLIENT CargoCarrier The alive DCS object carrying the cargo. This value can be nil, meaning, that the cargo is not contained anywhere... - -- @field #boolean Slingloadable This flag defines if the cargo can be slingloaded. - -- @field #boolean Moveable This flag defines if the cargo is moveable. - -- @field #boolean Representable This flag defines if the cargo can be represented by a DCS Unit. - -- @field #boolean Containable This flag defines if the cargo can be contained within a DCS Unit. - - --- Defines the core functions that defines a cargo object within MOOSE. - -- - -- A cargo is a **logical object** defined that is available for transport, and has a life status within a simulation. - -- - -- CARGO is not meant to be used directly by mission designers, but provides a base class for **concrete cargo implementation classes** to handle: - -- - -- * Cargo **group objects**, implemented by the @{Cargo.CargoGroup#CARGO_GROUP} class. - -- * Cargo **Unit objects**, implemented by the @{Cargo.CargoUnit#CARGO_UNIT} class. - -- * Cargo **Crate objects**, implemented by the @{Cargo.CargoCrate#CARGO_CRATE} class. - -- * Cargo **Sling Load objects**, implemented by the @{Cargo.CargoSlingload#CARGO_SLINGLOAD} class. - -- - -- The above cargo classes are used by the AI\_CARGO\_ classes to allow AI groups to transport cargo: - -- - -- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC#AI_CARGO_APC} class. - -- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter#AI_CARGO_HELICOPTER} class. - -- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Plane#AI_CARGO_PLANE} class. - -- * AI Ships is planned. - -- - -- The above cargo classes are also used by the TASK\_CARGO\_ classes to allow human players to transport cargo as part of a tasking: - -- - -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players. - -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players. - -- - -- - -- The CARGO is a state machine: it manages the different events and states of the cargo. - -- All derived classes from CARGO follow the same state machine, expose the same cargo event functions, and provide the same cargo states. - -- - -- ## CARGO Events: - -- - -- * @{#CARGO.Board}( ToCarrier ): Boards the cargo to a carrier. - -- * @{#CARGO.Load}( ToCarrier ): Loads the cargo into a carrier, regardless of its position. - -- * @{#CARGO.UnBoard}( ToPointVec2 ): UnBoard the cargo from a carrier. This will trigger a movement of the cargo to the option ToPointVec2. - -- * @{#CARGO.UnLoad}( ToPointVec2 ): UnLoads the cargo from a carrier. - -- * @{#CARGO.Destroyed}( Controllable ): The cargo is dead. The cargo process will be ended. - -- - -- @field #CARGO - CARGO = { - ClassName = "CARGO", - Type = nil, - Name = nil, - Weight = nil, - CargoObject = nil, - CargoCarrier = nil, - Representable = false, - Slingloadable = false, - Moveable = false, - Containable = false, - Reported = {}, - } - - --- @type CARGO.CargoObjects - -- @map < #string, Wrapper.Positionable#POSITIONABLE > The alive POSITIONABLE objects representing the the cargo. - - - --- CARGO Constructor. This class is an abstract class and should not be instantiated. - -- @param #CARGO self - -- @param #string Type - -- @param #string Name - -- @param #number Weight - -- @param #number LoadRadius (optional) - -- @param #number NearRadius (optional) - -- @return #CARGO - function CARGO:New( Type, Name, Weight, LoadRadius, NearRadius ) --R2.1 - - local self = BASE:Inherit( self, FSM:New() ) -- #CARGO - self:F( { Type, Name, Weight, LoadRadius, NearRadius } ) - - self:SetStartState( "UnLoaded" ) - self:AddTransition( { "UnLoaded", "Boarding" }, "Board", "Boarding" ) - self:AddTransition( "Boarding" , "Boarding", "Boarding" ) - self:AddTransition( "Boarding", "CancelBoarding", "UnLoaded" ) - self:AddTransition( "Boarding", "Load", "Loaded" ) - self:AddTransition( "UnLoaded", "Load", "Loaded" ) - self:AddTransition( "Loaded", "UnBoard", "UnBoarding" ) - self:AddTransition( "UnBoarding", "UnBoarding", "UnBoarding" ) - self:AddTransition( "UnBoarding", "UnLoad", "UnLoaded" ) - self:AddTransition( "Loaded", "UnLoad", "UnLoaded" ) - self:AddTransition( "*", "Damaged", "Damaged" ) - self:AddTransition( "*", "Destroyed", "Destroyed" ) - self:AddTransition( "*", "Respawn", "UnLoaded" ) - self:AddTransition( "*", "Reset", "UnLoaded" ) - - self.Type = Type - self.Name = Name - self.Weight = Weight or 0 - self.CargoObject = nil - self.CargoCarrier = nil -- Wrapper.Client#CLIENT - self.Representable = false - self.Slingloadable = false - self.Moveable = false - self.Containable = false - - self.CargoLimit = 0 - - self.LoadRadius = LoadRadius or 500 - --self.NearRadius = NearRadius or 25 - - self:SetDeployed( false ) - - self.CargoScheduler = SCHEDULER:New() - - CARGOS[self.Name] = self - - - return self - end - - - --- Find a CARGO in the _DATABASE. - -- @param #CARGO self - -- @param #string CargoName The Cargo Name. - -- @return #CARGO self - function CARGO:FindByName( CargoName ) - - local CargoFound = _DATABASE:FindCargo( CargoName ) - return CargoFound - end - - --- Get the x position of the cargo. - -- @param #CARGO self - -- @return #number - function CARGO:GetX() - if self:IsLoaded() then - return self.CargoCarrier:GetCoordinate().x - else - return self.CargoObject:GetCoordinate().x - end - end - - --- Get the y position of the cargo. - -- @param #CARGO self - -- @return #number - function CARGO:GetY() - if self:IsLoaded() then - return self.CargoCarrier:GetCoordinate().z - else - return self.CargoObject:GetCoordinate().z - end - end - - --- Get the heading of the cargo. - -- @param #CARGO self - -- @return #number - function CARGO:GetHeading() - if self:IsLoaded() then - return self.CargoCarrier:GetHeading() - else - return self.CargoObject:GetHeading() - end - end - - - --- Check if the cargo can be Slingloaded. - -- @param #CARGO self - function CARGO:CanSlingload() - return false - end - - --- Check if the cargo can be Boarded. - -- @param #CARGO self - function CARGO:CanBoard() - return true - end - - --- Check if the cargo can be Unboarded. - -- @param #CARGO self - function CARGO:CanUnboard() - return true - end - - --- Check if the cargo can be Loaded. - -- @param #CARGO self - function CARGO:CanLoad() - return true - end - - --- Check if the cargo can be Unloaded. - -- @param #CARGO self - function CARGO:CanUnload() - return true - end - - - --- Destroy the cargo. - -- @param #CARGO self - function CARGO:Destroy() - if self.CargoObject then - self.CargoObject:Destroy() - end - self:Destroyed() - end - - --- Get the name of the Cargo. - -- @param #CARGO self - -- @return #string The name of the Cargo. - function CARGO:GetName() --R2.1 - return self.Name - end - - --- Get the current active object representing or being the Cargo. - -- @param #CARGO self - -- @return Wrapper.Positionable#POSITIONABLE The object representing or being the Cargo. - function CARGO:GetObject() - if self:IsLoaded() then - return self.CargoCarrier - else - return self.CargoObject - end - end - - --- Get the object name of the Cargo. - -- @param #CARGO self - -- @return #string The object name of the Cargo. - function CARGO:GetObjectName() --R2.1 - if self:IsLoaded() then - return self.CargoCarrier:GetName() - else - return self.CargoObject:GetName() - end - end - - --- Get the amount of Cargo. - -- @param #CARGO self - -- @return #number The amount of Cargo. - function CARGO:GetCount() - return 1 - end - - --- Get the type of the Cargo. - -- @param #CARGO self - -- @return #string The type of the Cargo. - function CARGO:GetType() - return self.Type - end - - - --- Get the transportation method of the Cargo. - -- @param #CARGO self - -- @return #string The transportation method of the Cargo. - function CARGO:GetTransportationMethod() - return self.TransportationMethod - end - - - --- Get the coalition of the Cargo. - -- @param #CARGO self - -- @return Coalition - function CARGO:GetCoalition() - if self:IsLoaded() then - return self.CargoCarrier:GetCoalition() - else - return self.CargoObject:GetCoalition() - end - end - - - --- Get the current coordinates of the Cargo. - -- @param #CARGO self - -- @return Core.Point#COORDINATE The coordinates of the Cargo. - function CARGO:GetCoordinate() - return self.CargoObject:GetCoordinate() - end - - --- Check if cargo is destroyed. - -- @param #CARGO self - -- @return #boolean true if destroyed - function CARGO:IsDestroyed() - return self:Is( "Destroyed" ) - end - - - --- Check if cargo is loaded. - -- @param #CARGO self - -- @return #boolean true if loaded - function CARGO:IsLoaded() - return self:Is( "Loaded" ) - end - - --- Check if cargo is loaded. - -- @param #CARGO self - -- @param Wrapper.Unit#UNIT Carrier - -- @return #boolean true if loaded - function CARGO:IsLoadedInCarrier( Carrier ) - return self.CargoCarrier and self.CargoCarrier:GetName() == Carrier:GetName() - end - - --- Check if cargo is unloaded. - -- @param #CARGO self - -- @return #boolean true if unloaded - function CARGO:IsUnLoaded() - return self:Is( "UnLoaded" ) - end - - --- Check if cargo is boarding. - -- @param #CARGO self - -- @return #boolean true if boarding - function CARGO:IsBoarding() - return self:Is( "Boarding" ) - end - - - --- Check if cargo is unboarding. - -- @param #CARGO self - -- @return #boolean true if unboarding - function CARGO:IsUnboarding() - return self:Is( "UnBoarding" ) - end - - - --- Check if cargo is alive. - -- @param #CARGO self - -- @return #boolean true if unloaded - function CARGO:IsAlive() - - if self:IsLoaded() then - return self.CargoCarrier:IsAlive() - else - return self.CargoObject:IsAlive() - end - end - - --- Set the cargo as deployed. - -- @param #CARGO self - -- @param #boolean Deployed true if the cargo is to be deployed. false or nil otherwise. - function CARGO:SetDeployed( Deployed ) - self.Deployed = Deployed - end - - --- Is the cargo deployed - -- @param #CARGO self - -- @return #boolean - function CARGO:IsDeployed() - return self.Deployed - end - - - - - --- Template method to spawn a new representation of the CARGO in the simulator. - -- @param #CARGO self - -- @return #CARGO - function CARGO:Spawn( PointVec2 ) - self:F() - - end - - --- Signal a flare at the position of the CARGO. - -- @param #CARGO self - -- @param Utilities.Utils#FLARECOLOR FlareColor - function CARGO:Flare( FlareColor ) - if self:IsUnLoaded() then - trigger.action.signalFlare( self.CargoObject:GetVec3(), FlareColor , 0 ) - end - end - - --- Signal a white flare at the position of the CARGO. - -- @param #CARGO self - function CARGO:FlareWhite() - self:Flare( trigger.flareColor.White ) - end - - --- Signal a yellow flare at the position of the CARGO. - -- @param #CARGO self - function CARGO:FlareYellow() - self:Flare( trigger.flareColor.Yellow ) - end - - --- Signal a green flare at the position of the CARGO. - -- @param #CARGO self - function CARGO:FlareGreen() - self:Flare( trigger.flareColor.Green ) - end - - --- Signal a red flare at the position of the CARGO. - -- @param #CARGO self - function CARGO:FlareRed() - self:Flare( trigger.flareColor.Red ) - end - - --- Smoke the CARGO. - -- @param #CARGO self - -- @param Utilities.Utils#SMOKECOLOR SmokeColor The color of the smoke. - -- @param #number Radius The radius of randomization around the center of the Cargo. - function CARGO:Smoke( SmokeColor, Radius ) - if self:IsUnLoaded() then - if Radius then - trigger.action.smoke( self.CargoObject:GetRandomVec3( Radius ), SmokeColor ) - else - trigger.action.smoke( self.CargoObject:GetVec3(), SmokeColor ) - end - end - end - - --- Smoke the CARGO Green. - -- @param #CARGO self - function CARGO:SmokeGreen() - self:Smoke( trigger.smokeColor.Green, Range ) - end - - --- Smoke the CARGO Red. - -- @param #CARGO self - function CARGO:SmokeRed() - self:Smoke( trigger.smokeColor.Red, Range ) - end - - --- Smoke the CARGO White. - -- @param #CARGO self - function CARGO:SmokeWhite() - self:Smoke( trigger.smokeColor.White, Range ) - end - - --- Smoke the CARGO Orange. - -- @param #CARGO self - function CARGO:SmokeOrange() - self:Smoke( trigger.smokeColor.Orange, Range ) - end - - --- Smoke the CARGO Blue. - -- @param #CARGO self - function CARGO:SmokeBlue() - self:Smoke( trigger.smokeColor.Blue, Range ) - end - - - --- Set the Load radius, which is the radius till when the Cargo can be loaded. - -- @param #CARGO self - -- @param #number LoadRadius The radius till Cargo can be loaded. - -- @return #CARGO - function CARGO:SetLoadRadius( LoadRadius ) - self.LoadRadius = LoadRadius or 150 - end - - --- Get the Load radius, which is the radius till when the Cargo can be loaded. - -- @param #CARGO self - -- @return #number The radius till Cargo can be loaded. - function CARGO:GetLoadRadius() - return self.LoadRadius - end - - - - --- Check if Cargo is in the LoadRadius for the Cargo to be Boarded or Loaded. - -- @param #CARGO self - -- @param Core.Point#COORDINATE Coordinate - -- @return #boolean true if the CargoGroup is within the loading radius. - function CARGO:IsInLoadRadius( Coordinate ) - self:F( { Coordinate, LoadRadius = self.LoadRadius } ) - - local Distance = 0 - if self:IsUnLoaded() then - local CargoCoordinate = self.CargoObject:GetCoordinate() - Distance = Coordinate:Get2DDistance( CargoCoordinate ) - self:T( Distance ) - if Distance <= self.LoadRadius then - return true - end - end - - return false - end - - - --- Check if the Cargo can report itself to be Boarded or Loaded. - -- @param #CARGO self - -- @param Core.Point#COORDINATE Coordinate - -- @return #boolean true if the Cargo can report itself. - function CARGO:IsInReportRadius( Coordinate ) - self:F( { Coordinate } ) - - local Distance = 0 - if self:IsUnLoaded() then - Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() ) - self:T( Distance ) - if Distance <= self.LoadRadius then - return true - end - end - - return false - end - - - --- Check if CargoCarrier is near the coordinate within NearRadius. - -- @param #CARGO self - -- @param Core.Point#COORDINATE Coordinate - -- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision). - -- @return #boolean - function CARGO:IsNear( Coordinate, NearRadius ) - --self:F( { PointVec2 = PointVec2, NearRadius = NearRadius } ) - - if self.CargoObject:IsAlive() then - --local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() ) - --self:F( { CargoObjectName = self.CargoObject:GetName() } ) - --self:F( { CargoObjectVec2 = self.CargoObject:GetVec2() } ) - --self:F( { PointVec2 = PointVec2:GetVec2() } ) - local Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() ) - --self:F( { Distance = Distance, NearRadius = NearRadius or "nil" } ) - - if Distance <= NearRadius then - --self:F( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = true } ) - return true - end - end - - --self:F( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = false } ) - return false - end - - - - --- Check if Cargo is the given @{Zone}. - -- @param #CARGO self - -- @param Core.Zone#ZONE_BASE Zone - -- @return #boolean **true** if cargo is in the Zone, **false** if cargo is not in the Zone. - function CARGO:IsInZone( Zone ) - --self:F( { Zone } ) - - if self:IsLoaded() then - return Zone:IsPointVec2InZone( self.CargoCarrier:GetPointVec2() ) - else - --self:F( { Size = self.CargoObject:GetSize(), Units = self.CargoObject:GetUnits() } ) - if self.CargoObject:GetSize() ~= 0 then - return Zone:IsPointVec2InZone( self.CargoObject:GetPointVec2() ) - else - return false - end - end - - return nil - - end - - - --- Get the current PointVec2 of the cargo. - -- @param #CARGO self - -- @return Core.Point#POINT_VEC2 - function CARGO:GetPointVec2() - return self.CargoObject:GetPointVec2() - end - - --- Get the current Coordinate of the cargo. - -- @param #CARGO self - -- @return Core.Point#COORDINATE - function CARGO:GetCoordinate() - return self.CargoObject:GetCoordinate() - end - - --- Get the weight of the cargo. - -- @param #CARGO self - -- @return #number Weight The weight in kg. - function CARGO:GetWeight() - return self.Weight - end - - --- Set the weight of the cargo. - -- @param #CARGO self - -- @param #number Weight The weight in kg. - -- @return #CARGO - function CARGO:SetWeight( Weight ) - self.Weight = Weight - return self - end - - --- Get the volume of the cargo. - -- @param #CARGO self - -- @return #number Volume The volume in kg. - function CARGO:GetVolume() - return self.Volume - end - - --- Set the volume of the cargo. - -- @param #CARGO self - -- @param #number Volume The volume in kg. - -- @return #CARGO - function CARGO:SetVolume( Volume ) - self.Volume = Volume - return self - end - - --- Send a CC message to a @{Wrapper.Group}. - -- @param #CARGO self - -- @param #string Message - -- @param Wrapper.Group#GROUP CarrierGroup The Carrier Group. - -- @param #string Name (optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown. - function CARGO:MessageToGroup( Message, CarrierGroup, Name ) - - MESSAGE:New( Message, 20, "Cargo " .. self:GetName() ):ToGroup( CarrierGroup ) - - end - - --- Report to a Carrier Group. - -- @param #CARGO self - -- @param #string Action The string describing the action for the cargo. - -- @param Wrapper.Group#GROUP CarrierGroup The Carrier Group to send the report to. - -- @return #CARGO - function CARGO:Report( ReportText, Action, CarrierGroup ) - - if not self.Reported[CarrierGroup] or not self.Reported[CarrierGroup][Action] then - self.Reported[CarrierGroup] = {} - self.Reported[CarrierGroup][Action] = true - self:MessageToGroup( ReportText, CarrierGroup ) - if self.ReportFlareColor then - if not self.Reported[CarrierGroup]["Flaring"] then - self:Flare( self.ReportFlareColor ) - self.Reported[CarrierGroup]["Flaring"] = true - end - end - if self.ReportSmokeColor then - if not self.Reported[CarrierGroup]["Smoking"] then - self:Smoke( self.ReportSmokeColor ) - self.Reported[CarrierGroup]["Smoking"] = true - end - end - end - end - - - --- Report to a Carrier Group with a Flaring signal. - -- @param #CARGO self - -- @param Utils#UTILS.FlareColor FlareColor the color of the flare. - -- @return #CARGO - function CARGO:ReportFlare( FlareColor ) - - self.ReportFlareColor = FlareColor - end - - - --- Report to a Carrier Group with a Smoking signal. - -- @param #CARGO self - -- @param Utils#UTILS.SmokeColor SmokeColor the color of the smoke. - -- @return #CARGO - function CARGO:ReportSmoke( SmokeColor ) - - self.ReportSmokeColor = SmokeColor - end - - - --- Reset the reporting for a Carrier Group. - -- @param #CARGO self - -- @param #string Action The string describing the action for the cargo. - -- @param Wrapper.Group#GROUP CarrierGroup The Carrier Group to send the report to. - -- @return #CARGO - function CARGO:ReportReset( Action, CarrierGroup ) - - self.Reported[CarrierGroup][Action] = nil - end - - --- Reset all the reporting for a Carrier Group. - -- @param #CARGO self - -- @param Wrapper.Group#GROUP CarrierGroup The Carrier Group to send the report to. - -- @return #CARGO - function CARGO:ReportResetAll( CarrierGroup ) - - self.Reported[CarrierGroup] = nil - end - - --- Respawn the cargo when destroyed - -- @param #CARGO self - -- @param #boolean RespawnDestroyed - function CARGO:RespawnOnDestroyed( RespawnDestroyed ) - - if RespawnDestroyed then - self.onenterDestroyed = function( self ) - self:Respawn() - end - else - self.onenterDestroyed = nil - end - - end - - - - -end -- CARGO - -do -- CARGO_REPRESENTABLE - - --- @type CARGO_REPRESENTABLE - -- @extends #CARGO - -- @field test - - --- Models CARGO that is representable by a Unit. - -- @field #CARGO_REPRESENTABLE CARGO_REPRESENTABLE - CARGO_REPRESENTABLE = { - ClassName = "CARGO_REPRESENTABLE" - } - - --- CARGO_REPRESENTABLE Constructor. - -- @param #CARGO_REPRESENTABLE self - -- @param #string Type - -- @param #string Name - -- @param #number LoadRadius (optional) - -- @param #number NearRadius (optional) - -- @return #CARGO_REPRESENTABLE - function CARGO_REPRESENTABLE:New( CargoObject, Type, Name, LoadRadius, NearRadius ) - local self = BASE:Inherit( self, CARGO:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_REPRESENTABLE - self:F( { Type, Name, LoadRadius, NearRadius } ) - - local Desc = CargoObject:GetDesc() - self:I( { Desc = Desc } ) - local Weight = math.random( 80, 120 ) - if Desc then - if Desc.typeName == "2B11 mortar" then - Weight = 210 - else - Weight = Desc.massEmpty - end - end - - self:SetWeight( Weight ) - --- local Box = CargoUnit:GetBoundingBox() --- local VolumeUnit = ( Box.max.x - Box.min.x ) * ( Box.max.y - Box.min.y ) * ( Box.max.z - Box.min.z ) --- self:I( { VolumeUnit = VolumeUnit, WeightUnit = WeightUnit } ) - --self:SetVolume( VolumeUnit ) - - - return self - end - - --- CARGO_REPRESENTABLE Destructor. - -- @param #CARGO_REPRESENTABLE self - -- @return #CARGO_REPRESENTABLE - function CARGO_REPRESENTABLE:Destroy() - - -- Cargo objects are deleted from the _DATABASE and SET_CARGO objects. - self:F( { CargoName = self:GetName() } ) - --_EVENTDISPATCHER:CreateEventDeleteCargo( self ) - - return self - end - - --- Route a cargo unit to a PointVec2. - -- @param #CARGO_REPRESENTABLE self - -- @param Core.Point#POINT_VEC2 ToPointVec2 - -- @param #number Speed - -- @return #CARGO_REPRESENTABLE - function CARGO_REPRESENTABLE:RouteTo( ToPointVec2, Speed ) - self:F2( ToPointVec2 ) - - local Points = {} - - local PointStartVec2 = self.CargoObject:GetPointVec2() - - Points[#Points+1] = PointStartVec2:WaypointGround( Speed ) - Points[#Points+1] = ToPointVec2:WaypointGround( Speed ) - - local TaskRoute = self.CargoObject:TaskRoute( Points ) - self.CargoObject:SetTask( TaskRoute, 2 ) - return self - end - - --- Send a message to a @{Wrapper.Group} through a communication channel near the cargo. - -- @param #CARGO_REPRESENTABLE self - -- @param #string Message - -- @param Wrapper.Group#GROUP TaskGroup - -- @param #string Name (optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown. - function CARGO_REPRESENTABLE:MessageToGroup( Message, TaskGroup, Name ) - - local CoordinateZone = ZONE_RADIUS:New( "Zone" , self:GetCoordinate():GetVec2(), 500 ) - CoordinateZone:Scan( { Object.Category.UNIT } ) - for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do - local NearUnit = UNIT:Find( DCSUnit ) - self:F({NearUnit=NearUnit}) - local NearUnitCoalition = NearUnit:GetCoalition() - local CargoCoalition = self:GetCoalition() - if NearUnitCoalition == CargoCoalition then - local Attributes = NearUnit:GetDesc() - self:F({Desc=Attributes}) - if NearUnit:HasAttribute( "Trucks" ) then - MESSAGE:New( Message, 20, NearUnit:GetCallsign() .. " reporting - Cargo " .. self:GetName() ):ToGroup( TaskGroup ) - break - end - end - end - - end - - -end -- CARGO_REPRESENTABLE - -do -- CARGO_REPORTABLE - - --- @type CARGO_REPORTABLE - -- @extends #CARGO - CARGO_REPORTABLE = { - ClassName = "CARGO_REPORTABLE" - } - - --- CARGO_REPORTABLE Constructor. - -- @param #CARGO_REPORTABLE self - -- @param #string Type - -- @param #string Name - -- @param #number Weight - -- @param #number LoadRadius (optional) - -- @param #number NearRadius (optional) - -- @return #CARGO_REPORTABLE - function CARGO_REPORTABLE:New( Type, Name, Weight, LoadRadius, NearRadius ) - local self = BASE:Inherit( self, CARGO:New( Type, Name, Weight, LoadRadius, NearRadius ) ) -- #CARGO_REPORTABLE - self:F( { Type, Name, Weight, LoadRadius, NearRadius } ) - - return self - end - - --- Send a CC message to a @{Wrapper.Group}. - -- @param #CARGO_REPORTABLE self - -- @param #string Message - -- @param Wrapper.Group#GROUP TaskGroup - -- @param #string Name (optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown. - function CARGO_REPORTABLE:MessageToGroup( Message, TaskGroup, Name ) - - MESSAGE:New( Message, 20, "Cargo " .. self:GetName() .. " reporting" ):ToGroup( TaskGroup ) - - end - - - -end - - - - - - - -do -- CARGO_PACKAGE - - --- @type CARGO_PACKAGE - -- @extends #CARGO_REPRESENTABLE - CARGO_PACKAGE = { - ClassName = "CARGO_PACKAGE" - } - ---- CARGO_PACKAGE Constructor. --- @param #CARGO_PACKAGE self --- @param Wrapper.Unit#UNIT CargoCarrier The UNIT carrying the package. --- @param #string Type --- @param #string Name --- @param #number Weight --- @param #number LoadRadius (optional) --- @param #number NearRadius (optional) --- @return #CARGO_PACKAGE -function CARGO_PACKAGE:New( CargoCarrier, Type, Name, Weight, LoadRadius, NearRadius ) - local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoCarrier, Type, Name, Weight, LoadRadius, NearRadius ) ) -- #CARGO_PACKAGE - self:F( { Type, Name, Weight, LoadRadius, NearRadius } ) - - self:T( CargoCarrier ) - self.CargoCarrier = CargoCarrier - - return self -end - ---- Board Event. --- @param #CARGO_PACKAGE self --- @param #string Event --- @param #string From --- @param #string To --- @param Wrapper.Unit#UNIT CargoCarrier --- @param #number Speed --- @param #number BoardDistance --- @param #number Angle -function CARGO_PACKAGE:onafterOnBoard( From, Event, To, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle ) - self:F() - - self.CargoInAir = self.CargoCarrier:InAir() - - self:T( self.CargoInAir ) - - -- Only move the CargoCarrier to the New CargoCarrier when the New CargoCarrier is not in the air. - if not self.CargoInAir then - - local Points = {} - - local StartPointVec2 = self.CargoCarrier:GetPointVec2() - local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees. - local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) - self:T( { CargoCarrierHeading, CargoDeployHeading } ) - local CargoDeployPointVec2 = CargoCarrier:GetPointVec2():Translate( BoardDistance, CargoDeployHeading ) - - Points[#Points+1] = StartPointVec2:WaypointGround( Speed ) - Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed ) - - local TaskRoute = self.CargoCarrier:TaskRoute( Points ) - self.CargoCarrier:SetTask( TaskRoute, 1 ) - end - - self:Boarded( CargoCarrier, Speed, BoardDistance, LoadDistance, Angle ) - -end - ---- Check if CargoCarrier is near the Cargo to be Loaded. --- @param #CARGO_PACKAGE self --- @param Wrapper.Unit#UNIT CargoCarrier --- @return #boolean -function CARGO_PACKAGE:IsNear( CargoCarrier ) - self:F() - - local CargoCarrierPoint = CargoCarrier:GetCoordinate() - - local Distance = CargoCarrierPoint:Get2DDistance( self.CargoCarrier:GetCoordinate() ) - self:T( Distance ) - - if Distance <= self.NearRadius then - return true - else - return false - end -end - ---- Boarded Event. --- @param #CARGO_PACKAGE self --- @param #string Event --- @param #string From --- @param #string To --- @param Wrapper.Unit#UNIT CargoCarrier --- @param #number Speed --- @param #number BoardDistance --- @param #number LoadDistance --- @param #number Angle -function CARGO_PACKAGE:onafterOnBoarded( From, Event, To, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle ) - self:F() - - if self:IsNear( CargoCarrier ) then - self:__Load( 1, CargoCarrier, Speed, LoadDistance, Angle ) - else - self:__Boarded( 1, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle ) - end -end - ---- UnBoard Event. --- @param #CARGO_PACKAGE self --- @param #string Event --- @param #string From --- @param #string To --- @param Wrapper.Unit#UNIT CargoCarrier --- @param #number Speed --- @param #number UnLoadDistance --- @param #number UnBoardDistance --- @param #number Radius --- @param #number Angle -function CARGO_PACKAGE:onafterUnBoard( From, Event, To, CargoCarrier, Speed, UnLoadDistance, UnBoardDistance, Radius, Angle ) - self:F() - - self.CargoInAir = self.CargoCarrier:InAir() - - self:T( self.CargoInAir ) - - -- Only unboard the cargo when the carrier is not in the air. - -- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea). - if not self.CargoInAir then - - self:_Next( self.FsmP.UnLoad, UnLoadDistance, Angle ) - - local Points = {} - - local StartPointVec2 = CargoCarrier:GetPointVec2() - local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees. - local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) - self:T( { CargoCarrierHeading, CargoDeployHeading } ) - local CargoDeployPointVec2 = StartPointVec2:Translate( UnBoardDistance, CargoDeployHeading ) - - Points[#Points+1] = StartPointVec2:WaypointGround( Speed ) - Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed ) - - local TaskRoute = CargoCarrier:TaskRoute( Points ) - CargoCarrier:SetTask( TaskRoute, 1 ) - end - - self:__UnBoarded( 1 , CargoCarrier, Speed ) - -end - ---- UnBoarded Event. --- @param #CARGO_PACKAGE self --- @param #string Event --- @param #string From --- @param #string To --- @param Wrapper.Unit#UNIT CargoCarrier --- @param #number Speed -function CARGO_PACKAGE:onafterUnBoarded( From, Event, To, CargoCarrier, Speed ) - self:F() - - if self:IsNear( CargoCarrier ) then - self:__UnLoad( 1, CargoCarrier, Speed ) - else - self:__UnBoarded( 1, CargoCarrier, Speed ) - end -end - ---- Load Event. --- @param #CARGO_PACKAGE self --- @param #string Event --- @param #string From --- @param #string To --- @param Wrapper.Unit#UNIT CargoCarrier --- @param #number Speed --- @param #number LoadDistance --- @param #number Angle -function CARGO_PACKAGE:onafterLoad( From, Event, To, CargoCarrier, Speed, LoadDistance, Angle ) - self:F() - - self.CargoCarrier = CargoCarrier - - local StartPointVec2 = self.CargoCarrier:GetPointVec2() - local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees. - local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) - local CargoDeployPointVec2 = StartPointVec2:Translate( LoadDistance, CargoDeployHeading ) - - local Points = {} - Points[#Points+1] = StartPointVec2:WaypointGround( Speed ) - Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed ) - - local TaskRoute = self.CargoCarrier:TaskRoute( Points ) - self.CargoCarrier:SetTask( TaskRoute, 1 ) - -end - ---- UnLoad Event. --- @param #CARGO_PACKAGE self --- @param #string Event --- @param #string From --- @param #string To --- @param Wrapper.Unit#UNIT CargoCarrier --- @param #number Speed --- @param #number Distance --- @param #number Angle -function CARGO_PACKAGE:onafterUnLoad( From, Event, To, CargoCarrier, Speed, Distance, Angle ) - self:F() - - local StartPointVec2 = self.CargoCarrier:GetPointVec2() - local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees. - local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) - local CargoDeployPointVec2 = StartPointVec2:Translate( Distance, CargoDeployHeading ) - - self.CargoCarrier = CargoCarrier - - local Points = {} - Points[#Points+1] = StartPointVec2:WaypointGround( Speed ) - Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed ) - - local TaskRoute = self.CargoCarrier:TaskRoute( Points ) - self.CargoCarrier:SetTask( TaskRoute, 1 ) - -end - - -end ---- **Cargo** -- Management of single cargo logistics, which are based on a @{Wrapper.Unit} object. --- --- === --- --- ### [Demo Missions]() --- --- ### [YouTube Playlist]() --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- === --- --- @module Cargo.CargoUnit --- @image Cargo_Units.JPG - -do -- CARGO_UNIT - - --- Models CARGO in the form of units, which can be boarded, unboarded, loaded, unloaded. - -- @type CARGO_UNIT - -- @extends Cargo.Cargo#CARGO_REPRESENTABLE - - --- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier. - -- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO_UNIT objects to and from carriers. - -- Note that ground forces behave in a group, and thus, act in formation, regardless if one unit is commanded to move. - -- - -- This class is used in CARGO_GROUP, and is not meant to be used by mission designers individually. - -- - -- === - -- - -- @field #CARGO_UNIT CARGO_UNIT - -- - CARGO_UNIT = { - ClassName = "CARGO_UNIT" - } - - --- CARGO_UNIT Constructor. - -- @param #CARGO_UNIT self - -- @param Wrapper.Unit#UNIT CargoUnit - -- @param #string Type - -- @param #string Name - -- @param #number Weight - -- @param #number LoadRadius (optional) - -- @param #number NearRadius (optional) - -- @return #CARGO_UNIT - function CARGO_UNIT:New( CargoUnit, Type, Name, LoadRadius, NearRadius ) - local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoUnit, Type, Name, LoadRadius, NearRadius ) ) -- #CARGO_UNIT - self:I( { Type, Name, LoadRadius, NearRadius } ) - - self:T( CargoUnit ) - self.CargoObject = CargoUnit - - self:T( self.ClassName ) - - self:SetEventPriority( 5 ) - - return self - end - - --- Enter UnBoarding State. - -- @param #CARGO_UNIT self - -- @param #string Event - -- @param #string From - -- @param #string To - -- @param Core.Point#POINT_VEC2 ToPointVec2 - -- @param #number NearRadius (optional) Defaut 25 m. - function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius ) - self:F( { From, Event, To, ToPointVec2, NearRadius } ) - - local Angle = 180 - local Speed = 60 - local DeployDistance = 9 - local RouteDistance = 60 - - if From == "Loaded" then - - if not self:IsDestroyed() then - - local CargoCarrier = self.CargoCarrier -- Wrapper.Controllable#CONTROLLABLE - - if CargoCarrier:IsAlive() then - - local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2() - local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees. - local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) - - - local CargoRoutePointVec2 = CargoCarrierPointVec2:Translate( RouteDistance, CargoDeployHeading ) - - - -- if there is no ToPointVec2 given, then use the CargoRoutePointVec2 - local FromDirectionVec3 = CargoCarrierPointVec2:GetDirectionVec3( ToPointVec2 or CargoRoutePointVec2 ) - local FromAngle = CargoCarrierPointVec2:GetAngleDegrees(FromDirectionVec3) - local FromPointVec2 = CargoCarrierPointVec2:Translate( DeployDistance, FromAngle ) - --local CargoDeployPointVec2 = CargoCarrierPointVec2:GetRandomCoordinateInRadius( 10, 5 ) - - ToPointVec2 = ToPointVec2 or CargoCarrierPointVec2:GetRandomCoordinateInRadius( NearRadius, DeployDistance ) - - -- Respawn the group... - if self.CargoObject then - self.CargoObject:ReSpawnAt( FromPointVec2, CargoDeployHeading ) - self:F( { "CargoUnits:", self.CargoObject:GetGroup():GetName() } ) - self.CargoCarrier = nil - - local Points = {} - - -- From - Points[#Points+1] = FromPointVec2:WaypointGround( Speed, "Vee" ) - - -- To - Points[#Points+1] = ToPointVec2:WaypointGround( Speed, "Vee" ) - - local TaskRoute = self.CargoObject:TaskRoute( Points ) - self.CargoObject:SetTask( TaskRoute, 1 ) - - - self:__UnBoarding( 1, ToPointVec2, NearRadius ) - end - else - -- the Carrier is dead. This cargo is dead too! - self:Destroyed() - end - end - end - - end - - --- Leave UnBoarding State. - -- @param #CARGO_UNIT self - -- @param #string Event - -- @param #string From - -- @param #string To - -- @param Core.Point#POINT_VEC2 ToPointVec2 - -- @param #number NearRadius (optional) Defaut 100 m. - function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius ) - self:F( { From, Event, To, ToPointVec2, NearRadius } ) - - local Angle = 180 - local Speed = 10 - local Distance = 5 - - if From == "UnBoarding" then - --if self:IsNear( ToPointVec2, NearRadius ) then - return true - --else - - --self:__UnBoarding( 1, ToPointVec2, NearRadius ) - --end - --return false - end - - end - - --- UnBoard Event. - -- @param #CARGO_UNIT self - -- @param #string Event - -- @param #string From - -- @param #string To - -- @param Core.Point#POINT_VEC2 ToPointVec2 - -- @param #number NearRadius (optional) Defaut 100 m. - function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius ) - self:F( { From, Event, To, ToPointVec2, NearRadius } ) - - self.CargoInAir = self.CargoObject:InAir() - - self:T( self.CargoInAir ) - - -- Only unboard the cargo when the carrier is not in the air. - -- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea). - if not self.CargoInAir then - - end - - self:__UnLoad( 1, ToPointVec2, NearRadius ) - - end - - - - --- Enter UnLoaded State. - -- @param #CARGO_UNIT self - -- @param #string Event - -- @param #string From - -- @param #string To - -- @param Core.Point#POINT_VEC2 - function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 ) - self:F( { ToPointVec2, From, Event, To } ) - - local Angle = 180 - local Speed = 10 - local Distance = 5 - - if From == "Loaded" then - local StartPointVec2 = self.CargoCarrier:GetPointVec2() - local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees. - local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) - local CargoDeployCoord = StartPointVec2:Translate( Distance, CargoDeployHeading ) - - ToPointVec2 = ToPointVec2 or COORDINATE:New( CargoDeployCoord.x, CargoDeployCoord.z ) - - -- Respawn the group... - if self.CargoObject then - self.CargoObject:ReSpawnAt( ToPointVec2, 0 ) - self.CargoCarrier = nil - end - - end - - if self.OnUnLoadedCallBack then - self.OnUnLoadedCallBack( self, unpack( self.OnUnLoadedParameters ) ) - self.OnUnLoadedCallBack = nil - end - - end - - --- Board Event. - -- @param #CARGO_UNIT self - -- @param #string Event - -- @param #string From - -- @param #string To - -- @param Wrapper.Group#GROUP CargoCarrier - -- @param #number NearRadius - function CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... ) - self:F( { From, Event, To, CargoCarrier, NearRadius = NearRadius } ) - - self.CargoInAir = self.CargoObject:InAir() - - local Desc = self.CargoObject:GetDesc() - local MaxSpeed = Desc.speedMaxOffRoad - local TypeName = Desc.typeName - - --self:F({Unit=self.CargoObject:GetName()}) - - -- A cargo unit can only be boarded if it is not dead - - -- Only move the group to the carrier when the cargo is not in the air - -- (eg. cargo can be on a oil derrick, moving the cargo on the oil derrick will drop the cargo on the sea). - if not self.CargoInAir then - -- If NearRadius is given, then use the given NearRadius, otherwise calculate the NearRadius - -- based upon the Carrier bounding radius, which is calculated from the bounding rectangle on the Y axis. - local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius() + 5 - if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then - self:Load( CargoCarrier, NearRadius, ... ) - else - if MaxSpeed and MaxSpeed == 0 or TypeName and TypeName == "Stinger comm" then - self:Load( CargoCarrier, NearRadius, ... ) - else - - local Speed = 90 - local Angle = 180 - local Distance = 0 - - local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2() - local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees. - local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) - local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading ) - - -- Set the CargoObject to state Green to ensure it is boarding! - self.CargoObject:OptionAlarmStateGreen() - - local Points = {} - - local PointStartVec2 = self.CargoObject:GetPointVec2() - - Points[#Points+1] = PointStartVec2:WaypointGround( Speed ) - Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed ) - - local TaskRoute = self.CargoObject:TaskRoute( Points ) - self.CargoObject:SetTask( TaskRoute, 2 ) - self:__Boarding( -5, CargoCarrier, NearRadius, ... ) - self.RunCount = 0 - end - end - end - end - - - --- Boarding Event. - -- @param #CARGO_UNIT self - -- @param #string Event - -- @param #string From - -- @param #string To - -- @param Wrapper.Client#CLIENT CargoCarrier - -- @param #number NearRadius Default 25 m. - function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... ) - self:F( { From, Event, To, CargoCarrier:GetName(), NearRadius = NearRadius } ) - - self:F( { IsAlive=self.CargoObject:IsAlive() } ) - - if CargoCarrier and CargoCarrier:IsAlive() then -- and self.CargoObject and self.CargoObject:IsAlive() then - if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then - local NearRadius = NearRadius or CargoCarrier:GetBoundingRadius( NearRadius ) + 5 - if self:IsNear( CargoCarrier:GetPointVec2(), NearRadius ) then - self:__Load( -1, CargoCarrier, ... ) - else - if self:IsNear( CargoCarrier:GetPointVec2(), 20 ) then - self:__Boarding( -1, CargoCarrier, NearRadius, ... ) - self.RunCount = self.RunCount + 1 - else - self:__Boarding( -2, CargoCarrier, NearRadius, ... ) - self.RunCount = self.RunCount + 2 - end - if self.RunCount >= 40 then - self.RunCount = 0 - local Speed = 90 - local Angle = 180 - local Distance = 0 - - --self:F({Unit=self.CargoObject:GetName()}) - - local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2() - local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees. - local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) - local CargoDeployPointVec2 = CargoCarrierPointVec2:Translate( Distance, CargoDeployHeading ) - - -- Set the CargoObject to state Green to ensure it is boarding! - self.CargoObject:OptionAlarmStateGreen() - - local Points = {} - - local PointStartVec2 = self.CargoObject:GetPointVec2() - - Points[#Points+1] = PointStartVec2:WaypointGround( Speed, "Off road" ) - Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed, "Off road" ) - - local TaskRoute = self.CargoObject:TaskRoute( Points ) - self.CargoObject:SetTask( TaskRoute, 0.2 ) - end - end - else - self.CargoObject:MessageToGroup( "Cancelling Boarding... Get back on the ground!", 5, CargoCarrier:GetGroup(), self:GetName() ) - self:CancelBoarding( CargoCarrier, NearRadius, ... ) - self.CargoObject:SetCommand( self.CargoObject:CommandStopRoute( true ) ) - end - else - self:E("Something is wrong") - end - - end - - - --- Loaded State. - -- @param #CARGO_UNIT self - -- @param #string Event - -- @param #string From - -- @param #string To - -- @param Wrapper.Unit#UNIT CargoCarrier - function CARGO_UNIT:onenterLoaded( From, Event, To, CargoCarrier ) - self:F( { From, Event, To, CargoCarrier } ) - - self.CargoCarrier = CargoCarrier - - --self:F({Unit=self.CargoObject:GetName()}) - - -- Only destroy the CargoObject if there is a CargoObject (packages don't have CargoObjects). - if self.CargoObject then - self.CargoObject:Destroy( false ) - --self.CargoObject:ReSpawnAt( COORDINATE:NewFromVec2( {x=0,y=0} ), 0 ) - end - end - - --- Get the transportation method of the Cargo. - -- @param #CARGO_UNIT self - -- @return #string The transportation method of the Cargo. - function CARGO_UNIT:GetTransportationMethod() - if self:IsLoaded() then - return "for unboarding" - else - if self:IsUnLoaded() then - return "for boarding" - else - if self:IsDeployed() then - return "delivered" - end - end - end - return "" - end - -end -- CARGO_UNIT ---- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded. --- --- === --- --- ### [Demo Missions]() --- --- ### [YouTube Playlist]() --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- === --- --- @module Cargo.CargoSlingload --- @image Cargo_Slingload.JPG - - -do -- CARGO_SLINGLOAD - - --- Models the behaviour of cargo crates, which can only be slingloaded. - -- @type CARGO_SLINGLOAD - -- @extends Cargo.Cargo#CARGO_REPRESENTABLE - - --- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier. - -- - -- The above cargo classes are also used by the TASK_CARGO_ classes to allow human players to transport cargo as part of a tasking: - -- - -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players. - -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players. - -- - -- === - -- - -- @field #CARGO_SLINGLOAD - CARGO_SLINGLOAD = { - ClassName = "CARGO_SLINGLOAD" - } - - --- CARGO_SLINGLOAD Constructor. - -- @param #CARGO_SLINGLOAD self - -- @param Wrapper.Static#STATIC CargoStatic - -- @param #string Type - -- @param #string Name - -- @param #number LoadRadius (optional) - -- @param #number NearRadius (optional) - -- @return #CARGO_SLINGLOAD - function CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius ) - local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_SLINGLOAD - self:F( { Type, Name, NearRadius } ) - - self.CargoObject = CargoStatic - - -- Cargo objects are added to the _DATABASE and SET_CARGO objects. - _EVENTDISPATCHER:CreateEventNewCargo( self ) - - self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead ) - self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead ) - --self:HandleEvent( EVENTS.RemoveUnit, self.OnEventCargoDead ) - self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead ) - - self:SetEventPriority( 4 ) - - self.NearRadius = NearRadius or 25 - - return self - end - - - --- @param #CARGO_SLINGLOAD self - -- @param Core.Event#EVENTDATA EventData - function CARGO_SLINGLOAD:OnEventCargoDead( EventData ) - - local Destroyed = false - - if self:IsDestroyed() or self:IsUnLoaded() then - if self.CargoObject:GetName() == EventData.IniUnitName then - if not self.NoDestroy then - Destroyed = true - end - end - end - - if Destroyed then - self:I( { "Cargo crate destroyed: " .. self.CargoObject:GetName() } ) - self:Destroyed() - end - - end - - - --- Check if the cargo can be Slingloaded. - -- @param #CARGO_SLINGLOAD self - function CARGO_SLINGLOAD:CanSlingload() - return true - end - - --- Check if the cargo can be Boarded. - -- @param #CARGO_SLINGLOAD self - function CARGO_SLINGLOAD:CanBoard() - return false - end - - --- Check if the cargo can be Unboarded. - -- @param #CARGO_SLINGLOAD self - function CARGO_SLINGLOAD:CanUnboard() - return false - end - - --- Check if the cargo can be Loaded. - -- @param #CARGO_SLINGLOAD self - function CARGO_SLINGLOAD:CanLoad() - return false - end - - --- Check if the cargo can be Unloaded. - -- @param #CARGO_SLINGLOAD self - function CARGO_SLINGLOAD:CanUnload() - return false - end - - - --- Check if Cargo Crate is in the radius for the Cargo to be reported. - -- @param #CARGO_SLINGLOAD self - -- @param Core.Point#COORDINATE Coordinate - -- @return #boolean true if the Cargo Crate is within the report radius. - function CARGO_SLINGLOAD:IsInReportRadius( Coordinate ) - --self:F( { Coordinate, LoadRadius = self.LoadRadius } ) - - local Distance = 0 - if self:IsUnLoaded() then - Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() ) - if Distance <= self.LoadRadius then - return true - end - end - - return false - end - - - --- Check if Cargo Slingload is in the radius for the Cargo to be Boarded or Loaded. - -- @param #CARGO_SLINGLOAD self - -- @param Core.Point#COORDINATE Coordinate - -- @return #boolean true if the Cargo Slingload is within the loading radius. - function CARGO_SLINGLOAD:IsInLoadRadius( Coordinate ) - --self:F( { Coordinate } ) - - local Distance = 0 - if self:IsUnLoaded() then - Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() ) - if Distance <= self.NearRadius then - return true - end - end - - return false - end - - - - --- Get the current Coordinate of the CargoGroup. - -- @param #CARGO_SLINGLOAD self - -- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup. - -- @return #nil There is no valid Cargo in the CargoGroup. - function CARGO_SLINGLOAD:GetCoordinate() - --self:F() - - return self.CargoObject:GetCoordinate() - end - - --- Check if the CargoGroup is alive. - -- @param #CARGO_SLINGLOAD self - -- @return #boolean true if the CargoGroup is alive. - -- @return #boolean false if the CargoGroup is dead. - function CARGO_SLINGLOAD:IsAlive() - - local Alive = true - - -- When the Cargo is Loaded, the Cargo is in the CargoCarrier, so we check if the CargoCarrier is alive. - -- When the Cargo is not Loaded, the Cargo is the CargoObject, so we check if the CargoObject is alive. - if self:IsLoaded() then - Alive = Alive == true and self.CargoCarrier:IsAlive() - else - Alive = Alive == true and self.CargoObject:IsAlive() - end - - return Alive - - end - - - --- Route Cargo to Coordinate and randomize locations. - -- @param #CARGO_SLINGLOAD self - -- @param Core.Point#COORDINATE Coordinate - function CARGO_SLINGLOAD:RouteTo( Coordinate ) - --self:F( {Coordinate = Coordinate } ) - - end - - - --- Check if Cargo is near to the Carrier. - -- The Cargo is near to the Carrier within NearRadius. - -- @param #CARGO_SLINGLOAD self - -- @param Wrapper.Group#GROUP CargoCarrier - -- @param #number NearRadius - -- @return #boolean The Cargo is near to the Carrier. - -- @return #nil The Cargo is not near to the Carrier. - function CARGO_SLINGLOAD:IsNear( CargoCarrier, NearRadius ) - --self:F( {NearRadius = NearRadius } ) - - return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) - end - - - --- Respawn the CargoGroup. - -- @param #CARGO_SLINGLOAD self - function CARGO_SLINGLOAD:Respawn() - - --self:F( { "Respawning slingload " .. self:GetName() } ) - - - -- Respawn the group... - if self.CargoObject then - self.CargoObject:ReSpawn() -- A cargo destroy crates a DEAD event. - self:__Reset( -0.1 ) - end - - - end - - - --- Respawn the CargoGroup. - -- @param #CARGO_SLINGLOAD self - function CARGO_SLINGLOAD:onafterReset() - - --self:F( { "Reset slingload " .. self:GetName() } ) - - - -- Respawn the group... - if self.CargoObject then - self:SetDeployed( false ) - self:SetStartState( "UnLoaded" ) - self.CargoCarrier = nil - -- Cargo objects are added to the _DATABASE and SET_CARGO objects. - _EVENTDISPATCHER:CreateEventNewCargo( self ) - end - - - end - - --- Get the transportation method of the Cargo. - -- @param #CARGO_SLINGLOAD self - -- @return #string The transportation method of the Cargo. - function CARGO_SLINGLOAD:GetTransportationMethod() - if self:IsLoaded() then - return "for sling loading" - else - if self:IsUnLoaded() then - return "for sling loading" - else - if self:IsDeployed() then - return "delivered" - end - end - end - return "" - end - -end ---- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. --- --- === --- --- ### [Demo Missions]() --- --- ### [YouTube Playlist]() --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- === --- --- @module Cargo.CargoCrate --- @image Cargo_Crates.JPG - -do -- CARGO_CRATE - - --- Models the behaviour of cargo crates, which can be slingloaded and boarded on helicopters. - -- @type CARGO_CRATE - -- @extends Cargo.Cargo#CARGO_REPRESENTABLE - - --- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier. - -- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_CRATE objects to and from carriers. - -- - -- The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo: - -- - -- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC} module. - -- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter} module. - -- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Airplane} module. - -- * AI Ships is planned. - -- - -- The above cargo classes are also used by the TASK_CARGO_ classes to allow human players to transport cargo as part of a tasking: - -- - -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players. - -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players. - -- - -- === - -- - -- @field #CARGO_CRATE - CARGO_CRATE = { - ClassName = "CARGO_CRATE" - } - - --- CARGO_CRATE Constructor. - -- @param #CARGO_CRATE self - -- @param Wrapper.Static#STATIC CargoStatic - -- @param #string Type - -- @param #string Name - -- @param #number LoadRadius (optional) - -- @param #number NearRadius (optional) - -- @return #CARGO_CRATE - function CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius ) - local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_CRATE - self:F( { Type, Name, NearRadius } ) - - self.CargoObject = CargoStatic -- Wrapper.Static#STATIC - - -- Cargo objects are added to the _DATABASE and SET_CARGO objects. - _EVENTDISPATCHER:CreateEventNewCargo( self ) - - self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead ) - self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead ) - --self:HandleEvent( EVENTS.RemoveUnit, self.OnEventCargoDead ) - self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead ) - - self:SetEventPriority( 4 ) - - self.NearRadius = NearRadius or 25 - - return self - end - - --- @param #CARGO_CRATE self - -- @param Core.Event#EVENTDATA EventData - function CARGO_CRATE:OnEventCargoDead( EventData ) - - local Destroyed = false - - if self:IsDestroyed() or self:IsUnLoaded() or self:IsBoarding() then - if self.CargoObject:GetName() == EventData.IniUnitName then - if not self.NoDestroy then - Destroyed = true - end - end - else - if self:IsLoaded() then - local CarrierName = self.CargoCarrier:GetName() - if CarrierName == EventData.IniDCSUnitName then - MESSAGE:New( "Cargo is lost from carrier " .. CarrierName, 15 ):ToAll() - Destroyed = true - self.CargoCarrier:ClearCargo() - end - end - end - - if Destroyed then - self:I( { "Cargo crate destroyed: " .. self.CargoObject:GetName() } ) - self:Destroyed() - end - - end - - - --- Enter UnLoaded State. - -- @param #CARGO_CRATE self - -- @param #string Event - -- @param #string From - -- @param #string To - -- @param Core.Point#POINT_VEC2 - function CARGO_CRATE:onenterUnLoaded( From, Event, To, ToPointVec2 ) - --self:F( { ToPointVec2, From, Event, To } ) - - local Angle = 180 - local Speed = 10 - local Distance = 10 - - if From == "Loaded" then - local StartCoordinate = self.CargoCarrier:GetCoordinate() - local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees. - local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) - local CargoDeployCoord = StartCoordinate:Translate( Distance, CargoDeployHeading ) - - ToPointVec2 = ToPointVec2 or COORDINATE:NewFromVec2( { x= CargoDeployCoord.x, y = CargoDeployCoord.z } ) - - -- Respawn the group... - if self.CargoObject then - self.CargoObject:ReSpawnAt( ToPointVec2, 0 ) - self.CargoCarrier = nil - end - - end - - if self.OnUnLoadedCallBack then - self.OnUnLoadedCallBack( self, unpack( self.OnUnLoadedParameters ) ) - self.OnUnLoadedCallBack = nil - end - - end - - - --- Loaded State. - -- @param #CARGO_CRATE self - -- @param #string Event - -- @param #string From - -- @param #string To - -- @param Wrapper.Unit#UNIT CargoCarrier - function CARGO_CRATE:onenterLoaded( From, Event, To, CargoCarrier ) - --self:F( { From, Event, To, CargoCarrier } ) - - self.CargoCarrier = CargoCarrier - - -- Only destroy the CargoObject is if there is a CargoObject (packages don't have CargoObjects). - if self.CargoObject then - self:T("Destroying") - self.NoDestroy = true - self.CargoObject:Destroy( false ) -- Do not generate a remove unit event, because we want to keep the template for later respawn in the database. - --local Coordinate = self.CargoObject:GetCoordinate():GetRandomCoordinateInRadius( 50, 20 ) - --self.CargoObject:ReSpawnAt( Coordinate, 0 ) - end - end - - --- Check if the cargo can be Boarded. - -- @param #CARGO_CRATE self - function CARGO_CRATE:CanBoard() - return false - end - - --- Check if the cargo can be Unboarded. - -- @param #CARGO_CRATE self - function CARGO_CRATE:CanUnboard() - return false - end - - --- Check if the cargo can be sling loaded. - -- @param #CARGO_CRATE self - function CARGO_CRATE:CanSlingload() - return false - end - - --- Check if Cargo Crate is in the radius for the Cargo to be reported. - -- @param #CARGO_CRATE self - -- @param Core.Point#COORDINATE Coordinate - -- @return #boolean true if the Cargo Crate is within the report radius. - function CARGO_CRATE:IsInReportRadius( Coordinate ) - --self:F( { Coordinate, LoadRadius = self.LoadRadius } ) - - local Distance = 0 - if self:IsUnLoaded() then - Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() ) - --self:T( Distance ) - if Distance <= self.LoadRadius then - return true - end - end - - return false - end - - - --- Check if Cargo Crate is in the radius for the Cargo to be Boarded or Loaded. - -- @param #CARGO_CRATE self - -- @param Core.Point#Coordinate Coordinate - -- @return #boolean true if the Cargo Crate is within the loading radius. - function CARGO_CRATE:IsInLoadRadius( Coordinate ) - --self:F( { Coordinate, LoadRadius = self.NearRadius } ) - - local Distance = 0 - if self:IsUnLoaded() then - Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() ) - --self:T( Distance ) - if Distance <= self.NearRadius then - return true - end - end - - return false - end - - - - --- Get the current Coordinate of the CargoGroup. - -- @param #CARGO_CRATE self - -- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup. - -- @return #nil There is no valid Cargo in the CargoGroup. - function CARGO_CRATE:GetCoordinate() - --self:F() - - return self.CargoObject:GetCoordinate() - end - - --- Check if the CargoGroup is alive. - -- @param #CARGO_CRATE self - -- @return #boolean true if the CargoGroup is alive. - -- @return #boolean false if the CargoGroup is dead. - function CARGO_CRATE:IsAlive() - - local Alive = true - - -- When the Cargo is Loaded, the Cargo is in the CargoCarrier, so we check if the CargoCarrier is alive. - -- When the Cargo is not Loaded, the Cargo is the CargoObject, so we check if the CargoObject is alive. - if self:IsLoaded() then - Alive = Alive == true and self.CargoCarrier:IsAlive() - else - Alive = Alive == true and self.CargoObject:IsAlive() - end - - return Alive - - end - - - --- Route Cargo to Coordinate and randomize locations. - -- @param #CARGO_CRATE self - -- @param Core.Point#COORDINATE Coordinate - function CARGO_CRATE:RouteTo( Coordinate ) - self:F( {Coordinate = Coordinate } ) - - end - - - --- Check if Cargo is near to the Carrier. - -- The Cargo is near to the Carrier within NearRadius. - -- @param #CARGO_CRATE self - -- @param Wrapper.Group#GROUP CargoCarrier - -- @param #number NearRadius - -- @return #boolean The Cargo is near to the Carrier. - -- @return #nil The Cargo is not near to the Carrier. - function CARGO_CRATE:IsNear( CargoCarrier, NearRadius ) - self:F( {NearRadius = NearRadius } ) - - return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) - end - - --- Respawn the CargoGroup. - -- @param #CARGO_CRATE self - function CARGO_CRATE:Respawn() - - self:F( { "Respawning crate " .. self:GetName() } ) - - - -- Respawn the group... - if self.CargoObject then - self.CargoObject:ReSpawn() -- A cargo destroy crates a DEAD event. - self:__Reset( -0.1 ) - end - - - end - - - --- Respawn the CargoGroup. - -- @param #CARGO_CRATE self - function CARGO_CRATE:onafterReset() - - self:F( { "Reset crate " .. self:GetName() } ) - - - -- Respawn the group... - if self.CargoObject then - self:SetDeployed( false ) - self:SetStartState( "UnLoaded" ) - self.CargoCarrier = nil - -- Cargo objects are added to the _DATABASE and SET_CARGO objects. - _EVENTDISPATCHER:CreateEventNewCargo( self ) - end - - - end - - --- Get the transportation method of the Cargo. - -- @param #CARGO_CRATE self - -- @return #string The transportation method of the Cargo. - function CARGO_CRATE:GetTransportationMethod() - if self:IsLoaded() then - return "for unloading" - else - if self:IsUnLoaded() then - return "for loading" - else - if self:IsDeployed() then - return "delivered" - end - end - end - return "" - end - -end - ---- **Cargo** -- Management of grouped cargo logistics, which are based on a @{Wrapper.Group} object. --- --- === --- --- ### [Demo Missions]() --- --- ### [YouTube Playlist]() --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- === --- --- @module Cargo.CargoGroup --- @image Cargo_Groups.JPG - - -do -- CARGO_GROUP - - --- @type CARGO_GROUP - -- @field Core.Set#SET_CARGO CargoSet The collection of derived CARGO objects. - -- @field #string GroupName The name of the CargoGroup. - -- @extends Cargo.Cargo#CARGO_REPORTABLE - - --- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator. - -- The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers. - -- - -- The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo: - -- - -- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC} module. - -- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter} module. - -- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Airplane} module. - -- * AI Ships is planned. - -- - -- The above cargo classes are also used by the TASK_CARGO_ classes to allow human players to transport cargo as part of a tasking: - -- - -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players. - -- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players. - -- - -- @field #CARGO_GROUP CARGO_GROUP - -- - CARGO_GROUP = { - ClassName = "CARGO_GROUP", - } - - --- CARGO_GROUP constructor. - -- This make a new CARGO_GROUP from a @{Wrapper.Group} object. - -- It will "ungroup" the group object within the sim, and will create a @{Set} of individual Unit objects. - -- @param #CARGO_GROUP self - -- @param Wrapper.Group#GROUP CargoGroup Group to be transported as cargo. - -- @param #string Type Cargo type, e.g. "Infantry". This is the type used in SET_CARGO:New():FilterTypes("Infantry") to define the valid cargo groups of the set. - -- @param #string Name A user defined name of the cargo group. This name CAN be the same as the group object but can also have a different name. This name MUST be unique! - -- @param #number LoadRadius (optional) Distance in meters until which a cargo is loaded into the carrier. Cargo outside this radius has to be routed by other means to within the radius to be loaded. - -- @param #number NearRadius (optional) Once the units are within this radius of the carrier, they are actually loaded, i.e. disappear from the scene. - -- @return #CARGO_GROUP Cargo group object. - function CARGO_GROUP:New( CargoGroup, Type, Name, LoadRadius, NearRadius ) - local self = BASE:Inherit( self, CARGO_REPORTABLE:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_GROUP - self:F( { Type, Name, LoadRadius } ) - - self.CargoSet = SET_CARGO:New() - self.CargoGroup = CargoGroup - self.Grouped = true - self.CargoUnitTemplate = {} - - self.NearRadius = NearRadius - - self:SetDeployed( false ) - - local WeightGroup = 0 - local VolumeGroup = 0 - - self.CargoGroup:Destroy() -- destroy and generate a unit removal event, so that the database gets cleaned, and the linked sets get properly cleaned. - - local GroupName = CargoGroup:GetName() - self.CargoName = Name - self.CargoTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ) ) - - self.GroupTemplate = UTILS.DeepCopy( self.CargoTemplate ) - self.GroupTemplate.name = self.CargoName .. "#CARGO" - self.GroupTemplate.groupId = nil - - self.GroupTemplate.units = {} - - for UnitID, UnitTemplate in pairs( self.CargoTemplate.units ) do - UnitTemplate.name = UnitTemplate.name .. "#CARGO" - local CargoUnitName = UnitTemplate.name - self.CargoUnitTemplate[CargoUnitName] = UnitTemplate - - self.GroupTemplate.units[#self.GroupTemplate.units+1] = self.CargoUnitTemplate[CargoUnitName] - self.GroupTemplate.units[#self.GroupTemplate.units].unitId = nil - - -- And we register the spawned unit as part of the CargoSet. - local Unit = UNIT:Register( CargoUnitName ) - - end - - -- Then we register the new group in the database - self.CargoGroup = GROUP:NewTemplate( self.GroupTemplate, self.GroupTemplate.CoalitionID, self.GroupTemplate.CategoryID, self.GroupTemplate.CountryID ) - - -- Now we spawn the new group based on the template created. - self.CargoObject = _DATABASE:Spawn( self.GroupTemplate ) - - for CargoUnitID, CargoUnit in pairs( self.CargoObject:GetUnits() ) do - - - local CargoUnitName = CargoUnit:GetName() - - local Cargo = CARGO_UNIT:New( CargoUnit, Type, CargoUnitName, LoadRadius, NearRadius ) - self.CargoSet:Add( CargoUnitName, Cargo ) - - WeightGroup = WeightGroup + Cargo:GetWeight() - - end - - self:SetWeight( WeightGroup ) - - self:T( { "Weight Cargo", WeightGroup } ) - - -- Cargo objects are added to the _DATABASE and SET_CARGO objects. - _EVENTDISPATCHER:CreateEventNewCargo( self ) - - self:HandleEvent( EVENTS.Dead, self.OnEventCargoDead ) - self:HandleEvent( EVENTS.Crash, self.OnEventCargoDead ) - --self:HandleEvent( EVENTS.RemoveUnit, self.OnEventCargoDead ) - self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventCargoDead ) - - self:SetEventPriority( 4 ) - - return self - end - - - --- Respawn the CargoGroup. - -- @param #CARGO_GROUP self - function CARGO_GROUP:Respawn() - - self:F( { "Respawning" } ) - - for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do - local Cargo = CargoData -- Cargo.Cargo#CARGO - Cargo:Destroy() -- Destroy the cargo and generate a remove unit event to update the sets. - Cargo:SetStartState( "UnLoaded" ) - end - - -- Now we spawn the new group based on the template created. - _DATABASE:Spawn( self.GroupTemplate ) - - for CargoUnitID, CargoUnit in pairs( self.CargoObject:GetUnits() ) do - - local CargoUnitName = CargoUnit:GetName() - - local Cargo = CARGO_UNIT:New( CargoUnit, self.Type, CargoUnitName, self.LoadRadius ) - self.CargoSet:Add( CargoUnitName, Cargo ) - - end - - self:SetDeployed( false ) - self:SetStartState( "UnLoaded" ) - - end - - --- Ungroup the cargo group into individual groups with one unit. - -- This is required because by default a group will move in formation and this is really an issue for group control. - -- Therefore this method is made to be able to ungroup a group. - -- This works for ground only groups. - -- @param #CARGO_GROUP self - function CARGO_GROUP:Ungroup() - - if self.Grouped == true then - - self.Grouped = false - - self.CargoGroup:Destroy() - - for CargoUnitName, CargoUnit in pairs( self.CargoSet:GetSet() ) do - local CargoUnit = CargoUnit -- Cargo.CargoUnit#CARGO_UNIT - - if CargoUnit:IsUnLoaded() then - local GroupTemplate = UTILS.DeepCopy( self.CargoTemplate ) - --local GroupName = env.getValueDictByKey( GroupTemplate.name ) - - -- We create a new group object with one unit... - -- First we prepare the template... - GroupTemplate.name = self.CargoName .. "#CARGO#" .. CargoUnitName - GroupTemplate.groupId = nil - - if CargoUnit:IsUnLoaded() then - GroupTemplate.units = {} - GroupTemplate.units[1] = self.CargoUnitTemplate[CargoUnitName] - GroupTemplate.units[#GroupTemplate.units].unitId = nil - GroupTemplate.units[#GroupTemplate.units].x = CargoUnit:GetX() - GroupTemplate.units[#GroupTemplate.units].y = CargoUnit:GetY() - GroupTemplate.units[#GroupTemplate.units].heading = CargoUnit:GetHeading() - end - - - -- Then we register the new group in the database - local CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID) - - -- Now we spawn the new group based on the template created. - _DATABASE:Spawn( GroupTemplate ) - end - end - - self.CargoObject = nil - end - - - end - - --- Regroup the cargo group into one group with multiple unit. - -- This is required because by default a group will move in formation and this is really an issue for group control. - -- Therefore this method is made to be able to regroup a group. - -- This works for ground only groups. - -- @param #CARGO_GROUP self - function CARGO_GROUP:Regroup() - - self:F("Regroup") - - if self.Grouped == false then - - self.Grouped = true - - local GroupTemplate = UTILS.DeepCopy( self.CargoTemplate ) - GroupTemplate.name = self.CargoName .. "#CARGO" - GroupTemplate.groupId = nil - GroupTemplate.units = {} - - for CargoUnitName, CargoUnit in pairs( self.CargoSet:GetSet() ) do - local CargoUnit = CargoUnit -- Cargo.CargoUnit#CARGO_UNIT - - self:F( { CargoUnit:GetName(), UnLoaded = CargoUnit:IsUnLoaded() } ) - - if CargoUnit:IsUnLoaded() then - - CargoUnit.CargoObject:Destroy() - - GroupTemplate.units[#GroupTemplate.units+1] = self.CargoUnitTemplate[CargoUnitName] - GroupTemplate.units[#GroupTemplate.units].unitId = nil - GroupTemplate.units[#GroupTemplate.units].x = CargoUnit:GetX() - GroupTemplate.units[#GroupTemplate.units].y = CargoUnit:GetY() - GroupTemplate.units[#GroupTemplate.units].heading = CargoUnit:GetHeading() - end - end - - -- Then we register the new group in the database - self.CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID ) - - self:F( { "Regroup", GroupTemplate } ) - - -- Now we spawn the new group based on the template created. - self.CargoObject = _DATABASE:Spawn( GroupTemplate ) - end - - end - - - --- @param #CARGO_GROUP self - -- @param Core.Event#EVENTDATA EventData - function CARGO_GROUP:OnEventCargoDead( EventData ) - - self:E(EventData) - - local Destroyed = false - - if self:IsDestroyed() or self:IsUnLoaded() or self:IsBoarding() or self:IsUnboarding() then - Destroyed = true - for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do - local Cargo = CargoData -- Cargo.Cargo#CARGO - if Cargo:IsAlive() then - Destroyed = false - else - Cargo:Destroyed() - end - end - else - local CarrierName = self.CargoCarrier:GetName() - if CarrierName == EventData.IniDCSUnitName then - MESSAGE:New( "Cargo is lost from carrier " .. CarrierName, 15 ):ToAll() - Destroyed = true - self.CargoCarrier:ClearCargo() - end - end - - if Destroyed then - self:Destroyed() - self:E( { "Cargo group destroyed" } ) - end - - end - - --- After Board Event. - -- @param #CARGO_GROUP self - -- @param #string Event - -- @param #string From - -- @param #string To - -- @param Wrapper.Unit#UNIT CargoCarrier - -- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier. - function CARGO_GROUP:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... ) - self:F( { CargoCarrier.UnitName, From, Event, To, NearRadius = NearRadius } ) - - NearRadius = NearRadius or self.NearRadius - - -- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2 - self.CargoSet:ForEach( - function( Cargo, ... ) - self:F( { "Board Unit", Cargo:GetName( ), Cargo:IsDestroyed(), Cargo.CargoObject:IsAlive() } ) - local CargoGroup = Cargo.CargoObject --Wrapper.Group#GROUP - CargoGroup:OptionAlarmStateGreen() - Cargo:__Board( 1, CargoCarrier, NearRadius, ... ) - end, ... - ) - - self:__Boarding( -1, CargoCarrier, NearRadius, ... ) - - end - - --- Enter Loaded State. - -- @param #CARGO_GROUP self - -- @param #string Event - -- @param #string From - -- @param #string To - -- @param Wrapper.Unit#UNIT CargoCarrier - function CARGO_GROUP:onafterLoad( From, Event, To, CargoCarrier, ... ) - --self:F( { From, Event, To, CargoCarrier, ...} ) - - if From == "UnLoaded" then - -- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier. - for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do - if not Cargo:IsDestroyed() then - Cargo:Load( CargoCarrier ) - end - end - end - - --self.CargoObject:Destroy() - self.CargoCarrier = CargoCarrier - self.CargoCarrier:AddCargo( self ) - - end - - --- Leave Boarding State. - -- @param #CARGO_GROUP self - -- @param #string Event - -- @param #string From - -- @param #string To - -- @param Wrapper.Unit#UNIT CargoCarrier - -- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier. - function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... ) - --self:F( { CargoCarrier.UnitName, From, Event, To } ) - - local Boarded = true - local Cancelled = false - local Dead = true - - self.CargoSet:Flush() - - -- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2 - for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do - --self:T( { Cargo:GetName(), Cargo.current } ) - - - if not Cargo:is( "Loaded" ) - and (not Cargo:is( "Destroyed" )) then -- If one or more units of a group defined as CARGO_GROUP died, the CARGO_GROUP:Board() command does not trigger the CARGO_GRUOP:OnEnterLoaded() function. - Boarded = false - end - - if Cargo:is( "UnLoaded" ) then - Cancelled = true - end - - if not Cargo:is( "Destroyed" ) then - Dead = false - end - - end - - if not Dead then - - if not Cancelled then - if not Boarded then - self:__Boarding( -5, CargoCarrier, NearRadius, ... ) - else - self:F("Group Cargo is loaded") - self:__Load( 1, CargoCarrier, ... ) - end - else - self:__CancelBoarding( 1, CargoCarrier, NearRadius, ... ) - end - else - self:__Destroyed( 1, CargoCarrier, NearRadius, ... ) - end - - end - - --- Enter UnBoarding State. - -- @param #CARGO_GROUP self - -- @param #string Event - -- @param #string From - -- @param #string To - -- @param Core.Point#POINT_VEC2 ToPointVec2 - -- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier. - function CARGO_GROUP:onafterUnBoard( From, Event, To, ToPointVec2, NearRadius, ... ) - self:F( {From, Event, To, ToPointVec2, NearRadius } ) - - NearRadius = NearRadius or 25 - - local Timer = 1 - - if From == "Loaded" then - - if self.CargoObject then - self.CargoObject:Destroy() - end - - -- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2 - self.CargoSet:ForEach( - --- @param Cargo.Cargo#CARGO Cargo - function( Cargo, NearRadius ) - if not Cargo:IsDestroyed() then - local ToVec=nil - if ToPointVec2==nil then - ToVec=self.CargoCarrier:GetPointVec2():GetRandomPointVec2InRadius(2*NearRadius, NearRadius) - else - ToVec=ToPointVec2 - end - Cargo:__UnBoard( Timer, ToVec, NearRadius ) - Timer = Timer + 1 - end - end, { NearRadius } - ) - - - self:__UnBoarding( 1, ToPointVec2, NearRadius, ... ) - end - - end - - --- Leave UnBoarding State. - -- @param #CARGO_GROUP self - -- @param #string Event - -- @param #string From - -- @param #string To - -- @param Core.Point#POINT_VEC2 ToPointVec2 - -- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier. - function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... ) - --self:F( { From, Event, To, ToPointVec2, NearRadius } ) - - --local NearRadius = NearRadius or 25 - - local Angle = 180 - local Speed = 10 - local Distance = 5 - - if From == "UnBoarding" then - local UnBoarded = true - - -- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2 - for CargoID, Cargo in pairs( self.CargoSet:GetSet() ) do - self:T( { Cargo:GetName(), Cargo.current } ) - if not Cargo:is( "UnLoaded" ) and not Cargo:IsDestroyed() then - UnBoarded = false - end - end - - if UnBoarded then - self:__UnLoad( 1, ToPointVec2, ... ) - else - self:__UnBoarding( 1, ToPointVec2, NearRadius, ... ) - end - - return false - end - - end - - --- Enter UnLoaded State. - -- @param #CARGO_GROUP self - -- @param #string Event - -- @param #string From - -- @param #string To - -- @param Core.Point#POINT_VEC2 - function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... ) - --self:F( { From, Event, To, ToPointVec2 } ) - - if From == "Loaded" then - - -- For each Cargo object within the CARGO_GROUP, route each object to the CargoLoadPointVec2 - self.CargoSet:ForEach( - function( Cargo ) - --Cargo:UnLoad( ToPointVec2 ) - local RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(20, 10) - Cargo:UnBoard( RandomVec2 ) - end - ) - - end - - self.CargoCarrier:RemoveCargo( self ) - self.CargoCarrier = nil - - end - - - --- Get the current Coordinate of the CargoGroup. - -- @param #CARGO_GROUP self - -- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup. - -- @return #nil There is no valid Cargo in the CargoGroup. - function CARGO_GROUP:GetCoordinate() - local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO - - if Cargo then - return Cargo.CargoObject:GetCoordinate() - end - - return nil - end - - --- Get the x position of the cargo. - -- @param #CARGO_GROUP self - -- @return #number - function CARGO:GetX() - - local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO - - if Cargo then - return Cargo:GetCoordinate().x - end - - return nil - end - - --- Get the y position of the cargo. - -- @param #CARGO_GROUP self - -- @return #number - function CARGO:GetY() - - local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO - - if Cargo then - return Cargo:GetCoordinate().z - end - - return nil - end - - - - --- Check if the CargoGroup is alive. - -- @param #CARGO_GROUP self - -- @return #boolean true if the CargoGroup is alive. - -- @return #boolean false if the CargoGroup is dead. - function CARGO_GROUP:IsAlive() - - local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO - return Cargo ~= nil - - end - - - --- Get the first alive Cargo Unit of the Cargo Group. - -- @param #CARGO_GROUP self - -- @return #CARGO_GROUP - function CARGO_GROUP:GetFirstAlive() - - local CargoFirstAlive = nil - - for _, Cargo in pairs( self.CargoSet:GetSet() ) do - if not Cargo:IsDestroyed() then - CargoFirstAlive = Cargo - break - end - end - return CargoFirstAlive - end - - - --- Get the amount of cargo units in the group. - -- @param #CARGO_GROUP self - -- @return #CARGO_GROUP - function CARGO_GROUP:GetCount() - return self.CargoSet:Count() - end - - - --- Get the amount of cargo units in the group. - -- @param #CARGO_GROUP self - -- @return #CARGO_GROUP - function CARGO_GROUP:GetGroup( Cargo ) - local Cargo = Cargo or self:GetFirstAlive() -- Cargo.Cargo#CARGO - return Cargo.CargoObject:GetGroup() - end - - - --- Route Cargo to Coordinate and randomize locations. - -- @param #CARGO_GROUP self - -- @param Core.Point#COORDINATE Coordinate - function CARGO_GROUP:RouteTo( Coordinate ) - --self:F( {Coordinate = Coordinate } ) - - -- For each Cargo within the CargoSet, route each object to the Coordinate - self.CargoSet:ForEach( - function( Cargo ) - Cargo.CargoObject:RouteGroundTo( Coordinate, 10, "vee", 0 ) - end - ) - - end - - --- Check if Cargo is near to the Carrier. - -- The Cargo is near to the Carrier if the first unit of the Cargo Group is within NearRadius. - -- @param #CARGO_GROUP self - -- @param Wrapper.Group#GROUP CargoCarrier - -- @param #number NearRadius - -- @return #boolean The Cargo is near to the Carrier or #nil if the Cargo is not near to the Carrier. - function CARGO_GROUP:IsNear( CargoCarrier, NearRadius ) - self:F( {NearRadius = NearRadius } ) - - for _, Cargo in pairs( self.CargoSet:GetSet() ) do - local Cargo = Cargo -- Cargo.Cargo#CARGO - if Cargo:IsAlive() then - if Cargo:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) then - self:F( "Near" ) - return true - end - end - end - - return nil - end - - --- Check if Cargo Group is in the radius for the Cargo to be Boarded. - -- @param #CARGO_GROUP self - -- @param Core.Point#COORDINATE Coordinate - -- @return #boolean true if the Cargo Group is within the load radius. - function CARGO_GROUP:IsInLoadRadius( Coordinate ) - --self:F( { Coordinate } ) - - local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO - - if Cargo then - local Distance = 0 - local CargoCoordinate - if Cargo:IsLoaded() then - CargoCoordinate = Cargo.CargoCarrier:GetCoordinate() - else - CargoCoordinate = Cargo.CargoObject:GetCoordinate() - end - - -- FF check if coordinate could be obtained. This was commented out for some (unknown) reason. But the check seems valid! - if CargoCoordinate then - Distance = Coordinate:Get2DDistance( CargoCoordinate ) - else - return false - end - - self:F( { Distance = Distance, LoadRadius = self.LoadRadius } ) - if Distance <= self.LoadRadius then - return true - else - return false - end - end - - return nil - - end - - - --- Check if Cargo Group is in the report radius. - -- @param #CARGO_GROUP self - -- @param Core.Point#Coordinate Coordinate - -- @return #boolean true if the Cargo Group is within the report radius. - function CARGO_GROUP:IsInReportRadius( Coordinate ) - --self:F( { Coordinate } ) - - local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO - - if Cargo then - self:F( { Cargo } ) - local Distance = 0 - if Cargo:IsUnLoaded() then - Distance = Coordinate:Get2DDistance( Cargo.CargoObject:GetCoordinate() ) - --self:T( Distance ) - if Distance <= self.LoadRadius then - return true - end - end - end - - return nil - - end - - - --- Signal a flare at the position of the CargoGroup. - -- @param #CARGO_GROUP self - -- @param Utilities.Utils#FLARECOLOR FlareColor - function CARGO_GROUP:Flare( FlareColor ) - - local Cargo = self.CargoSet:GetFirst() -- Cargo.Cargo#CARGO - if Cargo then - Cargo:Flare( FlareColor ) - end - end - - --- Smoke the CargoGroup. - -- @param #CARGO_GROUP self - -- @param Utilities.Utils#SMOKECOLOR SmokeColor The color of the smoke. - -- @param #number Radius The radius of randomization around the center of the first element of the CargoGroup. - function CARGO_GROUP:Smoke( SmokeColor, Radius ) - - local Cargo = self.CargoSet:GetFirst() -- Cargo.Cargo#CARGO - - if Cargo then - Cargo:Smoke( SmokeColor, Radius ) - end - end - - --- Check if the first element of the CargoGroup is the given @{Zone}. - -- @param #CARGO_GROUP self - -- @param Core.Zone#ZONE_BASE Zone - -- @return #boolean **true** if the first element of the CargoGroup is in the Zone - -- @return #boolean **false** if there is no element of the CargoGroup in the Zone. - function CARGO_GROUP:IsInZone( Zone ) - --self:F( { Zone } ) - - local Cargo = self.CargoSet:GetFirst() -- Cargo.Cargo#CARGO - - if Cargo then - return Cargo:IsInZone( Zone ) - end - - return nil - - end - - --- Get the transportation method of the Cargo. - -- @param #CARGO_GROUP self - -- @return #string The transportation method of the Cargo. - function CARGO_GROUP:GetTransportationMethod() - if self:IsLoaded() then - return "for unboarding" - else - if self:IsUnLoaded() then - return "for boarding" - else - if self:IsDeployed() then - return "delivered" - end - end - end - return "" - end - - - -end -- CARGO_GROUP ---- **Functional** - Administer the scoring of player achievements, and create a CSV file logging the scoring events for use at team or squadron websites. --- --- === --- --- ## Features: --- --- * Set the scoring scales based on threat level. --- * Positive scores and negative scores. --- * A contribution model to score achievements. --- * Score goals. --- * Score specific achievements. --- * Score the hits and destroys of units. --- * Score the hits and destroys of statics. --- * Score the hits and destroys of scenery. --- * Log scores into a CSV file. --- * Connect to a remote server using JSON and IP. --- --- === --- --- ## Missions: --- --- [SCO - Scoring](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCO%20-%20Scoring) --- --- === --- --- Administers the scoring of player achievements, --- and creates a CSV file logging the scoring events and results for use at team or squadron websites. --- --- SCORING automatically calculates the threat level of the objects hit and destroyed by players, --- which can be @{Wrapper.Unit}, @{Static) and @{Scenery} objects. --- --- Positive score points are granted when enemy or neutral targets are destroyed. --- Negative score points or penalties are given when a friendly target is hit or destroyed. --- This brings a lot of dynamism in the scoring, where players need to take care to inflict damage on the right target. --- By default, penalties weight heavier in the scoring, to ensure that players don't commit fratricide. --- The total score of the player is calculated by **adding the scores minus the penalties**. --- --- ![Banner Image](..\Presentations\SCORING\Dia4.JPG) --- --- The score value is calculated based on the **threat level of the player** and the **threat level of the target**. --- A calculated score takes the threat level of the target divided by a balanced threat level of the player unit. --- As such, if the threat level of the target is high, and the player threat level is low, a higher score will be given than --- if the threat level of the player would be high too. --- --- ![Banner Image](..\Presentations\SCORING\Dia5.JPG) --- --- When multiple players hit the same target, and finally succeed in destroying the target, then each player who contributed to the target --- destruction, will receive a score. This is important for targets that require significant damage before it can be destroyed, like --- ships or heavy planes. --- --- ![Banner Image](..\Presentations\SCORING\Dia13.JPG) --- --- Optionally, the score values can be **scaled** by a **scale**. Specific scales can be set for positive cores or negative penalties. --- The default range of the scores granted is a value between 0 and 10. The default range of penalties given is a value between 0 and 30. --- --- ![Banner Image](..\Presentations\SCORING\Dia7.JPG) --- --- **Additional scores** can be granted to **specific objects**, when the player(s) destroy these objects. --- --- ![Banner Image](..\Presentations\SCORING\Dia9.JPG) --- --- Various @{Zone}s can be defined for which scores are also granted when objects in that @{Zone} are destroyed. --- This is **specifically useful** to designate **scenery targets on the map** that will generate points when destroyed. --- --- With a small change in MissionScripting.lua, the scoring results can also be logged in a **CSV file**. --- These CSV files can be used to: --- --- * Upload scoring to a database or a BI tool to publish the scoring results to the player community. --- * Upload scoring in an (online) Excel like tool, using pivot tables and pivot charts to show mission results. --- * Share scoring amoung players after the mission to discuss mission results. --- --- Scores can be **reported**. **Menu options** are automatically added to **each player group** when a player joins a client slot or a CA unit. --- Use the radio menu F10 to consult the scores while running the mission. --- Scores can be reported for your user, or an overall score can be reported of all players currently active in the mission. --- --- === --- --- ### Authors: **FlightControl** --- --- ### Contributions: --- --- * **Wingthor (TAW)**: Testing & Advice. --- * **Dutch-Baron (TAW)**: Testing & Advice. --- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing and Advice. --- --- === --- --- @module Functional.Scoring --- @image Scoring.JPG - - ---- @type SCORING --- @field Players A collection of the current players that have joined the game. --- @extends Core.Base#BASE - ---- SCORING class --- --- # Constructor: --- --- local Scoring = SCORING:New( "Scoring File" ) --- --- --- # Set the destroy score or penalty scale: --- --- Score scales can be set for scores granted when enemies or friendlies are destroyed. --- Use the method @{#SCORING.SetScaleDestroyScore}() to set the scale of enemy destroys (positive destroys). --- Use the method @{#SCORING.SetScaleDestroyPenalty}() to set the scale of friendly destroys (negative destroys). --- --- local Scoring = SCORING:New( "Scoring File" ) --- Scoring:SetScaleDestroyScore( 10 ) --- Scoring:SetScaleDestroyPenalty( 40 ) --- --- The above sets the scale for valid scores to 10. So scores will be given in a scale from 0 to 10. --- The penalties will be given in a scale from 0 to 40. --- --- # Define special targets that will give extra scores: --- --- Special targets can be set that will give extra scores to the players when these are destroyed. --- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s. --- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Static}s. --- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Wrapper.Group}s. --- --- local Scoring = SCORING:New( "Scoring File" ) --- Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 ) --- Scoring:AddStaticScore( STATIC:FindByName( "Static #1" ), 100 ) --- --- The above grants an additional score of 200 points for Unit #001 and an additional 100 points of Static #1 if these are destroyed. --- Note that later in the mission, one can remove these scores set, for example, when the a goal achievement time limit is over. --- For example, this can be done as follows: --- --- Scoring:RemoveUnitScore( UNIT:FindByName( "Unit #001" ) ) --- --- # Define destruction zones that will give extra scores: --- --- Define zones of destruction. Any object destroyed within the zone of the given category will give extra points. --- Use the method @{#SCORING.AddZoneScore}() to add a @{Zone} for additional scoring. --- Use the method @{#SCORING.RemoveZoneScore}() to remove a @{Zone} for additional scoring. --- There are interesting variations that can be achieved with this functionality. For example, if the @{Zone} is a @{Core.Zone#ZONE_UNIT}, --- then the zone is a moving zone, and anything destroyed within that @{Zone} will generate points. --- The other implementation could be to designate a scenery target (a building) in the mission editor surrounded by a @{Zone}, --- just large enough around that building. --- --- # Add extra Goal scores upon an event or a condition: --- --- A mission has goals and achievements. The scoring system provides an API to set additional scores when a goal or achievement event happens. --- Use the method @{#SCORING.AddGoalScore}() to add a score for a Player at any time in your mission. --- --- # (Decommissioned) Configure fratricide level. --- --- **This functionality is decomissioned until the DCS bug concerning Unit:destroy() not being functional in multi player for player units has been fixed by ED**. --- --- When a player commits too much damage to friendlies, his penalty score will reach a certain level. --- Use the method @{#SCORING.SetFratricide}() to define the level when a player gets kicked. --- By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score. --- --- # Penalty score when a player changes the coalition. --- --- When a player changes the coalition, he can receive a penalty score. --- Use the method @{#SCORING.SetCoalitionChangePenalty}() to define the penalty when a player changes coalition. --- By default, the penalty for changing coalition is the default penalty scale. --- --- # Define output CSV files. --- --- The CSV file is given the name of the string given in the @{#SCORING.New}{} constructor, followed by the .csv extension. --- The file is incrementally saved in the **\\Saved Games\\DCS\\Logs** folder, and has a time stamp indicating each mission run. --- See the following example: --- --- local ScoringFirstMission = SCORING:New( "FirstMission" ) --- local ScoringSecondMission = SCORING:New( "SecondMission" ) --- --- The above documents that 2 Scoring objects are created, ScoringFirstMission and ScoringSecondMission. --- --- ### **IMPORTANT!!!* --- In order to allow DCS world to write CSV files, you need to adapt a configuration file in your DCS world installation **on the server**. --- For this, browse to the **missionscripting.lua** file in your DCS world installation folder. --- For me, this installation folder is in _D:\\Program Files\\Eagle Dynamics\\DCS World\Scripts_. --- --- Edit a few code lines in the MissionScripting.lua file. Comment out the lines **os**, **io** and **lfs**: --- --- do --- --sanitizeModule('os') --- --sanitizeModule('io') --- --sanitizeModule('lfs') --- require = nil --- loadlib = nil --- end --- --- When these lines are not sanitized, functions become available to check the time, and to write files to your system at the above specified location. --- Note that the MissionScripting.lua file provides a warning. So please beware of this warning as outlined by Eagle Dynamics! --- --- --Sanitize Mission Scripting environment --- --This makes unavailable some unsecure functions. --- --Mission downloaded from server to client may contain potentialy harmful lua code that may use these functions. --- --You can remove the code below and make availble these functions at your own risk. --- --- The MOOSE designer cannot take any responsibility of any damage inflicted as a result of the de-sanitization. --- That being said, I hope that the SCORING class provides you with a great add-on to score your squad mates achievements. --- --- # Configure messages. --- --- When players hit or destroy targets, messages are sent. --- Various methods exist to configure: --- --- * Which messages are sent upon the event. --- * Which audience receives the message. --- --- ## Configure the messages sent upon the event. --- --- Use the following methods to configure when to send messages. By default, all messages are sent. --- --- * @{#SCORING.SetMessagesHit}(): Configure to send messages after a target has been hit. --- * @{#SCORING.SetMessagesDestroy}(): Configure to send messages after a target has been destroyed. --- * @{#SCORING.SetMessagesAddon}(): Configure to send messages for additional score, after a target has been destroyed. --- * @{#SCORING.SetMessagesZone}(): Configure to send messages for additional score, after a target has been destroyed within a given zone. --- --- ## Configure the audience of the messages. --- --- Use the following methods to configure the audience of the messages. By default, the messages are sent to all players in the mission. --- --- * @{#SCORING.SetMessagesToAll}(): Configure to send messages to all players. --- * @{#SCORING.SetMessagesToCoalition}(): Configure to send messages to only those players within the same coalition as the player. --- --- === --- --- @field #SCORING -SCORING = { - ClassName = "SCORING", - ClassID = 0, - Players = {}, -} - -local _SCORINGCoalition = - { - [1] = "Red", - [2] = "Blue", - } - -local _SCORINGCategory = - { - [Unit.Category.AIRPLANE] = "Plane", - [Unit.Category.HELICOPTER] = "Helicopter", - [Unit.Category.GROUND_UNIT] = "Vehicle", - [Unit.Category.SHIP] = "Ship", - [Unit.Category.STRUCTURE] = "Structure", - } - ---- Creates a new SCORING object to administer the scoring achieved by players. --- @param #SCORING self --- @param #string GameName The name of the game. This name is also logged in the CSV score file. --- @return #SCORING self --- @usage --- --- -- Define a new scoring object for the mission Gori Valley. --- ScoringObject = SCORING:New( "Gori Valley" ) --- -function SCORING:New( GameName ) - - -- Inherits from BASE - local self = BASE:Inherit( self, BASE:New() ) -- #SCORING - - if GameName then - self.GameName = GameName - else - error( "A game name must be given to register the scoring results" ) - end - - - -- Additional Object scores - self.ScoringObjects = {} - - -- Additional Zone scores. - self.ScoringZones = {} - - -- Configure Messages - self:SetMessagesToAll() - self:SetMessagesHit( false ) - self:SetMessagesDestroy( true ) - self:SetMessagesScore( true ) - self:SetMessagesZone( true ) - - -- Scales - self:SetScaleDestroyScore( 10 ) - self:SetScaleDestroyPenalty( 30 ) - - -- Default fratricide penalty level (maximum penalty that can be assigned to a player before he gets kicked). - self:SetFratricide( self.ScaleDestroyPenalty * 3 ) - - -- Default penalty when a player changes coalition. - self:SetCoalitionChangePenalty( self.ScaleDestroyPenalty ) - - self:SetDisplayMessagePrefix() - - -- Event handlers - self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) - self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) - self:HandleEvent( EVENTS.Hit, self._EventOnHit ) - self:HandleEvent( EVENTS.Birth ) - --self:HandleEvent( EVENTS.PlayerEnterUnit ) - self:HandleEvent( EVENTS.PlayerLeaveUnit ) - - -- During mission startup, especially for single player, - -- iterate the database for the player that has joined, and add him to the scoring, and set the menu. - -- But this can only be started one second after the mission has started, so i need to schedule this ... - self.ScoringPlayerScan = BASE:ScheduleOnce( 1, - function() - for PlayerName, PlayerUnit in pairs( _DATABASE:GetPlayerUnits() ) do - self:_AddPlayerFromUnit( PlayerUnit ) - self:SetScoringMenu( PlayerUnit:GetGroup() ) - end - end - ) - - - -- Create the CSV file. - self:OpenCSV( GameName ) - - return self - -end - ---- Set a prefix string that will be displayed at each scoring message sent. --- @param #SCORING self --- @param #string DisplayMessagePrefix (Default="Scoring: ") The scoring prefix string. --- @return #SCORING -function SCORING:SetDisplayMessagePrefix( DisplayMessagePrefix ) - self.DisplayMessagePrefix = DisplayMessagePrefix or "" - return self -end - - ---- Set the scale for scoring valid destroys (enemy destroys). --- A default calculated score is a value between 1 and 10. --- The scale magnifies the scores given to the players. --- @param #SCORING self --- @param #number Scale The scale of the score given. -function SCORING:SetScaleDestroyScore( Scale ) - self.ScaleDestroyScore = Scale - return self -end - ---- Set the scale for scoring penalty destroys (friendly destroys). --- A default calculated penalty is a value between 1 and 10. --- The scale magnifies the scores given to the players. --- @param #SCORING self --- @param #number Scale The scale of the score given. --- @return #SCORING -function SCORING:SetScaleDestroyPenalty( Scale ) - - self.ScaleDestroyPenalty = Scale - - return self -end - ---- Add a @{Wrapper.Unit} for additional scoring when the @{Wrapper.Unit} is destroyed. --- Note that if there was already a @{Wrapper.Unit} declared within the scoring with the same name, --- then the old @{Wrapper.Unit} will be replaced with the new @{Wrapper.Unit}. --- @param #SCORING self --- @param Wrapper.Unit#UNIT ScoreUnit The @{Wrapper.Unit} for which the Score needs to be given. --- @param #number Score The Score value. --- @return #SCORING -function SCORING:AddUnitScore( ScoreUnit, Score ) - - local UnitName = ScoreUnit:GetName() - - self.ScoringObjects[UnitName] = Score - - return self -end - ---- Removes a @{Wrapper.Unit} for additional scoring when the @{Wrapper.Unit} is destroyed. --- @param #SCORING self --- @param Wrapper.Unit#UNIT ScoreUnit The @{Wrapper.Unit} for which the Score needs to be given. --- @return #SCORING -function SCORING:RemoveUnitScore( ScoreUnit ) - - local UnitName = ScoreUnit:GetName() - - self.ScoringObjects[UnitName] = nil - - return self -end - ---- Add a @{Static} for additional scoring when the @{Static} is destroyed. --- Note that if there was already a @{Static} declared within the scoring with the same name, --- then the old @{Static} will be replaced with the new @{Static}. --- @param #SCORING self --- @param Wrapper.Static#UNIT ScoreStatic The @{Static} for which the Score needs to be given. --- @param #number Score The Score value. --- @return #SCORING -function SCORING:AddStaticScore( ScoreStatic, Score ) - - local StaticName = ScoreStatic:GetName() - - self.ScoringObjects[StaticName] = Score - - return self -end - ---- Removes a @{Static} for additional scoring when the @{Static} is destroyed. --- @param #SCORING self --- @param Wrapper.Static#UNIT ScoreStatic The @{Static} for which the Score needs to be given. --- @return #SCORING -function SCORING:RemoveStaticScore( ScoreStatic ) - - local StaticName = ScoreStatic:GetName() - - self.ScoringObjects[StaticName] = nil - - return self -end - - ---- Specify a special additional score for a @{Wrapper.Group}. --- @param #SCORING self --- @param Wrapper.Group#GROUP ScoreGroup The @{Wrapper.Group} for which each @{Wrapper.Unit} a Score is given. --- @param #number Score The Score value. --- @return #SCORING -function SCORING:AddScoreGroup( ScoreGroup, Score ) - - local ScoreUnits = ScoreGroup:GetUnits() - - for ScoreUnitID, ScoreUnit in pairs( ScoreUnits ) do - local UnitName = ScoreUnit:GetName() - self.ScoringObjects[UnitName] = Score - end - - return self -end - ---- Add a @{Zone} to define additional scoring when any object is destroyed in that zone. --- Note that if a @{Zone} with the same name is already within the scoring added, the @{Zone} (type) and Score will be replaced! --- This allows for a dynamic destruction zone evolution within your mission. --- @param #SCORING self --- @param Core.Zone#ZONE_BASE ScoreZone The @{Zone} which defines the destruction score perimeters. --- Note that a zone can be a polygon or a moving zone. --- @param #number Score The Score value. --- @return #SCORING -function SCORING:AddZoneScore( ScoreZone, Score ) - - local ZoneName = ScoreZone:GetName() - - self.ScoringZones[ZoneName] = {} - self.ScoringZones[ZoneName].ScoreZone = ScoreZone - self.ScoringZones[ZoneName].Score = Score - - return self -end - ---- Remove a @{Zone} for additional scoring. --- The scoring will search if any @{Zone} is added with the given name, and will remove that zone from the scoring. --- This allows for a dynamic destruction zone evolution within your mission. --- @param #SCORING self --- @param Core.Zone#ZONE_BASE ScoreZone The @{Zone} which defines the destruction score perimeters. --- Note that a zone can be a polygon or a moving zone. --- @return #SCORING -function SCORING:RemoveZoneScore( ScoreZone ) - - local ZoneName = ScoreZone:GetName() - - self.ScoringZones[ZoneName] = nil - - return self -end - - ---- Configure to send messages after a target has been hit. --- @param #SCORING self --- @param #boolean OnOff If true is given, the messages are sent. --- @return #SCORING -function SCORING:SetMessagesHit( OnOff ) - - self.MessagesHit = OnOff - return self -end - ---- If to send messages after a target has been hit. --- @param #SCORING self --- @return #boolean -function SCORING:IfMessagesHit() - - return self.MessagesHit -end - ---- Configure to send messages after a target has been destroyed. --- @param #SCORING self --- @param #boolean OnOff If true is given, the messages are sent. --- @return #SCORING -function SCORING:SetMessagesDestroy( OnOff ) - - self.MessagesDestroy = OnOff - return self -end - ---- If to send messages after a target has been destroyed. --- @param #SCORING self --- @return #boolean -function SCORING:IfMessagesDestroy() - - return self.MessagesDestroy -end - ---- Configure to send messages after a target has been destroyed and receives additional scores. --- @param #SCORING self --- @param #boolean OnOff If true is given, the messages are sent. --- @return #SCORING -function SCORING:SetMessagesScore( OnOff ) - - self.MessagesScore = OnOff - return self -end - ---- If to send messages after a target has been destroyed and receives additional scores. --- @param #SCORING self --- @return #boolean -function SCORING:IfMessagesScore() - - return self.MessagesScore -end - ---- Configure to send messages after a target has been hit in a zone, and additional score is received. --- @param #SCORING self --- @param #boolean OnOff If true is given, the messages are sent. --- @return #SCORING -function SCORING:SetMessagesZone( OnOff ) - - self.MessagesZone = OnOff - return self -end - ---- If to send messages after a target has been hit in a zone, and additional score is received. --- @param #SCORING self --- @return #boolean -function SCORING:IfMessagesZone() - - return self.MessagesZone -end - ---- Configure to send messages to all players. --- @param #SCORING self --- @return #SCORING -function SCORING:SetMessagesToAll() - - self.MessagesAudience = 1 - return self -end - ---- If to send messages to all players. --- @param #SCORING self --- @return #boolean -function SCORING:IfMessagesToAll() - - return self.MessagesAudience == 1 -end - ---- Configure to send messages to only those players within the same coalition as the player. --- @param #SCORING self --- @return #SCORING -function SCORING:SetMessagesToCoalition() - - self.MessagesAudience = 2 - return self -end - ---- If to send messages to only those players within the same coalition as the player. --- @param #SCORING self --- @return #boolean -function SCORING:IfMessagesToCoalition() - - return self.MessagesAudience == 2 -end - - ---- When a player commits too much damage to friendlies, his penalty score will reach a certain level. --- Use this method to define the level when a player gets kicked. --- By default, the fratricide level is the default penalty mutiplier * 2 for the penalty score. --- @param #SCORING self --- @param #number Fratricide The amount of maximum penalty that may be inflicted by a friendly player before he gets kicked. --- @return #SCORING -function SCORING:SetFratricide( Fratricide ) - - self.Fratricide = Fratricide - return self -end - - ---- When a player changes the coalition, he can receive a penalty score. --- Use the method @{#SCORING.SetCoalitionChangePenalty}() to define the penalty when a player changes coalition. --- By default, the penalty for changing coalition is the default penalty scale. --- @param #SCORING self --- @param #number CoalitionChangePenalty The amount of penalty that is given. --- @return #SCORING -function SCORING:SetCoalitionChangePenalty( CoalitionChangePenalty ) - - self.CoalitionChangePenalty = CoalitionChangePenalty - return self -end - - ---- Sets the scoring menu. --- @param #SCORING self --- @return #SCORING -function SCORING:SetScoringMenu( ScoringGroup ) - local Menu = MENU_GROUP:New( ScoringGroup, 'Scoring and Statistics' ) - local ReportGroupSummary = MENU_GROUP_COMMAND:New( ScoringGroup, 'Summary report players in group', Menu, SCORING.ReportScoreGroupSummary, self, ScoringGroup ) - local ReportGroupDetailed = MENU_GROUP_COMMAND:New( ScoringGroup, 'Detailed report players in group', Menu, SCORING.ReportScoreGroupDetailed, self, ScoringGroup ) - local ReportToAllSummary = MENU_GROUP_COMMAND:New( ScoringGroup, 'Summary report all players', Menu, SCORING.ReportScoreAllSummary, self, ScoringGroup ) - self:SetState( ScoringGroup, "ScoringMenu", Menu ) - return self -end - - ---- Add a new player entering a Unit. --- @param #SCORING self --- @param Wrapper.Unit#UNIT UnitData -function SCORING:_AddPlayerFromUnit( UnitData ) - self:F( UnitData ) - - if UnitData:IsAlive() then - local UnitName = UnitData:GetName() - local PlayerName = UnitData:GetPlayerName() - local UnitDesc = UnitData:GetDesc() - local UnitCategory = UnitDesc.category - local UnitCoalition = UnitData:GetCoalition() - local UnitTypeName = UnitData:GetTypeName() - local UnitThreatLevel, UnitThreatType = UnitData:GetThreatLevel() - - self:T( { PlayerName, UnitName, UnitCategory, UnitCoalition, UnitTypeName } ) - - if self.Players[PlayerName] == nil then -- I believe this is the place where a Player gets a life in a mission when he enters a unit ... - self.Players[PlayerName] = {} - self.Players[PlayerName].Hit = {} - self.Players[PlayerName].Destroy = {} - self.Players[PlayerName].Goals = {} - self.Players[PlayerName].Mission = {} - - -- for CategoryID, CategoryName in pairs( SCORINGCategory ) do - -- self.Players[PlayerName].Hit[CategoryID] = {} - -- self.Players[PlayerName].Destroy[CategoryID] = {} - -- end - self.Players[PlayerName].HitPlayers = {} - self.Players[PlayerName].Score = 0 - self.Players[PlayerName].Penalty = 0 - self.Players[PlayerName].PenaltyCoalition = 0 - self.Players[PlayerName].PenaltyWarning = 0 - end - - if not self.Players[PlayerName].UnitCoalition then - self.Players[PlayerName].UnitCoalition = UnitCoalition - else - if self.Players[PlayerName].UnitCoalition ~= UnitCoalition then - self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + 50 - self.Players[PlayerName].PenaltyCoalition = self.Players[PlayerName].PenaltyCoalition + 1 - MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' changed coalition from " .. _SCORINGCoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. _SCORINGCoalition[UnitCoalition] .. - "(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). 50 Penalty points added.", - MESSAGE.Type.Information - ):ToAll() - self:ScoreCSV( PlayerName, "", "COALITION_PENALTY", 1, -50, self.Players[PlayerName].UnitName, _SCORINGCoalition[self.Players[PlayerName].UnitCoalition], _SCORINGCategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType, - UnitName, _SCORINGCoalition[UnitCoalition], _SCORINGCategory[UnitCategory], UnitData:GetTypeName() ) - end - end - - self.Players[PlayerName].UnitName = UnitName - self.Players[PlayerName].UnitCoalition = UnitCoalition - self.Players[PlayerName].UnitCategory = UnitCategory - self.Players[PlayerName].UnitType = UnitTypeName - self.Players[PlayerName].UNIT = UnitData - self.Players[PlayerName].ThreatLevel = UnitThreatLevel - self.Players[PlayerName].ThreatType = UnitThreatType - - -- TODO: DCS bug concerning Units with skill level client don't get destroyed in multi player. This logic is deactivated until this bug gets fixed. - --[[ - if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 then - if self.Players[PlayerName].PenaltyWarning < 1 then - MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than " .. self.Fratricide .. ", you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty, - MESSAGE.Type.Information - ):ToAll() - self.Players[PlayerName].PenaltyWarning = self.Players[PlayerName].PenaltyWarning + 1 - end - end - - if self.Players[PlayerName].Penalty > self.Fratricide then - MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' committed FRATRICIDE, he will be COURT MARTIALED and is DISMISSED from this mission!", - MESSAGE.Type.Information - ):ToAll() - UnitData:GetGroup():Destroy() - end - --]] - - end -end - - ---- Add a goal score for a player. --- The method takes the Player name for which the Goal score needs to be set. --- The GoalTag is a string or identifier that is taken into the CSV file scoring log to identify the goal. --- A free text can be given that is shown to the players. --- The Score can be both positive and negative. --- @param #SCORING self --- @param #string PlayerName The name of the Player. --- @param #string GoalTag The string or identifier that is used in the CSV file to identify the goal (sort or group later in Excel). --- @param #string Text A free text that is shown to the players. --- @param #number Score The score can be both positive or negative ( Penalty ). -function SCORING:AddGoalScorePlayer( PlayerName, GoalTag, Text, Score ) - - self:F( { PlayerName, PlayerName, GoalTag, Text, Score } ) - - -- PlayerName can be nil, if the Unit with the player crashed or due to another reason. - if PlayerName then - local PlayerData = self.Players[PlayerName] - - PlayerData.Goals[GoalTag] = PlayerData.Goals[GoalTag] or { Score = 0 } - PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score - PlayerData.Score = PlayerData.Score + Score - - MESSAGE:NewType( self.DisplayMessagePrefix .. Text, MESSAGE.Type.Information ):ToAll() - - self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, nil ) - end -end - - - ---- Add a goal score for a player. --- The method takes the PlayerUnit for which the Goal score needs to be set. --- The GoalTag is a string or identifier that is taken into the CSV file scoring log to identify the goal. --- A free text can be given that is shown to the players. --- The Score can be both positive and negative. --- @param #SCORING self --- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the Player. Other Properties for the scoring are taken from this PlayerUnit, like coalition, type etc. --- @param #string GoalTag The string or identifier that is used in the CSV file to identify the goal (sort or group later in Excel). --- @param #string Text A free text that is shown to the players. --- @param #number Score The score can be both positive or negative ( Penalty ). -function SCORING:AddGoalScore( PlayerUnit, GoalTag, Text, Score ) - - local PlayerName = PlayerUnit:GetPlayerName() - - self:F( { PlayerUnit.UnitName, PlayerName, GoalTag, Text, Score } ) - - -- PlayerName can be nil, if the Unit with the player crashed or due to another reason. - if PlayerName then - local PlayerData = self.Players[PlayerName] - - PlayerData.Goals[GoalTag] = PlayerData.Goals[GoalTag] or { Score = 0 } - PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score - PlayerData.Score = PlayerData.Score + Score - - MESSAGE:NewType( self.DisplayMessagePrefix .. Text, MESSAGE.Type.Information ):ToAll() - - self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, PlayerUnit:GetName() ) - end -end - - ---- Registers Scores the players completing a Mission Task. --- @param #SCORING self --- @param Tasking.Mission#MISSION Mission --- @param Wrapper.Unit#UNIT PlayerUnit --- @param #string Text --- @param #number Score -function SCORING:_AddMissionTaskScore( Mission, PlayerUnit, Text, Score ) - - local PlayerName = PlayerUnit:GetPlayerName() - local MissionName = Mission:GetName() - - self:F( { Mission:GetName(), PlayerUnit.UnitName, PlayerName, Text, Score } ) - - -- PlayerName can be nil, if the Unit with the player crashed or due to another reason. - if PlayerName then - local PlayerData = self.Players[PlayerName] - - if not PlayerData.Mission[MissionName] then - PlayerData.Mission[MissionName] = {} - PlayerData.Mission[MissionName].ScoreTask = 0 - PlayerData.Mission[MissionName].ScoreMission = 0 - end - - self:T( PlayerName ) - self:T( PlayerData.Mission[MissionName] ) - - PlayerData.Score = self.Players[PlayerName].Score + Score - PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score - - MESSAGE:NewType( self.DisplayMessagePrefix .. Mission:GetText() .. " : " .. Text .. " Score: " .. Score, MESSAGE.Type.Information ):ToAll() - - self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:GetName() ) - end -end - ---- Registers Scores the players completing a Mission Task. --- @param #SCORING self --- @param Tasking.Mission#MISSION Mission --- @param #string PlayerName --- @param #string Text --- @param #number Score -function SCORING:_AddMissionGoalScore( Mission, PlayerName, Text, Score ) - - local MissionName = Mission:GetName() - - self:F( { Mission:GetName(), PlayerName, Text, Score } ) - - -- PlayerName can be nil, if the Unit with the player crashed or due to another reason. - if PlayerName then - local PlayerData = self.Players[PlayerName] - - if not PlayerData.Mission[MissionName] then - PlayerData.Mission[MissionName] = {} - PlayerData.Mission[MissionName].ScoreTask = 0 - PlayerData.Mission[MissionName].ScoreMission = 0 - end - - self:T( PlayerName ) - self:T( PlayerData.Mission[MissionName] ) - - PlayerData.Score = self.Players[PlayerName].Score + Score - PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score - - MESSAGE:NewType( string.format( "%s%s: %s! Player %s receives %d score!", self.DisplayMessagePrefix, Mission:GetText(), Text, PlayerName, Score ), MESSAGE.Type.Information ):ToAll() - - self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score ) - end -end - ---- Registers Mission Scores for possible multiple players that contributed in the Mission. --- @param #SCORING self --- @param Tasking.Mission#MISSION Mission --- @param Wrapper.Unit#UNIT PlayerUnit --- @param #string Text --- @param #number Score -function SCORING:_AddMissionScore( Mission, Text, Score ) - - local MissionName = Mission:GetName() - - self:F( { Mission, Text, Score } ) - self:F( self.Players ) - - for PlayerName, PlayerData in pairs( self.Players ) do - - self:F( PlayerData ) - if PlayerData.Mission[MissionName] then - - PlayerData.Score = PlayerData.Score + Score - PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score - - MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' has " .. Text .. " in " .. Mission:GetText() .. ". " .. - Score .. " mission score!", - MESSAGE.Type.Information ):ToAll() - - self:ScoreCSV( PlayerName, "", "MISSION_" .. MissionName:gsub( ' ', '_' ), 1, Score ) - end - end -end - - - ---- Handles the OnPlayerEnterUnit event for the scoring. --- @param #SCORING self --- @param Core.Event#EVENTDATA Event ---function SCORING:OnEventPlayerEnterUnit( Event ) --- if Event.IniUnit then --- self:_AddPlayerFromUnit( Event.IniUnit ) --- self:SetScoringMenu( Event.IniGroup ) --- end ---end - ---- Handles the OnBirth event for the scoring. --- @param #SCORING self --- @param Core.Event#EVENTDATA Event -function SCORING:OnEventBirth( Event ) - - if Event.IniUnit then - if Event.IniObjectCategory == 1 then - local PlayerName = Event.IniUnit:GetPlayerName() - if PlayerName then - self:_AddPlayerFromUnit( Event.IniUnit ) - self:SetScoringMenu( Event.IniGroup ) - end - end - end -end - ---- Handles the OnPlayerLeaveUnit event for the scoring. --- @param #SCORING self --- @param Core.Event#EVENTDATA Event -function SCORING:OnEventPlayerLeaveUnit( Event ) - if Event.IniUnit then - local Menu = self:GetState( Event.IniUnit:GetGroup(), "ScoringMenu" ) -- Core.Menu#MENU_GROUP - if Menu then - -- TODO: Check if this fixes #281. - --Menu:Remove() - end - end -end - - ---- Handles the OnHit event for the scoring. --- @param #SCORING self --- @param Core.Event#EVENTDATA Event -function SCORING:_EventOnHit( Event ) - self:F( { Event } ) - - local InitUnit = nil - local InitUNIT = nil - local InitUnitName = "" - local InitGroup = nil - local InitGroupName = "" - local InitPlayerName = nil - - local InitCoalition = nil - local InitCategory = nil - local InitType = nil - local InitUnitCoalition = nil - local InitUnitCategory = nil - local InitUnitType = nil - - local TargetUnit = nil - local TargetUNIT = nil - local TargetUnitName = "" - local TargetGroup = nil - local TargetGroupName = "" - local TargetPlayerName = nil - - local TargetCoalition = nil - local TargetCategory = nil - local TargetType = nil - local TargetUnitCoalition = nil - local TargetUnitCategory = nil - local TargetUnitType = nil - - if Event.IniDCSUnit then - - InitUnit = Event.IniDCSUnit - InitUNIT = Event.IniUnit - InitUnitName = Event.IniDCSUnitName - InitGroup = Event.IniDCSGroup - InitGroupName = Event.IniDCSGroupName - InitPlayerName = Event.IniPlayerName - - InitCoalition = Event.IniCoalition - --TODO: Workaround Client DCS Bug - --InitCategory = InitUnit:getCategory() - --InitCategory = InitUnit:getDesc().category - InitCategory = Event.IniCategory - InitType = Event.IniTypeName - - InitUnitCoalition = _SCORINGCoalition[InitCoalition] - InitUnitCategory = _SCORINGCategory[InitCategory] - InitUnitType = InitType - - self:T( { InitUnitName, InitGroupName, InitPlayerName, InitCoalition, InitCategory, InitType , InitUnitCoalition, InitUnitCategory, InitUnitType } ) - end - - - if Event.TgtDCSUnit then - - TargetUnit = Event.TgtDCSUnit - TargetUNIT = Event.TgtUnit - TargetUnitName = Event.TgtDCSUnitName - TargetGroup = Event.TgtDCSGroup - TargetGroupName = Event.TgtDCSGroupName - TargetPlayerName = Event.TgtPlayerName - - TargetCoalition = Event.TgtCoalition - --TODO: Workaround Client DCS Bug - --TargetCategory = TargetUnit:getCategory() - --TargetCategory = TargetUnit:getDesc().category - TargetCategory = Event.TgtCategory - TargetType = Event.TgtTypeName - - TargetUnitCoalition = _SCORINGCoalition[TargetCoalition] - TargetUnitCategory = _SCORINGCategory[TargetCategory] - TargetUnitType = TargetType - - self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType, TargetUnitCoalition, TargetUnitCategory, TargetUnitType } ) - end - - if InitPlayerName ~= nil then -- It is a player that is hitting something - self:_AddPlayerFromUnit( InitUNIT ) - if self.Players[InitPlayerName] then -- This should normally not happen, but i'll test it anyway. - if TargetPlayerName ~= nil then -- It is a player hitting another player ... - self:_AddPlayerFromUnit( TargetUNIT ) - end - - self:T( "Hitting Something" ) - - -- What is he hitting? - if TargetCategory then - - -- A target got hit, score it. - -- Player contains the score data from self.Players[InitPlayerName] - local Player = self.Players[InitPlayerName] - - -- Ensure there is a hit table per TargetCategory and TargetUnitName. - Player.Hit[TargetCategory] = Player.Hit[TargetCategory] or {} - Player.Hit[TargetCategory][TargetUnitName] = Player.Hit[TargetCategory][TargetUnitName] or {} - - -- PlayerHit contains the score counters and data per unit that was hit. - local PlayerHit = Player.Hit[TargetCategory][TargetUnitName] - - PlayerHit.Score = PlayerHit.Score or 0 - PlayerHit.Penalty = PlayerHit.Penalty or 0 - PlayerHit.ScoreHit = PlayerHit.ScoreHit or 0 - PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0 - PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0 - PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT - PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel() - - -- Only grant hit scores if there was more than one second between the last hit. - if timer.getTime() - PlayerHit.TimeStamp > 1 then - PlayerHit.TimeStamp = timer.getTime() - - if TargetPlayerName ~= nil then -- It is a player hitting another player ... - - -- Ensure there is a Player to Player hit reference table. - Player.HitPlayers[TargetPlayerName] = true - end - - local Score = 0 - - if InitCoalition then -- A coalition object was hit. - if InitCoalition == TargetCoalition then - Player.Penalty = Player.Penalty + 10 - PlayerHit.Penalty = PlayerHit.Penalty + 10 - PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 - - if TargetPlayerName ~= nil then -- It is a player hitting another player ... - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly player '" .. TargetPlayerName .. "' " .. - TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " .. - "Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty, - MESSAGE.Type.Update - ) - :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) - :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) - else - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly target " .. - TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " .. - "Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty, - MESSAGE.Type.Update - ) - :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) - :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) - end - self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - else - Player.Score = Player.Score + 1 - PlayerHit.Score = PlayerHit.Score + 1 - PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1 - if TargetPlayerName ~= nil then -- It is a player hitting another player ... - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. - TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " .. - "Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty, - MESSAGE.Type.Update - ) - :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) - :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) - else - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " .. - TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " .. - "Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty, - MESSAGE.Type.Update - ) - :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) - :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) - end - self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - end - else -- A scenery object was hit. - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object.", - MESSAGE.Type.Update - ) - :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) - :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) - self:ScoreCSV( InitPlayerName, "", "HIT_SCORE", 1, 0, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType ) - end - end - end - end - elseif InitPlayerName == nil then -- It is an AI hitting a player??? - - end - - -- It is a weapon initiated by a player, that is hitting something - -- This seems to occur only with scenery and static objects. - if Event.WeaponPlayerName ~= nil then - self:_AddPlayerFromUnit( Event.WeaponUNIT ) - if self.Players[Event.WeaponPlayerName] then -- This should normally not happen, but i'll test it anyway. - if TargetPlayerName ~= nil then -- It is a player hitting another player ... - self:_AddPlayerFromUnit( TargetUNIT ) - end - - self:T( "Hitting Scenery" ) - - -- What is he hitting? - if TargetCategory then - - -- A scenery or static got hit, score it. - -- Player contains the score data from self.Players[WeaponPlayerName] - local Player = self.Players[Event.WeaponPlayerName] - - -- Ensure there is a hit table per TargetCategory and TargetUnitName. - Player.Hit[TargetCategory] = Player.Hit[TargetCategory] or {} - Player.Hit[TargetCategory][TargetUnitName] = Player.Hit[TargetCategory][TargetUnitName] or {} - - -- PlayerHit contains the score counters and data per unit that was hit. - local PlayerHit = Player.Hit[TargetCategory][TargetUnitName] - - PlayerHit.Score = PlayerHit.Score or 0 - PlayerHit.Penalty = PlayerHit.Penalty or 0 - PlayerHit.ScoreHit = PlayerHit.ScoreHit or 0 - PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0 - PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0 - PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT - PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel() - - -- Only grant hit scores if there was more than one second between the last hit. - if timer.getTime() - PlayerHit.TimeStamp > 1 then - PlayerHit.TimeStamp = timer.getTime() - - local Score = 0 - - if InitCoalition then -- A coalition object was hit, probably a static. - if InitCoalition == TargetCoalition then - -- TODO: Penalty according scale - Player.Penalty = Player.Penalty + 10 - PlayerHit.Penalty = PlayerHit.Penalty + 10 - PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 - - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit friendly target " .. - TargetUnitCategory .. " ( " .. TargetType .. " ) " .. - "Penalty: -" .. PlayerHit.Penalty .. " = " .. Player.Score - Player.Penalty, - MESSAGE.Type.Update - ) - :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) - :ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) - self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - else - Player.Score = Player.Score + 1 - PlayerHit.Score = PlayerHit.Score + 1 - PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1 - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. - TargetUnitCategory .. " ( " .. TargetType .. " ) " .. - "Score: +" .. PlayerHit.Score .. " = " .. Player.Score - Player.Penalty, - MESSAGE.Type.Update - ) - :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) - :ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) - self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - end - else -- A scenery object was hit. - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit scenery object.", - MESSAGE.Type.Update - ) - :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) - :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) - self:ScoreCSV( Event.WeaponPlayerName, "", "HIT_SCORE", 1, 0, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, "", "Scenery", TargetUnitType ) - end - end - end - end - end -end - ---- Track DEAD or CRASH events for the scoring. --- @param #SCORING self --- @param Core.Event#EVENTDATA Event -function SCORING:_EventOnDeadOrCrash( Event ) - self:F( { Event } ) - - local TargetUnit = nil - local TargetGroup = nil - local TargetUnitName = "" - local TargetGroupName = "" - local TargetPlayerName = "" - local TargetCoalition = nil - local TargetCategory = nil - local TargetType = nil - local TargetUnitCoalition = nil - local TargetUnitCategory = nil - local TargetUnitType = nil - - if Event.IniDCSUnit then - - TargetUnit = Event.IniUnit - TargetUnitName = Event.IniDCSUnitName - TargetGroup = Event.IniDCSGroup - TargetGroupName = Event.IniDCSGroupName - TargetPlayerName = Event.IniPlayerName - - TargetCoalition = Event.IniCoalition - --TargetCategory = TargetUnit:getCategory() - --TargetCategory = TargetUnit:getDesc().category -- Workaround - TargetCategory = Event.IniCategory - TargetType = Event.IniTypeName - - TargetUnitCoalition = _SCORINGCoalition[TargetCoalition] - TargetUnitCategory = _SCORINGCategory[TargetCategory] - TargetUnitType = TargetType - - self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType } ) - end - - -- Player contains the score and reference data for the player. - for PlayerName, Player in pairs( self.Players ) do - if Player then -- This should normally not happen, but i'll test it anyway. - self:T( "Something got destroyed" ) - - -- Some variables - local InitUnitName = Player.UnitName - local InitUnitType = Player.UnitType - local InitCoalition = Player.UnitCoalition - local InitCategory = Player.UnitCategory - local InitUnitCoalition = _SCORINGCoalition[InitCoalition] - local InitUnitCategory = _SCORINGCategory[InitCategory] - - self:T( { InitUnitName, InitUnitType, InitUnitCoalition, InitCoalition, InitUnitCategory, InitCategory } ) - - local Destroyed = false - - -- What is the player destroying? - if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] and Player.Hit[TargetCategory][TargetUnitName].TimeStamp ~= 0 then -- Was there a hit for this unit for this player before registered??? - - local TargetThreatLevel = Player.Hit[TargetCategory][TargetUnitName].ThreatLevel - local TargetThreatType = Player.Hit[TargetCategory][TargetUnitName].ThreatType - - Player.Destroy[TargetCategory] = Player.Destroy[TargetCategory] or {} - Player.Destroy[TargetCategory][TargetType] = Player.Destroy[TargetCategory][TargetType] or {} - - -- PlayerDestroy contains the destroy score data per category and target type of the player. - local TargetDestroy = Player.Destroy[TargetCategory][TargetType] - TargetDestroy.Score = TargetDestroy.Score or 0 - TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy or 0 - TargetDestroy.Penalty = TargetDestroy.Penalty or 0 - TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy or 0 - - if TargetCoalition then - if InitCoalition == TargetCoalition then - local ThreatLevelTarget = TargetThreatLevel - local ThreatTypeTarget = TargetThreatType - local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1 - local ThreatPenalty = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyPenalty / 10 ) - self:F( { ThreatLevel = ThreatPenalty, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } ) - - Player.Penalty = Player.Penalty + ThreatPenalty - TargetDestroy.Penalty = TargetDestroy.Penalty + ThreatPenalty - TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1 - - if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. - TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. - "Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty, - MESSAGE.Type.Information - ) - :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) - :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) - else - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. - TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. - "Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty, - MESSAGE.Type.Information - ) - :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) - :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) - end - - Destroyed = true - self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_PENALTY", 1, ThreatPenalty, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - else - - local ThreatLevelTarget = TargetThreatLevel - local ThreatTypeTarget = TargetThreatType - local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1 - local ThreatScore = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyScore / 10 ) - - self:F( { ThreatLevel = ThreatScore, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } ) - - Player.Score = Player.Score + ThreatScore - TargetDestroy.Score = TargetDestroy.Score + ThreatScore - TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1 - if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. - TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. - "Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty, - MESSAGE.Type.Information - ) - :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) - :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) - else - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. - TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. - "Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty, - MESSAGE.Type.Information - ) - :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) - :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) - end - Destroyed = true - self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, ThreatScore, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - - local UnitName = TargetUnit:GetName() - local Score = self.ScoringObjects[UnitName] - if Score then - Player.Score = Player.Score + Score - TargetDestroy.Score = TargetDestroy.Score + Score - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Special target '" .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. " destroyed! " .. - "Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! Total: " .. Player.Score - Player.Penalty, - MESSAGE.Type.Information - ) - :ToAllIf( self:IfMessagesScore() and self:IfMessagesToAll() ) - :ToCoalitionIf( InitCoalition, self:IfMessagesScore() and self:IfMessagesToCoalition() ) - self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - Destroyed = true - end - - -- Check if there are Zones where the destruction happened. - for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do - self:F( { ScoringZone = ScoreZoneData } ) - local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE - local Score = ScoreZoneData.Score - if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then - Player.Score = Player.Score + Score - TargetDestroy.Score = TargetDestroy.Score + Score - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Target destroyed in zone '" .. ScoreZone:GetName() .. "'." .. - "Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. - "Total: " .. Player.Score - Player.Penalty, - MESSAGE.Type.Information ) - :ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() ) - :ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() ) - self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - Destroyed = true - end - end - - end - else - -- Check if there are Zones where the destruction happened. - for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do - self:F( { ScoringZone = ScoreZoneData } ) - local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE - local Score = ScoreZoneData.Score - if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then - Player.Score = Player.Score + Score - TargetDestroy.Score = TargetDestroy.Score + Score - MESSAGE - :NewType( self.DisplayMessagePrefix .. "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." .. - "Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. - "Total: " .. Player.Score - Player.Penalty, - MESSAGE.Type.Information - ) - :ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() ) - :ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() ) - Destroyed = true - self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType ) - end - end - end - - -- Delete now the hit cache if the target was destroyed. - -- Otherwise points will be granted every time a target gets killed by the players that hit that target. - -- This is only relevant for player to player destroys. - if Destroyed then - Player.Hit[TargetCategory][TargetUnitName].TimeStamp = 0 - end - end - end - end -end - - ---- Produce detailed report of player hit scores. --- @param #SCORING self --- @param #string PlayerName The name of the player. --- @return #string The report. -function SCORING:ReportDetailedPlayerHits( PlayerName ) - - local ScoreMessage = "" - local PlayerScore = 0 - local PlayerPenalty = 0 - - local PlayerData = self.Players[PlayerName] - if PlayerData then -- This should normally not happen, but i'll test it anyway. - self:T( "Score Player: " .. PlayerName ) - - -- Some variables - local InitUnitCoalition = _SCORINGCoalition[PlayerData.UnitCoalition] - local InitUnitCategory = _SCORINGCategory[PlayerData.UnitCategory] - local InitUnitType = PlayerData.UnitType - local InitUnitName = PlayerData.UnitName - - local ScoreMessageHits = "" - for CategoryID, CategoryName in pairs( _SCORINGCategory ) do - self:T( CategoryName ) - if PlayerData.Hit[CategoryID] then - self:T( "Hit scores exist for player " .. PlayerName ) - local Score = 0 - local ScoreHit = 0 - local Penalty = 0 - local PenaltyHit = 0 - for UnitName, UnitData in pairs( PlayerData.Hit[CategoryID] ) do - Score = Score + UnitData.Score - ScoreHit = ScoreHit + UnitData.ScoreHit - Penalty = Penalty + UnitData.Penalty - PenaltyHit = UnitData.PenaltyHit - end - local ScoreMessageHit = string.format( "%s:%d ", CategoryName, Score - Penalty ) - self:T( ScoreMessageHit ) - ScoreMessageHits = ScoreMessageHits .. ScoreMessageHit - PlayerScore = PlayerScore + Score - PlayerPenalty = PlayerPenalty + Penalty - else - --ScoreMessageHits = ScoreMessageHits .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 ) - end - end - if ScoreMessageHits ~= "" then - ScoreMessage = "Hits: " .. ScoreMessageHits - end - end - - return ScoreMessage, PlayerScore, PlayerPenalty -end - - ---- Produce detailed report of player destroy scores. --- @param #SCORING self --- @param #string PlayerName The name of the player. --- @return #string The report. -function SCORING:ReportDetailedPlayerDestroys( PlayerName ) - - local ScoreMessage = "" - local PlayerScore = 0 - local PlayerPenalty = 0 - - local PlayerData = self.Players[PlayerName] - if PlayerData then -- This should normally not happen, but i'll test it anyway. - self:T( "Score Player: " .. PlayerName ) - - -- Some variables - local InitUnitCoalition = _SCORINGCoalition[PlayerData.UnitCoalition] - local InitUnitCategory = _SCORINGCategory[PlayerData.UnitCategory] - local InitUnitType = PlayerData.UnitType - local InitUnitName = PlayerData.UnitName - - local ScoreMessageDestroys = "" - for CategoryID, CategoryName in pairs( _SCORINGCategory ) do - if PlayerData.Destroy[CategoryID] then - self:T( "Destroy scores exist for player " .. PlayerName ) - local Score = 0 - local ScoreDestroy = 0 - local Penalty = 0 - local PenaltyDestroy = 0 - - for UnitName, UnitData in pairs( PlayerData.Destroy[CategoryID] ) do - self:F( { UnitData = UnitData } ) - if UnitData ~= {} then - Score = Score + UnitData.Score - ScoreDestroy = ScoreDestroy + UnitData.ScoreDestroy - Penalty = Penalty + UnitData.Penalty - PenaltyDestroy = PenaltyDestroy + UnitData.PenaltyDestroy - end - end - - local ScoreMessageDestroy = string.format( " %s:%d ", CategoryName, Score - Penalty ) - self:T( ScoreMessageDestroy ) - ScoreMessageDestroys = ScoreMessageDestroys .. ScoreMessageDestroy - - PlayerScore = PlayerScore + Score - PlayerPenalty = PlayerPenalty + Penalty - else - --ScoreMessageDestroys = ScoreMessageDestroys .. string.format( "%s:%d ", string.format(CategoryName, 1, 1), 0 ) - end - end - if ScoreMessageDestroys ~= "" then - ScoreMessage = "Destroys: " .. ScoreMessageDestroys - end - end - - return ScoreMessage, PlayerScore, PlayerPenalty -end - ---- Produce detailed report of player penalty scores because of changing the coalition. --- @param #SCORING self --- @param #string PlayerName The name of the player. --- @return #string The report. -function SCORING:ReportDetailedPlayerCoalitionChanges( PlayerName ) - - local ScoreMessage = "" - local PlayerScore = 0 - local PlayerPenalty = 0 - - local PlayerData = self.Players[PlayerName] - if PlayerData then -- This should normally not happen, but i'll test it anyway. - self:T( "Score Player: " .. PlayerName ) - - -- Some variables - local InitUnitCoalition = _SCORINGCoalition[PlayerData.UnitCoalition] - local InitUnitCategory = _SCORINGCategory[PlayerData.UnitCategory] - local InitUnitType = PlayerData.UnitType - local InitUnitName = PlayerData.UnitName - - local ScoreMessageCoalitionChangePenalties = "" - if PlayerData.PenaltyCoalition ~= 0 then - ScoreMessageCoalitionChangePenalties = ScoreMessageCoalitionChangePenalties .. string.format( " -%d (%d changed)", PlayerData.Penalty, PlayerData.PenaltyCoalition ) - PlayerPenalty = PlayerPenalty + PlayerData.Penalty - end - if ScoreMessageCoalitionChangePenalties ~= "" then - ScoreMessage = ScoreMessage .. "Coalition Penalties: " .. ScoreMessageCoalitionChangePenalties - end - end - - return ScoreMessage, PlayerScore, PlayerPenalty -end - ---- Produce detailed report of player goal scores. --- @param #SCORING self --- @param #string PlayerName The name of the player. --- @return #string The report. -function SCORING:ReportDetailedPlayerGoals( PlayerName ) - - local ScoreMessage = "" - local PlayerScore = 0 - local PlayerPenalty = 0 - - local PlayerData = self.Players[PlayerName] - if PlayerData then -- This should normally not happen, but i'll test it anyway. - self:T( "Score Player: " .. PlayerName ) - - -- Some variables - local InitUnitCoalition = _SCORINGCoalition[PlayerData.UnitCoalition] - local InitUnitCategory = _SCORINGCategory[PlayerData.UnitCategory] - local InitUnitType = PlayerData.UnitType - local InitUnitName = PlayerData.UnitName - - local ScoreMessageGoal = "" - local ScoreGoal = 0 - local ScoreTask = 0 - for GoalName, GoalData in pairs( PlayerData.Goals ) do - ScoreGoal = ScoreGoal + GoalData.Score - ScoreMessageGoal = ScoreMessageGoal .. "'" .. GoalName .. "':" .. GoalData.Score .. "; " - end - PlayerScore = PlayerScore + ScoreGoal - - if ScoreMessageGoal ~= "" then - ScoreMessage = "Goals: " .. ScoreMessageGoal - end - end - - return ScoreMessage, PlayerScore, PlayerPenalty -end - ---- Produce detailed report of player penalty scores because of changing the coalition. --- @param #SCORING self --- @param #string PlayerName The name of the player. --- @return #string The report. -function SCORING:ReportDetailedPlayerMissions( PlayerName ) - - local ScoreMessage = "" - local PlayerScore = 0 - local PlayerPenalty = 0 - - local PlayerData = self.Players[PlayerName] - if PlayerData then -- This should normally not happen, but i'll test it anyway. - self:T( "Score Player: " .. PlayerName ) - - -- Some variables - local InitUnitCoalition = _SCORINGCoalition[PlayerData.UnitCoalition] - local InitUnitCategory = _SCORINGCategory[PlayerData.UnitCategory] - local InitUnitType = PlayerData.UnitType - local InitUnitName = PlayerData.UnitName - - local ScoreMessageMission = "" - local ScoreMission = 0 - local ScoreTask = 0 - for MissionName, MissionData in pairs( PlayerData.Mission ) do - ScoreMission = ScoreMission + MissionData.ScoreMission - ScoreTask = ScoreTask + MissionData.ScoreTask - ScoreMessageMission = ScoreMessageMission .. "'" .. MissionName .. "'; " - end - PlayerScore = PlayerScore + ScoreMission + ScoreTask - - if ScoreMessageMission ~= "" then - ScoreMessage = "Tasks: " .. ScoreTask .. " Mission: " .. ScoreMission .. " ( " .. ScoreMessageMission .. ")" - end - end - - return ScoreMessage, PlayerScore, PlayerPenalty -end - - ---- Report Group Score Summary --- @param #SCORING self --- @param Wrapper.Group#GROUP PlayerGroup The player group. -function SCORING:ReportScoreGroupSummary( PlayerGroup ) - - local PlayerMessage = "" - - self:T( "Report Score Group Summary" ) - - local PlayerUnits = PlayerGroup:GetUnits() - for UnitID, PlayerUnit in pairs( PlayerUnits ) do - local PlayerUnit = PlayerUnit -- Wrapper.Unit#UNIT - local PlayerName = PlayerUnit:GetPlayerName() - - if PlayerName then - - local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName ) - ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits - self:F( { ReportHits, ScoreHits, PenaltyHits } ) - - local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName ) - ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys - self:F( { ReportDestroys, ScoreDestroys, PenaltyDestroys } ) - - local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName ) - ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges - self:F( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } ) - - local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName ) - ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals - self:F( { ReportGoals, ScoreGoals, PenaltyGoals } ) - - local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName ) - ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions - self:F( { ReportMissions, ScoreMissions, PenaltyMissions } ) - - local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions - local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions - - PlayerMessage = - string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )", - PlayerName, - PlayerScore - PlayerPenalty, - PlayerScore, - PlayerPenalty - ) - MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Detailed ):ToGroup( PlayerGroup ) - end - end - -end - ---- Report Group Score Detailed --- @param #SCORING self --- @param Wrapper.Group#GROUP PlayerGroup The player group. -function SCORING:ReportScoreGroupDetailed( PlayerGroup ) - - local PlayerMessage = "" - - self:T( "Report Score Group Detailed" ) - - local PlayerUnits = PlayerGroup:GetUnits() - for UnitID, PlayerUnit in pairs( PlayerUnits ) do - local PlayerUnit = PlayerUnit -- Wrapper.Unit#UNIT - local PlayerName = PlayerUnit:GetPlayerName() - - if PlayerName then - - local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName ) - ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits - self:F( { ReportHits, ScoreHits, PenaltyHits } ) - - local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName ) - ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys - self:F( { ReportDestroys, ScoreDestroys, PenaltyDestroys } ) - - local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName ) - ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges - self:F( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } ) - - local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName ) - ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals - self:F( { ReportGoals, ScoreGoals, PenaltyGoals } ) - - local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName ) - ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions - self:F( { ReportMissions, ScoreMissions, PenaltyMissions } ) - - local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions - local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions - - PlayerMessage = - string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )%s%s%s%s%s", - PlayerName, - PlayerScore - PlayerPenalty, - PlayerScore, - PlayerPenalty, - ReportHits, - ReportDestroys, - ReportCoalitionChanges, - ReportGoals, - ReportMissions - ) - MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Detailed ):ToGroup( PlayerGroup ) - end - end - -end - ---- Report all players score --- @param #SCORING self --- @param Wrapper.Group#GROUP PlayerGroup The player group. -function SCORING:ReportScoreAllSummary( PlayerGroup ) - - local PlayerMessage = "" - - self:T( { "Summary Score Report of All Players", Players = self.Players } ) - - for PlayerName, PlayerData in pairs( self.Players ) do - - self:T( { PlayerName = PlayerName, PlayerGroup = PlayerGroup } ) - - if PlayerName then - - local ReportHits, ScoreHits, PenaltyHits = self:ReportDetailedPlayerHits( PlayerName ) - ReportHits = ReportHits ~= "" and "\n- " .. ReportHits or ReportHits - self:F( { ReportHits, ScoreHits, PenaltyHits } ) - - local ReportDestroys, ScoreDestroys, PenaltyDestroys = self:ReportDetailedPlayerDestroys( PlayerName ) - ReportDestroys = ReportDestroys ~= "" and "\n- " .. ReportDestroys or ReportDestroys - self:F( { ReportDestroys, ScoreDestroys, PenaltyDestroys } ) - - local ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges = self:ReportDetailedPlayerCoalitionChanges( PlayerName ) - ReportCoalitionChanges = ReportCoalitionChanges ~= "" and "\n- " .. ReportCoalitionChanges or ReportCoalitionChanges - self:F( { ReportCoalitionChanges, ScoreCoalitionChanges, PenaltyCoalitionChanges } ) - - local ReportGoals, ScoreGoals, PenaltyGoals = self:ReportDetailedPlayerGoals( PlayerName ) - ReportGoals = ReportGoals ~= "" and "\n- " .. ReportGoals or ReportGoals - self:F( { ReportGoals, ScoreGoals, PenaltyGoals } ) - - local ReportMissions, ScoreMissions, PenaltyMissions = self:ReportDetailedPlayerMissions( PlayerName ) - ReportMissions = ReportMissions ~= "" and "\n- " .. ReportMissions or ReportMissions - self:F( { ReportMissions, ScoreMissions, PenaltyMissions } ) - - local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions - local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions - - PlayerMessage = - string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )", - PlayerName, - PlayerScore - PlayerPenalty, - PlayerScore, - PlayerPenalty - ) - MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Overview ):ToGroup( PlayerGroup ) - end - end - -end - - -function SCORING:SecondsToClock(sSeconds) - local nSeconds = sSeconds - if nSeconds == 0 then - --return nil; - return "00:00:00"; - else - nHours = string.format("%02.f", math.floor(nSeconds/3600)); - nMins = string.format("%02.f", math.floor(nSeconds/60 - (nHours*60))); - nSecs = string.format("%02.f", math.floor(nSeconds - nHours*3600 - nMins *60)); - return nHours..":"..nMins..":"..nSecs - end -end - ---- Opens a score CSV file to log the scores. --- @param #SCORING self --- @param #string ScoringCSV --- @return #SCORING self --- @usage --- -- Open a new CSV file to log the scores of the game Gori Valley. Let the name of the CSV file begin with "Player Scores". --- ScoringObject = SCORING:New( "Gori Valley" ) --- ScoringObject:OpenCSV( "Player Scores" ) -function SCORING:OpenCSV( ScoringCSV ) - self:F( ScoringCSV ) - - if lfs and io and os then - if ScoringCSV then - self.ScoringCSV = ScoringCSV - local fdir = lfs.writedir() .. [[Logs\]] .. self.ScoringCSV .. " " .. os.date( "%Y-%m-%d %H-%M-%S" ) .. ".csv" - - self.CSVFile, self.err = io.open( fdir, "w+" ) - if not self.CSVFile then - error( "Error: Cannot open CSV file in " .. lfs.writedir() ) - end - - self.CSVFile:write( '"GameName","RunTime","Time","PlayerName","TargetPlayerName","ScoreType","PlayerUnitCoaltion","PlayerUnitCategory","PlayerUnitType","PlayerUnitName","TargetUnitCoalition","TargetUnitCategory","TargetUnitType","TargetUnitName","Times","Score"\n' ) - - self.RunTime = os.date("%y-%m-%d_%H-%M-%S") - else - error( "A string containing the CSV file name must be given." ) - end - else - self:F( "The MissionScripting.lua file has not been changed to allow lfs, io and os modules to be used..." ) - end - return self -end - - ---- Registers a score for a player. --- @param #SCORING self --- @param #string PlayerName The name of the player. --- @param #string TargetPlayerName The name of the target player. --- @param #string ScoreType The type of the score. --- @param #string ScoreTimes The amount of scores achieved. --- @param #string ScoreAmount The score given. --- @param #string PlayerUnitName The unit name of the player. --- @param #string PlayerUnitCoalition The coalition of the player unit. --- @param #string PlayerUnitCategory The category of the player unit. --- @param #string PlayerUnitType The type of the player unit. --- @param #string TargetUnitName The name of the target unit. --- @param #string TargetUnitCoalition The coalition of the target unit. --- @param #string TargetUnitCategory The category of the target unit. --- @param #string TargetUnitType The type of the target unit. --- @return #SCORING self -function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes, ScoreAmount, PlayerUnitName, PlayerUnitCoalition, PlayerUnitCategory, PlayerUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) - --write statistic information to file - local ScoreTime = self:SecondsToClock( timer.getTime() ) - PlayerName = PlayerName:gsub( '"', '_' ) - - TargetPlayerName = TargetPlayerName or "" - TargetPlayerName = TargetPlayerName:gsub( '"', '_' ) - - if PlayerUnitName and PlayerUnitName ~= '' then - local PlayerUnit = Unit.getByName( PlayerUnitName ) - - if PlayerUnit then - if not PlayerUnitCategory then - --PlayerUnitCategory = SCORINGCategory[PlayerUnit:getCategory()] - PlayerUnitCategory = _SCORINGCategory[PlayerUnit:getDesc().category] - end - - if not PlayerUnitCoalition then - PlayerUnitCoalition = _SCORINGCoalition[PlayerUnit:getCoalition()] - end - - if not PlayerUnitType then - PlayerUnitType = PlayerUnit:getTypeName() - end - else - PlayerUnitName = '' - PlayerUnitCategory = '' - PlayerUnitCoalition = '' - PlayerUnitType = '' - end - else - PlayerUnitName = '' - PlayerUnitCategory = '' - PlayerUnitCoalition = '' - PlayerUnitType = '' - end - - TargetUnitCoalition = TargetUnitCoalition or "" - TargetUnitCategory = TargetUnitCategory or "" - TargetUnitType = TargetUnitType or "" - TargetUnitName = TargetUnitName or "" - - if lfs and io and os then - self.CSVFile:write( - '"' .. self.GameName .. '"' .. ',' .. - '"' .. self.RunTime .. '"' .. ',' .. - '' .. ScoreTime .. '' .. ',' .. - '"' .. PlayerName .. '"' .. ',' .. - '"' .. TargetPlayerName .. '"' .. ',' .. - '"' .. ScoreType .. '"' .. ',' .. - '"' .. PlayerUnitCoalition .. '"' .. ',' .. - '"' .. PlayerUnitCategory .. '"' .. ',' .. - '"' .. PlayerUnitType .. '"' .. ',' .. - '"' .. PlayerUnitName .. '"' .. ',' .. - '"' .. TargetUnitCoalition .. '"' .. ',' .. - '"' .. TargetUnitCategory .. '"' .. ',' .. - '"' .. TargetUnitType .. '"' .. ',' .. - '"' .. TargetUnitName .. '"' .. ',' .. - '' .. ScoreTimes .. '' .. ',' .. - '' .. ScoreAmount - ) - - self.CSVFile:write( "\n" ) - end -end - - -function SCORING:CloseCSV() - if lfs and io and os then - self.CSVFile:close() - end -end - ---- **Functional** -- Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases. --- --- === --- --- ## Features: --- --- --- * Try to keep the airbase clean and operational. --- * Prevent airplanes from crashing. --- * Clean up obstructing airplanes from the runway that are standing still for a period of time. --- * Prevent airplanes firing missiles within the airbase zone. --- --- === --- --- ## Missions: --- --- [CLA - CleanUp Airbase](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CLA%20-%20CleanUp%20Airbase) --- --- === --- --- Specific airbases need to be provided that need to be guarded. Each airbase registered, will be guarded within a zone of 8 km around the airbase. --- Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP_AIRBASE. --- Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits. --- Any airborne or ground unit that is on the runway below 30 meters (default value) will be automatically removed if it is damaged. --- --- This is not a full 100% secure implementation. It is still possible that CLEANUP_AIRBASE cannot prevent (in-time) to keep the airbase clean. --- The following situations may happen that will still stop the runway of an airbase: --- --- * A damaged unit is not removed on time when above the runway, and crashes on the runway. --- * A bomb or missile is still able to dropped on the runway. --- * Units collide on the airbase, and could not be removed on time. --- --- When a unit is within the airbase zone and needs to be monitored, --- its status will be checked every 0.25 seconds! This is required to ensure that the airbase is kept clean. --- But as a result, there is more CPU overload. --- --- So as an advise, I suggest you use the CLEANUP_AIRBASE class with care: --- --- * Only monitor airbases that really need to be monitored! --- * Try not to monitor airbases that are likely to be invaded by enemy troops. --- For these airbases, there is little use to keep them clean, as they will be invaded anyway... --- --- By following the above guidelines, you can add airbase cleanup with acceptable CPU overhead. --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- === --- --- @module Functional.CleanUp --- @image CleanUp_Airbases.JPG - ---- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-) --- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases. --- @extends Core.Base#BASE - ---- @type CLEANUP_AIRBASE --- @extends #CLEANUP_AIRBASE.__ - ---- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat. --- --- # 1. CLEANUP_AIRBASE Constructor --- --- Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase. --- --- -- Clean these Zones. --- CleanUpAirports = CLEANUP_AIRBASE:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi ) --- --- -- or --- CleanUpTbilisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Tbilisi ) --- CleanUpKutaisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Kutaisi ) --- --- # 2. Add or Remove airbases --- --- The method @{#CLEANUP_AIRBASE.AddAirbase}() to add an airbase to the cleanup validation process. --- The method @{#CLEANUP_AIRBASE.RemoveAirbase}() removes an airbase from the cleanup validation process. --- --- # 3. Clean missiles and bombs within the airbase zone. --- --- When missiles or bombs hit the runway, the airbase operations stop. --- Use the method @{#CLEANUP_AIRBASE.SetCleanMissiles}() to control the cleaning of missiles, which will prevent airbases to stop. --- Note that this method will not allow anymore airbases to be attacked, so there is a trade-off here to do. --- --- @field #CLEANUP_AIRBASE -CLEANUP_AIRBASE = { - ClassName = "CLEANUP_AIRBASE", - TimeInterval = 0.2, - CleanUpList = {}, -} - --- @field #CLEANUP_AIRBASE.__ -CLEANUP_AIRBASE.__ = {} - ---- @field #CLEANUP_AIRBASE.__.Airbases -CLEANUP_AIRBASE.__.Airbases = {} - ---- Creates the main object which is handling the cleaning of the debris within the given Zone Names. --- @param #CLEANUP_AIRBASE self --- @param #list<#string> AirbaseNames Is a table of airbase names where the debris should be cleaned. Also a single string can be passed with one airbase name. --- @return #CLEANUP_AIRBASE --- @usage --- -- Clean these Zones. --- CleanUpAirports = CLEANUP_AIRBASE:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi ) --- or --- CleanUpTbilisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Tbilisi ) --- CleanUpKutaisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Kutaisi ) -function CLEANUP_AIRBASE:New( AirbaseNames ) - - local self = BASE:Inherit( self, BASE:New() ) -- #CLEANUP_AIRBASE - self:F( { AirbaseNames } ) - - if type( AirbaseNames ) == 'table' then - for AirbaseID, AirbaseName in pairs( AirbaseNames ) do - self:AddAirbase( AirbaseName ) - end - else - local AirbaseName = AirbaseNames - self:AddAirbase( AirbaseName ) - end - - self:HandleEvent( EVENTS.Birth, self.__.OnEventBirth ) - - self.__.CleanUpScheduler = SCHEDULER:New( self, self.__.CleanUpSchedule, {}, 1, self.TimeInterval ) - - self:HandleEvent( EVENTS.EngineShutdown , self.__.EventAddForCleanUp ) - self:HandleEvent( EVENTS.EngineStartup, self.__.EventAddForCleanUp ) - self:HandleEvent( EVENTS.Hit, self.__.EventAddForCleanUp ) - self:HandleEvent( EVENTS.PilotDead, self.__.OnEventCrash ) - self:HandleEvent( EVENTS.Dead, self.__.OnEventCrash ) - self:HandleEvent( EVENTS.Crash, self.__.OnEventCrash ) - - for UnitName, Unit in pairs( _DATABASE.UNITS ) do - local Unit = Unit -- Wrapper.Unit#UNIT - if Unit:IsAlive() ~= nil then - if self:IsInAirbase( Unit:GetVec2() ) then - self:F( { UnitName = UnitName } ) - self.CleanUpList[UnitName] = {} - self.CleanUpList[UnitName].CleanUpUnit = Unit - self.CleanUpList[UnitName].CleanUpGroup = Unit:GetGroup() - self.CleanUpList[UnitName].CleanUpGroupName = Unit:GetGroup():GetName() - self.CleanUpList[UnitName].CleanUpUnitName = Unit:GetName() - end - end - end - - return self -end - ---- Adds an airbase to the airbase validation list. --- @param #CLEANUP_AIRBASE self --- @param #string AirbaseName --- @return #CLEANUP_AIRBASE -function CLEANUP_AIRBASE:AddAirbase( AirbaseName ) - self.__.Airbases[AirbaseName] = AIRBASE:FindByName( AirbaseName ) - self:F({"Airbase:", AirbaseName, self.__.Airbases[AirbaseName]:GetDesc()}) - - return self -end - ---- Removes an airbase from the airbase validation list. --- @param #CLEANUP_AIRBASE self --- @param #string AirbaseName --- @return #CLEANUP_AIRBASE -function CLEANUP_AIRBASE:RemoveAirbase( AirbaseName ) - self.__.Airbases[AirbaseName] = nil - return self -end - ---- Enables or disables the cleaning of missiles within the airbase zones. --- Airbase operations stop when a missile or bomb is dropped at a runway. --- Note that when this method is used, the airbase operations won't stop if --- the missile or bomb was cleaned within the airbase zone, which is 8km from the center of the airbase. --- However, there is a trade-off to make. Attacks on airbases won't be possible anymore if this method is used. --- Note, one can also use the method @{#CLEANUP_AIRBASE.RemoveAirbase}() to remove the airbase from the control process as a whole, --- when an enemy unit is near. That is also an option... --- @param #CLEANUP_AIRBASE self --- @param #string CleanMissiles (Default=true) If true, missiles fired are immediately destroyed. If false missiles are not controlled. --- @return #CLEANUP_AIRBASE -function CLEANUP_AIRBASE:SetCleanMissiles( CleanMissiles ) - - if CleanMissiles then - self:HandleEvent( EVENTS.Shot, self.__.OnEventShot ) - else - self:UnHandleEvent( EVENTS.Shot ) - end -end - -function CLEANUP_AIRBASE.__:IsInAirbase( Vec2 ) - - local InAirbase = false - for AirbaseName, Airbase in pairs( self.__.Airbases ) do - local Airbase = Airbase -- Wrapper.Airbase#AIRBASE - if Airbase:GetZone():IsVec2InZone( Vec2 ) then - InAirbase = true - break; - end - end - - return InAirbase -end - - - ---- Destroys a @{Wrapper.Unit} from the simulator, but checks first if it is still existing! --- @param #CLEANUP_AIRBASE self --- @param Wrapper.Unit#UNIT CleanUpUnit The object to be destroyed. -function CLEANUP_AIRBASE.__:DestroyUnit( CleanUpUnit ) - self:F( { CleanUpUnit } ) - - if CleanUpUnit then - local CleanUpUnitName = CleanUpUnit:GetName() - local CleanUpGroup = CleanUpUnit:GetGroup() - -- TODO DCS BUG - Client bug in 1.5.3 - if CleanUpGroup:IsAlive() then - local CleanUpGroupUnits = CleanUpGroup:GetUnits() - if #CleanUpGroupUnits == 1 then - local CleanUpGroupName = CleanUpGroup:GetName() - CleanUpGroup:Destroy() - else - CleanUpUnit:Destroy() - end - self.CleanUpList[CleanUpUnitName] = nil - end - end -end - - - ---- Destroys a missile from the simulator, but checks first if it is still existing! --- @param #CLEANUP_AIRBASE self --- @param DCS#Weapon MissileObject -function CLEANUP_AIRBASE.__:DestroyMissile( MissileObject ) - self:F( { MissileObject } ) - - if MissileObject and MissileObject:isExist() then - MissileObject:destroy() - self:T( "MissileObject Destroyed") - end -end - ---- @param #CLEANUP_AIRBASE self --- @param Core.Event#EVENTDATA EventData -function CLEANUP_AIRBASE.__:OnEventBirth( EventData ) - self:F( { EventData } ) - - if EventData.IniUnit:IsAlive() ~= nil then - if self:IsInAirbase( EventData.IniUnit:GetVec2() ) then - self.CleanUpList[EventData.IniDCSUnitName] = {} - self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnit = EventData.IniUnit - self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroup = EventData.IniGroup - self.CleanUpList[EventData.IniDCSUnitName].CleanUpGroupName = EventData.IniDCSGroupName - self.CleanUpList[EventData.IniDCSUnitName].CleanUpUnitName = EventData.IniDCSUnitName - end - end - -end - - ---- Detects if a crash event occurs. --- Crashed units go into a CleanUpList for removal. --- @param #CLEANUP_AIRBASE self --- @param Core.Event#EVENTDATA Event -function CLEANUP_AIRBASE.__:OnEventCrash( Event ) - self:F( { Event } ) - - --TODO: DCS BUG - This stuff is not working due to a DCS bug. Burning units cannot be destroyed. - -- self:T("before getGroup") - -- local _grp = Unit.getGroup(event.initiator)-- Identify the group that fired - -- self:T("after getGroup") - -- _grp:destroy() - -- self:T("after deactivateGroup") - -- event.initiator:destroy() - - if Event.IniDCSUnitName and Event.IniCategory == Object.Category.UNIT then - self.CleanUpList[Event.IniDCSUnitName] = {} - self.CleanUpList[Event.IniDCSUnitName].CleanUpUnit = Event.IniUnit - self.CleanUpList[Event.IniDCSUnitName].CleanUpGroup = Event.IniGroup - self.CleanUpList[Event.IniDCSUnitName].CleanUpGroupName = Event.IniDCSGroupName - self.CleanUpList[Event.IniDCSUnitName].CleanUpUnitName = Event.IniDCSUnitName - end - -end - ---- Detects if a unit shoots a missile. --- If this occurs within one of the airbases, then the weapon used must be destroyed. --- @param #CLEANUP_AIRBASE self --- @param Core.Event#EVENTDATA Event -function CLEANUP_AIRBASE.__:OnEventShot( Event ) - self:F( { Event } ) - - -- Test if the missile was fired within one of the CLEANUP_AIRBASE.AirbaseNames. - if self:IsInAirbase( Event.IniUnit:GetVec2() ) then - -- Okay, the missile was fired within the CLEANUP_AIRBASE.AirbaseNames, destroy the fired weapon. - self:DestroyMissile( Event.Weapon ) - end -end - ---- Detects if the Unit has an S_EVENT_HIT within the given AirbaseNames. If this is the case, destroy the unit. --- @param #CLEANUP_AIRBASE self --- @param Core.Event#EVENTDATA Event -function CLEANUP_AIRBASE.__:OnEventHit( Event ) - self:F( { Event } ) - - if Event.IniUnit then - if self:IsInAirbase( Event.IniUnit:GetVec2() ) then - self:T( { "Life: ", Event.IniDCSUnitName, ' = ', Event.IniUnit:GetLife(), "/", Event.IniUnit:GetLife0() } ) - if Event.IniUnit:GetLife() < Event.IniUnit:GetLife0() then - self:T( "CleanUp: Destroy: " .. Event.IniDCSUnitName ) - CLEANUP_AIRBASE.__:DestroyUnit( Event.IniUnit ) - end - end - end - - if Event.TgtUnit then - if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then - self:T( { "Life: ", Event.TgtDCSUnitName, ' = ', Event.TgtUnit:GetLife(), "/", Event.TgtUnit:GetLife0() } ) - if Event.TgtUnit:GetLife() < Event.TgtUnit:GetLife0() then - self:T( "CleanUp: Destroy: " .. Event.TgtDCSUnitName ) - CLEANUP_AIRBASE.__:DestroyUnit( Event.TgtUnit ) - end - end - end -end - ---- Add the @{DCS#Unit} to the CleanUpList for CleanUp. --- @param #CLEANUP_AIRBASE self --- @param DCS#UNIT CleanUpUnit --- @oaram #string CleanUpUnitName -function CLEANUP_AIRBASE.__:AddForCleanUp( CleanUpUnit, CleanUpUnitName ) - self:F( { CleanUpUnit, CleanUpUnitName } ) - - self.CleanUpList[CleanUpUnitName] = {} - self.CleanUpList[CleanUpUnitName].CleanUpUnit = CleanUpUnit - self.CleanUpList[CleanUpUnitName].CleanUpUnitName = CleanUpUnitName - - local CleanUpGroup = CleanUpUnit:GetGroup() - - self.CleanUpList[CleanUpUnitName].CleanUpGroup = CleanUpGroup - self.CleanUpList[CleanUpUnitName].CleanUpGroupName = CleanUpGroup:GetName() - self.CleanUpList[CleanUpUnitName].CleanUpTime = timer.getTime() - self.CleanUpList[CleanUpUnitName].CleanUpMoved = false - - self:T( { "CleanUp: Add to CleanUpList: ", CleanUpGroup:GetName(), CleanUpUnitName } ) - -end - ---- Detects if the Unit has an S_EVENT_ENGINE_SHUTDOWN or an S_EVENT_HIT within the given AirbaseNames. If this is the case, add the Group to the CLEANUP_AIRBASE List. --- @param #CLEANUP_AIRBASE.__ self --- @param Core.Event#EVENTDATA Event -function CLEANUP_AIRBASE.__:EventAddForCleanUp( Event ) - - self:F({Event}) - - - if Event.IniDCSUnit and Event.IniCategory == Object.Category.UNIT then - if self.CleanUpList[Event.IniDCSUnitName] == nil then - if self:IsInAirbase( Event.IniUnit:GetVec2() ) then - self:AddForCleanUp( Event.IniUnit, Event.IniDCSUnitName ) - end - end - end - - if Event.TgtDCSUnit and Event.TgtCategory == Object.Category.UNIT then - if self.CleanUpList[Event.TgtDCSUnitName] == nil then - if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then - self:AddForCleanUp( Event.TgtUnit, Event.TgtDCSUnitName ) - end - end - end - -end - - ---- At the defined time interval, CleanUp the Groups within the CleanUpList. --- @param #CLEANUP_AIRBASE self -function CLEANUP_AIRBASE.__:CleanUpSchedule() - - local CleanUpCount = 0 - for CleanUpUnitName, CleanUpListData in pairs( self.CleanUpList ) do - CleanUpCount = CleanUpCount + 1 - - local CleanUpUnit = CleanUpListData.CleanUpUnit -- Wrapper.Unit#UNIT - local CleanUpGroupName = CleanUpListData.CleanUpGroupName - - if CleanUpUnit:IsAlive() ~= nil then - - if self:IsInAirbase( CleanUpUnit:GetVec2() ) then - - if _DATABASE:GetStatusGroup( CleanUpGroupName ) ~= "ReSpawn" then - - local CleanUpCoordinate = CleanUpUnit:GetCoordinate() - - self:T( { "CleanUp Scheduler", CleanUpUnitName } ) - if CleanUpUnit:GetLife() <= CleanUpUnit:GetLife0() * 0.95 then - if CleanUpUnit:IsAboveRunway() then - if CleanUpUnit:InAir() then - - local CleanUpLandHeight = CleanUpCoordinate:GetLandHeight() - local CleanUpUnitHeight = CleanUpCoordinate.y - CleanUpLandHeight - - if CleanUpUnitHeight < 100 then - self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because below safe height and damaged." } ) - self:DestroyUnit( CleanUpUnit ) - end - else - self:T( { "CleanUp Scheduler", "Destroy " .. CleanUpUnitName .. " because on runway and damaged." } ) - self:DestroyUnit( CleanUpUnit ) - end - end - end - -- Clean Units which are waiting for a very long time in the CleanUpZone. - if CleanUpUnit and not CleanUpUnit:GetPlayerName() then - local CleanUpUnitVelocity = CleanUpUnit:GetVelocityKMH() - if CleanUpUnitVelocity < 1 then - if CleanUpListData.CleanUpMoved then - if CleanUpListData.CleanUpTime + 180 <= timer.getTime() then - self:T( { "CleanUp Scheduler", "Destroy due to not moving anymore " .. CleanUpUnitName } ) - self:DestroyUnit( CleanUpUnit ) - end - end - else - CleanUpListData.CleanUpTime = timer.getTime() - CleanUpListData.CleanUpMoved = true - end - end - else - -- not anymore in an airbase zone, remove from cleanup list. - self.CleanUpList[CleanUpUnitName] = nil - end - else - -- Do nothing ... - self.CleanUpList[CleanUpUnitName] = nil - end - else - self:T( "CleanUp: Group " .. CleanUpUnitName .. " cannot be found in DCS RTE, removing ..." ) - self.CleanUpList[CleanUpUnitName] = nil - end - end - self:T(CleanUpCount) - - return true -end - ---- **Functional** -- Limit the movement of simulaneous moving ground vehicles. --- --- === --- --- Limit the simultaneous movement of Groups within a running Mission. --- This module is defined to improve the performance in missions, and to bring additional realism for GROUND vehicles. --- Performance: If in a DCSRTE there are a lot of moving GROUND units, then in a multi player mission, this WILL create lag if --- the main DCS execution core of your CPU is fully utilized. So, this class will limit the amount of simultaneous moving GROUND units --- on defined intervals (currently every minute). --- @module Functional.Movement --- @image MOOSE.JPG - ---- @type MOVEMENT --- @extends Core.Base#BASE - ---- ---@field #MOVEMENT -MOVEMENT = { - ClassName = "MOVEMENT", -} - ---- Creates the main object which is handling the GROUND forces movement. --- @param table{string,...}|string MovePrefixes is a table of the Prefixes (names) of the GROUND Groups that need to be controlled by the MOVEMENT Object. --- @param number MoveMaximum is a number that defines the maximum amount of GROUND Units to be moving during one minute. --- @return MOVEMENT --- @usage --- -- Limit the amount of simultaneous moving units on the ground to prevent lag. --- Movement_US_Platoons = MOVEMENT:New( { 'US Tank Platoon Left', 'US Tank Platoon Middle', 'US Tank Platoon Right', 'US CH-47D Troops' }, 15 ) - -function MOVEMENT:New( MovePrefixes, MoveMaximum ) - local self = BASE:Inherit( self, BASE:New() ) -- #MOVEMENT - self:F( { MovePrefixes, MoveMaximum } ) - - if type( MovePrefixes ) == 'table' then - self.MovePrefixes = MovePrefixes - else - self.MovePrefixes = { MovePrefixes } - end - self.MoveCount = 0 -- The internal counter of the amount of Moveing the has happened since MoveStart. - self.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move... - self.AliveUnits = 0 -- Contains the counter how many units are currently alive - self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not. - - self:HandleEvent( EVENTS.Birth ) - --- self:AddEvent( world.event.S_EVENT_BIRTH, self.OnBirth ) --- --- self:EnableEvents() - - self:ScheduleStart() - - return self -end - ---- Call this function to start the MOVEMENT scheduling. -function MOVEMENT:ScheduleStart() - self:F() - --self.MoveFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 120 ) - self.MoveFunction = SCHEDULER:New( self, self._Scheduler, {}, 1, 120 ) -end - ---- Call this function to stop the MOVEMENT scheduling. --- @todo need to implement it ... Forgot. -function MOVEMENT:ScheduleStop() - self:F() - -end - ---- Captures the birth events when new Units were spawned. --- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration. --- @param #MOVEMENT self --- @param Core.Event#EVENTDATA self -function MOVEMENT:OnEventBirth( EventData ) - self:F( { EventData } ) - - if timer.getTime0() < timer.getAbsTime() then -- dont need to add units spawned in at the start of the mission if mist is loaded in init line - if EventData.IniDCSUnit then - self:T( "Birth object : " .. EventData.IniDCSUnitName ) - if EventData.IniDCSGroup and EventData.IniDCSGroup:isExist() then - for MovePrefixID, MovePrefix in pairs( self.MovePrefixes ) do - if string.find( EventData.IniDCSUnitName, MovePrefix, 1, true ) then - self.AliveUnits = self.AliveUnits + 1 - self.MoveUnits[EventData.IniDCSUnitName] = EventData.IniDCSGroupName - self:T( self.AliveUnits ) - end - end - end - end - - EventData.IniUnit:HandleEvent( EVENTS.DEAD, self.OnDeadOrCrash ) - end - -end - ---- Captures the Dead or Crash events when Units crash or are destroyed. --- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration. -function MOVEMENT:OnDeadOrCrash( Event ) - self:F( { Event } ) - - if Event.IniDCSUnit then - self:T( "Dead object : " .. Event.IniDCSUnitName ) - for MovePrefixID, MovePrefix in pairs( self.MovePrefixes ) do - if string.find( Event.IniDCSUnitName, MovePrefix, 1, true ) then - self.AliveUnits = self.AliveUnits - 1 - self.MoveUnits[Event.IniDCSUnitName] = nil - self:T( self.AliveUnits ) - end - end - end -end - ---- This function is called automatically by the MOVEMENT scheduler. A new function is scheduled when MoveScheduled is true. -function MOVEMENT:_Scheduler() - self:F( { self.MovePrefixes, self.MoveMaximum, self.AliveUnits, self.MovementGroups } ) - - if self.AliveUnits > 0 then - local MoveProbability = ( self.MoveMaximum * 100 ) / self.AliveUnits - self:T( 'Move Probability = ' .. MoveProbability ) - - for MovementUnitName, MovementGroupName in pairs( self.MoveUnits ) do - local MovementGroup = Group.getByName( MovementGroupName ) - if MovementGroup and MovementGroup:isExist() then - local MoveOrStop = math.random( 1, 100 ) - self:T( 'MoveOrStop = ' .. MoveOrStop ) - if MoveOrStop <= MoveProbability then - self:T( 'Group continues moving = ' .. MovementGroupName ) - trigger.action.groupContinueMoving( MovementGroup ) - else - self:T( 'Group stops moving = ' .. MovementGroupName ) - trigger.action.groupStopMoving( MovementGroup ) - end - else - self.MoveUnits[MovementUnitName] = nil - end - end - end - return true -end ---- **Functional** -- Make SAM sites execute evasive and defensive behaviour when being fired upon. --- --- === --- --- ## Features: --- --- * When SAM sites are being fired upon, the SAMs will take evasive action will reposition themselves when possible. --- * When SAM sites are being fired upon, the SAMs will take defensive action by shutting down their radars. --- --- === --- --- ## Missions: --- --- [SEV - SEAD Evasion](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SEV%20-%20SEAD%20Evasion) --- --- === --- --- ### Authors: **FlightControl** --- --- === --- --- @module Functional.Sead --- @image SEAD.JPG - ---- @type SEAD --- @extends Core.Base#BASE - ---- Make SAM sites execute evasive and defensive behaviour when being fired upon. --- --- This class is very easy to use. Just setup a SEAD object by using @{#SEAD.New}() and SAMs will evade and take defensive action when being fired upon. --- --- # Constructor: --- --- Use the @{#SEAD.New}() constructor to create a new SEAD object. --- --- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } ) --- --- @field #SEAD -SEAD = { - ClassName = "SEAD", - TargetSkill = { - Average = { Evade = 50, DelayOff = { 10, 25 }, DelayOn = { 10, 30 } } , - Good = { Evade = 30, DelayOff = { 8, 20 }, DelayOn = { 20, 40 } } , - High = { Evade = 15, DelayOff = { 5, 17 }, DelayOn = { 30, 50 } } , - Excellent = { Evade = 10, DelayOff = { 3, 10 }, DelayOn = { 30, 60 } } - }, - SEADGroupPrefixes = {} -} - ---- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles. --- When an anti radiation missile is fired (KH-58, KH-31P, KH-31A, KH-25MPU, HARM missiles), the SA will shut down their radars and will take evasive actions... --- Chances are big that the missile will miss. --- @param table{string,...}|string SEADGroupPrefixes which is a table of Prefixes of the SA Groups in the DCSRTE on which evasive actions need to be taken. --- @return SEAD --- @usage --- -- CCCP SEAD Defenses --- -- Defends the Russian SA installations from SEAD attacks. --- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } ) -function SEAD:New( SEADGroupPrefixes ) - local self = BASE:Inherit( self, BASE:New() ) - self:F( SEADGroupPrefixes ) - if type( SEADGroupPrefixes ) == 'table' then - for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do - self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix - end - else - self.SEADGroupNames[SEADGroupPrefixes] = SEADGroupPrefixes - end - - self:HandleEvent( EVENTS.Shot ) - - return self -end - ---- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME. --- @see SEAD --- @param #SEAD --- @param Core.Event#EVENTDATA EventData -function SEAD:OnEventShot( EventData ) - self:F( { EventData } ) - - local SEADUnit = EventData.IniDCSUnit - local SEADUnitName = EventData.IniDCSUnitName - local SEADWeapon = EventData.Weapon -- Identify the weapon fired - local SEADWeaponName = EventData.WeaponName -- return weapon type - -- Start of the 2nd loop - self:T( "Missile Launched = " .. SEADWeaponName ) - if SEADWeaponName == "KH-58" or SEADWeaponName == "KH-25MPU" or SEADWeaponName == "AGM-88" or SEADWeaponName == "KH-31A" or SEADWeaponName == "KH-31P" then -- Check if the missile is a SEAD - local _evade = math.random (1,100) -- random number for chance of evading action - local _targetMim = EventData.Weapon:getTarget() -- Identify target - local _targetMimname = Unit.getName(_targetMim) - local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon)) - local _targetMimgroupName = _targetMimgroup:getName() - local _targetMimcont= _targetMimgroup:getController() - local _targetskill = _DATABASE.Templates.Units[_targetMimname].Template.skill - self:T( self.SEADGroupPrefixes ) - self:T( _targetMimgroupName ) - local SEADGroupFound = false - for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do - if string.find( _targetMimgroupName, SEADGroupPrefix, 1, true ) then - SEADGroupFound = true - self:T( 'Group Found' ) - break - end - end - if SEADGroupFound == true then - if _targetskill == "Random" then -- when skill is random, choose a skill - local Skills = { "Average", "Good", "High", "Excellent" } - _targetskill = Skills[ math.random(1,4) ] - end - self:T( _targetskill ) - if self.TargetSkill[_targetskill] then - if (_evade > self.TargetSkill[_targetskill].Evade) then - self:T( string.format("Evading, target skill " ..string.format(_targetskill)) ) - local _targetMim = Weapon.getTarget(SEADWeapon) - local _targetMimname = Unit.getName(_targetMim) - local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon)) - local _targetMimcont= _targetMimgroup:getController() - routines.groupRandomDistSelf(_targetMimgroup,300,'Diamond',250,20) -- move randomly - local SuppressedGroups1 = {} -- unit suppressed radar off for a random time - local function SuppressionEnd1(id) - id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN) - SuppressedGroups1[id.groupName] = nil - end - local id = { - groupName = _targetMimgroup, - ctrl = _targetMimcont - } - local delay1 = math.random(self.TargetSkill[_targetskill].DelayOff[1], self.TargetSkill[_targetskill].DelayOff[2]) - if SuppressedGroups1[id.groupName] == nil then - SuppressedGroups1[id.groupName] = { - SuppressionEndTime1 = timer.getTime() + delay1, - SuppressionEndN1 = SuppressionEndCounter1 --Store instance of SuppressionEnd() scheduled function - } - Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN) - timer.scheduleFunction(SuppressionEnd1, id, SuppressedGroups1[id.groupName].SuppressionEndTime1) --Schedule the SuppressionEnd() function - --trigger.action.outText( string.format("Radar Off " ..string.format(delay1)), 20) - end - - local SuppressedGroups = {} - local function SuppressionEnd(id) - id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.RED) - SuppressedGroups[id.groupName] = nil - end - local id = { - groupName = _targetMimgroup, - ctrl = _targetMimcont - } - local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2]) - if SuppressedGroups[id.groupName] == nil then - SuppressedGroups[id.groupName] = { - SuppressionEndTime = timer.getTime() + delay, - SuppressionEndN = SuppressionEndCounter --Store instance of SuppressionEnd() scheduled function - } - timer.scheduleFunction(SuppressionEnd, id, SuppressedGroups[id.groupName].SuppressionEndTime) --Schedule the SuppressionEnd() function - --trigger.action.outText( string.format("Radar On " ..string.format(delay)), 20) - end - end - end - end - end -end ---- **Functional** -- Taking the lead of AI escorting your flight. --- --- === --- --- ## Features: --- --- * Escort navigation commands. --- * Escort hold at position commands. --- * Escorts reporting detected targets. --- * Escorts scanning targets in advance. --- * Escorts attacking specific targets. --- * Request assistance from other groups for attack. --- * Manage rule of engagement of escorts. --- * Manage the allowed evasion techniques of escorts. --- * Make escort to execute a defined mission or path. --- * Escort tactical situation reporting. --- --- === --- --- ## Missions: --- --- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ESC%20-%20Escorting) --- --- === --- --- Allows you to interact with escorting AI on your flight and take the lead. --- --- Each escorting group can be commanded with a whole set of radio commands (radio menu in your flight, and then F10). --- --- The radio commands will vary according the category of the group. The richest set of commands are with Helicopters and AirPlanes. --- Ships and Ground troops will have a more limited set, but they can provide support through the bombing of targets designated by the other escorts. --- --- # RADIO MENUs that can be created: --- --- Find a summary below of the current available commands: --- --- ## Navigation ...: --- --- Escort group navigation functions: --- --- * **"Join-Up and Follow at x meters":** The escort group fill follow you at about x meters, and they will follow you. --- * **"Flare":** Provides menu commands to let the escort group shoot a flare in the air in a color. --- * **"Smoke":** Provides menu commands to let the escort group smoke the air in a color. Note that smoking is only available for ground and naval troops. --- --- ## Hold position ...: --- --- Escort group navigation functions: --- --- * **"At current location":** Stops the escort group and they will hover 30 meters above the ground at the position they stopped. --- * **"At client location":** Stops the escort group and they will hover 30 meters above the ground at the position they stopped. --- --- ## Report targets ...: --- --- Report targets will make the escort group to report any target that it identifies within a 8km range. Any detected target can be attacked using the 4. Attack nearby targets function. (see below). --- --- * **"Report now":** Will report the current detected targets. --- * **"Report targets on":** Will make the escort group to report detected targets and will fill the "Attack nearby targets" menu list. --- * **"Report targets off":** Will stop detecting targets. --- --- ## Scan targets ...: --- --- Menu items to pop-up the escort group for target scanning. After scanning, the escort group will resume with the mission or defined task. --- --- * **"Scan targets 30 seconds":** Scan 30 seconds for targets. --- * **"Scan targets 60 seconds":** Scan 60 seconds for targets. --- --- ## Attack targets ...: --- --- This menu item will list all detected targets within a 15km range. Depending on the level of detection (known/unknown) and visuality, the targets type will also be listed. --- --- ## Request assistance from ...: --- --- This menu item will list all detected targets within a 15km range, as with the menu item **Attack Targets**. --- This menu item allows to request attack support from other escorts supporting the current client group. --- eg. the function allows a player to request support from the Ship escort to attack a target identified by the Plane escort with its Tomahawk missiles. --- eg. the function allows a player to request support from other Planes escorting to bomb the unit with illumination missiles or bombs, so that the main plane escort can attack the area. --- --- ## ROE ...: --- --- Sets the Rules of Engagement (ROE) of the escort group when in flight. --- --- * **"Hold Fire":** The escort group will hold fire. --- * **"Return Fire":** The escort group will return fire. --- * **"Open Fire":** The escort group will open fire on designated targets. --- * **"Weapon Free":** The escort group will engage with any target. --- --- ## Evasion ...: --- --- Will define the evasion techniques that the escort group will perform during flight or combat. --- --- * **"Fight until death":** The escort group will have no reaction to threats. --- * **"Use flares, chaff and jammers":** The escort group will use passive defense using flares and jammers. No evasive manoeuvres are executed. --- * **"Evade enemy fire":** The rescort group will evade enemy fire before firing. --- * **"Go below radar and evade fire":** The escort group will perform evasive vertical manoeuvres. --- --- ## Resume Mission ...: --- --- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint. --- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission. --- --- === --- --- ### Authors: **FlightControl** --- --- === --- --- @module Functional.Escort --- @image Escorting.JPG - - - ---- @type ESCORT --- @extends Core.Base#BASE --- @field Wrapper.Client#CLIENT EscortClient --- @field Wrapper.Group#GROUP EscortGroup --- @field #string EscortName --- @field #ESCORT.MODE EscortMode The mode the escort is in. --- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class. --- @field #number FollowDistance The current follow distance. --- @field #boolean ReportTargets If true, nearby targets are reported. --- @Field DCS#AI.Option.Air.val.ROE OptionROE Which ROE is set to the EscortGroup. --- @field DCS#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the EscortGroup. --- @field FunctionalMENU_GROUPDETECTION_BASE Detection - ---- ESCORT class --- --- # ESCORT construction methods. --- --- Create a new SPAWN object with the @{#ESCORT.New} method: --- --- * @{#ESCORT.New}: Creates a new ESCORT object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT}, with an optional briefing text. --- --- @usage --- -- Declare a new EscortPlanes object as follows: --- --- -- First find the GROUP object and the CLIENT object. --- local EscortClient = CLIENT:FindByName( "Unit Name" ) -- The Unit Name is the name of the unit flagged with the skill Client in the mission editor. --- local EscortGroup = GROUP:FindByName( "Group Name" ) -- The Group Name is the name of the group that will escort the Escort Client. --- --- -- Now use these 2 objects to construct the new EscortPlanes object. --- EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." ) --- --- @field #ESCORT -ESCORT = { - ClassName = "ESCORT", - EscortName = nil, -- The Escort Name - EscortClient = nil, - EscortGroup = nil, - EscortMode = 1, - MODE = { - FOLLOW = 1, - MISSION = 2, - }, - Targets = {}, -- The identified targets - FollowScheduler = nil, - ReportTargets = true, - OptionROE = AI.Option.Air.val.ROE.OPEN_FIRE, - OptionReactionOnThreat = AI.Option.Air.val.REACTION_ON_THREAT.ALLOW_ABORT_MISSION, - SmokeDirectionVector = false, - TaskPoints = {} -} - ---- ESCORT.Mode class --- @type ESCORT.MODE --- @field #number FOLLOW --- @field #number MISSION - ---- MENUPARAM type --- @type MENUPARAM --- @field #ESCORT ParamSelf --- @field #Distance ParamDistance --- @field #function ParamFunction --- @field #string ParamMessage - ---- ESCORT class constructor for an AI group --- @param #ESCORT self --- @param Wrapper.Client#CLIENT EscortClient The client escorted by the EscortGroup. --- @param Wrapper.Group#GROUP EscortGroup The group AI escorting the EscortClient. --- @param #string EscortName Name of the escort. --- @param #string EscortBriefing A text showing the ESCORT briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown. --- @return #ESCORT self --- @usage --- -- Declare a new EscortPlanes object as follows: --- --- -- First find the GROUP object and the CLIENT object. --- local EscortClient = CLIENT:FindByName( "Unit Name" ) -- The Unit Name is the name of the unit flagged with the skill Client in the mission editor. --- local EscortGroup = GROUP:FindByName( "Group Name" ) -- The Group Name is the name of the group that will escort the Escort Client. --- --- -- Now use these 2 objects to construct the new EscortPlanes object. --- EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." ) -function ESCORT:New( EscortClient, EscortGroup, EscortName, EscortBriefing ) - - local self = BASE:Inherit( self, BASE:New() ) -- #ESCORT - self:F( { EscortClient, EscortGroup, EscortName } ) - - self.EscortClient = EscortClient -- Wrapper.Client#CLIENT - self.EscortGroup = EscortGroup -- Wrapper.Group#GROUP - self.EscortName = EscortName - self.EscortBriefing = EscortBriefing - - self.EscortSetGroup = SET_GROUP:New() - self.EscortSetGroup:AddObject( self.EscortGroup ) - self.EscortSetGroup:Flush() - self.Detection = DETECTION_UNITS:New( self.EscortSetGroup, 15000 ) - - self.EscortGroup.Detection = self.Detection - - -- Set EscortGroup known at EscortClient. - if not self.EscortClient._EscortGroups then - self.EscortClient._EscortGroups = {} - end - - if not self.EscortClient._EscortGroups[EscortGroup:GetName()] then - self.EscortClient._EscortGroups[EscortGroup:GetName()] = {} - self.EscortClient._EscortGroups[EscortGroup:GetName()].EscortGroup = self.EscortGroup - self.EscortClient._EscortGroups[EscortGroup:GetName()].EscortName = self.EscortName - self.EscortClient._EscortGroups[EscortGroup:GetName()].Detection = self.EscortGroup.Detection - end - - self.EscortMenu = MENU_GROUP:New( self.EscortClient:GetGroup(), self.EscortName ) - - self.EscortGroup:WayPointInitialize(1) - - self.EscortGroup:OptionROTVertical() - self.EscortGroup:OptionROEOpenFire() - - if not EscortBriefing then - EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") reporting! " .. - "We're escorting your flight. " .. - "Use the Radio Menu and F10 and use the options under + " .. EscortName .. "\n", - 60, EscortClient - ) - else - EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") " .. EscortBriefing, - 60, EscortClient - ) - end - - self.FollowDistance = 100 - self.CT1 = 0 - self.GT1 = 0 - - self.FollowScheduler, self.FollowSchedule = SCHEDULER:New( self, self._FollowScheduler, {}, 1, .5, .01 ) - self.FollowScheduler:Stop( self.FollowSchedule ) - - self.EscortMode = ESCORT.MODE.MISSION - - - return self -end - ---- Set a Detection method for the EscortClient to be reported upon. --- Detection methods are based on the derived classes from DETECTION_BASE. --- @param #ESCORT self --- @param Function.Detection#DETECTION_BASE Detection -function ESCORT:SetDetection( Detection ) - - self.Detection = Detection - self.EscortGroup.Detection = self.Detection - self.EscortClient._EscortGroups[self.EscortGroup:GetName()].Detection = self.EscortGroup.Detection - - Detection:__Start( 1 ) - -end - ---- This function is for test, it will put on the frequency of the FollowScheduler a red smoke at the direction vector calculated for the escort to fly to. --- This allows to visualize where the escort is flying to. --- @param #ESCORT self --- @param #boolean SmokeDirection If true, then the direction vector will be smoked. -function ESCORT:TestSmokeDirectionVector( SmokeDirection ) - self.SmokeDirectionVector = ( SmokeDirection == true ) and true or false -end - - ---- Defines the default menus --- @param #ESCORT self --- @return #ESCORT -function ESCORT:Menus() - self:F() - - self:MenuFollowAt( 100 ) - self:MenuFollowAt( 200 ) - self:MenuFollowAt( 300 ) - self:MenuFollowAt( 400 ) - - self:MenuScanForTargets( 100, 60 ) - - self:MenuHoldAtEscortPosition( 30 ) - self:MenuHoldAtLeaderPosition( 30 ) - - self:MenuFlare() - self:MenuSmoke() - - self:MenuReportTargets( 60 ) - self:MenuAssistedAttack() - self:MenuROE() - self:MenuEvasion() - self:MenuResumeMission() - - - return self -end - - - ---- Defines a menu slot to let the escort Join and Follow you at a certain distance. --- This menu will appear under **Navigation**. --- @param #ESCORT self --- @param DCS#Distance Distance The distance in meters that the escort needs to follow the client. --- @return #ESCORT -function ESCORT:MenuFollowAt( Distance ) - self:F(Distance) - - if self.EscortGroup:IsAir() then - if not self.EscortMenuReportNavigation then - self.EscortMenuReportNavigation = MENU_GROUP:New( self.EscortClient:GetGroup(), "Navigation", self.EscortMenu ) - end - - if not self.EscortMenuJoinUpAndFollow then - self.EscortMenuJoinUpAndFollow = {} - end - - self.EscortMenuJoinUpAndFollow[#self.EscortMenuJoinUpAndFollow+1] = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Join-Up and Follow at " .. Distance, self.EscortMenuReportNavigation, ESCORT._JoinUpAndFollow, self, Distance ) - - self.EscortMode = ESCORT.MODE.FOLLOW - end - - return self -end - ---- Defines a menu slot to let the escort hold at their current position and stay low with a specified height during a specified time in seconds. --- This menu will appear under **Hold position**. --- @param #ESCORT self --- @param DCS#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters. --- @param DCS#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given. --- @param #string MenuTextFormat Optional parameter that shows the menu option text. The text string is formatted, and should contain two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed. --- @return #ESCORT --- TODO: Implement Seconds parameter. Challenge is to first develop the "continue from last activity" function. -function ESCORT:MenuHoldAtEscortPosition( Height, Seconds, MenuTextFormat ) - self:F( { Height, Seconds, MenuTextFormat } ) - - if self.EscortGroup:IsAir() then - - if not self.EscortMenuHold then - self.EscortMenuHold = MENU_GROUP:New( self.EscortClient:GetGroup(), "Hold position", self.EscortMenu ) - end - - if not Height then - Height = 30 - end - - if not Seconds then - Seconds = 0 - end - - local MenuText = "" - if not MenuTextFormat then - if Seconds == 0 then - MenuText = string.format( "Hold at %d meter", Height ) - else - MenuText = string.format( "Hold at %d meter for %d seconds", Height, Seconds ) - end - else - if Seconds == 0 then - MenuText = string.format( MenuTextFormat, Height ) - else - MenuText = string.format( MenuTextFormat, Height, Seconds ) - end - end - - if not self.EscortMenuHoldPosition then - self.EscortMenuHoldPosition = {} - end - - self.EscortMenuHoldPosition[#self.EscortMenuHoldPosition+1] = MENU_GROUP_COMMAND - :New( - self.EscortClient:GetGroup(), - MenuText, - self.EscortMenuHold, - ESCORT._HoldPosition, - self, - self.EscortGroup, - Height, - Seconds - ) - end - - return self -end - - ---- Defines a menu slot to let the escort hold at the client position and stay low with a specified height during a specified time in seconds. --- This menu will appear under **Navigation**. --- @param #ESCORT self --- @param DCS#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters. --- @param DCS#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given. --- @param #string MenuTextFormat Optional parameter that shows the menu option text. The text string is formatted, and should contain one or two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed. --- @return #ESCORT --- TODO: Implement Seconds parameter. Challenge is to first develop the "continue from last activity" function. -function ESCORT:MenuHoldAtLeaderPosition( Height, Seconds, MenuTextFormat ) - self:F( { Height, Seconds, MenuTextFormat } ) - - if self.EscortGroup:IsAir() then - - if not self.EscortMenuHold then - self.EscortMenuHold = MENU_GROUP:New( self.EscortClient:GetGroup(), "Hold position", self.EscortMenu ) - end - - if not Height then - Height = 30 - end - - if not Seconds then - Seconds = 0 - end - - local MenuText = "" - if not MenuTextFormat then - if Seconds == 0 then - MenuText = string.format( "Rejoin and hold at %d meter", Height ) - else - MenuText = string.format( "Rejoin and hold at %d meter for %d seconds", Height, Seconds ) - end - else - if Seconds == 0 then - MenuText = string.format( MenuTextFormat, Height ) - else - MenuText = string.format( MenuTextFormat, Height, Seconds ) - end - end - - if not self.EscortMenuHoldAtLeaderPosition then - self.EscortMenuHoldAtLeaderPosition = {} - end - - self.EscortMenuHoldAtLeaderPosition[#self.EscortMenuHoldAtLeaderPosition+1] = MENU_GROUP_COMMAND - :New( - self.EscortClient:GetGroup(), - MenuText, - self.EscortMenuHold, - ESCORT._HoldPosition, - { ParamSelf = self, - ParamOrbitGroup = self.EscortClient, - ParamHeight = Height, - ParamSeconds = Seconds - } - ) - end - - return self -end - ---- Defines a menu slot to let the escort scan for targets at a certain height for a certain time in seconds. --- This menu will appear under **Scan targets**. --- @param #ESCORT self --- @param DCS#Distance Height Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters. --- @param DCS#Time Seconds Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given. --- @param #string MenuTextFormat Optional parameter that shows the menu option text. The text string is formatted, and should contain one or two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed. --- @return #ESCORT -function ESCORT:MenuScanForTargets( Height, Seconds, MenuTextFormat ) - self:F( { Height, Seconds, MenuTextFormat } ) - - if self.EscortGroup:IsAir() then - if not self.EscortMenuScan then - self.EscortMenuScan = MENU_GROUP:New( self.EscortClient:GetGroup(), "Scan for targets", self.EscortMenu ) - end - - if not Height then - Height = 100 - end - - if not Seconds then - Seconds = 30 - end - - local MenuText = "" - if not MenuTextFormat then - if Seconds == 0 then - MenuText = string.format( "At %d meter", Height ) - else - MenuText = string.format( "At %d meter for %d seconds", Height, Seconds ) - end - else - if Seconds == 0 then - MenuText = string.format( MenuTextFormat, Height ) - else - MenuText = string.format( MenuTextFormat, Height, Seconds ) - end - end - - if not self.EscortMenuScanForTargets then - self.EscortMenuScanForTargets = {} - end - - self.EscortMenuScanForTargets[#self.EscortMenuScanForTargets+1] = MENU_GROUP_COMMAND - :New( - self.EscortClient:GetGroup(), - MenuText, - self.EscortMenuScan, - ESCORT._ScanTargets, - self, - 30 - ) - end - - return self -end - - - ---- Defines a menu slot to let the escort disperse a flare in a certain color. --- This menu will appear under **Navigation**. --- The flare will be fired from the first unit in the group. --- @param #ESCORT self --- @param #string MenuTextFormat Optional parameter that shows the menu option text. If no text is given, the default text will be displayed. --- @return #ESCORT -function ESCORT:MenuFlare( MenuTextFormat ) - self:F() - - if not self.EscortMenuReportNavigation then - self.EscortMenuReportNavigation = MENU_GROUP:New( self.EscortClient:GetGroup(), "Navigation", self.EscortMenu ) - end - - local MenuText = "" - if not MenuTextFormat then - MenuText = "Flare" - else - MenuText = MenuTextFormat - end - - if not self.EscortMenuFlare then - self.EscortMenuFlare = MENU_GROUP:New( self.EscortClient:GetGroup(), MenuText, self.EscortMenuReportNavigation, ESCORT._Flare, self ) - self.EscortMenuFlareGreen = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release green flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.Green, "Released a green flare!" ) - self.EscortMenuFlareRed = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release red flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.Red, "Released a red flare!" ) - self.EscortMenuFlareWhite = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release white flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.White, "Released a white flare!" ) - self.EscortMenuFlareYellow = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release yellow flare", self.EscortMenuFlare, ESCORT._Flare, self, FLARECOLOR.Yellow, "Released a yellow flare!" ) - end - - return self -end - ---- Defines a menu slot to let the escort disperse a smoke in a certain color. --- This menu will appear under **Navigation**. --- Note that smoke menu options will only be displayed for ships and ground units. Not for air units. --- The smoke will be fired from the first unit in the group. --- @param #ESCORT self --- @param #string MenuTextFormat Optional parameter that shows the menu option text. If no text is given, the default text will be displayed. --- @return #ESCORT -function ESCORT:MenuSmoke( MenuTextFormat ) - self:F() - - if not self.EscortGroup:IsAir() then - if not self.EscortMenuReportNavigation then - self.EscortMenuReportNavigation = MENU_GROUP:New( self.EscortClient:GetGroup(), "Navigation", self.EscortMenu ) - end - - local MenuText = "" - if not MenuTextFormat then - MenuText = "Smoke" - else - MenuText = MenuTextFormat - end - - if not self.EscortMenuSmoke then - self.EscortMenuSmoke = MENU_GROUP:New( self.EscortClient:GetGroup(), "Smoke", self.EscortMenuReportNavigation, ESCORT._Smoke, self ) - self.EscortMenuSmokeGreen = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release green smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.Green, "Releasing green smoke!" ) - self.EscortMenuSmokeRed = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release red smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.Red, "Releasing red smoke!" ) - self.EscortMenuSmokeWhite = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release white smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.White, "Releasing white smoke!" ) - self.EscortMenuSmokeOrange = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release orange smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.Orange, "Releasing orange smoke!" ) - self.EscortMenuSmokeBlue = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Release blue smoke", self.EscortMenuSmoke, ESCORT._Smoke, self, SMOKECOLOR.Blue, "Releasing blue smoke!" ) - end - end - - return self -end - ---- Defines a menu slot to let the escort report their current detected targets with a specified time interval in seconds. --- This menu will appear under **Report targets**. --- Note that if a report targets menu is not specified, no targets will be detected by the escort, and the attack and assisted attack menus will not be displayed. --- @param #ESCORT self --- @param DCS#Time Seconds Optional parameter that lets the escort report their current detected targets after specified time interval in seconds. The default time is 30 seconds. --- @return #ESCORT -function ESCORT:MenuReportTargets( Seconds ) - self:F( { Seconds } ) - - if not self.EscortMenuReportNearbyTargets then - self.EscortMenuReportNearbyTargets = MENU_GROUP:New( self.EscortClient:GetGroup(), "Report targets", self.EscortMenu ) - end - - if not Seconds then - Seconds = 30 - end - - -- Report Targets - self.EscortMenuReportNearbyTargetsNow = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Report targets now!", self.EscortMenuReportNearbyTargets, ESCORT._ReportNearbyTargetsNow, self ) - self.EscortMenuReportNearbyTargetsOn = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Report targets on", self.EscortMenuReportNearbyTargets, ESCORT._SwitchReportNearbyTargets, self, true ) - self.EscortMenuReportNearbyTargetsOff = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Report targets off", self.EscortMenuReportNearbyTargets, ESCORT._SwitchReportNearbyTargets, self, false ) - - -- Attack Targets - self.EscortMenuAttackNearbyTargets = MENU_GROUP:New( self.EscortClient:GetGroup(), "Attack targets", self.EscortMenu ) - - - self.ReportTargetsScheduler = SCHEDULER:New( self, self._ReportTargetsScheduler, {}, 1, Seconds ) - - return self -end - ---- Defines a menu slot to let the escort attack its detected targets using assisted attack from another escort joined also with the client. --- This menu will appear under **Request assistance from**. --- Note that this method needs to be preceded with the method MenuReportTargets. --- @param #ESCORT self --- @return #ESCORT -function ESCORT:MenuAssistedAttack() - self:F() - - -- Request assistance from other escorts. - -- This is very useful to let f.e. an escorting ship attack a target detected by an escorting plane... - self.EscortMenuTargetAssistance = MENU_GROUP:New( self.EscortClient:GetGroup(), "Request assistance from", self.EscortMenu ) - - return self -end - ---- Defines a menu to let the escort set its rules of engagement. --- All rules of engagement will appear under the menu **ROE**. --- @param #ESCORT self --- @return #ESCORT -function ESCORT:MenuROE( MenuTextFormat ) - self:F( MenuTextFormat ) - - if not self.EscortMenuROE then - -- Rules of Engagement - self.EscortMenuROE = MENU_GROUP:New( self.EscortClient:GetGroup(), "ROE", self.EscortMenu ) - if self.EscortGroup:OptionROEHoldFirePossible() then - self.EscortMenuROEHoldFire = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Hold Fire", self.EscortMenuROE, ESCORT._ROE, self, self.EscortGroup:OptionROEHoldFire(), "Holding weapons!" ) - end - if self.EscortGroup:OptionROEReturnFirePossible() then - self.EscortMenuROEReturnFire = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Return Fire", self.EscortMenuROE, ESCORT._ROE, self, self.EscortGroup:OptionROEReturnFire(), "Returning fire!" ) - end - if self.EscortGroup:OptionROEOpenFirePossible() then - self.EscortMenuROEOpenFire = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Open Fire", self.EscortMenuROE, ESCORT._ROE, self, self.EscortGroup:OptionROEOpenFire(), "Opening fire on designated targets!!" ) - end - if self.EscortGroup:OptionROEWeaponFreePossible() then - self.EscortMenuROEWeaponFree = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Weapon Free", self.EscortMenuROE, ESCORT._ROE, self, self.EscortGroup:OptionROEWeaponFree(), "Opening fire on targets of opportunity!" ) - end - end - - return self -end - - ---- Defines a menu to let the escort set its evasion when under threat. --- All rules of engagement will appear under the menu **Evasion**. --- @param #ESCORT self --- @return #ESCORT -function ESCORT:MenuEvasion( MenuTextFormat ) - self:F( MenuTextFormat ) - - if self.EscortGroup:IsAir() then - if not self.EscortMenuEvasion then - -- Reaction to Threats - self.EscortMenuEvasion = MENU_GROUP:New( self.EscortClient:GetGroup(), "Evasion", self.EscortMenu ) - if self.EscortGroup:OptionROTNoReactionPossible() then - self.EscortMenuEvasionNoReaction = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Fight until death", self.EscortMenuEvasion, ESCORT._ROT, self, self.EscortGroup:OptionROTNoReaction(), "Fighting until death!" ) - end - if self.EscortGroup:OptionROTPassiveDefensePossible() then - self.EscortMenuEvasionPassiveDefense = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Use flares, chaff and jammers", self.EscortMenuEvasion, ESCORT._ROT, self, self.EscortGroup:OptionROTPassiveDefense(), "Defending using jammers, chaff and flares!" ) - end - if self.EscortGroup:OptionROTEvadeFirePossible() then - self.EscortMenuEvasionEvadeFire = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Evade enemy fire", self.EscortMenuEvasion, ESCORT._ROT, self, self.EscortGroup:OptionROTEvadeFire(), "Evading on enemy fire!" ) - end - if self.EscortGroup:OptionROTVerticalPossible() then - self.EscortMenuOptionEvasionVertical = MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), "Go below radar and evade fire", self.EscortMenuEvasion, ESCORT._ROT, self, self.EscortGroup:OptionROTVertical(), "Evading on enemy fire with vertical manoeuvres!" ) - end - end - end - - return self -end - ---- Defines a menu to let the escort resume its mission from a waypoint on its route. --- All rules of engagement will appear under the menu **Resume mission from**. --- @param #ESCORT self --- @return #ESCORT -function ESCORT:MenuResumeMission() - self:F() - - if not self.EscortMenuResumeMission then - -- Mission Resume Menu Root - self.EscortMenuResumeMission = MENU_GROUP:New( self.EscortClient:GetGroup(), "Resume mission from", self.EscortMenu ) - end - - return self -end - - ---- @param #MENUPARAM MenuParam -function ESCORT:_HoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds ) - - local EscortGroup = self.EscortGroup - local EscortClient = self.EscortClient - - local OrbitUnit = OrbitGroup:GetUnit(1) -- Wrapper.Unit#UNIT - - self.FollowScheduler:Stop( self.FollowSchedule ) - - local PointFrom = {} - local GroupVec3 = EscortGroup:GetUnit(1):GetVec3() - PointFrom = {} - PointFrom.x = GroupVec3.x - PointFrom.y = GroupVec3.z - PointFrom.speed = 250 - PointFrom.type = AI.Task.WaypointType.TURNING_POINT - PointFrom.alt = GroupVec3.y - PointFrom.alt_type = AI.Task.AltitudeType.BARO - - local OrbitPoint = OrbitUnit:GetVec2() - local PointTo = {} - PointTo.x = OrbitPoint.x - PointTo.y = OrbitPoint.y - PointTo.speed = 250 - PointTo.type = AI.Task.WaypointType.TURNING_POINT - PointTo.alt = OrbitHeight - PointTo.alt_type = AI.Task.AltitudeType.BARO - PointTo.task = EscortGroup:TaskOrbitCircleAtVec2( OrbitPoint, OrbitHeight, 0 ) - - local Points = { PointFrom, PointTo } - - EscortGroup:OptionROEHoldFire() - EscortGroup:OptionROTPassiveDefense() - - EscortGroup:SetTask( EscortGroup:TaskRoute( Points ) ) - EscortGroup:MessageToClient( "Orbiting at location.", 10, EscortClient ) - -end - ---- @param #MENUPARAM MenuParam -function ESCORT:_JoinUpAndFollow( Distance ) - - local EscortGroup = self.EscortGroup - local EscortClient = self.EscortClient - - self.Distance = Distance - - self:JoinUpAndFollow( EscortGroup, EscortClient, self.Distance ) -end - ---- JoinsUp and Follows a CLIENT. --- @param Functional.Escort#ESCORT self --- @param Wrapper.Group#GROUP EscortGroup --- @param Wrapper.Client#CLIENT EscortClient --- @param DCS#Distance Distance -function ESCORT:JoinUpAndFollow( EscortGroup, EscortClient, Distance ) - self:F( { EscortGroup, EscortClient, Distance } ) - - self.FollowScheduler:Stop( self.FollowSchedule ) - - EscortGroup:OptionROEHoldFire() - EscortGroup:OptionROTPassiveDefense() - - self.EscortMode = ESCORT.MODE.FOLLOW - - self.CT1 = 0 - self.GT1 = 0 - self.FollowScheduler:Start( self.FollowSchedule ) - - EscortGroup:MessageToClient( "Rejoining and Following at " .. Distance .. "!", 30, EscortClient ) -end - ---- @param #MENUPARAM MenuParam -function ESCORT:_Flare( Color, Message ) - - local EscortGroup = self.EscortGroup - local EscortClient = self.EscortClient - - EscortGroup:GetUnit(1):Flare( Color ) - EscortGroup:MessageToClient( Message, 10, EscortClient ) -end - ---- @param #MENUPARAM MenuParam -function ESCORT:_Smoke( Color, Message ) - - local EscortGroup = self.EscortGroup - local EscortClient = self.EscortClient - - EscortGroup:GetUnit(1):Smoke( Color ) - EscortGroup:MessageToClient( Message, 10, EscortClient ) -end - - ---- @param #MENUPARAM MenuParam -function ESCORT:_ReportNearbyTargetsNow() - - local EscortGroup = self.EscortGroup - local EscortClient = self.EscortClient - - self:_ReportTargetsScheduler() - -end - -function ESCORT:_SwitchReportNearbyTargets( ReportTargets ) - - local EscortGroup = self.EscortGroup - local EscortClient = self.EscortClient - - self.ReportTargets = ReportTargets - - if self.ReportTargets then - if not self.ReportTargetsScheduler then - self.ReportTargetsScheduler:Schedule( self, self._ReportTargetsScheduler, {}, 1, 30 ) - end - else - routines.removeFunction( self.ReportTargetsScheduler ) - self.ReportTargetsScheduler = nil - end -end - ---- @param #MENUPARAM MenuParam -function ESCORT:_ScanTargets( ScanDuration ) - - local EscortGroup = self.EscortGroup -- Wrapper.Group#GROUP - local EscortClient = self.EscortClient - - self.FollowScheduler:Stop( self.FollowSchedule ) - - if EscortGroup:IsHelicopter() then - EscortGroup:PushTask( - EscortGroup:TaskControlled( - EscortGroup:TaskOrbitCircle( 200, 20 ), - EscortGroup:TaskCondition( nil, nil, nil, nil, ScanDuration, nil ) - ), 1 ) - elseif EscortGroup:IsAirPlane() then - EscortGroup:PushTask( - EscortGroup:TaskControlled( - EscortGroup:TaskOrbitCircle( 1000, 500 ), - EscortGroup:TaskCondition( nil, nil, nil, nil, ScanDuration, nil ) - ), 1 ) - end - - EscortGroup:MessageToClient( "Scanning targets for " .. ScanDuration .. " seconds.", ScanDuration, EscortClient ) - - if self.EscortMode == ESCORT.MODE.FOLLOW then - self.FollowScheduler:Start( self.FollowSchedule ) - end - -end - ---- @param Wrapper.Group#GROUP EscortGroup -function _Resume( EscortGroup ) - env.info( '_Resume' ) - - local Escort = EscortGroup:GetState( EscortGroup, "Escort" ) - env.info( "EscortMode = " .. Escort.EscortMode ) - if Escort.EscortMode == ESCORT.MODE.FOLLOW then - Escort:JoinUpAndFollow( EscortGroup, Escort.EscortClient, Escort.Distance ) - end - -end - ---- @param #ESCORT self --- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -function ESCORT:_AttackTarget( DetectedItem ) - - local EscortGroup = self.EscortGroup -- Wrapper.Group#GROUP - self:F( EscortGroup ) - - local EscortClient = self.EscortClient - - self.FollowScheduler:Stop( self.FollowSchedule ) - - if EscortGroup:IsAir() then - EscortGroup:OptionROEOpenFire() - EscortGroup:OptionROTPassiveDefense() - EscortGroup:SetState( EscortGroup, "Escort", self ) - - local DetectedSet = self.Detection:GetDetectedSet( DetectedItem ) - - local Tasks = {} - - DetectedSet:ForEachUnit( - --- @param Wrapper.Unit#UNIT DetectedUnit - function( DetectedUnit, Tasks ) - if DetectedUnit:IsAlive() then - Tasks[#Tasks+1] = EscortGroup:TaskAttackUnit( DetectedUnit ) - end - end, Tasks - ) - - Tasks[#Tasks+1] = EscortGroup:TaskFunction( "_Resume", { "''" } ) - - EscortGroup:SetTask( - EscortGroup:TaskCombo( - Tasks - ), 1 - ) - - else - - local DetectedSet = self.Detection:GetDetectedSet( DetectedItem ) - - local Tasks = {} - - DetectedSet:ForEachUnit( - --- @param Wrapper.Unit#UNIT DetectedUnit - function( DetectedUnit, Tasks ) - if DetectedUnit:IsAlive() then - Tasks[#Tasks+1] = EscortGroup:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 ) - end - end, Tasks - ) - - EscortGroup:SetTask( - EscortGroup:TaskCombo( - Tasks - ), 1 - ) - - end - - EscortGroup:MessageToClient( "Engaging Designated Unit!", 10, EscortClient ) - -end - ---- ---- @param #ESCORT self --- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem ) - - local EscortGroup = self.EscortGroup - local EscortClient = self.EscortClient - - self.FollowScheduler:Stop( self.FollowSchedule ) - - if EscortGroupAttack:IsAir() then - EscortGroupAttack:OptionROEOpenFire() - EscortGroupAttack:OptionROTVertical() - - local DetectedSet = self.Detection:GetDetectedSet( DetectedItem ) - - local Tasks = {} - - DetectedSet:ForEachUnit( - --- @param Wrapper.Unit#UNIT DetectedUnit - function( DetectedUnit, Tasks ) - if DetectedUnit:IsAlive() then - Tasks[#Tasks+1] = EscortGroupAttack:TaskAttackUnit( DetectedUnit ) - end - end, Tasks - ) - - Tasks[#Tasks+1] = EscortGroupAttack:TaskOrbitCircle( 500, 350 ) - - EscortGroupAttack:SetTask( - EscortGroupAttack:TaskCombo( - Tasks - ), 1 - ) - - else - local DetectedSet = self.Detection:GetDetectedSet( DetectedItem ) - - local Tasks = {} - - DetectedSet:ForEachUnit( - --- @param Wrapper.Unit#UNIT DetectedUnit - function( DetectedUnit, Tasks ) - if DetectedUnit:IsAlive() then - Tasks[#Tasks+1] = EscortGroupAttack:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 ) - end - end, Tasks - ) - - EscortGroupAttack:SetTask( - EscortGroupAttack:TaskCombo( - Tasks - ), 1 - ) - - end - - EscortGroupAttack:MessageToClient( "Assisting with the destroying the enemy unit!", 10, EscortClient ) - -end - ---- @param #MENUPARAM MenuParam -function ESCORT:_ROE( EscortROEFunction, EscortROEMessage ) - - local EscortGroup = self.EscortGroup - local EscortClient = self.EscortClient - - pcall( function() EscortROEFunction() end ) - EscortGroup:MessageToClient( EscortROEMessage, 10, EscortClient ) -end - ---- @param #MENUPARAM MenuParam -function ESCORT:_ROT( EscortROTFunction, EscortROTMessage ) - - local EscortGroup = self.EscortGroup - local EscortClient = self.EscortClient - - pcall( function() EscortROTFunction() end ) - EscortGroup:MessageToClient( EscortROTMessage, 10, EscortClient ) -end - ---- @param #MENUPARAM MenuParam -function ESCORT:_ResumeMission( WayPoint ) - - local EscortGroup = self.EscortGroup - local EscortClient = self.EscortClient - - self.FollowScheduler:Stop( self.FollowSchedule ) - - local WayPoints = EscortGroup:GetTaskRoute() - self:T( WayPoint, WayPoints ) - - for WayPointIgnore = 1, WayPoint do - table.remove( WayPoints, 1 ) - end - - SCHEDULER:New( EscortGroup, EscortGroup.SetTask, { EscortGroup:TaskRoute( WayPoints ) }, 1 ) - - EscortGroup:MessageToClient( "Resuming mission from waypoint " .. WayPoint .. ".", 10, EscortClient ) -end - ---- Registers the waypoints --- @param #ESCORT self --- @return #table -function ESCORT:RegisterRoute() - self:F() - - local EscortGroup = self.EscortGroup -- Wrapper.Group#GROUP - - local TaskPoints = EscortGroup:GetTaskRoute() - - self:T( TaskPoints ) - - return TaskPoints -end - ---- @param Functional.Escort#ESCORT self -function ESCORT:_FollowScheduler() - self:F( { self.FollowDistance } ) - - self:T( {self.EscortClient.UnitName, self.EscortGroup.GroupName } ) - if self.EscortGroup:IsAlive() and self.EscortClient:IsAlive() then - - local ClientUnit = self.EscortClient:GetClientGroupUnit() - local GroupUnit = self.EscortGroup:GetUnit( 1 ) - local FollowDistance = self.FollowDistance - - self:T( {ClientUnit.UnitName, GroupUnit.UnitName } ) - - if self.CT1 == 0 and self.GT1 == 0 then - self.CV1 = ClientUnit:GetVec3() - self:T( { "self.CV1", self.CV1 } ) - self.CT1 = timer.getTime() - self.GV1 = GroupUnit:GetVec3() - self.GT1 = timer.getTime() - else - local CT1 = self.CT1 - local CT2 = timer.getTime() - local CV1 = self.CV1 - local CV2 = ClientUnit:GetVec3() - self.CT1 = CT2 - self.CV1 = CV2 - - local CD = ( ( CV2.x - CV1.x )^2 + ( CV2.y - CV1.y )^2 + ( CV2.z - CV1.z )^2 ) ^ 0.5 - local CT = CT2 - CT1 - - local CS = ( 3600 / CT ) * ( CD / 1000 ) - - self:T2( { "Client:", CS, CD, CT, CV2, CV1, CT2, CT1 } ) - - local GT1 = self.GT1 - local GT2 = timer.getTime() - local GV1 = self.GV1 - local GV2 = GroupUnit:GetVec3() - self.GT1 = GT2 - self.GV1 = GV2 - - local GD = ( ( GV2.x - GV1.x )^2 + ( GV2.y - GV1.y )^2 + ( GV2.z - GV1.z )^2 ) ^ 0.5 - local GT = GT2 - GT1 - - local GS = ( 3600 / GT ) * ( GD / 1000 ) - - self:T2( { "Group:", GS, GD, GT, GV2, GV1, GT2, GT1 } ) - - -- Calculate the group direction vector - local GV = { x = GV2.x - CV2.x, y = GV2.y - CV2.y, z = GV2.z - CV2.z } - - -- Calculate GH2, GH2 with the same height as CV2. - local GH2 = { x = GV2.x, y = CV2.y, z = GV2.z } - - -- Calculate the angle of GV to the orthonormal plane - local alpha = math.atan2( GV.z, GV.x ) - - -- Now we calculate the intersecting vector between the circle around CV2 with radius FollowDistance and GH2. - -- From the GeoGebra model: CVI = (x(CV2) + FollowDistance cos(alpha), y(GH2) + FollowDistance sin(alpha), z(CV2)) - local CVI = { x = CV2.x + FollowDistance * math.cos(alpha), - y = GH2.y, - z = CV2.z + FollowDistance * math.sin(alpha), - } - - -- Calculate the direction vector DV of the escort group. We use CVI as the base and CV2 as the direction. - local DV = { x = CV2.x - CVI.x, y = CV2.y - CVI.y, z = CV2.z - CVI.z } - - -- We now calculate the unary direction vector DVu, so that we can multiply DVu with the speed, which is expressed in meters / s. - -- We need to calculate this vector to predict the point the escort group needs to fly to according its speed. - -- The distance of the destination point should be far enough not to have the aircraft starting to swipe left to right... - local DVu = { x = DV.x / FollowDistance, y = DV.y / FollowDistance, z = DV.z / FollowDistance } - - -- Now we can calculate the group destination vector GDV. - local GDV = { x = DVu.x * CS * 8 + CVI.x, y = CVI.y, z = DVu.z * CS * 8 + CVI.z } - - if self.SmokeDirectionVector == true then - trigger.action.smoke( GDV, trigger.smokeColor.Red ) - end - - self:T2( { "CV2:", CV2 } ) - self:T2( { "CVI:", CVI } ) - self:T2( { "GDV:", GDV } ) - - -- Measure distance between client and group - local CatchUpDistance = ( ( GDV.x - GV2.x )^2 + ( GDV.y - GV2.y )^2 + ( GDV.z - GV2.z )^2 ) ^ 0.5 - - -- The calculation of the Speed would simulate that the group would take 30 seconds to overcome - -- the requested Distance). - local Time = 10 - local CatchUpSpeed = ( CatchUpDistance - ( CS * 8.4 ) ) / Time - - local Speed = CS + CatchUpSpeed - if Speed < 0 then - Speed = 0 - end - - self:T( { "Client Speed, Escort Speed, Speed, FollowDistance, Time:", CS, GS, Speed, FollowDistance, Time } ) - - -- Now route the escort to the desired point with the desired speed. - self.EscortGroup:RouteToVec3( GDV, Speed / 3.6 ) -- DCS models speed in Mps (Miles per second) - end - - return true - end - - return false -end - - ---- Report Targets Scheduler. --- @param #ESCORT self -function ESCORT:_ReportTargetsScheduler() - self:F( self.EscortGroup:GetName() ) - - if self.EscortGroup:IsAlive() and self.EscortClient:IsAlive() then - - if true then - - local EscortGroupName = self.EscortGroup:GetName() - - self.EscortMenuAttackNearbyTargets:RemoveSubMenus() - - if self.EscortMenuTargetAssistance then - self.EscortMenuTargetAssistance:RemoveSubMenus() - end - - local DetectedItems = self.Detection:GetDetectedItems() - self:F( DetectedItems ) - - local DetectedTargets = false - - local DetectedMsgs = {} - - for ClientEscortGroupName, EscortGroupData in pairs( self.EscortClient._EscortGroups ) do - - local ClientEscortTargets = EscortGroupData.Detection - --local EscortUnit = EscortGroupData:GetUnit( 1 ) - - for DetectedItemIndex, DetectedItem in pairs( DetectedItems ) do - self:F( { DetectedItemIndex, DetectedItem } ) - -- Remove the sub menus of the Attack menu of the Escort for the EscortGroup. - - local DetectedItemReportSummary = self.Detection:DetectedItemReportSummary( DetectedItem, EscortGroupData.EscortGroup, _DATABASE:GetPlayerSettings( self.EscortClient:GetPlayerName() ) ) - - if ClientEscortGroupName == EscortGroupName then - - local DetectedMsg = DetectedItemReportSummary:Text("\n") - DetectedMsgs[#DetectedMsgs+1] = DetectedMsg - - self:T( DetectedMsg ) - - MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), - DetectedMsg, - self.EscortMenuAttackNearbyTargets, - ESCORT._AttackTarget, - self, - DetectedItem - ) - else - if self.EscortMenuTargetAssistance then - - local DetectedMsg = DetectedItemReportSummary:Text("\n") - self:T( DetectedMsg ) - - local MenuTargetAssistance = MENU_GROUP:New( self.EscortClient:GetGroup(), EscortGroupData.EscortName, self.EscortMenuTargetAssistance ) - MENU_GROUP_COMMAND:New( self.EscortClient:GetGroup(), - DetectedMsg, - MenuTargetAssistance, - ESCORT._AssistTarget, - self, - EscortGroupData.EscortGroup, - DetectedItem - ) - end - end - - DetectedTargets = true - - end - end - self:F( DetectedMsgs ) - if DetectedTargets then - self.EscortGroup:MessageToClient( "Reporting detected targets:\n" .. table.concat( DetectedMsgs, "\n" ), 20, self.EscortClient ) - else - self.EscortGroup:MessageToClient( "No targets detected.", 10, self.EscortClient ) - end - - return true - else --- local EscortGroupName = self.EscortGroup:GetName() --- local EscortTargets = self.EscortGroup:GetDetectedTargets() --- --- local ClientEscortTargets = self.EscortClient._EscortGroups[EscortGroupName].Targets --- --- local EscortTargetMessages = "" --- for EscortTargetID, EscortTarget in pairs( EscortTargets ) do --- local EscortObject = EscortTarget.object --- self:T( EscortObject ) --- if EscortObject and EscortObject:isExist() and EscortObject.id_ < 50000000 then --- --- local EscortTargetUnit = UNIT:Find( EscortObject ) --- local EscortTargetUnitName = EscortTargetUnit:GetName() --- --- --- --- -- local EscortTargetIsDetected, --- -- EscortTargetIsVisible, --- -- EscortTargetLastTime, --- -- EscortTargetKnowType, --- -- EscortTargetKnowDistance, --- -- EscortTargetLastPos, --- -- EscortTargetLastVelocity --- -- = self.EscortGroup:IsTargetDetected( EscortObject ) --- -- --- -- self:T( { EscortTargetIsDetected, --- -- EscortTargetIsVisible, --- -- EscortTargetLastTime, --- -- EscortTargetKnowType, --- -- EscortTargetKnowDistance, --- -- EscortTargetLastPos, --- -- EscortTargetLastVelocity } ) --- --- --- local EscortTargetUnitVec3 = EscortTargetUnit:GetVec3() --- local EscortVec3 = self.EscortGroup:GetVec3() --- local Distance = ( ( EscortTargetUnitVec3.x - EscortVec3.x )^2 + --- ( EscortTargetUnitVec3.y - EscortVec3.y )^2 + --- ( EscortTargetUnitVec3.z - EscortVec3.z )^2 --- ) ^ 0.5 / 1000 --- --- self:T( { self.EscortGroup:GetName(), EscortTargetUnit:GetName(), Distance, EscortTarget } ) --- --- if Distance <= 15 then --- --- if not ClientEscortTargets[EscortTargetUnitName] then --- ClientEscortTargets[EscortTargetUnitName] = {} --- end --- ClientEscortTargets[EscortTargetUnitName].AttackUnit = EscortTargetUnit --- ClientEscortTargets[EscortTargetUnitName].visible = EscortTarget.visible --- ClientEscortTargets[EscortTargetUnitName].type = EscortTarget.type --- ClientEscortTargets[EscortTargetUnitName].distance = EscortTarget.distance --- else --- if ClientEscortTargets[EscortTargetUnitName] then --- ClientEscortTargets[EscortTargetUnitName] = nil --- end --- end --- end --- end --- --- self:T( { "Sorting Targets Table:", ClientEscortTargets } ) --- table.sort( ClientEscortTargets, function( a, b ) return a.Distance < b.Distance end ) --- self:T( { "Sorted Targets Table:", ClientEscortTargets } ) --- --- -- Remove the sub menus of the Attack menu of the Escort for the EscortGroup. --- self.EscortMenuAttackNearbyTargets:RemoveSubMenus() --- --- if self.EscortMenuTargetAssistance then --- self.EscortMenuTargetAssistance:RemoveSubMenus() --- end --- --- --for MenuIndex = 1, #self.EscortMenuAttackTargets do --- -- self:T( { "Remove Menu:", self.EscortMenuAttackTargets[MenuIndex] } ) --- -- self.EscortMenuAttackTargets[MenuIndex] = self.EscortMenuAttackTargets[MenuIndex]:Remove() --- --end --- --- --- if ClientEscortTargets then --- for ClientEscortTargetUnitName, ClientEscortTargetData in pairs( ClientEscortTargets ) do --- --- for ClientEscortGroupName, EscortGroupData in pairs( self.EscortClient._EscortGroups ) do --- --- if ClientEscortTargetData and ClientEscortTargetData.AttackUnit:IsAlive() then --- --- local EscortTargetMessage = "" --- local EscortTargetCategoryName = ClientEscortTargetData.AttackUnit:GetCategoryName() --- local EscortTargetCategoryType = ClientEscortTargetData.AttackUnit:GetTypeName() --- if ClientEscortTargetData.type then --- EscortTargetMessage = EscortTargetMessage .. EscortTargetCategoryName .. " (" .. EscortTargetCategoryType .. ") at " --- else --- EscortTargetMessage = EscortTargetMessage .. "Unknown target at " --- end --- --- local EscortTargetUnitVec3 = ClientEscortTargetData.AttackUnit:GetVec3() --- local EscortVec3 = self.EscortGroup:GetVec3() --- local Distance = ( ( EscortTargetUnitVec3.x - EscortVec3.x )^2 + --- ( EscortTargetUnitVec3.y - EscortVec3.y )^2 + --- ( EscortTargetUnitVec3.z - EscortVec3.z )^2 --- ) ^ 0.5 / 1000 --- --- self:T( { self.EscortGroup:GetName(), ClientEscortTargetData.AttackUnit:GetName(), Distance, ClientEscortTargetData.AttackUnit } ) --- if ClientEscortTargetData.visible == false then --- EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " estimated km" --- else --- EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " km" --- end --- --- if ClientEscortTargetData.visible then --- EscortTargetMessage = EscortTargetMessage .. ", visual" --- end --- --- if ClientEscortGroupName == EscortGroupName then --- --- MENU_GROUP_COMMAND:New( self.EscortClient, --- EscortTargetMessage, --- self.EscortMenuAttackNearbyTargets, --- ESCORT._AttackTarget, --- { ParamSelf = self, --- ParamUnit = ClientEscortTargetData.AttackUnit --- } --- ) --- EscortTargetMessages = EscortTargetMessages .. "\n - " .. EscortTargetMessage --- else --- if self.EscortMenuTargetAssistance then --- local MenuTargetAssistance = MENU_GROUP:New( self.EscortClient, EscortGroupData.EscortName, self.EscortMenuTargetAssistance ) --- MENU_GROUP_COMMAND:New( self.EscortClient, --- EscortTargetMessage, --- MenuTargetAssistance, --- ESCORT._AssistTarget, --- self, --- EscortGroupData.EscortGroup, --- ClientEscortTargetData.AttackUnit --- ) --- end --- end --- else --- ClientEscortTargetData = nil --- end --- end --- end --- --- if EscortTargetMessages ~= "" and self.ReportTargets == true then --- self.EscortGroup:MessageToClient( "Detected targets within 15 km range:" .. EscortTargetMessages:gsub("\n$",""), 20, self.EscortClient ) --- else --- self.EscortGroup:MessageToClient( "No targets detected!", 20, self.EscortClient ) --- end --- end --- --- if self.EscortMenuResumeMission then --- self.EscortMenuResumeMission:RemoveSubMenus() --- --- -- if self.EscortMenuResumeWayPoints then --- -- for MenuIndex = 1, #self.EscortMenuResumeWayPoints do --- -- self:T( { "Remove Menu:", self.EscortMenuResumeWayPoints[MenuIndex] } ) --- -- self.EscortMenuResumeWayPoints[MenuIndex] = self.EscortMenuResumeWayPoints[MenuIndex]:Remove() --- -- end --- -- end --- --- local TaskPoints = self:RegisterRoute() --- for WayPointID, WayPoint in pairs( TaskPoints ) do --- local EscortVec3 = self.EscortGroup:GetVec3() --- local Distance = ( ( WayPoint.x - EscortVec3.x )^2 + --- ( WayPoint.y - EscortVec3.z )^2 --- ) ^ 0.5 / 1000 --- MENU_GROUP_COMMAND:New( self.EscortClient, "Waypoint " .. WayPointID .. " at " .. string.format( "%.2f", Distance ).. "km", self.EscortMenuResumeMission, ESCORT._ResumeMission, { ParamSelf = self, ParamWayPoint = WayPointID } ) --- end --- end --- --- return true - end - end - - return false -end ---- **Functional** -- Train missile defence and deflection. --- --- === --- --- ## Features: --- --- * Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes. --- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range � --- * Provide alerts when a missile would have killed your aircraft. --- * Provide alerts when the missile self destructs. --- * Enable / Disable and Configure the Missile Trainer using the various menu options. --- --- === --- --- ## Missions: --- --- [MIT - Missile Trainer](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/MIT%20-%20Missile%20Trainer) --- --- === --- --- Uses the MOOSE messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft, --- the class will destroy the missile within a certain range, to avoid damage to your aircraft. --- --- When running a mission where the missile trainer is used, the following radio menu structure ( 'Radio Menu' -> 'Other (F10)' -> 'MissileTrainer' ) options are available for the players: --- --- * **Messages**: Menu to configure all messages. --- * **Messages On**: Show all messages. --- * **Messages Off**: Disable all messages. --- * **Tracking**: Menu to configure missile tracking messages. --- * **To All**: Shows missile tracking messages to all players. --- * **To Target**: Shows missile tracking messages only to the player where the missile is targetted at. --- * **Tracking On**: Show missile tracking messages. --- * **Tracking Off**: Disable missile tracking messages. --- * **Frequency Increase**: Increases the missile tracking message frequency with one second. --- * **Frequency Decrease**: Decreases the missile tracking message frequency with one second. --- * **Alerts**: Menu to configure alert messages. --- * **To All**: Shows alert messages to all players. --- * **To Target**: Shows alert messages only to the player where the missile is (was) targetted at. --- * **Hits On**: Show missile hit alert messages. --- * **Hits Off**: Disable missile hit alert messages. --- * **Launches On**: Show missile launch messages. --- * **Launches Off**: Disable missile launch messages. --- * **Details**: Menu to configure message details. --- * **Range On**: Shows range information when a missile is fired to a target. --- * **Range Off**: Disable range information when a missile is fired to a target. --- * **Bearing On**: Shows bearing information when a missile is fired to a target. --- * **Bearing Off**: Disable bearing information when a missile is fired to a target. --- * **Distance**: Menu to configure the distance when a missile needs to be destroyed when near to a player, during tracking. This will improve/influence hit calculation accuracy, but has the risk of damaging the aircraft when the missile reaches the aircraft before the distance is measured. --- * **50 meter**: Destroys the missile when the distance to the aircraft is below or equal to 50 meter. --- * **100 meter**: Destroys the missile when the distance to the aircraft is below or equal to 100 meter. --- * **150 meter**: Destroys the missile when the distance to the aircraft is below or equal to 150 meter. --- * **200 meter**: Destroys the missile when the distance to the aircraft is below or equal to 200 meter. --- --- === --- --- ### Authors: **FlightControl** --- --- ### Contributions: --- --- * **Stuka (Danny)**: Who you can search on the Eagle Dynamics Forums. Working together with Danny has resulted in the MISSILETRAINER class. --- Danny has shared his ideas and together we made a design. --- Together with the **476 virtual team**, we tested the MISSILETRAINER class, and got much positive feedback! --- * **132nd Squadron**: Testing and optimizing the logic. --- --- === --- --- @module Functional.MissileTrainer --- @image Missile_Trainer.JPG - - ---- @type MISSILETRAINER --- @field Core.Set#SET_CLIENT DBClients --- @extends Core.Base#BASE - - ---- --- --- # Constructor: --- --- Create a new MISSILETRAINER object with the @{#MISSILETRAINER.New} method: --- --- * @{#MISSILETRAINER.New}: Creates a new MISSILETRAINER object taking the maximum distance to your aircraft to evaluate when a missile needs to be destroyed. --- --- MISSILETRAINER will collect each unit declared in the mission with a skill level "Client" and "Player", and will monitor the missiles shot at those. --- --- # Initialization: --- --- A MISSILETRAINER object will behave differently based on the usage of initialization methods: --- --- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF. --- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targetted to you. --- * @{#MISSILETRAINER.InitTrackingOnOff}: Sets by default the display of missile tracking report to be ON or OFF. --- * @{#MISSILETRAINER.InitTrackingFrequency}: Increases, decreases the missile tracking message display frequency with the provided time interval in seconds. --- * @{#MISSILETRAINER.InitAlertsToAll}: Sets by default the display of alerts to be shown to all players or only to you. --- * @{#MISSILETRAINER.InitAlertsHitsOnOff}: Sets by default the display of hit alerts ON or OFF. --- * @{#MISSILETRAINER.InitAlertsLaunchesOnOff}: Sets by default the display of launch alerts ON or OFF. --- * @{#MISSILETRAINER.InitRangeOnOff}: Sets by default the display of range information of missiles ON of OFF. --- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF. --- * @{#MISSILETRAINER.InitMenusOnOff}: Allows to configure the options through the radio menu. --- --- @field #MISSILETRAINER -MISSILETRAINER = { - ClassName = "MISSILETRAINER", - TrackingMissiles = {}, -} - -function MISSILETRAINER._Alive( Client, self ) - - if self.Briefing then - Client:Message( self.Briefing, 15, "Trainer" ) - end - - if self.MenusOnOff == true then - Client:Message( "Use the 'Radio Menu' -> 'Other (F10)' -> 'Missile Trainer' menu options to change the Missile Trainer settings (for all players).", 15, "Trainer" ) - - Client.MainMenu = MENU_GROUP:New( Client:GetGroup(), "Missile Trainer", nil ) -- Menu#MENU_GROUP - - Client.MenuMessages = MENU_GROUP:New( Client:GetGroup(), "Messages", Client.MainMenu ) - Client.MenuOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Messages On", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = true } ) - Client.MenuOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Messages Off", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = false } ) - - Client.MenuTracking = MENU_GROUP:New( Client:GetGroup(), "Tracking", Client.MainMenu ) - Client.MenuTrackingToAll = MENU_GROUP_COMMAND:New( Client:GetGroup(), "To All", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = true } ) - Client.MenuTrackingToTarget = MENU_GROUP_COMMAND:New( Client:GetGroup(), "To Target", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = false } ) - Client.MenuTrackOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Tracking On", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = true } ) - Client.MenuTrackOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Tracking Off", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = false } ) - Client.MenuTrackIncrease = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Frequency Increase", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingFrequency = -1 } ) - Client.MenuTrackDecrease = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Frequency Decrease", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingFrequency = 1 } ) - - Client.MenuAlerts = MENU_GROUP:New( Client:GetGroup(), "Alerts", Client.MainMenu ) - Client.MenuAlertsToAll = MENU_GROUP_COMMAND:New( Client:GetGroup(), "To All", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = true } ) - Client.MenuAlertsToTarget = MENU_GROUP_COMMAND:New( Client:GetGroup(), "To Target", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = false } ) - Client.MenuHitsOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Hits On", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsHitsOnOff = true } ) - Client.MenuHitsOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Hits Off", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsHitsOnOff = false } ) - Client.MenuLaunchesOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Launches On", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsLaunchesOnOff = true } ) - Client.MenuLaunchesOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Launches Off", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsLaunchesOnOff = false } ) - - Client.MenuDetails = MENU_GROUP:New( Client:GetGroup(), "Details", Client.MainMenu ) - Client.MenuDetailsDistanceOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Range On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = true } ) - Client.MenuDetailsDistanceOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Range Off", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = false } ) - Client.MenuDetailsBearingOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Bearing On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsBearingOnOff = true } ) - Client.MenuDetailsBearingOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Bearing Off", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsBearingOnOff = false } ) - - Client.MenuDistance = MENU_GROUP:New( Client:GetGroup(), "Set distance to plane", Client.MainMenu ) - Client.MenuDistance50 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "50 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 50 / 1000 } ) - Client.MenuDistance100 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "100 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 100 / 1000 } ) - Client.MenuDistance150 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "150 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 150 / 1000 } ) - Client.MenuDistance200 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "200 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 200 / 1000 } ) - else - if Client.MainMenu then - Client.MainMenu:Remove() - end - end - - local ClientID = Client:GetID() - self:T( ClientID ) - if not self.TrackingMissiles[ClientID] then - self.TrackingMissiles[ClientID] = {} - end - self.TrackingMissiles[ClientID].Client = Client - if not self.TrackingMissiles[ClientID].MissileData then - self.TrackingMissiles[ClientID].MissileData = {} - end -end - ---- Creates the main object which is handling missile tracking. --- When a missile is fired a SCHEDULER is set off that follows the missile. When near a certain a client player, the missile will be destroyed. --- @param #MISSILETRAINER self --- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player. --- @param #string Briefing (Optional) Will show a text to the players when starting their mission. Can be used for briefing purposes. --- @return #MISSILETRAINER -function MISSILETRAINER:New( Distance, Briefing ) - local self = BASE:Inherit( self, BASE:New() ) - self:F( Distance ) - - if Briefing then - self.Briefing = Briefing - end - - self.Schedulers = {} - self.SchedulerID = 0 - - self.MessageInterval = 2 - self.MessageLastTime = timer.getTime() - - self.Distance = Distance / 1000 - - self:HandleEvent( EVENTS.Shot ) - - self.DBClients = SET_CLIENT:New():FilterStart() - - --- for ClientID, Client in pairs( self.DBClients.Database ) do --- self:F( "ForEach:" .. Client.UnitName ) --- Client:Alive( self._Alive, self ) --- end --- - self.DBClients:ForEachClient( - function( Client ) - self:F( "ForEach:" .. Client.UnitName ) - Client:Alive( self._Alive, self ) - end - ) - - - --- self.DB:ForEachClient( --- --- @param Wrapper.Client#CLIENT Client --- function( Client ) --- --- ... actions ... --- --- end --- ) - - self.MessagesOnOff = true - - self.TrackingToAll = false - self.TrackingOnOff = true - self.TrackingFrequency = 3 - - self.AlertsToAll = true - self.AlertsHitsOnOff = true - self.AlertsLaunchesOnOff = true - - self.DetailsRangeOnOff = true - self.DetailsBearingOnOff = true - - self.MenusOnOff = true - - self.TrackingMissiles = {} - - self.TrackingScheduler = SCHEDULER:New( self, self._TrackMissiles, {}, 0.5, 0.05, 0 ) - - return self -end - --- Initialization methods. - - - ---- Sets by default the display of any message to be ON or OFF. --- @param #MISSILETRAINER self --- @param #boolean MessagesOnOff true or false --- @return #MISSILETRAINER self -function MISSILETRAINER:InitMessagesOnOff( MessagesOnOff ) - self:F( MessagesOnOff ) - - self.MessagesOnOff = MessagesOnOff - if self.MessagesOnOff == true then - MESSAGE:New( "Messages ON", 15, "Menu" ):ToAll() - else - MESSAGE:New( "Messages OFF", 15, "Menu" ):ToAll() - end - - return self -end - ---- Sets by default the missile tracking report for all players or only for those missiles targetted to you. --- @param #MISSILETRAINER self --- @param #boolean TrackingToAll true or false --- @return #MISSILETRAINER self -function MISSILETRAINER:InitTrackingToAll( TrackingToAll ) - self:F( TrackingToAll ) - - self.TrackingToAll = TrackingToAll - if self.TrackingToAll == true then - MESSAGE:New( "Missile tracking to all players ON", 15, "Menu" ):ToAll() - else - MESSAGE:New( "Missile tracking to all players OFF", 15, "Menu" ):ToAll() - end - - return self -end - ---- Sets by default the display of missile tracking report to be ON or OFF. --- @param #MISSILETRAINER self --- @param #boolean TrackingOnOff true or false --- @return #MISSILETRAINER self -function MISSILETRAINER:InitTrackingOnOff( TrackingOnOff ) - self:F( TrackingOnOff ) - - self.TrackingOnOff = TrackingOnOff - if self.TrackingOnOff == true then - MESSAGE:New( "Missile tracking ON", 15, "Menu" ):ToAll() - else - MESSAGE:New( "Missile tracking OFF", 15, "Menu" ):ToAll() - end - - return self -end - ---- Increases, decreases the missile tracking message display frequency with the provided time interval in seconds. --- The default frequency is a 3 second interval, so the Tracking Frequency parameter specifies the increase or decrease from the default 3 seconds or the last frequency update. --- @param #MISSILETRAINER self --- @param #number TrackingFrequency Provide a negative or positive value in seconds to incraese or decrease the display frequency. --- @return #MISSILETRAINER self -function MISSILETRAINER:InitTrackingFrequency( TrackingFrequency ) - self:F( TrackingFrequency ) - - self.TrackingFrequency = self.TrackingFrequency + TrackingFrequency - if self.TrackingFrequency < 0.5 then - self.TrackingFrequency = 0.5 - end - if self.TrackingFrequency then - MESSAGE:New( "Missile tracking frequency is " .. self.TrackingFrequency .. " seconds.", 15, "Menu" ):ToAll() - end - - return self -end - ---- Sets by default the display of alerts to be shown to all players or only to you. --- @param #MISSILETRAINER self --- @param #boolean AlertsToAll true or false --- @return #MISSILETRAINER self -function MISSILETRAINER:InitAlertsToAll( AlertsToAll ) - self:F( AlertsToAll ) - - self.AlertsToAll = AlertsToAll - if self.AlertsToAll == true then - MESSAGE:New( "Alerts to all players ON", 15, "Menu" ):ToAll() - else - MESSAGE:New( "Alerts to all players OFF", 15, "Menu" ):ToAll() - end - - return self -end - ---- Sets by default the display of hit alerts ON or OFF. --- @param #MISSILETRAINER self --- @param #boolean AlertsHitsOnOff true or false --- @return #MISSILETRAINER self -function MISSILETRAINER:InitAlertsHitsOnOff( AlertsHitsOnOff ) - self:F( AlertsHitsOnOff ) - - self.AlertsHitsOnOff = AlertsHitsOnOff - if self.AlertsHitsOnOff == true then - MESSAGE:New( "Alerts Hits ON", 15, "Menu" ):ToAll() - else - MESSAGE:New( "Alerts Hits OFF", 15, "Menu" ):ToAll() - end - - return self -end - ---- Sets by default the display of launch alerts ON or OFF. --- @param #MISSILETRAINER self --- @param #boolean AlertsLaunchesOnOff true or false --- @return #MISSILETRAINER self -function MISSILETRAINER:InitAlertsLaunchesOnOff( AlertsLaunchesOnOff ) - self:F( AlertsLaunchesOnOff ) - - self.AlertsLaunchesOnOff = AlertsLaunchesOnOff - if self.AlertsLaunchesOnOff == true then - MESSAGE:New( "Alerts Launches ON", 15, "Menu" ):ToAll() - else - MESSAGE:New( "Alerts Launches OFF", 15, "Menu" ):ToAll() - end - - return self -end - ---- Sets by default the display of range information of missiles ON of OFF. --- @param #MISSILETRAINER self --- @param #boolean DetailsRangeOnOff true or false --- @return #MISSILETRAINER self -function MISSILETRAINER:InitRangeOnOff( DetailsRangeOnOff ) - self:F( DetailsRangeOnOff ) - - self.DetailsRangeOnOff = DetailsRangeOnOff - if self.DetailsRangeOnOff == true then - MESSAGE:New( "Range display ON", 15, "Menu" ):ToAll() - else - MESSAGE:New( "Range display OFF", 15, "Menu" ):ToAll() - end - - return self -end - ---- Sets by default the display of bearing information of missiles ON of OFF. --- @param #MISSILETRAINER self --- @param #boolean DetailsBearingOnOff true or false --- @return #MISSILETRAINER self -function MISSILETRAINER:InitBearingOnOff( DetailsBearingOnOff ) - self:F( DetailsBearingOnOff ) - - self.DetailsBearingOnOff = DetailsBearingOnOff - if self.DetailsBearingOnOff == true then - MESSAGE:New( "Bearing display OFF", 15, "Menu" ):ToAll() - else - MESSAGE:New( "Bearing display OFF", 15, "Menu" ):ToAll() - end - - return self -end - ---- Enables / Disables the menus. --- @param #MISSILETRAINER self --- @param #boolean MenusOnOff true or false --- @return #MISSILETRAINER self -function MISSILETRAINER:InitMenusOnOff( MenusOnOff ) - self:F( MenusOnOff ) - - self.MenusOnOff = MenusOnOff - if self.MenusOnOff == true then - MESSAGE:New( "Menus are ENABLED (only when a player rejoins a slot)", 15, "Menu" ):ToAll() - else - MESSAGE:New( "Menus are DISABLED", 15, "Menu" ):ToAll() - end - - return self -end - - --- Menu functions - -function MISSILETRAINER._MenuMessages( MenuParameters ) - - local self = MenuParameters.MenuSelf - - if MenuParameters.MessagesOnOff ~= nil then - self:InitMessagesOnOff( MenuParameters.MessagesOnOff ) - end - - if MenuParameters.TrackingToAll ~= nil then - self:InitTrackingToAll( MenuParameters.TrackingToAll ) - end - - if MenuParameters.TrackingOnOff ~= nil then - self:InitTrackingOnOff( MenuParameters.TrackingOnOff ) - end - - if MenuParameters.TrackingFrequency ~= nil then - self:InitTrackingFrequency( MenuParameters.TrackingFrequency ) - end - - if MenuParameters.AlertsToAll ~= nil then - self:InitAlertsToAll( MenuParameters.AlertsToAll ) - end - - if MenuParameters.AlertsHitsOnOff ~= nil then - self:InitAlertsHitsOnOff( MenuParameters.AlertsHitsOnOff ) - end - - if MenuParameters.AlertsLaunchesOnOff ~= nil then - self:InitAlertsLaunchesOnOff( MenuParameters.AlertsLaunchesOnOff ) - end - - if MenuParameters.DetailsRangeOnOff ~= nil then - self:InitRangeOnOff( MenuParameters.DetailsRangeOnOff ) - end - - if MenuParameters.DetailsBearingOnOff ~= nil then - self:InitBearingOnOff( MenuParameters.DetailsBearingOnOff ) - end - - if MenuParameters.Distance ~= nil then - self.Distance = MenuParameters.Distance - MESSAGE:New( "Hit detection distance set to " .. ( self.Distance * 1000 ) .. " meters", 15, "Menu" ):ToAll() - end - -end - ---- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME. --- @param #MISSILETRAINER self --- @param Core.Event#EVENTDATA EventData -function MISSILETRAINER:OnEventShot( EVentData ) - self:F( { EVentData } ) - - local TrainerSourceDCSUnit = EVentData.IniDCSUnit - local TrainerSourceDCSUnitName = EVentData.IniDCSUnitName - local TrainerWeapon = EVentData.Weapon -- Identify the weapon fired - local TrainerWeaponName = EVentData.WeaponName -- return weapon type - - self:T( "Missile Launched = " .. TrainerWeaponName ) - - local TrainerTargetDCSUnit = TrainerWeapon:getTarget() -- Identify target - if TrainerTargetDCSUnit then - local TrainerTargetDCSUnitName = Unit.getName( TrainerTargetDCSUnit ) - local TrainerTargetSkill = _DATABASE.Templates.Units[TrainerTargetDCSUnitName].Template.skill - - self:T(TrainerTargetDCSUnitName ) - - local Client = self.DBClients:FindClient( TrainerTargetDCSUnitName ) - if Client then - - local TrainerSourceUnit = UNIT:Find( TrainerSourceDCSUnit ) - local TrainerTargetUnit = UNIT:Find( TrainerTargetDCSUnit ) - - if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then - - local Message = MESSAGE:New( - string.format( "%s launched a %s", - TrainerSourceUnit:GetTypeName(), - TrainerWeaponName - ) .. self:_AddRange( Client, TrainerWeapon ) .. self:_AddBearing( Client, TrainerWeapon ), 5, "Launch Alert" ) - - if self.AlertsToAll then - Message:ToAll() - else - Message:ToClient( Client ) - end - end - - local ClientID = Client:GetID() - self:T( ClientID ) - local MissileData = {} - MissileData.TrainerSourceUnit = TrainerSourceUnit - MissileData.TrainerWeapon = TrainerWeapon - MissileData.TrainerTargetUnit = TrainerTargetUnit - MissileData.TrainerWeaponTypeName = TrainerWeapon:getTypeName() - MissileData.TrainerWeaponLaunched = true - table.insert( self.TrackingMissiles[ClientID].MissileData, MissileData ) - --self:T( self.TrackingMissiles ) - end - else - -- TODO: some weapons don't know the target unit... Need to develop a workaround for this. - if ( TrainerWeapon:getTypeName() == "9M311" ) then - SCHEDULER:New( TrainerWeapon, TrainerWeapon.destroy, {}, 1 ) - else - end - end -end - -function MISSILETRAINER:_AddRange( Client, TrainerWeapon ) - - local RangeText = "" - - if self.DetailsRangeOnOff then - - local PositionMissile = TrainerWeapon:getPoint() - local TargetVec3 = Client:GetVec3() - - local Range = ( ( PositionMissile.x - TargetVec3.x )^2 + - ( PositionMissile.y - TargetVec3.y )^2 + - ( PositionMissile.z - TargetVec3.z )^2 - ) ^ 0.5 / 1000 - - RangeText = string.format( ", at %4.2fkm", Range ) - end - - return RangeText -end - -function MISSILETRAINER:_AddBearing( Client, TrainerWeapon ) - - local BearingText = "" - - if self.DetailsBearingOnOff then - - local PositionMissile = TrainerWeapon:getPoint() - local TargetVec3 = Client:GetVec3() - - self:T2( { TargetVec3, PositionMissile }) - - local DirectionVector = { x = PositionMissile.x - TargetVec3.x, y = PositionMissile.y - TargetVec3.y, z = PositionMissile.z - TargetVec3.z } - local DirectionRadians = math.atan2( DirectionVector.z, DirectionVector.x ) - --DirectionRadians = DirectionRadians + routines.getNorthCorrection( PositionTarget ) - if DirectionRadians < 0 then - DirectionRadians = DirectionRadians + 2 * math.pi - end - local DirectionDegrees = DirectionRadians * 180 / math.pi - - BearingText = string.format( ", %d degrees", DirectionDegrees ) - end - - return BearingText -end - - -function MISSILETRAINER:_TrackMissiles() - self:F2() - - - local ShowMessages = false - if self.MessagesOnOff and self.MessageLastTime + self.TrackingFrequency <= timer.getTime() then - self.MessageLastTime = timer.getTime() - ShowMessages = true - end - - -- ALERTS PART - - -- Loop for all Player Clients to check the alerts and deletion of missiles. - for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do - - local Client = ClientData.Client - - if Client and Client:IsAlive() then - - for MissileDataID, MissileData in pairs( ClientData.MissileData ) do - self:T3( MissileDataID ) - - local TrainerSourceUnit = MissileData.TrainerSourceUnit - local TrainerWeapon = MissileData.TrainerWeapon - local TrainerTargetUnit = MissileData.TrainerTargetUnit - local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName - local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched - - if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then - local PositionMissile = TrainerWeapon:getPosition().p - local TargetVec3 = Client:GetVec3() - - local Distance = ( ( PositionMissile.x - TargetVec3.x )^2 + - ( PositionMissile.y - TargetVec3.y )^2 + - ( PositionMissile.z - TargetVec3.z )^2 - ) ^ 0.5 / 1000 - - if Distance <= self.Distance then - -- Hit alert - TrainerWeapon:destroy() - if self.MessagesOnOff == true and self.AlertsHitsOnOff == true then - - self:T( "killed" ) - - local Message = MESSAGE:New( - string.format( "%s launched by %s killed %s", - TrainerWeapon:getTypeName(), - TrainerSourceUnit:GetTypeName(), - TrainerTargetUnit:GetPlayerName() - ), 15, "Hit Alert" ) - - if self.AlertsToAll == true then - Message:ToAll() - else - Message:ToClient( Client ) - end - - MissileData = nil - table.remove( ClientData.MissileData, MissileDataID ) - self:T(ClientData.MissileData) - end - end - else - if not ( TrainerWeapon and TrainerWeapon:isExist() ) then - if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then - -- Weapon does not exist anymore. Delete from Table - local Message = MESSAGE:New( - string.format( "%s launched by %s self destructed!", - TrainerWeaponTypeName, - TrainerSourceUnit:GetTypeName() - ), 5, "Tracking" ) - - if self.AlertsToAll == true then - Message:ToAll() - else - Message:ToClient( Client ) - end - end - MissileData = nil - table.remove( ClientData.MissileData, MissileDataID ) - self:T( ClientData.MissileData ) - end - end - end - else - self.TrackingMissiles[ClientDataID] = nil - end - end - - if ShowMessages == true and self.MessagesOnOff == true and self.TrackingOnOff == true then -- Only do this when tracking information needs to be displayed. - - -- TRACKING PART - - -- For the current client, the missile range and bearing details are displayed To the Player Client. - -- For the other clients, the missile range and bearing details are displayed To the other Player Clients. - -- To achieve this, a cross loop is done for each Player Client <-> Other Player Client missile information. - - -- Main Player Client loop - for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do - - local Client = ClientData.Client - --self:T2( { Client:GetName() } ) - - - ClientData.MessageToClient = "" - ClientData.MessageToAll = "" - - -- Other Players Client loop - for TrackingDataID, TrackingData in pairs( self.TrackingMissiles ) do - - for MissileDataID, MissileData in pairs( TrackingData.MissileData ) do - --self:T3( MissileDataID ) - - local TrainerSourceUnit = MissileData.TrainerSourceUnit - local TrainerWeapon = MissileData.TrainerWeapon - local TrainerTargetUnit = MissileData.TrainerTargetUnit - local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName - local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched - - if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then - - if ShowMessages == true then - local TrackingTo - TrackingTo = string.format( " -> %s", - TrainerWeaponTypeName - ) - - if ClientDataID == TrackingDataID then - if ClientData.MessageToClient == "" then - ClientData.MessageToClient = "Missiles to You:\n" - end - ClientData.MessageToClient = ClientData.MessageToClient .. TrackingTo .. self:_AddRange( ClientData.Client, TrainerWeapon ) .. self:_AddBearing( ClientData.Client, TrainerWeapon ) .. "\n" - else - if self.TrackingToAll == true then - if ClientData.MessageToAll == "" then - ClientData.MessageToAll = "Missiles to other Players:\n" - end - ClientData.MessageToAll = ClientData.MessageToAll .. TrackingTo .. self:_AddRange( ClientData.Client, TrainerWeapon ) .. self:_AddBearing( ClientData.Client, TrainerWeapon ) .. " ( " .. TrainerTargetUnit:GetPlayerName() .. " )\n" - end - end - end - end - end - end - - -- Once the Player Client and the Other Player Client tracking messages are prepared, show them. - if ClientData.MessageToClient ~= "" or ClientData.MessageToAll ~= "" then - local Message = MESSAGE:New( ClientData.MessageToClient .. ClientData.MessageToAll, 1, "Tracking" ):ToClient( Client ) - end - end - end - - return true -end ---- **Functional** -- Monitor airbase traffic and regulate speed while taxiing. --- --- === --- --- ## Features: --- --- * Monitor speed of the airplanes of players during taxi. --- * Communicate ATC ground operations. --- * Kick speeding players during taxi. --- --- === --- --- ## Missions: --- --- [ABP - Airbase Police](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ABP%20-%20Airbase%20Police) --- --- === --- --- ### Contributions: Dutch Baron - Concept & Testing --- ### Author: FlightControl - Framework Design & Programming --- --- === --- --- @module Functional.ATC_Ground --- @image Air_Traffic_Control_Ground_Operations.JPG - ---- @type ATC_GROUND --- @field Core.Set#SET_CLIENT SetClient --- @extends Core.Base#BASE - ---- Base class for ATC\_GROUND implementations. --- @field #ATC_GROUND -ATC_GROUND = { - ClassName = "ATC_GROUND", - SetClient = nil, - Airbases = nil, - AirbaseNames = nil, - --KickSpeed = nil, -- The maximum speed in meters per second for all airbases until a player gets kicked. This is overridden at each derived class. -} - ---- @type ATC_GROUND.AirbaseNames --- @list <#string> - - ---- Creates a new ATC\_GROUND object. --- @param #ATC_GROUND self --- @param Airbases A table of Airbase Names. --- @return #ATC_GROUND self -function ATC_GROUND:New( Airbases, AirbaseList ) - - -- Inherits from BASE - local self = BASE:Inherit( self, BASE:New() ) -- #ATC_GROUND - self:E( { self.ClassName, Airbases } ) - - self.Airbases = Airbases - self.AirbaseList = AirbaseList - - self.SetClient = SET_CLIENT:New():FilterCategories( "plane" ):FilterStart() - - - for AirbaseID, Airbase in pairs( self.Airbases ) do - Airbase.ZoneBoundary = _DATABASE:FindAirbase( AirbaseID ):GetZone() - Airbase.ZoneRunways = {} - for PointsRunwayID, PointsRunway in pairs( Airbase.PointsRunways ) do - Airbase.ZoneRunways[PointsRunwayID] = ZONE_POLYGON_BASE:New( "Runway " .. PointsRunwayID, PointsRunway ) - end - Airbase.Monitor = self.AirbaseList and false or true -- When AirbaseList is not given, monitor every Airbase, otherwise don't monitor any (yet). - end - - -- Now activate the monitoring for the airbases that need to be monitored. - for AirbaseID, AirbaseName in pairs( self.AirbaseList or {} ) do - self.Airbases[AirbaseName].Monitor = true - end - --- -- Template --- local TemplateBoundary = GROUP:FindByName( "Template Boundary" ) --- self.Airbases.Template.ZoneBoundary = ZONE_POLYGON:New( "Template Boundary", TemplateBoundary ):SmokeZone(SMOKECOLOR.White):Flush() --- --- local TemplateRunway1 = GROUP:FindByName( "Template Runway 1" ) --- self.Airbases.Template.ZoneRunways[1] = ZONE_POLYGON:New( "Template Runway 1", TemplateRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - - self.SetClient:ForEachClient( - --- @param Wrapper.Client#CLIENT Client - function( Client ) - Client:SetState( self, "Speeding", false ) - Client:SetState( self, "Warnings", 0) - Client:SetState( self, "IsOffRunway", false ) - Client:SetState( self, "OffRunwayWarnings", 0 ) - Client:SetState( self, "Taxi", false ) - end - ) - - -- This is simple slot blocker is used on the server. - SSB = USERFLAG:New( "SSB" ) - SSB:Set( 100 ) - - return self -end - - ---- Smoke the airbases runways. --- @param #ATC_GROUND self --- @param Utilities.Utils#SMOKECOLOR SmokeColor The color of the smoke around the runways. --- @return #ATC_GROUND self -function ATC_GROUND:SmokeRunways( SmokeColor ) - - for AirbaseID, Airbase in pairs( self.Airbases ) do - for PointsRunwayID, PointsRunway in pairs( Airbase.PointsRunways ) do - Airbase.ZoneRunways[PointsRunwayID]:SmokeZone( SmokeColor ) - end - end -end - - ---- Set the maximum speed in meters per second (Mps) until the player gets kicked. --- An airbase can be specified to set the kick speed for. --- @param #ATC_GROUND self --- @param #number KickSpeed The speed in Mps. --- @param Wrapper.Airbase#AIRBASE Airbase (optional) The airbase to set the kick speed for. --- @return #ATC_GROUND self --- @usage --- --- -- Declare Atc_Ground using one of those, depending on the map. --- --- Atc_Ground = ATC_GROUND_CAUCAUS:New() --- Atc_Ground = ATC_GROUND_NEVADA:New() --- Atc_Ground = ATC_GROUND_NORMANDY:New() --- --- -- Then use one of these methods... --- --- Atc_Ground:SetKickSpeed( UTILS.KmphToMps( 80 ) ) -- Kick the players at 80 kilometers per hour --- --- Atc_Ground:SetKickSpeed( UTILS.MiphToMps( 100 ) ) -- Kick the players at 100 miles per hour --- --- Atc_Ground:SetKickSpeed( 24 ) -- Kick the players at 24 meters per second ( 24 * 3.6 = 86.4 kilometers per hour ) --- -function ATC_GROUND:SetKickSpeed( KickSpeed, Airbase ) - - if not Airbase then - self.KickSpeed = KickSpeed - else - self.Airbases[Airbase].KickSpeed = KickSpeed - end - - return self -end - ---- Set the maximum speed in Kmph until the player gets kicked. --- @param #ATC_GROUND self --- @param #number KickSpeed Set the speed in Kmph. --- @param Wrapper.Airbase#AIRBASE Airbase (optional) The airbase to set the kick speed for. --- @return #ATC_GROUND self --- --- Atc_Ground:SetKickSpeedKmph( 80 ) -- Kick the players at 80 kilometers per hour --- -function ATC_GROUND:SetKickSpeedKmph( KickSpeed, Airbase ) - - self:SetKickSpeed( UTILS.KmphToMps( KickSpeed ), Airbase ) - - return self -end - ---- Set the maximum speed in Miph until the player gets kicked. --- @param #ATC_GROUND self --- @param #number KickSpeedMiph Set the speed in Mph. --- @param Wrapper.Airbase#AIRBASE Airbase (optional) The airbase to set the kick speed for. --- @return #ATC_GROUND self --- --- Atc_Ground:SetKickSpeedMiph( 100 ) -- Kick the players at 100 miles per hour --- -function ATC_GROUND:SetKickSpeedMiph( KickSpeedMiph, Airbase ) - - self:SetKickSpeed( UTILS.MiphToMps( KickSpeedMiph ), Airbase ) - - return self -end - - ---- Set the maximum kick speed in meters per second (Mps) until the player gets kicked. --- There are no warnings given if this speed is reached, and is to prevent players to take off from the airbase! --- An airbase can be specified to set the maximum kick speed for. --- @param #ATC_GROUND self --- @param #number MaximumKickSpeed The speed in Mps. --- @param Wrapper.Airbase#AIRBASE Airbase (optional) The airbase to set the kick speed for. --- @return #ATC_GROUND self --- @usage --- --- -- Declare Atc_Ground using one of those, depending on the map. --- --- Atc_Ground = ATC_GROUND_CAUCAUS:New() --- Atc_Ground = ATC_GROUND_NEVADA:New() --- Atc_Ground = ATC_GROUND_NORMANDY:New() --- --- -- Then use one of these methods... --- --- Atc_Ground:SetMaximumKickSpeed( UTILS.KmphToMps( 80 ) ) -- Kick the players at 80 kilometers per hour --- --- Atc_Ground:SetMaximumKickSpeed( UTILS.MiphToMps( 100 ) ) -- Kick the players at 100 miles per hour --- --- Atc_Ground:SetMaximumKickSpeed( 24 ) -- Kick the players at 24 meters per second ( 24 * 3.6 = 86.4 kilometers per hour ) --- -function ATC_GROUND:SetMaximumKickSpeed( MaximumKickSpeed, Airbase ) - - if not Airbase then - self.MaximumKickSpeed = MaximumKickSpeed - else - self.Airbases[Airbase].MaximumKickSpeed = MaximumKickSpeed - end - - return self -end - ---- Set the maximum kick speed in kilometers per hour (Kmph) until the player gets kicked. --- There are no warnings given if this speed is reached, and is to prevent players to take off from the airbase! --- An airbase can be specified to set the maximum kick speed for. --- @param #ATC_GROUND self --- @param #number MaximumKickSpeed Set the speed in Kmph. --- @param Wrapper.Airbase#AIRBASE Airbase (optional) The airbase to set the kick speed for. --- @return #ATC_GROUND self --- --- Atc_Ground:SetMaximumKickSpeedKmph( 150 ) -- Kick the players at 150 kilometers per hour --- -function ATC_GROUND:SetMaximumKickSpeedKmph( MaximumKickSpeed, Airbase ) - - self:SetMaximumKickSpeed( UTILS.KmphToMps( MaximumKickSpeed ), Airbase ) - - return self -end - ---- Set the maximum kick speed in miles per hour (Miph) until the player gets kicked. --- There are no warnings given if this speed is reached, and is to prevent players to take off from the airbase! --- An airbase can be specified to set the maximum kick speed for. --- @param #ATC_GROUND self --- @param #number MaximumKickSpeedMiph Set the speed in Mph. --- @param Wrapper.Airbase#AIRBASE Airbase (optional) The airbase to set the kick speed for. --- @return #ATC_GROUND self --- --- Atc_Ground:SetMaximumKickSpeedMiph( 100 ) -- Kick the players at 100 miles per hour --- -function ATC_GROUND:SetMaximumKickSpeedMiph( MaximumKickSpeedMiph, Airbase ) - - self:SetMaximumKickSpeed( UTILS.MiphToMps( MaximumKickSpeedMiph ), Airbase ) - - return self -end - - ---- @param #ATC_GROUND self -function ATC_GROUND:_AirbaseMonitor() - - self.SetClient:ForEachClient( - --- @param Wrapper.Client#CLIENT Client - function( Client ) - - if Client:IsAlive() then - - local IsOnGround = Client:InAir() == false - - for AirbaseID, AirbaseMeta in pairs( self.Airbases ) do - self:E( AirbaseID, AirbaseMeta.KickSpeed ) - - if AirbaseMeta.Monitor == true and Client:IsInZone( AirbaseMeta.ZoneBoundary ) then - - local NotInRunwayZone = true - for ZoneRunwayID, ZoneRunway in pairs( AirbaseMeta.ZoneRunways ) do - NotInRunwayZone = ( Client:IsNotInZone( ZoneRunway ) == true ) and NotInRunwayZone or false - end - - if NotInRunwayZone then - - if IsOnGround then - local Taxi = Client:GetState( self, "Taxi" ) - self:E( Taxi ) - if Taxi == false then - local Velocity = VELOCITY:New( AirbaseMeta.KickSpeed or self.KickSpeed ) - Client:Message( "Welcome at " .. AirbaseID .. ". The maximum taxiing speed is " .. - Velocity:ToString() , 20, "ATC" ) - Client:SetState( self, "Taxi", true ) - end - - -- TODO: GetVelocityKMH function usage - local Velocity = VELOCITY_POSITIONABLE:New( Client ) - --MESSAGE:New( "Velocity = " .. Velocity:ToString(), 1 ):ToAll() - local IsAboveRunway = Client:IsAboveRunway() - self:T( IsAboveRunway, IsOnGround ) - - if IsOnGround then - local Speeding = false - if AirbaseMeta.MaximumKickSpeed then - if Velocity:Get() > AirbaseMeta.MaximumKickSpeed then - Speeding = true - end - else - if Velocity:Get() > self.MaximumKickSpeed then - Speeding = true - end - end - if Speeding == true then - MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. - " is kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll() - Client:Destroy() - Client:SetState( self, "Speeding", false ) - Client:SetState( self, "Warnings", 0 ) - end - end - - - if IsOnGround then - - local Speeding = false - if AirbaseMeta.KickSpeed then -- If there is a speed defined for the airbase, use that only. - if Velocity:Get() > AirbaseMeta.KickSpeed then - Speeding = true - end - else - if Velocity:Get() > self.KickSpeed then - Speeding = true - end - end - if Speeding == true then - local IsSpeeding = Client:GetState( self, "Speeding" ) - - if IsSpeeding == true then - local SpeedingWarnings = Client:GetState( self, "Warnings" ) - self:T( SpeedingWarnings ) - - if SpeedingWarnings <= 3 then - Client:Message( "Warning " .. SpeedingWarnings .. "/3! Airbase traffic rule violation! Slow down now! Your speed is " .. - Velocity:ToString(), 5, "ATC" ) - Client:SetState( self, "Warnings", SpeedingWarnings + 1 ) - else - MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. " is kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll() - --- @param Wrapper.Client#CLIENT Client - Client:Destroy() - Client:SetState( self, "Speeding", false ) - Client:SetState( self, "Warnings", 0 ) - end - - else - Client:Message( "Attention! You are speeding on the taxiway, slow down! Your speed is " .. - Velocity:ToString(), 5, "ATC" ) - Client:SetState( self, "Speeding", true ) - Client:SetState( self, "Warnings", 1 ) - end - - else - Client:SetState( self, "Speeding", false ) - Client:SetState( self, "Warnings", 0 ) - end - end - - if IsOnGround and not IsAboveRunway then - - local IsOffRunway = Client:GetState( self, "IsOffRunway" ) - - if IsOffRunway == true then - local OffRunwayWarnings = Client:GetState( self, "OffRunwayWarnings" ) - self:T( OffRunwayWarnings ) - - if OffRunwayWarnings <= 3 then - Client:Message( "Warning " .. OffRunwayWarnings .. "/3! Airbase traffic rule violation! Get back on the taxi immediately!", 5, "ATC" ) - Client:SetState( self, "OffRunwayWarnings", OffRunwayWarnings + 1 ) - else - MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. " is kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll() - --- @param Wrapper.Client#CLIENT Client - Client:Destroy() - Client:SetState( self, "IsOffRunway", false ) - Client:SetState( self, "OffRunwayWarnings", 0 ) - end - else - Client:Message( "Attention! You are off the taxiway. Get back on the taxiway immediately!", 5, "ATC" ) - Client:SetState( self, "IsOffRunway", true ) - Client:SetState( self, "OffRunwayWarnings", 1 ) - end - - else - Client:SetState( self, "IsOffRunway", false ) - Client:SetState( self, "OffRunwayWarnings", 0 ) - end - end - else - Client:SetState( self, "Speeding", false ) - Client:SetState( self, "Warnings", 0 ) - Client:SetState( self, "IsOffRunway", false ) - Client:SetState( self, "OffRunwayWarnings", 0 ) - local Taxi = Client:GetState( self, "Taxi" ) - if Taxi == true then - Client:Message( "You have progressed to the runway ... Await take-off clearance ...", 20, "ATC" ) - Client:SetState( self, "Taxi", false ) - end - end - end - end - else - Client:SetState( self, "Taxi", false ) - end - end - ) - - return true -end - - ---- @type ATC_GROUND_CAUCASUS --- @extends #ATC_GROUND - ---- # ATC\_GROUND\_CAUCASUS, extends @{#ATC_GROUND} --- --- The ATC\_GROUND\_CAUCASUS class monitors the speed of the airplanes at the airbase during taxi. --- The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned. --- --- --- --- --- ![Banner Image](..\Presentations\ATC_GROUND\Dia1.JPG) --- --- --- --- --- The default maximum speed for the airbases at Caucasus is **50 km/h**. Warnings are given if this speed limit is trespassed. --- Players will be immediately kicked when driving faster than **150 km/h** on the taxi way. --- --- --- The pilot will receive 3 times a warning during speeding. After the 3rd warning, if the pilot is still driving --- faster than the maximum allowed speed, the pilot will be kicked. --- --- Different airbases have different maximum speeds, according safety regulations. --- --- # Airbases monitored --- --- The following airbases are monitored at the Caucasus region. --- Use the @{Wrapper.Airbase#AIRBASE.Caucasus} enumeration to select the airbases to be monitored. --- --- * `AIRBASE.Caucasus.Anapa_Vityazevo` --- * `AIRBASE.Caucasus.Batumi` --- * `AIRBASE.Caucasus.Beslan` --- * `AIRBASE.Caucasus.Gelendzhik` --- * `AIRBASE.Caucasus.Gudauta` --- * `AIRBASE.Caucasus.Kobuleti` --- * `AIRBASE.Caucasus.Krasnodar_Center` --- * `AIRBASE.Caucasus.Krasnodar_Pashkovsky` --- * `AIRBASE.Caucasus.Krymsk` --- * `AIRBASE.Caucasus.Kutaisi` --- * `AIRBASE.Caucasus.Maykop_Khanskaya` --- * `AIRBASE.Caucasus.Mineralnye_Vody` --- * `AIRBASE.Caucasus.Mozdok` --- * `AIRBASE.Caucasus.Nalchik` --- * `AIRBASE.Caucasus.Novorossiysk` --- * `AIRBASE.Caucasus.Senaki_Kolkhi` --- * `AIRBASE.Caucasus.Sochi_Adler` --- * `AIRBASE.Caucasus.Soganlug` --- * `AIRBASE.Caucasus.Sukhumi_Babushara` --- * `AIRBASE.Caucasus.Tbilisi_Lochini` --- * `AIRBASE.Caucasus.Vaziani` --- --- --- # Installation --- --- ## In Single Player Missions --- --- ATC\_GROUND is fully functional in single player. --- --- ## In Multi Player Missions --- --- ATC\_GROUND is functional in multi player, however ... --- --- Due to a bug in DCS since release 1.5, the despawning of clients are not anymore working in multi player. --- To **work around this problem**, a much better solution has been made, using the **slot blocker** script designed --- by Ciribob. --- --- With the help of __Ciribob__, this script has been extended to also kick client players while in flight. --- ATC\_GROUND is communicating with this modified script to kick players! --- --- Install the file **SimpleSlotBlockGameGUI.lua** on the server, following the installation instructions described by Ciribob. --- --- [Simple Slot Blocker from Ciribob & FlightControl](https://github.com/ciribob/DCS-SimpleSlotBlock) --- --- # Script it! --- --- ## 1. ATC\_GROUND\_CAUCASUS Constructor --- --- Creates a new ATC_GROUND_CAUCASUS object that will monitor pilots taxiing behaviour. --- --- -- This creates a new ATC_GROUND_CAUCASUS object. --- --- -- Monitor all the airbases. --- ATC_Ground = ATC_GROUND_CAUCASUS:New() --- --- -- Monitor specific airbases only. --- --- ATC_Ground = ATC_GROUND_CAUCASUS:New( --- { AIRBASE.Caucasus.Gelendzhik, --- AIRBASE.Caucasus.Krymsk --- } --- ) --- --- ## 2. Set various options --- --- There are various methods that you can use to tweak the behaviour of the ATC\_GROUND classes. --- --- ### 2.1 Speed limit at an airbase. --- --- * @{#ATC_GROUND.SetKickSpeed}(): Set the speed limit allowed at an airbase in meters per second. --- * @{#ATC_GROUND.SetKickSpeedKmph}(): Set the speed limit allowed at an airbase in kilometers per hour. --- * @{#ATC_GROUND.SetKickSpeedMiph}(): Set the speed limit allowed at an airbase in miles per hour. --- --- ### 2.2 Prevent Takeoff at an airbase. Players will be kicked immediately. --- --- * @{#ATC_GROUND.SetMaximumKickSpeed}(): Set the maximum speed allowed at an airbase in meters per second. --- * @{#ATC_GROUND.SetMaximumKickSpeedKmph}(): Set the maximum speed allowed at an airbase in kilometers per hour. --- * @{#ATC_GROUND.SetMaximumKickSpeedMiph}(): Set the maximum speed allowed at an airbase in miles per hour. --- --- --- @field #ATC_GROUND_CAUCASUS -ATC_GROUND_CAUCASUS = { - ClassName = "ATC_GROUND_CAUCASUS", - Airbases = { - [AIRBASE.Caucasus.Anapa_Vityazevo] = { - PointsRunways = { - [1] = { - [1]={["y"]=242140.57142858,["x"]=-6478.8571428583,}, - [2]={["y"]=242188.57142858,["x"]=-6522.0000000011,}, - [3]={["y"]=244124.2857143,["x"]=-4344.0000000011,}, - [4]={["y"]=244068.2857143,["x"]=-4296.5714285726,}, - [5]={["y"]=242140.57142858,["x"]=-6480.0000000011,} - }, - }, - }, - [AIRBASE.Caucasus.Batumi] = { - PointsRunways = { - [1] = { - [1]={["y"]=616442.28571429,["x"]=-355090.28571429,}, - [2]={["y"]=618450.57142857,["x"]=-356522,}, - [3]={["y"]=618407.71428571,["x"]=-356584.85714286,}, - [4]={["y"]=618361.99999999,["x"]=-356554.85714286,}, - [5]={["y"]=618324.85714285,["x"]=-356599.14285715,}, - [6]={["y"]=618250.57142856,["x"]=-356543.42857143,}, - [7]={["y"]=618257.7142857,["x"]=-356496.28571429,}, - [8]={["y"]=618237.7142857,["x"]=-356459.14285715,}, - [9]={["y"]=616555.71428571,["x"]=-355258.85714286,}, - [10]={["y"]=616486.28571428,["x"]=-355280.57142858,}, - [11]={["y"]=616410.57142856,["x"]=-355227.71428572,}, - [12]={["y"]=616441.99999999,["x"]=-355179.14285715,}, - [13]={["y"]=616401.99999999,["x"]=-355147.71428572,}, - [14]={["y"]=616441.42857142,["x"]=-355092.57142858,}, - }, - }, - }, - [AIRBASE.Caucasus.Beslan] = { - PointsRunways = { - [1] = { - [1]={["y"]=842104.57142857,["x"]=-148460.57142857,}, - [2]={["y"]=845225.71428572,["x"]=-148656,}, - [3]={["y"]=845220.57142858,["x"]=-148750,}, - [4]={["y"]=842098.85714286,["x"]=-148556.28571429,}, - [5]={["y"]=842104,["x"]=-148460.28571429,}, - }, - }, - }, - [AIRBASE.Caucasus.Gelendzhik] = { - PointsRunways = { - [1] = { - [1]={["y"]=297834.00000001,["x"]=-51107.428571429,}, - [2]={["y"]=297786.57142858,["x"]=-51068.857142858,}, - [3]={["y"]=298946.57142858,["x"]=-49686.000000001,}, - [4]={["y"]=298993.14285715,["x"]=-49725.714285715,}, - [5]={["y"]=297835.14285715,["x"]=-51107.714285715,}, - }, - }, - }, - [AIRBASE.Caucasus.Gudauta] = { - PointsRunways = { - [1] = { - [1]={["y"]=517096.57142857,["x"]=-197804.57142857,}, - [2]={["y"]=515880.85714285,["x"]=-195590.28571429,}, - [3]={["y"]=515812.28571428,["x"]=-195628.85714286,}, - [4]={["y"]=517036.57142857,["x"]=-197834.57142857,}, - [5]={["y"]=517097.99999999,["x"]=-197807.42857143,}, - }, - }, - }, - [AIRBASE.Caucasus.Kobuleti] = { - PointsRunways = { - [1] = { - [1]={["y"]=634509.71428571,["x"]=-318339.42857144,}, - [2]={["y"]=636767.42857143,["x"]=-317516.57142858,}, - [3]={["y"]=636790,["x"]=-317575.71428572,}, - [4]={["y"]=634531.42857143,["x"]=-318398.00000001,}, - [5]={["y"]=634510.28571429,["x"]=-318339.71428572,}, - }, - }, - }, - [AIRBASE.Caucasus.Krasnodar_Center] = { - PointsRunways = { - [1] = { - [1]={["y"]=369205.42857144,["x"]=11789.142857142,}, - [2]={["y"]=369209.71428572,["x"]=11714.857142856,}, - [3]={["y"]=366699.71428572,["x"]=11581.714285713,}, - [4]={["y"]=366698.28571429,["x"]=11659.142857142,}, - [5]={["y"]=369208.85714286,["x"]=11788.57142857,}, - }, - }, - }, - [AIRBASE.Caucasus.Krasnodar_Pashkovsky] = { - PointsRunways = { - [1] = { - [1]={["y"]=385891.14285715,["x"]=8416.5714285703,}, - [2]={["y"]=385842.28571429,["x"]=8467.9999999989,}, - [3]={["y"]=384180.85714286,["x"]=6917.1428571417,}, - [4]={["y"]=384228.57142858,["x"]=6867.7142857132,}, - [5]={["y"]=385891.14285715,["x"]=8416.5714285703,}, - }, - [2] = { - [1]={["y"]=386714.85714286,["x"]=6674.857142856,}, - [2]={["y"]=386757.71428572,["x"]=6627.7142857132,}, - [3]={["y"]=389028.57142858,["x"]=8741.4285714275,}, - [4]={["y"]=388981.71428572,["x"]=8790.5714285703,}, - [5]={["y"]=386714.57142858,["x"]=6674.5714285703,}, - }, - }, - }, - [AIRBASE.Caucasus.Krymsk] = { - PointsRunways = { - [1] = { - [1]={["y"]=293522.00000001,["x"]=-7567.4285714297,}, - [2]={["y"]=293578.57142858,["x"]=-7616.0000000011,}, - [3]={["y"]=295246.00000001,["x"]=-5591.142857144,}, - [4]={["y"]=295187.71428573,["x"]=-5546.0000000011,}, - [5]={["y"]=293523.14285715,["x"]=-7568.2857142868,}, - }, - }, - }, - [AIRBASE.Caucasus.Kutaisi] = { - PointsRunways = { - [1] = { - [1]={["y"]=682638,["x"]=-285202.28571429,}, - [2]={["y"]=685050.28571429,["x"]=-284507.42857144,}, - [3]={["y"]=685068.85714286,["x"]=-284578.85714286,}, - [4]={["y"]=682657.42857143,["x"]=-285264.28571429,}, - [5]={["y"]=682638.28571429,["x"]=-285202.85714286,}, - }, - }, - }, - [AIRBASE.Caucasus.Maykop_Khanskaya] = { - PointsRunways = { - [1] = { - [1]={["y"]=457005.42857143,["x"]=-27668.000000001,}, - [2]={["y"]=459028.85714286,["x"]=-25168.857142858,}, - [3]={["y"]=459082.57142857,["x"]=-25216.857142858,}, - [4]={["y"]=457060,["x"]=-27714.285714287,}, - [5]={["y"]=457004.57142857,["x"]=-27669.714285715,}, - }, - }, - }, - [AIRBASE.Caucasus.Mineralnye_Vody] = { - PointsRunways = { - [1] = { - [1]={["y"]=703904,["x"]=-50352.571428573,}, - [2]={["y"]=707596.28571429,["x"]=-52094.571428573,}, - [3]={["y"]=707560.57142858,["x"]=-52161.714285716,}, - [4]={["y"]=703871.71428572,["x"]=-50420.571428573,}, - [5]={["y"]=703902,["x"]=-50352.000000002,}, - }, - }, - }, - [AIRBASE.Caucasus.Mozdok] = { - PointsRunways = { - [1] = { - [1]={["y"]=832201.14285715,["x"]=-83699.428571431,}, - [2]={["y"]=832212.57142857,["x"]=-83780.571428574,}, - [3]={["y"]=835730.28571429,["x"]=-83335.714285717,}, - [4]={["y"]=835718.85714286,["x"]=-83246.571428574,}, - [5]={["y"]=832200.57142857,["x"]=-83700.000000002,}, - }, - }, - }, - [AIRBASE.Caucasus.Nalchik] = { - PointsRunways = { - [1] = { - [1]={["y"]=759454.28571429,["x"]=-125551.42857143,}, - [2]={["y"]=759492.85714286,["x"]=-125610.85714286,}, - [3]={["y"]=761406.28571429,["x"]=-124304.28571429,}, - [4]={["y"]=761361.14285714,["x"]=-124239.71428572,}, - [5]={["y"]=759456,["x"]=-125552.57142857,}, - }, - }, - }, - [AIRBASE.Caucasus.Novorossiysk] = { - PointsRunways = { - [1] = { - [1]={["y"]=278673.14285716,["x"]=-41615.142857144,}, - [2]={["y"]=278625.42857144,["x"]=-41570.571428572,}, - [3]={["y"]=279835.42857144,["x"]=-40226.000000001,}, - [4]={["y"]=279882.2857143,["x"]=-40270.000000001,}, - [5]={["y"]=278672.00000001,["x"]=-41614.857142858,}, - }, - }, - }, - [AIRBASE.Caucasus.Senaki_Kolkhi] = { - PointsRunways = { - [1] = { - [1]={["y"]=646060.85714285,["x"]=-281736,}, - [2]={["y"]=646056.57142857,["x"]=-281631.71428571,}, - [3]={["y"]=648442.28571428,["x"]=-281840.28571428,}, - [4]={["y"]=648432.28571428,["x"]=-281918.85714286,}, - [5]={["y"]=646063.71428571,["x"]=-281738.85714286,}, - }, - }, - }, - [AIRBASE.Caucasus.Sochi_Adler] = { - PointsRunways = { - [1] = { - [1]={["y"]=460831.42857143,["x"]=-165180,}, - [2]={["y"]=460878.57142857,["x"]=-165257.14285714,}, - [3]={["y"]=463663.71428571,["x"]=-163793.14285714,}, - [4]={["y"]=463612.28571428,["x"]=-163697.42857143,}, - [5]={["y"]=460831.42857143,["x"]=-165177.14285714,}, - }, - [2] = { - [1]={["y"]=460831.42857143,["x"]=-165180,}, - [2]={["y"]=460878.57142857,["x"]=-165257.14285714,}, - [3]={["y"]=463663.71428571,["x"]=-163793.14285714,}, - [4]={["y"]=463612.28571428,["x"]=-163697.42857143,}, - [5]={["y"]=460831.42857143,["x"]=-165177.14285714,}, - }, - }, - }, - [AIRBASE.Caucasus.Soganlug] = { - PointsRunways = { - [1] = { - [1]={["y"]=894525.71428571,["x"]=-316964,}, - [2]={["y"]=896363.14285714,["x"]=-318634.28571428,}, - [3]={["y"]=896299.14285714,["x"]=-318702.85714286,}, - [4]={["y"]=894464,["x"]=-317031.71428571,}, - [5]={["y"]=894524.57142857,["x"]=-316963.71428571,}, - }, - }, - }, - [AIRBASE.Caucasus.Sukhumi_Babushara] = { - PointsRunways = { - [1] = { - [1]={["y"]=562684,["x"]=-219779.71428571,}, - [2]={["y"]=562717.71428571,["x"]=-219718,}, - [3]={["y"]=566046.85714286,["x"]=-221376.57142857,}, - [4]={["y"]=566012.28571428,["x"]=-221446.57142857,}, - [5]={["y"]=562684.57142857,["x"]=-219782.57142857,}, - }, - }, - }, - [AIRBASE.Caucasus.Tbilisi_Lochini] = { - PointsRunways = { - [1] = { - [1]={["y"]=895261.14285715,["x"]=-314652.28571428,}, - [2]={["y"]=897654.57142857,["x"]=-316523.14285714,}, - [3]={["y"]=897711.71428571,["x"]=-316450.28571429,}, - [4]={["y"]=895327.42857143,["x"]=-314568.85714286,}, - [5]={["y"]=895261.71428572,["x"]=-314656,}, - }, - [2] = { - [1]={["y"]=895605.71428572,["x"]=-314724.57142857,}, - [2]={["y"]=897639.71428572,["x"]=-316148,}, - [3]={["y"]=897683.42857143,["x"]=-316087.14285714,}, - [4]={["y"]=895650,["x"]=-314660,}, - [5]={["y"]=895606,["x"]=-314724.85714286,} - }, - }, - }, - [AIRBASE.Caucasus.Vaziani] = { - PointsRunways = { - [1] = { - [1]={["y"]=902239.14285714,["x"]=-318190.85714286,}, - [2]={["y"]=904014.28571428,["x"]=-319994.57142857,}, - [3]={["y"]=904064.85714285,["x"]=-319945.14285715,}, - [4]={["y"]=902294.57142857,["x"]=-318146,}, - [5]={["y"]=902247.71428571,["x"]=-318190.85714286,}, - }, - }, - }, - }, -} - ---- Creates a new ATC_GROUND_CAUCASUS object. --- @param #ATC_GROUND_CAUCASUS self --- @param AirbaseNames A list {} of airbase names (Use AIRBASE.Caucasus enumerator). --- @return #ATC_GROUND_CAUCASUS self -function ATC_GROUND_CAUCASUS:New( AirbaseNames ) - - -- Inherits from BASE - local self = BASE:Inherit( self, ATC_GROUND:New( self.Airbases, AirbaseNames ) ) - - self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, 0.05 ) - - self:SetKickSpeedKmph( 50 ) - self:SetMaximumKickSpeedKmph( 150 ) - - -- -- AnapaVityazevo - -- local AnapaVityazevoBoundary = GROUP:FindByName( "AnapaVityazevo Boundary" ) - -- self.Airbases.AnapaVityazevo.ZoneBoundary = ZONE_POLYGON:New( "AnapaVityazevo Boundary", AnapaVityazevoBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local AnapaVityazevoRunway1 = GROUP:FindByName( "AnapaVityazevo Runway 1" ) - -- self.Airbases.AnapaVityazevo.ZoneRunways[1] = ZONE_POLYGON:New( "AnapaVityazevo Runway 1", AnapaVityazevoRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- Batumi - -- local BatumiBoundary = GROUP:FindByName( "Batumi Boundary" ) - -- self.Airbases.Batumi.ZoneBoundary = ZONE_POLYGON:New( "Batumi Boundary", BatumiBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local BatumiRunway1 = GROUP:FindByName( "Batumi Runway 1" ) - -- self.Airbases.Batumi.ZoneRunways[1] = ZONE_POLYGON:New( "Batumi Runway 1", BatumiRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- Beslan - -- local BeslanBoundary = GROUP:FindByName( "Beslan Boundary" ) - -- self.Airbases.Beslan.ZoneBoundary = ZONE_POLYGON:New( "Beslan Boundary", BeslanBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local BeslanRunway1 = GROUP:FindByName( "Beslan Runway 1" ) - -- self.Airbases.Beslan.ZoneRunways[1] = ZONE_POLYGON:New( "Beslan Runway 1", BeslanRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- Gelendzhik - -- local GelendzhikBoundary = GROUP:FindByName( "Gelendzhik Boundary" ) - -- self.Airbases.Gelendzhik.ZoneBoundary = ZONE_POLYGON:New( "Gelendzhik Boundary", GelendzhikBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local GelendzhikRunway1 = GROUP:FindByName( "Gelendzhik Runway 1" ) - -- self.Airbases.Gelendzhik.ZoneRunways[1] = ZONE_POLYGON:New( "Gelendzhik Runway 1", GelendzhikRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- Gudauta - -- local GudautaBoundary = GROUP:FindByName( "Gudauta Boundary" ) - -- self.Airbases.Gudauta.ZoneBoundary = ZONE_POLYGON:New( "Gudauta Boundary", GudautaBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local GudautaRunway1 = GROUP:FindByName( "Gudauta Runway 1" ) - -- self.Airbases.Gudauta.ZoneRunways[1] = ZONE_POLYGON:New( "Gudauta Runway 1", GudautaRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- Kobuleti - -- local KobuletiBoundary = GROUP:FindByName( "Kobuleti Boundary" ) - -- self.Airbases.Kobuleti.ZoneBoundary = ZONE_POLYGON:New( "Kobuleti Boundary", KobuletiBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local KobuletiRunway1 = GROUP:FindByName( "Kobuleti Runway 1" ) - -- self.Airbases.Kobuleti.ZoneRunways[1] = ZONE_POLYGON:New( "Kobuleti Runway 1", KobuletiRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- KrasnodarCenter - -- local KrasnodarCenterBoundary = GROUP:FindByName( "KrasnodarCenter Boundary" ) - -- self.Airbases.KrasnodarCenter.ZoneBoundary = ZONE_POLYGON:New( "KrasnodarCenter Boundary", KrasnodarCenterBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local KrasnodarCenterRunway1 = GROUP:FindByName( "KrasnodarCenter Runway 1" ) - -- self.Airbases.KrasnodarCenter.ZoneRunways[1] = ZONE_POLYGON:New( "KrasnodarCenter Runway 1", KrasnodarCenterRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- KrasnodarPashkovsky - -- local KrasnodarPashkovskyBoundary = GROUP:FindByName( "KrasnodarPashkovsky Boundary" ) - -- self.Airbases.KrasnodarPashkovsky.ZoneBoundary = ZONE_POLYGON:New( "KrasnodarPashkovsky Boundary", KrasnodarPashkovskyBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local KrasnodarPashkovskyRunway1 = GROUP:FindByName( "KrasnodarPashkovsky Runway 1" ) - -- self.Airbases.KrasnodarPashkovsky.ZoneRunways[1] = ZONE_POLYGON:New( "KrasnodarPashkovsky Runway 1", KrasnodarPashkovskyRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- local KrasnodarPashkovskyRunway2 = GROUP:FindByName( "KrasnodarPashkovsky Runway 2" ) - -- self.Airbases.KrasnodarPashkovsky.ZoneRunways[2] = ZONE_POLYGON:New( "KrasnodarPashkovsky Runway 2", KrasnodarPashkovskyRunway2 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- Krymsk - -- local KrymskBoundary = GROUP:FindByName( "Krymsk Boundary" ) - -- self.Airbases.Krymsk.ZoneBoundary = ZONE_POLYGON:New( "Krymsk Boundary", KrymskBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local KrymskRunway1 = GROUP:FindByName( "Krymsk Runway 1" ) - -- self.Airbases.Krymsk.ZoneRunways[1] = ZONE_POLYGON:New( "Krymsk Runway 1", KrymskRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- Kutaisi - -- local KutaisiBoundary = GROUP:FindByName( "Kutaisi Boundary" ) - -- self.Airbases.Kutaisi.ZoneBoundary = ZONE_POLYGON:New( "Kutaisi Boundary", KutaisiBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local KutaisiRunway1 = GROUP:FindByName( "Kutaisi Runway 1" ) - -- self.Airbases.Kutaisi.ZoneRunways[1] = ZONE_POLYGON:New( "Kutaisi Runway 1", KutaisiRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- MaykopKhanskaya - -- local MaykopKhanskayaBoundary = GROUP:FindByName( "MaykopKhanskaya Boundary" ) - -- self.Airbases.MaykopKhanskaya.ZoneBoundary = ZONE_POLYGON:New( "MaykopKhanskaya Boundary", MaykopKhanskayaBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local MaykopKhanskayaRunway1 = GROUP:FindByName( "MaykopKhanskaya Runway 1" ) - -- self.Airbases.MaykopKhanskaya.ZoneRunways[1] = ZONE_POLYGON:New( "MaykopKhanskaya Runway 1", MaykopKhanskayaRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- MineralnyeVody - -- local MineralnyeVodyBoundary = GROUP:FindByName( "MineralnyeVody Boundary" ) - -- self.Airbases.MineralnyeVody.ZoneBoundary = ZONE_POLYGON:New( "MineralnyeVody Boundary", MineralnyeVodyBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local MineralnyeVodyRunway1 = GROUP:FindByName( "MineralnyeVody Runway 1" ) - -- self.Airbases.MineralnyeVody.ZoneRunways[1] = ZONE_POLYGON:New( "MineralnyeVody Runway 1", MineralnyeVodyRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- Mozdok - -- local MozdokBoundary = GROUP:FindByName( "Mozdok Boundary" ) - -- self.Airbases.Mozdok.ZoneBoundary = ZONE_POLYGON:New( "Mozdok Boundary", MozdokBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local MozdokRunway1 = GROUP:FindByName( "Mozdok Runway 1" ) - -- self.Airbases.Mozdok.ZoneRunways[1] = ZONE_POLYGON:New( "Mozdok Runway 1", MozdokRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- Nalchik - -- local NalchikBoundary = GROUP:FindByName( "Nalchik Boundary" ) - -- self.Airbases.Nalchik.ZoneBoundary = ZONE_POLYGON:New( "Nalchik Boundary", NalchikBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local NalchikRunway1 = GROUP:FindByName( "Nalchik Runway 1" ) - -- self.Airbases.Nalchik.ZoneRunways[1] = ZONE_POLYGON:New( "Nalchik Runway 1", NalchikRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- Novorossiysk - -- local NovorossiyskBoundary = GROUP:FindByName( "Novorossiysk Boundary" ) - -- self.Airbases.Novorossiysk.ZoneBoundary = ZONE_POLYGON:New( "Novorossiysk Boundary", NovorossiyskBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local NovorossiyskRunway1 = GROUP:FindByName( "Novorossiysk Runway 1" ) - -- self.Airbases.Novorossiysk.ZoneRunways[1] = ZONE_POLYGON:New( "Novorossiysk Runway 1", NovorossiyskRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- SenakiKolkhi - -- local SenakiKolkhiBoundary = GROUP:FindByName( "SenakiKolkhi Boundary" ) - -- self.Airbases.SenakiKolkhi.ZoneBoundary = ZONE_POLYGON:New( "SenakiKolkhi Boundary", SenakiKolkhiBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local SenakiKolkhiRunway1 = GROUP:FindByName( "SenakiKolkhi Runway 1" ) - -- self.Airbases.SenakiKolkhi.ZoneRunways[1] = ZONE_POLYGON:New( "SenakiKolkhi Runway 1", SenakiKolkhiRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- SochiAdler - -- local SochiAdlerBoundary = GROUP:FindByName( "SochiAdler Boundary" ) - -- self.Airbases.SochiAdler.ZoneBoundary = ZONE_POLYGON:New( "SochiAdler Boundary", SochiAdlerBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local SochiAdlerRunway1 = GROUP:FindByName( "SochiAdler Runway 1" ) - -- self.Airbases.SochiAdler.ZoneRunways[1] = ZONE_POLYGON:New( "SochiAdler Runway 1", SochiAdlerRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- local SochiAdlerRunway2 = GROUP:FindByName( "SochiAdler Runway 2" ) - -- self.Airbases.SochiAdler.ZoneRunways[2] = ZONE_POLYGON:New( "SochiAdler Runway 2", SochiAdlerRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- Soganlug - -- local SoganlugBoundary = GROUP:FindByName( "Soganlug Boundary" ) - -- self.Airbases.Soganlug.ZoneBoundary = ZONE_POLYGON:New( "Soganlug Boundary", SoganlugBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local SoganlugRunway1 = GROUP:FindByName( "Soganlug Runway 1" ) - -- self.Airbases.Soganlug.ZoneRunways[1] = ZONE_POLYGON:New( "Soganlug Runway 1", SoganlugRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- SukhumiBabushara - -- local SukhumiBabusharaBoundary = GROUP:FindByName( "SukhumiBabushara Boundary" ) - -- self.Airbases.SukhumiBabushara.ZoneBoundary = ZONE_POLYGON:New( "SukhumiBabushara Boundary", SukhumiBabusharaBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local SukhumiBabusharaRunway1 = GROUP:FindByName( "SukhumiBabushara Runway 1" ) - -- self.Airbases.SukhumiBabushara.ZoneRunways[1] = ZONE_POLYGON:New( "SukhumiBabushara Runway 1", SukhumiBabusharaRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- TbilisiLochini - -- local TbilisiLochiniBoundary = GROUP:FindByName( "TbilisiLochini Boundary" ) - -- self.Airbases.TbilisiLochini.ZoneBoundary = ZONE_POLYGON:New( "TbilisiLochini Boundary", TbilisiLochiniBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local TbilisiLochiniRunway1 = GROUP:FindByName( "TbilisiLochini Runway 1" ) - -- self.Airbases.TbilisiLochini.ZoneRunways[1] = ZONE_POLYGON:New( "TbilisiLochini Runway 1", TbilisiLochiniRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- local TbilisiLochiniRunway2 = GROUP:FindByName( "TbilisiLochini Runway 2" ) - -- self.Airbases.TbilisiLochini.ZoneRunways[2] = ZONE_POLYGON:New( "TbilisiLochini Runway 2", TbilisiLochiniRunway2 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - -- -- Vaziani - -- local VazianiBoundary = GROUP:FindByName( "Vaziani Boundary" ) - -- self.Airbases.Vaziani.ZoneBoundary = ZONE_POLYGON:New( "Vaziani Boundary", VazianiBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local VazianiRunway1 = GROUP:FindByName( "Vaziani Runway 1" ) - -- self.Airbases.Vaziani.ZoneRunways[1] = ZONE_POLYGON:New( "Vaziani Runway 1", VazianiRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - -- - -- - -- - - - -- Template - -- local TemplateBoundary = GROUP:FindByName( "Template Boundary" ) - -- self.Airbases.Template.ZoneBoundary = ZONE_POLYGON:New( "Template Boundary", TemplateBoundary ):SmokeZone(SMOKECOLOR.White):Flush() - -- - -- local TemplateRunway1 = GROUP:FindByName( "Template Runway 1" ) - -- self.Airbases.Template.ZoneRunways[1] = ZONE_POLYGON:New( "Template Runway 1", TemplateRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - - return self -end - - - - ---- @type ATC_GROUND_NEVADA --- @extends #ATC_GROUND - - ---- # ATC\_GROUND\_NEVADA, extends @{#ATC_GROUND} --- --- The ATC\_GROUND\_NEVADA class monitors the speed of the airplanes at the airbase during taxi. --- The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned. --- --- --- --- --- ![Banner Image](..\Presentations\ATC_GROUND\Dia1.JPG) --- --- --- --- --- The default maximum speed for the airbases at Nevada is **50 km/h**. Warnings are given if this speed limit is trespassed. --- Players will be immediately kicked when driving faster than **150 km/h** on the taxi way. --- --- The ATC\_GROUND\_NEVADA class monitors the speed of the airplanes at the airbase during taxi. --- The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned. --- --- The pilot will receive 3 times a warning during speeding. After the 3rd warning, if the pilot is still driving --- faster than the maximum allowed speed, the pilot will be kicked. --- --- Different airbases have different maximum speeds, according safety regulations. --- --- # Airbases monitored --- --- The following airbases are monitored at the Nevada region. --- Use the @{Wrapper.Airbase#AIRBASE.Nevada} enumeration to select the airbases to be monitored. --- --- * `AIRBASE.Nevada.Beatty_Airport` --- * `AIRBASE.Nevada.Boulder_City_Airport` --- * `AIRBASE.Nevada.Creech_AFB` --- * `AIRBASE.Nevada.Echo_Bay` --- * `AIRBASE.Nevada.Groom_Lake_AFB` --- * `AIRBASE.Nevada.Henderson_Executive_Airport` --- * `AIRBASE.Nevada.Jean_Airport` --- * `AIRBASE.Nevada.Laughlin_Airport` --- * `AIRBASE.Nevada.Lincoln_County` --- * `AIRBASE.Nevada.McCarran_International_Airport` --- * `AIRBASE.Nevada.Mellan_Airstrip` --- * `AIRBASE.Nevada.Mesquite` --- * `AIRBASE.Nevada.Mina_Airport_3Q0` --- * `AIRBASE.Nevada.Nellis_AFB` --- * `AIRBASE.Nevada.North_Las_Vegas` --- * `AIRBASE.Nevada.Pahute_Mesa_Airstrip` --- * `AIRBASE.Nevada.Tonopah_Airport` --- * `AIRBASE.Nevada.Tonopah_Test_Range_Airfield` --- --- # Installation --- --- ## In Single Player Missions --- --- ATC\_GROUND is fully functional in single player. --- --- ## In Multi Player Missions --- --- ATC\_GROUND is functional in multi player, however ... --- --- Due to a bug in DCS since release 1.5, the despawning of clients are not anymore working in multi player. --- To **work around this problem**, a much better solution has been made, using the **slot blocker** script designed --- by Ciribob. --- --- With the help of __Ciribob__, this script has been extended to also kick client players while in flight. --- ATC\_GROUND is communicating with this modified script to kick players! --- --- Install the file **SimpleSlotBlockGameGUI.lua** on the server, following the installation instructions described by Ciribob. --- --- [Simple Slot Blocker from Ciribob & FlightControl](https://github.com/ciribob/DCS-SimpleSlotBlock) --- --- # Script it! --- --- ## 1. ATC_GROUND_NEVADA Constructor --- --- Creates a new ATC_GROUND_NEVADA object that will monitor pilots taxiing behaviour. --- --- -- This creates a new ATC_GROUND_NEVADA object. --- --- -- Monitor all the airbases. --- ATC_Ground = ATC_GROUND_NEVADA:New() --- --- --- -- Monitor specific airbases. --- ATC_Ground = ATC_GROUND_NEVADA:New( --- { AIRBASE.Nevada.Laughlin_Airport, --- AIRBASE.Nevada.Mellan_Airstrip, --- AIRBASE.Nevada.Lincoln_County, --- AIRBASE.Nevada.North_Las_Vegas, --- AIRBASE.Nevada.McCarran_International_Airport --- } --- ) --- --- ## 2. Set various options --- --- There are various methods that you can use to tweak the behaviour of the ATC\_GROUND classes. --- --- ### 2.1 Speed limit at an airbase. --- --- * @{#ATC_GROUND.SetKickSpeed}(): Set the speed limit allowed at an airbase in meters per second. --- * @{#ATC_GROUND.SetKickSpeedKmph}(): Set the speed limit allowed at an airbase in kilometers per hour. --- * @{#ATC_GROUND.SetKickSpeedMiph}(): Set the speed limit allowed at an airbase in miles per hour. --- --- ### 2.2 Prevent Takeoff at an airbase. Players will be kicked immediately. --- --- * @{#ATC_GROUND.SetMaximumKickSpeed}(): Set the maximum speed allowed at an airbase in meters per second. --- * @{#ATC_GROUND.SetMaximumKickSpeedKmph}(): Set the maximum speed allowed at an airbase in kilometers per hour. --- * @{#ATC_GROUND.SetMaximumKickSpeedMiph}(): Set the maximum speed allowed at an airbase in miles per hour. --- --- --- @field #ATC_GROUND_NEVADA -ATC_GROUND_NEVADA = { - ClassName = "ATC_GROUND_NEVADA", - Airbases = { - - [AIRBASE.Nevada.Beatty_Airport] = { - PointsRunways = { - [1] = { - [1]={["y"]=-174950.05857143,["x"]=-329679.65,}, - [2]={["y"]=-174946.53828571,["x"]=-331394.03885715,}, - [3]={["y"]=-174967.10971429,["x"]=-331394.32457143,}, - [4]={["y"]=-174971.01828571,["x"]=-329682.59171429,}, - }, - }, - }, - [AIRBASE.Nevada.Boulder_City_Airport] = { - PointsRunways = { - [1] = { - [1] = {["y"]=-1317.841714286,["x"]=-429014.92857142,}, - [2] = {["y"]=-951.26228571458,["x"]=-430310.21142856,}, - [3] = {["y"]=-978.11942857172,["x"]=-430317.06857142,}, - [4] = {["y"]=-1347.5088571432,["x"]=-429023.98485713,}, - }, - [2] = { - [1] = {["y"]=-1879.955714286,["x"]=-429783.83742856,}, - [2] = {["y"]=-256.25257142886,["x"]=-430023.63542856,}, - [3] = {["y"]=-260.25257142886,["x"]=-430048.77828571,}, - [4] = {["y"]=-1883.955714286,["x"]=-429807.83742856,}, - }, - }, - }, - [AIRBASE.Nevada.Creech_AFB] = { - PointsRunways = { - [1] = { - [1] = {["y"]=-74234.729142857,["x"]=-360501.80857143,}, - [2] = {["y"]=-77606.122285714,["x"]=-360417.86542857,}, - [3] = {["y"]=-77608.578,["x"]=-360486.13428571,}, - [4] = {["y"]=-74237.930571428,["x"]=-360586.25628571,}, - }, - [2] = { - [1] = {["y"]=-75807.571428572,["x"]=-359073.42857142,}, - [2] = {["y"]=-74770.142857144,["x"]=-360581.71428571,}, - [3] = {["y"]=-74641.285714287,["x"]=-360585.42857142,}, - [4] = {["y"]=-75734.142857144,["x"]=-359023.14285714,}, - }, - }, - }, - [AIRBASE.Nevada.Echo_Bay] = { - PointsRunways = { - [1] = { - [1] = {["y"]=33182.919428572,["x"]=-388698.21657142,}, - [2] = {["y"]=34202.543142857,["x"]=-388469.55485714,}, - [3] = {["y"]=34207.686,["x"]=-388488.69771428,}, - [4] = {["y"]=33185.422285715,["x"]=-388717.82228571,}, - }, - }, - }, - [AIRBASE.Nevada.Groom_Lake_AFB] = { - PointsRunways = { - [1] = { - [1] = {["y"]=-85971.465428571,["x"]=-290567.77,}, - [2] = {["y"]=-87691.155428571,["x"]=-286637.75428571,}, - [3] = {["y"]=-87756.714285715,["x"]=-286663.99999999,}, - [4] = {["y"]=-86035.940285714,["x"]=-290598.81314286,}, - }, - [2] = { - [1] = {["y"]=-86741.547142857,["x"]=-290353.31971428,}, - [2] = {["y"]=-89672.714285714,["x"]=-283546.57142855,}, - [3] = {["y"]=-89772.142857143,["x"]=-283587.71428569,}, - [4] = {["y"]=-86799.623714285,["x"]=-290374.16771428,}, - }, - }, - }, - [AIRBASE.Nevada.Henderson_Executive_Airport] = { - PointsRunways = { - [1] = { - [1] = {["y"]=-25837.500571429,["x"]=-426404.25257142,}, - [2] = {["y"]=-25843.509428571,["x"]=-428752.67942856,}, - [3] = {["y"]=-25902.343714286,["x"]=-428749.96399999,}, - [4] = {["y"]=-25934.667142857,["x"]=-426411.45657142,}, - }, - [2] = { - [1] = {["y"]=-25650.296285714,["x"]=-426510.17971428,}, - [2] = {["y"]=-25632.443428571,["x"]=-428297.11428571,}, - [3] = {["y"]=-25686.690285714,["x"]=-428299.37457142,}, - [4] = {["y"]=-25708.296285714,["x"]=-426515.15114285,}, - }, - }, - }, - [AIRBASE.Nevada.Jean_Airport] = { - PointsRunways = { - [1] = { - [1] = {["y"]=-42549.187142857,["x"]=-449663.23257143,}, - [2] = {["y"]=-43367.466285714,["x"]=-451044.77657143,}, - [3] = {["y"]=-43395.180571429,["x"]=-451028.20514286,}, - [4] = {["y"]=-42579.893142857,["x"]=-449648.18371428,}, - }, - [2] = { - [1] = {["y"]=-42588.359428572,["x"]=-449900.14342857,}, - [2] = {["y"]=-43349.698285714,["x"]=-451185.46857143,}, - [3] = {["y"]=-43369.624571429,["x"]=-451173.49342857,}, - [4] = {["y"]=-42609.216571429,["x"]=-449891.28628571,}, - }, - }, - }, - [AIRBASE.Nevada.Laughlin_Airport] = { - PointsRunways = { - [1] = { - [1] = {["y"]=28231.600857143,["x"]=-515555.94114286,}, - [2] = {["y"]=28453.728285714,["x"]=-518170.78885714,}, - [3] = {["y"]=28370.788285714,["x"]=-518176.25742857,}, - [4] = {["y"]=28138.022857143,["x"]=-515573.07514286,}, - }, - [2] = { - [1] = {["y"]=28231.600857143,["x"]=-515555.94114286,}, - [2] = {["y"]=28453.728285714,["x"]=-518170.78885714,}, - [3] = {["y"]=28370.788285714,["x"]=-518176.25742857,}, - [4] = {["y"]=28138.022857143,["x"]=-515573.07514286,}, - }, - }, - }, - [AIRBASE.Nevada.Lincoln_County] = { - PointsRunways = { - [1] = { - [1]={["y"]=33222.34171429,["x"]=-223959.40171429,}, - [2]={["y"]=33200.040000004,["x"]=-225369.36828572,}, - [3]={["y"]=33177.634571428,["x"]=-225369.21485715,}, - [4]={["y"]=33201.198857147,["x"]=-223960.54457143,}, - }, - }, - }, - [AIRBASE.Nevada.McCarran_International_Airport] = { - PointsRunways = { - [1] = { - [1] = {["y"]=-29406.035714286,["x"]=-416102.48199999,}, - [2] = {["y"]=-24680.714285715,["x"]=-416003.14285713,}, - [3] = {["y"]=-24681.857142858,["x"]=-415926.57142856,}, - [4] = {["y"]=-29408.42857143,["x"]=-416016.57142856,}, - }, - [2] = { - [1] = {["y"]=-28567.221714286,["x"]=-416378.61799999,}, - [2] = {["y"]=-25109.912285714,["x"]=-416309.92914285,}, - [3] = {["y"]=-25112.508,["x"]=-416240.78714285,}, - [4] = {["y"]=-28576.247428571,["x"]=-416308.49514285,}, - }, - [3] = { - [1] = {["y"]=-29255.953142857,["x"]=-416307.10657142,}, - [2] = {["y"]=-28005.571428572,["x"]=-413449.7142857,}, - [3] = {["y"]=-28068.714285715,["x"]=-413422.85714284,}, - [4] = {["y"]=-29331.000000001,["x"]=-416275.7142857,}, - }, - [4] = { - [1] = {["y"]=-28994.901714286,["x"]=-416423.0522857,}, - [2] = {["y"]=-27697.571428572,["x"]=-413464.57142856,}, - [3] = {["y"]=-27767.857142858,["x"]=-413434.28571427,}, - [4] = {["y"]=-29073.000000001,["x"]=-416386.85714284,}, - }, - }, - }, - [AIRBASE.Nevada.Mesquite] = { - PointsRunways = { - [1] = { - [1] = {["y"]=68188.340285714,["x"]=-330302.54742857,}, - [2] = {["y"]=68911.303428571,["x"]=-328920.76571429,}, - [3] = {["y"]=68936.927142857,["x"]=-328933.888,}, - [4] = {["y"]=68212.460285714,["x"]=-330317.19171429,}, - }, - }, - }, - [AIRBASE.Nevada.Mina_Airport_3Q0] = { - PointsRunways = { - [1] = { - [1] = {["y"]=-290054.57371429,["x"]=-160930.02228572,}, - [2] = {["y"]=-289469.77457143,["x"]=-162048.73571429,}, - [3] = {["y"]=-289520.06028572,["x"]=-162074.73571429,}, - [4] = {["y"]=-290104.69085714,["x"]=-160956.19457143,}, - }, - }, - }, - [AIRBASE.Nevada.Nellis_AFB] = { - PointsRunways = { - [1] = { - [1] = {["y"]=-18614.218571428,["x"]=-399437.91085714,}, - [2] = {["y"]=-16217.857142857,["x"]=-396596.85714286,}, - [3] = {["y"]=-16300.142857143,["x"]=-396530,}, - [4] = {["y"]=-18692.543428571,["x"]=-399381.31114286,}, - }, - [2] = { - [1] = {["y"]=-18388.948857143,["x"]=-399630.51828571,}, - [2] = {["y"]=-16011,["x"]=-396806.85714286,}, - [3] = {["y"]=-16074.714285714,["x"]=-396751.71428572,}, - [4] = {["y"]=-18451.571428572,["x"]=-399580.85714285,}, - }, - }, - }, - [AIRBASE.Nevada.Pahute_Mesa_Airstrip] = { - PointsRunways = { - [1] = { - [1] = {["y"]=-132690.40942857,["x"]=-302733.53085714,}, - [2] = {["y"]=-133112.43228571,["x"]=-304499.70742857,}, - [3] = {["y"]=-133179.91685714,["x"]=-304485.544,}, - [4] = {["y"]=-132759.988,["x"]=-302723.326,}, - }, - }, - }, - [AIRBASE.Nevada.Tonopah_Test_Range_Airfield] = { - PointsRunways = { - [1] = { - [1] = {["y"]=-175389.162,["x"]=-224778.07685715,}, - [2] = {["y"]=-173942.15485714,["x"]=-228210.27571429,}, - [3] = {["y"]=-174001.77085714,["x"]=-228233.60371429,}, - [4] = {["y"]=-175452.38685714,["x"]=-224806.84200001,}, - }, - }, - }, - [AIRBASE.Nevada.Tonopah_Airport] = { - PointsRunways = { - [1] = { - [1] = {["y"]=-202128.25228571,["x"]=-196701.34314286,}, - [2] = {["y"]=-201562.40828571,["x"]=-198814.99714286,}, - [3] = {["y"]=-201591.44828571,["x"]=-198820.93714286,}, - [4] = {["y"]=-202156.06828571,["x"]=-196707.68714286,}, - }, - [2] = { - [1] = {["y"]=-202084.57171428,["x"]=-196722.02228572,}, - [2] = {["y"]=-200592.75485714,["x"]=-197768.05571429,}, - [3] = {["y"]=-200605.37285714,["x"]=-197783.49228572,}, - [4] = {["y"]=-202097.14314285,["x"]=-196739.16514286,}, - }, - }, - }, - [AIRBASE.Nevada.North_Las_Vegas] = { - PointsRunways = { - [1] = { - [1] = {["y"]=-32599.017714286,["x"]=-400913.26485714,}, - [2] = {["y"]=-30881.068857143,["x"]=-400837.94628571,}, - [3] = {["y"]=-30879.354571428,["x"]=-400873.08914285,}, - [4] = {["y"]=-32595.966285714,["x"]=-400947.13571428,}, - }, - [2] = { - [1] = {["y"]=-32499.448571428,["x"]=-400690.99514285,}, - [2] = {["y"]=-31247.514857143,["x"]=-401868.95571428,}, - [3] = {["y"]=-31271.802857143,["x"]=-401894.97857142,}, - [4] = {["y"]=-32520.02,["x"]=-400716.99514285,}, - }, - [3] = { - [1] = {["y"]=-31865.254857143,["x"]=-400999.74057143,}, - [2] = {["y"]=-30893.604,["x"]=-401908.85742857,}, - [3] = {["y"]=-30915.578857143,["x"]=-401936.03685714,}, - [4] = {["y"]=-31884.969142858,["x"]=-401020.59771429,}, - }, - }, - }, - }, -} - ---- Creates a new ATC_GROUND_NEVADA object. --- @param #ATC_GROUND_NEVADA self --- @param AirbaseNames A list {} of airbase names (Use AIRBASE.Nevada enumerator). --- @return #ATC_GROUND_NEVADA self -function ATC_GROUND_NEVADA:New( AirbaseNames ) - - -- Inherits from BASE - local self = BASE:Inherit( self, ATC_GROUND:New( self.Airbases, AirbaseNames ) ) - - self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, 0.05 ) - - self:SetKickSpeedKmph( 50 ) - self:SetMaximumKickSpeedKmph( 150 ) - - -- These lines here are for the demonstration mission. - -- They create in the dcs.log the coordinates of the runway polygons, that are then - -- taken by the moose designer from the dcs.log and reworked to define the - -- Airbases structure, which is part of the class. - -- When new airbases are added or airbases are changed on the map, - -- the MOOSE designer willde-comment this section and apply the changes in the demo - -- mission, and do a re-run to create a new dcs.log, and then add the changed coordinates - -- in the Airbases structure. - -- So, this needs to stay commented normally once a map has been finished. - - --[[ - - -- Beatty - do - local VillagePrefix = "Beatty" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - -- Boulder - do - local VillagePrefix = "Boulder" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway2 = GROUP:FindByName( VillagePrefix .. " 2" ) - local Zone2 = ZONE_POLYGON:New( VillagePrefix .. " 2", Runway2 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - -- Creech - do - local VillagePrefix = "Creech" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway2 = GROUP:FindByName( VillagePrefix .. " 2" ) - local Zone2 = ZONE_POLYGON:New( VillagePrefix .. " 2", Runway2 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - -- Echo - do - local VillagePrefix = "Echo" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - -- Groom Lake - do - local VillagePrefix = "GroomLake" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway2 = GROUP:FindByName( VillagePrefix .. " 2" ) - local Zone2 = ZONE_POLYGON:New( VillagePrefix .. " 2", Runway2 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - -- Henderson - do - local VillagePrefix = "Henderson" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway2 = GROUP:FindByName( VillagePrefix .. " 2" ) - local Zone2 = ZONE_POLYGON:New( VillagePrefix .. " 2", Runway2 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - -- Jean - do - local VillagePrefix = "Jean" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway2 = GROUP:FindByName( VillagePrefix .. " 2" ) - local Zone2 = ZONE_POLYGON:New( VillagePrefix .. " 2", Runway2 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - -- Laughlin - do - local VillagePrefix = "Laughlin" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - -- Lincoln - do - local VillagePrefix = "Lincoln" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - -- McCarran - do - local VillagePrefix = "McCarran" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway2 = GROUP:FindByName( VillagePrefix .. " 2" ) - local Zone2 = ZONE_POLYGON:New( VillagePrefix .. " 2", Runway2 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway3 = GROUP:FindByName( VillagePrefix .. " 3" ) - local Zone3 = ZONE_POLYGON:New( VillagePrefix .. " 3", Runway3 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway4 = GROUP:FindByName( VillagePrefix .. " 4" ) - local Zone4 = ZONE_POLYGON:New( VillagePrefix .. " 4", Runway4 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - -- Mesquite - do - local VillagePrefix = "Mesquite" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - -- Mina - do - local VillagePrefix = "Mina" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - -- Nellis - do - local VillagePrefix = "Nellis" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway2 = GROUP:FindByName( VillagePrefix .. " 2" ) - local Zone2 = ZONE_POLYGON:New( VillagePrefix .. " 2", Runway2 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - -- Pahute - do - local VillagePrefix = "Pahute" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - -- TonopahTR - do - local VillagePrefix = "TonopahTR" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - -- Tonopah - do - local VillagePrefix = "Tonopah" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway2 = GROUP:FindByName( VillagePrefix .. " 2" ) - local Zone2 = ZONE_POLYGON:New( VillagePrefix .. " 2", Runway2 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - -- Vegas - do - local VillagePrefix = "Vegas" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway2 = GROUP:FindByName( VillagePrefix .. " 2" ) - local Zone2 = ZONE_POLYGON:New( VillagePrefix .. " 2", Runway2 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway3 = GROUP:FindByName( VillagePrefix .. " 3" ) - local Zone3 = ZONE_POLYGON:New( VillagePrefix .. " 3", Runway3 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - --]] - - return self -end - ---- @type ATC_GROUND_NORMANDY --- @extends #ATC_GROUND - - ---- # ATC\_GROUND\_NORMANDY, extends @{#ATC_GROUND} --- --- The ATC\_GROUND\_NORMANDY class monitors the speed of the airplanes at the airbase during taxi. --- The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned. --- --- --- --- --- ![Banner Image](..\Presentations\ATC_GROUND\Dia1.JPG) --- --- --- --- --- The default maximum speed for the airbases at Caucasus is **40 km/h**. Warnings are given if this speed limit is trespassed. --- Players will be immediately kicked when driving faster than **100 km/h** on the taxi way. --- --- The ATC\_GROUND\_NORMANDY class monitors the speed of the airplanes at the airbase during taxi. --- The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned. --- --- The pilot will receive 3 times a warning during speeding. After the 3rd warning, if the pilot is still driving --- faster than the maximum allowed speed, the pilot will be kicked. --- --- Different airbases have different maximum speeds, according safety regulations. --- --- # Airbases monitored --- --- The following airbases are monitored at the Normandy region. --- Use the @{Wrapper.Airbase#AIRBASE.Normandy} enumeration to select the airbases to be monitored. --- --- * `AIRBASE.Normandy.Azeville` --- * `AIRBASE.Normandy.Bazenville` --- * `AIRBASE.Normandy.Beny_sur_Mer` --- * `AIRBASE.Normandy.Beuzeville` --- * `AIRBASE.Normandy.Biniville` --- * `AIRBASE.Normandy.Brucheville` --- * `AIRBASE.Normandy.Cardonville` --- * `AIRBASE.Normandy.Carpiquet` --- * `AIRBASE.Normandy.Chailey` --- * `AIRBASE.Normandy.Chippelle` --- * `AIRBASE.Normandy.Cretteville` --- * `AIRBASE.Normandy.Cricqueville_en_Bessin` --- * `AIRBASE.Normandy.Deux_Jumeaux` --- * `AIRBASE.Normandy.Evreux` --- * `AIRBASE.Normandy.Ford` --- * `AIRBASE.Normandy.Funtington` --- * `AIRBASE.Normandy.Lantheuil` --- * `AIRBASE.Normandy.Le_Molay` --- * `AIRBASE.Normandy.Lessay` --- * `AIRBASE.Normandy.Lignerolles` --- * `AIRBASE.Normandy.Longues_sur_Mer` --- * `AIRBASE.Normandy.Maupertus` --- * `AIRBASE.Normandy.Meautis` --- * `AIRBASE.Normandy.Needs_Oar_Point` --- * `AIRBASE.Normandy.Picauville` --- * `AIRBASE.Normandy.Rucqueville` --- * `AIRBASE.Normandy.Saint_Pierre_du_Mont` --- * `AIRBASE.Normandy.Sainte_Croix_sur_Mer` --- * `AIRBASE.Normandy.Sainte_Laurent_sur_Mer` --- * `AIRBASE.Normandy.Sommervieu` --- * `AIRBASE.Normandy.Tangmere` --- --- # Installation --- --- ## In Single Player Missions --- --- ATC\_GROUND is fully functional in single player. --- --- ## In Multi Player Missions --- --- ATC\_GROUND is functional in multi player, however ... --- --- Due to a bug in DCS since release 1.5, the despawning of clients are not anymore working in multi player. --- To **work around this problem**, a much better solution has been made, using the **slot blocker** script designed --- by Ciribob. --- --- With the help of __Ciribob__, this script has been extended to also kick client players while in flight. --- ATC\_GROUND is communicating with this modified script to kick players! --- --- Install the file **SimpleSlotBlockGameGUI.lua** on the server, following the installation instructions described by Ciribob. --- --- [Simple Slot Blocker from Ciribob & FlightControl](https://github.com/ciribob/DCS-SimpleSlotBlock) --- --- # Script it! --- --- ## 1. ATC_GROUND_NORMANDY Constructor --- --- Creates a new ATC_GROUND_NORMANDY object that will monitor pilots taxiing behaviour. --- --- -- This creates a new ATC_GROUND_NORMANDY object. --- --- -- Monitor for these clients the airbases. --- AirbasePoliceCaucasus = ATC_GROUND_NORMANDY:New() --- --- ATC_Ground = ATC_GROUND_NORMANDY:New( --- { AIRBASE.Normandy.Chippelle, --- AIRBASE.Normandy.Beuzeville --- } --- ) --- --- --- ## 2. Set various options --- --- There are various methods that you can use to tweak the behaviour of the ATC\_GROUND classes. --- --- ### 2.1 Speed limit at an airbase. --- --- * @{#ATC_GROUND.SetKickSpeed}(): Set the speed limit allowed at an airbase in meters per second. --- * @{#ATC_GROUND.SetKickSpeedKmph}(): Set the speed limit allowed at an airbase in kilometers per hour. --- * @{#ATC_GROUND.SetKickSpeedMiph}(): Set the speed limit allowed at an airbase in miles per hour. --- --- ### 2.2 Prevent Takeoff at an airbase. Players will be kicked immediately. --- --- * @{#ATC_GROUND.SetMaximumKickSpeed}(): Set the maximum speed allowed at an airbase in meters per second. --- * @{#ATC_GROUND.SetMaximumKickSpeedKmph}(): Set the maximum speed allowed at an airbase in kilometers per hour. --- * @{#ATC_GROUND.SetMaximumKickSpeedMiph}(): Set the maximum speed allowed at an airbase in miles per hour. --- --- @field #ATC_GROUND_NORMANDY -ATC_GROUND_NORMANDY = { - ClassName = "ATC_GROUND_NORMANDY", - Airbases = { - [AIRBASE.Normandy.Azeville] = { - PointsRunways = { - [1] = { - [1]={["y"]=-74194.387714285,["x"]=-2691.1399999998,}, - [2]={["y"]=-73160.282571428,["x"]=-2310.0274285712,}, - [3]={["y"]=-73141.711142857,["x"]=-2357.7417142855,}, - [4]={["y"]=-74176.959142857,["x"]=-2741.997142857,}, - }, - }, - }, - [AIRBASE.Normandy.Bazenville] = { - PointsRunways = { - [1] = { - [1]={["y"]=-19246.209999999,["x"]=-21246.748,}, - [2]={["y"]=-17883.70142857,["x"]=-20219.009714285,}, - [3]={["y"]=-17855.415714285,["x"]=-20256.438285714,}, - [4]={["y"]=-19217.791999999,["x"]=-21283.597714285,}, - }, - }, - }, - [AIRBASE.Normandy.Beny_sur_Mer] = { - PointsRunways = { - [1] = { - [1]={["y"]=-8592.7442857133,["x"]=-20386.15542857,}, - [2]={["y"]=-8404.4931428561,["x"]=-21744.113142856,}, - [3]={["y"]=-8267.9917142847,["x"]=-21724.97742857,}, - [4]={["y"]=-8451.0482857133,["x"]=-20368.87542857,}, - }, - }, - }, - [AIRBASE.Normandy.Beuzeville] = { - PointsRunways = { - [1] = { - [1]={["y"]=-71552.573428571,["x"]=-8744.3688571427,}, - [2]={["y"]=-72577.765714285,["x"]=-9638.5682857141,}, - [3]={["y"]=-72609.304285714,["x"]=-9601.2954285712,}, - [4]={["y"]=-71585.849428571,["x"]=-8709.9648571426,}, - }, - }, - }, - [AIRBASE.Normandy.Biniville] = { - PointsRunways = { - [1] = { - [1]={["y"]=-84757.320285714,["x"]=-7377.1354285713,}, - [2]={["y"]=-84271.482,["x"]=-7956.4859999999,}, - [3]={["y"]=-84299.482,["x"]=-7981.6288571427,}, - [4]={["y"]=-84784.969714286,["x"]=-7402.0588571427,}, - }, - }, - }, - [AIRBASE.Normandy.Brucheville] = { - PointsRunways = { - [1] = { - [1]={["y"]=-65546.792857142,["x"]=-14615.640857143,}, - [2]={["y"]=-66914.692,["x"]=-15232.713714285,}, - [3]={["y"]=-66896.527714285,["x"]=-15271.948571428,}, - [4]={["y"]=-65528.393714285,["x"]=-14657.995714286,}, - }, - }, - }, - [AIRBASE.Normandy.Cardonville] = { - PointsRunways = { - [1] = { - [1]={["y"]=-54280.445428571,["x"]=-15843.749142857,}, - [2]={["y"]=-53646.998571428,["x"]=-17143.012285714,}, - [3]={["y"]=-53683.93,["x"]=-17161.317428571,}, - [4]={["y"]=-54323.354571428,["x"]=-15855.004,}, - }, - }, - }, - [AIRBASE.Normandy.Carpiquet] = { - PointsRunways = { - [1] = { - [1]={["y"]=-10751.325714285,["x"]=-34229.494,}, - [2]={["y"]=-9283.5279999993,["x"]=-35192.352857142,}, - [3]={["y"]=-9325.2005714274,["x"]=-35260.967714285,}, - [4]={["y"]=-10794.90942857,["x"]=-34287.041428571,}, - }, - }, - }, - [AIRBASE.Normandy.Chailey] = { - PointsRunways = { - [1] = { - [1]={["y"]=12895.585714292,["x"]=164683.05657144,}, - [2]={["y"]=11410.727142863,["x"]=163606.54485715,}, - [3]={["y"]=11363.012857149,["x"]=163671.97342858,}, - [4]={["y"]=12797.537142863,["x"]=164711.01857144,}, - [5]={["y"]=12862.902857149,["x"]=164726.99685715,}, - }, - [2] = { - [1]={["y"]=11805.316000006,["x"]=164502.90971429,}, - [2]={["y"]=11997.280857149,["x"]=163032.65542858,}, - [3]={["y"]=11918.640857149,["x"]=163023.04657144,}, - [4]={["y"]=11726.973428578,["x"]=164489.94257143,}, - }, - }, - }, - [AIRBASE.Normandy.Chippelle] = { - PointsRunways = { - [1] = { - [1]={["y"]=-48540.313999999,["x"]=-28884.795999999,}, - [2]={["y"]=-47251.820285713,["x"]=-28140.128571427,}, - [3]={["y"]=-47274.551714285,["x"]=-28103.758285713,}, - [4]={["y"]=-48555.657714285,["x"]=-28839.90142857,}, - }, - }, - }, - [AIRBASE.Normandy.Cretteville] = { - PointsRunways = { - [1] = { - [1]={["y"]=-78351.723142857,["x"]=-18177.725428571,}, - [2]={["y"]=-77220.322285714,["x"]=-19125.687714286,}, - [3]={["y"]=-77247.899428571,["x"]=-19158.49,}, - [4]={["y"]=-78380.008857143,["x"]=-18208.011142857,}, - }, - }, - }, - [AIRBASE.Normandy.Cricqueville_en_Bessin] = { - PointsRunways = { - [1] = { - [1]={["y"]=-50875.034571428,["x"]=-14322.404571428,}, - [2]={["y"]=-50681.148571428,["x"]=-15825.258,}, - [3]={["y"]=-50717.434285713,["x"]=-15829.829428571,}, - [4]={["y"]=-50910.569428571,["x"]=-14327.562857142,}, - }, - }, - }, - [AIRBASE.Normandy.Deux_Jumeaux] = { - PointsRunways = { - [1] = { - [1]={["y"]=-49575.410857142,["x"]=-16575.161142857,}, - [2]={["y"]=-48149.077999999,["x"]=-16952.193428571,}, - [3]={["y"]=-48159.935142856,["x"]=-16996.764857142,}, - [4]={["y"]=-49584.839428571,["x"]=-16617.732571428,}, - }, - }, - }, - [AIRBASE.Normandy.Evreux] = { - PointsRunways = { - [1] = { - [1]={["y"]=112906.84828572,["x"]=-45585.824857142,}, - [2]={["y"]=112050.38228572,["x"]=-46811.871999999,}, - [3]={["y"]=111980.05371429,["x"]=-46762.173142856,}, - [4]={["y"]=112833.54542857,["x"]=-45540.010571428,}, - }, - [2] = { - [1]={["y"]=112046.02085714,["x"]=-45091.056571428,}, - [2]={["y"]=112488.668,["x"]=-46623.617999999,}, - [3]={["y"]=112405.66914286,["x"]=-46647.419142856,}, - [4]={["y"]=111966.03657143,["x"]=-45112.604285713,}, - }, - }, - }, - [AIRBASE.Normandy.Ford] = { - PointsRunways = { - [1] = { - [1]={["y"]=-26506.13971428,["x"]=147514.39971429,}, - [2]={["y"]=-25012.977428565,["x"]=147566.14485715,}, - [3]={["y"]=-25009.851428565,["x"]=147482.63600001,}, - [4]={["y"]=-26503.693999994,["x"]=147427.33228572,}, - }, - [2] = { - [1]={["y"]=-25169.701999994,["x"]=148421.09257143,}, - [2]={["y"]=-26092.421999994,["x"]=147190.89628572,}, - [3]={["y"]=-26158.136285708,["x"]=147240.89628572,}, - [4]={["y"]=-25252.357999994,["x"]=148448.64457143,}, - }, - }, - }, - [AIRBASE.Normandy.Funtington] = { - PointsRunways = { - [1] = { - [1]={["y"]=-44698.388571423,["x"]=152952.17257143,}, - [2]={["y"]=-46452.993142851,["x"]=152388.77885714,}, - [3]={["y"]=-46476.361142851,["x"]=152470.05885714,}, - [4]={["y"]=-44787.256571423,["x"]=153009.52,}, - [5]={["y"]=-44715.581428566,["x"]=153002.08714286,}, - }, - [2] = { - [1]={["y"]=-45792.665999994,["x"]=153123.894,}, - [2]={["y"]=-46068.084857137,["x"]=151665.98342857,}, - [3]={["y"]=-46148.632285708,["x"]=151681.58685714,}, - [4]={["y"]=-45871.25971428,["x"]=153136.82714286,}, - }, - }, - }, - [AIRBASE.Normandy.Lantheuil] = { - PointsRunways = { - [1] = { - [1]={["y"]=-17158.84542857,["x"]=-24602.999428571,}, - [2]={["y"]=-15978.59342857,["x"]=-23922.978571428,}, - [3]={["y"]=-15932.021999999,["x"]=-24004.121428571,}, - [4]={["y"]=-17090.734857142,["x"]=-24673.248,}, - }, - }, - }, - [AIRBASE.Normandy.Lessay] = { - PointsRunways = { - [1] = { - [1]={["y"]=-87667.304571429,["x"]=-33220.165714286,}, - [2]={["y"]=-86146.607714286,["x"]=-34248.483142857,}, - [3]={["y"]=-86191.538285714,["x"]=-34316.991142857,}, - [4]={["y"]=-87712.212,["x"]=-33291.774857143,}, - }, - [2] = { - [1]={["y"]=-87125.123142857,["x"]=-34183.682571429,}, - [2]={["y"]=-85803.278285715,["x"]=-33498.428857143,}, - [3]={["y"]=-85768.408285715,["x"]=-33570.13,}, - [4]={["y"]=-87087.688571429,["x"]=-34258.272285715,}, - }, - }, - }, - [AIRBASE.Normandy.Lignerolles] = { - PointsRunways = { - [1] = { - [1]={["y"]=-35279.611714285,["x"]=-35232.026857142,}, - [2]={["y"]=-33804.948857142,["x"]=-35770.713999999,}, - [3]={["y"]=-33789.876285713,["x"]=-35726.655714284,}, - [4]={["y"]=-35263.548285713,["x"]=-35192.75542857,}, - }, - }, - }, - [AIRBASE.Normandy.Longues_sur_Mer] = { - PointsRunways = { - [1] = { - [1]={["y"]=-29444.070285713,["x"]=-16334.105428571,}, - [2]={["y"]=-28265.52942857,["x"]=-17011.557999999,}, - [3]={["y"]=-28344.74742857,["x"]=-17143.587999999,}, - [4]={["y"]=-29529.616285713,["x"]=-16477.766571428,}, - }, - }, - }, - [AIRBASE.Normandy.Maupertus] = { - PointsRunways = { - [1] = { - [1]={["y"]=-85605.340857143,["x"]=16175.267714286,}, - [2]={["y"]=-84132.567142857,["x"]=15895.905714286,}, - [3]={["y"]=-84139.995142857,["x"]=15847.623714286,}, - [4]={["y"]=-85613.626571429,["x"]=16132.410571429,}, - }, - }, - }, - [AIRBASE.Normandy.Meautis] = { - PointsRunways = { - [1] = { - [1]={["y"]=-72642.527714286,["x"]=-24593.622285714,}, - [2]={["y"]=-71298.672571429,["x"]=-24352.651142857,}, - [3]={["y"]=-71290.101142857,["x"]=-24398.365428571,}, - [4]={["y"]=-72631.715714286,["x"]=-24639.966857143,}, - }, - }, - }, - [AIRBASE.Normandy.Le_Molay] = { - PointsRunways = { - [1] = { - [1]={["y"]=-41876.526857142,["x"]=-26701.052285713,}, - [2]={["y"]=-40979.545714285,["x"]=-25675.045999999,}, - [3]={["y"]=-41017.687428571,["x"]=-25644.272571427,}, - [4]={["y"]=-41913.638285713,["x"]=-26665.137999999,}, - }, - }, - }, - [AIRBASE.Normandy.Needs_Oar_Point] = { - PointsRunways = { - [1] = { - [1]={["y"]=-83882.441142851,["x"]=141429.83314286,}, - [2]={["y"]=-85138.159428566,["x"]=140187.52828572,}, - [3]={["y"]=-85208.323428566,["x"]=140161.04371429,}, - [4]={["y"]=-85245.751999994,["x"]=140201.61514286,}, - [5]={["y"]=-83939.966571423,["x"]=141485.22085714,}, - }, - [2] = { - [1]={["y"]=-84528.76571428,["x"]=141988.01428572,}, - [2]={["y"]=-84116.98971428,["x"]=140565.78685714,}, - [3]={["y"]=-84199.35771428,["x"]=140541.14685714,}, - [4]={["y"]=-84605.051428566,["x"]=141966.01428572,}, - }, - }, - }, - [AIRBASE.Normandy.Picauville] = { - PointsRunways = { - [1] = { - [1]={["y"]=-80808.838571429,["x"]=-11834.554571428,}, - [2]={["y"]=-79531.574285714,["x"]=-12311.274,}, - [3]={["y"]=-79549.355428571,["x"]=-12356.928285714,}, - [4]={["y"]=-80827.815142857,["x"]=-11901.835142857,}, - }, - }, - }, - [AIRBASE.Normandy.Rucqueville] = { - PointsRunways = { - [1] = { - [1]={["y"]=-20023.988857141,["x"]=-26569.565428571,}, - [2]={["y"]=-18688.92542857,["x"]=-26571.086571428,}, - [3]={["y"]=-18688.012571427,["x"]=-26611.252285713,}, - [4]={["y"]=-20022.218857141,["x"]=-26608.505428571,}, - }, - }, - }, - [AIRBASE.Normandy.Saint_Pierre_du_Mont] = { - PointsRunways = { - [1] = { - [1]={["y"]=-48015.384571428,["x"]=-11886.631714285,}, - [2]={["y"]=-46540.412285713,["x"]=-11945.226571428,}, - [3]={["y"]=-46541.349999999,["x"]=-11991.174571428,}, - [4]={["y"]=-48016.837142856,["x"]=-11929.371142857,}, - }, - }, - }, - [AIRBASE.Normandy.Sainte_Croix_sur_Mer] = { - PointsRunways = { - [1] = { - [1]={["y"]=-15877.817999999,["x"]=-18812.579999999,}, - [2]={["y"]=-14464.377142856,["x"]=-18807.46,}, - [3]={["y"]=-14463.879714285,["x"]=-18759.706857142,}, - [4]={["y"]=-15878.229142856,["x"]=-18764.071428571,}, - }, - }, - }, - [AIRBASE.Normandy.Sainte_Laurent_sur_Mer] = { - PointsRunways = { - [1] = { - [1]={["y"]=-41676.834857142,["x"]=-14475.109428571,}, - [2]={["y"]=-40566.11142857,["x"]=-14817.319999999,}, - [3]={["y"]=-40579.543999999,["x"]=-14860.059999999,}, - [4]={["y"]=-41687.120571427,["x"]=-14509.680857142,}, - }, - }, - }, - [AIRBASE.Normandy.Sommervieu] = { - PointsRunways = { - [1] = { - [1]={["y"]=-26821.913714284,["x"]=-21390.466571427,}, - [2]={["y"]=-25465.308857142,["x"]=-21296.859999999,}, - [3]={["y"]=-25462.451714284,["x"]=-21343.717142856,}, - [4]={["y"]=-26818.002285713,["x"]=-21440.532857142,}, - }, - }, - }, - [AIRBASE.Normandy.Tangmere] = { - PointsRunways = { - [1] = { - [1]={["y"]=-34684.581142851,["x"]=150459.61657143,}, - [2]={["y"]=-33250.625428566,["x"]=149954.17,}, - [3]={["y"]=-33275.724285708,["x"]=149874.69028572,}, - [4]={["y"]=-34709.020571423,["x"]=150377.93742857,}, - }, - [2] = { - [1]={["y"]=-33103.438857137,["x"]=150812.72542857,}, - [2]={["y"]=-34410.246285708,["x"]=150009.73142857,}, - [3]={["y"]=-34453.535142851,["x"]=150082.02685714,}, - [4]={["y"]=-33176.545999994,["x"]=150870.22542857,}, - }, - }, - }, - }, -} - - ---- Creates a new ATC_GROUND_NORMANDY object. --- @param #ATC_GROUND_NORMANDY self --- @param AirbaseNames A list {} of airbase names (Use AIRBASE.Normandy enumerator). --- @return #ATC_GROUND_NORMANDY self -function ATC_GROUND_NORMANDY:New( AirbaseNames ) - - -- Inherits from BASE - local self = BASE:Inherit( self, ATC_GROUND:New( self.Airbases, AirbaseNames ) ) -- #ATC_GROUND_NORMANDY - - self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, 0.05 ) - - self:SetKickSpeedKmph( 40 ) - self:SetMaximumKickSpeedKmph( 100 ) - - -- These lines here are for the demonstration mission. - -- They create in the dcs.log the coordinates of the runway polygons, that are then - -- taken by the moose designer from the dcs.log and reworked to define the - -- Airbases structure, which is part of the class. - -- When new airbases are added or airbases are changed on the map, - -- the MOOSE designer willde-comment this section and apply the changes in the demo - -- mission, and do a re-run to create a new dcs.log, and then add the changed coordinates - -- in the Airbases structure. - -- So, this needs to stay commented normally once a map has been finished. - - --[[ - - -- Azeville - do - local VillagePrefix = "Azeville" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Bazenville - do - local VillagePrefix = "Bazenville" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Beny - do - local VillagePrefix = "Beny" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Beuzeville - do - local VillagePrefix = "Beuzeville" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Biniville - do - local VillagePrefix = "Biniville" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Brucheville - do - local VillagePrefix = "Brucheville" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Cardonville - do - local VillagePrefix = "Cardonville" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Carpiquet - do - local VillagePrefix = "Carpiquet" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Chailey - do - local VillagePrefix = "Chailey" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway2 = GROUP:FindByName( VillagePrefix .. " 2" ) - local Zone2 = ZONE_POLYGON:New( VillagePrefix .. " 2", Runway2 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Chippelle - do - local VillagePrefix = "Chippelle" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Cretteville - do - local VillagePrefix = "Cretteville" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Cricqueville - do - local VillagePrefix = "Cricqueville" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Deux - do - local VillagePrefix = "Deux" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Evreux - do - local VillagePrefix = "Evreux" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway2 = GROUP:FindByName( VillagePrefix .. " 2" ) - local Zone2 = ZONE_POLYGON:New( VillagePrefix .. " 2", Runway2 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Ford - do - local VillagePrefix = "Ford" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway2 = GROUP:FindByName( VillagePrefix .. " 2" ) - local Zone2 = ZONE_POLYGON:New( VillagePrefix .. " 2", Runway2 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Funtington - do - local VillagePrefix = "Funtington" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway2 = GROUP:FindByName( VillagePrefix .. " 2" ) - local Zone2 = ZONE_POLYGON:New( VillagePrefix .. " 2", Runway2 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Lantheuil - do - local VillagePrefix = "Lantheuil" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Lessay - do - local VillagePrefix = "Lessay" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway2 = GROUP:FindByName( VillagePrefix .. " 2" ) - local Zone2 = ZONE_POLYGON:New( VillagePrefix .. " 2", Runway2 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Lignerolles - do - local VillagePrefix = "Lignerolles" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Longues - do - local VillagePrefix = "Longues" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Maupertus - do - local VillagePrefix = "Maupertus" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Meautis - do - local VillagePrefix = "Meautis" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Molay - do - local VillagePrefix = "Molay" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Oar - do - local VillagePrefix = "Oar" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway2 = GROUP:FindByName( VillagePrefix .. " 2" ) - local Zone2 = ZONE_POLYGON:New( VillagePrefix .. " 2", Runway2 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Picauville - do - local VillagePrefix = "Picauville" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Rucqueville - do - local VillagePrefix = "Rucqueville" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- SaintPierre - do - local VillagePrefix = "SaintPierre" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- SainteCroix - do - local VillagePrefix = "SainteCroix" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - --SainteLaurent - do - local VillagePrefix = "SainteLaurent" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Sommervieu - do - local VillagePrefix = "Sommervieu" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - - -- Tangmere - do - local VillagePrefix = "Tangmere" - local Runway1 = GROUP:FindByName( VillagePrefix .. " 1" ) - local Zone1 = ZONE_POLYGON:New( VillagePrefix .. " 1", Runway1 ):SmokeZone(SMOKECOLOR.Red):Flush() - local Runway2 = GROUP:FindByName( VillagePrefix .. " 2" ) - local Zone2 = ZONE_POLYGON:New( VillagePrefix .. " 2", Runway2 ):SmokeZone(SMOKECOLOR.Red):Flush() - end - - --]] - - return self -end - - - - - --- **Functional** -- Models the detection of enemy units by FACs or RECCEs and group them according various methods. --- --- === --- --- ## Features: --- --- * Detection of targets by recce units. --- * Group detected targets per unit, type or area (zone). --- * Keep persistency of detected targets, if when detection is lost. --- * Provide an indication of detected targets. --- * Report detected targets. --- * Refresh detection upon specified time intervals. --- --- === --- --- ## Missions: --- --- [DET - Detection](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DET%20-%20Detection) --- --- === --- --- Facilitate the detection of enemy units within the battle zone executed by FACs (Forward Air Controllers) or RECCEs (Reconnassance Units). --- It uses the in-built detection capabilities of DCS World, but adds new functionalities. --- --- === --- --- ### Contributions: --- --- * Mechanist : Early concept of DETECTION_AREAS. --- --- ### Authors: --- --- * FlightControl : Analysis, Design, Programming, Testing --- --- === --- --- @module Functional.Detection --- @image Detection.JPG - - -do -- DETECTION_BASE - - --- @type DETECTION_BASE - -- @field Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role. - -- @field DCS#Distance DetectionRange The range till which targets are accepted to be detected. - -- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects. - -- @field #table DetectedObjectsIdentified Map of the DetectedObjects identified. - -- @field #number DetectionRun - -- @extends Core.Fsm#FSM - - --- Defines the core functions to administer detected objects. - -- The DETECTION_BASE class will detect objects within the battle zone for a list of @{Wrapper.Group}s detecting targets following (a) detection method(s). - -- - -- ## DETECTION_BASE constructor - -- - -- Construct a new DETECTION_BASE instance using the @{#DETECTION_BASE.New}() method. - -- - -- ## Initialization - -- - -- By default, detection will return detected objects with all the detection sensors available. - -- However, you can ask how the objects were found with specific detection methods. - -- If you use one of the below methods, the detection will work with the detection method specified. - -- You can specify to apply multiple detection methods. - -- - -- Use the following functions to report the objects it detected using the methods Visual, Optical, Radar, IRST, RWR, DLINK: - -- - -- * @{#DETECTION_BASE.InitDetectVisual}(): Detected using Visual. - -- * @{#DETECTION_BASE.InitDetectOptical}(): Detected using Optical. - -- * @{#DETECTION_BASE.InitDetectRadar}(): Detected using Radar. - -- * @{#DETECTION_BASE.InitDetectIRST}(): Detected using IRST. - -- * @{#DETECTION_BASE.InitDetectRWR}(): Detected using RWR. - -- * @{#DETECTION_BASE.InitDetectDLINK}(): Detected using DLINK. - -- - -- ## **Filter** detected units based on **category of the unit** - -- - -- Filter the detected units based on Unit.Category using the method @{#DETECTION_BASE.FilterCategories}(). - -- The different values of Unit.Category can be: - -- - -- * Unit.Category.AIRPLANE - -- * Unit.Category.GROUND_UNIT - -- * Unit.Category.HELICOPTER - -- * Unit.Category.SHIP - -- * Unit.Category.STRUCTURE - -- - -- Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression. - -- - -- Example to filter a single category (Unit.Category.AIRPLANE). - -- - -- DetectionObject:FilterCategories( Unit.Category.AIRPLANE ) - -- - -- Example to filter multiple categories (Unit.Category.AIRPLANE, Unit.Category.HELICOPTER). Note the {}. - -- - -- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } ) - -- - -- - -- ## **DETECTION_ derived classes** group the detected units into a **DetectedItems[]** list - -- - -- DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later - -- of grouping of detected units. Each DetectedItem within the DetectedItems[] list contains - -- a SET_UNIT object that contains the detected units that belong to that group. - -- - -- Derived classes will apply different methods to group the detected units. - -- Examples are per area, per quadrant, per distance, per type. - -- See further the derived DETECTION classes on which grouping methods are currently supported. - -- - -- Various methods exist how to retrieve the grouped items from a DETECTION_BASE derived class: - -- - -- * The method @{Functional.Detection#DETECTION_BASE.GetDetectedItems}() retrieves the DetectedItems[] list. - -- * A DetectedItem from the DetectedItems[] list can be retrieved using the method @{Functional.Detection#DETECTION_BASE.GetDetectedItem}( DetectedItemIndex ). - -- Note that this method returns a DetectedItem element from the list, that contains a Set variable and further information - -- about the DetectedItem that is set by the DETECTION_BASE derived classes, used to group the DetectedItem. - -- * A DetectedSet from the DetectedItems[] list can be retrieved using the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}( DetectedItemIndex ). - -- This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ). - -- - -- ## **Visual filters** to fine-tune the probability of the detected objects - -- - -- By default, DCS World will return any object that is in LOS and within "visual reach", or detectable through one of the electronic detection means. - -- That being said, the DCS World detection algorithm can sometimes be unrealistic. - -- Especially for a visual detection, DCS World is able to report within 1 second a detailed detection of a group of 20 units (including types of the units) that are 10 kilometers away, using only visual capabilities. - -- Additionally, trees and other obstacles are not accounted during the DCS World detection. - -- - -- Therefore, an additional (optional) filtering has been built into the DETECTION_BASE class, that can be set for visual detected units. - -- For electronic detection, this filtering is not applied, only for visually detected targets. - -- - -- The following additional filtering can be applied for visual filtering: - -- - -- * A probability factor per kilometer distance. - -- * A probability factor based on the alpha angle between the detected object and the unit detecting. - -- A detection from a higher altitude allows for better detection than when on the ground. - -- * Define a probability factor for "cloudy zones", which are zones where forests or villages are located. In these zones, detection will be much more difficult. - -- The mission designer needs to define these cloudy zones within the mission, and needs to register these zones in the DETECTION_ objects additing a probability factor per zone. - -- - -- I advise however, that, when you first use the DETECTION derived classes, that you don't use these filters. - -- Only when you experience unrealistic behaviour in your missions, these filters could be applied. - -- - -- - -- ### Distance visual detection probability - -- - -- Upon a **visual** detection, the further away a detected object is, the less likely it is to be detected properly. - -- Also, the speed of accurate detection plays a role. - -- - -- A distance probability factor between 0 and 1 can be given, that will model a linear extrapolated probability over 10 km distance. - -- - -- For example, if a probability factor of 0.6 (60%) is given, the extrapolated probabilities over 15 kilometers would like like: - -- 1 km: 96%, 2 km: 92%, 3 km: 88%, 4 km: 84%, 5 km: 80%, 6 km: 76%, 7 km: 72%, 8 km: 68%, 9 km: 64%, 10 km: 60%, 11 km: 56%, 12 km: 52%, 13 km: 48%, 14 km: 44%, 15 km: 40%. - -- - -- Note that based on this probability factor, not only the detection but also the **type** of the unit will be applied! - -- - -- Use the method @{Functional.Detection#DETECTION_BASE.SetDistanceProbability}() to set the probability factor upon a 10 km distance. - -- - -- ### Alpha Angle visual detection probability - -- - -- Upon a **visual** detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly. - -- A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct. - -- - -- A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle. - -- - -- For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like: - -- 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100% - -- - -- Use the method @{Functional.Detection#DETECTION_BASE.SetAlphaAngleProbability}() to set the probability factor if 0°. - -- - -- ### Cloudy Zones detection probability - -- - -- Upon a **visual** detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully. - -- The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission - -- zones that reflect cloudy areas where detected units may not be so easily visually detected. - -- - -- Use the method @{Functional.Detection#DETECTION_BASE.SetZoneProbability}() to set for a defined number of zones, the probability factors. - -- - -- Note however, that the more zones are defined to be "cloudy" within a detection, the more performance it will take - -- from the DETECTION_BASE to calculate the presence of the detected unit within each zone. - -- Expecially for ZONE_POLYGON, try to limit the amount of nodes of the polygon! - -- - -- Typically, this kind of filter would be applied for very specific areas were a detection needs to be very realisting for - -- AI not to detect so easily targets within a forrest or village rich area. - -- - -- ## Accept / Reject detected units - -- - -- DETECTION_BASE can accept or reject successful detections based on the location of the detected object, - -- if it is located in range or located inside or outside of specific zones. - -- - -- ### Detection acceptance of within range limit - -- - -- A range can be set that will limit a successful detection for a unit. - -- Use the method @{Functional.Detection#DETECTION_BASE.SetAcceptRange}() to apply a range in meters till where detected units will be accepted. - -- - -- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers. - -- - -- -- Build a detect object. - -- local Detection = DETECTION_UNITS:New( SetGroup ) - -- - -- -- This will accept detected units if the range is below 5000 meters. - -- Detection:SetAcceptRange( 5000 ) - -- - -- -- Start the Detection. - -- Detection:Start() - -- - -- - -- ### Detection acceptance if within zone(s). - -- - -- Specific ZONE_BASE object(s) can be given as a parameter, which will only accept a detection if the unit is within the specified ZONE_BASE object(s). - -- Use the method @{Functional.Detection#DETECTION_BASE.SetAcceptZones}() will accept detected units if they are within the specified zones. - -- - -- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers. - -- - -- -- Search fo the zones where units are to be accepted. - -- local ZoneAccept1 = ZONE:New( "AcceptZone1" ) - -- local ZoneAccept2 = ZONE:New( "AcceptZone2" ) - -- - -- -- Build a detect object. - -- local Detection = DETECTION_UNITS:New( SetGroup ) - -- - -- -- This will accept detected units by Detection when the unit is within ZoneAccept1 OR ZoneAccept2. - -- Detection:SetAcceptZones( { ZoneAccept1, ZoneAccept2 } ) - -- - -- -- Start the Detection. - -- Detection:Start() - -- - -- ### Detection rejectance if within zone(s). - -- - -- Specific ZONE_BASE object(s) can be given as a parameter, which will reject detection if the unit is within the specified ZONE_BASE object(s). - -- Use the method @{Functional.Detection#DETECTION_BASE.SetRejectZones}() will reject detected units if they are within the specified zones. - -- An example of how to use the method is shown below. - -- - -- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers. - -- - -- -- Search fo the zones where units are to be rejected. - -- local ZoneReject1 = ZONE:New( "RejectZone1" ) - -- local ZoneReject2 = ZONE:New( "RejectZone2" ) - -- - -- -- Build a detect object. - -- local Detection = DETECTION_UNITS:New( SetGroup ) - -- - -- -- This will reject detected units by Detection when the unit is within ZoneReject1 OR ZoneReject2. - -- Detection:SetRejectZones( { ZoneReject1, ZoneReject2 } ) - -- - -- -- Start the Detection. - -- Detection:Start() - -- - -- ## Detection of Friendlies Nearby - -- - -- Use the method @{Functional.Detection#DETECTION_BASE.SetFriendliesRange}() to set the range what will indicate when friendlies are nearby - -- a DetectedItem. The default range is 6000 meters. For air detections, it is advisory to use about 30.000 meters. - -- - -- ## DETECTION_BASE is a Finite State Machine - -- - -- Various Events and State Transitions can be tailored using DETECTION_BASE. - -- - -- ### DETECTION_BASE States - -- - -- * **Detecting**: The detection is running. - -- * **Stopped**: The detection is stopped. - -- - -- ### DETECTION_BASE Events - -- - -- * **Start**: Start the detection process. - -- * **Detect**: Detect new units. - -- * **Detected**: New units have been detected. - -- * **Stop**: Stop the detection process. - -- - -- @field #DETECTION_BASE DETECTION_BASE - -- - DETECTION_BASE = { - ClassName = "DETECTION_BASE", - DetectionSetGroup = nil, - DetectionRange = nil, - DetectedObjects = {}, - DetectionRun = 0, - DetectedObjectsIdentified = {}, - DetectedItems = {}, - DetectedItemsByIndex = {}, - } - - --- @type DETECTION_BASE.DetectedObjects - -- @list <#DETECTION_BASE.DetectedObject> - - --- @type DETECTION_BASE.DetectedObject - -- @field #string Name - -- @field #boolean IsVisible - -- @field #boolean KnowType - -- @field #boolean KnowDistance - -- @field #string Type - -- @field #number Distance - -- @field #boolean Identified - -- @field #number LastTime - -- @field #boolean LastPos - -- @field #number LastVelocity - - - --- @type DETECTION_BASE.DetectedItems - -- @list <#DETECTION_BASE.DetectedItem> - - --- @type DETECTION_BASE.DetectedItem - -- @field #boolean IsDetected Indicates if the DetectedItem has been detected or not. - -- @field Core.Set#SET_UNIT Set - -- @field Core.Set#SET_UNIT Set -- The Set of Units in the detected area. - -- @field Core.Zone#ZONE_UNIT Zone -- The Zone of the detected area. - -- @field #boolean Changed Documents if the detected area has changes. - -- @field #table Changes A list of the changes reported on the detected area. (It is up to the user of the detected area to consume those changes). - -- @field #number ID -- The identifier of the detected area. - -- @field #boolean FriendliesNearBy Indicates if there are friendlies within the detected area. - -- @field Wrapper.Unit#UNIT NearestFAC The nearest FAC near the Area. - -- @field Core.Point#COORDINATE Coordinate The last known coordinate of the DetectedItem. - - --- DETECTION constructor. - -- @param #DETECTION_BASE self - -- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role. - -- @return #DETECTION_BASE self - function DETECTION_BASE:New( DetectionSetGroup ) - - -- Inherits from BASE - local self = BASE:Inherit( self, FSM:New() ) -- #DETECTION_BASE - - self.DetectedItemCount = 0 - self.DetectedItemMax = 0 - self.DetectedItems = {} - - self.DetectionSetGroup = DetectionSetGroup - - self.RefreshTimeInterval = 30 - - self:InitDetectVisual( nil ) - self:InitDetectOptical( nil ) - self:InitDetectRadar( nil ) - self:InitDetectRWR( nil ) - self:InitDetectIRST( nil ) - self:InitDetectDLINK( nil ) - - self:FilterCategories( { - Unit.Category.AIRPLANE, - Unit.Category.GROUND_UNIT, - Unit.Category.HELICOPTER, - Unit.Category.SHIP, - Unit.Category.STRUCTURE - } ) - - self:SetFriendliesRange( 6000 ) - - -- Create FSM transitions. - - self:SetStartState( "Stopped" ) - - self:AddTransition( "Stopped", "Start", "Detecting") - - --- OnLeave Transition Handler for State Stopped. - -- @function [parent=#DETECTION_BASE] OnLeaveStopped - -- @param #DETECTION_BASE self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnEnter Transition Handler for State Stopped. - -- @function [parent=#DETECTION_BASE] OnEnterStopped - -- @param #DETECTION_BASE self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- OnBefore Transition Handler for Event Start. - -- @function [parent=#DETECTION_BASE] OnBeforeStart - -- @param #DETECTION_BASE self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Start. - -- @function [parent=#DETECTION_BASE] OnAfterStart - -- @param #DETECTION_BASE self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Start. - -- @function [parent=#DETECTION_BASE] Start - -- @param #DETECTION_BASE self - - --- Asynchronous Event Trigger for Event Start. - -- @function [parent=#DETECTION_BASE] __Start - -- @param #DETECTION_BASE self - -- @param #number Delay The delay in seconds. - - --- OnLeave Transition Handler for State Detecting. - -- @function [parent=#DETECTION_BASE] OnLeaveDetecting - -- @param #DETECTION_BASE self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnEnter Transition Handler for State Detecting. - -- @function [parent=#DETECTION_BASE] OnEnterDetecting - -- @param #DETECTION_BASE self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - self:AddTransition( "Detecting", "Detect", "Detecting" ) - self:AddTransition( "Detecting", "DetectionGroup", "Detecting" ) - - --- OnBefore Transition Handler for Event Detect. - -- @function [parent=#DETECTION_BASE] OnBeforeDetect - -- @param #DETECTION_BASE self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Detect. - -- @function [parent=#DETECTION_BASE] OnAfterDetect - -- @param #DETECTION_BASE self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Detect. - -- @function [parent=#DETECTION_BASE] Detect - -- @param #DETECTION_BASE self - - --- Asynchronous Event Trigger for Event Detect. - -- @function [parent=#DETECTION_BASE] __Detect - -- @param #DETECTION_BASE self - -- @param #number Delay The delay in seconds. - - - self:AddTransition( "Detecting", "Detected", "Detecting" ) - - --- OnBefore Transition Handler for Event Detected. - -- @function [parent=#DETECTION_BASE] OnBeforeDetected - -- @param #DETECTION_BASE self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Detected. - -- @function [parent=#DETECTION_BASE] OnAfterDetected - -- @param #DETECTION_BASE self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Detected. - -- @function [parent=#DETECTION_BASE] Detected - -- @param #DETECTION_BASE self - - --- Asynchronous Event Trigger for Event Detected. - -- @function [parent=#DETECTION_BASE] __Detected - -- @param #DETECTION_BASE self - -- @param #number Delay The delay in seconds. - - self:AddTransition( "Detecting", "DetectedItem", "Detecting" ) - - --- OnAfter Transition Handler for Event DetectedItem. - -- @function [parent=#DETECTION_BASE] OnAfterDetectedItem - -- @param #DETECTION_BASE self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @param #table DetectedItem The DetectedItem. - - self:AddTransition( "*", "Stop", "Stopped" ) - - --- OnBefore Transition Handler for Event Stop. - -- @function [parent=#DETECTION_BASE] OnBeforeStop - -- @param #DETECTION_BASE self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Stop. - -- @function [parent=#DETECTION_BASE] OnAfterStop - -- @param #DETECTION_BASE self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Stop. - -- @function [parent=#DETECTION_BASE] Stop - -- @param #DETECTION_BASE self - - --- Asynchronous Event Trigger for Event Stop. - -- @function [parent=#DETECTION_BASE] __Stop - -- @param #DETECTION_BASE self - -- @param #number Delay The delay in seconds. - - --- OnLeave Transition Handler for State Stopped. - -- @function [parent=#DETECTION_BASE] OnLeaveStopped - -- @param #DETECTION_BASE self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnEnter Transition Handler for State Stopped. - -- @function [parent=#DETECTION_BASE] OnEnterStopped - -- @param #DETECTION_BASE self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - return self - end - - do -- State Transition Handling - - --- @param #DETECTION_BASE self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - function DETECTION_BASE:onafterStart(From,Event,To) - self:__Detect( 1 ) - end - - --- @param #DETECTION_BASE self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - function DETECTION_BASE:onafterDetect(From,Event,To) - - local DetectDelay = 0.1 - self.DetectionCount = 0 - self.DetectionRun = 0 - self:UnIdentifyAllDetectedObjects() -- Resets the DetectedObjectsIdentified table - - local DetectionTimeStamp = timer.getTime() - - -- Reset detection cache for the next detection run. - for DetectionObjectName, DetectedObjectData in pairs( self.DetectedObjects ) do - - self.DetectedObjects[DetectionObjectName].IsDetected = false - self.DetectedObjects[DetectionObjectName].IsVisible = false - self.DetectedObjects[DetectionObjectName].KnowDistance = nil - self.DetectedObjects[DetectionObjectName].LastTime = nil - self.DetectedObjects[DetectionObjectName].LastPos = nil - self.DetectedObjects[DetectionObjectName].LastVelocity = nil - self.DetectedObjects[DetectionObjectName].Distance = 10000000 - - end - for DetectionGroupID, DetectionGroupData in pairs( self.DetectionSetGroup:GetSet() ) do - --self:F( { DetectionGroupData } ) - self:F( { DetectionGroup = DetectionGroupData:GetName() } ) - self:__DetectionGroup( DetectDelay, DetectionGroupData, DetectionTimeStamp ) -- Process each detection asynchronously. - self.DetectionCount = self.DetectionCount + 1 - DetectDelay = DetectDelay + 1 - end - end - - --- @param #DETECTION_BASE self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @param Wrapper.Group#GROUP DetectionGroup The Group detecting. - -- @param #number DetectionTimeStamp Time stamp of detection event. - function DETECTION_BASE:onafterDetectionGroup( From, Event, To, DetectionGroup, DetectionTimeStamp ) - - --self:F( { DetectedObjects = self.DetectedObjects } ) - - self.DetectionRun = self.DetectionRun + 1 - - local HasDetectedObjects = false - - if DetectionGroup:IsAlive() then - - --self:T( { "DetectionGroup is Alive", DetectionGroup:GetName() } ) - - local DetectionGroupName = DetectionGroup:GetName() - local DetectionUnit = DetectionGroup:GetUnit(1) - - local DetectedUnits = {} - - local DetectedTargets = DetectionGroup:GetDetectedTargets( - self.DetectVisual, - self.DetectOptical, - self.DetectRadar, - self.DetectIRST, - self.DetectRWR, - self.DetectDLINK - ) - - self:F( { DetectedTargets = DetectedTargets } ) - - for DetectionObjectID, Detection in pairs( DetectedTargets ) do - local DetectedObject = Detection.object -- DCS#Object - - if DetectedObject and DetectedObject:isExist() and DetectedObject.id_ < 50000000 then -- and ( DetectedObject:getCategory() == Object.Category.UNIT or DetectedObject:getCategory() == Object.Category.STATIC ) then - local DetectedObjectName = DetectedObject:getName() - if not self.DetectedObjects[DetectedObjectName] then - self.DetectedObjects[DetectedObjectName] = self.DetectedObjects[DetectedObjectName] or {} - self.DetectedObjects[DetectedObjectName].Name = DetectedObjectName - self.DetectedObjects[DetectedObjectName].Object = DetectedObject - end - end - end - - for DetectionObjectName, DetectedObjectData in pairs( self.DetectedObjects ) do - - local DetectedObject = DetectedObjectData.Object - - if DetectedObject:isExist() then - - local TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity = DetectionUnit:IsTargetDetected( - DetectedObject, - self.DetectVisual, - self.DetectOptical, - self.DetectRadar, - self.DetectIRST, - self.DetectRWR, - self.DetectDLINK - ) - - --self:T2( { TargetIsDetected = TargetIsDetected, TargetIsVisible = TargetIsVisible, TargetLastTime = TargetLastTime, TargetKnowType = TargetKnowType, TargetKnowDistance = TargetKnowDistance, TargetLastPos = TargetLastPos, TargetLastVelocity = TargetLastVelocity } ) - - -- Only process if the target is visible. Detection also returns invisible units. - --if Detection.visible == true then - - local DetectionAccepted = true - - local DetectedObjectName = DetectedObject:getName() - local DetectedObjectType = DetectedObject:getTypeName() - - local DetectedObjectVec3 = DetectedObject:getPoint() - local DetectedObjectVec2 = { x = DetectedObjectVec3.x, y = DetectedObjectVec3.z } - local DetectionGroupVec3 = DetectionGroup:GetVec3() - local DetectionGroupVec2 = { x = DetectionGroupVec3.x, y = DetectionGroupVec3.z } - - local Distance = ( ( DetectedObjectVec3.x - DetectionGroupVec3.x )^2 + - ( DetectedObjectVec3.y - DetectionGroupVec3.y )^2 + - ( DetectedObjectVec3.z - DetectionGroupVec3.z )^2 - ) ^ 0.5 / 1000 - - local DetectedUnitCategory = DetectedObject:getDesc().category - - --self:F( { "Detected Target:", DetectionGroupName, DetectedObjectName, DetectedObjectType, Distance, DetectedUnitCategory } ) - - -- Calculate Acceptance - - DetectionAccepted = self._.FilterCategories[DetectedUnitCategory] ~= nil and DetectionAccepted or false - - -- if Distance > 15000 then - -- if DetectedUnitCategory == Unit.Category.GROUND_UNIT or DetectedUnitCategory == Unit.Category.SHIP then - -- if DetectedObject:hasSensors( Unit.SensorType.RADAR, Unit.RadarType.AS ) == false then - -- DetectionAccepted = false - -- end - -- end - -- end - - if self.AcceptRange and Distance * 1000 > self.AcceptRange then - DetectionAccepted = false - end - - if self.AcceptZones then - local AnyZoneDetection = false - for AcceptZoneID, AcceptZone in pairs( self.AcceptZones ) do - local AcceptZone = AcceptZone -- Core.Zone#ZONE_BASE - if AcceptZone:IsVec2InZone( DetectedObjectVec2 ) then - AnyZoneDetection = true - end - end - if not AnyZoneDetection then - DetectionAccepted = false - end - end - - if self.RejectZones then - for RejectZoneID, RejectZone in pairs( self.RejectZones ) do - local RejectZone = RejectZone -- Core.Zone#ZONE_BASE - if RejectZone:IsPointVec2InZone( DetectedObjectVec2 ) == true then - DetectionAccepted = false - end - end - end - - -- Calculate additional probabilities - - if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.DistanceProbability then - local DistanceFactor = Distance / 4 - local DistanceProbabilityReversed = ( 1 - self.DistanceProbability ) * DistanceFactor - local DistanceProbability = 1 - DistanceProbabilityReversed - DistanceProbability = DistanceProbability * 30 / 300 - local Probability = math.random() -- Selects a number between 0 and 1 - --self:T( { Probability, DistanceProbability } ) - if Probability > DistanceProbability then - DetectionAccepted = false - end - end - - if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.AlphaAngleProbability then - local NormalVec2 = { x = DetectedObjectVec2.x - DetectionGroupVec2.x, y = DetectedObjectVec2.y - DetectionGroupVec2.y } - local AlphaAngle = math.atan2( NormalVec2.y, NormalVec2.x ) - local Sinus = math.sin( AlphaAngle ) - local AlphaAngleProbabilityReversed = ( 1 - self.AlphaAngleProbability ) * ( 1 - Sinus ) - local AlphaAngleProbability = 1 - AlphaAngleProbabilityReversed - - AlphaAngleProbability = AlphaAngleProbability * 30 / 300 - - local Probability = math.random() -- Selects a number between 0 and 1 - --self:T( { Probability, AlphaAngleProbability } ) - if Probability > AlphaAngleProbability then - DetectionAccepted = false - end - - end - - if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.ZoneProbability then - - for ZoneDataID, ZoneData in pairs( self.ZoneProbability ) do - self:F({ZoneData}) - local ZoneObject = ZoneData[1] -- Core.Zone#ZONE_BASE - local ZoneProbability = ZoneData[2] -- #number - ZoneProbability = ZoneProbability * 30 / 300 - - if ZoneObject:IsPointVec2InZone( DetectedObjectVec2 ) == true then - local Probability = math.random() -- Selects a number between 0 and 1 - --self:T( { Probability, ZoneProbability } ) - if Probability > ZoneProbability then - DetectionAccepted = false - break - end - end - end - end - - if DetectionAccepted then - - HasDetectedObjects = true - - self.DetectedObjects[DetectedObjectName] = self.DetectedObjects[DetectedObjectName] or {} - self.DetectedObjects[DetectedObjectName].Name = DetectedObjectName - - if TargetIsDetected and TargetIsDetected == true then - self.DetectedObjects[DetectedObjectName].IsDetected = TargetIsDetected - end - - if TargetIsDetected and TargetIsVisible and TargetIsVisible == true then - self.DetectedObjects[DetectedObjectName].IsVisible = TargetIsDetected and TargetIsVisible - end - - if TargetIsDetected and not self.DetectedObjects[DetectedObjectName].KnowType then - self.DetectedObjects[DetectedObjectName].KnowType = TargetIsDetected and TargetKnowType - end - self.DetectedObjects[DetectedObjectName].KnowDistance = TargetKnowDistance -- Detection.distance -- TargetKnowDistance - self.DetectedObjects[DetectedObjectName].LastTime = ( TargetIsDetected and TargetIsVisible == false ) and TargetLastTime - self.DetectedObjects[DetectedObjectName].LastPos = ( TargetIsDetected and TargetIsVisible == false ) and TargetLastPos - self.DetectedObjects[DetectedObjectName].LastVelocity = ( TargetIsDetected and TargetIsVisible == false ) and TargetLastVelocity - - if not self.DetectedObjects[DetectedObjectName].Distance or ( Distance and self.DetectedObjects[DetectedObjectName].Distance > Distance ) then - self.DetectedObjects[DetectedObjectName].Distance = Distance - end - - self.DetectedObjects[DetectedObjectName].DetectionTimeStamp = DetectionTimeStamp - - self:F( { DetectedObject = self.DetectedObjects[DetectedObjectName] } ) - - local DetectedUnit = UNIT:FindByName( DetectedObjectName ) - - DetectedUnits[DetectedObjectName] = DetectedUnit - else - -- if beyond the DetectionRange then nullify... - self:F( { DetectedObject = "No more detection for " .. DetectedObjectName } ) - if self.DetectedObjects[DetectedObjectName] then - self.DetectedObjects[DetectedObjectName] = nil - end - end - - --self:T2( self.DetectedObjects ) - else - -- The previously detected object does not exist anymore, delete from the cache. - self:F( "Removing from DetectedObjects: " .. DetectionObjectName ) - self.DetectedObjects[DetectionObjectName] = nil - end - end - - if HasDetectedObjects then - self:__Detected( 0.1, DetectedUnits ) - end - - end - - if self.DetectionCount > 0 and self.DetectionRun == self.DetectionCount then - - -- First check if all DetectedObjects were detected. - -- This is important. When there are DetectedObjects in the list, but were not detected, - -- And these remain undetected for more than 60 seconds, then these DetectedObjects will be flagged as not Detected. - -- IsDetected = false! - -- This is used in A2A_TASK_DISPATCHER to initiate fighter sweeping! The TASK_A2A_INTERCEPT tasks will be replaced with TASK_A2A_SWEEP tasks. - for DetectedObjectName, DetectedObject in pairs( self.DetectedObjects ) do - if self.DetectedObjects[DetectedObjectName].IsDetected == true and self.DetectedObjects[DetectedObjectName].DetectionTimeStamp + 60 <= DetectionTimeStamp then - self.DetectedObjects[DetectedObjectName].IsDetected = false - end - end - - self:CreateDetectionItems() -- Polymorphic call to Create/Update the DetectionItems list for the DETECTION_ class grouping method. - for DetectedItemID, DetectedItem in pairs( self.DetectedItems ) do - self:UpdateDetectedItemDetection( DetectedItem ) - self:CleanDetectionItem( DetectedItem, DetectedItemID ) -- Any DetectionItem that has a Set with zero elements in it, must be removed from the DetectionItems list. - if DetectedItem then - self:__DetectedItem( 0.1, DetectedItem ) - end - end - - self:__Detect( self.RefreshTimeInterval ) - end - - end - - - end - - do -- DetectionItems Creation - - -- Clean the DetectedItem table. - -- @param #DETECTION_BASE self - -- @return #DETECTION_BASE - function DETECTION_BASE:CleanDetectionItem( DetectedItem, DetectedItemID ) - - -- We clean all DetectedItems. - -- if there are any remaining DetectedItems with no Set Objects then the Item in the DetectedItems must be deleted. - - local DetectedSet = DetectedItem.Set - - if DetectedSet:Count() == 0 then - self:RemoveDetectedItem( DetectedItemID ) - end - - return self - end - - --- Forget a Unit from a DetectionItem - -- @param #DETECTION_BASE self - -- @param #string UnitName The UnitName that needs to be forgotten from the DetectionItem Sets. - -- @return #DETECTION_BASE - function DETECTION_BASE:ForgetDetectedUnit( UnitName ) - - local DetectedItems = self:GetDetectedItems() - - for DetectedItemIndex, DetectedItem in pairs( DetectedItems ) do - local DetectedSet = self:GetDetectedSet( DetectedItem ) - if DetectedSet then - DetectedSet:RemoveUnitsByName( UnitName ) - end - end - - return self - end - - --- Make a DetectionSet table. This function will be overridden in the derived clsses. - -- @param #DETECTION_BASE self - -- @return #DETECTION_BASE - function DETECTION_BASE:CreateDetectionItems() - - self:F( "Error, in DETECTION_BASE class..." ) - return self - end - - - end - - do -- Initialization methods - - --- Detect Visual. - -- @param #DETECTION_BASE self - -- @param #boolean DetectVisual - -- @return #DETECTION_BASE self - function DETECTION_BASE:InitDetectVisual( DetectVisual ) - - self.DetectVisual = DetectVisual - - return self - end - - --- Detect Optical. - -- @param #DETECTION_BASE self - -- @param #boolean DetectOptical - -- @return #DETECTION_BASE self - function DETECTION_BASE:InitDetectOptical( DetectOptical ) - self:F2() - - self.DetectOptical = DetectOptical - - return self - end - - --- Detect Radar. - -- @param #DETECTION_BASE self - -- @param #boolean DetectRadar - -- @return #DETECTION_BASE self - function DETECTION_BASE:InitDetectRadar( DetectRadar ) - self:F2() - - self.DetectRadar = DetectRadar - - return self - end - - --- Detect IRST. - -- @param #DETECTION_BASE self - -- @param #boolean DetectIRST - -- @return #DETECTION_BASE self - function DETECTION_BASE:InitDetectIRST( DetectIRST ) - self:F2() - - self.DetectIRST = DetectIRST - - return self - end - - --- Detect RWR. - -- @param #DETECTION_BASE self - -- @param #boolean DetectRWR - -- @return #DETECTION_BASE self - function DETECTION_BASE:InitDetectRWR( DetectRWR ) - self:F2() - - self.DetectRWR = DetectRWR - - return self - end - - --- Detect DLINK. - -- @param #DETECTION_BASE self - -- @param #boolean DetectDLINK - -- @return #DETECTION_BASE self - function DETECTION_BASE:InitDetectDLINK( DetectDLINK ) - self:F2() - - self.DetectDLINK = DetectDLINK - - return self - end - - end - - do -- Filter methods - - --- Filter the detected units based on Unit.Category - -- The different values of Unit.Category can be: - -- - -- * Unit.Category.AIRPLANE - -- * Unit.Category.GROUND_UNIT - -- * Unit.Category.HELICOPTER - -- * Unit.Category.SHIP - -- * Unit.Category.STRUCTURE - -- - -- Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression. - -- - -- Example to filter a single category (Unit.Category.AIRPLANE). - -- - -- DetectionObject:FilterCategories( Unit.Category.AIRPLANE ) - -- - -- Example to filter multiple categories (Unit.Category.AIRPLANE, Unit.Category.HELICOPTER). Note the {}. - -- - -- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } ) - -- - -- @param #DETECTION_BASE self - -- @param #list FilterCategories The Categories entries - -- @return #DETECTION_BASE self - function DETECTION_BASE:FilterCategories( FilterCategories ) - self:F2() - - self._.FilterCategories = {} - if type( FilterCategories ) == "table" then - for CategoryID, Category in pairs( FilterCategories ) do - self._.FilterCategories[Category] = Category - end - else - self._.FilterCategories[FilterCategories] = FilterCategories - end - return self - - end - - end - - do - - --- Set the detection interval time in seconds. - -- @param #DETECTION_BASE self - -- @param #number RefreshTimeInterval Interval in seconds. - -- @return #DETECTION_BASE self - function DETECTION_BASE:SetRefreshTimeInterval( RefreshTimeInterval ) - self:F2() - - self.RefreshTimeInterval = RefreshTimeInterval - - return self - end - - end - - do -- Friendlies Radius - - --- Set the radius in meters to validate if friendlies are nearby. - -- @param #DETECTION_BASE self - -- @param #number FriendliesRange Radius to use when checking if Friendlies are nearby. - -- @return #DETECTION_BASE self - function DETECTION_BASE:SetFriendliesRange( FriendliesRange ) --R2.2 Friendlies range - self:F2() - - self.FriendliesRange = FriendliesRange - - return self - end - - end - - do -- Intercept Point - - --- Set the parameters to calculate to optimal intercept point. - -- @param #DETECTION_BASE self - -- @param #boolean Intercept Intercept is true if an intercept point is calculated. Intercept is false if it is disabled. The default Intercept is false. - -- @param #number IntereptDelay If Intercept is true, then InterceptDelay is the average time it takes to get airplanes airborne. - -- @return #DETECTION_BASE self - function DETECTION_BASE:SetIntercept( Intercept, InterceptDelay ) - self:F2() - - self.Intercept = Intercept - self.InterceptDelay = InterceptDelay - - return self - end - - end - - do -- Accept / Reject detected units - - --- Accept detections if within a range in meters. - -- @param #DETECTION_BASE self - -- @param #number AcceptRange Accept a detection if the unit is within the AcceptRange in meters. - -- @return #DETECTION_BASE self - function DETECTION_BASE:SetAcceptRange( AcceptRange ) - self:F2() - - self.AcceptRange = AcceptRange - - return self - end - - --- Accept detections if within the specified zone(s). - -- @param #DETECTION_BASE self - -- @param Core.Zone#ZONE_BASE AcceptZones Can be a list or ZONE_BASE objects, or a single ZONE_BASE object. - -- @return #DETECTION_BASE self - function DETECTION_BASE:SetAcceptZones( AcceptZones ) - self:F2() - - if type( AcceptZones ) == "table" then - if AcceptZones.ClassName and AcceptZones:IsInstanceOf( ZONE_BASE ) then - self.AcceptZones = { AcceptZones } - else - self.AcceptZones = AcceptZones - end - else - self:F( { "AcceptZones must be a list of ZONE_BASE derived objects or one ZONE_BASE derived object", AcceptZones } ) - error() - end - - return self - end - - --- Reject detections if within the specified zone(s). - -- @param #DETECTION_BASE self - -- @param Core.Zone#ZONE_BASE RejectZones Can be a list or ZONE_BASE objects, or a single ZONE_BASE object. - -- @return #DETECTION_BASE self - function DETECTION_BASE:SetRejectZones( RejectZones ) - self:F2() - - if type( RejectZones ) == "table" then - if RejectZones.ClassName and RejectZones:IsInstanceOf( ZONE_BASE ) then - self.RejectZones = { RejectZones } - else - self.RejectZones = RejectZones - end - else - self:F( { "RejectZones must be a list of ZONE_BASE derived objects or one ZONE_BASE derived object", RejectZones } ) - error() - end - - return self - end - - end - - do -- Probability methods - - --- Upon a **visual** detection, the further away a detected object is, the less likely it is to be detected properly. - -- Also, the speed of accurate detection plays a role. - -- A distance probability factor between 0 and 1 can be given, that will model a linear extrapolated probability over 10 km distance. - -- For example, if a probability factor of 0.6 (60%) is given, the extrapolated probabilities over 15 kilometers would like like: - -- 1 km: 96%, 2 km: 92%, 3 km: 88%, 4 km: 84%, 5 km: 80%, 6 km: 76%, 7 km: 72%, 8 km: 68%, 9 km: 64%, 10 km: 60%, 11 km: 56%, 12 km: 52%, 13 km: 48%, 14 km: 44%, 15 km: 40%. - -- @param #DETECTION_BASE self - -- @param DistanceProbability The probability factor. - -- @return #DETECTION_BASE self - function DETECTION_BASE:SetDistanceProbability( DistanceProbability ) - self:F2() - - self.DistanceProbability = DistanceProbability - - return self - end - - - --- Upon a **visual** detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly. - -- A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct. - -- - -- A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle. - -- - -- For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like: - -- 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100% - -- @param #DETECTION_BASE self - -- @param AlphaAngleProbability The probability factor. - -- @return #DETECTION_BASE self - function DETECTION_BASE:SetAlphaAngleProbability( AlphaAngleProbability ) - self:F2() - - self.AlphaAngleProbability = AlphaAngleProbability - - return self - end - - --- Upon a **visual** detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully. - -- The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission - -- zones that reflect cloudy areas where detected units may not be so easily visually detected. - -- @param #DETECTION_BASE self - -- @param ZoneArray Aray of a The ZONE_BASE object and a ZoneProbability pair.. - -- @return #DETECTION_BASE self - function DETECTION_BASE:SetZoneProbability( ZoneArray ) - self:F2() - - self.ZoneProbability = ZoneArray - - return self - end - - - end - - do -- Change processing - - --- Accepts changes from the detected item. - -- @param #DETECTION_BASE self - -- @param #DETECTION_BASE.DetectedItem DetectedItem - -- @return #DETECTION_BASE self - function DETECTION_BASE:AcceptChanges( DetectedItem ) - - DetectedItem.Changed = false - DetectedItem.Changes = {} - - return self - end - - --- Add a change to the detected zone. - -- @param #DETECTION_BASE self - -- @param #DETECTION_BASE.DetectedItem DetectedItem - -- @param #string ChangeCode - -- @return #DETECTION_BASE self - function DETECTION_BASE:AddChangeItem( DetectedItem, ChangeCode, ItemUnitType ) - - DetectedItem.Changed = true - local ID = DetectedItem.ID - - DetectedItem.Changes = DetectedItem.Changes or {} - DetectedItem.Changes[ChangeCode] = DetectedItem.Changes[ChangeCode] or {} - DetectedItem.Changes[ChangeCode].ID = ID - DetectedItem.Changes[ChangeCode].ItemUnitType = ItemUnitType - - self:F( { "Change on Detected Item:", DetectedItemID = DetectedItem.ID, ChangeCode = ChangeCode, ItemUnitType = ItemUnitType } ) - - return self - end - - - --- Add a change to the detected zone. - -- @param #DETECTION_BASE self - -- @param #DETECTION_BASE.DetectedItem DetectedItem - -- @param #string ChangeCode - -- @param #string ChangeUnitType - -- @return #DETECTION_BASE self - function DETECTION_BASE:AddChangeUnit( DetectedItem, ChangeCode, ChangeUnitType ) - - DetectedItem.Changed = true - local ID = DetectedItem.ID - - DetectedItem.Changes = DetectedItem.Changes or {} - DetectedItem.Changes[ChangeCode] = DetectedItem.Changes[ChangeCode] or {} - DetectedItem.Changes[ChangeCode][ChangeUnitType] = DetectedItem.Changes[ChangeCode][ChangeUnitType] or 0 - DetectedItem.Changes[ChangeCode][ChangeUnitType] = DetectedItem.Changes[ChangeCode][ChangeUnitType] + 1 - DetectedItem.Changes[ChangeCode].ID = ID - - self:F( { "Change on Detected Unit:", DetectedItemID = DetectedItem.ID, ChangeCode = ChangeCode, ChangeUnitType = ChangeUnitType } ) - - return self - end - - end - - do -- Friendly calculations - - --- This will allow during friendly search any recce or detection unit to be also considered as a friendly. - -- By default, recce aren't considered friendly, because that would mean that a recce would be also an attacking friendly, - -- and this is wrong. - -- However, in a CAP situation, when the CAP is part of an EWR network, the CAP is also an attacker. - -- This, this method allows to register for a detection the CAP unit name prefixes to be considered CAP. - -- @param #DETECTION_BASE self - -- @param #string FriendlyPrefixes A string or a list of prefixes. - -- @return #DETECTION_BASE - function DETECTION_BASE:SetFriendlyPrefixes( FriendlyPrefixes ) - - self.FriendlyPrefixes = self.FriendlyPrefixes or {} - if type( FriendlyPrefixes ) ~= "table" then - FriendlyPrefixes = { FriendlyPrefixes } - end - for PrefixID, Prefix in pairs( FriendlyPrefixes ) do - self:F( { FriendlyPrefix = Prefix } ) - self.FriendlyPrefixes[Prefix] = Prefix - end - return self - end - - --- This will allow during friendly search only units of the specified list of categories. - -- @param #DETECTION_BASE self - -- @param #string FriendlyCategories A list of unit categories. - -- @return #DETECTION_BASE - -- @usage - -- -- Only allow Ships and Vehicles to be part of the friendly team. - -- Detection:SetFriendlyCategories( { Unit.Category.SHIP, Unit.Category.GROUND_UNIT } ) - - --- Returns if there are friendlies nearby the FAC units ... - -- @param #DETECTION_BASE self - -- @param DetectedItem - -- @param DCS#Unit.Category Category The category of the unit. - -- @return #boolean true if there are friendlies nearby - function DETECTION_BASE:IsFriendliesNearBy( DetectedItem, Category ) - --self:F( { "FriendliesNearBy Test", DetectedItem.FriendliesNearBy } ) - return ( DetectedItem.FriendliesNearBy and DetectedItem.FriendliesNearBy[Category] ~= nil ) or false - end - - --- Returns friendly units nearby the FAC units ... - -- @param #DETECTION_BASE self - -- @param DetectedItem - -- @param DCS#Unit.Category Category The category of the unit. - -- @return #map<#string,Wrapper.Unit#UNIT> The map of Friendly UNITs. - function DETECTION_BASE:GetFriendliesNearBy( DetectedItem, Category ) - - return DetectedItem.FriendliesNearBy and DetectedItem.FriendliesNearBy[Category] - end - - --- Returns if there are friendlies nearby the intercept ... - -- @param #DETECTION_BASE self - -- @return #boolean trhe if there are friendlies near the intercept. - function DETECTION_BASE:IsFriendliesNearIntercept( DetectedItem ) - - return DetectedItem.FriendliesNearIntercept ~= nil or false - end - - --- Returns friendly units nearby the intercept point ... - -- @param #DETECTION_BASE self - -- @return #map<#string,Wrapper.Unit#UNIT> The map of Friendly UNITs. - function DETECTION_BASE:GetFriendliesNearIntercept( DetectedItem ) - - return DetectedItem.FriendliesNearIntercept - end - - --- Returns the distance used to identify friendlies near the deteted item ... - -- @param #DETECTION_BASE self - -- @return #number The distance. - function DETECTION_BASE:GetFriendliesDistance( DetectedItem ) - - return DetectedItem.FriendliesDistance - end - - --- Returns if there are friendlies nearby the FAC units ... - -- @param #DETECTION_BASE self - -- @return #boolean trhe if there are friendlies nearby - function DETECTION_BASE:IsPlayersNearBy( DetectedItem ) - - return DetectedItem.PlayersNearBy ~= nil - end - - --- Returns friendly units nearby the FAC units ... - -- @param #DETECTION_BASE self - -- @return #map<#string,Wrapper.Unit#UNIT> The map of Friendly UNITs. - function DETECTION_BASE:GetPlayersNearBy( DetectedItem ) - - return DetectedItem.PlayersNearBy - end - - --- Background worker function to determine if there are friendlies nearby ... - -- @param #DETECTION_BASE self - function DETECTION_BASE:ReportFriendliesNearBy( TargetData ) - --self:F( { "Search Friendlies", DetectedItem = TargetData.DetectedItem } ) - - local DetectedItem = TargetData.DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem - local DetectedSet = TargetData.DetectedItem.Set - local DetectedUnit = DetectedSet:GetFirst() -- Wrapper.Unit#UNIT - - DetectedItem.FriendliesNearBy = nil - - -- We need to ensure that the DetectedUnit is alive! - if DetectedUnit and DetectedUnit:IsAlive() then - - local DetectedUnitCoord = DetectedUnit:GetCoordinate() - local InterceptCoord = TargetData.InterceptCoord or DetectedUnitCoord - - local SphereSearch = { - id = world.VolumeType.SPHERE, - params = { - point = InterceptCoord:GetVec3(), - radius = self.FriendliesRange, - } - - } - - --- @param DCS#Unit FoundDCSUnit - -- @param Wrapper.Group#GROUP ReportGroup - -- @param Core.Set#SET_GROUP ReportSetGroup - local FindNearByFriendlies = function( FoundDCSUnit, ReportGroupData ) - - local DetectedItem = ReportGroupData.DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem - local DetectedSet = ReportGroupData.DetectedItem.Set - local DetectedUnit = DetectedSet:GetFirst() -- Wrapper.Unit#UNIT - local DetectedUnitCoord = DetectedUnit:GetCoordinate() - local InterceptCoord = ReportGroupData.InterceptCoord or DetectedUnitCoord - local ReportSetGroup = ReportGroupData.ReportSetGroup - - local EnemyCoalition = DetectedUnit:GetCoalition() - - local FoundUnitCoalition = FoundDCSUnit:getCoalition() - local FoundUnitCategory = FoundDCSUnit:getDesc().category - local FoundUnitName = FoundDCSUnit:getName() - local FoundUnitGroupName = FoundDCSUnit:getGroup():getName() - local EnemyUnitName = DetectedUnit:GetName() - - local FoundUnitInReportSetGroup = ReportSetGroup:FindGroup( FoundUnitGroupName ) ~= nil - --self:T( { "Friendlies search:", FoundUnitName, FoundUnitCoalition, EnemyUnitName, EnemyCoalition, FoundUnitInReportSetGroup } ) - - if FoundUnitInReportSetGroup == true then - -- If the recce was part of the friendlies found, then check if the recce is part of the allowed friendly unit prefixes. - for PrefixID, Prefix in pairs( self.FriendlyPrefixes or {} ) do - --self:F( { "Friendly Prefix:", Prefix = Prefix } ) - -- In case a match is found (so a recce unit name is part of the friendly prefixes), then report that recce to be part of the friendlies. - -- This is important if CAP planes (so planes using their own radar) to be scanning for targets as part of the EWR network. - -- But CAP planes are also attackers, so they need to be considered friendlies too! - -- I chose to use prefixes because it is the fastest way to check. - if string.find( FoundUnitName, Prefix:gsub ("-", "%%-"), 1 ) then - FoundUnitInReportSetGroup = false - break - end - end - end - - --self:F( { "Friendlies near Target:", FoundUnitName, FoundUnitCoalition, EnemyUnitName, EnemyCoalition, FoundUnitInReportSetGroup } ) - - if FoundUnitCoalition ~= EnemyCoalition and FoundUnitInReportSetGroup == false then - local FriendlyUnit = UNIT:Find( FoundDCSUnit ) - local FriendlyUnitName = FriendlyUnit:GetName() - local FriendlyUnitCategory = FriendlyUnit:GetDesc().category - - -- Friendlies are sorted per unit category. - DetectedItem.FriendliesNearBy = DetectedItem.FriendliesNearBy or {} - DetectedItem.FriendliesNearBy[FoundUnitCategory] = DetectedItem.FriendliesNearBy[FoundUnitCategory] or {} - DetectedItem.FriendliesNearBy[FoundUnitCategory][FriendlyUnitName] = FriendlyUnit - - local Distance = DetectedUnitCoord:Get2DDistance( FriendlyUnit:GetCoordinate() ) - DetectedItem.FriendliesDistance = DetectedItem.FriendliesDistance or {} - DetectedItem.FriendliesDistance[Distance] = FriendlyUnit - --self:F( { "Friendlies Found:", FriendlyUnitName = FriendlyUnitName, Distance = Distance, FriendlyUnitCategory = FriendlyUnitCategory, FriendliesCategory = self.FriendliesCategory } ) - return true - end - - return true - end - - world.searchObjects( Object.Category.UNIT, SphereSearch, FindNearByFriendlies, TargetData ) - - DetectedItem.PlayersNearBy = nil - local DetectionZone = ZONE_UNIT:New( "DetectionPlayers", DetectedUnit, self.FriendliesRange ) - - _DATABASE:ForEachPlayer( - --- @param Wrapper.Unit#UNIT PlayerUnit - function( PlayerUnitName ) - local PlayerUnit = UNIT:FindByName( PlayerUnitName ) - - if PlayerUnit and PlayerUnit:IsInZone(DetectionZone) then - - local PlayerUnitCategory = PlayerUnit:GetDesc().category - - if ( not self.FriendliesCategory ) or ( self.FriendliesCategory and ( self.FriendliesCategory == PlayerUnitCategory ) ) then - - local PlayerUnitName = PlayerUnit:GetName() - - DetectedItem.PlayersNearBy = DetectedItem.PlayersNearBy or {} - DetectedItem.PlayersNearBy[PlayerUnitName] = PlayerUnit - - -- Friendlies are sorted per unit category. - DetectedItem.FriendliesNearBy = DetectedItem.FriendliesNearBy or {} - DetectedItem.FriendliesNearBy[PlayerUnitCategory] = DetectedItem.FriendliesNearBy[PlayerUnitCategory] or {} - DetectedItem.FriendliesNearBy[PlayerUnitCategory][PlayerUnitName] = PlayerUnit - - local Distance = DetectedUnitCoord:Get2DDistance( PlayerUnit:GetCoordinate() ) - DetectedItem.FriendliesDistance = DetectedItem.FriendliesDistance or {} - DetectedItem.FriendliesDistance[Distance] = PlayerUnit - - end - end - end - ) - end - - self:F( { Friendlies = DetectedItem.FriendliesNearBy, Players = DetectedItem.PlayersNearBy } ) - - end - - end - - --- Determines if a detected object has already been identified during detection processing. - -- @param #DETECTION_BASE self - -- @param #DETECTION_BASE.DetectedObject DetectedObject - -- @return #boolean true if already identified. - function DETECTION_BASE:IsDetectedObjectIdentified( DetectedObject ) - - local DetectedObjectName = DetectedObject.Name - if DetectedObjectName then - local DetectedObjectIdentified = self.DetectedObjectsIdentified[DetectedObjectName] == true - return DetectedObjectIdentified - else - return nil - end - end - - --- Identifies a detected object during detection processing. - -- @param #DETECTION_BASE self - -- @param #DETECTION_BASE.DetectedObject DetectedObject - function DETECTION_BASE:IdentifyDetectedObject( DetectedObject ) - --self:F( { "Identified:", DetectedObject.Name } ) - - local DetectedObjectName = DetectedObject.Name - self.DetectedObjectsIdentified[DetectedObjectName] = true - end - - --- UnIdentify a detected object during detection processing. - -- @param #DETECTION_BASE self - -- @param #DETECTION_BASE.DetectedObject DetectedObject - function DETECTION_BASE:UnIdentifyDetectedObject( DetectedObject ) - - local DetectedObjectName = DetectedObject.Name - self.DetectedObjectsIdentified[DetectedObjectName] = false - end - - --- UnIdentify all detected objects during detection processing. - -- @param #DETECTION_BASE self - function DETECTION_BASE:UnIdentifyAllDetectedObjects() - - self.DetectedObjectsIdentified = {} -- Table will be garbage collected. - end - - --- Gets a detected object with a given name. - -- @param #DETECTION_BASE self - -- @param #string ObjectName - -- @return #DETECTION_BASE.DetectedObject - function DETECTION_BASE:GetDetectedObject( ObjectName ) - self:F2( { ObjectName = ObjectName } ) - - if ObjectName then - local DetectedObject = self.DetectedObjects[ObjectName] - - if DetectedObject then - --self:F( { DetectedObjects = self.DetectedObjects } ) - -- Only return detected objects that are alive! - local DetectedUnit = UNIT:FindByName( ObjectName ) - if DetectedUnit and DetectedUnit:IsAlive() then - if self:IsDetectedObjectIdentified( DetectedObject ) == false then - --self:F( { DetectedObject = DetectedObject } ) - return DetectedObject - end - end - end - end - - return nil - end - - - --- Gets a detected unit type name, taking into account the detection results. - -- @param #DETECTION_BASE self - -- @param Wrapper.Unit#UNIT DetectedUnit - -- @return #string The type name - function DETECTION_BASE:GetDetectedUnitTypeName( DetectedUnit ) - --self:F2( ObjectName ) - - if DetectedUnit and DetectedUnit:IsAlive() then - local DetectedUnitName = DetectedUnit:GetName() - local DetectedObject = self.DetectedObjects[DetectedUnitName] - - if DetectedObject then - if DetectedObject.KnowType then - return DetectedUnit:GetTypeName() - else - return "Unknown" - end - else - return "Unknown" - end - else - return "Dead:" .. DetectedUnit:GetName() - end - - return "Undetected:" .. DetectedUnit:GetName() - end - - - --- Adds a new DetectedItem to the DetectedItems list. - -- The DetectedItem is a table and contains a SET_UNIT in the field Set. - -- @param #DETECTION_BASE self - -- @param ItemPrefix - -- @param DetectedItemKey The key of the DetectedItem. - -- @param Core.Set#SET_UNIT Set (optional) The Set of Units to be added. - -- @return #DETECTION_BASE.DetectedItem - function DETECTION_BASE:AddDetectedItem( ItemPrefix, DetectedItemKey, Set ) - - local DetectedItem = {} - self.DetectedItemCount = self.DetectedItemCount + 1 - self.DetectedItemMax = self.DetectedItemMax + 1 - - if DetectedItemKey then - self.DetectedItems[DetectedItemKey] = DetectedItem - else - self.DetectedItems[self.DetectedItemMax] = DetectedItem - end - - self.DetectedItemsByIndex[self.DetectedItemMax] = DetectedItem - - - DetectedItem.Set = Set or SET_UNIT:New():FilterDeads():FilterCrashes() - DetectedItem.Index = DetectedItemKey or self.DetectedItemMax - DetectedItem.ItemID = ItemPrefix .. "." .. self.DetectedItemMax - DetectedItem.ID = self.DetectedItemMax - DetectedItem.Removed = false - - return DetectedItem - end - - --- Adds a new DetectedItem to the DetectedItems list. - -- The DetectedItem is a table and contains a SET_UNIT in the field Set. - -- @param #DETECTION_BASE self - -- @param DetectedItemKey The key of the DetectedItem. - -- @param Core.Set#SET_UNIT Set (optional) The Set of Units to be added. - -- @param Core.Zone#ZONE_UNIT Zone (optional) The Zone to be added where the Units are located. - -- @return #DETECTION_BASE.DetectedItem - function DETECTION_BASE:AddDetectedItemZone( DetectedItemKey, Set, Zone ) - - local DetectedItem = self:AddDetectedItem( "AREA", DetectedItemKey, Set ) - - DetectedItem.Zone = Zone - - return DetectedItem - end - - --- Removes an existing DetectedItem from the DetectedItems list. - -- The DetectedItem is a table and contains a SET_UNIT in the field Set. - -- @param #DETECTION_BASE self - -- @param DetectedItemKey The key in the DetectedItems list where the item needs to be removed. - function DETECTION_BASE:RemoveDetectedItem( DetectedItemKey ) - - local DetectedItem = self.DetectedItems[DetectedItemKey] - - if DetectedItem then - self.DetectedItemCount = self.DetectedItemCount - 1 - local DetectedItemIndex = DetectedItem.Index - self.DetectedItemsByIndex[DetectedItemIndex] = nil - self.DetectedItems[DetectedItemKey] = nil - end - end - - - --- Get the DetectedItems by Key. - -- This will return the DetectedItems collection, indexed by the Key, which can be any object that acts as the key of the detection. - -- @param #DETECTION_BASE self - -- @return #DETECTION_BASE.DetectedItems - function DETECTION_BASE:GetDetectedItems() - - return self.DetectedItems - end - - --- Get the DetectedItems by Index. - -- This will return the DetectedItems collection, indexed by an internal numerical Index. - -- @param #DETECTION_BASE self - -- @return #DETECTION_BASE.DetectedItems - function DETECTION_BASE:GetDetectedItemsByIndex() - - return self.DetectedItemsByIndex - end - - --- Get the amount of SETs with detected objects. - -- @param #DETECTION_BASE self - -- @return #number The amount of detected items. Note that the amount of detected items can differ with the reality, because detections are not real-time but doen in intervals! - function DETECTION_BASE:GetDetectedItemsCount() - - local DetectedCount = self.DetectedItemCount - return DetectedCount - end - - --- Get a detected item using a given Key. - -- @param #DETECTION_BASE self - -- @param Key - -- @return #DETECTION_BASE.DetectedItem - function DETECTION_BASE:GetDetectedItemByKey( Key ) - - self:F( { DetectedItems = self.DetectedItems } ) - - local DetectedItem = self.DetectedItems[Key] - if DetectedItem then - return DetectedItem - end - - return nil - end - - --- Get a detected item using a given numeric index. - -- @param #DETECTION_BASE self - -- @param #number Index - -- @return #DETECTION_BASE.DetectedItem - function DETECTION_BASE:GetDetectedItemByIndex( Index ) - - self:F( { DetectedItemsByIndex = self.DetectedItemsByIndex } ) - - local DetectedItem = self.DetectedItemsByIndex[Index] - if DetectedItem then - return DetectedItem - end - - return nil - end - - --- Get a detected ItemID using a given numeric index. - -- @param #DETECTION_BASE self - -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem. - -- @return #string DetectedItemID - function DETECTION_BASE:GetDetectedItemID( DetectedItem ) --R2.1 - - return DetectedItem and DetectedItem.ItemID or "" - end - - --- Get a detected ID using a given numeric index. - -- @param #DETECTION_BASE self - -- @param #number Index - -- @return #string DetectedItemID - function DETECTION_BASE:GetDetectedID( Index ) --R2.1 - - local DetectedItem = self.DetectedItemsByIndex[Index] - if DetectedItem then - return DetectedItem.ID - end - - return "" - end - - --- Get the @{Core.Set#SET_UNIT} of a detecttion area using a given numeric index. - -- @param #DETECTION_BASE self - -- @param #DETECTION_BASE.DetectedItem DetectedItem - -- @return Core.Set#SET_UNIT DetectedSet - function DETECTION_BASE:GetDetectedSet( DetectedItem ) - - local DetectedSetUnit = DetectedItem and DetectedItem.Set - if DetectedSetUnit then - return DetectedSetUnit - end - - return nil - end - - --- Set IsDetected flag for the DetectedItem, which can have more units. - -- @param #DETECTION_BASE self - -- @return #DETECTION_BASE.DetectedItem DetectedItem - -- @return #boolean true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet. - function DETECTION_BASE:UpdateDetectedItemDetection( DetectedItem ) - - local IsDetected = false - - for UnitName, UnitData in pairs( DetectedItem.Set:GetSet() ) do - local DetectedObject = self.DetectedObjects[UnitName] - self:F({UnitName = UnitName, IsDetected = DetectedObject.IsDetected}) - if DetectedObject.IsDetected then - IsDetected = true - break - end - end - - self:F( { IsDetected = DetectedItem.IsDetected } ) - - DetectedItem.IsDetected = IsDetected - - return IsDetected - end - - --- Checks if there is at least one UNIT detected in the Set of the the DetectedItem. - -- @param #DETECTION_BASE self - -- @return #boolean true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet. - function DETECTION_BASE:IsDetectedItemDetected( DetectedItem ) - - return DetectedItem.IsDetected - end - - - do -- Zones - - --- Get the @{Core.Zone#ZONE_UNIT} of a detection area using a given numeric index. - -- @param #DETECTION_BASE self - -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem. - -- @return Core.Zone#ZONE_UNIT DetectedZone - function DETECTION_BASE:GetDetectedItemZone( DetectedItem ) - - local DetectedZone = DetectedItem and DetectedItem.Zone - if DetectedZone then - return DetectedZone - end - - local Detected - - return nil - end - - end - - - --- Set the detected item coordinate. - -- @param #DETECTION_BASE self - -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem to set the coordinate at. - -- @param Core.Point#COORDINATE Coordinate The coordinate to set the last know detected position at. - -- @param Wrapper.Unit#UNIT DetectedItemUnit The unit to set the heading and altitude from. - -- @return #DETECTION_BASE - function DETECTION_BASE:SetDetectedItemCoordinate( DetectedItem, Coordinate, DetectedItemUnit ) - self:F( { Coordinate = Coordinate } ) - - if DetectedItem then - if DetectedItemUnit then - DetectedItem.Coordinate = Coordinate - DetectedItem.Coordinate:SetHeading( DetectedItemUnit:GetHeading() ) - DetectedItem.Coordinate.y = DetectedItemUnit:GetAltitude() - DetectedItem.Coordinate:SetVelocity( DetectedItemUnit:GetVelocityMPS() ) - end - end - end - - - --- Get the detected item coordinate. - -- @param #DETECTION_BASE self - -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem to set the coordinate at. - -- @return Core.Point#COORDINATE - function DETECTION_BASE:GetDetectedItemCoordinate( DetectedItem ) - self:F( { DetectedItem = DetectedItem } ) - - if DetectedItem then - return DetectedItem.Coordinate - end - - return nil - end - - --- Set the detected item threatlevel. - -- @param #DETECTION_BASE self - -- @param #DETECTION_BASE.DetectedItem The DetectedItem to calculate the threatlevel for. - -- @return #DETECTION_BASE - function DETECTION_BASE:SetDetectedItemThreatLevel( DetectedItem ) - - local DetectedSet = DetectedItem.Set - - if DetectedItem then - DetectedItem.ThreatLevel, DetectedItem.ThreatText = DetectedSet:CalculateThreatLevelA2G() - end - end - - - - --- Get the detected item coordinate. - -- @param #DETECTION_BASE self - -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem. - -- @return #number ThreatLevel - function DETECTION_BASE:GetDetectedItemThreatLevel( DetectedItem ) - self:F( { DetectedItem = DetectedItem } ) - - if DetectedItem then - self:F( { ThreatLevel = DetectedItem.ThreatLevel, ThreatText = DetectedItem.ThreatText } ) - return DetectedItem.ThreatLevel or 0, DetectedItem.ThreatText or "" - end - - return nil, "" - end - - - --- Report summary of a detected item using a given numeric index. - -- @param #DETECTION_BASE self - -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem. - -- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for. - -- @param Core.Settings#SETTINGS Settings Message formatting settings to use. - -- @return Core.Report#REPORT - function DETECTION_BASE:DetectedItemReportSummary( DetectedItem, AttackGroup, Settings ) - self:F() - return nil - end - - --- Report detailed of a detectedion result. - -- @param #DETECTION_BASE self - -- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for. - -- @return #string - function DETECTION_BASE:DetectedReportDetailed( AttackGroup ) - self:F() - return nil - end - - --- Get the detection Groups. - -- @param #DETECTION_BASE self - -- @return Core.Set#SET_GROUP - function DETECTION_BASE:GetDetectionSetGroup() - - local DetectionSetGroup = self.DetectionSetGroup - return DetectionSetGroup - end - - --- Find the nearest Recce of the DetectedItem. - -- @param #DETECTION_BASE self - -- @param #DETECTION_BASE.DetectedItem DetectedItem - -- @return Wrapper.Unit#UNIT The nearest FAC unit - function DETECTION_BASE:NearestRecce( DetectedItem ) - - local NearestRecce = nil - local DistanceRecce = 1000000000 -- Units are not further than 1000000 km away from an area :-) - - for RecceGroupName, RecceGroup in pairs( self.DetectionSetGroup:GetSet() ) do - if RecceGroup and RecceGroup:IsAlive() then - for RecceUnit, RecceUnit in pairs( RecceGroup:GetUnits() ) do - if RecceUnit:IsActive() then - local RecceUnitCoord = RecceUnit:GetCoordinate() - local Distance = RecceUnitCoord:Get2DDistance( self:GetDetectedItemCoordinate( DetectedItem ) ) - if Distance < DistanceRecce then - DistanceRecce = Distance - NearestRecce = RecceUnit - end - end - end - end - end - - DetectedItem.NearestFAC = NearestRecce - DetectedItem.DistanceRecce = DistanceRecce - - end - - - - --- Schedule the DETECTION construction. - -- @param #DETECTION_BASE self - -- @param #number DelayTime The delay in seconds to wait the reporting. - -- @param #number RepeatInterval The repeat interval in seconds for the reporting to happen repeatedly. - -- @return #DETECTION_BASE self - function DETECTION_BASE:Schedule( DelayTime, RepeatInterval ) - self:F2() - - self.ScheduleDelayTime = DelayTime - self.ScheduleRepeatInterval = RepeatInterval - - self.DetectionScheduler = SCHEDULER:New( self, self._DetectionScheduler, { self, "Detection" }, DelayTime, RepeatInterval ) - return self - end - -end - -do -- DETECTION_UNITS - - --- @type DETECTION_UNITS - -- @field DCS#Distance DetectionRange The range till which targets are detected. - -- @extends Functional.Detection#DETECTION_BASE - - --- Will detect units within the battle zone. - -- - -- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference. - -- Beware that when the amount of units detected is large, the DetectedItems list will be large also. - -- - -- @field #DETECTION_UNITS - DETECTION_UNITS = { - ClassName = "DETECTION_UNITS", - DetectionRange = nil, - } - - --- DETECTION_UNITS constructor. - -- @param Functional.Detection#DETECTION_UNITS self - -- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role. - -- @return Functional.Detection#DETECTION_UNITS self - function DETECTION_UNITS:New( DetectionSetGroup ) - - -- Inherits from DETECTION_BASE - local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetGroup ) ) -- #DETECTION_UNITS - - self._SmokeDetectedUnits = false - self._FlareDetectedUnits = false - self._SmokeDetectedZones = false - self._FlareDetectedZones = false - self._BoundDetectedZones = false - - return self - end - - --- Make text documenting the changes of the detected zone. - -- @param #DETECTION_UNITS self - -- @param #DETECTION_BASE.DetectedItem DetectedItem - -- @return #string The Changes text - function DETECTION_UNITS:GetChangeText( DetectedItem ) - self:F( DetectedItem ) - - local MT = {} - - for ChangeCode, ChangeData in pairs( DetectedItem.Changes ) do - - if ChangeCode == "AU" then - local MTUT = {} - for ChangeUnitType, ChangeUnitCount in pairs( ChangeData ) do - if ChangeUnitType ~= "ID" then - MTUT[#MTUT+1] = ChangeUnitCount .. " of " .. ChangeUnitType - end - end - MT[#MT+1] = " New target(s) detected: " .. table.concat( MTUT, ", " ) .. "." - end - - if ChangeCode == "RU" then - local MTUT = {} - for ChangeUnitType, ChangeUnitCount in pairs( ChangeData ) do - if ChangeUnitType ~= "ID" then - MTUT[#MTUT+1] = ChangeUnitCount .. " of " .. ChangeUnitType - end - end - MT[#MT+1] = " Invisible or destroyed target(s): " .. table.concat( MTUT, ", " ) .. "." - end - - end - - return table.concat( MT, "\n" ) - - end - - - --- Create the DetectedItems list from the DetectedObjects table. - -- For each DetectedItem, a one field array is created containing the Unit detected. - -- @param #DETECTION_UNITS self - -- @return #DETECTION_UNITS self - function DETECTION_UNITS:CreateDetectionItems() - -- Loop the current detected items, and check if each object still exists and is detected. - - for DetectedItemKey, DetectedItem in pairs( self.DetectedItems ) do - - local DetectedItemSet = DetectedItem.Set -- Core.Set#SET_UNIT - - for DetectedUnitName, DetectedUnitData in pairs( DetectedItemSet:GetSet() ) do - local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT - - local DetectedObject = nil - --self:F( DetectedUnit ) - if DetectedUnit:IsAlive() then - --self:F(DetectedUnit:GetName()) - DetectedObject = self:GetDetectedObject( DetectedUnit:GetName() ) - end - if DetectedObject then - - -- Yes, the DetectedUnit is still detected or exists. Flag as identified. - self:IdentifyDetectedObject( DetectedObject ) - - self:F( { "**DETECTED**", IsVisible = DetectedObject.IsVisible } ) - -- Update the detection with the new data provided. - DetectedItem.TypeName = DetectedUnit:GetTypeName() - DetectedItem.CategoryName = DetectedUnit:GetCategoryName() - DetectedItem.Name = DetectedObject.Name - DetectedItem.IsVisible = DetectedObject.IsVisible - DetectedItem.LastTime = DetectedObject.LastTime - DetectedItem.LastPos = DetectedObject.LastPos - DetectedItem.LastVelocity = DetectedObject.LastVelocity - DetectedItem.KnowType = DetectedObject.KnowType - DetectedItem.KnowDistance = DetectedObject.KnowDistance - DetectedItem.Distance = DetectedObject.Distance - else - -- There was no DetectedObject, remove DetectedUnit from the Set. - self:AddChangeUnit( DetectedItem, "RU", DetectedUnitName ) - DetectedItemSet:Remove( DetectedUnitName ) - end - end - if DetectedItemSet:Count() == 0 then - -- Now the Set is empty, meaning that a detected item has no units anymore. - -- Delete the DetectedItem from the detections - self:RemoveDetectedItem( DetectedItemKey ) - end - end - - - -- Now we need to loop through the unidentified detected units and add these... These are all new items. - for DetectedUnitName, DetectedObjectData in pairs( self.DetectedObjects ) do - - local DetectedObject = self:GetDetectedObject( DetectedUnitName ) - if DetectedObject then - self:T( { "Detected Unit #", DetectedUnitName } ) - - local DetectedUnit = UNIT:FindByName( DetectedUnitName ) -- Wrapper.Unit#UNIT - - if DetectedUnit then - local DetectedTypeName = DetectedUnit:GetTypeName() - local DetectedItem = self:GetDetectedItemByKey( DetectedUnitName ) - if not DetectedItem then - self:T( "Added new DetectedItem" ) - DetectedItem = self:AddDetectedItem( "UNIT", DetectedUnitName ) - DetectedItem.TypeName = DetectedUnit:GetTypeName() - DetectedItem.Name = DetectedObject.Name - DetectedItem.IsVisible = DetectedObject.IsVisible - DetectedItem.LastTime = DetectedObject.LastTime - DetectedItem.LastPos = DetectedObject.LastPos - DetectedItem.LastVelocity = DetectedObject.LastVelocity - DetectedItem.KnowType = DetectedObject.KnowType - DetectedItem.KnowDistance = DetectedObject.KnowDistance - DetectedItem.Distance = DetectedObject.Distance - end - - DetectedItem.Set:AddUnit( DetectedUnit ) - self:AddChangeUnit( DetectedItem, "AU", DetectedTypeName ) - end - end - end - - for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do - - local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem - local DetectedSet = DetectedItem.Set - - -- Set the last known coordinate. - local DetectedFirstUnit = DetectedSet:GetFirst() - local DetectedFirstUnitCoord = DetectedFirstUnit:GetCoordinate() - self:SetDetectedItemCoordinate( DetectedItem, DetectedFirstUnitCoord, DetectedFirstUnit ) - - self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSetGroup } ) -- Fill the Friendlies table - self:SetDetectedItemThreatLevel( DetectedItem ) - self:NearestRecce( DetectedItem ) - - end - - end - - - --- Report summary of a DetectedItem using a given numeric index. - -- @param #DETECTION_UNITS self - -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem. - -- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for. - -- @param Core.Settings#SETTINGS Settings Message formatting settings to use. - -- @return Core.Report#REPORT The report of the detection items. - function DETECTION_UNITS:DetectedItemReportSummary( DetectedItem, AttackGroup, Settings ) - self:F( { DetectedItem = DetectedItem } ) - - local DetectedItemID = self:GetDetectedItemID( DetectedItem ) - - if DetectedItem then - local ReportSummary = "" - local UnitDistanceText = "" - local UnitCategoryText = "" - - if DetectedItem.KnowType then - local UnitCategoryName = DetectedItem.CategoryName - if UnitCategoryName then - UnitCategoryText = UnitCategoryName - end - if DetectedItem.TypeName then - UnitCategoryText = UnitCategoryText .. " (" .. DetectedItem.TypeName .. ")" - end - else - UnitCategoryText = "Unknown" - end - - if DetectedItem.KnowDistance then - if DetectedItem.IsVisible then - UnitDistanceText = " at " .. string.format( "%.2f", DetectedItem.Distance ) .. " km" - end - else - if DetectedItem.IsVisible then - UnitDistanceText = " at +/- " .. string.format( "%.0f", DetectedItem.Distance ) .. " km" - end - end - - --TODO: solve Index reference - local DetectedItemCoordinate = self:GetDetectedItemCoordinate( DetectedItem ) - local DetectedItemCoordText = DetectedItemCoordinate:ToString( AttackGroup, Settings ) - - local ThreatLevelA2G = self:GetDetectedItemThreatLevel( DetectedItem ) - - local Report = REPORT:New() - Report:Add(DetectedItemID .. ", " .. DetectedItemCoordText) - Report:Add( string.format( "Threat: [%s]", string.rep( "■", ThreatLevelA2G ), string.rep( "□", 10-ThreatLevelA2G ) ) ) - Report:Add( string.format("Type: %s%s", UnitCategoryText, UnitDistanceText ) ) - Report:Add( string.format("Visible: %s", DetectedItem.IsVisible and "yes" or "no" ) ) - Report:Add( string.format("Detected: %s", DetectedItem.IsDetected and "yes" or "no" ) ) - Report:Add( string.format("Distance: %s", DetectedItem.KnowDistance and "yes" or "no" ) ) - return Report - end - return nil - end - - - --- Report detailed of a detection result. - -- @param #DETECTION_UNITS self - -- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for. - -- @return #string - function DETECTION_UNITS:DetectedReportDetailed( AttackGroup ) - self:F() - - local Report = REPORT:New() - for DetectedItemIndex, DetectedItem in pairs( self.DetectedItems ) do - local DetectedItem = DetectedItem -- #DETECTION_BASE.DetectedItem - local ReportSummary = self:DetectedItemReportSummary( DetectedItem, AttackGroup ) - Report:SetTitle( "Detected units:" ) - Report:Add( ReportSummary:Text() ) - end - - local ReportText = Report:Text() - - return ReportText - end - -end - -do -- DETECTION_TYPES - - --- @type DETECTION_TYPES - -- @extends Functional.Detection#DETECTION_BASE - - --- Will detect units within the battle zone. - -- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected. - -- Each DetectedItem will contain a field Set, which contains a @{Core.Set#SET_UNIT} containing ONE @{UNIT} object reference. - -- Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also. - -- - -- @field #DETECTION_TYPES - DETECTION_TYPES = { - ClassName = "DETECTION_TYPES", - DetectionRange = nil, - } - - --- DETECTION_TYPES constructor. - -- @param Functional.Detection#DETECTION_TYPES self - -- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Recce role. - -- @return Functional.Detection#DETECTION_TYPES self - function DETECTION_TYPES:New( DetectionSetGroup ) - - -- Inherits from DETECTION_BASE - local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetGroup ) ) -- #DETECTION_TYPES - - self._SmokeDetectedUnits = false - self._FlareDetectedUnits = false - self._SmokeDetectedZones = false - self._FlareDetectedZones = false - self._BoundDetectedZones = false - - return self - end - - --- Make text documenting the changes of the detected zone. - -- @param #DETECTION_TYPES self - -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem - -- @return #string The Changes text - function DETECTION_TYPES:GetChangeText( DetectedItem ) - self:F( DetectedItem ) - - local MT = {} - - for ChangeCode, ChangeData in pairs( DetectedItem.Changes ) do - - if ChangeCode == "AU" then - local MTUT = {} - for ChangeUnitType, ChangeUnitCount in pairs( ChangeData ) do - if ChangeUnitType ~= "ID" then - MTUT[#MTUT+1] = ChangeUnitCount .. " of " .. ChangeUnitType - end - end - MT[#MT+1] = " New target(s) detected: " .. table.concat( MTUT, ", " ) .. "." - end - - if ChangeCode == "RU" then - local MTUT = {} - for ChangeUnitType, ChangeUnitCount in pairs( ChangeData ) do - if ChangeUnitType ~= "ID" then - MTUT[#MTUT+1] = ChangeUnitCount .. " of " .. ChangeUnitType - end - end - MT[#MT+1] = " Invisible or destroyed target(s): " .. table.concat( MTUT, ", " ) .. "." - end - - end - - return table.concat( MT, "\n" ) - - end - - - --- Create the DetectedItems list from the DetectedObjects table. - -- For each DetectedItem, a one field array is created containing the Unit detected. - -- @param #DETECTION_TYPES self - -- @return #DETECTION_TYPES self - function DETECTION_TYPES:CreateDetectionItems() - - -- Loop the current detected items, and check if each object still exists and is detected. - - for DetectedItemKey, DetectedItem in pairs( self.DetectedItems ) do - - local DetectedItemSet = DetectedItem.Set -- Core.Set#SET_UNIT - local DetectedTypeName = DetectedItem.TypeName - - for DetectedUnitName, DetectedUnitData in pairs( DetectedItemSet:GetSet() ) do - local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT - - local DetectedObject = nil - if DetectedUnit:IsAlive() then - --self:F(DetectedUnit:GetName()) - DetectedObject = self:GetDetectedObject( DetectedUnit:GetName() ) - end - if DetectedObject then - - -- Yes, the DetectedUnit is still detected or exists. Flag as identified. - self:IdentifyDetectedObject( DetectedObject ) - else - -- There was no DetectedObject, remove DetectedUnit from the Set. - self:AddChangeUnit( DetectedItem, "RU", DetectedUnitName ) - DetectedItemSet:Remove( DetectedUnitName ) - end - end - if DetectedItemSet:Count() == 0 then - -- Now the Set is empty, meaning that a detected item has no units anymore. - -- Delete the DetectedItem from the detections - self:RemoveDetectedItem( DetectedItemKey ) - end - end - - - -- Now we need to loop through the unidentified detected units and add these... These are all new items. - for DetectedUnitName, DetectedObjectData in pairs( self.DetectedObjects ) do - - local DetectedObject = self:GetDetectedObject( DetectedUnitName ) - if DetectedObject then - self:T( { "Detected Unit #", DetectedUnitName } ) - - local DetectedUnit = UNIT:FindByName( DetectedUnitName ) -- Wrapper.Unit#UNIT - - if DetectedUnit then - local DetectedTypeName = DetectedUnit:GetTypeName() - local DetectedItem = self:GetDetectedItemByKey( DetectedTypeName ) - if not DetectedItem then - DetectedItem = self:AddDetectedItem( "TYPE", DetectedTypeName ) - DetectedItem.TypeName = DetectedTypeName - end - - DetectedItem.Set:AddUnit( DetectedUnit ) - self:AddChangeUnit( DetectedItem, "AU", DetectedTypeName ) - end - end - end - - - - -- Check if there are any friendlies nearby. - for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do - - local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem - local DetectedSet = DetectedItem.Set - - -- Set the last known coordinate. - local DetectedFirstUnit = DetectedSet:GetFirst() - local DetectedUnitCoord = DetectedFirstUnit:GetCoordinate() - self:SetDetectedItemCoordinate( DetectedItem, DetectedUnitCoord, DetectedFirstUnit ) - - self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSetGroup } ) -- Fill the Friendlies table - self:SetDetectedItemThreatLevel( DetectedItem ) - self:NearestRecce( DetectedItem ) - end - - - - end - - --- Report summary of a DetectedItem using a given numeric index. - -- @param #DETECTION_TYPES self - -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem. - -- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for. - -- @param Core.Settings#SETTINGS Settings Message formatting settings to use. - -- @return Core.Report#REPORT The report of the detection items. - function DETECTION_TYPES:DetectedItemReportSummary( DetectedItem, AttackGroup, Settings ) - self:F( { DetectedItem = DetectedItem } ) - - local DetectedSet = self:GetDetectedSet( DetectedItem ) - local DetectedItemID = self:GetDetectedItemID( DetectedItem ) - - self:T( DetectedItem ) - if DetectedItem then - - local ThreatLevelA2G = self:GetDetectedItemThreatLevel( DetectedItem ) - local DetectedItemsCount = DetectedSet:Count() - local DetectedItemType = DetectedItem.TypeName - - local DetectedItemCoordinate = self:GetDetectedItemCoordinate( DetectedItem ) - local DetectedItemCoordText = DetectedItemCoordinate:ToString( AttackGroup, Settings ) - - local Report = REPORT:New() - Report:Add(DetectedItemID .. ", " .. DetectedItemCoordText) - Report:Add( string.format( "Threat: [%s%s]", string.rep( "■", ThreatLevelA2G ), string.rep( "□", 10-ThreatLevelA2G ) ) ) - Report:Add( string.format("Type: %2d of %s", DetectedItemsCount, DetectedItemType ) ) - return Report - end - end - - --- Report detailed of a detection result. - -- @param #DETECTION_TYPES self - -- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for. - -- @return #string - function DETECTION_TYPES:DetectedReportDetailed( AttackGroup ) - self:F() - - local Report = REPORT:New() - for DetectedItemIndex, DetectedItem in pairs( self.DetectedItems ) do - local DetectedItem = DetectedItem -- #DETECTION_BASE.DetectedItem - local ReportSummary = self:DetectedItemReportSummary( DetectedItem, AttackGroup ) - Report:SetTitle( "Detected types:" ) - Report:Add( ReportSummary:Text() ) - end - - local ReportText = Report:Text() - - return ReportText - end - -end - - -do -- DETECTION_AREAS - - --- @type DETECTION_AREAS - -- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target. - -- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange. - -- @extends Functional.Detection#DETECTION_BASE - - --- Detect units within the battle zone for a list of @{Wrapper.Group}s detecting targets following (a) detection method(s), - -- and will build a list (table) of @{Core.Set#SET_UNIT}s containing the @{Wrapper.Unit#UNIT}s detected. - -- The class is group the detected units within zones given a DetectedZoneRange parameter. - -- A set with multiple detected zones will be created as there are groups of units detected. - -- - -- ## 4.1) Retrieve the Detected Unit Sets and Detected Zones - -- - -- The methods to manage the DetectedItems[].Set(s) are implemented in @{Functional.Detection#DECTECTION_BASE} and - -- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Functional.Detection#DETECTION_AREAS}. - -- - -- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned. - -- - -- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}(). - -- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}(). - -- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index. - -- - -- ## 4.4) Flare or Smoke detected units - -- - -- Use the methods @{Functional.Detection#DETECTION_AREAS.FlareDetectedUnits}() or @{Functional.Detection#DETECTION_AREAS.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place. - -- - -- ## 4.5) Flare or Smoke or Bound detected zones - -- - -- Use the methods: - -- - -- * @{Functional.Detection#DETECTION_AREAS.FlareDetectedZones}() to flare in a color - -- * @{Functional.Detection#DETECTION_AREAS.SmokeDetectedZones}() to smoke in a color - -- * @{Functional.Detection#DETECTION_AREAS.SmokeDetectedZones}() to bound with a tire with a white flag - -- - -- the detected zones when a new detection has taken place. - -- - -- @field #DETECTION_AREAS - DETECTION_AREAS = { - ClassName = "DETECTION_AREAS", - DetectionZoneRange = nil, - } - - - --- DETECTION_AREAS constructor. - -- @param #DETECTION_AREAS self - -- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role. - -- @param DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target. - -- @return #DETECTION_AREAS - function DETECTION_AREAS:New( DetectionSetGroup, DetectionZoneRange ) - - -- Inherits from DETECTION_BASE - local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetGroup ) ) - - self.DetectionZoneRange = DetectionZoneRange - - self._SmokeDetectedUnits = false - self._FlareDetectedUnits = false - self._SmokeDetectedZones = false - self._FlareDetectedZones = false - self._BoundDetectedZones = false - - return self - end - - - --- Report summary of a detected item using a given numeric index. - -- @param #DETECTION_AREAS self - -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem. - -- @param Wrapper.Group#GROUP AttackGroup The group to get the settings for. - -- @param Core.Settings#SETTINGS Settings (Optional) Message formatting settings to use. - -- @return Core.Report#REPORT The report of the detection items. - function DETECTION_AREAS:DetectedItemReportSummary( DetectedItem, AttackGroup, Settings ) - self:F( { DetectedItem = DetectedItem } ) - - local DetectedItemID = self:GetDetectedItemID( DetectedItem ) - - if DetectedItem then - local DetectedSet = self:GetDetectedSet( DetectedItem ) - local ReportSummaryItem - - local DetectedZone = self:GetDetectedItemZone( DetectedItem ) - local DetectedItemCoordinate = DetectedZone:GetCoordinate() - local DetectedItemCoordText = DetectedItemCoordinate:ToString( AttackGroup, Settings ) - - local ThreatLevelA2G = self:GetDetectedItemThreatLevel( DetectedItem ) - local DetectedItemsCount = DetectedSet:Count() - local DetectedItemsTypes = DetectedSet:GetTypeNames() - - local Report = REPORT:New() - Report:Add(DetectedItemID .. ", " .. DetectedItemCoordText) - Report:Add( string.format( "Threat: [%s]", string.rep( "■", ThreatLevelA2G ), string.rep( "□", 10-ThreatLevelA2G ) ) ) - Report:Add( string.format("Type: %2d of %s", DetectedItemsCount, DetectedItemsTypes ) ) - Report:Add( string.format("Detected: %s", DetectedItem.IsDetected and "yes" or "no" ) ) - - return Report - end - - return nil - end - - --- Report detailed of a detection result. - -- @param #DETECTION_AREAS self - -- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for. - -- @return #string - function DETECTION_AREAS:DetectedReportDetailed( AttackGroup ) --R2.1 Fixed missing report - self:F() - - local Report = REPORT:New() - for DetectedItemIndex, DetectedItem in pairs( self.DetectedItems ) do - local DetectedItem = DetectedItem -- #DETECTION_BASE.DetectedItem - local ReportSummary = self:DetectedItemReportSummary( DetectedItem, AttackGroup ) - Report:SetTitle( "Detected areas:" ) - Report:Add( ReportSummary:Text() ) - end - - local ReportText = Report:Text() - - return ReportText - end - - - --- Calculate the optimal intercept point of the DetectedItem. - -- @param #DETECTION_AREAS self - -- @param #DETECTION_BASE.DetectedItem DetectedItem - function DETECTION_AREAS:CalculateIntercept( DetectedItem ) - - local DetectedCoord = DetectedItem.Coordinate - local DetectedSpeed = DetectedCoord:GetVelocity() - local DetectedHeading = DetectedCoord:GetHeading() - - if self.Intercept then - local DetectedSet = DetectedItem.Set - -- todo: speed - - local TranslateDistance = DetectedSpeed * self.InterceptDelay - - local InterceptCoord = DetectedCoord:Translate( TranslateDistance, DetectedHeading ) - - DetectedItem.InterceptCoord = InterceptCoord - else - DetectedItem.InterceptCoord = DetectedCoord - end - - end - - - - --- Smoke the detected units - -- @param #DETECTION_AREAS self - -- @return #DETECTION_AREAS self - function DETECTION_AREAS:SmokeDetectedUnits() - self:F2() - - self._SmokeDetectedUnits = true - return self - end - - --- Flare the detected units - -- @param #DETECTION_AREAS self - -- @return #DETECTION_AREAS self - function DETECTION_AREAS:FlareDetectedUnits() - self:F2() - - self._FlareDetectedUnits = true - return self - end - - --- Smoke the detected zones - -- @param #DETECTION_AREAS self - -- @return #DETECTION_AREAS self - function DETECTION_AREAS:SmokeDetectedZones() - self:F2() - - self._SmokeDetectedZones = true - return self - end - - --- Flare the detected zones - -- @param #DETECTION_AREAS self - -- @return #DETECTION_AREAS self - function DETECTION_AREAS:FlareDetectedZones() - self:F2() - - self._FlareDetectedZones = true - return self - end - - --- Bound the detected zones - -- @param #DETECTION_AREAS self - -- @return #DETECTION_AREAS self - function DETECTION_AREAS:BoundDetectedZones() - self:F2() - - self._BoundDetectedZones = true - return self - end - - --- Make text documenting the changes of the detected zone. - -- @param #DETECTION_AREAS self - -- @param #DETECTION_BASE.DetectedItem DetectedItem - -- @return #string The Changes text - function DETECTION_AREAS:GetChangeText( DetectedItem ) - self:F( DetectedItem ) - - local MT = {} - - for ChangeCode, ChangeData in pairs( DetectedItem.Changes ) do - - if ChangeCode == "AA" then - MT[#MT+1] = "Detected new area " .. ChangeData.ID .. ". The center target is a " .. ChangeData.ItemUnitType .. "." - end - - if ChangeCode == "RAU" then - MT[#MT+1] = "Changed area " .. ChangeData.ID .. ". Removed the center target." - end - - if ChangeCode == "AAU" then - MT[#MT+1] = "Changed area " .. ChangeData.ID .. ". The new center target is a " .. ChangeData.ItemUnitType .. "." - end - - if ChangeCode == "RA" then - MT[#MT+1] = "Removed old area " .. ChangeData.ID .. ". No more targets in this area." - end - - if ChangeCode == "AU" then - local MTUT = {} - for ChangeUnitType, ChangeUnitCount in pairs( ChangeData ) do - if ChangeUnitType ~= "ID" then - MTUT[#MTUT+1] = ChangeUnitCount .. " of " .. ChangeUnitType - end - end - MT[#MT+1] = "Detected for area " .. ChangeData.ID .. " new target(s) " .. table.concat( MTUT, ", " ) .. "." - end - - if ChangeCode == "RU" then - local MTUT = {} - for ChangeUnitType, ChangeUnitCount in pairs( ChangeData ) do - if ChangeUnitType ~= "ID" then - MTUT[#MTUT+1] = ChangeUnitCount .. " of " .. ChangeUnitType - end - end - MT[#MT+1] = "Removed for area " .. ChangeData.ID .. " invisible or destroyed target(s) " .. table.concat( MTUT, ", " ) .. "." - end - - end - - return table.concat( MT, "\n" ) - - end - - - --- Make a DetectionSet table. This function will be overridden in the derived clsses. - -- @param #DETECTION_AREAS self - -- @return #DETECTION_AREAS self - function DETECTION_AREAS:CreateDetectionItems() - - - self:F( "Checking Detected Items for new Detected Units ..." ) - --self:F( { DetectedObjects = self.DetectedObjects } ) - - -- First go through all detected sets, and check if there are new detected units, match all existing detected units and identify undetected units. - -- Regroup when needed, split groups when needed. - for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do - - local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem - - if DetectedItem then - - self:T2( { "Detected Item ID: ", DetectedItemID } ) - - local DetectedSet = DetectedItem.Set - - local AreaExists = false -- This flag will determine of the detected area is still existing. - - -- First test if the center unit is detected in the detection area. - self:T3( { "Zone Center Unit:", DetectedItem.Zone.ZoneUNIT.UnitName } ) - local DetectedZoneObject = self:GetDetectedObject( DetectedItem.Zone.ZoneUNIT.UnitName ) - self:T3( { "Detected Zone Object:", DetectedItem.Zone:GetName(), DetectedZoneObject } ) - - if DetectedZoneObject then - - --self:IdentifyDetectedObject( DetectedZoneObject ) - AreaExists = true - - - - else - -- The center object of the detected area has not been detected. Find an other unit of the set to become the center of the area. - -- First remove the center unit from the set. - DetectedSet:RemoveUnitsByName( DetectedItem.Zone.ZoneUNIT.UnitName ) - - self:AddChangeItem( DetectedItem, 'RAU', self:GetDetectedUnitTypeName( DetectedItem.Zone.ZoneUNIT ) ) - - -- Then search for a new center area unit within the set. Note that the new area unit candidate must be within the area range. - for DetectedUnitName, DetectedUnitData in pairs( DetectedSet:GetSet() ) do - - local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT - local DetectedObject = self:GetDetectedObject( DetectedUnit.UnitName ) - local DetectedUnitTypeName = self:GetDetectedUnitTypeName( DetectedUnit ) - - -- The DetectedObject can be nil when the DetectedUnit is not alive anymore or it is not in the DetectedObjects map. - -- If the DetectedUnit was already identified, DetectedObject will be nil. - if DetectedObject then - self:IdentifyDetectedObject( DetectedObject ) - AreaExists = true - - --DetectedItem.Zone:BoundZone( 12, self.CountryID, true) - - -- Assign the Unit as the new center unit of the detected area. - DetectedItem.Zone = ZONE_UNIT:New( DetectedUnit:GetName(), DetectedUnit, self.DetectionZoneRange ) - - self:AddChangeItem( DetectedItem, "AAU", DetectedUnitTypeName ) - - -- We don't need to add the DetectedObject to the area set, because it is already there ... - break - else - DetectedSet:Remove( DetectedUnitName ) - self:AddChangeUnit( DetectedItem, "RU", DetectedUnitTypeName ) - end - end - end - - -- Now we've determined the center unit of the area, now we can iterate the units in the detected area. - -- Note that the position of the area may have moved due to the center unit repositioning. - -- If no center unit was identified, then the detected area does not exist anymore and should be deleted, as there are no valid units that can be the center unit. - if AreaExists then - - -- ok, we found the center unit of the area, now iterate through the detected area set and see which units are still within the center unit zone ... - -- Those units within the zone are flagged as Identified. - -- If a unit was not found in the set, remove it from the set. This may be added later to other existing or new sets. - for DetectedUnitName, DetectedUnitData in pairs( DetectedSet:GetSet() ) do - - local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT - local DetectedUnitTypeName = self:GetDetectedUnitTypeName( DetectedUnit ) - - local DetectedObject = nil - if DetectedUnit:IsAlive() then - --self:F(DetectedUnit:GetName()) - DetectedObject = self:GetDetectedObject( DetectedUnit:GetName() ) - end - if DetectedObject then - - -- Check if the DetectedUnit is within the DetectedItem.Zone - if DetectedUnit:IsInZone( DetectedItem.Zone ) then - - -- Yes, the DetectedUnit is within the DetectedItem.Zone, no changes, DetectedUnit can be kept within the Set. - self:IdentifyDetectedObject( DetectedObject ) - DetectedSet:AddUnit( DetectedUnit ) - - else - -- No, the DetectedUnit is not within the DetectedItem.Zone, remove DetectedUnit from the Set. - DetectedSet:Remove( DetectedUnitName ) - self:AddChangeUnit( DetectedItem, "RU", DetectedUnitTypeName ) - end - - else - -- There was no DetectedObject, remove DetectedUnit from the Set. - self:AddChangeUnit( DetectedItem, "RU", "destroyed target" ) - DetectedSet:Remove( DetectedUnitName ) - - -- The DetectedObject has been identified, because it does not exist ... - -- self:IdentifyDetectedObject( DetectedObject ) - end - end - else - --DetectedItem.Zone:BoundZone( 12, self.CountryID, true) - self:RemoveDetectedItem( DetectedItemID ) - self:AddChangeItem( DetectedItem, "RA" ) - end - end - end - - - - -- We iterated through the existing detection areas and: - -- - We checked which units are still detected in each detection area. Those units were flagged as Identified. - -- - We recentered the detection area to new center units where it was needed. - -- - -- Now we need to loop through the unidentified detected units and see where they belong: - -- - They can be added to a new detection area and become the new center unit. - -- - They can be added to a new detection area. - for DetectedUnitName, DetectedObjectData in pairs( self.DetectedObjects ) do - - local DetectedObject = self:GetDetectedObject( DetectedUnitName ) - - if DetectedObject then - - -- We found an unidentified unit outside of any existing detection area. - local DetectedUnit = UNIT:FindByName( DetectedUnitName ) -- Wrapper.Unit#UNIT - local DetectedUnitTypeName = self:GetDetectedUnitTypeName( DetectedUnit ) - - local AddedToDetectionArea = false - - for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do - - local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem - if DetectedItem then - local DetectedSet = DetectedItem.Set - if not self:IsDetectedObjectIdentified( DetectedObject ) and DetectedUnit:IsInZone( DetectedItem.Zone ) then - self:IdentifyDetectedObject( DetectedObject ) - DetectedSet:AddUnit( DetectedUnit ) - AddedToDetectionArea = true - self:AddChangeUnit( DetectedItem, "AU", DetectedUnitTypeName ) - end - end - end - - if AddedToDetectionArea == false then - - -- New detection area - local DetectedItem = self:AddDetectedItemZone( nil, - SET_UNIT:New():FilterDeads():FilterCrashes(), - ZONE_UNIT:New( DetectedUnitName, DetectedUnit, self.DetectionZoneRange ) - ) - --self:F( DetectedItem.Zone.ZoneUNIT.UnitName ) - DetectedItem.Set:AddUnit( DetectedUnit ) - self:AddChangeItem( DetectedItem, "AA", DetectedUnitTypeName ) - end - end - end - - -- Now all the tests should have been build, now make some smoke and flares... - -- We also report here the friendlies within the detected areas. - - for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do - - local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem - local DetectedSet = DetectedItem.Set - local DetectedFirstUnit = DetectedSet:GetFirst() - local DetectedZone = DetectedItem.Zone - - -- Set the last known coordinate to the detection item. - local DetectedZoneCoord = DetectedZone:GetCoordinate() - self:SetDetectedItemCoordinate( DetectedItem, DetectedZoneCoord, DetectedFirstUnit ) - - self:CalculateIntercept( DetectedItem ) - - -- We search for friendlies nearby. - -- If there weren't any friendlies nearby, and now there are friendlies nearby, we flag the area as "changed". - -- If there were friendlies nearby, and now there aren't any friendlies nearby, we flag the area as "changed". - -- This is for the A2G dispatcher to detect if there is a change in the tactical situation. - local OldFriendliesNearbyGround = self:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT ) - self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSetGroup } ) -- Fill the Friendlies table - local NewFriendliesNearbyGround = self:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT ) - if OldFriendliesNearbyGround ~= NewFriendliesNearbyGround then - DetectedItem.Changed = true - end - - self:SetDetectedItemThreatLevel( DetectedItem ) -- Calculate A2G threat level - self:NearestRecce( DetectedItem ) - - - if DETECTION_AREAS._SmokeDetectedUnits or self._SmokeDetectedUnits then - DetectedZone.ZoneUNIT:SmokeRed() - end - - --DetectedSet:Flush( self ) - - DetectedSet:ForEachUnit( - --- @param Wrapper.Unit#UNIT DetectedUnit - function( DetectedUnit ) - if DetectedUnit:IsAlive() then - --self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() ) - if DETECTION_AREAS._FlareDetectedUnits or self._FlareDetectedUnits then - DetectedUnit:FlareGreen() - end - if DETECTION_AREAS._SmokeDetectedUnits or self._SmokeDetectedUnits then - DetectedUnit:SmokeGreen() - end - end - end - ) - if DETECTION_AREAS._FlareDetectedZones or self._FlareDetectedZones then - DetectedZone:FlareZone( SMOKECOLOR.White, 30, math.random( 0,90 ) ) - end - if DETECTION_AREAS._SmokeDetectedZones or self._SmokeDetectedZones then - DetectedZone:SmokeZone( SMOKECOLOR.White, 30 ) - end - - if DETECTION_AREAS._BoundDetectedZones or self._BoundDetectedZones then - self.CountryID = DetectedSet:GetFirst():GetCountry() - DetectedZone:BoundZone( 12, self.CountryID ) - end - end - - end - -end ---- **Functional** -- Management of target **Designation**. Lase, smoke and illuminate targets. --- --- === --- --- ## Features: --- --- * Faciliate the communication of detected targets to players. --- * Designate targets using lasers, through a menu system. --- * Designate targets using smoking, through a menu system. --- * Designate targets using illumination, through a menu system. --- * Auto lase targets. --- * Refresh detection upon specified time intervals. --- * Prioritization on threat levels. --- * Reporting system of threats. --- --- === --- --- ## Missions: --- --- [DES - Designation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DES%20-%20Designation) --- --- === --- --- Targets detected by recce will be communicated to a group of attacking players. --- A menu system is made available that allows to: --- --- * **Lased** for a period of time. --- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.) --- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready. --- --- The following terminology is being used throughout this document: --- --- * The **DesignateObject** is the object of the DESIGNATE class, which is this class explained in the document. --- * The **DetectionObject** is the object of a DETECTION_ class (DETECTION_TYPES, DETECTION_AREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into _DetectionItems_. --- * **TargetGroups** is the list of detected target groupings by the _DetectionObject_. Each _TargetGroup_ contains a _TargetSet_. --- * **TargetGroup** is one element of the __TargetGroups__ list, and contains a _TargetSet_. --- * The **TargetSet** is a SET_UNITS collection of _Targets_, that have been detected by the _DetectionObject_. --- * A **Target** is a detected UNIT object by the _DetectionObject_. --- * A **Threat Level** is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario. --- * The **RecceSet** is a SET_GROUP collection that contains the **RecceGroups**. --- * A **RecceGroup** is a GROUP object containing the **Recces**. --- * A **Recce** is a UNIT object executing the reconnaissance as part the _DetectionObject_. A Recce can be of any UNIT type. --- * An **AttackGroup** is a GROUP object that contain _Players_. --- * A **Player** is an active CLIENT object containing a human player. --- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_. --- --- # Player Manual --- --- ![Banner Image](..\Presentations\DESIGNATE\Dia3.JPG) --- --- A typical mission setup would require Recce (a @{Set} of Recce) to be detecting potential targets. --- The DetectionObject will group the detected targets based on the detection method being used. --- Possible detection methods could be by Area, by Type or by Unit. --- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document. --- --- **Recce** require to have Line of Sight (LOS) towards the targets. --- The **Recce** will report any detected targets to the Players (on the picture Observers). --- When targets are detected, a menu will be made available that allows those **TargetGroups** to be designated. --- Designation can be done by Lasing, Smoking and Illumination. --- Smoking is useful during the day, while illumination is recommended to be used during the night. --- Smoking can designate specific targets, but not very precise, while lasing is very accurate and allows to --- players to attack the targets using laser guided bombs or rockets. --- Illumination will lighten up the Target Area. --- --- **Recce** can be ground based or airborne. Airborne **Recce** (AFAC) can be really useful to designate a large amount of targets --- in a wide open area, as airborne **Recce** has a large LOS. --- However, ground based **Recce** are very useful to smoke or illuminate targets, as they can be much closer --- to the Target Area. --- --- It is recommended to make the **Recce** invisible and immortal using the Mission Editor in DCS World. --- This will ensure that the detection process won't be interrupted and that targets can be designated. --- However, you don't have to, so to simulate a more real-word situation or simulation, **Recce can also be destroyed**! --- --- ## 1. Player View (Observer) --- --- ![Banner Image](..\Presentations\DESIGNATE\Dia4.JPG) --- --- The RecceSet is continuously detecting for potential Targets, --- executing its task as part of the DetectionObject. --- Once Targets have been detected, the DesignateObject will trigger the **Detect Event**. --- --- In order to prevent an overflow in the DesignateObject of detected targets, --- there is a maximum amount of TargetGroups --- that can be put in **scope** of the DesignateObject. --- We call this the **MaximumDesignations** term. --- --- ## 2. Designate Menu --- --- ![Banner Image](..\Presentations\DESIGNATE\Dia5.JPG) --- --- For each detected TargetGroup, there is: --- --- * A **Designate Menu** are created and continuously refreshed, containing the **DesignationID** and the **Designation Status**. --- * The RecceGroups are reporting to each AttackGroup, sending **Messages** containing the Threat Level and the TargetSet composition. --- --- A Player can then select an action from the **Designate Menu**. --- The Designation Status is shown between the ( ). --- --- It indicates for each TargetGroup the current active designation action applied: --- --- * An "I" for Illumnation designation. --- * An "S" for Smoking designation. --- * An "L" for Lasing designation. --- --- Note that multiple designation methods can be active at the same time! --- Note the **Auto Lase** option. When switched on, the available **Recce** will lase --- Targets when detected. --- --- Targets are designated per **Threat Level**. --- The most threatening targets from an Air to Ground perspective, are designated first! --- This is for all designation methods. --- --- ![Banner Image](..\Presentations\DESIGNATE\Dia6.JPG) --- --- Each Designate Menu has a sub menu structure, which allows specific actions to be triggered: --- --- * Lase Targets using a specific laser code. --- * Smoke Targets using a specific smoke color. --- * Illuminate areas. --- --- ## 3. Lasing Targets --- --- ![Banner Image](..\Presentations\DESIGNATE\Dia7.JPG) --- --- Lasing targets is done as expected. Each available Recce can lase only ONE target through! --- --- ![Banner Image](..\Presentations\DESIGNATE\Dia8.JPG) --- --- Lasing can be done for specific laser codes. The Su-25T requires laser code 1113, while the A-10A requires laser code 1680. --- For those, specific menu options can be made available for players to lase with these codes. --- Auto Lase (as explained above), will ensure continuous lasing of available targets. --- The status report shows which targets are being designated. --- --- The following logic is executed when a TargetGroup is selected to be *lased* from the Designation Menu: --- --- * The RecceSet is searched for any Recce that is within *designation distance* from a Target in the TargetGroup that is currently not being designated. --- * If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated. --- * During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given. --- * When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event. --- * When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting. --- * When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported. --- --- In this way, DESIGNATE assists players to designate ground targets for a coordinated attack! --- --- ## 4. Illuminating Targets --- --- ![Banner Image](..\Presentations\DESIGNATE\Dia9.JPG) --- --- Illumination bombs are fired between 500 and 700 meters altitude and will burn about 2 minutes, while slowly decending. --- Each available recce within range will fire an illumination bomb. --- Illumination bombs can be fired in while lasing targets. --- When illumination bombs are fired, it will take about 2 minutes until a sequent bomb run can be requested using the menus. --- --- ## 5. Smoking Targets --- --- ![Banner Image](..\Presentations\DESIGNATE\Dia10.JPG) --- --- Smoke will fire for 5 minutes. --- Each available recce within range will smoke a target. --- Smoking can be requested while lasing targets. --- Smoke will appear "around" the targets, because of accuracy limitations. --- --- --- Have FUN! --- --- === --- --- ### Contributions: --- --- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script. --- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing --- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing --- --- ### Authors: --- --- * **FlightControl**: Design & Programming --- --- === --- --- @module Functional.Designate --- @image Designation.JPG - -do -- DESIGNATE - - --- @type DESIGNATE - -- @extends Core.Fsm#FSM_PROCESS - - --- Manage the designation of detected targets. - -- - -- - -- # 1. DESIGNATE constructor - -- - -- * @{#DESIGNATE.New}(): Creates a new DESIGNATE object. - -- - -- # 2. DESIGNATE is a FSM - -- - -- Designate is a finite state machine, which allows for controlled transitions of states. - -- - -- ## 2.1 DESIGNATE States - -- - -- * **Designating** ( Group ): The designation process. - -- - -- ## 2.2 DESIGNATE Events - -- - -- * **@{#DESIGNATE.Detect}**: Detect targets. - -- * **@{#DESIGNATE.LaseOn}**: Lase the targets with the specified Index. - -- * **@{#DESIGNATE.LaseOff}**: Stop lasing the targets with the specified Index. - -- * **@{#DESIGNATE.Smoke}**: Smoke the targets with the specified Index. - -- * **@{#DESIGNATE.Status}**: Report designation status. - -- - -- # 3. Maximum Designations - -- - -- In order to prevent an overflow of designations due to many Detected Targets, there is a - -- Maximum Designations scope that is set in the DesignationObject. - -- - -- The method @{#DESIGNATE.SetMaximumDesignations}() will put a limit on the amount of designations put in scope of the DesignationObject. - -- Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected. - -- - -- # 4. Laser codes - -- - -- ## 4.1. Set possible laser codes - -- - -- An array of laser codes can be provided, that will be used by the DESIGNATE when lasing. - -- The laser code is communicated by the Recce when it is lasing a larget. - -- Note that the default laser code is 1113. - -- Working known laser codes are: 1113,1462,1483,1537,1362,1214,1131,1182,1644,1614,1515,1411,1621,1138,1542,1678,1573,1314,1643,1257,1467,1375,1341,1275,1237 - -- - -- Use the method @{#DESIGNATE.SetLaserCodes}() to set the possible laser codes to be selected from. - -- One laser code can be given or an sequence of laser codes through an table... - -- - -- Designate:SetLaserCodes( 1214 ) - -- - -- The above sets one laser code with the value 1214. - -- - -- Designate:SetLaserCodes( { 1214, 1131, 1614, 1138 } ) - -- - -- The above sets a collection of possible laser codes that can be assigned. **Note the { } notation!** - -- - -- ## 4.2. Auto generate laser codes - -- - -- Use the method @{#DESIGNATE.GenerateLaserCodes}() to generate all possible laser codes. Logic implemented and advised by Ciribob! - -- - -- ## 4.3. Add specific lase codes to the lase menu - -- - -- Certain plane types can only drop laser guided ordonnance when targets are lased with specific laser codes. - -- The SU-25T needs targets to be lased using laser code 1113. - -- The A-10A needs targets to be lased using laser code 1680. - -- - -- The method @{#DESIGNATE.AddMenuLaserCode}() to allow a player to lase a target using a specific laser code. - -- Remove such a lase menu option using @{#DESIGNATE.RemoveMenuLaserCode}(). - -- - -- # 5. Autolase to automatically lase detected targets. - -- - -- DetectionItems can be auto lased once detected by Recces. As such, there is almost no action required from the Players using the Designate Menu. - -- The **auto lase** function can be activated through the Designation Menu. - -- Use the method @{#DESIGNATE.SetAutoLase}() to activate or deactivate the auto lase function programmatically. - -- Note that autolase will automatically activate lasing for ALL DetectedItems. Individual items can be switched-off if required using the Designation Menu. - -- - -- Designate:SetAutoLase( true ) - -- - -- Activate the auto lasing. - -- - -- # 6. Target prioritization on threat level - -- - -- Targets can be detected of different types in one DetectionItem. Depending on the type of the Target, a different threat level applies in an Air to Ground combat context. - -- SAMs are of a higher threat than normal tanks. So, if the Target type was recognized, the Recces will select those targets that form the biggest threat first, - -- and will continue this until the remaining vehicles with the lowest threat have been reached. - -- - -- This threat level prioritization can be activated using the method @{#DESIGNATE.SetThreatLevelPrioritization}(). - -- If not activated, Targets will be selected in a random order, but most like those first which are the closest to the Recce marking the Target. - -- - -- Designate:SetThreatLevelPrioritization( true ) - -- - -- The example will activate the threat level prioritization for this the Designate object. Threats will be marked based on the threat level of the Target. - -- - -- # 7. Designate Menu Location for a Mission - -- - -- You can make DESIGNATE work for a @{Tasking.Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission. - -- Use the method @{#DESIGNATE.SetMission}() to set the @{Mission} object for the designate function. - -- - -- # 8. Status Report - -- - -- A status report is available that displays the current Targets detected, grouped per DetectionItem, and a list of which Targets are currently being marked. - -- - -- * The status report can be shown by selecting "Status" -> "Report Status" from the Designation menu . - -- * The status report can be automatically flashed by selecting "Status" -> "Flash Status On". - -- * The automatic flashing of the status report can be deactivated by selecting "Status" -> "Flash Status Off". - -- * The flashing of the status menu is disabled by default. - -- * The method @{#DESIGNATE.SetFlashStatusMenu}() can be used to enable or disable to flashing of the status menu. - -- - -- Designate:SetFlashStatusMenu( true ) - -- - -- The example will activate the flashing of the status menu for this Designate object. - -- - -- @field #DESIGNATE - DESIGNATE = { - ClassName = "DESIGNATE", - } - - --- DESIGNATE Constructor. This class is an abstract class and should not be instantiated. - -- @param #DESIGNATE self - -- @param Tasking.CommandCenter#COMMANDCENTER CC - -- @param Functional.Detection#DETECTION_BASE Detection - -- @param Core.Set#SET_GROUP AttackSet The Attack collection of GROUP objects to designate and report for. - -- @param Tasking.Mission#MISSION Mission (Optional) The Mission where the menu needs to be attached. - -- @return #DESIGNATE - function DESIGNATE:New( CC, Detection, AttackSet, Mission ) - - local self = BASE:Inherit( self, FSM:New() ) -- #DESIGNATE - self:F( { Detection } ) - - self:SetStartState( "Designating" ) - - self:AddTransition( "*", "Detect", "*" ) - --- Detect Handler OnBefore for DESIGNATE - -- @function [parent=#DESIGNATE] OnBeforeDetect - -- @param #DESIGNATE self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Detect Handler OnAfter for DESIGNATE - -- @function [parent=#DESIGNATE] OnAfterDetect - -- @param #DESIGNATE self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- Detect Trigger for DESIGNATE - -- @function [parent=#DESIGNATE] Detect - -- @param #DESIGNATE self - - --- Detect Asynchronous Trigger for DESIGNATE - -- @function [parent=#DESIGNATE] __Detect - -- @param #DESIGNATE self - -- @param #number Delay - - self:AddTransition( "*", "LaseOn", "Lasing" ) - --- LaseOn Handler OnBefore for DESIGNATE - -- @function [parent=#DESIGNATE ] OnBeforeLaseOn - -- @param #DESIGNATE self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- LaseOn Handler OnAfter for DESIGNATE - -- @function [parent=#DESIGNATE ] OnAfterLaseOn - -- @param #DESIGNATE self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- LaseOn Trigger for DESIGNATE - -- @function [parent=#DESIGNATE ] LaseOn - -- @param #DESIGNATE self - - --- LaseOn Asynchronous Trigger for DESIGNATE - -- @function [parent=#DESIGNATE ] __LaseOn - -- @param #DESIGNATE self - -- @param #number Delay - - self:AddTransition( "Lasing", "Lasing", "Lasing" ) - - self:AddTransition( "*", "LaseOff", "Designate" ) - --- LaseOff Handler OnBefore for DESIGNATE - -- @function [parent=#DESIGNATE ] OnBeforeLaseOff - -- @param #DESIGNATE self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- LaseOff Handler OnAfter for DESIGNATE - -- @function [parent=#DESIGNATE ] OnAfterLaseOff - -- @param #DESIGNATE self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- LaseOff Trigger for DESIGNATE - -- @function [parent=#DESIGNATE ] LaseOff - -- @param #DESIGNATE self - - --- LaseOff Asynchronous Trigger for DESIGNATE - -- @function [parent=#DESIGNATE ] __LaseOff - -- @param #DESIGNATE self - -- @param #number Delay - - self:AddTransition( "*", "Smoke", "*" ) - --- Smoke Handler OnBefore for DESIGNATE - -- @function [parent=#DESIGNATE ] OnBeforeSmoke - -- @param #DESIGNATE self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Smoke Handler OnAfter for DESIGNATE - -- @function [parent=#DESIGNATE ] OnAfterSmoke - -- @param #DESIGNATE self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- Smoke Trigger for DESIGNATE - -- @function [parent=#DESIGNATE ] Smoke - -- @param #DESIGNATE self - - --- Smoke Asynchronous Trigger for DESIGNATE - -- @function [parent=#DESIGNATE ] __Smoke - -- @param #DESIGNATE self - -- @param #number Delay - - self:AddTransition( "*", "Illuminate", "*" ) - --- Illuminate Handler OnBefore for DESIGNATE - -- @function [parent=#DESIGNATE] OnBeforeIlluminate - -- @param #DESIGNATE self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Illuminate Handler OnAfter for DESIGNATE - -- @function [parent=#DESIGNATE] OnAfterIlluminate - -- @param #DESIGNATE self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- Illuminate Trigger for DESIGNATE - -- @function [parent=#DESIGNATE] Illuminate - -- @param #DESIGNATE self - - --- Illuminate Asynchronous Trigger for DESIGNATE - -- @function [parent=#DESIGNATE] __Illuminate - -- @param #DESIGNATE self - -- @param #number Delay - - self:AddTransition( "*", "DoneSmoking", "*" ) - self:AddTransition( "*", "DoneIlluminating", "*" ) - - self:AddTransition( "*", "Status", "*" ) - --- Status Handler OnBefore for DESIGNATE - -- @function [parent=#DESIGNATE ] OnBeforeStatus - -- @param #DESIGNATE self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Status Handler OnAfter for DESIGNATE - -- @function [parent=#DESIGNATE ] OnAfterStatus - -- @param #DESIGNATE self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- Status Trigger for DESIGNATE - -- @function [parent=#DESIGNATE ] Status - -- @param #DESIGNATE self - - --- Status Asynchronous Trigger for DESIGNATE - -- @function [parent=#DESIGNATE ] __Status - -- @param #DESIGNATE self - -- @param #number Delay - - self.CC = CC - self.Detection = Detection - self.AttackSet = AttackSet - self.RecceSet = Detection:GetDetectionSetGroup() - self.Recces = {} - self.Designating = {} - self:SetDesignateName() - - self:SetLaseDuration() -- Default is 120 seconds. - - self:SetFlashStatusMenu( false ) - self:SetFlashDetectionMessages( true ) - self:SetMission( Mission ) - - self:SetLaserCodes( { 1688, 1130, 4785, 6547, 1465, 4578 } ) -- set self.LaserCodes - self:SetAutoLase( false, false ) -- set self.Autolase and don't send message. - - self:SetThreatLevelPrioritization( false ) -- self.ThreatLevelPrioritization, default is threat level priorization off - self:SetMaximumDesignations( 5 ) -- Sets the maximum designations. The default is 5 designations. - self:SetMaximumDistanceDesignations( 8000 ) -- Sets the maximum distance on which designations can be accepted. The default is 8000 meters. - self:SetMaximumMarkings( 2 ) -- Per target group, a maximum of 2 markings will be made by default. - - self:SetDesignateMenu() - - self.LaserCodesUsed = {} - - self.MenuLaserCodes = {} -- This map contains the laser codes that will be shown in the designate menu to lase with specific laser codes. - - self.Detection:__Start( 2 ) - - self:__Detect( -15 ) - - self.MarkScheduler = SCHEDULER:New( self ) - - return self - end - - --- Set the flashing of the status menu for all AttackGroups. - -- @param #DESIGNATE self - -- @param #boolean FlashMenu true: the status menu will be flashed every detection run; false: no flashing of the menu. - -- @return #DESIGNATE - -- @usage - -- - -- -- Enable the designate status message flashing... - -- Designate:SetFlashStatusMenu( true ) - -- - -- -- Disable the designate statusmessage flashing... - -- Designate:SetFlashStatusMenu() - -- - -- -- Disable the designate status message flashing... - -- Designate:SetFlashStatusMenu( false ) - function DESIGNATE:SetFlashStatusMenu( FlashMenu ) --R2.1 - - self.FlashStatusMenu = {} - - self.AttackSet:ForEachGroupAlive( - - --- @param Wrapper.Group#GROUP AttackGroup - function( AttackGroup ) - self.FlashStatusMenu[AttackGroup] = FlashMenu - end - ) - - return self - end - - --- Set the flashing of the new detection messages. - -- @param #DESIGNATE self - -- @param #boolean FlashDetectionMessage true: The detection message will be flashed every time a new detection was done; false: no messages will be displayed. - -- @return #DESIGNATE - -- @usage - -- - -- -- Enable the message flashing... - -- Designate:SetFlashDetectionMessages( true ) - -- - -- -- Disable the message flashing... - -- Designate:SetFlashDetectionMessages() - -- - -- -- Disable the message flashing... - -- Designate:SetFlashDetectionMessages( false ) - function DESIGNATE:SetFlashDetectionMessages( FlashDetectionMessage ) - - self.FlashDetectionMessage = {} - - self.AttackSet:ForEachGroupAlive( - - --- @param Wrapper.Group#GROUP AttackGroup - function( AttackGroup ) - self.FlashDetectionMessage[AttackGroup] = FlashDetectionMessage - end - ) - - return self - end - - - --- Set the maximum amount of designations. - -- @param #DESIGNATE self - -- @param #number MaximumDesignations - -- @return #DESIGNATE - function DESIGNATE:SetMaximumDesignations( MaximumDesignations ) - self.MaximumDesignations = MaximumDesignations - return self - end - - - --- Set the maximum ground designation distance. - -- @param #DESIGNATE self - -- @param #number MaximumDistanceGroundDesignation Maximum ground designation distance in meters. - -- @return #DESIGNATE - function DESIGNATE:SetMaximumDistanceGroundDesignation( MaximumDistanceGroundDesignation ) - self.MaximumDistanceGroundDesignation = MaximumDistanceGroundDesignation - return self - end - - - --- Set the maximum air designation distance. - -- @param #DESIGNATE self - -- @param #number MaximumDistanceAirDesignation Maximum air designation distance in meters. - -- @return #DESIGNATE - function DESIGNATE:SetMaximumDistanceAirDesignation( MaximumDistanceAirDesignation ) - self.MaximumDistanceAirDesignation = MaximumDistanceAirDesignation - return self - end - - - --- Set the overall maximum distance when designations can be accepted. - -- @param #DESIGNATE self - -- @param #number MaximumDistanceDesignations Maximum distance in meters to accept designations. - -- @return #DESIGNATE - function DESIGNATE:SetMaximumDistanceDesignations( MaximumDistanceDesignations ) - self.MaximumDistanceDesignations = MaximumDistanceDesignations - return self - end - - - --- Set the maximum amount of markings FACs will do, per designated target group. - -- @param #DESIGNATE self - -- @param #number MaximumMarkings Maximum markings FACs will do, per designated target group. - -- @return #DESIGNATE - function DESIGNATE:SetMaximumMarkings( MaximumMarkings ) - self.MaximumMarkings = MaximumMarkings - return self - end - - - --- Set an array of possible laser codes. - -- Each new lase will select a code from this table. - -- @param #DESIGNATE self - -- @param #list<#number> LaserCodes - -- @return #DESIGNATE - function DESIGNATE:SetLaserCodes( LaserCodes ) --R2.1 - - self.LaserCodes = ( type( LaserCodes ) == "table" ) and LaserCodes or { LaserCodes } - self:F( { LaserCodes = self.LaserCodes } ) - - self.LaserCodesUsed = {} - - return self - end - - - --- Add a specific lase code to the designate lase menu to lase targets with a specific laser code. - -- The MenuText will appear in the lase menu. - -- @param #DESIGNATE self - -- @param #number LaserCode The specific laser code to be added to the lase menu. - -- @param #string MenuText The text to be shown to the player. If you specify a %d in the MenuText, the %d will be replaced with the LaserCode specified. - -- @return #DESIGNATE - -- @usage - -- RecceDesignation:AddMenuLaserCode( 1113, "Lase with %d for Su-25T" ) - -- RecceDesignation:AddMenuLaserCode( 1680, "Lase with %d for A-10A" ) - -- - function DESIGNATE:AddMenuLaserCode( LaserCode, MenuText ) - - self.MenuLaserCodes[LaserCode] = MenuText - self:SetDesignateMenu() - - return self - end - - - --- Removes a specific lase code from the designate lase menu. - -- @param #DESIGNATE self - -- @param #number LaserCode The specific laser code that was set to be added to the lase menu. - -- @return #DESIGNATE - -- @usage - -- RecceDesignation:RemoveMenuLaserCode( 1113 ) - -- - function DESIGNATE:RemoveMenuLaserCode( LaserCode ) - - self.MenuLaserCodes[LaserCode] = nil - self:SetDesignateMenu() - - return self - end - - - - - --- Set the name of the designation. The name will appear in the menu. - -- This method can be used to control different designations for different plane types. - -- @param #DESIGNATE self - -- @param #string DesignateName - -- @return #DESIGNATE - function DESIGNATE:SetDesignateName( DesignateName ) - - self.DesignateName = "Designation" .. ( DesignateName and ( " for " .. DesignateName ) or "" ) - - return self - end - - --- Set the lase duration for designations. - -- @param #DESIGNATE self - -- @param #number LaseDuration The time in seconds a lase will continue to hold on target. The default is 120 seconds. - -- @return #DESIGNATE - function DESIGNATE:SetLaseDuration( LaseDuration ) - self.LaseDuration = LaseDuration or 120 - return self - end - - --- Generate an array of possible laser codes. - -- Each new lase will select a code from this table. - -- The entered value can range from 1111 - 1788, - -- -- but the first digit of the series must be a 1 or 2 - -- -- and the last three digits must be between 1 and 8. - -- The range used to be bugged so its not 1 - 8 but 0 - 7. - -- function below will use the range 1-7 just in case - -- @param #DESIGNATE self - -- @return #DESIGNATE - function DESIGNATE:GenerateLaserCodes() --R2.1 - - self.LaserCodes = {} - - local function containsDigit(_number, _numberToFind) - - local _thisNumber = _number - local _thisDigit = 0 - - while _thisNumber ~= 0 do - _thisDigit = _thisNumber % 10 - _thisNumber = math.floor(_thisNumber / 10) - if _thisDigit == _numberToFind then - return true - end - end - - return false - end - - -- generate list of laser codes - local _code = 1111 - local _count = 1 - while _code < 1777 and _count < 30 do - while true do - _code = _code + 1 - if not containsDigit(_code, 8) - and not containsDigit(_code, 9) - and not containsDigit(_code, 0) then - self:T(_code) - table.insert( self.LaserCodes, _code ) - break - end - end - _count = _count + 1 - end - - self.LaserCodesUsed = {} - - return self - end - - - - --- Set auto lase. - -- Auto lase will start lasing targets immediately when these are in range. - -- @param #DESIGNATE self - -- @param #boolean AutoLase (optional) true sets autolase on, false off. Default is off. - -- @param #boolean Message (optional) true is send message, false or nil won't send a message. Default is no message sent. - -- @return #DESIGNATE - function DESIGNATE:SetAutoLase( AutoLase, Message ) - - self.AutoLase = AutoLase or false - - if Message then - local AutoLaseOnOff = ( self.AutoLase == true ) and "On" or "Off" - local CC = self.CC:GetPositionable() - if CC then - CC:MessageToSetGroup( self.DesignateName .. ": Auto Lase " .. AutoLaseOnOff .. ".", 15, self.AttackSet ) - end - end - - self:CoordinateLase() - self:SetDesignateMenu() - - return self - end - - --- Set priorization of Targets based on the **Threat Level of the Target** in an Air to Ground context. - -- @param #DESIGNATE self - -- @param #boolean Prioritize - -- @return #DESIGNATE - function DESIGNATE:SetThreatLevelPrioritization( Prioritize ) --R2.1 - - self.ThreatLevelPrioritization = Prioritize - - return self - end - - --- Set the MISSION object for which designate will function. - -- When a MISSION object is assigned, the menu for the designation will be located at the Mission Menu. - -- @param #DESIGNATE self - -- @param Tasking.Mission#MISSION Mission The MISSION object. - -- @return #DESIGNATE - function DESIGNATE:SetMission( Mission ) --R2.2 - - self.Mission = Mission - - return self - end - - - --- - -- @param #DESIGNATE self - -- @return #DESIGNATE - function DESIGNATE:onafterDetect() - - self:__Detect( -math.random( 60 ) ) - - self:DesignationScope() - self:CoordinateLase() - self:SendStatus() - self:SetDesignateMenu() - - return self - end - - - --- Adapt the designation scope according the detected items. - -- @param #DESIGNATE self - -- @return #DESIGNATE - function DESIGNATE:DesignationScope() - - local DetectedItems = self.Detection:GetDetectedItemsByIndex() - - local DetectedItemCount = 0 - - for DesignateIndex, Designating in pairs( self.Designating ) do - local DetectedItem = self.Detection:GetDetectedItemByIndex( DesignateIndex ) - if DetectedItem then - -- Check LOS... - local IsDetected = self.Detection:IsDetectedItemDetected( DetectedItem ) - self:F({IsDetected = IsDetected }) - if IsDetected == false then - self:F("Removing") - -- This Detection is obsolete, remove from the designate scope - self.Designating[DesignateIndex] = nil - self.AttackSet:ForEachGroupAlive( - --- @param Wrapper.Group#GROUP AttackGroup - function( AttackGroup ) - if AttackGroup:IsAlive() == true then - local DetectionText = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " ) - self.CC:GetPositionable():MessageToGroup( "Targets out of LOS\n" .. DetectionText, 10, AttackGroup, self.DesignateName ) - end - end - ) - else - DetectedItemCount = DetectedItemCount + 1 - end - else - -- This Detection is obsolete, remove from the designate scope - self.Designating[DesignateIndex] = nil - end - end - - if DetectedItemCount < 5 then - for DesignateIndex, DetectedItem in pairs( DetectedItems ) do - local IsDetected = self.Detection:IsDetectedItemDetected( DetectedItem ) - if IsDetected == true then - self:F( { DistanceRecce = DetectedItem.DistanceRecce } ) - if DetectedItem.DistanceRecce <= self.MaximumDistanceDesignations then - if self.Designating[DesignateIndex] == nil then - -- ok, we added one item to the designate scope. - self.AttackSet:ForEachGroupAlive( - function( AttackGroup ) - if self.FlashDetectionMessage[AttackGroup] == true then - local DetectionText = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " ) - self.CC:GetPositionable():MessageToGroup( "Targets detected at \n" .. DetectionText, 10, AttackGroup, self.DesignateName ) - end - end - ) - self.Designating[DesignateIndex] = "" - - -- When we found an item for designation, we stop the loop. - -- So each iteration over the detected items, a new detected item will be selected to be designated. - -- Until all detected items were found or until there are about 5 designations allocated. - break - end - end - end - end - end - - return self - end - - --- Coordinates the Auto Lase. - -- @param #DESIGNATE self - -- @return #DESIGNATE - function DESIGNATE:CoordinateLase() - - local DetectedItems = self.Detection:GetDetectedItemsByIndex() - - for DesignateIndex, Designating in pairs( self.Designating ) do - local DetectedItem = DetectedItems[DesignateIndex] - if DetectedItem then - if self.AutoLase then - self:LaseOn( DesignateIndex, self.LaseDuration ) - end - end - end - - return self - end - - - --- Sends the status to the Attack Groups. - -- @param #DESIGNATE self - -- @param Wrapper.Group#GROUP AttackGroup - -- @param #number Duration The time in seconds the report should be visible. - -- @return #DESIGNATE - function DESIGNATE:SendStatus( MenuAttackGroup ) - - self.AttackSet:ForEachGroupAlive( - - --- @param Wrapper.Group#GROUP GroupReport - function( AttackGroup ) - - if self.FlashStatusMenu[AttackGroup] or ( MenuAttackGroup and ( AttackGroup:GetName() == MenuAttackGroup:GetName() ) ) then - - local DetectedReport = REPORT:New( "Targets ready for Designation:" ) - local DetectedItems = self.Detection:GetDetectedItemsByIndex() - - for DesignateIndex, Designating in pairs( self.Designating ) do - local DetectedItem = DetectedItems[DesignateIndex] - if DetectedItem then - local Report = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " ) - DetectedReport:Add( string.rep( "-", 140 ) ) - DetectedReport:Add( " - " .. Report ) - if string.find( Designating, "L" ) then - DetectedReport:Add( " - " .. "Lasing Targets" ) - end - if string.find( Designating, "S" ) then - DetectedReport:Add( " - " .. "Smoking Targets" ) - end - if string.find( Designating, "I" ) then - DetectedReport:Add( " - " .. "Illuminating Area" ) - end - end - end - - local CC = self.CC:GetPositionable() - - CC:MessageTypeToGroup( DetectedReport:Text( "\n" ), MESSAGE.Type.Information, AttackGroup, self.DesignateName ) - - local DesignationReport = REPORT:New( "Marking Targets:" ) - - self.RecceSet:ForEachGroupAlive( - function( RecceGroup ) - local RecceUnits = RecceGroup:GetUnits() - for UnitID, RecceData in pairs( RecceUnits ) do - local Recce = RecceData -- Wrapper.Unit#UNIT - if Recce:IsLasing() then - DesignationReport:Add( " - " .. Recce:GetMessageText( "Marking " .. Recce:GetSpot().Target:GetTypeName() .. " with laser " .. Recce:GetSpot().LaserCode .. "." ) ) - end - end - end - ) - - CC:MessageTypeToGroup( DesignationReport:Text(), MESSAGE.Type.Information, AttackGroup, self.DesignateName ) - end - end - ) - - return self - end - - - --- Sets the Designate Menu for one attack groups. - -- @param #DESIGNATE self - -- @return #DESIGNATE - function DESIGNATE:SetMenu( AttackGroup ) - - self.MenuDesignate = self.MenuDesignate or {} - - local MissionMenu = nil - - if self.Mission then - --MissionMenu = self.Mission:GetRootMenu( AttackGroup ) - MissionMenu = self.Mission:GetMenu( AttackGroup ) - end - - local MenuTime = timer.getTime() - - self.MenuDesignate[AttackGroup] = MENU_GROUP_DELAYED:New( AttackGroup, self.DesignateName, MissionMenu ):SetTime( MenuTime ):SetTag( self.DesignateName ) - local MenuDesignate = self.MenuDesignate[AttackGroup] -- Core.Menu#MENU_GROUP_DELAYED - - -- Set Menu option for auto lase - - if self.AutoLase then - MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Auto Lase Off", MenuDesignate, self.MenuAutoLase, self, false ):SetTime( MenuTime ):SetTag( self.DesignateName ) - else - MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Auto Lase On", MenuDesignate, self.MenuAutoLase, self, true ):SetTime( MenuTime ):SetTag( self.DesignateName ) - end - - local StatusMenu = MENU_GROUP_DELAYED:New( AttackGroup, "Status", MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName ) - MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Report Status", StatusMenu, self.MenuStatus, self, AttackGroup ):SetTime( MenuTime ):SetTag( self.DesignateName ) - - if self.FlashStatusMenu[AttackGroup] then - MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Flash Status Report Off", StatusMenu, self.MenuFlashStatus, self, AttackGroup, false ):SetTime( MenuTime ):SetTag( self.DesignateName ) - else - MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Flash Status Report On", StatusMenu, self.MenuFlashStatus, self, AttackGroup, true ):SetTime( MenuTime ):SetTag( self.DesignateName ) - end - - local DesignateCount = 0 - - for DesignateIndex, Designating in pairs( self.Designating ) do - - local DetectedItem = self.Detection:GetDetectedItemByIndex( DesignateIndex ) - - if DetectedItem then - - local Coord = self.Detection:GetDetectedItemCoordinate( DetectedItem ) - local ID = self.Detection:GetDetectedItemID( DetectedItem ) - local MenuText = ID --.. ", " .. Coord:ToStringA2G( AttackGroup ) - - MenuText = string.format( "(%3s) %s", Designating, MenuText ) - local DetectedMenu = MENU_GROUP_DELAYED:New( AttackGroup, MenuText, MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName ) - - -- Build the Lasing menu. - if string.find( Designating, "L", 1, true ) == nil then - MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Search other target", DetectedMenu, self.MenuForget, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName ) - for LaserCode, MenuText in pairs( self.MenuLaserCodes ) do - MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, string.format( MenuText, LaserCode ), DetectedMenu, self.MenuLaseCode, self, DesignateIndex, self.LaseDuration, LaserCode ):SetTime( MenuTime ):SetTag( self.DesignateName ) - end - MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Lase with random laser code(s)", DetectedMenu, self.MenuLaseOn, self, DesignateIndex, self.LaseDuration ):SetTime( MenuTime ):SetTag( self.DesignateName ) - else - MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Stop lasing", DetectedMenu, self.MenuLaseOff, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName ) - end - - -- Build the Smoking menu. - if string.find( Designating, "S", 1, true ) == nil then - MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke red", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Red ):SetTime( MenuTime ):SetTag( self.DesignateName ) - MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke blue", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Blue ):SetTime( MenuTime ):SetTag( self.DesignateName ) - MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke green", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Green ):SetTime( MenuTime ):SetTag( self.DesignateName ) - MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke white", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.White ):SetTime( MenuTime ):SetTag( self.DesignateName ) - MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Smoke orange", DetectedMenu, self.MenuSmoke, self, DesignateIndex, SMOKECOLOR.Orange ):SetTime( MenuTime ):SetTag( self.DesignateName ) - end - - -- Build the Illuminate menu. - if string.find( Designating, "I", 1, true ) == nil then - MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Illuminate", DetectedMenu, self.MenuIlluminate, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName ) - end - end - - DesignateCount = DesignateCount + 1 - if DesignateCount > 10 then - break - end - end - MenuDesignate:Remove( MenuTime, self.DesignateName ) - MenuDesignate:Set() - end - - - --- Sets the Designate Menu for all the attack groups. - -- @param #DESIGNATE self - -- @return #DESIGNATE - function DESIGNATE:SetDesignateMenu() - - self.AttackSet:Flush( self ) - - local Delay = 1 - - self.AttackSet:ForEachGroupAlive( - - --- @param Wrapper.Group#GROUP GroupReport - function( AttackGroup ) - - self:ScheduleOnce( Delay, self.SetMenu, self, AttackGroup ) - Delay = Delay + 1 - end - - ) - - return self - end - - --- - -- @param #DESIGNATE self - function DESIGNATE:MenuStatus( AttackGroup ) - - self:F("Status") - - self:SendStatus( AttackGroup ) - end - - --- - -- @param #DESIGNATE self - function DESIGNATE:MenuFlashStatus( AttackGroup, Flash ) - - self:F("Flash Status") - - self.FlashStatusMenu[AttackGroup] = Flash - self:SetDesignateMenu() - end - - - --- - -- @param #DESIGNATE self - function DESIGNATE:MenuForget( Index ) - - self:F("Forget") - - self.Designating[Index] = "" - self:SetDesignateMenu() - end - - --- - -- @param #DESIGNATE self - function DESIGNATE:MenuAutoLase( AutoLase ) - - self:F("AutoLase") - - self:SetAutoLase( AutoLase, true ) - end - - --- - -- @param #DESIGNATE self - function DESIGNATE:MenuSmoke( Index, Color ) - - self:F("Designate through Smoke") - - if string.find( self.Designating[Index], "S" ) == nil then - self.Designating[Index] = self.Designating[Index] .. "S" - end - self:Smoke( Index, Color ) - self:SetDesignateMenu() - end - - --- - -- @param #DESIGNATE self - function DESIGNATE:MenuIlluminate( Index ) - - self:F("Designate through Illumination") - - if string.find( self.Designating[Index], "I", 1, true ) == nil then - self.Designating[Index] = self.Designating[Index] .. "I" - end - - self:__Illuminate( 1, Index ) - self:SetDesignateMenu() - end - - --- - -- @param #DESIGNATE self - function DESIGNATE:MenuLaseOn( Index, Duration ) - - self:F("Designate through Lase") - - self:__LaseOn( 1, Index, Duration ) - self:SetDesignateMenu() - end - - - --- - -- @param #DESIGNATE self - function DESIGNATE:MenuLaseCode( Index, Duration, LaserCode ) - - self:F( "Designate through Lase using " .. LaserCode ) - - self:__LaseOn( 1, Index, Duration, LaserCode ) - self:SetDesignateMenu() - end - - - --- - -- @param #DESIGNATE self - function DESIGNATE:MenuLaseOff( Index, Duration ) - - self:F("Lasing off") - - self.Designating[Index] = string.gsub( self.Designating[Index], "L", "" ) - self:__LaseOff( 1, Index ) - self:SetDesignateMenu() - end - - --- - -- @param #DESIGNATE self - function DESIGNATE:onafterLaseOn( From, Event, To, Index, Duration, LaserCode ) - - if string.find( self.Designating[Index], "L", 1, true ) == nil then - self.Designating[Index] = self.Designating[Index] .. "L" - self.LaseStart = timer.getTime() - self.LaseDuration = Duration - self:Lasing( Index, Duration, LaserCode ) - end - end - - - --- - -- @param #DESIGNATE self - -- @return #DESIGNATE - function DESIGNATE:onafterLasing( From, Event, To, Index, Duration, LaserCodeRequested ) - - - local DetectedItem = self.Detection:GetDetectedItemByIndex( Index ) - local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem ) - - local MarkingCount = 0 - local MarkedTypes = {} - local ReportTypes = REPORT:New() - local ReportLaserCodes = REPORT:New() - - TargetSetUnit:Flush( self ) - - --self:F( { Recces = self.Recces } ) - for TargetUnit, RecceData in pairs( self.Recces ) do - local Recce = RecceData -- Wrapper.Unit#UNIT - self:F( { TargetUnit = TargetUnit, Recce = Recce:GetName() } ) - if not Recce:IsLasing() then - local LaserCode = Recce:GetLaserCode() -- (Not deleted when stopping with lasing). - self:F( { ClearingLaserCode = LaserCode } ) - self.LaserCodesUsed[LaserCode] = nil - self.Recces[TargetUnit] = nil - end - end - - -- If a specific lasercode is requested, we disable one active lase! - if LaserCodeRequested then - for TargetUnit, RecceData in pairs( self.Recces ) do -- We break after the first has been processed. - local Recce = RecceData -- Wrapper.Unit#UNIT - self:F( { TargetUnit = TargetUnit, Recce = Recce:GetName() } ) - if Recce:IsLasing() then - -- When a Recce is lasing, we switch the lasing off, and clear the references to the lasing in the DESIGNATE class. - Recce:LaseOff() -- Switch off the lasing. - local LaserCode = Recce:GetLaserCode() -- (Not deleted when stopping with lasing). - self:F( { ClearingLaserCode = LaserCode } ) - self.LaserCodesUsed[LaserCode] = nil - self.Recces[TargetUnit] = nil - break - end - end - end - - if self.AutoLase or ( not self.AutoLase and ( self.LaseStart + Duration >= timer.getTime() ) ) then - - TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0, - --- @param Wrapper.Unit#UNIT SmokeUnit - function( TargetUnit ) - - self:F( { TargetUnit = TargetUnit:GetName() } ) - - if MarkingCount < self.MaximumMarkings then - - if TargetUnit:IsAlive() then - - local Recce = self.Recces[TargetUnit] - - if not Recce then - - self:F( "Lasing..." ) - self.RecceSet:Flush( self) - - for RecceGroupID, RecceGroup in pairs( self.RecceSet:GetSet() ) do - for UnitID, UnitData in pairs( RecceGroup:GetUnits() or {} ) do - - local RecceUnit = UnitData -- Wrapper.Unit#UNIT - local RecceUnitDesc = RecceUnit:GetDesc() - --self:F( { RecceUnit = RecceUnit:GetName(), RecceDescription = RecceUnitDesc } ) - - if RecceUnit:IsLasing() == false then - --self:F( { IsDetected = RecceUnit:IsDetected( TargetUnit ), IsLOS = RecceUnit:IsLOS( TargetUnit ) } ) - - if RecceUnit:IsDetected( TargetUnit ) and RecceUnit:IsLOS( TargetUnit ) then - - local LaserCodeIndex = math.random( 1, #self.LaserCodes ) - local LaserCode = self.LaserCodes[LaserCodeIndex] - --self:F( { LaserCode = LaserCode, LaserCodeUsed = self.LaserCodesUsed[LaserCode] } ) - - if LaserCodeRequested and LaserCodeRequested ~= LaserCode then - LaserCode = LaserCodeRequested - LaserCodeRequested = nil - end - - if not self.LaserCodesUsed[LaserCode] then - - self.LaserCodesUsed[LaserCode] = LaserCodeIndex - local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration ) - local AttackSet = self.AttackSet - local DesignateName = self.DesignateName - - function Spot:OnAfterDestroyed( From, Event, To ) - self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed. " .. TargetSetUnit:Count() .. " targets left.", - 5, AttackSet, self.DesignateName ) - end - - self.Recces[TargetUnit] = RecceUnit - -- OK. We have assigned for the Recce a TargetUnit. We can exit the function. - MarkingCount = MarkingCount + 1 - local TargetUnitType = TargetUnit:GetTypeName() - --RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.", - -- 5, self.AttackSet, DesignateName ) - if not MarkedTypes[TargetUnitType] then - MarkedTypes[TargetUnitType] = true - ReportTypes:Add(TargetUnitType) - end - ReportLaserCodes:Add(RecceUnit.LaserCode) - return - end - else - --RecceUnit:MessageToSetGroup( "Can't mark " .. TargetUnit:GetTypeName(), 5, self.AttackSet ) - end - else - -- The Recce is lasing, but the Target is not detected or within LOS. So stop lasing and send a report. - - if not RecceUnit:IsDetected( TargetUnit ) or not RecceUnit:IsLOS( TargetUnit ) then - - local Recce = self.Recces[TargetUnit] -- Wrapper.Unit#UNIT - - if Recce then - Recce:LaseOff() - Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, self.AttackSet, self.DesignateName ) - end - else - --MarkingCount = MarkingCount + 1 - local TargetUnitType = TargetUnit:GetTypeName() - if not MarkedTypes[TargetUnitType] then - MarkedTypes[TargetUnitType] = true - ReportTypes:Add(TargetUnitType) - end - ReportLaserCodes:Add(RecceUnit.LaserCode) - end - end - end - end - else - MarkingCount = MarkingCount + 1 - local TargetUnitType = TargetUnit:GetTypeName() - if not MarkedTypes[TargetUnitType] then - MarkedTypes[TargetUnitType] = true - ReportTypes:Add(TargetUnitType) - end - ReportLaserCodes:Add(Recce.LaserCode) - --Recce:MessageToSetGroup( self.DesignateName .. ": Marking " .. TargetUnit:GetTypeName() .. " with laser " .. Recce.LaserCode .. ".", 5, self.AttackSet ) - end - end - end - end - ) - - local MarkedTypesText = ReportTypes:Text(', ') - local MarkedLaserCodesText = ReportLaserCodes:Text(', ') - self.CC:GetPositionable():MessageToSetGroup( "Marking " .. MarkingCount .. " x " .. MarkedTypesText .. ", code " .. MarkedLaserCodesText .. ".", 5, self.AttackSet, self.DesignateName ) - - self:__Lasing( -self.LaseDuration, Index, Duration, LaserCodeRequested ) - - self:SetDesignateMenu() - - else - self:LaseOff( Index ) - end - - end - - --- - -- @param #DESIGNATE self - -- @return #DESIGNATE - function DESIGNATE:onafterLaseOff( From, Event, To, Index ) - - local CC = self.CC:GetPositionable() - - if CC then - CC:MessageToSetGroup( "Stopped lasing.", 5, self.AttackSet, self.DesignateName ) - end - - local DetectedItem = self.Detection:GetDetectedItemByIndex( Index ) - local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem ) - - local Recces = self.Recces - - for TargetID, RecceData in pairs( Recces ) do - local Recce = RecceData -- Wrapper.Unit#UNIT - Recce:MessageToSetGroup( "Stopped lasing " .. Recce:GetSpot().Target:GetTypeName() .. ".", 5, self.AttackSet, self.DesignateName ) - Recce:LaseOff() - end - - Recces = nil - self.Recces = {} - self.LaserCodesUsed = {} - - self.Designating[Index] = string.gsub( self.Designating[Index], "L", "" ) - self:SetDesignateMenu() - end - - - --- - -- @param #DESIGNATE self - -- @return #DESIGNATE - function DESIGNATE:onafterSmoke( From, Event, To, Index, Color ) - - local DetectedItem = self.Detection:GetDetectedItemByIndex( Index ) - local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem ) - local TargetSetUnitCount = TargetSetUnit:Count() - - local MarkedCount = 0 - - TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0, - --- @param Wrapper.Unit#UNIT SmokeUnit - function( SmokeUnit ) - - if MarkedCount < self.MaximumMarkings then - - MarkedCount = MarkedCount + 1 - - self:F( "Smoking ..." ) - - local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(SmokeUnit:GetPointVec2()) - local RecceUnit = RecceGroup:GetUnit( 1 ) - - if RecceUnit then - - RecceUnit:MessageToSetGroup( "Smoking " .. SmokeUnit:GetTypeName() .. ".", 5, self.AttackSet, self.DesignateName ) - - if SmokeUnit:IsAlive() then - SmokeUnit:Smoke( Color, 50, 2 ) - end - - self.MarkScheduler:Schedule( self, - function() - self:DoneSmoking( Index ) - end, {}, math.random( 180, 240 ) - ) - end - end - end - ) - - - end - - --- Illuminating - -- @param #DESIGNATE self - -- @return #DESIGNATE - function DESIGNATE:onafterIlluminate( From, Event, To, Index ) - - local DetectedItem = self.Detection:GetDetectedItemByIndex( Index ) - local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem ) - local TargetUnit = TargetSetUnit:GetFirst() - - if TargetUnit then - local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(TargetUnit:GetPointVec2()) - local RecceUnit = RecceGroup:GetUnit( 1 ) - if RecceUnit then - RecceUnit:MessageToSetGroup( "Illuminating " .. TargetUnit:GetTypeName() .. ".", 5, self.AttackSet, self.DesignateName ) - if TargetUnit:IsAlive() then - -- Fire 2 illumination bombs at random locations. - TargetUnit:GetPointVec3():AddY(math.random( 350, 500) ):AddX(math.random(-50,50) ):AddZ(math.random(-50,50) ):IlluminationBomb() - TargetUnit:GetPointVec3():AddY(math.random( 350, 500) ):AddX(math.random(-50,50) ):AddZ(math.random(-50,50) ):IlluminationBomb() - end - self.MarkScheduler:Schedule( self, - function() - self:DoneIlluminating( Index ) - end, {}, math.random( 60, 90 ) - ) - end - end - end - - --- DoneSmoking - -- @param #DESIGNATE self - -- @return #DESIGNATE - function DESIGNATE:onafterDoneSmoking( From, Event, To, Index ) - - self.Designating[Index] = string.gsub( self.Designating[Index], "S", "" ) - self:SetDesignateMenu() - end - - --- DoneIlluminating - -- @param #DESIGNATE self - -- @return #DESIGNATE - function DESIGNATE:onafterDoneIlluminating( From, Event, To, Index ) - - self.Designating[Index] = string.gsub( self.Designating[Index], "I", "" ) - self:SetDesignateMenu() - end - -end - - ---- **Functional** - Create random airtraffic in your missions. --- --- === --- --- The aim of the RAT class is to fill the empty DCS world with randomized air traffic and bring more life to your airports. --- In particular, it is designed to spawn AI air units at random airports. These units will be assigned a random flight path to another random airport on the map. --- Even the mission designer will not know where aircraft will be spawned and which route they follow. --- --- ## Features: --- --- * Very simple interface. Just one unit and two lines of Lua code needed to fill your map. --- * High degree of randomization. Aircraft will spawn at random airports, have random routes and random destinations. --- * Specific departure and/or destination airports can be chosen. --- * Departure and destination airports can be restricted by coalition. --- * Planes and helicopters supported. Helicopters can also be send to FARPs and ships. --- * Units can also be spawned in air within pre-defined zones of the map. --- * Aircraft will be removed when they arrive at their destination (or get stuck on the ground). --- * When a unit is removed a new unit with a different flight plan is respawned. --- * Aircraft can report their status during the route. --- * All of the above can be customized by the user if necessary. --- * All current (Caucasus, Nevada, Normandy, Persian Gulf) and future maps are supported. --- --- The RAT class creates an entry in the F10 radio menu which allows to: --- --- * Create new groups on-the-fly, i.e. at run time within the mission, --- * Destroy specific groups (e.g. if they get stuck or damaged and block a runway), --- * Request the status of all RAT aircraft or individual groups, --- * Place markers at waypoints on the F10 map for each group. --- --- Note that by its very nature, this class is suited best for civil or transport aircraft. However, it also works perfectly fine for military aircraft of any kind. --- --- More of the documentation include some simple examples can be found further down this page. --- --- === --- --- ## Missions: --- --- ### [RAT - Random Air Traffic](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/RAT%20-%20Random%20Air%20Traffic) --- --- === --- --- # YouTube Channel --- --- ### [MOOSE YouTube Channel](https://www.youtube.com/channel/UCjrA9j5LQoWsG4SpS8i79Qg) --- ### [MOOSE - RAT - Random Air Traffic](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0u4Zxywtg-mx_ov4vi68CO) --- --- === --- --- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** --- --- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536) --- --- === --- @module Functional.Rat --- @image RAT.JPG - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---- RAT class --- @type RAT --- @field #string ClassName Name of the Class. --- @field #boolean Debug Turn debug messages on or off. --- @field Wrapper.Group#GROUP templategroup Group serving as template for the RAT aircraft. --- @field #string alias Alias for spawned group. --- @field #boolean spawninitialized If RAT:Spawn() was already called this RAT object is set to true to prevent users to call it again. --- @field #number spawndelay Delay time in seconds before first spawning happens. --- @field #number spawninterval Interval between spawning units/groups. Note that we add a randomization of 50%. --- @field #number coalition Coalition of spawn group template. --- @field #number country Country of spawn group template. --- @field #string category Category of aircarft: "plane" or "heli". --- @field #number groupsize Number of aircraft in group. --- @field #string friendly Possible departure/destination airport: all=blue+red+neutral, same=spawn+neutral, spawnonly=spawn, blue=blue+neutral, blueonly=blue, red=red+neutral, redonly=red. --- @field #table ctable Table with the valid coalitons from choice self.friendly. --- @field #table aircraft Table which holds the basic aircraft properties (speed, range, ...). --- @field #number Vcruisemax Max cruise speed in m/s (250 m/s = 900 km/h = 486 kt) set by user. --- @field #number Vclimb Default climb rate in ft/min. --- @field #number AlphaDescent Default angle of descenti in degrees. A value of 3.6 follows the 3:1 rule of 3 miles of travel and 1000 ft descent. --- @field #string roe ROE of spawned groups, default is weapon hold (this is a peaceful class for civil aircraft or ferry missions). Possible: "hold", "return", "free". --- @field #string rot ROT of spawned groups, default is no reaction. Possible: "noreaction", "passive", "evade". --- @field #number takeoff Takeoff type. 0=coldorhot. --- @field #number landing Landing type. Determines if we actually land at an airport or treat it as zone. --- @field #number mindist Min distance from departure to destination in meters. Default 5 km. --- @field #number maxdist Max distance from departure to destination in meters. Default 5000 km. --- @field #table airports_map All airports available on current map (Caucasus, Nevada, Normandy, ...). --- @field #table airports All airports of friedly coalitions. --- @field #boolean random_departure By default a random friendly airport is chosen as departure. --- @field #boolean random_destination By default a random friendly airport is chosen as destination. --- @field #table departure_ports Array containing the names of the destination airports or zones. --- @field #table destination_ports Array containing the names of the destination airports or zones. --- @field #number Ndestination_Airports Number of destination airports set via SetDestination(). --- @field #number Ndestination_Zones Number of destination zones set via SetDestination(). --- @field #number Ndeparture_Airports Number of departure airports set via SetDeparture(). --- @field #number Ndeparture_Zones Number of departure zones set via SetDeparture. --- @field #table excluded_ports Array containing the names of explicitly excluded airports. --- @field #boolean destinationzone Destination is a zone and not an airport. --- @field #table return_zones Array containing the names of the return zones. --- @field #boolean returnzone Zone where aircraft will fly to before returning to their departure airport. --- @field Core.Zone#ZONE departure_Azone Zone containing the departure airports. --- @field Core.Zone#ZONE destination_Azone Zone containing the destination airports. --- @field #boolean addfriendlydepartures Add all friendly airports to departures. --- @field #boolean addfriendlydestinations Add all friendly airports to destinations. --- @field #table ratcraft Array with the spawned RAT aircraft. --- @field #number Tinactive Time in seconds after which inactive units will be destroyed. Default is 300 seconds. --- @field #boolean reportstatus Aircraft report status. --- @field #number statusinterval Intervall between status checks (and reports if enabled). --- @field #boolean placemarkers Place markers of waypoints on F10 map. --- @field #number FLcruise Cruise altitude of aircraft. Default FL200 for planes and F005 for helos. --- @field #number FLuser Flight level set by users explicitly. --- @field #number FLminuser Minimum flight level set by user. --- @field #number FLmaxuser Maximum flight level set by user. --- @field #boolean commute Aircraft commute between departure and destination, i.e. when respawned the departure airport becomes the new destiation. --- @field #boolean starshape If true, aircraft travel A-->B-->A-->C-->A-->D... for commute. --- @field #string homebase Home base for commute and return zone. Aircraft will always return to this base but otherwise travel in a star shaped way. --- @field #boolean continuejourney Aircraft will continue their journey, i.e. get respawned at their destination with a new random destination. --- @field #number ngroups Number of groups to be spawned in total. --- @field #number alive Number of groups which are alive. --- @field #boolean f10menu If true, add an F10 radiomenu for RAT. Default is false. --- @field #table Menu F10 menu items for this RAT object. --- @field #string SubMenuName Submenu name for RAT object. --- @field #boolean respawn_at_landing Respawn aircraft the moment they land rather than at engine shutdown. --- @field #boolean norespawn Aircraft will not be respawned after they have finished their route. --- @field #boolean respawn_after_takeoff Aircraft will be respawned directly after take-off. --- @field #boolean respawn_after_crash Aircraft will be respawned after a crash, e.g. when they get shot down. --- @field #boolean respawn_inair Aircraft are allowed to spawned in air if they cannot be respawned on ground because there is not free parking spot. Default is true. --- @field #number respawn_delay Delay in seconds until a repawn happens. --- @field #table markerids Array with marker IDs. --- @field #table waypointdescriptions Table with strings for waypoint descriptions of markers. --- @field #table waypointstatus Table with strings of waypoint status. --- @field #string livery Livery of the aircraft set by user. --- @field #string skill Skill of AI. --- @field #boolean ATCswitch Enable/disable ATC if set to true/false. --- @field #boolean radio If true/false disables radio messages from the RAT groups. --- @field #number frequency Radio frequency used by the RAT groups. --- @field #string modulation Ratio modulation. Either "FM" or "AM". --- @field #boolean uncontrolled If true aircraft are spawned in uncontrolled state and will only sit on their parking spots. They can later be activated. --- @field #boolean invisible If true aircraft are set to invisible for other AI forces. --- @field #boolean immortal If true, aircraft are spawned as immortal. --- @field #boolean activate_uncontrolled If true, uncontrolled are activated randomly after certain time intervals. --- @field #number activate_delay Delay in seconds before first uncontrolled group is activated. Default is 5 seconds. --- @field #number activate_delta Time interval in seconds between activation of uncontrolled groups. Default is 5 seconds. --- @field #number activate_frand Randomization factor of time interval (activate_delta) between activating uncontrolled groups. Default is 0. --- @field #number activate_max Maximum number of uncontrolled aircraft, which will be activated at the same time. Default is 1. --- @field #string onboardnum Sets the onboard number prefix. Same as setting "TAIL #" in the mission editor. --- @field #number onboardnum0 (Optional) Starting value of the automatically appended numbering of aircraft within a flight. Default is 1. --- @field #boolean checkonrunway Aircraft are checked if they were accidentally spawned on the runway. Default is true. --- @field #number onrunwayradius Distance (in meters) from a runway spawn point until a unit is considered to have accidentally been spawned on a runway. Default is 75 m. --- @field #number onrunwaymaxretry Number of respawn retries (on ground) at other airports if a group gets accidentally spawned on the runway. Default is 3. --- @field #boolean checkontop Aircraft are checked if they were accidentally spawned on top of another unit. Default is true. --- @field #number ontopradius Radius in meters until which a unit is considered to be on top of another. Default is 2 m. --- @field Wrapper.Airbase#AIRBASE.TerminalType termtype Type of terminal to be used when spawning at an airbase. --- @field #number parkingscanradius Radius in meters until which parking spots are scanned for obstacles like other units, statics or scenery. --- @field #boolean parkingscanscenery If true, area around parking spots is scanned for scenery objects. Default is false. --- @field #boolean parkingverysafe If true, parking spots are considered as non-free until a possible aircraft has left and taken off. Default false. --- @extends Core.Spawn#SPAWN - ---- Implements an easy to use way to randomly fill your map with AI aircraft. --- --- ## Airport Selection --- --- ![Process](..\Presentations\RAT\RAT_Airport_Selection.png) --- --- ### Default settings: --- --- * By default, aircraft are spawned at airports of their own coalition (blue or red) or neutral airports. --- * Destination airports are by default also of neutral or of the same coalition as the template group of the spawned aircraft. --- * Possible destinations are restricted by their distance to the departure airport. The maximal distance depends on the max range of spawned aircraft type and its initial fuel amount. --- --- ### The default behavior can be changed: --- --- * A specific departure and/or destination airport can be chosen. --- * Valid coalitions can be set, e.g. only red, blue or neutral, all three "colours". --- * It is possible to start in air within a zone defined in the mission editor or within a zone above an airport of the map. --- --- ## Flight Plan --- --- ![Process](..\Presentations\RAT\RAT_Flight_Plan.png) --- --- * A general flight plan has five main airborne segments: Climb, cruise, descent, holding and final approach. --- * Events monitored during the flight are: birth, engine-start, take-off, landing and engine-shutdown. --- * The default flight level (FL) is set to ~FL200, i.e. 20000 feet ASL but randomized for each aircraft. --- Service ceiling of aircraft type is into account for max FL as well as the distance between departure and destination. --- * Maximal distance between destination and departure airports depends on range and initial fuel of aircraft. --- * Climb rate is set to a moderate value of ~1500 ft/min. --- * The standard descent rate follows the 3:1 rule, i.e. 1000 ft decent per 3 miles of travel. Hence, angle of descent is ~3.6 degrees. --- * A holding point is randomly selected at a distance between 5 and 10 km away from destination airport. --- * The altitude of theholding point is ~1200 m AGL. Holding patterns might or might not happen with variable duration. --- * If an aircraft is spawned in air, the procedure omitts taxi and take-off and starts with the climb/cruising part. --- * All values are randomized for each spawned aircraft. --- --- ## Mission Editor Setup --- --- ![Process](..\Presentations\RAT\RAT_Mission_Setup.png) --- --- Basic mission setup is very simple and essentially a three step process: --- --- * Place your aircraft **anywhere** on the map. It really does not matter where you put it. --- * Give the group a good name. In the example above the group is named "RAT_YAK". --- * Activate the "LATE ACTIVATION" tick box. Note that this aircraft will not be spawned itself but serves a template for each RAT aircraft spawned when the mission starts. --- --- Voilà, your already done! --- --- Optionally, you can set a specific livery for the aircraft or give it some weapons. --- However, the aircraft will by default not engage any enemies. Think of them as beeing on a peaceful or ferry mission. --- --- ## Basic Lua Script --- --- ![Process](..\Presentations\RAT\RAT_Basic_Lua_Script.png) --- --- The basic Lua script for one template group consits of two simple lines as shown in the picture above. --- --- * **Line 2** creates a new RAT object "yak". The only required parameter for the constructor @{#RAT.New}() is the name of the group as defined in the mission editor. In this example it is "RAT_YAK". --- * **Line 5** trigger the command to spawn the aircraft. The (optional) parameter for the @{#RAT.Spawn}() function is the number of aircraft to be spawned of this object. --- By default each of these aircraft gets a random departure airport anywhere on the map and a random destination airport, which lies within range of the of the selected aircraft type. --- --- In this simple example aircraft are respawned with a completely new flightplan when they have reached their destination airport. --- The "old" aircraft is despawned (destroyed) after it has shut-down its engines and a new aircraft of the same type is spawned at a random departure airport anywhere on the map. --- Hence, the default flight plan for a RAT aircraft will be: Fly from airport A to B, get respawned at C and fly to D, get respawned at E and fly to F, ... --- This ensures that you always have a constant number of AI aircraft on your map. --- --- ## Parking Problems --- --- One big issue in DCS is that not all aircraft can be spawned on every airport or airbase. In particular, bigger aircraft might not have a valid parking spot at smaller airports and --- airstripes. This can lead to multiple problems in DCS. --- --- * Landing: When an aircraft tries to land at an airport where it does not have a valid parking spot, it is immidiately despawned the moment its wheels touch the runway, i.e. --- when a landing event is triggered. This leads to the loss of the RAT aircraft. On possible way to circumvent the this problem is to let another RAT aircraft spawn at landing --- and not when it shuts down its engines. See the @{RAT.RespawnAfterLanding}() function. --- * Spawning: When a big aircraft is dynamically spawned on a small airbase a few things can go wrong. For example, it could be spawned at a parking spot with a shelter. --- Or it could be damaged by a scenery object when it is taxiing out to the runway, or it could overlap with other aircraft on parking spots near by. --- --- You can check yourself if an aircraft has a valid parking spot at an airbase by dragging its group on the airport in the mission editor and set it to start from ramp. --- If it stays at the airport, it has a valid parking spot, if it jumps to another airport, it does not have a valid parking spot on that airbase. --- --- ### Setting the Terminal Type --- Each parking spot has a specific type depending on its size or if a helicopter spot or a shelter etc. The classification is not perfect but it is the best we have. --- If you encounter problems described above, you can request a specific terminal type for the RAT aircraft. This can be done by the @{#RAT.SetTerminalType}(*terminaltype*) --- function. The parameter *terminaltype* can be set as follows --- --- * AIRBASE.TerminalType.HelicopterOnly: Special spots for Helicopers. --- * AIRBASE.TerminalType.Shelter: Hardened Air Shelter. Currently only on Caucaus map. --- * AIRBASE.TerminalType.OpenMed: Open/Shelter air airplane only. --- * AIRBASE.TerminalType.OpenBig: Open air spawn points. Generally larger but does not guarantee large aircraft are capable of spawning there. --- * AIRBASE.TerminalType.OpenMedOrBig: Combines OpenMed and OpenBig spots. --- * AIRBASE.TerminalType.HelicopterUnsable: Combines HelicopterOnly, OpenMed and OpenBig. --- * AIRBASE.TerminalType.FighterAircraft: Combines Shelter, OpenMed and OpenBig spots. So effectively all spots usable by fixed wing aircraft. --- --- So for example --- c17=RAT:New("C-17") --- c17:SetTerminalType(AIRBASE.TerminalType.OpenBig) --- c17:Spawn(5) --- --- This would randomly spawn five C-17s but only on airports which have big open air parking spots. Note that also only destination airports are allowed --- which do have this type of parking spot. This should ensure that the aircraft is able to land at the destination without beeing despawned immidiately. --- --- Also, the aircraft are spawned only on the requested parking spot types and not on any other type. If no parking spot of this type is availabe at the --- moment of spawning, the group is automatically spawned in air above the selected airport. --- --- ## Examples --- --- Here are a few examples, how you can modify the default settings of RAT class objects. --- --- ### Specify Departure and Destinations --- --- ![Process](..\Presentations\RAT\RAT_Examples_Specify_Departure_and_Destination.png) --- --- In the picture above you find a few possibilities how to modify the default behaviour to spawn at random airports and fly to random destinations. --- --- In particular, you can specify fixed departure and/or destination airports. This is done via the @{#RAT.SetDeparture}() or @{#RAT.SetDestination}() functions, respectively. --- --- * If you only fix a specific departure airport via @{#RAT.SetDeparture}() all aircraft will be spawned at that airport and get random destination airports. --- * If you only fix the destination airport via @{#RAT.SetDestination}(), aircraft a spawned at random departure airports but will all fly to the destination airport. --- * If you fix departure and destination airports, aircraft will only travel from between those airports. --- When the aircraft reaches its destination, it will be respawned at its departure and fly again to its destination. --- --- There is also an option that allows aircraft to "continue their journey" from their destination. This is achieved by the @{#RAT.ContinueJourney}() function. --- In that case, when the aircraft arrives at its first destination it will be respawned at that very airport and get a new random destination. --- So the flight plan in this case would be: Fly from airport A to B, then from B to C, then from C to D, ... --- --- It is also possible to make aircraft "commute" between two airports, i.e. flying from airport A to B and then back from B to A, etc. --- This can be done by the @{#RAT.Commute}() function. Note that if no departure or destination airports are specified, the first departure and destination are chosen randomly. --- Then the aircraft will fly back and forth between those two airports indefinetly. --- --- --- ### Spawn in Air --- --- ![Process](..\Presentations\RAT\RAT_Examples_Spawn_in_Air.png) --- --- Aircraft can also be spawned in air rather than at airports on the ground. This is done by setting @{#RAT.SetTakeoff}() to "air". --- --- By default, aircraft are spawned randomly above airports of the map. --- --- The @{#RAT.SetDeparture}() option can be used to specify zones, which have been defined in the mission editor as departure zones. --- Aircraft will then be spawned at a random point within the zone or zones. --- --- Note that @{#RAT.SetDeparture}() also accepts airport names. For an air takeoff these are treated like zones with a radius of XX kilometers. --- Again, aircraft are spawned at random points within these zones around the airport. --- --- ### Misc Options --- --- ![Process](..\Presentations\RAT\RAT_Examples_Misc.png) --- --- The default "takeoff" type of RAT aircraft is that they are spawned with hot or cold engines. --- The choice is random, so 50% of aircraft will be spawned with hot engines while the other 50% will be spawned with cold engines. --- This setting can be changed using the @{#RAT.SetTakeoff}() function. The possible parameters for starting on ground are: --- --- * @{#RAT.SetTakeoff}("cold"), which means that all aircraft are spawned with their engines off, --- * @{#RAT.SetTakeoff}("hot"), which means that all aircraft are spawned with their engines on, --- * @{#RAT.SetTakeoff}("runway"), which means that all aircraft are spawned already at the runway ready to takeoff. --- Note that in this case the default spawn intervall is set to 180 seconds in order to avoid aircraft jamms on the runway. Generally, this takeoff at runways should be used with care and problems are to be expected. --- --- --- The options @{#RAT.SetMinDistance}() and @{#RAT.SetMaxDistance}() can be used to restrict the range from departure to destination. For example --- --- * @{#RAT.SetMinDistance}(100) will cause only random destination airports to be selected which are **at least** 100 km away from the departure airport. --- * @{#RAT.SetMaxDistance}(150) will allow only destination airports which are **less than** 150 km away from the departure airport. --- --- ![Process](..\Presentations\RAT\RAT_Gaussian.png) --- --- By default planes get a cruise altitude of ~20,000 ft ASL. The actual altitude is sampled from a Gaussian distribution. The picture shows this distribution --- if one would spawn 1000 planes. As can be seen most planes get a cruising alt of around FL200. Other values are possible but less likely the further away --- one gets from the expectation value. --- --- The expectation value, i.e. the altitude most aircraft get, can be set with the function @{#RAT.SetFLcruise}(). --- It is possible to restrict the minimum cruise altitude by @{#RAT.SetFLmin}() and the maximum cruise altitude by @{#RAT.SetFLmax}() --- --- The cruise altitude can also be given in meters ASL by the functions @{#RAT.SetCruiseAltitude}(), @{#RAT.SetMinCruiseAltitude}() and @{#RAT.SetMaxCruiseAltitude}(). --- --- For example: --- --- * @{#RAT.SetFLcruise}(300) will cause most planes fly around FL300. --- * @{#RAT.SetFLmin}(100) restricts the cruising alt such that no plane will fly below FL100. Note that this automatically changes the minimum distance from departure to destination. --- That means that only destinations are possible for which the aircraft has had enought time to reach that flight level and descent again. --- * @{#RAT.SetFLmax}(200) will restrict the cruise alt to maximum FL200, i.e. no aircraft will travel above this height. --- --- --- @field #RAT -RAT={ - ClassName = "RAT", -- Name of class: RAT = Random Air Traffic. - Debug=false, -- Turn debug messages on or off. - templategroup=nil, -- Template group for the RAT aircraft. - alias=nil, -- Alias for spawned group. - spawninitialized=false, -- If RAT:Spawn() was already called this is set to true to prevent users to call it again. - spawndelay=5, -- Delay time in seconds before first spawning happens. - spawninterval=5, -- Interval between spawning units/groups. Note that we add a randomization of 50%. - coalition = nil, -- Coalition of spawn group template. - country = nil, -- Country of the group template. - category = nil, -- Category of aircarft: "plane" or "heli". - groupsize=nil, -- Number of aircraft in the group. - friendly = "same", -- Possible departure/destination airport: same=spawn+neutral, spawnonly=spawn, blue=blue+neutral, blueonly=blue, red=red+neutral, redonly=red, neutral. - ctable = {}, -- Table with the valid coalitons from choice self.friendly. - aircraft = {}, -- Table which holds the basic aircraft properties (speed, range, ...). - Vcruisemax=nil, -- Max cruise speed in set by user. - Vclimb=1500, -- Default climb rate in ft/min. - AlphaDescent=3.6, -- Default angle of descenti in degrees. A value of 3.6 follows the 3:1 rule of 3 miles of travel and 1000 ft descent. - roe = "hold", -- ROE of spawned groups, default is weapon hold (this is a peaceful class for civil aircraft or ferry missions). Possible: "hold", "return", "free". - rot = "noreaction", -- ROT of spawned groups, default is no reaction. Possible: "noreaction", "passive", "evade". - takeoff = 0, -- Takeoff type. 0=coldorhot. - landing = 9, -- Landing type. 9=landing. - mindist = 5000, -- Min distance from departure to destination in meters. Default 5 km. - maxdist = 5000000, -- Max distance from departure to destination in meters. Default 5000 km. - airports_map={}, -- All airports available on current map (Caucasus, Nevada, Normandy, ...). - airports={}, -- All airports of friedly coalitions. - random_departure=true, -- By default a random friendly airport is chosen as departure. - random_destination=true, -- By default a random friendly airport is chosen as destination. - departure_ports={}, -- Array containing the names of the departure airports or zones. - destination_ports={}, -- Array containing the names of the destination airports or zones. - Ndestination_Airports=0, -- Number of destination airports set via SetDestination(). - Ndestination_Zones=0, -- Number of destination zones set via SetDestination(). - Ndeparture_Airports=0, -- Number of departure airports set via SetDeparture(). - Ndeparture_Zones=0, -- Number of departure zones set via SetDeparture. - destinationzone=false, -- Destination is a zone and not an airport. - return_zones={}, -- Array containing the names of return zones. - returnzone=false, -- Aircraft will fly to a zone and back. - excluded_ports={}, -- Array containing the names of explicitly excluded airports. - departure_Azone=nil, -- Zone containing the departure airports. - destination_Azone=nil, -- Zone containing the destination airports. - addfriendlydepartures=false, -- Add all friendly airports to departures. - addfriendlydestinations=false, -- Add all friendly airports to destinations. - ratcraft={}, -- Array with the spawned RAT aircraft. - Tinactive=600, -- Time in seconds after which inactive units will be destroyed. Default is 600 seconds. - reportstatus=false, -- Aircraft report status. - statusinterval=30, -- Intervall between status checks (and reports if enabled). - placemarkers=false, -- Place markers of waypoints on F10 map. - FLcruise=nil, -- Cruise altitude of aircraft. Default FL200 for planes and F005 for helos. - FLminuser=nil, -- Minimum flight level set by user. - FLmaxuser=nil, -- Maximum flight level set by user. - FLuser=nil, -- Flight level set by users explicitly. - commute=false, -- Aircraft commute between departure and destination, i.e. when respawned the departure airport becomes the new destiation. - starshape=false, -- If true, aircraft travel A-->B-->A-->C-->A-->D... for commute. - homebase=nil, -- Home base for commute. - continuejourney=false, -- Aircraft will continue their journey, i.e. get respawned at their destination with a new random destination. - alive=0, -- Number of groups which are alive. - ngroups=nil, -- Number of groups to be spawned in total. - f10menu=false, -- Add an F10 menu for RAT. - Menu={}, -- F10 menu items for this RAT object. - SubMenuName=nil, -- Submenu name for RAT object. - respawn_at_landing=false, -- Respawn aircraft the moment they land rather than at engine shutdown. - norespawn=false, -- Aircraft will not get respawned. - respawn_after_takeoff=false, -- Aircraft will be respawned directly after takeoff. - respawn_after_crash=true, -- Aircraft will be respawned after a crash. - respawn_inair=true, -- Aircraft are spawned in air if there is no free parking spot on the ground. - respawn_delay=0, -- Delay in seconds until repawn happens after landing. - markerids={}, -- Array with marker IDs. - waypointdescriptions={}, -- Array with descriptions for waypoint markers. - waypointstatus={}, -- Array with status info on waypoints. - livery=nil, -- Livery of the aircraft. - skill="High", -- Skill of AI. - ATCswitch=true, -- Enable ATC. - radio=nil, -- If true/false disables radio messages from the RAT groups. - frequency=nil, -- Radio frequency used by the RAT groups. - modulation=nil, -- Ratio modulation. Either "FM" or "AM". - actype=nil, -- Aircraft type set by user. Changes the type of the template group. - uncontrolled=false, -- Spawn uncontrolled aircraft. - invisible=false, -- Spawn aircraft as invisible. - immortal=false, -- Spawn aircraft as indestructible. - activate_uncontrolled=false, -- Activate uncontrolled aircraft (randomly). - activate_delay=5, -- Delay in seconds before first uncontrolled group is activated. - activate_delta=5, -- Time interval in seconds between activation of uncontrolled groups. - activate_frand=0, -- Randomization factor of time interval (activate_delta) between activating uncontrolled groups. - activate_max=1, -- Max number of uncontrolle aircraft, which will be activated at a time. - onboardnum=nil, -- Tail number. - onboardnum0=1, -- (Optional) Starting value of the automatically appended numbering of aircraft within a flight. Default is one. - checkonrunway=true, -- Check whether aircraft have been spawned on the runway. - onrunwayradius=75, -- Distance from a runway spawn point until a unit is considered to have accidentally been spawned on a runway. - onrunwaymaxretry=3, -- Number of respawn retries (on ground) at other airports if a group gets accidentally spawned on the runway. - checkontop=false, -- Check whether aircraft have been spawned on top of another unit. - ontopradius=2, -- Radius in meters until which a unit is considered to be on top of another. - termtype=nil, -- Terminal type. - parkingscanradius=40, -- Scan radius. - parkingscanscenery=false, -- Scan parking spots for scenery obstacles. - parkingverysafe=false, -- Very safe option. -} - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Categories of the RAT class. --- @list cat --- @field #string plane Plane. --- @field #string heli Heli. -RAT.cat={ - plane="plane", - heli="heli", -} - ---- RAT waypoint type. --- @list wp -RAT.wp={ - coldorhot=0, - air=1, - runway=2, - hot=3, - cold=4, - climb=5, - cruise=6, - descent=7, - holding=8, - landing=9, - finalwp=10, -} - ---- RAT aircraft status. --- @list status -RAT.status={ - -- Waypoint states. - Departure="At departure point", - Climb="Climbing", - Cruise="Cruising", - Uturn="Flying back home", - Descent="Descending", - DescentHolding="Descend to holding point", - Holding="Holding", - Destination="Arrived at destination", - -- Spawn states. - Uncontrolled="Uncontrolled", - Spawned="Spawned", - -- Event states. - EventBirthAir="Born in air", - EventBirth="Ready and starting engines", - EventEngineStartAir="On journey", -- Started engines (in air) - EventEngineStart="Started engines and taxiing", - EventTakeoff="Airborne after take-off", - EventLand="Landed and taxiing", - EventEngineShutdown="Engines off", - EventDead="Dead", - EventCrash="Crashed", -} - ---- RAT friendly coalitions. --- @list coal -RAT.coal={ - same="same", - sameonly="sameonly", - neutral="neutral", -} - ---- RAT unit conversions. --- @list unit -RAT.unit={ - ft2meter=0.305, - kmh2ms=0.278, - FL2m=30.48, - nm2km=1.852, - nm2m=1852, -} - ---- RAT rules of engagement. --- @list ROE -RAT.ROE={ - weaponhold="hold", - weaponfree="free", - returnfire="return", -} - ---- RAT reaction to threat. --- @list ROT -RAT.ROT={ - evade="evade", - passive="passive", - noreaction="noreaction", -} - ---- RAT ATC. --- @list ATC -RAT.ATC={ - init=false, - flight={}, - airport={}, - unregistered=-1, - onfinal=-100, - Nclearance=2, - delay=240, - messages=true, -} - ---- Running number of placed markers on the F10 map. --- @field #number markerid -RAT.markerid=0 - ---- Main F10 menu. --- @field #string MenuF10 -RAT.MenuF10=nil - ---- Some ID to identify who we are in output of the DCS.log file. --- @field #string id -RAT.id="RAT | " - ---- RAT version. --- @list version -RAT.version={ - version = "2.3.4", - print = true, -} - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---TODO list: ---DONE: Add scheduled spawn. ---DONE: Add possibility to spawn in air. ---DONE: Add departure zones for air start. ---DONE: Make more functions to adjust/set RAT parameters. ---DONE: Clean up debug messages. ---DONE: Improve flight plan. Especially check FL against route length. ---DONE: Add event handlers. ---DONE: Respawn units when they have landed. ---DONE: Change ROE state. ---DONE: Make ROE state user function ---DONE: Improve status reports. ---DONE: Check compatibility with other #SPAWN functions. nope, not all! ---DONE: Add possibility to continue journey at destination. Need "place" in event data for that. ---DONE: Add enumerators and get rid off error prone string comparisons. ---DONE: Check that FARPS are not used as airbases for planes. ---DONE: Add special cases for ships (similar to FARPs). ---DONE: Add cases for helicopters. ---DONE: Add F10 menu. ---DONE: Add markers to F10 menu. ---DONE: Add respawn limit. Later... ---DONE: Make takeoff method random between cold and hot start. ---DONE: Check out uncontrolled spawning. Not now! ---DONE: Check aircraft spawning in air at Sochi after third aircraft was spawned. ==> DCS behaviour. ---DONE: Improve despawn after stationary. Might lead to despawning if many aircraft spawn at the same time. ---DONE: Check why birth event is not handled. ==> Seems to be okay if it is called _OnBirth rather than _OnBirthday. Dont know why actually!? ---DONE: Improve behaviour when no destination or departure airports were found. Leads to crash, e.g. 1184: attempt to get length of local 'destinations' (a nil value) ---DONE: Check cases where aircraft get shot down. ---DONE: Handle the case where more than 10 RAT objects are spawned. Likewise, more than 10 groups of one object. Causes problems with the number of menu items! ==> not now! ---DONE: Add custom livery choice if possible. ---DONE: Add function to include all airports to selected destinations/departures. ---DONE: Find way to respawn aircraft at same position where the last was despawned for commute and journey. ---TODO: Check that same alias is not given twice. Need to store previous ones and compare. - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Constructor New -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Create a new RAT object. --- @param #RAT self --- @param #string groupname Name of the group as defined in the mission editor. This group is serving as a template for all spawned units. --- @param #string alias (Optional) Alias of the group. This is and optional parameter but must(!) be used if the same template group is used for more than one RAT object. --- @return #RAT Object of RAT class or nil if the group does not exist in the mission editor. --- @usage yak1:RAT("RAT_YAK") will create a RAT object called "yak1". The template group in the mission editor must have the name "RAT_YAK". --- @usage yak2:RAT("RAT_YAK", "Yak2") will create a RAT object "yak2". The template group in the mission editor must have the name "RAT_YAK" but the group will be called "Yak2" in e.g. the F10 menu. -function RAT:New(groupname, alias) - BASE:F({groupname=groupname, alias=alias}) - - -- Inherit SPAWN class. - self=BASE:Inherit(self, SPAWN:NewWithAlias(groupname, alias)) -- #RAT - - -- Version info. - if RAT.version.print then - env.info(RAT.id.."Version "..RAT.version.version) - RAT.version.print=false - end - - -- Welcome message. - self:F(RAT.id..string.format("Creating new RAT object from template: %s.", groupname)) - - -- Set alias. - alias=alias or groupname - - -- Alias of groupname. - self.alias=alias - - -- Get template group defined in the mission editor. - local DCSgroup=Group.getByName(groupname) - - -- Check the group actually exists. - if DCSgroup==nil then - self:E(RAT.id..string.format("ERROR: Group with name %s does not exist in the mission editor!", groupname)) - return nil - end - - -- Store template group. - self.templategroup=GROUP:FindByName(groupname) - - -- Get number of aircraft in group. - self.groupsize=self.templategroup:GetSize() - - -- Set own coalition. - self.coalition=DCSgroup:getCoalition() - - -- Initialize aircraft parameters based on ME group template. - self:_InitAircraft(DCSgroup) - - -- Get all airports of current map (Caucasus, NTTR, Normandy, ...). - self:_GetAirportsOfMap() - - return self -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Spawn function -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Triggers the spawning of AI aircraft. Note that all additional options should be set before giving the spawn command. --- @param #RAT self --- @param #number naircraft (Optional) Number of aircraft to spawn. Default is one aircraft. --- @return #boolean True if spawning was successful or nil if nothing was spawned. --- @usage yak:Spawn(5) will spawn five aircraft. By default aircraft will spawn at neutral and red airports if the template group is part of the red coaliton. -function RAT:Spawn(naircraft) - - -- Make sure that this function is only been called once per RAT object. - if self.spawninitialized==true then - self:E("ERROR: Spawn function should only be called once per RAT object! Exiting and returning nil.") - return nil - else - self.spawninitialized=true - end - - -- Number of aircraft to spawn. Default is one. - self.ngroups=naircraft or 1 - - -- Init RAT ATC if not already done. - if self.ATCswitch and not RAT.ATC.init then - self:_ATCInit(self.airports_map) - end - - -- Create F10 main menu if it does not exists yet. - if self.f10menu and not RAT.MenuF10 then - RAT.MenuF10 = MENU_MISSION:New("RAT") - end - - -- Set the coalition table based on choice of self.coalition and self.friendly. - self:_SetCoalitionTable() - - -- Get all airports of this map beloning to friendly coalition(s). - self:_GetAirportsOfCoalition() - - -- Set submenuname if it has not been set by user. - if not self.SubMenuName then - self.SubMenuName=self.alias - end - - -- Get all departure airports inside a Moose zone. - if self.departure_Azone~=nil then - self.departure_ports=self:_GetAirportsInZone(self.departure_Azone) - end - - -- Get all destination airports inside a Moose zone. - if self.destination_Azone~=nil then - self.destination_ports=self:_GetAirportsInZone(self.destination_Azone) - end - - -- Add all friendly airports to possible departures/destinations - if self.addfriendlydepartures then - self:_AddFriendlyAirports(self.departure_ports) - end - if self.addfriendlydestinations then - self:_AddFriendlyAirports(self.destination_ports) - end - - -- Setting and possibly correction min/max/cruise flight levels. - if self.FLcruise==nil then - -- Default flight level (ASL). - if self.category==RAT.cat.plane then - -- For planes: FL200 = 20000 ft = 6096 m. - self.FLcruise=200*RAT.unit.FL2m - else - -- For helos: FL005 = 500 ft = 152 m. - self.FLcruise=005*RAT.unit.FL2m - end - end - - -- Run consistency checks. - self:_CheckConsistency() - - -- Settings info - local text=string.format("\n******************************************************\n") - text=text..string.format("Spawning %i aircraft from template %s of type %s.\n", self.ngroups, self.SpawnTemplatePrefix, self.aircraft.type) - text=text..string.format("Alias: %s\n", self.alias) - text=text..string.format("Category: %s\n", self.category) - text=text..string.format("Friendly coalitions: %s\n", self.friendly) - text=text..string.format("Number of airports on map : %i\n", #self.airports_map) - text=text..string.format("Number of friendly airports: %i\n", #self.airports) - text=text..string.format("Totally random departure: %s\n", tostring(self.random_departure)) - if not self.random_departure then - text=text..string.format("Number of departure airports: %d\n", self.Ndeparture_Airports) - text=text..string.format("Number of departure zones : %d\n", self.Ndeparture_Zones) - end - text=text..string.format("Totally random destination: %s\n", tostring(self.random_destination)) - if not self.random_destination then - text=text..string.format("Number of destination airports: %d\n", self.Ndestination_Airports) - text=text..string.format("Number of destination zones : %d\n", self.Ndestination_Zones) - end - text=text..string.format("Min dist to destination: %4.1f\n", self.mindist) - text=text..string.format("Max dist to destination: %4.1f\n", self.maxdist) - text=text..string.format("Terminal type: %s\n", tostring(self.termtype)) - text=text..string.format("Takeoff type: %i\n", self.takeoff) - text=text..string.format("Landing type: %i\n", self.landing) - text=text..string.format("Commute: %s\n", tostring(self.commute)) - text=text..string.format("Journey: %s\n", tostring(self.continuejourney)) - text=text..string.format("Destination Zone: %s\n", tostring(self.destinationzone)) - text=text..string.format("Return Zone: %s\n", tostring(self.returnzone)) - text=text..string.format("Spawn delay: %4.1f\n", self.spawndelay) - text=text..string.format("Spawn interval: %4.1f\n", self.spawninterval) - text=text..string.format("Respawn delay: %s\n", tostring(self.respawn_delay)) - text=text..string.format("Respawn off: %s\n", tostring(self.norespawn)) - text=text..string.format("Respawn after landing: %s\n", tostring(self.respawn_at_landing)) - text=text..string.format("Respawn after take-off: %s\n", tostring(self.respawn_after_takeoff)) - text=text..string.format("Respawn after crash: %s\n", tostring(self.respawn_after_crash)) - text=text..string.format("Respawn in air: %s\n", tostring(self.respawn_inair)) - text=text..string.format("ROE: %s\n", tostring(self.roe)) - text=text..string.format("ROT: %s\n", tostring(self.rot)) - text=text..string.format("Immortal: %s\n", tostring(self.immortal)) - text=text..string.format("Invisible: %s\n", tostring(self.invisible)) - text=text..string.format("Vclimb: %4.1f\n", self.Vclimb) - text=text..string.format("AlphaDescent: %4.2f\n", self.AlphaDescent) - text=text..string.format("Vcruisemax: %s\n", tostring(self.Vcruisemax)) - text=text..string.format("FLcruise = %6.1f km = FL%3.0f\n", self.FLcruise/1000, self.FLcruise/RAT.unit.FL2m) - text=text..string.format("FLuser: %s\n", tostring(self.Fluser)) - text=text..string.format("FLminuser: %s\n", tostring(self.FLminuser)) - text=text..string.format("FLmaxuser: %s\n", tostring(self.FLmaxuser)) - text=text..string.format("Place markers: %s\n", tostring(self.placemarkers)) - text=text..string.format("Report status: %s\n", tostring(self.reportstatus)) - text=text..string.format("Status interval: %4.1f\n", self.statusinterval) - text=text..string.format("Time inactive: %4.1f\n", self.Tinactive) - text=text..string.format("Create F10 menu : %s\n", tostring(self.f10menu)) - text=text..string.format("F10 submenu name: %s\n", self.SubMenuName) - text=text..string.format("ATC enabled : %s\n", tostring(self.ATCswitch)) - text=text..string.format("Radio comms : %s\n", tostring(self.radio)) - text=text..string.format("Radio frequency : %s\n", tostring(self.frequency)) - text=text..string.format("Radio modulation : %s\n", tostring(self.frequency)) - text=text..string.format("Tail # prefix : %s\n", tostring(self.onboardnum)) - text=text..string.format("Check on runway: %s\n", tostring(self.checkonrunway)) - text=text..string.format("Max respawn attempts: %s\n", tostring(self.onrunwaymaxretry)) - text=text..string.format("Check on top: %s\n", tostring(self.checkontop)) - text=text..string.format("Uncontrolled: %s\n", tostring(self.uncontrolled)) - if self.uncontrolled and self.activate_uncontrolled then - text=text..string.format("Uncontrolled max : %4.1f\n", self.activate_max) - text=text..string.format("Uncontrolled delay: %4.1f\n", self.activate_delay) - text=text..string.format("Uncontrolled delta: %4.1f\n", self.activate_delta) - text=text..string.format("Uncontrolled frand: %4.1f\n", self.activate_frand) - end - if self.livery then - text=text..string.format("Available liveries:\n") - for _,livery in pairs(self.livery) do - text=text..string.format("- %s\n", livery) - end - end - text=text..string.format("******************************************************\n") - self:T(RAT.id..text) - - -- Create submenus. - if self.f10menu then - self.Menu[self.SubMenuName]=MENU_MISSION:New(self.SubMenuName, RAT.MenuF10) - self.Menu[self.SubMenuName]["groups"]=MENU_MISSION:New("Groups", self.Menu[self.SubMenuName]) - MENU_MISSION_COMMAND:New("Spawn new group", self.Menu[self.SubMenuName], self._SpawnWithRoute, self) - MENU_MISSION_COMMAND:New("Delete markers", self.Menu[self.SubMenuName], self._DeleteMarkers, self) - MENU_MISSION_COMMAND:New("Status report", self.Menu[self.SubMenuName], self.Status, self, true) - end - - -- Schedule spawning of aircraft. - local Tstart=self.spawndelay - local dt=self.spawninterval - -- Ensure that interval is >= 180 seconds if spawn at runway is chosen. Aircraft need time to takeoff or the runway gets jammed. - if self.takeoff==RAT.wp.runway and not self.random_departure then - dt=math.max(dt, 180) - end - local Tstop=Tstart+dt*(self.ngroups-1) - - -- Status check and report scheduler. - SCHEDULER:New(nil, self.Status, {self}, Tstart+1, self.statusinterval) - - -- Handle events. - self:HandleEvent(EVENTS.Birth, self._OnBirth) - self:HandleEvent(EVENTS.EngineStartup, self._OnEngineStartup) - self:HandleEvent(EVENTS.Takeoff, self._OnTakeoff) - self:HandleEvent(EVENTS.Land, self._OnLand) - self:HandleEvent(EVENTS.EngineShutdown, self._OnEngineShutdown) - self:HandleEvent(EVENTS.Dead, self._OnDeadOrCrash) - self:HandleEvent(EVENTS.Crash, self._OnDeadOrCrash) - self:HandleEvent(EVENTS.Hit, self._OnHit) - - -- No groups should be spawned. - if self.ngroups==0 then - return nil - end - - -- Start scheduled spawning. - SCHEDULER:New(nil, self._SpawnWithRoute, {self}, Tstart, dt, 0.0, Tstop) - - -- Start scheduled activation of uncontrolled groups. - if self.uncontrolled and self.activate_uncontrolled then - SCHEDULER:New(nil, self._ActivateUncontrolled, {self}, self.activate_delay, self.activate_delta, self.activate_frand) - end - - return true -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Consistency Check -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Function checks consistency of user input and automatically adjusts parameters if necessary. --- @param #RAT self -function RAT:_CheckConsistency() - self:F2() - - -- User has used SetDeparture() - if not self.random_departure then - - -- Count departure airports and zones. - for _,name in pairs(self.departure_ports) do - if self:_AirportExists(name) then - self.Ndeparture_Airports=self.Ndeparture_Airports+1 - elseif self:_ZoneExists(name) then - self.Ndeparture_Zones=self.Ndeparture_Zones+1 - end - end - - -- What can go wrong? - -- Only zones but not takeoff air == > Enable takeoff air. - if self.Ndeparture_Zones>0 and self.takeoff~=RAT.wp.air then - self.takeoff=RAT.wp.air - self:E(RAT.id..string.format("ERROR: At least one zone defined as departure and takeoff is NOT set to air. Enabling air start for RAT group %s!", self.alias)) - end - -- No airport and no zone specified. - if self.Ndeparture_Airports==0 and self.Ndeparture_Zone==0 then - self.random_departure=true - local text=string.format("No airports or zones found given in SetDeparture(). Enabling random departure airports for RAT group %s!", self.alias) - self:E(RAT.id.."ERROR: "..text) - MESSAGE:New(text, 30):ToAll() - end - end - - -- User has used SetDestination() - if not self.random_destination then - - -- Count destination airports and zones. - for _,name in pairs(self.destination_ports) do - if self:_AirportExists(name) then - self.Ndestination_Airports=self.Ndestination_Airports+1 - elseif self:_ZoneExists(name) then - self.Ndestination_Zones=self.Ndestination_Zones+1 - end - end - - -- One zone specified as destination ==> Enable destination zone. - -- This does not apply to return zone because the destination is the zone and not the final destination which can be an airport. - if self.Ndestination_Zones>0 and self.landing~=RAT.wp.air and not self.returnzone then - self.landing=RAT.wp.air - self.destinationzone=true - self:E(RAT.id.."ERROR: At least one zone defined as destination and landing is NOT set to air. Enabling destination zone!") - end - -- No specified airport and no zone found at all. - if self.Ndestination_Airports==0 and self.Ndestination_Zones==0 then - self.random_destination=true - local text="No airports or zones found given in SetDestination(). Enabling random destination airports!" - self:E(RAT.id.."ERROR: "..text) - MESSAGE:New(text, 30):ToAll() - end - end - - -- Destination zone and return zone should not be used together. - if self.destinationzone and self.returnzone then - self:E(RAT.id.."ERROR: Destination zone _and_ return to zone not possible! Disabling return to zone.") - self.returnzone=false - end - -- If returning to a zone, we set the landing type to "air" if takeoff is in air. - -- Because if we start in air we want to end in air. But default landing is ground. - if self.returnzone and self.takeoff==RAT.wp.air then - self.landing=RAT.wp.air - end - - -- Ensure that neither FLmin nor FLmax are above the aircrafts service ceiling. - if self.FLminuser then - self.FLminuser=math.min(self.FLminuser, self.aircraft.ceiling) - end - if self.FLmaxuser then - self.FLmaxuser=math.min(self.FLmaxuser, self.aircraft.ceiling) - end - if self.FLcruise then - self.FLcruise=math.min(self.FLcruise, self.aircraft.ceiling) - end - - -- FL min > FL max case ==> spaw values - if self.FLminuser and self.FLmaxuser then - if self.FLminuser > self.FLmaxuser then - local min=self.FLminuser - local max=self.FLmaxuser - self.FLminuser=max - self.FLmaxuser=min - end - end - - -- Cruise alt < FL min - if self.FLminuser and self.FLcruise FL max - if self.FLmaxuser and self.FLcruise>self.FLmaxuser then - self.FLcruise=self.FLmaxuser - end - - -- Uncontrolled aircraft must start with engines off. - if self.uncontrolled then - -- SOLVED: Strangly, it does not work with RAT.wp.cold only with RAT.wp.hot! - -- Figured out why. SPAWN:SpawnWithIndex is overwriting some values. Now it should work with cold as expected! - self.takeoff=RAT.wp.cold - end -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- User functions -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Set the friendly coalitions from which the airports can be used as departure and destination. --- @param #RAT self --- @param #string friendly "same"=own coalition+neutral (default), "sameonly"=own coalition only, "neutral"=all neutral airports. --- Default is "same", so aircraft will use airports of the coalition their spawn template has plus all neutral airports. --- @return #RAT RAT self object. --- @usage yak:SetCoalition("neutral") will spawn aircraft randomly on all neutral airports. --- @usage yak:SetCoalition("sameonly") will spawn aircraft randomly on airports belonging to the same coalition only as the template. -function RAT:SetCoalition(friendly) - self:F2(friendly) - if friendly:lower()=="sameonly" then - self.friendly=RAT.coal.sameonly - elseif friendly:lower()=="neutral" then - self.friendly=RAT.coal.neutral - else - self.friendly=RAT.coal.same - end - return self -end - ---- Set coalition of RAT group. You can make red templates blue and vice versa. --- Note that a country is also set automatically if it has not done before via RAT:SetCountry. --- --- * For blue, the country is set to USA. --- * For red, the country is set to RUSSIA. --- * For neutral, the country is set to SWITZERLAND. --- --- This is important, since it is ultimately the COUNTRY that determines the coalition of the aircraft. --- You can set the country explicitly via the RAT:SetCountry() function if necessary. --- @param #RAT self --- @param #string color Color of coalition, i.e. "red" or blue" or "neutral". --- @return #RAT RAT self object. -function RAT:SetCoalitionAircraft(color) - self:F2(color) - if color:lower()=="blue" then - self.coalition=coalition.side.BLUE - if not self.country then - self.country=country.id.USA - end - elseif color:lower()=="red" then - self.coalition=coalition.side.RED - if not self.country then - self.country=country.id.RUSSIA - end - elseif color:lower()=="neutral" then - self.coalition=coalition.side.NEUTRAL - if not self.country then - self.country=country.id.SWITZERLAND - end - end - return self -end - ---- Set country of RAT group. --- See [DCS_enum_country](https://wiki.hoggitworld.com/view/DCS_enum_country). --- --- This overrules the coalition settings. So if you want your group to be of a specific coalition, you have to set a country that is part of that coalition. --- @param #RAT self --- @param DCS#country.id id DCS country enumerator ID. For example country.id.USA or country.id.RUSSIA. --- @return #RAT RAT self object. -function RAT:SetCountry(id) - self:F2(id) - self.country=id - return self -end - ---- Set the terminal type the aircraft use when spawning at an airbase. See [DCS_func_getParking](https://wiki.hoggitworld.com/view/DCS_func_getParking). --- Note that some additional terminal types have been introduced. Check @{Wrapper.Airbase#AIRBASE} class for details. --- Also note that only airports which have this kind of terminal are possible departures and/or destinations. --- @param #RAT self --- @param Wrapper.Airbase#AIRBASE.TerminalType termtype Type of terminal. Use enumerator AIRBASE.TerminalType.XXX. --- @return #RAT RAT self object. --- --- @usage --- c17=RAT:New("C-17 BIG Plane") --- c17:SetTerminalType(AIRBASE.TerminalType.OpenBig) -- Only very big parking spots are used. --- c17:Spawn(5) -function RAT:SetTerminalType(termtype) - self:F2(termtype) - self.termtype=termtype - return self -end - ---- Set the scan radius around parking spots. Parking spot is considered to be occupied if any obstacle is found with the radius. --- @param #RAT self --- @param #number radius Radius in meters. Default 50 m. --- @return #RAT RAT self object. -function RAT:SetParkingScanRadius(radius) - self:F2(radius) - self.parkingscanradius=radius or 50 - return self -end - ---- Enables scanning for scenery objects around parking spots which might block the spot. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:SetParkingScanSceneryON() - self:F2() - self.parkingscanscenery=true - return self -end - ---- Disables scanning for scenery objects around parking spots which might block the spot. This is also the default setting. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:SetParkingScanSceneryOFF() - self:F2() - self.parkingscanscenery=false - return self -end - ---- A parking spot is not free until a possible aircraft has left and taken off. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:SetParkingSpotSafeON() - self:F2() - self.parkingverysafe=true - return self -end - ---- A parking spot is free as soon as possible aircraft has left the place. This is the default. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:SetParkingSpotSafeOFF() - self:F2() - self.parkingverysafe=false - return self -end - ---- Set takeoff type. Starting cold at airport, starting hot at airport, starting at runway, starting in the air. --- Default is "takeoff-coldorhot". So there is a 50% chance that the aircraft starts with cold engines and 50% that it starts with hot engines. --- @param #RAT self --- @param #string type Type can be "takeoff-cold" or "cold", "takeoff-hot" or "hot", "takeoff-runway" or "runway", "air". --- @return #RAT RAT self object. --- @usage RAT:Takeoff("hot") will spawn RAT objects at airports with engines started. --- @usage RAT:Takeoff("cold") will spawn RAT objects at airports with engines off. --- @usage RAT:Takeoff("air") will spawn RAT objects in air over random airports or within pre-defined zones. -function RAT:SetTakeoff(type) - self:F2(type) - - local _Type - if type:lower()=="takeoff-cold" or type:lower()=="cold" then - _Type=RAT.wp.cold - elseif type:lower()=="takeoff-hot" or type:lower()=="hot" then - _Type=RAT.wp.hot - elseif type:lower()=="takeoff-runway" or type:lower()=="runway" then - _Type=RAT.wp.runway - elseif type:lower()=="air" then - _Type=RAT.wp.air - else - _Type=RAT.wp.coldorhot - end - - self.takeoff=_Type - - return self -end - ---- Set takeoff type cold. Aircraft will spawn at a parking spot with engines off. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:SetTakeoffCold() - self.takeoff=RAT.wp.cold - return self -end - ---- Set takeoff type to hot. Aircraft will spawn at a parking spot with engines on. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:SetTakeoffHot() - self.takeoff=RAT.wp.hot - return self -end - ---- Set takeoff type to runway. Aircraft will spawn directly on the runway. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:SetTakeoffRunway() - self.takeoff=RAT.wp.runway - return self -end - ---- Set takeoff type to cold or hot. Aircraft will spawn at a parking spot with 50:50 change of engines on or off. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:SetTakeoffColdOrHot() - self.takeoff=RAT.wp.coldorhot - return self -end - ---- Set takeoff type to air. Aircraft will spawn in the air. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:SetTakeoffAir() - self.takeoff=RAT.wp.air - return self -end - ---- Set possible departure ports. This can be an airport or a zone defined in the mission editor. --- @param #RAT self --- @param #string departurenames Name or table of names of departure airports or zones. --- @return #RAT RAT self object. --- @usage RAT:SetDeparture("Sochi-Adler") will spawn RAT objects at Sochi-Adler airport. --- @usage RAT:SetDeparture({"Sochi-Adler", "Gudauta"}) will spawn RAT aircraft radomly at Sochi-Adler or Gudauta airport. --- @usage RAT:SetDeparture({"Zone A", "Gudauta"}) will spawn RAT aircraft in air randomly within Zone A, which has to be defined in the mission editor, or within a zone around Gudauta airport. Note that this also requires RAT:takeoff("air") to be set. -function RAT:SetDeparture(departurenames) - self:F2(departurenames) - - -- Random departure is deactivated now that user specified departure ports. - self.random_departure=false - - -- Convert input to table. - local names - if type(departurenames)=="table" then - names=departurenames - elseif type(departurenames)=="string" then - names={departurenames} - else - -- error message - self:E(RAT.id.."ERROR: Input parameter must be a string or a table in SetDeparture()!") - end - - -- Put names into arrays. - for _,name in pairs(names) do - - if self:_AirportExists(name) then - -- If an airport with this name exists, we put it in the ports array. - table.insert(self.departure_ports, name) - elseif self:_ZoneExists(name) then - -- If it is not an airport, we assume it is a zone. - table.insert(self.departure_ports, name) - else - self:E(RAT.id.."ERROR: No departure airport or zone found with name "..name) - end - - end - - return self -end - ---- Set name of destination airports or zones for the AI aircraft. --- @param #RAT self --- @param #string destinationnames Name of the destination airport or table of destination airports. --- @return #RAT RAT self object. --- @usage RAT:SetDestination("Krymsk") makes all aircraft of this RAT oject fly to Krymsk airport. -function RAT:SetDestination(destinationnames) - self:F2(destinationnames) - - -- Random departure is deactivated now that user specified departure ports. - self.random_destination=false - - -- Convert input to table - local names - if type(destinationnames)=="table" then - names=destinationnames - elseif type(destinationnames)=="string" then - names={destinationnames} - else - -- Error message. - self:E(RAT.id.."ERROR: Input parameter must be a string or a table in SetDestination()!") - end - - -- Put names into arrays. - for _,name in pairs(names) do - - if self:_AirportExists(name) then - -- If an airport with this name exists, we put it in the ports array. - table.insert(self.destination_ports, name) - elseif self:_ZoneExists(name) then - -- If it is not an airport, we assume it is a zone. - table.insert(self.destination_ports, name) - else - self:E(RAT.id.."ERROR: No destination airport or zone found with name "..name) - end - - end - - return self -end - ---- Destinations are treated as zones. Aircraft will not land but rather be despawned when they reach a random point in the zone. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:DestinationZone() - self:F2() - - -- Destination is a zone. Needs special care. - self.destinationzone=true - - -- Landing type is "air" because we don't actually land at the airport. - self.landing=RAT.wp.air - - return self -end - ---- Aircraft will fly to a random point within a zone and then return to its departure airport or zone. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:ReturnZone() - self:F2() - -- Destination is a zone. Needs special care. - self.returnzone=true - return self -end - - ---- Include all airports which lie in a zone as possible destinations. --- @param #RAT self --- @param Core.Zone#ZONE zone Zone in which the departure airports lie. Has to be a MOOSE zone. --- @return #RAT RAT self object. -function RAT:SetDestinationsFromZone(zone) - self:F2(zone) - - -- Random departure is deactivated now that user specified departure ports. - self.random_destination=false - - -- Set zone. - self.destination_Azone=zone - - return self -end - ---- Include all airports which lie in a zone as possible destinations. --- @param #RAT self --- @param Core.Zone#ZONE zone Zone in which the destination airports lie. Has to be a MOOSE zone. --- @return #RAT RAT self object. -function RAT:SetDeparturesFromZone(zone) - self:F2(zone) - - -- Random departure is deactivated now that user specified departure ports. - self.random_departure=false - - -- Set zone. - self.departure_Azone=zone - - return self -end - ---- Add all friendly airports to the list of possible departures. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:AddFriendlyAirportsToDepartures() - self:F2() - self.addfriendlydepartures=true - return self -end - ---- Add all friendly airports to the list of possible destinations --- @param #RAT self --- @return #RAT RAT self object. -function RAT:AddFriendlyAirportsToDestinations() - self:F2() - self.addfriendlydestinations=true - return self -end - ---- Airports, FARPs and ships explicitly excluded as departures and destinations. --- @param #RAT self --- @param #string ports Name or table of names of excluded airports. --- @return #RAT RAT self object. -function RAT:ExcludedAirports(ports) - self:F2(ports) - if type(ports)=="string" then - self.excluded_ports={ports} - else - self.excluded_ports=ports - end - return self -end - ---- Set skill of AI aircraft. Default is "High". --- @param #RAT self --- @param #string skill Skill, options are "Average", "Good", "High", "Excellent" and "Random". Parameter is case insensitive. --- @return #RAT RAT self object. -function RAT:SetAISkill(skill) - self:F2(skill) - if skill:lower()=="average" then - self.skill="Average" - elseif skill:lower()=="good" then - self.skill="Good" - elseif skill:lower()=="excellent" then - self.skill="Excellent" - elseif skill:lower()=="random" then - self.skill="Random" - else - self.skill="High" - end - return self -end - ---- Set livery of aircraft. If more than one livery is specified in a table, the actually used one is chosen randomly from the selection. --- @param #RAT self --- @param #table skins Name of livery or table of names of liveries. --- @return #RAT RAT self object. -function RAT:Livery(skins) - self:F2(skins) - if type(skins)=="string" then - self.livery={skins} - else - self.livery=skins - end - return self -end - ---- Change aircraft type. This is a dirty hack which allows to change the aircraft type of the template group. --- Note that all parameters like cruise speed, climb rate, range etc are still taken from the template group which likely leads to strange behaviour. --- @param #RAT self --- @param #string actype Type of aircraft which is spawned independent of the template group. Use with care and expect problems! --- @return #RAT RAT self object. -function RAT:ChangeAircraft(actype) - self:F2(actype) - self.actype=actype - return self -end - ---- Aircraft will continue their journey from their destination. This means they are respawned at their destination and get a new random destination. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:ContinueJourney() - self:F2() - self.continuejourney=true - self.commute=false - return self -end - ---- Aircraft will commute between their departure and destination airports or zones. --- @param #RAT self --- @param #boolean starshape If true, keep homebase, i.e. travel A-->B-->A-->C-->A-->D... instead of A-->B-->A-->B-->A... --- @return #RAT RAT self object. -function RAT:Commute(starshape) - self:F2() - self.commute=true - self.continuejourney=false - if starshape then - self.starshape=starshape - else - self.starshape=false - end - return self -end - ---- Set the delay before first group is spawned. --- @param #RAT self --- @param #number delay Delay in seconds. Default is 5 seconds. Minimum delay is 0.5 seconds. --- @return #RAT RAT self object. -function RAT:SetSpawnDelay(delay) - self:F2(delay) - delay=delay or 5 - self.spawndelay=math.max(0.5, delay) - return self -end - ---- Set the interval between spawnings of the template group. --- @param #RAT self --- @param #number interval Interval in seconds. Default is 5 seconds. Minimum is 0.5 seconds. --- @return #RAT RAT self object. -function RAT:SetSpawnInterval(interval) - self:F2(interval) - interval=interval or 5 - self.spawninterval=math.max(0.5, interval) - return self -end - ---- Make aircraft respawn the moment they land rather than at engine shut down. --- @param #RAT self --- @param #number delay (Optional) Delay in seconds until respawn happens after landing. Default is 180 seconds. Minimum is 1.0 seconds. --- @return #RAT RAT self object. -function RAT:RespawnAfterLanding(delay) - self:F2(delay) - delay = delay or 180 - self.respawn_at_landing=true - delay=math.max(1.0, delay) - self.respawn_delay=delay - return self -end - ---- Sets the delay between despawning and respawning aircraft. --- @param #RAT self --- @param #number delay Delay in seconds until respawn happens. Default is 1 second. Minimum is 1 second. --- @return #RAT RAT self object. -function RAT:SetRespawnDelay(delay) - self:F2(delay) - delay = delay or 1.0 - delay=math.max(1.0, delay) - self.respawn_delay=delay - return self -end - ---- Aircraft will not get respawned when they finished their route. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:NoRespawn() - self:F2() - self.norespawn=true - return self -end - ---- Number of tries to respawn an aircraft in case it has accitentally been spawned on runway. --- @param #RAT self --- @param #number n Number of retries. Default is 3. --- @return #RAT RAT self object. -function RAT:SetMaxRespawnTriedWhenSpawnedOnRunway(n) - self:F2(n) - n=n or 3 - self.onrunwaymaxretry=n - return self -end - ---- Aircraft will be respawned directly after take-off. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:RespawnAfterTakeoff() - self:F2() - self.respawn_after_takeoff=true - return self -end - ---- Aircraft will be respawned after they crashed or get shot down. This is the default behavior. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:RespawnAfterCrashON() - self:F2() - self.respawn_after_crash=true - return self -end - ---- Aircraft will not be respawned after they crashed or get shot down. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:RespawnAfterCrashOFF() - self:F2() - self.respawn_after_crash=false - return self -end - ---- If aircraft cannot be spawned on parking spots, it is allowed to spawn them in air above the same airport. Note that this is also the default behavior. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:RespawnInAirAllowed() - self:F2() - self.respawn_inair=true - return self -end - ---- If aircraft cannot be spawned on parking spots, it is NOT allowed to spawn them in air. This has only impact if aircraft are supposed to be spawned on the ground (and not in a zone). --- @param #RAT self --- @return #RAT RAT self object. -function RAT:RespawnInAirNotAllowed() - self:F2() - self.respawn_inair=false - return self -end - ---- Check if aircraft have accidentally been spawned on the runway. If so they will be removed immediatly. --- @param #RAT self --- @param #boolean switch If true, check is performed. If false, this check is omitted. --- @param #number radius Distance in meters until a unit is considered to have spawned accidentally on the runway. Default is 75 m. --- @return #RAT RAT self object. -function RAT:CheckOnRunway(switch, distance) - self:F2(switch) - if switch==nil then - switch=true - end - self.checkonrunway=switch - self.onrunwayradius=distance or 75 - return self -end - ---- Check if aircraft have accidentally been spawned on top of each other. If yes, they will be removed immediately. --- @param #RAT self --- @param #boolean switch If true, check is performed. If false, this check is omitted. --- @param #number radius Radius in meters until which a unit is considered to be on top of each other. Default is 2 m. --- @return #RAT RAT self object. -function RAT:CheckOnTop(switch, radius) - self:F2(switch) - if switch==nil then - switch=true - end - self.checkontop=switch - self.ontopradius=radius or 2 - return self -end - ---- Put parking spot coordinates in a data base for future use of aircraft. (Obsolete! API function will be removed soon.) --- @param #RAT self --- @param #boolean switch If true, parking spots are memorized. This is also the default setting. --- @return #RAT RAT self object. -function RAT:ParkingSpotDB(switch) - self:E("RAT ParkingSpotDB function is obsolete and will be removed soon!") - return self -end - ---- Enable Radio. Overrules the ME setting. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:RadioON() - self:F2() - self.radio=true - return self -end - ---- Disable Radio. Overrules the ME setting. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:RadioOFF() - self:F2() - self.radio=false - return self -end - ---- Set radio frequency. --- @param #RAT self --- @param #number frequency Radio frequency. --- @return #RAT RAT self object. -function RAT:RadioFrequency(frequency) - self:F2(frequency) - self.frequency=frequency - return self -end - ---- Set radio modulation. Default is AM. --- @param #RAT self --- @param #string modulation Either "FM" or "AM". If no value is given, modulation is set to AM. --- @return #RAT RAT self object. -function RAT:RadioModulation(modulation) - self:F2(modulation) - if modulation=="AM" then - self.modulation=radio.modulation.AM - elseif modulation=="FM" then - self.modulation=radio.modulation.FM - else - self.modulation=radio.modulation.AM - end - return self -end - ---- Radio menu On. Default is off. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:RadioMenuON() - self:F2() - self.f10menu=true - return self -end - ---- Radio menu Off. This is the default setting. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:RadioMenuOFF() - self:F2() - self.f10menu=false - return self -end - ---- Aircraft are invisible. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:Invisible() - self:F2() - self.invisible=true - return self -end - ---- Aircraft are immortal. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:Immortal() - self:F2() - self.immortal=true - return self -end - ---- Spawn aircraft in uncontrolled state. Aircraft will only sit at their parking spots. They can be activated randomly by the RAT:ActivateUncontrolled() function. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:Uncontrolled() - self:F2() - self.uncontrolled=true - return self -end - ---- Activate uncontrolled aircraft. --- @param #RAT self --- @param #number maxactivated Maximal numnber of activated aircraft. Absolute maximum will be the number of spawned groups. Default is 1. --- @param #number delay Time delay in seconds before (first) aircraft is activated. Default is 1 second. --- @param #number delta Time difference in seconds before next aircraft is activated. Default is 1 second. --- @param #number frand Factor [0,...,1] for randomization of time difference between aircraft activations. Default is 0, i.e. no randomization. --- @return #RAT RAT self object. -function RAT:ActivateUncontrolled(maxactivated, delay, delta, frand) - self:F2({max=maxactivated, delay=delay, delta=delta, rand=frand}) - - self.activate_uncontrolled=true - self.activate_max=maxactivated or 1 - self.activate_delay=delay or 1 - self.activate_delta=delta or 1 - self.activate_frand=frand or 0 - - -- Ensure min delay is one second. - self.activate_delay=math.max(self.activate_delay,1) - - -- Ensure min delta is one second. - self.activate_delta=math.max(self.activate_delta,0) - - -- Ensure frand is in [0,...,1] - self.activate_frand=math.max(self.activate_frand,0) - self.activate_frand=math.min(self.activate_frand,1) - - return self -end - ---- Set the time after which inactive groups will be destroyed. --- @param #RAT self --- @param #number time Time in seconds. Default is 600 seconds = 10 minutes. Minimum is 60 seconds. --- @return #RAT RAT self object. -function RAT:TimeDestroyInactive(time) - self:F2(time) - time=time or self.Tinactive - time=math.max(time, 60) - self.Tinactive=time - return self -end - ---- Set the maximum cruise speed of the aircraft. --- @param #RAT self --- @param #number speed Speed in km/h. --- @return #RAT RAT self object. -function RAT:SetMaxCruiseSpeed(speed) - self:F2(speed) - -- Convert to m/s. - self.Vcruisemax=speed/3.6 - return self -end - ---- Set the climb rate. This automatically sets the climb angle. --- @param #RAT self --- @param #number rate Climb rate in ft/min. Default is 1500 ft/min. Minimum is 100 ft/min. Maximum is 15,000 ft/min. --- @return #RAT RAT self object. -function RAT:SetClimbRate(rate) - self:F2(rate) - rate=rate or self.Vclimb - rate=math.max(rate, 100) - rate=math.min(rate, 15000) - self.Vclimb=rate - return self -end - ---- Set the angle of descent. Default is 3.6 degrees, which corresponds to 3000 ft descent after one mile of travel. --- @param #RAT self --- @param #number angle Angle of descent in degrees. Minimum is 0.5 deg. Maximum 50 deg. --- @return #RAT RAT self object. -function RAT:SetDescentAngle(angle) - self:F2(angle) - angle=angle or self.AlphaDescent - angle=math.max(angle, 0.5) - angle=math.min(angle, 50) - self.AlphaDescent=angle - return self -end - ---- Set rules of engagement (ROE). Default is weapon hold. This is a peaceful class. --- @param #RAT self --- @param #string roe "hold" = weapon hold, "return" = return fire, "free" = weapons free. --- @return #RAT RAT self object. -function RAT:SetROE(roe) - self:F2(roe) - if roe=="return" then - self.roe=RAT.ROE.returnfire - elseif roe=="free" then - self.roe=RAT.ROE.weaponfree - else - self.roe=RAT.ROE.weaponhold - end - return self -end - ---- Set reaction to threat (ROT). Default is no reaction, i.e. aircraft will simply ignore all enemies. --- @param #RAT self --- @param #string rot "noreaction" = no reaction to threats, "passive" = passive defence, "evade" = evade enemy attacks. --- @return #RAT RAT self object. -function RAT:SetROT(rot) - self:F2(rot) - if rot=="passive" then - self.rot=RAT.ROT.passive - elseif rot=="evade" then - self.rot=RAT.ROT.evade - else - self.rot=RAT.ROT.noreaction - end - return self -end - ---- Set the name of the F10 submenu. Default is the name of the template group. --- @param #RAT self --- @param #string name Submenu name. --- @return #RAT RAT self object. -function RAT:MenuName(name) - self:F2(name) - self.SubMenuName=tostring(name) - return self -end - ---- Enable ATC, which manages the landing queue for RAT aircraft if they arrive simultaniously at the same airport. --- @param #RAT self --- @param #boolean switch Enable ATC (true) or Disable ATC (false). No argument means ATC enabled. --- @return #RAT RAT self object. -function RAT:EnableATC(switch) - self:F2(switch) - if switch==nil then - switch=true - end - self.ATCswitch=switch - return self -end - ---- Turn messages from ATC on or off. Default is on. This setting effects all RAT objects and groups! --- @param #RAT self --- @param #boolean switch Enable (true) or disable (false) messages from ATC. --- @return #RAT RAT self object. -function RAT:ATC_Messages(switch) - self:F2(switch) - if switch==nil then - switch=true - end - RAT.ATC.messages=switch - return self -end - ---- Max number of planes that get landing clearance of the RAT ATC. This setting effects all RAT objects and groups! --- @param #RAT self --- @param #number n Number of aircraft that are allowed to land simultaniously. Default is 2. --- @return #RAT RAT self object. -function RAT:ATC_Clearance(n) - self:F2(n) - RAT.ATC.Nclearance=n or 2 - return self -end - ---- Delay between granting landing clearance for simultanious landings. This setting effects all RAT objects and groups! --- @param #RAT self --- @param #number time Delay time when the next aircraft will get landing clearance event if the previous one did not land yet. Default is 240 sec. --- @return #RAT RAT self object. -function RAT:ATC_Delay(time) - self:F2(time) - RAT.ATC.delay=time or 240 - return self -end - ---- Set minimum distance between departure and destination. Default is 5 km. --- Minimum distance should not be smaller than maybe ~500 meters to ensure that departure and destination are different. --- @param #RAT self --- @param #number dist Distance in km. --- @return #RAT RAT self object. -function RAT:SetMinDistance(dist) - self:F2(dist) - -- Distance in meters. Absolute minimum is 500 m. - self.mindist=math.max(500, dist*1000) - return self -end - ---- Set maximum distance between departure and destination. Default is 5000 km but aircarft range is also taken into account automatically. --- @param #RAT self --- @param #number dist Distance in km. --- @return #RAT RAT self object. -function RAT:SetMaxDistance(dist) - self:F2(dist) - -- Distance in meters. - self.maxdist=dist*1000 - return self -end - ---- Turn debug messages on or off. Default is off. --- @param #RAT self --- @param #boolean switch Turn debug on=true or off=false. No argument means on. --- @return #RAT RAT self object. -function RAT:_Debug(switch) - self:F2(switch) - if switch==nil then - switch=true - end - self.Debug=switch - return self -end - ---- Enable debug mode. More output in dcs.log file and onscreen messages to all. --- @param #RAT self --- @return #RAT RAT self object. -function RAT:Debugmode() - self:F2() - self.Debug=true - return self -end - ---- Aircraft report status update messages along the route. --- @param #RAT self --- @param #boolean switch Swtich reports on (true) or off (false). No argument is on. --- @return #RAT RAT self object. -function RAT:StatusReports(switch) - self:F2(switch) - if switch==nil then - switch=true - end - self.reportstatus=switch - return self -end - ---- Place markers of waypoints on the F10 map. Default is off. --- @param #RAT self --- @param #boolean switch true=yes, false=no. --- @return #RAT RAT self object. -function RAT:PlaceMarkers(switch) - self:F2(switch) - if switch==nil then - switch=true - end - self.placemarkers=switch - return self -end - ---- Set flight level. Setting this value will overrule all other logic. Aircraft will try to fly at this height regardless. --- @param #RAT self --- @param #number FL Fight Level in hundrets of feet. E.g. FL200 = 20000 ft ASL. --- @return #RAT RAT self object. -function RAT:SetFL(FL) - self:F2(FL) - FL=FL or self.FLcruise - FL=math.max(FL,0) - self.FLuser=FL*RAT.unit.FL2m - return self -end - ---- Set max flight level. Setting this value will overrule all other logic. Aircraft will try to fly at less than this FL regardless. --- @param #RAT self --- @param #number FL Maximum Fight Level in hundrets of feet. --- @return #RAT RAT self object. -function RAT:SetFLmax(FL) - self:F2(FL) - self.FLmaxuser=FL*RAT.unit.FL2m - return self -end - ---- Set max cruising altitude above sea level. --- @param #RAT self --- @param #number alt Altitude ASL in meters. --- @return #RAT RAT self object. -function RAT:SetMaxCruiseAltitude(alt) - self:F2(alt) - self.FLmaxuser=alt - return self -end - ---- Set min flight level. Setting this value will overrule all other logic. Aircraft will try to fly at higher than this FL regardless. --- @param #RAT self --- @param #number FL Maximum Fight Level in hundrets of feet. --- @return #RAT RAT self object. -function RAT:SetFLmin(FL) - self:F2(FL) - self.FLminuser=FL*RAT.unit.FL2m - return self -end - ---- Set min cruising altitude above sea level. --- @param #RAT self --- @param #number alt Altitude ASL in meters. --- @return #RAT RAT self object. -function RAT:SetMinCruiseAltitude(alt) - self:F2(alt) - self.FLminuser=alt - return self -end - ---- Set flight level of cruising part. This is still be checked for consitancy with selected route and prone to radomization. --- Default is FL200 for planes and FL005 for helicopters. --- @param #RAT self --- @param #number FL Flight level in hundrets of feet. E.g. FL200 = 20000 ft ASL. --- @return #RAT RAT self object. -function RAT:SetFLcruise(FL) - self:F2(FL) - self.FLcruise=FL*RAT.unit.FL2m - return self -end - ---- Set cruising altitude. This is still be checked for consitancy with selected route and prone to radomization. --- @param #RAT self --- @param #number alt Cruising altitude ASL in meters. --- @return #RAT RAT self object. -function RAT:SetCruiseAltitude(alt) - self:F2(alt) - self.FLcruise=alt - return self -end - ---- Set onboard number prefix. Same as setting "TAIL #" in the mission editor. Note that if you dont use this function, the values defined in the template group of the ME are taken. --- @param #RAT self --- @param #string tailnumprefix String of the tail number prefix. If flight consists of more than one aircraft, two digits are appended automatically, i.e. 001, 002, ... --- @param #number zero (Optional) Starting value of the automatically appended numbering of aircraft within a flight. Default is 0. --- @return #RAT RAT self object. -function RAT:SetOnboardNum(tailnumprefix, zero) - self:F2({tailnumprefix=tailnumprefix, zero=zero}) - self.onboardnum=tailnumprefix - if zero ~= nil then - self.onboardnum0=zero - end - return self -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Private functions -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Initialize basic parameters of the aircraft based on its (template) group in the mission editor. --- @param #RAT self --- @param DCS#Group DCSgroup Group of the aircraft in the mission editor. -function RAT:_InitAircraft(DCSgroup) - self:F2(DCSgroup) - - local DCSunit=DCSgroup:getUnit(1) - local DCSdesc=DCSunit:getDesc() - local DCScategory=DCSgroup:getCategory() - local DCStype=DCSunit:getTypeName() - - -- set category - if DCScategory==Group.Category.AIRPLANE then - self.category=RAT.cat.plane - elseif DCScategory==Group.Category.HELICOPTER then - self.category=RAT.cat.heli - else - self.category="other" - self:E(RAT.id.."ERROR: Group of RAT is neither airplane nor helicopter!") - end - - -- Get type of aircraft. - self.aircraft.type=DCStype - - -- inital fuel in % - self.aircraft.fuel=DCSunit:getFuel() - - -- operational range in NM converted to m - self.aircraft.Rmax = DCSdesc.range*RAT.unit.nm2m - - -- effective range taking fuel into accound and a 5% reserve - self.aircraft.Reff = self.aircraft.Rmax*self.aircraft.fuel*0.95 - - -- max airspeed from group - self.aircraft.Vmax = DCSdesc.speedMax - - -- max climb speed in m/s - self.aircraft.Vymax=DCSdesc.VyMax - - -- service ceiling in meters - self.aircraft.ceiling=DCSdesc.Hmax - - -- Store all descriptors. - --self.aircraft.descriptors=DCSdesc - - -- aircraft dimensions - self.aircraft.length=DCSdesc.box.max.x - self.aircraft.height=DCSdesc.box.max.y - self.aircraft.width=DCSdesc.box.max.z - self.aircraft.box=math.max(self.aircraft.length,self.aircraft.width) - - -- info message - local text=string.format("\n******************************************************\n") - text=text..string.format("Aircraft parameters:\n") - text=text..string.format("Template group = %s\n", self.SpawnTemplatePrefix) - text=text..string.format("Alias = %s\n", self.alias) - text=text..string.format("Category = %s\n", self.category) - text=text..string.format("Type = %s\n", self.aircraft.type) - text=text..string.format("Length (x) = %6.1f m\n", self.aircraft.length) - text=text..string.format("Width (z) = %6.1f m\n", self.aircraft.width) - text=text..string.format("Height (y) = %6.1f m\n", self.aircraft.height) - text=text..string.format("Max air speed = %6.1f m/s\n", self.aircraft.Vmax) - text=text..string.format("Max climb speed = %6.1f m/s\n", self.aircraft.Vymax) - text=text..string.format("Initial Fuel = %6.1f\n", self.aircraft.fuel*100) - text=text..string.format("Max range = %6.1f km\n", self.aircraft.Rmax/1000) - text=text..string.format("Eff range = %6.1f km (with 95 percent initial fuel amount)\n", self.aircraft.Reff/1000) - text=text..string.format("Ceiling = %6.1f km = FL%3.0f\n", self.aircraft.ceiling/1000, self.aircraft.ceiling/RAT.unit.FL2m) - text=text..string.format("******************************************************\n") - self:T(RAT.id..text) - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Spawn the AI aircraft with a route. --- Sets the departure and destination airports and waypoints. --- Modifies the spawn template. --- Sets ROE/ROT. --- Initializes the ratcraft array and group menu. --- @param #RAT self --- @param #string _departure (Optional) Name of departure airbase. --- @param #string _destination (Optional) Name of destination airbase. --- @param #number _takeoff Takeoff type id. --- @param #number _landing Landing type id. --- @param #string _livery Livery to use for this group. --- @param #table _waypoint First waypoint to be used (for continue journey, commute, etc). --- @param Core.Point#COORDINATE _lastpos (Optional) Position where the aircraft will be spawned. --- @param #number _nrespawn Number of already performed respawn attempts (e.g. spawning on runway bug). --- @param #table parkingdata Explicitly specify the parking spots when spawning at an airport. --- @return #number Spawn index. -function RAT:_SpawnWithRoute(_departure, _destination, _takeoff, _landing, _livery, _waypoint, _lastpos, _nrespawn, parkingdata) - self:F({rat=RAT.id, departure=_departure, destination=_destination, takeoff=_takeoff, landing=_landing, livery=_livery, waypoint=_waypoint, lastpos=_lastpos, nrespawn=_nrespawn}) - - -- Set takeoff type. - local takeoff=self.takeoff - local landing=self.landing - - -- Overrule takeoff/landing by what comes in. - if _takeoff then - takeoff=_takeoff - end - if _landing then - landing=_landing - end - - -- Random choice between cold and hot. - if takeoff==RAT.wp.coldorhot then - local temp={RAT.wp.cold, RAT.wp.hot} - takeoff=temp[math.random(2)] - end - - -- Number of respawn attempts after spawning on runway. - local nrespawn=0 - if _nrespawn then - nrespawn=_nrespawn - end - - -- Set flight plan. - local departure, destination, waypoints, WPholding, WPfinal = self:_SetRoute(takeoff, landing, _departure, _destination, _waypoint) - - -- Return nil if we could not find a departure destination or waypoints - if not (departure and destination and waypoints) then - return nil - end - - -- Set (another) livery. - local livery - if _livery then - -- Take livery from previous flight (continue journey). - livery=_livery - elseif self.livery then - -- Choose random livery. - livery=self.livery[math.random(#self.livery)] - local text=string.format("Chosen livery for group %s: %s", self:_AnticipatedGroupName(), livery) - self:T(RAT.id..text) - else - livery=nil - end - - -- Modify the spawn template to follow the flight plan. - local successful=self:_ModifySpawnTemplate(waypoints, livery, _lastpos, departure, takeoff, parkingdata) - if not successful then - return nil - end - - -- Actually spawn the group. - local group=self:SpawnWithIndex(self.SpawnIndex) -- Wrapper.Group#GROUP - - -- Increase counter of alive groups (also uncontrolled ones). - self.alive=self.alive+1 - self:T(RAT.id..string.format("Alive groups counter now = %d.",self.alive)) - - -- ATC is monitoring this flight (if it is supposed to land). - if self.ATCswitch and landing==RAT.wp.landing then - if self.returnzone then - self:_ATCAddFlight(group:GetName(), departure:GetName()) - else - self:_ATCAddFlight(group:GetName(), destination:GetName()) - end - end - - -- Place markers of waypoints on F10 map. - if self.placemarkers then - self:_PlaceMarkers(waypoints, self.SpawnIndex) - end - - -- Set group to be invisible. - if self.invisible then - self:_CommandInvisible(group, true) - end - - -- Set group to be immortal. - if self.immortal then - self:_CommandImmortal(group, true) - end - - -- Set ROE, default is "weapon hold". - self:_SetROE(group, self.roe) - - -- Set ROT, default is "no reaction". - self:_SetROT(group, self.rot) - - -- Init ratcraft array. - self.ratcraft[self.SpawnIndex]={} - self.ratcraft[self.SpawnIndex]["group"]=group - self.ratcraft[self.SpawnIndex]["destination"]=destination - self.ratcraft[self.SpawnIndex]["departure"]=departure - self.ratcraft[self.SpawnIndex]["waypoints"]=waypoints - self.ratcraft[self.SpawnIndex]["airborne"]=group:InAir() - self.ratcraft[self.SpawnIndex]["nunits"]=group:GetInitialSize() - -- Time and position on ground. For check if aircraft is stuck somewhere. - if group:InAir() then - self.ratcraft[self.SpawnIndex]["Tground"]=nil - self.ratcraft[self.SpawnIndex]["Pground"]=nil - self.ratcraft[self.SpawnIndex]["Uground"]=nil - self.ratcraft[self.SpawnIndex]["Tlastcheck"]=nil - else - self.ratcraft[self.SpawnIndex]["Tground"]=timer.getTime() - self.ratcraft[self.SpawnIndex]["Pground"]=group:GetCoordinate() - self.ratcraft[self.SpawnIndex]["Uground"]={} - for _,_unit in pairs(group:GetUnits()) do - local _unitname=_unit:GetName() - self.ratcraft[self.SpawnIndex]["Uground"][_unitname]=_unit:GetCoordinate() - end - self.ratcraft[self.SpawnIndex]["Tlastcheck"]=timer.getTime() - end - -- Initial and current position. For calculating the travelled distance. - self.ratcraft[self.SpawnIndex]["P0"]=group:GetCoordinate() - self.ratcraft[self.SpawnIndex]["Pnow"]=group:GetCoordinate() - self.ratcraft[self.SpawnIndex]["Distance"]=0 - - -- Each aircraft gets its own takeoff type. - self.ratcraft[self.SpawnIndex].takeoff=takeoff - self.ratcraft[self.SpawnIndex].landing=landing - self.ratcraft[self.SpawnIndex].wpholding=WPholding - self.ratcraft[self.SpawnIndex].wpfinal=WPfinal - - -- Aircraft is active or spawned in uncontrolled state. - self.ratcraft[self.SpawnIndex].active=not self.uncontrolled - - -- Set status to spawned. This will be overwritten in birth event. - self.ratcraft[self.SpawnIndex]["status"]=RAT.status.Spawned - - -- Livery - self.ratcraft[self.SpawnIndex].livery=livery - - -- If this switch is set to true, the aircraft will be despawned the next time the status function is called. - self.ratcraft[self.SpawnIndex].despawnme=false - - -- Number of preformed spawn attempts for this group. - self.ratcraft[self.SpawnIndex].nrespawn=nrespawn - - -- Create submenu for this group. - if self.f10menu then - local name=self.aircraft.type.." ID "..tostring(self.SpawnIndex) - -- F10/RAT//Group X - self.Menu[self.SubMenuName].groups[self.SpawnIndex]=MENU_MISSION:New(name, self.Menu[self.SubMenuName].groups) - -- F10/RAT//Group X/Set ROE - self.Menu[self.SubMenuName].groups[self.SpawnIndex]["roe"]=MENU_MISSION:New("Set ROE", self.Menu[self.SubMenuName].groups[self.SpawnIndex]) - MENU_MISSION_COMMAND:New("Weapons hold", self.Menu[self.SubMenuName].groups[self.SpawnIndex]["roe"], self._SetROE, self, group, RAT.ROE.weaponhold) - MENU_MISSION_COMMAND:New("Weapons free", self.Menu[self.SubMenuName].groups[self.SpawnIndex]["roe"], self._SetROE, self, group, RAT.ROE.weaponfree) - MENU_MISSION_COMMAND:New("Return fire", self.Menu[self.SubMenuName].groups[self.SpawnIndex]["roe"], self._SetROE, self, group, RAT.ROE.returnfire) - -- F10/RAT//Group X/Set ROT - self.Menu[self.SubMenuName].groups[self.SpawnIndex]["rot"]=MENU_MISSION:New("Set ROT", self.Menu[self.SubMenuName].groups[self.SpawnIndex]) - MENU_MISSION_COMMAND:New("No reaction", self.Menu[self.SubMenuName].groups[self.SpawnIndex]["rot"], self._SetROT, self, group, RAT.ROT.noreaction) - MENU_MISSION_COMMAND:New("Passive defense", self.Menu[self.SubMenuName].groups[self.SpawnIndex]["rot"], self._SetROT, self, group, RAT.ROT.passive) - MENU_MISSION_COMMAND:New("Evade on fire", self.Menu[self.SubMenuName].groups[self.SpawnIndex]["rot"], self._SetROT, self, group, RAT.ROT.evade) - -- F10/RAT//Group X/ - MENU_MISSION_COMMAND:New("Despawn group", self.Menu[self.SubMenuName].groups[self.SpawnIndex], self._Despawn, self, group) - MENU_MISSION_COMMAND:New("Place markers", self.Menu[self.SubMenuName].groups[self.SpawnIndex], self._PlaceMarkers, self, waypoints, self.SpawnIndex) - MENU_MISSION_COMMAND:New("Status report", self.Menu[self.SubMenuName].groups[self.SpawnIndex], self.Status, self, true, self.SpawnIndex) - end - - return self.SpawnIndex -end - - ---- Clear flight for landing. Sets tigger value to 1. --- @param #RAT self --- @param #string name Name of flight to be cleared for landing. -function RAT:ClearForLanding(name) - trigger.action.setUserFlag(name, 1) - local flagvalue=trigger.misc.getUserFlag(name) - self:T(RAT.id.."ATC: User flag value (landing) for "..name.." set to "..flagvalue) -end - ---- Respawn a group. --- @param #RAT self --- @param #number index Spawn index. --- @param Core.Point#COORDINATE lastpos Last known position of the group. --- @param #number delay Delay before respawn -function RAT:_Respawn(index, lastpos, delay) - - -- Get the spawn index from group - --local index=self:GetSpawnIndexFromGroup(group) - - -- Get departure and destination from previous journey. - local departure=self.ratcraft[index].departure - local destination=self.ratcraft[index].destination - local takeoff=self.ratcraft[index].takeoff - local landing=self.ratcraft[index].landing - local livery=self.ratcraft[index].livery - local lastwp=self.ratcraft[index].waypoints[#self.ratcraft[index].waypoints] - --local lastpos=group:GetCoordinate() - - local _departure=nil - local _destination=nil - local _takeoff=nil - local _landing=nil - local _livery=nil - local _lastwp=nil - local _lastpos=nil - - if self.continuejourney then - - -- We continue our journey from the old departure airport. - _departure=destination:GetName() - - -- Use the same livery for next aircraft. - _livery=livery - - -- Last known position of the aircraft, which should be the sparking spot location. - -- Note: we have to check that it was supposed to land and not respawned directly after landing or after takeoff. - -- TODO: Need to think if continuejourney with respawn_after_takeoff actually makes sense. - if landing==RAT.wp.landing and lastpos and not (self.respawn_at_landing or self.respawn_after_takeoff) then - -- Check that we have an airport or FARP but not a ship (which would be categroy 1). - if destination:GetCategory()==4 then - _lastpos=lastpos - end - end - - if self.destinationzone then - - -- Case: X --> Zone --> Zone --> Zone - _takeoff=RAT.wp.air - _landing=RAT.wp.air - - elseif self.returnzone then - - -- Case: X --> Zone --> X, X --> Zone --> X - -- We flew to a zone and back. Takeoff type does not change. - _takeoff=self.takeoff - - -- If we took of in air we also want to land "in air". - if self.takeoff==RAT.wp.air then - _landing=RAT.wp.air - else - _landing=RAT.wp.landing - end - - -- Departure stays the same. (The destination is the zone here.) - _departure=departure:GetName() - - else - - -- Default case. Takeoff and landing type does not change. - _takeoff=self.takeoff - _landing=self.landing - - end - - elseif self.commute then - - -- We commute between departure and destination. - - if self.starshape==true then - if destination:GetName()==self.homebase then - -- We are at our home base ==> destination is again randomly selected. - _departure=self.homebase - _destination=nil -- destination will be set anew - else - -- We are not a our home base ==> we fly back to our home base. - _departure=destination:GetName() - _destination=self.homebase - end - else - -- Simply switch departure and destination. - _departure=destination:GetName() - _destination=departure:GetName() - end - - -- Use the same livery for next aircraft. - _livery=livery - - -- Last known position of the aircraft, which should be the sparking spot location. - -- Note: we have to check that it was supposed to land and not respawned directly after landing or after takeoff. - -- TODO: Need to think if commute with respawn_after_takeoff actually makes sense. - if landing==RAT.wp.landing and lastpos and not (self.respawn_at_landing or self.respawn_after_takeoff) then - -- Check that we have landed on an airport or FARP but not a ship (which would be categroy 1). - if destination:GetCategory()==4 then - _lastpos=lastpos - end - end - - -- Handle takeoff type. - if self.destinationzone then - -- self.takeoff is either RAT.wp.air or RAT.wp.cold - -- self.landing is RAT.wp.Air - - if self.takeoff==RAT.wp.air then - - -- Case: Zone <--> Zone (both have takeoff air) - _takeoff=RAT.wp.air -- = self.takeoff (because we just checked) - _landing=RAT.wp.air -- = self.landing (because destinationzone) - - else - - -- Case: Airport <--> Zone - if takeoff==RAT.wp.air then - -- Last takeoff was air so we are at the airport now, takeoff is from ground. - _takeoff=self.takeoff -- must be either hot/cold/runway/hotcold - _landing=RAT.wp.air -- must be air = self.landing (because destinationzone) - else - -- Last takeoff was on ground so we are at a zone now ==> takeoff in air, landing at airport. - _takeoff=RAT.wp.air - _landing=RAT.wp.landing - end - - end - - elseif self.returnzone then - - -- We flew to a zone and back. No need to swap departure and destination. - _departure=departure:GetName() - _destination=destination:GetName() - - -- Takeoff and landing should also not change. - _takeoff=self.takeoff - _landing=self.landing - - end - - end - - -- Take the last waypoint as initial waypoint for next plane. - if _takeoff==RAT.wp.air and (self.continuejourney or self.commute) then - _lastwp=lastwp - end - - -- Debug - self:T2({departure=_departure, destination=_destination, takeoff=_takeoff, landing=_landing, livery=_livery, lastwp=_lastwp}) - - -- We should give it at least 3 sec since this seems to be the time until free parking spots after despawn are available again (Sirri Island test). - local respawndelay - if delay then - respawndelay=delay - elseif self.respawn_delay then - respawndelay=self.respawn_delay+3 -- despawn happens after self.respawndelay. We add another 3 sec for free parking. - else - respawndelay=3 - end - - -- Spawn new group. - local arg={} - arg.self=self - arg.departure=_departure - arg.destination=_destination - arg.takeoff=_takeoff - arg.landing=_landing - arg.livery=_livery - arg.lastwp=_lastwp - arg.lastpos=_lastpos - self:T(RAT.id..string.format("%s delayed respawn in %.1f seconds.", self.alias, respawndelay)) - SCHEDULER:New(nil, self._SpawnWithRouteTimer, {arg}, respawndelay) - -end - ---- Delayed spawn function called by scheduler. --- @param #RAT self --- @param #table arg Parameters: arg.self, arg.departure, arg.destination, arg.takeoff, arg.landing, arg.livery, arg.lastwp, arg.lastpos -function RAT._SpawnWithRouteTimer(arg) - RAT._SpawnWithRoute(arg.self, arg.departure, arg.destination, arg.takeoff, arg.landing, arg.livery, arg.lastwp, arg.lastpos) -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Set the route of the AI plane. Due to DCS landing bug, this has to be done before the unit is spawned. --- @param #RAT self --- @param #number takeoff Takeoff type. Could also be air start. --- @param #number landing Landing type. Could also be a destination in air. --- @param Wrapper.Airport#AIRBASE _departure (Optional) Departure airbase. --- @param Wrapper.Airport#AIRBASE _destination (Optional) Destination airbase. --- @param #table _waypoint Initial waypoint. --- @return Wrapper.Airport#AIRBASE Departure airbase. --- @return Wrapper.Airport#AIRBASE Destination airbase. --- @return #table Table of flight plan waypoints. --- @return #nil If no valid departure or destination airport could be found. -function RAT:_SetRoute(takeoff, landing, _departure, _destination, _waypoint) - - -- Max cruise speed. - local VxCruiseMax - if self.Vcruisemax then - -- User input. - VxCruiseMax = min(self.Vcruisemax, self.aircraft.Vmax) - else - -- Max cruise speed 90% of Vmax or 900 km/h whichever is lower. - VxCruiseMax = math.min(self.aircraft.Vmax*0.90, 250) - end - - -- Min cruise speed 70% of max cruise or 600 km/h whichever is lower. - local VxCruiseMin = math.min(VxCruiseMax*0.70, 166) - - -- Cruise speed (randomized). Expectation value at midpoint between min and max. - local VxCruise = UTILS.RandomGaussian((VxCruiseMax-VxCruiseMin)/2+VxCruiseMin, (VxCruiseMax-VxCruiseMax)/4, VxCruiseMin, VxCruiseMax) - - -- Climb speed 90% ov Vmax but max 720 km/h. - local VxClimb = math.min(self.aircraft.Vmax*0.90, 200) - - -- Descent speed 60% of Vmax but max 500 km/h. - local VxDescent = math.min(self.aircraft.Vmax*0.60, 140) - - -- Holding speed is 90% of descent speed. - local VxHolding = VxDescent*0.9 - - -- Final leg is 90% of holding speed. - local VxFinal = VxHolding*0.9 - - -- Reasonably civil climb speed Vy=1500 ft/min = 7.6 m/s but max aircraft specific climb rate. - local VyClimb=math.min(self.Vclimb*RAT.unit.ft2meter/60, self.aircraft.Vymax) - - -- Climb angle in rad. - local AlphaClimb=math.asin(VyClimb/VxClimb) - - -- Descent angle in rad. - local AlphaDescent=math.rad(self.AlphaDescent) - - -- Expected cruise level (peak of Gaussian distribution) - local FLcruise_expect=self.FLcruise - - - -- DEPARTURE AIRPORT - -- Departure airport or zone. - local departure=nil - if _departure then - if self:_AirportExists(_departure) then - -- Check if new departure is an airport. - departure=AIRBASE:FindByName(_departure) - -- If we spawn in air, we convert departure to a zone. - if takeoff == RAT.wp.air then - departure=departure:GetZone() - end - elseif self:_ZoneExists(_departure) then - -- If it's not an airport, check whether it's a zone. - departure=ZONE:New(_departure) - else - local text=string.format("ERROR! Specified departure airport %s does not exist for %s.", _departure, self.alias) - self:E(RAT.id..text) - end - - else - departure=self:_PickDeparture(takeoff) - if self.commute and self.starshape==true and self.homebase==nil then - self.homebase=departure:GetName() - end - end - - -- Return nil if no departure could be found. - if not departure then - local text=string.format("ERROR! No valid departure airport could be found for %s.", self.alias) - self:E(RAT.id..text) - return nil - end - - -- Coordinates of departure point. - local Pdeparture - if takeoff==RAT.wp.air then - if _waypoint then - -- Use coordinates of previous flight (commute or journey). - Pdeparture=COORDINATE:New(_waypoint.x, _waypoint.alt, _waypoint.y) - else - -- For an air start, we take a random point within the spawn zone. - local vec2=departure:GetRandomVec2() - Pdeparture=COORDINATE:NewFromVec2(vec2) - end - else - Pdeparture=departure:GetCoordinate() - end - - -- Height ASL of departure point. - local H_departure - if takeoff==RAT.wp.air then - -- Absolute minimum AGL - local Hmin - if self.category==RAT.cat.plane then - Hmin=1000 - else - Hmin=50 - end - -- Departure altitude is 70% of default cruise with 30% variation and limited to 1000 m AGL (50 m for helos). - H_departure=self:_Randomize(FLcruise_expect*0.7, 0.3, Pdeparture.y+Hmin, FLcruise_expect) - if self.FLminuser then - H_departure=math.max(H_departure,self.FLminuser) - end - -- Use alt of last flight. - if _waypoint then - H_departure=_waypoint.alt - end - else - H_departure=Pdeparture.y - end - - -- Adjust min distance between departure and destination for user set min flight level. - local mindist=self.mindist - if self.FLminuser then - - -- We can conly consider the symmetric case, because no destination selected yet. - local hclimb=self.FLminuser-H_departure - local hdescent=self.FLminuser-H_departure - - -- Minimum distance for l - local Dclimb, Ddescent, Dtot=self:_MinDistance(AlphaClimb, AlphaDescent, hclimb, hdescent) - - if takeoff==RAT.wp.air and landing==RAT.wpair then - mindist=0 -- Takeoff and landing are in air. No mindist required. - elseif takeoff==RAT.wp.air then - mindist=Ddescent -- Takeoff in air. Need only space to descent. - elseif landing==RAT.wp.air then - mindist=Dclimb -- Landing "in air". Need only space to climb. - else - mindist=Dtot -- Takeoff and landing on ground. Need both space to climb and descent. - end - - -- Mindist is at least self.mindist. - mindist=math.max(self.mindist, mindist) - - local text=string.format("Adjusting min distance to %d km (for given min FL%03d)", mindist/1000, self.FLminuser/RAT.unit.FL2m) - self:T(RAT.id..text) - end - - -- DESTINATION AIRPORT - local destination=nil - if _destination then - - if self:_AirportExists(_destination) then - - destination=AIRBASE:FindByName(_destination) - if landing==RAT.wp.air or self.returnzone then - destination=destination:GetZone() - end - - elseif self:_ZoneExists(_destination) then - destination=ZONE:New(_destination) - else - local text=string.format("ERROR: Specified destination airport/zone %s does not exist for %s!", _destination, self.alias) - self:E(RAT.id.."ERROR: "..text) - end - - else - - -- This handles the case where we have a journey and the first flight is done, i.e. _departure is set. - -- If a user specified more than two destination airport explicitly, then we will stick to this. - -- Otherwise, the route is random from now on. - local random=self.random_destination - if self.continuejourney and _departure and #self.destination_ports<3 then - random=true - end - - -- In case of a returnzone the destination (i.e. return point) is always a zone. - local mylanding=landing - local acrange=self.aircraft.Reff - if self.returnzone then - mylanding=RAT.wp.air - acrange=self.aircraft.Reff/2 -- Aircraft needs to go to zone and back home. - end - - -- Pick a destination airport. - destination=self:_PickDestination(departure, Pdeparture, mindist, math.min(acrange, self.maxdist), random, mylanding) - end - - -- Return nil if no departure could be found. - if not destination then - local text=string.format("No valid destination airport could be found for %s!", self.alias) - MESSAGE:New(text, 60):ToAll() - self:E(RAT.id.."ERROR: "..text) - return nil - end - - -- Check that departure and destination are not the same. Should not happen due to mindist. - if destination:GetName()==departure:GetName() then - local text=string.format("%s: Destination and departure are identical. Airport/zone %s.", self.alias, destination:GetName()) - MESSAGE:New(text, 30):ToAll() - self:E(RAT.id.."ERROR: "..text) - end - - -- Get a random point inside zone return zone. - local Preturn - local destination_returnzone - if self.returnzone then - -- Get a random point inside zone return zone. - local vec2=destination:GetRandomVec2() - Preturn=COORDINATE:NewFromVec2(vec2) - -- Returnzone becomes destination. - destination_returnzone=destination - -- Set departure to destination. - destination=departure - end - - -- Get destination coordinate. Either in a zone or exactly at the airport. - local Pdestination - if landing==RAT.wp.air then - local vec2=destination:GetRandomVec2() - Pdestination=COORDINATE:NewFromVec2(vec2) - else - Pdestination=destination:GetCoordinate() - end - - -- Height ASL of destination airport/zone. - local H_destination=Pdestination.y - - -- DESCENT/HOLDING POINT - -- Get a random point between 5 and 10 km away from the destination. - local Rhmin=8000 - local Rhmax=20000 - if self.category==RAT.cat.heli then - -- For helos we set a distance between 500 to 1000 m. - Rhmin=500 - Rhmax=1000 - end - - -- Coordinates of the holding point. y is the land height at that point. - local Vholding=Pdestination:GetRandomVec2InRadius(Rhmax, Rhmin) - local Pholding=COORDINATE:NewFromVec2(Vholding) - - -- AGL height of holding point. - local H_holding=Pholding.y - - -- Holding point altitude. For planes between 1600 and 2400 m AGL. For helos 160 to 240 m AGL. - local h_holding - if self.category==RAT.cat.plane then - h_holding=1200 - else - h_holding=150 - end - h_holding=self:_Randomize(h_holding, 0.2) - - -- This is the actual height ASL of the holding point we want to fly to - local Hh_holding=H_holding+h_holding - - -- When we dont land, we set the holding altitude to the departure or cruise alt. - -- This is used in the calculations. - if landing==RAT.wp.air then - Hh_holding=H_departure - end - - -- Distance from holding point to final destination. - local d_holding=Pholding:Get2DDistance(Pdestination) - - -- GENERAL - local heading - local d_total - if self.returnzone then - - -- Heading from departure to destination in return zone. - heading=self:_Course(Pdeparture, Preturn) - - -- Total distance to return zone and back. - d_total=Pdeparture:Get2DDistance(Preturn) + Preturn:Get2DDistance(Pholding) - - else - -- Heading from departure to holding point of destination. - heading=self:_Course(Pdeparture, Pholding) - - -- Total distance between departure and holding point near destination. - d_total=Pdeparture:Get2DDistance(Pholding) - end - - -- Max height in case of air start, i.e. if we only would descent to holding point for the given distance. - if takeoff==RAT.wp.air then - local H_departure_max - if landing==RAT.wp.air then - H_departure_max = H_departure -- If we fly to a zone, there is no descent necessary. - else - H_departure_max = d_total * math.tan(AlphaDescent) + Hh_holding - end - H_departure=math.min(H_departure, H_departure_max) - end - - -------------------------------------------- - - -- Height difference between departure and destination. - local deltaH=math.abs(H_departure-Hh_holding) - - -- Slope between departure and destination. - local phi = math.atan(deltaH/d_total) - - -- Adjusted climb/descent angles. - local phi_climb - local phi_descent - if (H_departure > Hh_holding) then - phi_climb=AlphaClimb+phi - phi_descent=AlphaDescent-phi - else - phi_climb=AlphaClimb-phi - phi_descent=AlphaDescent+phi - end - - -- Total distance including slope. - local D_total - if self.returnzone then - D_total = math.sqrt(deltaH*deltaH+d_total/2*d_total/2) - else - D_total = math.sqrt(deltaH*deltaH+d_total*d_total) - end - - -- SSA triangle for sloped case. - local gamma=math.rad(180)-phi_climb-phi_descent - local a = D_total*math.sin(phi_climb)/math.sin(gamma) - local b = D_total*math.sin(phi_descent)/math.sin(gamma) - local hphi_max = b*math.sin(phi_climb) - local hphi_max2 = a*math.sin(phi_descent) - - -- Height of triangle. - local h_max1 = b*math.sin(AlphaClimb) - local h_max2 = a*math.sin(AlphaDescent) - - -- Max height relative to departure or destination. - local h_max - if (H_departure > Hh_holding) then - h_max=math.min(h_max1, h_max2) - else - h_max=math.max(h_max1, h_max2) - end - - -- Max flight level aircraft can reach for given angles and distance. - local FLmax = h_max+H_departure - - --CRUISE - -- Min cruise alt is just above holding point at destination or departure height, whatever is larger. - local FLmin=math.max(H_departure, Hh_holding) - - -- For helicopters we take cruise alt between 50 to 1000 meters above ground. Default cruise alt is ~150 m. - if self.category==RAT.cat.heli then - FLmin=math.max(H_departure, H_destination)+50 - FLmax=math.max(H_departure, H_destination)+1000 - end - - -- Ensure that FLmax not above its service ceiling. - FLmax=math.min(FLmax, self.aircraft.ceiling) - - -- Overrule setting if user specified min/max flight level explicitly. - if self.FLminuser then - FLmin=math.max(self.FLminuser, FLmin) -- Still take care that we dont fly too high. - end - if self.FLmaxuser then - FLmax=math.min(self.FLmaxuser, FLmax) -- Still take care that we dont fly too low. - end - - -- If the route is very short we set FLmin a bit lower than FLmax. - if FLmin>FLmax then - FLmin=FLmax - end - - -- Expected cruise altitude - peak of gaussian distribution. - if FLcruise_expectFLmax then - FLcruise_expect=FLmax - end - - -- Set cruise altitude. Selected from Gaussian distribution but limited to FLmin and FLmax. - local FLcruise=UTILS.RandomGaussian(FLcruise_expect, math.abs(FLmax-FLmin)/4, FLmin, FLmax) - - -- Overrule setting if user specified a flight level explicitly. - if self.FLuser then - FLcruise=self.FLuser - -- Still cruise alt should be with parameters! - FLcruise=math.max(FLcruise, FLmin) - FLcruise=math.min(FLcruise, FLmax) - end - - -- Climb and descent heights. - local h_climb = FLcruise - H_departure - local h_descent = FLcruise - Hh_holding - - -- Distances. - local d_climb = h_climb/math.tan(AlphaClimb) - local d_descent = h_descent/math.tan(AlphaDescent) - local d_cruise = d_total-d_climb-d_descent - - -- debug message - local text=string.format("\n******************************************************\n") - text=text..string.format("Template = %s\n", self.SpawnTemplatePrefix) - text=text..string.format("Alias = %s\n", self.alias) - text=text..string.format("Group name = %s\n\n", self:_AnticipatedGroupName()) - text=text..string.format("Speeds:\n") - text=text..string.format("VxCruiseMin = %6.1f m/s = %5.1f km/h\n", VxCruiseMin, VxCruiseMin*3.6) - text=text..string.format("VxCruiseMax = %6.1f m/s = %5.1f km/h\n", VxCruiseMax, VxCruiseMax*3.6) - text=text..string.format("VxCruise = %6.1f m/s = %5.1f km/h\n", VxCruise, VxCruise*3.6) - text=text..string.format("VxClimb = %6.1f m/s = %5.1f km/h\n", VxClimb, VxClimb*3.6) - text=text..string.format("VxDescent = %6.1f m/s = %5.1f km/h\n", VxDescent, VxDescent*3.6) - text=text..string.format("VxHolding = %6.1f m/s = %5.1f km/h\n", VxHolding, VxHolding*3.6) - text=text..string.format("VxFinal = %6.1f m/s = %5.1f km/h\n", VxFinal, VxFinal*3.6) - text=text..string.format("VyClimb = %6.1f m/s\n", VyClimb) - text=text..string.format("\nDistances:\n") - text=text..string.format("d_climb = %6.1f km\n", d_climb/1000) - text=text..string.format("d_cruise = %6.1f km\n", d_cruise/1000) - text=text..string.format("d_descent = %6.1f km\n", d_descent/1000) - text=text..string.format("d_holding = %6.1f km\n", d_holding/1000) - text=text..string.format("d_total = %6.1f km\n", d_total/1000) - text=text..string.format("\nHeights:\n") - text=text..string.format("H_departure = %6.1f m ASL\n", H_departure) - text=text..string.format("H_destination = %6.1f m ASL\n", H_destination) - text=text..string.format("H_holding = %6.1f m ASL\n", H_holding) - text=text..string.format("h_climb = %6.1f m\n", h_climb) - text=text..string.format("h_descent = %6.1f m\n", h_descent) - text=text..string.format("h_holding = %6.1f m\n", h_holding) - text=text..string.format("delta H = %6.1f m\n", deltaH) - text=text..string.format("FLmin = %6.1f m ASL = FL%03d\n", FLmin, FLmin/RAT.unit.FL2m) - text=text..string.format("FLcruise = %6.1f m ASL = FL%03d\n", FLcruise, FLcruise/RAT.unit.FL2m) - text=text..string.format("FLmax = %6.1f m ASL = FL%03d\n", FLmax, FLmax/RAT.unit.FL2m) - text=text..string.format("\nAngles:\n") - text=text..string.format("Alpha climb = %6.2f Deg\n", math.deg(AlphaClimb)) - text=text..string.format("Alpha descent = %6.2f Deg\n", math.deg(AlphaDescent)) - text=text..string.format("Phi (slope) = %6.2f Deg\n", math.deg(phi)) - text=text..string.format("Phi climb = %6.2f Deg\n", math.deg(phi_climb)) - text=text..string.format("Phi descent = %6.2f Deg\n", math.deg(phi_descent)) - if self.Debug then - -- Max heights and distances if we would travel at FLmax. - local h_climb_max = FLmax - H_departure - local h_descent_max = FLmax - Hh_holding - local d_climb_max = h_climb_max/math.tan(AlphaClimb) - local d_descent_max = h_descent_max/math.tan(AlphaDescent) - local d_cruise_max = d_total-d_climb_max-d_descent_max - text=text..string.format("Heading = %6.1f Deg\n", heading) - text=text..string.format("\nSSA triangle:\n") - text=text..string.format("D_total = %6.1f km\n", D_total/1000) - text=text..string.format("gamma = %6.1f Deg\n", math.deg(gamma)) - text=text..string.format("a = %6.1f m\n", a) - text=text..string.format("b = %6.1f m\n", b) - text=text..string.format("hphi_max = %6.1f m\n", hphi_max) - text=text..string.format("hphi_max2 = %6.1f m\n", hphi_max2) - text=text..string.format("h_max1 = %6.1f m\n", h_max1) - text=text..string.format("h_max2 = %6.1f m\n", h_max2) - text=text..string.format("h_max = %6.1f m\n", h_max) - text=text..string.format("\nMax heights and distances:\n") - text=text..string.format("d_climb_max = %6.1f km\n", d_climb_max/1000) - text=text..string.format("d_cruise_max = %6.1f km\n", d_cruise_max/1000) - text=text..string.format("d_descent_max = %6.1f km\n", d_descent_max/1000) - text=text..string.format("h_climb_max = %6.1f m\n", h_climb_max) - text=text..string.format("h_descent_max = %6.1f m\n", h_descent_max) - end - text=text..string.format("******************************************************\n") - self:T2(RAT.id..text) - - -- Ensure that cruise distance is positve. Can be slightly negative in special cases. And we don't want to turn back. - if d_cruise<0 then - d_cruise=100 - end - - -- Waypoints and coordinates - local wp={} - local c={} - local wpholding=nil - local wpfinal=nil - - -- Departure/Take-off - c[#c+1]=Pdeparture - wp[#wp+1]=self:_Waypoint(#wp+1, "Departure", takeoff, c[#wp+1], VxClimb, H_departure, departure) - self.waypointdescriptions[#wp]="Departure" - self.waypointstatus[#wp]=RAT.status.Departure - - -- Climb - if takeoff==RAT.wp.air then - - -- Air start. - if d_climb < 5000 or d_cruise < 5000 then - -- We omit the climb phase completely and add it to the cruise part. - d_cruise=d_cruise+d_climb - else - -- Only one waypoint at the end of climb = begin of cruise. - c[#c+1]=c[#c]:Translate(d_climb, heading) - - wp[#wp+1]=self:_Waypoint(#wp+1, "Begin of Cruise", RAT.wp.cruise, c[#wp+1], VxCruise, FLcruise) - self.waypointdescriptions[#wp]="Begin of Cruise" - self.waypointstatus[#wp]=RAT.status.Cruise - end - - else - - -- Ground start. - c[#c+1]=c[#c]:Translate(d_climb/2, heading) - c[#c+1]=c[#c]:Translate(d_climb/2, heading) - - wp[#wp+1]=self:_Waypoint(#wp+1, "Climb", RAT.wp.climb, c[#wp+1], VxClimb, H_departure+(FLcruise-H_departure)/2) - self.waypointdescriptions[#wp]="Climb" - self.waypointstatus[#wp]=RAT.status.Climb - - wp[#wp+1]=self:_Waypoint(#wp+1, "Begin of Cruise", RAT.wp.cruise, c[#wp+1], VxCruise, FLcruise) - self.waypointdescriptions[#wp]="Begin of Cruise" - self.waypointstatus[#wp]=RAT.status.Cruise - - end - - -- Cruise - - -- First add the little bit from begin of cruise to the return point. - if self.returnzone then - c[#c+1]=Preturn - wp[#wp+1]=self:_Waypoint(#wp+1, "Return Zone", RAT.wp.cruise, c[#wp+1], VxCruise, FLcruise) - self.waypointdescriptions[#wp]="Return Zone" - self.waypointstatus[#wp]=RAT.status.Uturn - end - - if landing==RAT.wp.air then - - -- Next waypoint is already the final destination. - c[#c+1]=Pdestination - wp[#wp+1]=self:_Waypoint(#wp+1, "Final Destination", RAT.wp.finalwp, c[#wp+1], VxCruise, FLcruise) - self.waypointdescriptions[#wp]="Final Destination" - self.waypointstatus[#wp]=RAT.status.Destination - - elseif self.returnzone then - - -- The little bit back to end of cruise. - c[#c+1]=c[#c]:Translate(d_cruise/2, heading-180) - wp[#wp+1]=self:_Waypoint(#wp+1, "End of Cruise", RAT.wp.cruise, c[#wp+1], VxCruise, FLcruise) - self.waypointdescriptions[#wp]="End of Cruise" - self.waypointstatus[#wp]=RAT.status.Descent - - else - - c[#c+1]=c[#c]:Translate(d_cruise, heading) - wp[#wp+1]=self:_Waypoint(#wp+1, "End of Cruise", RAT.wp.cruise, c[#wp+1], VxCruise, FLcruise) - self.waypointdescriptions[#wp]="End of Cruise" - self.waypointstatus[#wp]=RAT.status.Descent - - end - - -- Descent (only if we acually want to land) - if landing==RAT.wp.landing then - if self.returnzone then - c[#c+1]=c[#c]:Translate(d_descent/2, heading-180) - wp[#wp+1]=self:_Waypoint(#wp+1, "Descent", RAT.wp.descent, c[#wp+1], VxDescent, FLcruise-(FLcruise-(h_holding+H_holding))/2) - self.waypointdescriptions[#wp]="Descent" - self.waypointstatus[#wp]=RAT.status.DescentHolding - else - c[#c+1]=c[#c]:Translate(d_descent/2, heading) - wp[#wp+1]=self:_Waypoint(#wp+1, "Descent", RAT.wp.descent, c[#wp+1], VxDescent, FLcruise-(FLcruise-(h_holding+H_holding))/2) - self.waypointdescriptions[#wp]="Descent" - self.waypointstatus[#wp]=RAT.status.DescentHolding - end - end - - -- Holding and final destination. - if landing==RAT.wp.landing then - - -- Holding point - c[#c+1]=Pholding - wp[#wp+1]=self:_Waypoint(#wp+1, "Holding Point", RAT.wp.holding, c[#wp+1], VxHolding, H_holding+h_holding) - self.waypointdescriptions[#wp]="Holding Point" - self.waypointstatus[#wp]=RAT.status.Holding - wpholding=#wp - - -- Final destination. - c[#c+1]=Pdestination - wp[#wp+1]=self:_Waypoint(#wp+1, "Final Destination", landing, c[#wp+1], VxFinal, H_destination, destination) - self.waypointdescriptions[#wp]="Final Destination" - self.waypointstatus[#wp]=RAT.status.Destination - - end - - -- Final Waypoint - wpfinal=#wp - - -- Fill table with waypoints. - local waypoints={} - for _,p in ipairs(wp) do - table.insert(waypoints, p) - end - - -- Some info on the route. - self:_Routeinfo(waypoints, "Waypoint info in set_route:") - - -- Return departure, destination and waypoints. - if self.returnzone then - -- We return the actual zone here because returning the departure leads to problems with commute. - return departure, destination_returnzone, waypoints, wpholding, wpfinal - else - return departure, destination, waypoints, wpholding, wpfinal - end - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Set the departure airport of the AI. If no airport name is given explicitly an airport from the coalition is chosen randomly. --- If takeoff style is set to "air", we use zones around the airports or the zones specified by user input. --- @param #RAT self --- @param #number takeoff Takeoff type. --- @return Wrapper.Airbase#AIRBASE Departure airport if spawning at airport. --- @return Core.Zone#ZONE Departure zone if spawning in air. -function RAT:_PickDeparture(takeoff) - - -- Array of possible departure airports or zones. - local departures={} - - if self.random_departure then - - -- Airports of friendly coalitions. - for _,_airport in pairs(self.airports) do - - local airport=_airport --Wrapper.Airbase#AIRBASE - - local name=airport:GetName() - if not self:_Excluded(name) then - if takeoff==RAT.wp.air then - - table.insert(departures, airport:GetZone()) -- insert zone object. - - else - - -- Check if airbase has the right terminals. - local nspots=1 - if self.termtype~=nil then - nspots=airport:GetParkingSpotsNumber(self.termtype) - end - - if nspots>0 then - table.insert(departures, airport) -- insert airport object. - end - end - end - - end - - else - - -- Destination airports or zones specified by user. - for _,name in pairs(self.departure_ports) do - - local dep=nil - if self:_AirportExists(name) then - if takeoff==RAT.wp.air then - dep=AIRBASE:FindByName(name):GetZone() - else - dep=AIRBASE:FindByName(name) - -- Check if the airport has a valid parking spot - if self.termtype~=nil and dep~=nil then - local _dep=dep --Wrapper.Airbase#AIRBASE - local nspots=_dep:GetParkingSpotsNumber(self.termtype) - if nspots==0 then - dep=nil - end - end - end - elseif self:_ZoneExists(name) then - if takeoff==RAT.wp.air then - dep=ZONE:New(name) - else - self:E(RAT.id..string.format("ERROR! Takeoff is not in air. Cannot use %s as departure.", name)) - end - else - self:E(RAT.id..string.format("ERROR: No airport or zone found with name %s.", name)) - end - - -- Add to departures table. - if dep then - table.insert(departures, dep) - end - - end - - end - - -- Info message. - self:T(RAT.id..string.format("Number of possible departures for %s= %d", self.alias, #departures)) - - -- Select departure airport or zone. - local departure=departures[math.random(#departures)] - - local text - if departure and departure:GetName() then - if takeoff==RAT.wp.air then - text=string.format("%s: Chosen departure zone: %s", self.alias, departure:GetName()) - else - text=string.format("%s: Chosen departure airport: %s (ID %d)", self.alias, departure:GetName(), departure:GetID()) - end - --MESSAGE:New(text, 30):ToAllIf(self.Debug) - self:T(RAT.id..text) - else - self:E(RAT.id..string.format("ERROR! No departure airport or zone found for %s.", self.alias)) - departure=nil - end - - return departure -end - ---- Pick destination airport or zone depending on departure position. --- @param #RAT self --- @param Wrapper.Airbase#AIRBASE departure Departure airport or zone. --- @param Core.Point#COORDINATE q Coordinate of the departure point. --- @param #number minrange Minimum range to q in meters. --- @param #number maxrange Maximum range to q in meters. --- @param #boolean random Destination is randomly selected from friendly airport (true) or from destinations specified by user input (false). --- @param #number landing Number indicating whether we land at a destination airport or fly to a zone object. --- @return Wrapper.Airbase#AIRBASE destination Destination airport or zone. -function RAT:_PickDestination(departure, q, minrange, maxrange, random, landing) - - -- Min/max range to destination. - minrange=minrange or self.mindist - maxrange=maxrange or self.maxdist - - -- All possible destinations. - local destinations={} - - if random then - - -- Airports of friendly coalitions. - for _,_airport in pairs(self.airports) do - local airport=_airport --Wrapper.Airbase#AIRBASE - local name=airport:GetName() - if self:_IsFriendly(name) and not self:_Excluded(name) and name~=departure:GetName() then - - -- Distance from departure to possible destination - local distance=q:Get2DDistance(airport:GetCoordinate()) - - -- Check if distance form departure to destination is within min/max range. - if distance>=minrange and distance<=maxrange then - if landing==RAT.wp.air then - table.insert(destinations, airport:GetZone()) -- insert zone object. - else - -- Check if the requested terminal type is available. - local nspot=1 - if self.termtype then - nspot=airport:GetParkingSpotsNumber(self.termtype) - end - if nspot>0 then - table.insert(destinations, airport) -- insert airport object. - end - end - end - end - end - - else - - -- Destination airports or zones specified by user. - for _,name in pairs(self.destination_ports) do - - -- Make sure departure and destination are not identical. - if name ~= departure:GetName() then - - local dest=nil - if self:_AirportExists(name) then - if landing==RAT.wp.air then - dest=AIRBASE:FindByName(name):GetZone() - else - dest=AIRBASE:FindByName(name) - -- Check if the requested terminal type is available. - local nspot=1 - if self.termtype then - nspot=dest:GetParkingSpotsNumber(self.termtype) - end - if nspot==0 then - dest=nil - end - end - elseif self:_ZoneExists(name) then - if landing==RAT.wp.air then - dest=ZONE:New(name) - else - self:E(RAT.id..string.format("ERROR! Landing is not in air. Cannot use zone %s as destination!", name)) - end - else - self:E(RAT.id..string.format("ERROR! No airport or zone found with name %s", name)) - end - - if dest then - -- Distance from departure to possible destination - local distance=q:Get2DDistance(dest:GetCoordinate()) - - -- Add as possible destination if zone is within range. - if distance>=minrange and distance<=maxrange then - table.insert(destinations, dest) - else - local text=string.format("Destination %s is ouside range. Distance = %5.1f km, min = %5.1f km, max = %5.1f km.", name, distance, minrange, maxrange) - self:T(RAT.id..text) - end - end - - end - end - end - - -- Info message. - self:T(RAT.id..string.format("Number of possible destinations = %s.", #destinations)) - - if #destinations > 0 then - --- Compare distance of destination airports. - -- @param Core.Point#COORDINATE a Coordinate of point a. - -- @param Core.Point#COORDINATE b Coordinate of point b. - -- @return #list Table sorted by distance. - local function compare(a,b) - local qa=q:Get2DDistance(a:GetCoordinate()) - local qb=q:Get2DDistance(b:GetCoordinate()) - return qa < qb - end - table.sort(destinations, compare) - else - destinations=nil - end - - - -- Randomly select one possible destination. - local destination - if destinations and #destinations>0 then - - -- Random selection. - destination=destinations[math.random(#destinations)] -- Wrapper.Airbase#AIRBASE - - -- Debug message. - local text - if landing==RAT.wp.air then - text=string.format("%s: Chosen destination zone: %s.", self.alias, destination:GetName()) - else - text=string.format("%s Chosen destination airport: %s (ID %d).", self.alias, destination:GetName(), destination:GetID()) - end - self:T(RAT.id..text) - --MESSAGE:New(text, 30):ToAllIf(self.Debug) - - else - self:E(RAT.id.."ERROR! No destination airport or zone found.") - destination=nil - end - - -- Return the chosen destination. - return destination - -end - ---- Find airports within a zone. --- @param #RAT self --- @param Core.Zone#ZONE zone --- @return #list Table with airport names that lie within the zone. -function RAT:_GetAirportsInZone(zone) - local airports={} - for _,airport in pairs(self.airports) do - local name=airport:GetName() - local coord=airport:GetCoordinate() - - if zone:IsPointVec3InZone(coord) then - table.insert(airports, name) - end - end - return airports -end - ---- Check if airport is excluded from possible departures and destinations. --- @param #RAT self --- @param #string port Name of airport, FARP or ship to check. --- @return #boolean true if airport is excluded and false otherwise. -function RAT:_Excluded(port) - for _,name in pairs(self.excluded_ports) do - if name==port then - return true - end - end - return false -end - ---- Check if airport is friendly, i.e. belongs to the right coalition. --- @param #RAT self --- @param #string port Name of airport, FARP or ship to check. --- @return #boolean true if airport is friendly and false otherwise. -function RAT:_IsFriendly(port) - for _,airport in pairs(self.airports) do - local name=airport:GetName() - if name==port then - return true - end - end - return false -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Get all airports of the current map. --- @param #RAT self -function RAT:_GetAirportsOfMap() - local _coalition - - for i=0,2 do -- cycle coalition.side 0=NEUTRAL, 1=RED, 2=BLUE - - -- set coalition - if i==0 then - _coalition=coalition.side.NEUTRAL - elseif i==1 then - _coalition=coalition.side.RED - elseif i==2 then - _coalition=coalition.side.BLUE - end - - -- get airbases of coalition - local ab=coalition.getAirbases(i) - - -- loop over airbases and put them in a table - for _,airbase in pairs(ab) do - - local _id=airbase:getID() - local _p=airbase:getPosition().p - local _name=airbase:getName() - local _myab=AIRBASE:FindByName(_name) - - -- Add airport to table. - table.insert(self.airports_map, _myab) - - local text="MOOSE: Airport ID = ".._myab:GetID().." and Name = ".._myab:GetName()..", Category = ".._myab:GetCategory()..", TypeName = ".._myab:GetTypeName() - self:T(RAT.id..text) - end - - end -end - ---- Get all "friendly" airports of the current map. Fills the self.airports{} table. --- @param #RAT self -function RAT:_GetAirportsOfCoalition() - for _,coalition in pairs(self.ctable) do - for _,_airport in pairs(self.airports_map) do - local airport=_airport --Wrapper.Airbase#AIRBASE - local category=airport:GetDesc().category - if airport:GetCoalition()==coalition then - -- Planes cannot land on FARPs. - --local condition1=self.category==RAT.cat.plane and airport:GetTypeName()=="FARP" - local condition1=self.category==RAT.cat.plane and category==Airbase.Category.HELIPAD - -- Planes cannot land on ships. - --local condition2=self.category==RAT.cat.plane and airport:GetCategory()==1 - local condition2=self.category==RAT.cat.plane and category==Airbase.Category.SHIP - - -- Check that airport has the requested terminal types. - -- NOT good here because we would also not allow any airport zones! - --[[ - local nspots=1 - if self.termtype then - nspots=airport:GetParkingSpotsNumber(self.termtype) - end - local condition3 = nspots==0 - ]] - - if not (condition1 or condition2) then - table.insert(self.airports, airport) - end - end - end - end - - if #self.airports==0 then - local text=string.format("No possible departure/destination airports found for RAT %s.", tostring(self.alias)) - MESSAGE:New(text, 10):ToAll() - self:E(RAT.id..text) - end -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Report status of RAT groups. --- @param #RAT self --- @param #boolean message (Optional) Send message with report to all if true. --- @param #number forID (Optional) Send message only for this ID. -function RAT:Status(message, forID) - - -- Optional arguments. - if message==nil then - message=false - end - if forID==nil then - forID=false - end - - -- Current time. - local Tnow=timer.getTime() - - -- Alive counter. - local nalive=0 - - -- Loop over all ratcraft. - for spawnindex,ratcraft in ipairs(self.ratcraft) do - - -- Get group. - local group=ratcraft.group --Wrapper.Group#GROUP - - if group and group:IsAlive() then - nalive=nalive+1 - - -- Gather some information. - local prefix=self:_GetPrefixFromGroup(group) - local life=self:_GetLife(group) - local fuel=group:GetFuel()*100.0 - local airborne=group:InAir() - local coords=group:GetCoordinate() - local alt=coords.y - --local vel=group:GetVelocityKMH() - local departure=ratcraft.departure:GetName() - local destination=ratcraft.destination:GetName() - local type=self.aircraft.type - local status=ratcraft.status - local active=ratcraft.active - local Nunits=ratcraft.nunits -- group:GetSize() - local N0units=group:GetInitialSize() - - -- Monitor time and distance on ground. - local Tg=0 - local Dg=0 - local dTlast=0 - local stationary=false --lets assume, we did move - if airborne then - -- Aircraft is airborne. - ratcraft["Tground"]=nil - ratcraft["Pground"]=nil - ratcraft["Uground"]=nil - ratcraft["Tlastcheck"]=nil - else - --Aircraft is on ground. - if ratcraft["Tground"] then - -- Aircraft was already on ground. Calculate total time on ground. - Tg=Tnow-ratcraft["Tground"] - - -- Distance on ground since last check. - Dg=coords:Get2DDistance(ratcraft["Pground"]) - - -- Time interval since last check. - dTlast=Tnow-ratcraft["Tlastcheck"] - - -- If more than Tinactive seconds passed since last check ==> check how much we moved meanwhile. - if dTlast > self.Tinactive then - - --[[ - if Dg<50 and active and status~=RAT.status.EventBirth then - stationary=true - end - ]] - - -- Loop over all units. - for _,_unit in pairs(group:GetUnits()) do - - if _unit and _unit:IsAlive() then - - -- Unit name, coord and distance since last check. - local unitname=_unit:GetName() - local unitcoord=_unit:GetCoordinate() - local Ug=unitcoord:Get2DDistance(ratcraft.Uground[unitname]) - - -- Debug info - self:T2(RAT.id..string.format("Unit %s travelled distance on ground %.1f m since %d seconds.", unitname, Ug, dTlast)) - - -- If aircraft did not move more than 50 m since last check, we call it stationary and despawn it. - -- Aircraft which are spawned uncontrolled or starting their engines are not counted. - if Ug<50 and active and status~=RAT.status.EventBirth then - stationary=true - end - - -- Update coords. - ratcraft["Uground"][unitname]=unitcoord - end - end - - -- Set the current time to know when the next check is necessary. - ratcraft["Tlastcheck"]=Tnow - ratcraft["Pground"]=coords - end - - else - -- First time we see that the aircraft is on ground. Initialize the times and position. - ratcraft["Tground"]=Tnow - ratcraft["Tlastcheck"]=Tnow - ratcraft["Pground"]=coords - ratcraft["Uground"]={} - for _,_unit in pairs(group:GetUnits()) do - local unitname=_unit:GetName() - ratcraft.Uground[unitname]=_unit:GetCoordinate() - end - end - end - - -- Monitor travelled distance since last check. - local Pn=coords - local Dtravel=Pn:Get2DDistance(ratcraft["Pnow"]) - ratcraft["Pnow"]=Pn - - -- Add up the travelled distance. - ratcraft["Distance"]=ratcraft["Distance"]+Dtravel - - -- Distance remaining to destination. - local Ddestination=Pn:Get2DDistance(ratcraft.destination:GetCoordinate()) - - -- Status report. - if (forID and spawnindex==forID) or (not forID) then - local text=string.format("ID %i of flight %s", spawnindex, prefix) - if N0units>1 then - text=text..string.format(" (%d/%d)\n", Nunits, N0units) - else - text=text.."\n" - end - if self.commute then - text=text..string.format("%s commuting between %s and %s\n", type, departure, destination) - elseif self.continuejourney then - text=text..string.format("%s travelling from %s to %s (and continueing form there)\n", type, departure, destination) - else - text=text..string.format("%s travelling from %s to %s\n", type, departure, destination) - end - text=text..string.format("Status: %s", status) - if airborne then - text=text.." [airborne]\n" - else - text=text.." [on ground]\n" - end - text=text..string.format("Fuel = %3.0f %%\n", fuel) - text=text..string.format("Life = %3.0f %%\n", life) - text=text..string.format("FL%03d = %i m ASL\n", alt/RAT.unit.FL2m, alt) - --text=text..string.format("Speed = %i km/h\n", vel) - text=text..string.format("Distance travelled = %6.1f km\n", ratcraft["Distance"]/1000) - text=text..string.format("Distance to destination = %6.1f km", Ddestination/1000) - if not airborne then - text=text..string.format("\nTime on ground = %6.0f seconds\n", Tg) - text=text..string.format("Position change = %8.1f m since %3.0f seconds.", Dg, dTlast) - end - self:T(RAT.id..text) - if message then - MESSAGE:New(text, 20):ToAll() - end - end - - -- Despawn groups if they are on ground and don't move or are damaged. - if not airborne then - - -- Despawn unit if it did not move more then 50 m in the last 180 seconds. - if stationary then - local text=string.format("Group %s is despawned after being %d seconds inaktive on ground.", self.alias, dTlast) - self:T(RAT.id..text) - self:_Despawn(group) - end - - -- Despawn group if life is < 10% and distance travelled < 100 m. - if life<10 and Dtravel<100 then - local text=string.format("Damaged group %s is despawned. Life = %3.0f", self.alias, life) - self:T(RAT.id..text) - self:_Despawn(group) - end - - end - - -- Despawn groups after they have reached their destination zones. - if ratcraft.despawnme then - - local text=string.format("Flight %s will be despawned NOW!", self.alias) - self:T(RAT.id..text) - -- Despawn old group. - if (not self.norespawn) and (not self.respawn_after_takeoff) then - local idx=self:GetSpawnIndexFromGroup(group) - local coord=group:GetCoordinate() - self:_Respawn(idx, coord, 0) - end - self:_Despawn(group, 0) - - end - - else - -- Group does not exist. - local text=string.format("Group does not exist in loop ratcraft status.") - self:T2(RAT.id..text) - end - - end - - -- Alive groups. - local text=string.format("Alive groups of %s: %d, nalive=%d/%d", self.alias, self.alive, nalive, self.ngroups) - self:T(RAT.id..text) - MESSAGE:New(text, 20):ToAllIf(message and not forID) - -end - ---- Get (relative) life of first unit of a group. --- @param #RAT self --- @param Wrapper.Group#GROUP group Group of unit. --- @return #number Life of unit in percent. -function RAT:_GetLife(group) - local life=0.0 - if group and group:IsAlive() then - local unit=group:GetUnit(1) - if unit then - life=unit:GetLife()/unit:GetLife0()*100 - else - self:T2(RAT.id.."ERROR! Unit does not exist in RAT_Getlife(). Returning zero.") - end - else - self:T2(RAT.id.."ERROR! Group does not exist in RAT_Getlife(). Returning zero.") - end - return life -end - ---- Set status of group. --- @param #RAT self --- @param Wrapper.Group#GROUP group Group. --- @param #string status Status of group. -function RAT:_SetStatus(group, status) - - if group and group:IsAlive() then - - -- Get index from groupname. - local index=self:GetSpawnIndexFromGroup(group) - - if self.ratcraft[index] then - - -- Set new status. - self.ratcraft[index].status=status - - -- No status update message for "first waypoint", "holding" - local no1 = status==RAT.status.Departure - local no2 = status==RAT.status.EventBirthAir - local no3 = status==RAT.status.Holding - - local text=string.format("Flight %s: %s.", group:GetName(), status) - self:T(RAT.id..text) - - if not (no1 or no2 or no3) then - MESSAGE:New(text, 10):ToAllIf(self.reportstatus) - end - - end - - end -end - ---- Get status of group. --- @param #RAT self --- @param Wrapper.Group#GROUP group Group. --- @return #string status Status of group. -function RAT:GetStatus(group) - - if group and group:IsAlive() then - - -- Get index from groupname. - local index=self:GetSpawnIndexFromGroup(group) - - if self.ratcraft[index] then - - -- Set new status. - return self.ratcraft[index].status - - end - - end - - return "nonexistant" -end - - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Function is executed when a unit is spawned. --- @param #RAT self --- @param Core.Event#EVENTDATA EventData -function RAT:_OnBirth(EventData) - self:F3(EventData) - self:T3(RAT.id.."Captured event birth!") - - local SpawnGroup = EventData.IniGroup --Wrapper.Group#GROUP - - if SpawnGroup then - - -- Get the template name of the group. This can be nil if this was not a spawned group. - local EventPrefix = self:_GetPrefixFromGroup(SpawnGroup) - - if EventPrefix then - - -- Check that the template name actually belongs to this object. - if EventPrefix == self.alias then - - local text="Event: Group "..SpawnGroup:GetName().." was born." - self:T(RAT.id..text) - - -- Set status. - local status="unknown in birth" - if SpawnGroup:InAir() then - status=RAT.status.EventBirthAir - elseif self.uncontrolled then - status=RAT.status.Uncontrolled - else - status=RAT.status.EventBirth - end - self:_SetStatus(SpawnGroup, status) - - -- Get some info ablout this flight. - local i=self:GetSpawnIndexFromGroup(SpawnGroup) - local _departure=self.ratcraft[i].departure:GetName() - local _destination=self.ratcraft[i].destination:GetName() - local _nrespawn=self.ratcraft[i].nrespawn - local _takeoff=self.ratcraft[i].takeoff - local _landing=self.ratcraft[i].landing - local _livery=self.ratcraft[i].livery - - -- Some is only useful for an actual airbase (not a zone). - local _airbase=AIRBASE:FindByName(_departure) - - -- Check if aircraft group was accidentally spawned on the runway. - -- This can happen due to no parking slots available and other DCS bugs. - local onrunway=false - if _airbase then - -- Check that we did not want to spawn at a runway or in air. - if self.checkonrunway and _takeoff ~= RAT.wp.runway and _takeoff ~= RAT.wp.air then - onrunway=_airbase:CheckOnRunWay(SpawnGroup, self.onrunwayradius, false) - end - end - - -- Workaround if group was spawned on runway. - if onrunway then - - -- Error message. - local text=string.format("ERROR: RAT group of %s was spawned on runway. Group #%d will be despawned immediately!", self.alias, i) - MESSAGE:New(text,30):ToAllIf(self.Debug) - self:E(RAT.id..text) - if self.Debug then - SpawnGroup:FlareRed() - end - - -- Despawn the group. - self:_Despawn(SpawnGroup) - - -- Try to respawn the group if there is at least another airport or random airport selection is used. - if (self.Ndeparture_Airports>=2 or self.random_departure) and _nrespawn new state %s.", SpawnGroup:GetName(), currentstate, status) - self:T(RAT.id..text) - - -- Respawn group. - local idx=self:GetSpawnIndexFromGroup(SpawnGroup) - local coord=SpawnGroup:GetCoordinate() - self:_Respawn(idx, coord) - end - - -- Despawn group. - text="Event: Group "..SpawnGroup:GetName().." will be destroyed now." - self:T(RAT.id..text) - self:_Despawn(SpawnGroup) - - end - - end - end - - else - self:T2(RAT.id.."ERROR: Group does not exist in RAT:_OnEngineShutdown().") - end -end - ---- Function is executed when a unit is hit. --- @param #RAT self --- @param Core.Event#EVENTDATA EventData -function RAT:_OnHit(EventData) - self:F3(EventData) - self:T(RAT.id..string.format("Captured event Hit by %s! Initiator %s. Target %s", self.alias, tostring(EventData.IniUnitName), tostring(EventData.TgtUnitName))) - - local SpawnGroup = EventData.TgtGroup --Wrapper.Group#GROUP - - if SpawnGroup then - - -- Get the template name of the group. This can be nil if this was not a spawned group. - local EventPrefix = self:_GetPrefixFromGroup(SpawnGroup) - - -- Check that the template name actually belongs to this object. - if EventPrefix and EventPrefix == self.alias then - -- Debug info. - self:T(RAT.id..string.format("Event: Group %s was hit. Unit %s.", SpawnGroup:GetName(), tostring(EventData.TgtUnitName))) - - local text=string.format("%s, unit %s was hit!", self.alias, EventData.TgtUnitName) - MESSAGE:New(text, 10):ToAllIf(self.reportstatus or self.Debug) - end - end -end - ---- Function is executed when a unit is dead or crashes. --- @param #RAT self --- @param Core.Event#EVENTDATA EventData -function RAT:_OnDeadOrCrash(EventData) - self:F3(EventData) - self:T3(RAT.id.."Captured event DeadOrCrash!") - - local SpawnGroup = EventData.IniGroup --Wrapper.Group#GROUP - - if SpawnGroup then - - -- Get the template name of the group. This can be nil if this was not a spawned group. - local EventPrefix = self:_GetPrefixFromGroup(SpawnGroup) - - if EventPrefix then - - -- Check that the template name actually belongs to this object. - if EventPrefix == self.alias then - - -- Decrease group alive counter. - self.alive=self.alive-1 - - -- Debug info. - local text=string.format("Event: Group %s crashed or died. Alive counter = %d.", SpawnGroup:GetName(), self.alive) - self:T(RAT.id..text) - - -- Split crash and dead events. - if EventData.id == world.event.S_EVENT_CRASH then - - -- Call crash event. This handles when a group crashed or - self:_OnCrash(EventData) - - elseif EventData.id == world.event.S_EVENT_DEAD then - - -- Call dead event. - self:_OnDead(EventData) - - end - end - end - end -end - ---- Function is executed when a unit is dead. --- @param #RAT self --- @param Core.Event#EVENTDATA EventData -function RAT:_OnDead(EventData) - self:F3(EventData) - self:T3(RAT.id.."Captured event Dead!") - - local SpawnGroup = EventData.IniGroup --Wrapper.Group#GROUP - - if SpawnGroup then - - -- Get the template name of the group. This can be nil if this was not a spawned group. - local EventPrefix = self:_GetPrefixFromGroup(SpawnGroup) - - if EventPrefix then - - -- Check that the template name actually belongs to this object. - if EventPrefix == self.alias then - - local text=string.format("Event: Group %s died. Unit %s.", SpawnGroup:GetName(), EventData.IniUnitName) - self:T(RAT.id..text) - - -- Set status. - local status=RAT.status.EventDead - self:_SetStatus(SpawnGroup, status) - - end - end - - else - self:T2(RAT.id.."ERROR: Group does not exist in RAT:_OnDead().") - end -end - ---- Function is executed when a unit crashes. --- @param #RAT self --- @param Core.Event#EVENTDATA EventData -function RAT:_OnCrash(EventData) - self:F3(EventData) - self:T3(RAT.id.."Captured event Crash!") - - local SpawnGroup = EventData.IniGroup --Wrapper.Group#GROUP - - if SpawnGroup then - - -- Get the template name of the group. This can be nil if this was not a spawned group. - local EventPrefix = self:_GetPrefixFromGroup(SpawnGroup) - - -- Check that the template name actually belongs to this object. - if EventPrefix and EventPrefix == self.alias then - - -- Update number of alive units in the group. - local _i=self:GetSpawnIndexFromGroup(SpawnGroup) - self.ratcraft[_i].nunits=self.ratcraft[_i].nunits-1 - local _n=self.ratcraft[_i].nunits - local _n0=SpawnGroup:GetInitialSize() - - -- Debug info. - local text=string.format("Event: Group %s crashed. Unit %s. Units still alive %d of %d.", SpawnGroup:GetName(), EventData.IniUnitName, _n, _n0) - self:T(RAT.id..text) - - -- Set status. - local status=RAT.status.EventCrash - self:_SetStatus(SpawnGroup, status) - - -- Respawn group if all units are dead. - if _n==0 and self.respawn_after_crash and not self.norespawn then - local text=string.format("No units left of group %s. Group will be respawned now.", SpawnGroup:GetName()) - self:T(RAT.id..text) - -- Respawn group. - local idx=self:GetSpawnIndexFromGroup(SpawnGroup) - local coord=SpawnGroup:GetCoordinate() - self:_Respawn(idx, coord) - end - - end - - else - if self.Debug then - self:E(RAT.id.."ERROR: Group does not exist in RAT:_OnCrash().") - end - end -end - ---- Despawn unit. Unit gets destoyed and group is set to nil. --- Index of ratcraft array is taken from spawned group name. --- @param #RAT self --- @param Wrapper.Group#GROUP group Group to be despawned. --- @param #number delay Delay in seconds before the despawn happens. -function RAT:_Despawn(group, delay) - - if group ~= nil then - - -- Get spawnindex of group. - local index=self:GetSpawnIndexFromGroup(group) - - if index ~= nil then - - self.ratcraft[index].group=nil - self.ratcraft[index]["status"]="Dead" - - --TODO: Maybe here could be some more arrays deleted? - --TODO: Somehow this causes issues. - --[[ - --self.ratcraft[index]["group"]=group - self.ratcraft[index]["destination"]=nil - self.ratcraft[index]["departure"]=nil - self.ratcraft[index]["waypoints"]=nil - self.ratcraft[index]["airborne"]=nil - self.ratcraft[index]["Tground"]=nil - self.ratcraft[index]["Pground"]=nil - self.ratcraft[index]["Tlastcheck"]=nil - self.ratcraft[index]["P0"]=nil - self.ratcraft[index]["Pnow"]=nil - self.ratcraft[index]["Distance"]=nil - self.ratcraft[index].takeoff=nil - self.ratcraft[index].landing=nil - self.ratcraft[index].wpholding=nil - self.ratcraft[index].wpfinal=nil - self.ratcraft[index].active=false - self.ratcraft[index]["status"]=nil - self.ratcraft[index].livery=nil - self.ratcraft[index].despawnme=nil - self.ratcraft[index].nrespawn=nil - ]] - -- Remove ratcraft table entry. - --table.remove(self.ratcraft, index) - - - -- We should give it at least 3 sec since this seems to be the time until free parking spots after despawn are available again (Sirri Island test). - local despawndelay=0 - if delay then - -- Explicitly requested delay time. - despawndelay=delay - elseif self.respawn_delay then - -- Despawn afer respawn_delay. Actual respawn happens in +3 seconds to allow for free parking. - despawndelay=self.respawn_delay - end - - -- This will destroy the DCS group and create a single DEAD event. - --if despawndelay>0.5 then - self:T(RAT.id..string.format("%s delayed despawn in %.1f seconds.", self.alias, despawndelay)) - SCHEDULER:New(nil, self._Destroy, {self, group}, despawndelay) - --else - --self:_Destroy(group) - --end - - -- Remove submenu for this group. - if self.f10menu and self.SubMenuName ~= nil then - self.Menu[self.SubMenuName]["groups"][index]:Remove() - end - - end - end -end - ---- Destroys the RAT DCS group and all of its DCS units. --- Note that this raises a DEAD event at run-time. --- So all event listeners will catch the DEAD event of this DCS group. --- @param #RAT self --- @param Wrapper.Group#GROUP group The RAT group to be destroyed. -function RAT:_Destroy(group) - self:F2(group) - - local DCSGroup = group:GetDCSObject() -- DCS#Group - - if DCSGroup and DCSGroup:isExist() then - - -- Cread one single Dead event and delete units from database. - local triggerdead=true - for _,DCSUnit in pairs(DCSGroup:getUnits()) do - - -- Dead event. - if DCSUnit then - if triggerdead then - self:_CreateEventDead(timer.getTime(), DCSUnit) - triggerdead=false - end - - -- Delete from data base. - _DATABASE:DeleteUnit(DCSUnit:getName()) - end - end - - -- Destroy DCS group. - DCSGroup:destroy() - DCSGroup = nil - end - - return nil -end - ---- Create a Dead event. --- @param #RAT self --- @param DCS#Time EventTime The time stamp of the event. --- @param DCS#Object Initiator The initiating object of the event. -function RAT:_CreateEventDead(EventTime, Initiator) - self:F( { EventTime, Initiator } ) - - local Event = { - id = world.event.S_EVENT_DEAD, - time = EventTime, - initiator = Initiator, - } - - world.onEvent( Event ) -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Create a waypoint that can be used with the Route command. --- @param #RAT self --- @param #number index Running index of waypoints. Starts with 1 which is normally departure/spawn waypoint. --- @param #string description Descrition of Waypoint. --- @param #number Type Type of waypoint. --- @param Core.Point#COORDINATE Coord 3D coordinate of the waypoint. --- @param #number Speed Speed in m/s. --- @param #number Altitude Altitude in m. --- @param Wrapper.Airbase#AIRBASE Airport Airport of object to spawn. --- @return #table Waypoints for DCS task route or spawn template. -function RAT:_Waypoint(index, description, Type, Coord, Speed, Altitude, Airport) - - -- Altitude of input parameter or y-component of 3D-coordinate. - local _Altitude=Altitude or Coord.y - - -- Land height at given coordinate. - local Hland=Coord:GetLandHeight() - - -- convert type and action in DCS format - local _Type=nil - local _Action=nil - local _alttype="RADIO" - - if Type==RAT.wp.cold then - -- take-off with engine off - _Type="TakeOffParking" - _Action="From Parking Area" - _Altitude = 10 - _alttype="RADIO" - elseif Type==RAT.wp.hot then - -- take-off with engine on - _Type="TakeOffParkingHot" - _Action="From Parking Area Hot" - _Altitude = 10 - _alttype="RADIO" - elseif Type==RAT.wp.runway then - -- take-off from runway - _Type="TakeOff" - _Action="From Parking Area" - _Altitude = 10 - _alttype="RADIO" - elseif Type==RAT.wp.air then - -- air start - _Type="Turning Point" - _Action="Turning Point" - _alttype="BARO" - elseif Type==RAT.wp.climb then - _Type="Turning Point" - _Action="Turning Point" - _alttype="BARO" - elseif Type==RAT.wp.cruise then - _Type="Turning Point" - _Action="Turning Point" - _alttype="BARO" - elseif Type==RAT.wp.descent then - _Type="Turning Point" - _Action="Turning Point" - _alttype="BARO" - elseif Type==RAT.wp.holding then - _Type="Turning Point" - _Action="Turning Point" - --_Action="Fly Over Point" - _alttype="BARO" - elseif Type==RAT.wp.landing then - _Type="Land" - _Action="Landing" - _Altitude = 10 - _alttype="RADIO" - elseif Type==RAT.wp.finalwp then - _Type="Turning Point" - --_Action="Fly Over Point" - _Action="Turning Point" - _alttype="BARO" - else - self:E(RAT.id.."ERROR: Unknown waypoint type in RAT:Waypoint() function!") - _Type="Turning Point" - _Action="Turning Point" - _alttype="RADIO" - end - - -- some debug info about input parameters - local text=string.format("\n******************************************************\n") - text=text..string.format("Waypoint = %d\n", index) - text=text..string.format("Template = %s\n", self.SpawnTemplatePrefix) - text=text..string.format("Alias = %s\n", self.alias) - text=text..string.format("Type: %i - %s\n", Type, _Type) - text=text..string.format("Action: %s\n", _Action) - text=text..string.format("Coord: x = %6.1f km, y = %6.1f km, alt = %6.1f m\n", Coord.x/1000, Coord.z/1000, Coord.y) - text=text..string.format("Speed = %6.1f m/s = %6.1f km/h = %6.1f knots\n", Speed, Speed*3.6, Speed*1.94384) - text=text..string.format("Land = %6.1f m ASL\n", Hland) - text=text..string.format("Altitude = %6.1f m (%s)\n", _Altitude, _alttype) - if Airport then - if Type==RAT.wp.air then - text=text..string.format("Zone = %s\n", Airport:GetName()) - else - --text=text..string.format("Airport = %s with ID %i\n", Airport:GetName(), Airport:GetID()) - text=text..string.format("Airport = %s\n", Airport:GetName()) - end - else - text=text..string.format("No airport/zone specified\n") - end - text=text.."******************************************************\n" - self:T2(RAT.id..text) - - -- define waypoint - local RoutePoint = {} - -- coordinates and altitude - RoutePoint.x = Coord.x - RoutePoint.y = Coord.z - RoutePoint.alt = _Altitude - -- altitude type: BARO=ASL or RADIO=AGL - RoutePoint.alt_type = _alttype - -- type - RoutePoint.type = _Type - RoutePoint.action = _Action - -- speed in m/s - RoutePoint.speed = Speed - RoutePoint.speed_locked = true - -- ETA (not used) - RoutePoint.ETA=nil - RoutePoint.ETA_locked = false - -- waypoint description - RoutePoint.name=description - - if (Airport~=nil) and (Type~=RAT.wp.air) then - local AirbaseID = Airport:GetID() - local AirbaseCategory = Airport:GetDesc().category - if AirbaseCategory == Airbase.Category.SHIP then - RoutePoint.linkUnit = AirbaseID - RoutePoint.helipadId = AirbaseID - elseif AirbaseCategory == Airbase.Category.HELIPAD then - RoutePoint.linkUnit = AirbaseID - RoutePoint.helipadId = AirbaseID - elseif AirbaseCategory == Airbase.Category.AIRDROME then - RoutePoint.airdromeId = AirbaseID - else - self:T(RAT.id.."Unknown Airport category in _Waypoint()!") - end - end - -- properties - RoutePoint.properties = { - ["vnav"] = 1, - ["scale"] = 0, - ["angle"] = 0, - ["vangle"] = 0, - ["steer"] = 2, - } - -- tasks - local TaskCombo = {} - local TaskHolding = self:_TaskHolding({x=Coord.x, y=Coord.z}, Altitude, Speed, self:_Randomize(90,0.9)) - local TaskWaypoint = self:_TaskFunction("RAT._WaypointFunction", self, index) - - RoutePoint.task = {} - RoutePoint.task.id = "ComboTask" - RoutePoint.task.params = {} - - TaskCombo[#TaskCombo+1]=TaskWaypoint - if Type==RAT.wp.holding then - TaskCombo[#TaskCombo+1]=TaskHolding - end - - RoutePoint.task.params.tasks = TaskCombo - - -- Return waypoint. - return RoutePoint -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Provide information about the assigned flightplan. --- @param #RAT self --- @param #table waypoints Waypoints of the flight plan. --- @param #string comment Some comment to identify the provided information. --- @return #number total Total route length in meters. -function RAT:_Routeinfo(waypoints, comment) - local text=string.format("\n******************************************************\n") - text=text..string.format("Template = %s\n", self.SpawnTemplatePrefix) - if comment then - text=text..comment.."\n" - end - text=text..string.format("Number of waypoints = %i\n", #waypoints) - -- info on coordinate and altitude - for i=1,#waypoints do - local p=waypoints[i] - text=text..string.format("WP #%i: x = %6.1f km, y = %6.1f km, alt = %6.1f m %s\n", i-1, p.x/1000, p.y/1000, p.alt, self.waypointdescriptions[i]) - end - -- info on distance between waypoints - local total=0.0 - for i=1,#waypoints-1 do - local point1=waypoints[i] - local point2=waypoints[i+1] - local x1=point1.x - local y1=point1.y - local x2=point2.x - local y2=point2.y - local d=math.sqrt((x1-x2)^2 + (y1-y2)^2) - local heading=self:_Course(point1, point2) - total=total+d - text=text..string.format("Distance from WP %i-->%i = %6.1f km. Heading = %03d : %s - %s\n", i-1, i, d/1000, heading, self.waypointdescriptions[i], self.waypointdescriptions[i+1]) - end - text=text..string.format("Total distance = %6.1f km\n", total/1000) - text=text..string.format("******************************************************\n") - - -- Debug info. - self:T2(RAT.id..text) - - -- return total route length in meters - return total -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Orbit at a specified position at a specified alititude with a specified speed. --- @param #RAT self --- @param DCS#Vec2 P1 The point to hold the position. --- @param #number Altitude The altitude ASL at which to hold the position. --- @param #number Speed The speed flying when holding the position in m/s. --- @param #number Duration Duration of holding pattern in seconds. --- @return DCS#Task DCSTask -function RAT:_TaskHolding(P1, Altitude, Speed, Duration) - - --local LandHeight = land.getHeight(P1) - - --TODO: randomize P1 - -- Second point is 3 km north of P1 and 200 m for helos. - local dx=3000 - local dy=0 - if self.category==RAT.cat.heli then - dx=200 - dy=0 - end - - local P2={} - P2.x=P1.x+dx - P2.y=P1.y+dy - local Task = { - id = 'Orbit', - params = { - pattern = AI.Task.OrbitPattern.RACE_TRACK, - --pattern = AI.Task.OrbitPattern.CIRCLE, - point = P1, - point2 = P2, - speed = Speed, - altitude = Altitude - } - } - - local DCSTask={} - DCSTask.id="ControlledTask" - DCSTask.params={} - DCSTask.params.task=Task - - if self.ATCswitch then - -- Set stop condition for holding. Either flag=1 or after max. X min holding. - local userflagname=string.format("%s#%03d", self.alias, self.SpawnIndex+1) - local maxholdingduration=60*120 - DCSTask.params.stopCondition={userFlag=userflagname, userFlagValue=1, duration=maxholdingduration} - else - DCSTask.params.stopCondition={duration=Duration} - end - - return DCSTask -end - ---- Function which is called after passing every waypoint. Info on waypoint is given and special functions are executed. --- @param Core.Group#GROUP group Group of aircraft. --- @param #RAT rat RAT object. --- @param #number wp Waypoint index. Running number of the waypoints. Determines the actions to be executed. -function RAT._WaypointFunction(group, rat, wp) - - -- Current time and Spawnindex. - local Tnow=timer.getTime() - local sdx=rat:GetSpawnIndexFromGroup(group) - - -- Departure and destination names. - local departure=rat.ratcraft[sdx].departure:GetName() - local destination=rat.ratcraft[sdx].destination:GetName() - local landing=rat.ratcraft[sdx].landing - local WPholding=rat.ratcraft[sdx].wpholding - local WPfinal=rat.ratcraft[sdx].wpfinal - - - -- For messages - local text - - -- Info on passing waypoint. - text=string.format("Flight %s passing waypoint #%d %s.", group:GetName(), wp, rat.waypointdescriptions[wp]) - BASE.T(rat, RAT.id..text) - - -- New status. - local status=rat.waypointstatus[wp] - rat:_SetStatus(group, status) - - if wp==WPholding then - - -- Aircraft arrived at holding point - text=string.format("Flight %s to %s ATC: Holding and awaiting landing clearance.", group:GetName(), destination) - MESSAGE:New(text, 10):ToAllIf(rat.reportstatus) - - -- Register aircraft at ATC. - if rat.ATCswitch then - if rat.f10menu then - MENU_MISSION_COMMAND:New("Clear for landing", rat.Menu[rat.SubMenuName].groups[sdx], rat.ClearForLanding, rat, group:GetName()) - end - rat._ATCRegisterFlight(rat, group:GetName(), Tnow) - end - end - - if wp==WPfinal then - text=string.format("Flight %s arrived at final destination %s.", group:GetName(), destination) - MESSAGE:New(text, 10):ToAllIf(rat.reportstatus) - BASE.T(rat, RAT.id..text) - - if landing==RAT.wp.air then - text=string.format("Activating despawn switch for flight %s! Group will be detroyed soon.", group:GetName()) - MESSAGE:New(text, 10):ToAllIf(rat.Debug) - BASE.T(rat, RAT.id..text) - -- Enable despawn switch. Next time the status function is called, the aircraft will be despawned. - rat.ratcraft[sdx].despawnme=true - end - end -end - ---- Task function. --- @param #RAT self --- @param #string FunctionString Name of the function to be called. -function RAT:_TaskFunction(FunctionString, ... ) - self:F2({FunctionString, arg}) - - local DCSTask - local ArgumentKey - - -- Templatename and anticipated name the group will get - local templatename=self.templategroup:GetName() - local groupname=self:_AnticipatedGroupName() - - local DCSScript = {} - DCSScript[#DCSScript+1] = "local MissionControllable = GROUP:FindByName(\""..groupname.."\") " - DCSScript[#DCSScript+1] = "local RATtemplateControllable = GROUP:FindByName(\""..templatename.."\") " - - if arg and arg.n > 0 then - ArgumentKey = '_' .. tostring(arg):match("table: (.*)") - self.templategroup:SetState(self.templategroup, ArgumentKey, arg) - DCSScript[#DCSScript+1] = "local Arguments = RATtemplateControllable:GetState(RATtemplateControllable, '" .. ArgumentKey .. "' ) " - DCSScript[#DCSScript+1] = FunctionString .. "( MissionControllable, unpack( Arguments ) )" - else - DCSScript[#DCSScript+1] = FunctionString .. "( MissionControllable )" - end - - DCSTask = self.templategroup:TaskWrappedAction(self.templategroup:CommandDoScript(table.concat(DCSScript))) - - return DCSTask -end - ---- Anticipated group name from alias and spawn index. --- @param #RAT self --- @param #number index Spawnindex of group if given or self.SpawnIndex+1 by default. --- @return #string Name the group will get after it is spawned. -function RAT:_AnticipatedGroupName(index) - local index=index or self.SpawnIndex+1 - return string.format("%s#%03d", self.alias, index) -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Randomly activates an uncontrolled aircraft. --- @param #RAT self -function RAT:_ActivateUncontrolled() - self:F() - - -- Spawn indices of uncontrolled inactive aircraft. - local idx={} - local rat={} - - -- Number of active aircraft. - local nactive=0 - - -- Loop over RAT groups and count the active ones. - for spawnindex,ratcraft in pairs(self.ratcraft) do - - local group=ratcraft.group --Wrapper.Group#GROUP - - if group and group:IsAlive() then - - local text=string.format("Uncontrolled: Group = %s (spawnindex = %d), active = %s.", ratcraft.group:GetName(), spawnindex, tostring(ratcraft.active)) - self:T2(RAT.id..text) - - if ratcraft.active then - nactive=nactive+1 - else - table.insert(idx, spawnindex) - end - - end - end - - -- Debug message. - local text=string.format("Uncontrolled: Ninactive = %d, Nactive = %d (of max %d).", #idx, nactive, self.activate_max) - self:T(RAT.id..text) - - if #idx>0 and nactive Less effort. - self:T(RAT.id..string.format("Group %s is spawned on farp/ship/runway %s.", self.alias, departure:GetName())) - nfree=departure:GetFreeParkingSpotsNumber(termtype, true) - spots=departure:GetFreeParkingSpotsTable(termtype, true) - elseif parkingdata~=nil then - -- Parking data explicitly set by user as input parameter. - nfree=#parkingdata - spots=parkingdata - else - -- Helo is spawned. - if self.category==RAT.cat.heli then - if termtype==nil then - -- Try exclusive helo spots first. - self:T(RAT.id..string.format("Helo group %s is spawned at %s using terminal type %d.", self.alias, departure:GetName(), AIRBASE.TerminalType.HelicopterOnly)) - spots=departure:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterOnly, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits) - nfree=#spots - if nfree=1 then - - -- All units get the same spot. DCS takes care of the rest. - for i=1,nunits do - table.insert(parkingspots, spots[1].Coordinate) - table.insert(parkingindex, spots[1].TerminalID) - end - -- This is actually used... - PointVec3=spots[1].Coordinate - - else - -- If there is absolutely not spot ==> air start! - _notenough=true - end - - elseif spawnonairport then - - if nfree>=nunits then - - for i=1,nunits do - table.insert(parkingspots, spots[i].Coordinate) - table.insert(parkingindex, spots[i].TerminalID) - end - - else - -- Not enough spots for the whole group ==> air start! - _notenough=true - end - end - - -- Not enough spots ==> Prepare airstart. - if _notenough then - - if self.respawn_inair and not self.SpawnUnControlled then - self:E(RAT.id..string.format("WARNING: Group %s has no parking spots at %s ==> air start!", self.SpawnTemplatePrefix, departure:GetName())) - - -- Not enough parking spots at the airport ==> Spawn in air. - spawnonground=false - spawnonship=false - spawnonfarp=false - spawnonrunway=false - - -- Set waypoint type/action to turning point. - waypoints[1].type = GROUPTEMPLATE.Takeoff[GROUP.Takeoff.Air][1] -- type = Turning Point - waypoints[1].action = GROUPTEMPLATE.Takeoff[GROUP.Takeoff.Air][2] -- action = Turning Point - - -- Adjust altitude to be 500-1000 m above the airbase. - PointVec3.x=PointVec3.x+math.random(-1500,1500) - PointVec3.z=PointVec3.z+math.random(-1500,1500) - if self.category==RAT.cat.heli then - PointVec3.y=PointVec3:GetLandHeight()+math.random(100,1000) - else - -- Randomize position so that multiple AC wont be spawned on top even in air. - PointVec3.y=PointVec3:GetLandHeight()+math.random(500,3000) - end - else - self:E(RAT.id..string.format("WARNING: Group %s has no parking spots at %s ==> No emergency air start or uncontrolled spawning ==> No spawn!", self.SpawnTemplatePrefix, departure:GetName())) - return nil - end - end - - else - - -- Air start requested initially! - - --PointVec3.y is already set from first waypoint here! - - end - - ---- new - - -- Translate the position of the Group Template to the Vec3. - for UnitID = 1, nunits do - - -- Template of the current unit. - local UnitTemplate = SpawnTemplate.units[UnitID] - - -- Tranlate position and preserve the relative position/formation of all aircraft. - local SX = UnitTemplate.x - local SY = UnitTemplate.y - local BX = SpawnTemplate.route.points[1].x - local BY = SpawnTemplate.route.points[1].y - local TX = PointVec3.x + (SX-BX) - local TY = PointVec3.z + (SY-BY) - - if spawnonground then - - -- Sh�ps and FARPS seem to have a build in queue. - if spawnonship or spawnonfarp or spawnonrunway or automatic then - self:T(RAT.id..string.format("RAT group %s spawning at farp, ship or runway %s.", self.alias, departure:GetName())) - - -- Spawn on ship. We take only the position of the ship. - SpawnTemplate.units[UnitID].x = PointVec3.x --TX - SpawnTemplate.units[UnitID].y = PointVec3.z --TY - SpawnTemplate.units[UnitID].alt = PointVec3.y - else - self:T(RAT.id..string.format("RAT group %s spawning at airbase %s on parking spot id %d", self.alias, departure:GetName(), parkingindex[UnitID])) - - -- Get coordinates of parking spot. - SpawnTemplate.units[UnitID].x = parkingspots[UnitID].x - SpawnTemplate.units[UnitID].y = parkingspots[UnitID].z - SpawnTemplate.units[UnitID].alt = parkingspots[UnitID].y - end - - else - self:T(RAT.id..string.format("RAT group %s spawning in air at %s.", self.alias, departure:GetName())) - - -- Spawn in air as requested initially. Original template orientation is perserved, altitude is already correctly set. - SpawnTemplate.units[UnitID].x = TX - SpawnTemplate.units[UnitID].y = TY - SpawnTemplate.units[UnitID].alt = PointVec3.y - end - - -- Place marker at spawn position. - if self.Debug then - local unitspawn=COORDINATE:New(SpawnTemplate.units[UnitID].x, SpawnTemplate.units[UnitID].alt, SpawnTemplate.units[UnitID].y) - unitspawn:MarkToAll(string.format("RAT %s Spawnplace unit #%d", self.alias, UnitID)) - end - - -- Parking spot id. - UnitTemplate.parking = nil - UnitTemplate.parking_id = nil - if parkingindex[UnitID] and not automatic then - UnitTemplate.parking = parkingindex[UnitID] - end - - -- Debug info. - self:T2(RAT.id..string.format("RAT group %s unit number %d: Parking = %s",self.alias, UnitID, tostring(UnitTemplate.parking))) - self:T2(RAT.id..string.format("RAT group %s unit number %d: Parking ID = %s",self.alias, UnitID, tostring(UnitTemplate.parking_id))) - - - -- Set initial heading. - SpawnTemplate.units[UnitID].heading = heading - SpawnTemplate.units[UnitID].psi = -heading - - -- Set livery (will be the same for all units of the group). - if livery then - SpawnTemplate.units[UnitID].livery_id = livery - end - - -- Set type of aircraft. - if self.actype then - SpawnTemplate.units[UnitID]["type"] = self.actype - end - - -- Set AI skill. - SpawnTemplate.units[UnitID]["skill"] = self.skill - - -- Onboard number. - if self.onboardnum then - SpawnTemplate.units[UnitID]["onboard_num"] = string.format("%s%d%02d", self.onboardnum, (self.SpawnIndex-1)%10, (self.onboardnum0-1)+UnitID) - end - - -- Modify coaltion and country of template. - SpawnTemplate.CoalitionID=self.coalition - if self.country then - SpawnTemplate.CountryID=self.country - end - - end - - -- Copy waypoints into spawntemplate. By this we avoid the nasty DCS "landing bug" :) - for i,wp in ipairs(waypoints) do - SpawnTemplate.route.points[i]=wp - end - - -- Also modify x,y of the template. Not sure why. - SpawnTemplate.x = PointVec3.x - SpawnTemplate.y = PointVec3.z - - -- Enable/disable radio. Same as checking the COMM box in the ME - if self.radio then - SpawnTemplate.communication=self.radio - end - - -- Set radio frequency and modulation. - if self.frequency then - SpawnTemplate.frequency=self.frequency - end - if self.modulation then - SpawnTemplate.modulation=self.modulation - end - - -- Debug output. - self:T(SpawnTemplate) - end - end - - return true -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Initializes the ATC arrays and starts schedulers. --- @param #RAT self --- @param #table airports_map List of all airports of the map. -function RAT:_ATCInit(airports_map) - if not RAT.ATC.init then - local text - text="Starting RAT ATC.\nSimultanious = "..RAT.ATC.Nclearance.."\n".."Delay = "..RAT.ATC.delay - self:T(RAT.id..text) - RAT.ATC.init=true - for _,ap in pairs(airports_map) do - local name=ap:GetName() - RAT.ATC.airport[name]={} - RAT.ATC.airport[name].queue={} - RAT.ATC.airport[name].busy=false - RAT.ATC.airport[name].onfinal={} - RAT.ATC.airport[name].Nonfinal=0 - RAT.ATC.airport[name].traffic=0 - RAT.ATC.airport[name].Tlastclearance=nil - end - SCHEDULER:New(nil, RAT._ATCCheck, {self}, 5, 15) - SCHEDULER:New(nil, RAT._ATCStatus, {self}, 5, 60) - RAT.ATC.T0=timer.getTime() - end -end - ---- Adds andd initializes a new flight after it was spawned. --- @param #RAT self --- @param #string name Group name of the flight. --- @param #string dest Name of the destination airport. -function RAT:_ATCAddFlight(name, dest) - self:T(string.format("%sATC %s: Adding flight %s with destination %s.", RAT.id, dest, name, dest)) - RAT.ATC.flight[name]={} - RAT.ATC.flight[name].destination=dest - RAT.ATC.flight[name].Tarrive=-1 - RAT.ATC.flight[name].holding=-1 - RAT.ATC.flight[name].Tonfinal=-1 -end - ---- Deletes a flight from ATC lists after it landed. --- @param #RAT self --- @param #table t Table. --- @param #string entry Flight name which shall be deleted. -function RAT:_ATCDelFlight(t,entry) - for k,_ in pairs(t) do - if k==entry then - t[entry]=nil - end - end -end - ---- Registers a flight once it is near its holding point at the final destination. --- @param #RAT self --- @param #string name Group name of the flight. --- @param #number time Time the fight first registered. -function RAT:_ATCRegisterFlight(name, time) - self:T(RAT.id.."Flight ".. name.." registered at ATC for landing clearance.") - RAT.ATC.flight[name].Tarrive=time - RAT.ATC.flight[name].holding=0 -end - - ---- ATC status report about flights. --- @param #RAT self -function RAT:_ATCStatus() - - -- Current time. - local Tnow=timer.getTime() - - for name,_ in pairs(RAT.ATC.flight) do - - -- Holding time at destination. - local hold=RAT.ATC.flight[name].holding - local dest=RAT.ATC.flight[name].destination - - if hold >= 0 then - - -- Some string whether the runway is busy or not. - local busy="Runway state is unknown" - if RAT.ATC.airport[dest].Nonfinal>0 then - busy="Runway is occupied by "..RAT.ATC.airport[dest].Nonfinal - else - busy="Runway is currently clear" - end - - -- Aircraft is holding. - local text=string.format("ATC %s: Flight %s is holding for %i:%02d. %s.", dest, name, hold/60, hold%60, busy) - self:T(RAT.id..text) - - elseif hold==RAT.ATC.onfinal then - - -- Aircarft is on final approach for landing. - local Tfinal=Tnow-RAT.ATC.flight[name].Tonfinal - - local text=string.format("ATC %s: Flight %s is on final. Waiting %i:%02d for landing event.", dest, name, Tfinal/60, Tfinal%60) - self:T(RAT.id..text) - - elseif hold==RAT.ATC.unregistered then - - -- Aircraft has not arrived at holding point. - --self:T(string.format("ATC %s: Flight %s is not registered yet (hold %d).", dest, name, hold)) - - else - self:E(RAT.id.."ERROR: Unknown holding time in RAT:_ATCStatus().") - end - end - -end - ---- Main ATC function. Updates the landing queue of all airports and inceases holding time for all flights. --- @param #RAT self -function RAT:_ATCCheck() - - -- Init queue of flights at all airports. - RAT:_ATCQueue() - - -- Current time. - local Tnow=timer.getTime() - - for name,_ in pairs(RAT.ATC.airport) do - - for qID,flight in ipairs(RAT.ATC.airport[name].queue) do - - -- Number of aircraft in queue. - local nqueue=#RAT.ATC.airport[name].queue - - -- Conditions to clear an aircraft for landing - local landing1 - if RAT.ATC.airport[name].Tlastclearance then - -- Landing if time is enough and less then two planes are on final. - landing1=(Tnow-RAT.ATC.airport[name].Tlastclearance > RAT.ATC.delay) and RAT.ATC.airport[name].Nonfinal < RAT.ATC.Nclearance - else - landing1=false - end - -- No other aircraft is on final. - local landing2=RAT.ATC.airport[name].Nonfinal==0 - - - if not landing1 and not landing2 then - - -- Update holding time. - RAT.ATC.flight[flight].holding=Tnow-RAT.ATC.flight[flight].Tarrive - - -- Debug message. - local text=string.format("ATC %s: Flight %s runway is busy. You are #%d of %d in landing queue. Your holding time is %i:%02d.", name, flight,qID, nqueue, RAT.ATC.flight[flight].holding/60, RAT.ATC.flight[flight].holding%60) - self:T(RAT.id..text) - - else - - local text=string.format("ATC %s: Flight %s was cleared for landing. Your holding time was %i:%02d.", name, flight, RAT.ATC.flight[flight].holding/60, RAT.ATC.flight[flight].holding%60) - self:T(RAT.id..text) - - -- Clear flight for landing. - RAT:_ATCClearForLanding(name, flight) - - end - - end - - end - - -- Update queue of flights at all airports. - RAT:_ATCQueue() - -end - ---- Giving landing clearance for aircraft by setting user flag. --- @param #RAT self --- @param #string airport Name of destination airport. --- @param #string flight Group name of flight, which gets landing clearence. -function RAT:_ATCClearForLanding(airport, flight) - -- Flight is cleared for landing. - RAT.ATC.flight[flight].holding=RAT.ATC.onfinal - -- Airport runway is busy now. - RAT.ATC.airport[airport].busy=true - -- Flight which is landing. - RAT.ATC.airport[airport].onfinal[flight]=flight - -- Number of planes on final approach. - RAT.ATC.airport[airport].Nonfinal=RAT.ATC.airport[airport].Nonfinal+1 - -- Last time an aircraft got landing clearance. - RAT.ATC.airport[airport].Tlastclearance=timer.getTime() - -- Current time. - RAT.ATC.flight[flight].Tonfinal=timer.getTime() - -- Set user flag to 1 ==> stop condition for holding. - trigger.action.setUserFlag(flight, 1) - local flagvalue=trigger.misc.getUserFlag(flight) - - -- Debug message. - local text1=string.format("ATC %s: Flight %s cleared for landing (flag=%d).", airport, flight, flagvalue) - local text2=string.format("ATC %s: Flight %s you are cleared for landing.", airport, flight) - BASE:T( RAT.id..text1) - MESSAGE:New(text2, 10):ToAllIf(RAT.ATC.messages) -end - ---- Takes care of organisational stuff after a plane has landed. --- @param #RAT self --- @param #string name Group name of flight. -function RAT:_ATCFlightLanded(name) - - if RAT.ATC.flight[name] then - - -- Destination airport. - local dest=RAT.ATC.flight[name].destination - - -- Times for holding and final approach. - local Tnow=timer.getTime() - local Tfinal=Tnow-RAT.ATC.flight[name].Tonfinal - local Thold=RAT.ATC.flight[name].Tonfinal-RAT.ATC.flight[name].Tarrive - - -- Airport is not busy any more. - RAT.ATC.airport[dest].busy=false - - -- No aircraft on final any more. - RAT.ATC.airport[dest].onfinal[name]=nil - - -- Decrease number of aircraft on final. - RAT.ATC.airport[dest].Nonfinal=RAT.ATC.airport[dest].Nonfinal-1 - - -- Remove this flight from list of flights. - RAT:_ATCDelFlight(RAT.ATC.flight, name) - - -- Increase landing counter to monitor traffic. - RAT.ATC.airport[dest].traffic=RAT.ATC.airport[dest].traffic+1 - - -- Number of planes landing per hour. - local TrafficPerHour=RAT.ATC.airport[dest].traffic/(timer.getTime()-RAT.ATC.T0)*3600 - - -- Debug info - local text1=string.format("ATC %s: Flight %s landed. Tholding = %i:%02d, Tfinal = %i:%02d.", dest, name, Thold/60, Thold%60, Tfinal/60, Tfinal%60) - local text2=string.format("ATC %s: Number of flights still on final %d.", dest, RAT.ATC.airport[dest].Nonfinal) - local text3=string.format("ATC %s: Traffic report: Number of planes landed in total %d. Flights/hour = %3.2f.", dest, RAT.ATC.airport[dest].traffic, TrafficPerHour) - local text4=string.format("ATC %s: Flight %s landed. Welcome to %s.", dest, name, dest) - BASE:T(RAT.id..text1) - BASE:T(RAT.id..text2) - BASE:T(RAT.id..text3) - MESSAGE:New(text4, 10):ToAllIf(RAT.ATC.messages) - end - -end - ---- Creates a landing queue for all flights holding at airports. Aircraft with longest holding time gets first permission to land. --- @param #RAT self -function RAT:_ATCQueue() - - for airport,_ in pairs(RAT.ATC.airport) do - - -- Local airport queue. - local _queue={} - - -- Loop over all flights. - for name,_ in pairs(RAT.ATC.flight) do - --fvh - local Tnow=timer.getTime() - - -- Update holding time (unless holing is set to onfinal=-100) - if RAT.ATC.flight[name].holding>=0 then - RAT.ATC.flight[name].holding=Tnow-RAT.ATC.flight[name].Tarrive - end - local hold=RAT.ATC.flight[name].holding - local dest=RAT.ATC.flight[name].destination - - -- Flight is holding at this airport. - if hold>=0 and airport==dest then - _queue[#_queue+1]={name,hold} - end - end - - -- Sort queue w.r.t holding time in ascending order. - local function compare(a,b) - return a[2] > b[2] - end - table.sort(_queue, compare) - - -- Transfer queue to airport queue. - RAT.ATC.airport[airport].queue={} - for k,v in ipairs(_queue) do - table.insert(RAT.ATC.airport[airport].queue, v[1]) - end - - --fvh - --for k,v in ipairs(RAT.ATC.airport[airport].queue) do - --print(string.format("queue #%02i flight \"%s\" holding %d seconds",k, v, RAT.ATC.flight[v].holding)) - --end - - end -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---- RATMANAGER class --- @type RATMANAGER --- @field #string ClassName Name of the Class. --- @field #boolean Debug If true, be more verbose on output in DCS.log file. --- @field #table rat Array holding RAT objects etc. --- @field #string name Name (alias) of RAT object. --- @field #table alive Number of currently alive groups. --- @field #table min Minimum number of RAT groups alive. --- @field #number nrat Number of RAT objects. --- @field #number ntot Total number of active RAT groups. --- @field #number Tcheck Time interval in seconds between checking of alive groups. --- @field #number dTspawn Time interval in seconds between spawns of groups. --- @field Core.Scheduler#SCHEDULER manager Scheduler managing the RAT objects. --- @field #number managerid Managing scheduler id. --- @extends Core.Base#BASE - ----# RATMANAGER class, extends @{Core.Base#BASE} --- The RATMANAGER class manages spawning of multiple RAT objects in a very simple way. It is created by the @{#RATMANAGER.New}() contructor. --- RAT objects with different "tasks" can be defined as usual. However, they **must not** be spawned via the @{#RAT.Spawn}() function. --- --- Instead, these objects can be added to the manager via the @{#RATMANAGER.Add}(ratobject, min) function, where the first parameter "ratobject" is the @{#RAT} object, while the second parameter "min" defines the --- minimum number of RAT aircraft of that object, which are alive at all time. --- --- The @{#RATMANAGER} must be started by the @{#RATMANAGER.Start}(startime) function, where the optional argument "startime" specifies the delay time in seconds after which the manager is started and the spawning beginns. --- If desired, the @{#RATMANAGER} can be stopped by the @{#RATMANAGER.Stop}(stoptime) function. The parameter "stoptime" specifies the time delay in seconds after which the manager stops. --- When this happens, no new aircraft will be spawned and the population will eventually decrease to zero. --- --- ## Example --- In this example, three different @{#RAT} objects are created (but not spawned manually). The @{#RATMANAGER} takes care that at least five aircraft of each type are alive and that the total number of aircraft --- spawned is 25. The @{#RATMANAGER} is started after 30 seconds and stopped after two hours. --- --- local a10c=RAT:New("RAT_A10C", "A-10C managed") --- a10c:SetDeparture({"Batumi"}) --- --- local f15c=RAT:New("RAT_F15C", "F15C managed") --- f15c:SetDeparture({"Sochi-Adler"}) --- f15c:DestinationZone() --- f15c:SetDestination({"Zone C"}) --- --- local av8b=RAT:New("RAT_AV8B", "AV8B managed") --- av8b:SetDeparture({"Zone C"}) --- av8b:SetTakeoff("air") --- av8b:DestinationZone() --- av8b:SetDestination({"Zone A"}) --- --- local manager=RATMANAGER:New(25) --- manager:Add(a10c, 5) --- manager:Add(f15c, 5) --- manager:Add(av8b, 5) --- manager:Start(30) --- manager:Stop(7200) --- --- @field #RATMANAGER -RATMANAGER={ - ClassName="RATMANAGER", - Debug=false, - rat={}, - name={}, - alive={}, - min={}, - nrat=0, - ntot=nil, - Tcheck=60, - dTspawn=1.0, - manager=nil, - managerid=nil, -} - ---- Some ID to identify who we are in output of the DCS.log file. --- @field #string id -RATMANAGER.id="RATMANAGER | " - ---- Creates a new RATMANAGER object. --- @param #RATMANAGER self --- @param #number ntot Total number of RAT flights. --- @return #RATMANAGER RATMANAGER object -function RATMANAGER:New(ntot) - - -- Inherit BASE. - local self=BASE:Inherit(self, BASE:New()) -- #RATMANAGER - - -- Total number of RAT groups. - self.ntot=ntot or 1 - - -- Debug info - self:E(RATMANAGER.id..string.format("Creating manager for %d groups.", ntot)) - - return self -end - - ---- Adds a RAT object to the RAT manager. Parameter min specifies the limit how many RAT groups are at least alive. --- @param #RATMANAGER self --- @param #RAT ratobject RAT object to be managed. --- @param #number min Minimum number of groups for this RAT object. Default is 1. --- @return #RATMANAGER RATMANAGER self object. -function RATMANAGER:Add(ratobject,min) - - --Automatic respawning is disabled. - ratobject.norespawn=true - ratobject.f10menu=false - - -- Increase RAT object counter. - self.nrat=self.nrat+1 - - self.rat[self.nrat]=ratobject - self.alive[self.nrat]=0 - self.name[self.nrat]=ratobject.alias - self.min[self.nrat]=min or 1 - - -- Debug info. - self:T(RATMANAGER.id..string.format("Adding ratobject %s with min flights = %d", self.name[self.nrat],self.min[self.nrat])) - - -- Call spawn to initialize RAT parameters. - ratobject:Spawn(0) - - return self -end - ---- Starts the RAT manager and spawns the initial random number RAT groups for each RAT object. --- @param #RATMANAGER self --- @param #number delay Time delay in seconds after which the RAT manager is started. Default is 5 seconds. --- @return #RATMANAGER RATMANAGER self object. -function RATMANAGER:Start(delay) - - -- Time delay. - local delay=delay or 5 - - -- Info text. - local text=string.format(RATMANAGER.id.."RAT manager will be started in %d seconds.\n", delay) - text=text..string.format("Managed groups:\n") - for i=1,self.nrat do - text=text..string.format("- %s with min groups %d\n", self.name[i], self.min[i]) - end - text=text..string.format("Number of constantly alive groups %d", self.ntot) - self:E(text) - - -- Start scheduler. - SCHEDULER:New(nil, self._Start, {self}, delay) - - return self -end - ---- Instantly starts the RAT manager and spawns the initial random number RAT groups for each RAT object. --- @param #RATMANAGER self --- @return #RATMANAGER RATMANAGER self object. -function RATMANAGER:_Start() - - -- Ensure that ntot is at least sum of min RAT groups. - local n=0 - for i=1,self.nrat do - n=n+self.min[i] - end - self.ntot=math.max(self.ntot, n) - - -- Get randum number of new RAT groups. - local N=self:_RollDice(self.nrat, self.ntot, self.min, self.alive) - - -- Loop over all RAT objects and spawn groups. - local time=0.0 - for i=1,self.nrat do - for j=1,N[i] do - time=time+self.dTspawn - SCHEDULER:New(nil, RAT._SpawnWithRoute, {self.rat[i]}, time) - end - end - - -- Start activation scheduler for uncontrolled aircraft. - for i=1,self.nrat do - if self.rat[i].uncontrolled and self.rat[i].activate_uncontrolled then - -- Start activating stuff but not before the latest spawn has happend. - local Tactivate=math.max(time+1, self.rat[i].activate_delay) - SCHEDULER:New(self.rat[i], self.rat[i]._ActivateUncontrolled, {self.rat[i]}, Tactivate, self.rat[i].activate_delta, self.rat[i].activate_frand) - end - end - - -- Start the manager. But not earlier than the latest spawn has happened! - local TstartManager=math.max(time+1, self.Tcheck) - - -- Start manager scheduler. - self.manager, self.managerid = SCHEDULER:New(self, self._Manage, {self}, TstartManager, self.Tcheck) --Core.Scheduler#SCHEDULER - - -- Info - local text=string.format(RATMANAGER.id.."Starting RAT manager with scheduler ID %s in %d seconds. Repeat interval %d seconds.", self.managerid, TstartManager, self.Tcheck) - self:E(text) - - return self -end - ---- Stops the RAT manager. --- @param #RATMANAGER self --- @param #number delay Delay in seconds before the manager is stopped. Default is 1 second. --- @return #RATMANAGER RATMANAGER self object. -function RATMANAGER:Stop(delay) - delay=delay or 1 - self:E(string.format(RATMANAGER.id.."Manager will be stopped in %d seconds.", delay)) - SCHEDULER:New(nil, self._Stop, {self}, delay) - return self -end - ---- Instantly stops the RAT manager by terminating its scheduler. --- @param #RATMANAGER self --- @return #RATMANAGER RATMANAGER self object. -function RATMANAGER:_Stop() - self:E(string.format(RATMANAGER.id.."Stopping manager with scheduler ID %s.", self.managerid)) - self.manager:Stop(self.managerid) - return self -end - ---- Sets the time interval between checks of alive RAT groups. Default is 60 seconds. --- @param #RATMANAGER self --- @param #number dt Time interval in seconds. --- @return #RATMANAGER RATMANAGER self object. -function RATMANAGER:SetTcheck(dt) - self.Tcheck=dt or 60 - return self -end - ---- Sets the time interval between spawning of groups. --- @param #RATMANAGER self --- @param #number dt Time interval in seconds. Default is 1 second. --- @return #RATMANAGER RATMANAGER self object. -function RATMANAGER:SetTspawn(dt) - self.dTspawn=dt or 1.0 - return self -end - - ---- Manager function. Calculating the number of current groups and respawning new groups if necessary. --- @param #RATMANAGER self -function RATMANAGER:_Manage() - - -- Count total number of groups. - local ntot=self:_Count() - - -- Debug info. - local text=string.format("Number of alive groups %d. New groups to be spawned %d.", ntot, self.ntot-ntot) - self:T(RATMANAGER.id..text) - - -- Get number of necessary spawns. - local N=self:_RollDice(self.nrat, self.ntot, self.min, self.alive) - - -- Loop over all RAT objects and spawn new groups if necessary. - local time=0.0 - for i=1,self.nrat do - for j=1,N[i] do - time=time+self.dTspawn - SCHEDULER:New(nil, RAT._SpawnWithRoute, {self.rat[i]}, time) - end - end -end - ---- Counts the number of alive RAT objects. --- @param #RATMANAGER self -function RATMANAGER:_Count() - - -- Init total counter. - local ntotal=0 - - -- Loop over all RAT objects. - for i=1,self.nrat do - local n=0 - - local ratobject=self.rat[i] --#RAT - - -- Loop over the RAT groups of this object. - for spawnindex,ratcraft in pairs(ratobject.ratcraft) do - local group=ratcraft.group --Wrapper.Group#GROUP - if group and group:IsAlive() then - n=n+1 - end - end - - -- Alive groups of this RAT object. - self.alive[i]=n - - -- Grand total. - ntotal=ntotal+n - - -- Debug output. - local text=string.format("Number of alive groups of %s = %d", self.name[i], n) - self:T(RATMANAGER.id..text) - end - - -- Return grand total. - return ntotal -end - ---- Rolls the dice for the number of necessary spawns. --- @param #RATMANAGER self --- @param #number nrat Number of RAT objects. --- @param #number ntot Total number of RAT flights. --- @param #table min Minimum number of groups for each RAT object. --- @param #table alive Number of alive groups of each RAT object. -function RATMANAGER:_RollDice(nrat,ntot,min,alive) - - -- Calculate sum. - local function sum(A,index) - local summe=0 - for _,i in ipairs(index) do - summe=summe+A[i] - end - return summe - end - - -- Table of number of groups. - local N={} - local M={} - local P={} - for i=1,nrat do - N[#N+1]=0 - M[#M+1]=math.max(alive[i], min[i]) - P[#P+1]=math.max(min[i]-alive[i],0) - end - - -- Min/max group arrays. - local mini={} - local maxi={} - - -- Arrays. - local rattab={} - for i=1,nrat do - table.insert(rattab,i) - end - local done={} - - -- Number of new groups to be added. - local nnew=ntot - for i=1,nrat do - nnew=nnew-alive[i] - end - - for i=1,nrat-1 do - - -- Random entry from . - local r=math.random(#rattab) - -- Get value - local j=rattab[r] - - table.remove(rattab, r) - table.insert(done,j) - - -- Sum up the number of already distributed groups. - local sN=sum(N, done) - -- Sum up the minimum number of yet to be distributed groups. - local sP=sum(P, rattab) - - -- Max number that can be distributed for this object. - maxi[j]=nnew-sN-sP - - -- Min number that should be distributed for this object - mini[j]=P[j] - - -- Random number of new groups for this RAT object. - if maxi[j] >= mini[j] then - N[j]=math.random(mini[j], maxi[j]) - else - N[j]=0 - end - - -- Debug info - self:T3(string.format("RATMANAGER: i=%d, alive=%d, min=%d, mini=%d, maxi=%d, add=%d, sumN=%d, sumP=%d", j, alive[j], min[j], mini[j], maxi[j], N[j],sN, sP)) - - end - - -- Last RAT object, number of groups is determined from number of already distributed groups and nnew. - local j=rattab[1] - N[j]=nnew-sum(N, done) - mini[j]=nnew-sum(N, done) - maxi[j]=nnew-sum(N, done) - table.remove(rattab, 1) - table.insert(done,j) - - -- Debug info - local text=RATMANAGER.id.."\n" - for i=1,nrat do - text=text..string.format("%s: i=%d, alive=%d, min=%d, mini=%d, maxi=%d, add=%d\n", self.name[i], i, alive[i], min[i], mini[i], maxi[i], N[i]) - end - text=text..string.format("Total # of groups to add = %d", sum(N, done)) - self:T(text) - - -- Return number of groups to be spawned. - return N -end - ---- **Functional** - Range Practice. --- --- === --- --- The RANGE class enables easy set up of bombing and strafing ranges within DCS World. --- --- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by [Ciribob](https://forums.eagle.ru/member.php?u=112175), which itself was motivated --- by a script by SNAFU [see here](https://forums.eagle.ru/showthread.php?t=109174). --- --- [476th - Air Weapons Range Objects mod](http://www.476vfightergroup.com/downloads.php?do=file&id=287) is highly recommended for this class. --- --- ## Features: --- --- * Impact points of bombs, rockets and missils are recorded and distance to closest range target is measured and reported to the player. --- * Number of hits on strafing passes are counted and reported. Also the percentage of hits w.r.t fired shots is evaluated. --- * Results of all bombing and strafing runs are stored and top 10 results can be displayed. --- * Range targets can be marked by smoke. --- * Range can be illuminated by illumination bombs for night practices. --- * Bomb, rocket and missile impact points can be marked by smoke. --- * Direct hits on targets can trigger flares. --- * Smoke and flare colors can be adjusted for each player via radio menu. --- * Range information and weather report at the range can be reported via radio menu. --- --- More information and examples can be found below. --- --- === --- --- ### [MOOSE YouTube Channel](https://www.youtube.com/channel/UCjrA9j5LQoWsG4SpS8i79Qg) --- ### [MOOSE - On the Range - Demonstration Video](https://www.youtube.com/watch?v=kIXcxNB9_3M) --- --- === --- --- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** --- --- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536), [Ciribob](https://forums.eagle.ru/member.php?u=112175) --- --- === --- @module Functional.Range --- @image Range.JPG - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---- RANGE class --- @type RANGE --- @field #string ClassName Name of the Class. --- @field #boolean Debug If true, debug info is send as messages on the screen. --- @field #string rangename Name of the range. --- @field Core.Point#COORDINATE location Coordinate of the range location. --- @field #number rangeradius Radius of range defining its total size for e.g. smoking bomb impact points and sending radio messages. Default 5 km. --- @field Core.Zone#ZONE rangezone MOOSE zone object of the range. For example, no bomb impacts are smoked if bombs fall outside of the range zone. --- @field #table strafeTargets Table of strafing targets. --- @field #table bombingTargets Table of targets to bomb. --- @field #number nbombtargets Number of bombing targets. --- @field #number nstrafetargets Number of strafing targets. --- @field #table MenuAddedTo Table for monitoring which players already got an F10 menu. --- @field #table planes Table for administration. --- @field #table strafeStatus Table containing the current strafing target a player as assigned to. --- @field #table strafePlayerResults Table containing the strafing results of each player. --- @field #table bombPlayerResults Table containing the bombing results of each player. --- @field #table PlayerSettings Indiviual player settings. --- @field #number dtBombtrack Time step [sec] used for tracking released bomb/rocket positions. Default 0.005 seconds. --- @field #number BombtrackThreshold Bombs/rockets/missiles are only tracked if player-range distance is smaller than this threashold [m]. Default 25000 m. --- @field #number Tmsg Time [sec] messages to players are displayed. Default 30 sec. --- @field #string examinergroupname Name of the examiner group which should get all messages. --- @field #boolean examinerexclusive If true, only the examiner gets messages. If false, clients and examiner get messages. --- @field #number strafemaxalt Maximum altitude above ground for registering for a strafe run. Default is 914 m = 3000 ft. --- @field #number ndisplayresult Number of (player) results that a displayed. Default is 10. --- @field Utilities.Utils#SMOKECOLOR BombSmokeColor Color id used for smoking bomb targets. --- @field Utilities.Utils#SMOKECOLOR StrafeSmokeColor Color id used to smoke strafe targets. --- @field Utilities.Utils#SMOKECOLOR StrafePitSmokeColor Color id used to smoke strafe pit approach boxes. --- @field #number illuminationminalt Minimum altitude AGL in meters at which illumination bombs are fired. Default is 500 m. --- @field #number illuminationmaxalt Maximum altitude AGL in meters at which illumination bombs are fired. Default is 1000 m. --- @field #number scorebombdistance Distance from closest target up to which bomb hits are counted. Default 1000 m. --- @field #number TdelaySmoke Time delay in seconds between impact of bomb and starting the smoke. Default 3 seconds. --- @field #boolean eventmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler. Default true. --- @field #boolean trackbombs If true (default), all bomb types are tracked and impact point to closest bombing target is evaluated. --- @field #boolean trackrockets If true (default), all rocket types are tracked and impact point to closest bombing target is evaluated. --- @field #boolean trackmissiles If true (default), all missile types are tracked and impact point to closest bombing target is evaluated. --- @extends Core.Base#BASE - ---- Enables a mission designer to easily set up practice ranges in DCS. A new RANGE object can be created with the @{#RANGE.New}(rangename) contructor. --- The parameter "rangename" defindes the name of the range. It has to be unique since this is also the name displayed in the radio menu. --- --- Generally, a range consists of strafe pits and bombing targets. For strafe pits the number of hits for each pass is counted and tabulated. --- For bombing targets, the distance from the impact point of the bomb, rocket or missile to the closest range target is measured and tabulated. --- Each player can display his best results via a function in the radio menu or see the best best results from all players. --- --- When all targets have been defined in the script, the range is started by the @{#RANGE.Start}() command. --- --- **IMPORTANT** --- --- Due to a DCS bug, it is not possible to directly monitor when a player enters a plane. So in a mission with client slots, it is vital that --- a player first enters as spector and **after that** jumps into the slot of his aircraft! --- If that is not done, the script is not started correctly. This can be checked by looking at the radio menues. If the mission was entered correctly, --- there should be an "On the Range" menu items in the "F10. Other..." menu. --- --- ## Strafe Pits --- Each strafe pit can consist of multiple targets. Often one findes two or three strafe targets next to each other. --- --- A strafe pit can be added to the range by the @{#RANGE.AddStrafePit}(*targetnames, boxlength, boxwidth, heading, inverseheading, goodpass, foulline*) function. --- --- * The first parameter *targetnames* defines the target or targets. This has to be given as a lua table which contains the names of @{Wrapper.Unit} or @{Static} objects defined in the mission editor. --- * In order to perform a valid pass on the strafe pit, the pilot has to begin his run from the correct direction. Therefore, an "approach box" is defined in front --- of the strafe targets. The parameters *boxlength* and *boxwidth* define the size of the box while the parameter *heading* defines its direction. --- If the parameter *heading* is passed as **nil**, the heading is automatically taken from the heading of the first target unit as defined in the ME. --- The parameter *inverseheading* turns the heading around by 180 degrees. This is sometimes useful, since the default heading of strafe target units point in the --- wrong/opposite direction. --- * The parameter *goodpass* defines the number of hits a pilot has to achive during a run to be judged as a "good" pass. --- * The last parameter *foulline* sets the distance from the pit targets to the foul line. Hit from closer than this line are not counted! --- --- Another function to add a strafe pit is @{#RANGE.AddStrafePitGroup}(*group, boxlength, boxwidth, heading, inverseheading, goodpass, foulline*). Here, --- the first parameter *group* is a MOOSE @{Wrapper.Group} object and **all** units in this group define **one** strafe pit. --- --- Finally, a valid approach has to be performed below a certain maximum altitude. The default is 914 meters (3000 ft) AGL. This is a parameter valid for all --- strafing pits of the range and can be adjusted by the @{#RANGE.SetMaxStrafeAlt}(maxalt) function. --- --- ## Bombing targets --- One ore multiple bombing targets can be added to the range by the @{#RANGE.AddBombingTargets}(targetnames, goodhitrange, randommove) function. --- --- * The first parameter *targetnames* has to be a lua table, which contains the names of @{Wrapper.Unit} and/or @{Static} objects defined in the mission editor. --- Note that the @{Range} logic **automatically** determines, if a name belongs to a @{Wrapper.Unit} or @{Static} object now. --- * The (optional) parameter *goodhitrange* specifies the radius around the target. If a bomb or rocket falls at a distance smaller than this number, the hit is considered to be "good". --- * If final (optional) parameter "*randommove*" can be enabled to create moving targets. If this parameter is set to true, the units of this bombing target will randomly move within the range zone. --- Note that there might be quirks since DCS units can get stuck in buildings etc. So it might be safer to manually define a route for the units in the mission editor if moving targets are desired. --- --- Another possibility to add bombing targets is the @{#RANGE.AddBombingTargetGroup}(*group, goodhitrange, randommove*) function. Here the parameter *group* is a MOOSE @{Wrapper.Group} object --- and **all** units in this group are defined as bombing targets. --- --- ## Fine Tuning --- Many range parameters have good default values. However, the mission designer can change these settings easily with the supplied user functions: --- --- * @{#RANGE.SetMaxStrafeAlt}() sets the max altitude for valid strafing runs. --- * @{#RANGE.SetMessageTimeDuration}() sets the duration how long (most) messages are displayed. --- * @{#RANGE.SetDisplayedMaxPlayerResults}() sets the number of results displayed. --- * @{#RANGE.SetRangeRadius}() defines the total range area. --- * @{#RANGE.SetBombTargetSmokeColor}() sets the color used to smoke bombing targets. --- * @{#RANGE.SetStrafeTargetSmokeColor}() sets the color used to smoke strafe targets. --- * @{#RANGE.SetStrafePitSmokeColor}() sets the color used to smoke strafe pit approach boxes. --- * @{#RANGE.SetSmokeTimeDelay}() sets the time delay between smoking bomb/rocket impact points after impact. --- * @{#RANGE.TrackBombsON}() or @{#RANGE.TrackBombsOFF}() can be used to enable/disable tracking and evaluating of all bomb types a player fires. --- * @{#RANGE.TrackRocketsON}() or @{#RANGE.TrackRocketsOFF}() can be used to enable/disable tracking and evaluating of all rocket types a player fires. --- * @{#RANGE.TrackMissilesON}() or @{#RANGE.TrackMissilesOFF}() can be used to enable/disable tracking and evaluating of all missile types a player fires. --- --- ## Radio Menu --- Each range gets a radio menu with various submenus where each player can adjust his individual settings or request information about the range or his scores. --- --- The main range menu can be found at "F10. Other..." --> "Fxx. On the Range..." --> "F1. Your Range Name...". --- --- The range menu contains the following submenues: --- --- * "F1. Mark Targets": Various ways to mark targets. --- * "F2. My Settings": Player specific settings. --- * "F3. Stats" Player: statistics and scores. --- * "Range Information": Information about the range, such as bearing and range. Also range and player specific settings are displayed. --- * "Weather Report": Temperatur, wind and QFE pressure information is provided. --- --- ## Examples --- --- ### Goldwater Range --- This example shows hot to set up the [Barry M. Goldwater range](https://en.wikipedia.org/wiki/Barry_M._Goldwater_Air_Force_Range). --- It consists of two strafe pits each has two targets plus three bombing targets. --- --- -- Strafe pits. Each pit can consist of multiple targets. Here we have two pits and each of the pits has two targets. --- -- These are names of the corresponding units defined in the ME. --- local strafepit_left={"GWR Strafe Pit Left 1", "GWR Strafe Pit Left 2"} --- local strafepit_right={"GWR Strafe Pit Right 1", "GWR Strafe Pit Right 2"} --- --- -- Table of bombing target names. Again these are the names of the corresponding units as defined in the ME. --- local bombtargets={"GWR Bomb Target Circle Left", "GWR Bomb Target Circle Right", "GWR Bomb Target Hard"} --- --- -- Create a range object. --- GoldwaterRange=RANGE:New("Goldwater Range") --- --- -- Distance between strafe target and foul line. You have to specify the names of the unit or static objects. --- -- Note that this could also be done manually by simply measuring the distance between the target and the foul line in the ME. --- GoldwaterRange:GetFoullineDistance("GWR Strafe Pit Left 1", "GWR Foul Line Left") --- --- -- Add strafe pits. Each pit (left and right) consists of two targets. --- GoldwaterRange:AddStrafePit(strafepit_left, 3000, 300, nil, true, 20, fouldist) --- GoldwaterRange:AddStrafePit(strafepit_right, nil, nil, nil, true, nil, fouldist) --- --- -- Add bombing targets. A good hit is if the bomb falls less then 50 m from the target. --- GoldwaterRange:AddBombingTargets(bombtargets, 50) --- --- -- Start range. --- GoldwaterRange:Start() --- --- The [476th - Air Weapons Range Objects mod](http://www.476vfightergroup.com/downloads.php?do=file&id=287) is (implicitly) used in this example. --- --- ## Debugging --- --- In case you have problems, it is always a good idea to have a look at your DCS log file. You find it in your "Saved Games" folder, so for example in --- C:\Users\\Saved Games\DCS\Logs\dcs.log --- All output concerning the RANGE class should have the string "RANGE" in the corresponding line. --- --- The verbosity of the output can be increased by adding the following lines to your script: --- --- BASE:TraceOnOff(true) --- BASE:TraceLevel(1) --- BASE:TraceClass("RANGE") --- --- To get even more output you can increase the trace level to 2 or even 3, c.f. @{BASE} for more details. --- --- The function @{#RANGE.DebugON}() can be used to send messages on screen. It also smokes all defined strafe and bombing targets, the strafe pit approach boxes and the range zone. --- --- Note that it can happen that the RANGE radio menu is not shown. Check that the range object is defined as a **global** variable rather than a local one. --- The could avoid the lua garbage collection to accidentally/falsely deallocate the RANGE objects. --- --- --- --- @field #RANGE -RANGE={ - ClassName = "RANGE", - Debug=false, - rangename=nil, - location=nil, - rangeradius=5000, - rangezone=nil, - strafeTargets={}, - bombingTargets={}, - nbombtargets=0, - nstrafetargets=0, - MenuAddedTo = {}, - planes = {}, - strafeStatus = {}, - strafePlayerResults = {}, - bombPlayerResults = {}, - PlayerSettings = {}, - dtBombtrack=0.005, - BombtrackThreshold=25000, - Tmsg=30, - examinergroupname=nil, - examinerexclusive=nil, - strafemaxalt=914, - ndisplayresult=10, - BombSmokeColor=SMOKECOLOR.Red, - StrafeSmokeColor=SMOKECOLOR.Green, - StrafePitSmokeColor=SMOKECOLOR.White, - illuminationminalt=500, - illuminationmaxalt=1000, - scorebombdistance=1000, - TdelaySmoke=3.0, - eventmoose=true, - trackbombs=true, - trackrockets=true, - trackmissiles=true, -} - ---- Default range parameters. --- @list Defaults -RANGE.Defaults={ - goodhitrange=25, - strafemaxalt=914, - dtBombtrack=0.005, - Tmsg=30, - ndisplayresult=10, - rangeradius=5000, - TdelaySmoke=3.0, - boxlength=3000, - boxwidth=300, - goodpass=20, - goodhitrange=25, - foulline=610, -} - ---- Global list of all defined range names. --- @field #table Names -RANGE.Names={} - ---- Main radio menu. --- @field #table MenuF10 -RANGE.MenuF10={} - ---- Some ID to identify who we are in output of the DCS.log file. --- @field #string id -RANGE.id="RANGE | " - ---- Range script version. --- @field #string version -RANGE.version="1.2.1" - ---TODO list: ---TODO: Add custom weapons, which can be specified by the user. ---TODO: Check if units are still alive. ---DONE: Add statics for strafe pits. ---DONE: Add missiles. ---DONE: Convert env.info() to self:T() ---DONE: Add user functions. ---DONE: Rename private functions, i.e. start with _functionname. ---DONE: number of displayed results variable. ---DONE: Add tire option for strafe pits. ==> No really feasible since tires are very small and cannot be seen. ---DONE: Check that menu texts are short enough to be correctly displayed in VR. - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- RANGE contructor. Creates a new RANGE object. --- @param #RANGE self --- @param #string rangename Name of the range. Has to be unique. Will we used to create F10 menu items etc. --- @return #RANGE RANGE object. -function RANGE:New(rangename) - BASE:F({rangename=rangename}) - - -- Inherit BASE. - local self=BASE:Inherit(self, BASE:New()) -- #RANGE - - -- Get range name. - --TODO: make sure that the range name is not given twice. This would lead to problems in the F10 radio menu. - self.rangename=rangename or "Practice Range" - - -- Debug info. - local text=string.format("RANGE script version %s - creating new RANGE object of name: %s.", RANGE.version, self.rangename) - self:E(RANGE.id..text) - MESSAGE:New(text, 10):ToAllIf(self.Debug) - - -- Return object. - return self -end - ---- Initializes number of targets and location of the range. Starts the event handlers. --- @param #RANGE self -function RANGE:Start() - self:F() - - -- Location/coordinate of range. - local _location=nil - - -- Count bomb targets. - local _count=0 - for _,_target in pairs(self.bombingTargets) do - _count=_count+1 - - -- Get range location. - if _location==nil then - _location=_target.target:GetCoordinate() --Core.Point#COORDINATE - end - end - self.nbombtargets=_count - - -- Count strafing targets. - _count=0 - for _,_target in pairs(self.strafeTargets) do - _count=_count+1 - - for _,_unit in pairs(_target.targets) do - if _location==nil then - _location=_unit:GetCoordinate() - end - end - end - self.nstrafetargets=_count - - -- Location of the range. We simply take the first unit/target we find if it was not explicitly specified by the user. - if self.location==nil then - self.location=_location - end - - if self.location==nil then - local text=string.format("ERROR! No range location found. Number of strafe targets = %d. Number of bomb targets = %d.", self.rangename, self.nstrafetargets, self.nbombtargets) - self:E(RANGE.id..text) - return - end - - -- Define a MOOSE zone of the range. - if self.rangezone==nil then - self.rangezone=ZONE_RADIUS:New(self.rangename, {x=self.location.x, y=self.location.z}, self.rangeradius) - end - - -- Starting range. - local text=string.format("Starting RANGE %s. Number of strafe targets = %d. Number of bomb targets = %d.", self.rangename, self.nstrafetargets, self.nbombtargets) - self:E(RANGE.id..text) - MESSAGE:New(text,10):ToAllIf(self.Debug) - - -- Event handling. - if self.eventmoose then - -- Events are handled my MOOSE. - self:T(RANGE.id.."Events are handled by MOOSE.") - self:HandleEvent(EVENTS.Birth) - self:HandleEvent(EVENTS.Hit) - self:HandleEvent(EVENTS.Shot) - else - -- Events are handled directly by DCS. - self:T(RANGE.id.."Events are handled directly by DCS.") - world.addEventHandler(self) - end - - -- Make bomb target move randomly within the range zone. - for _,_target in pairs(self.bombingTargets) do - - -- Check if it is a static object. - local _static=self:_CheckStatic(_target.target:GetName()) - - if _target.move and _static==false and _target.speed>1 then - local unit=_target.target --Wrapper.Unit#UNIT - _target.target:PatrolZones({self.rangezone}, _target.speed*0.75, "Off road") - end - - end - - -- Debug mode: smoke all targets and range zone. - if self.Debug then - self:_MarkTargetsOnMap() - self:_SmokeBombTargets() - self:_SmokeStrafeTargets() - self:_SmokeStrafeTargetBoxes() - self.rangezone:SmokeZone(SMOKECOLOR.White) - end - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- User Functions - ---- Set maximal strafing altitude. Player entering a strafe pit above that altitude are not registered for a valid pass. --- @param #RANGE self --- @param #number maxalt Maximum altitude AGL in meters. Default is 914 m= 3000 ft. -function RANGE:SetMaxStrafeAlt(maxalt) - self.strafemaxalt=maxalt or RANGE.Defaults.strafemaxalt -end - ---- Set time interval for tracking bombs. A smaller time step increases accuracy but needs more CPU time. --- @param #RANGE self --- @param #number dt Time interval in seconds. Default is 0.005 s. -function RANGE:SetBombtrackTimestep(dt) - self.dtBombtrack=dt or RANGE.Defaults.dtBombtrack -end - ---- Set time how long (most) messages are displayed. --- @param #RANGE self --- @param #number time Time in seconds. Default is 30 s. -function RANGE:SetMessageTimeDuration(time) - self.Tmsg=time or RANGE.Defaults.Tmsg -end - ---- Set messages to examiner. The examiner will receive messages from all clients. --- @param #RANGE self --- @param #string examinergroupname Name of the group of the examiner. --- @param #boolean exclusively If true, messages are send exclusively to the examiner, i.e. not to the clients. -function RANGE:SetMessageToExaminer(examinergroupname, exclusively) - self.examinergroupname=examinergroupname - self.examinerexclusive=exclusively -end - ---- Set max number of player results that are displayed. --- @param #RANGE self --- @param #number nmax Number of results. Default is 10. -function RANGE:SetDisplayedMaxPlayerResults(nmax) - self.ndisplayresult=nmax or RANGE.Defaults.ndisplayresult -end - ---- Set range radius. Defines the area in which e.g. bomb impacts are smoked. --- @param #RANGE self --- @param #number radius Radius in km. Default 5 km. -function RANGE:SetRangeRadius(radius) - self.rangeradius=radius*1000 or RANGE.Defaults.rangeradius -end - ---- Set bomb track threshold distance. Bombs/rockets/missiles are only tracked if player-range distance is less than this distance. Default 25 km. --- @param #RANGE self --- @param #number distance Threshold distance in km. Default 25 km. -function RANGE:SetBombtrackThreshold(distance) - self.BombtrackThreshold=distance*1000 or 25*1000 -end - ---- Set range location. If this is not done, one (random) unit position of the range is used to determine the center of the range. --- @param #RANGE self --- @param Core.Point#COORDINATE coordinate Coordinate of the center of the range. -function RANGE:SetRangeLocation(coordinate) - self.location=coordinate -end - ---- Set range zone. For example, no bomb impact points are smoked if a bomb falls outside of this zone. --- If a zone is not explicitly specified, the range zone is determined by its location and radius. --- @param #RANGE self --- @param Core.Zone#ZONE zone MOOSE zone defining the range perimeters. -function RANGE:SetRangeLocation(zone) - self.rangezone=zone -end - ---- Set smoke color for marking bomb targets. By default bomb targets are marked by red smoke. --- @param #RANGE self --- @param Utilities.Utils#SMOKECOLOR colorid Color id. Default SMOKECOLOR.Red. -function RANGE:SetBombTargetSmokeColor(colorid) - self.BombSmokeColor=colorid or SMOKECOLOR.Red -end - ---- Set smoke color for marking strafe targets. By default strafe targets are marked by green smoke. --- @param #RANGE self --- @param Utilities.Utils#SMOKECOLOR colorid Color id. Default SMOKECOLOR.Green. -function RANGE:SetStrafeTargetSmokeColor(colorid) - self.StrafeSmokeColor=colorid or SMOKECOLOR.Green -end - ---- Set smoke color for marking strafe pit approach boxes. By default strafe pit boxes are marked by white smoke. --- @param #RANGE self --- @param Utilities.Utils#SMOKECOLOR colorid Color id. Default SMOKECOLOR.White. -function RANGE:SetStrafePitSmokeColor(colorid) - self.StrafePitSmokeColor=colorid or SMOKECOLOR.White -end - ---- Set time delay between bomb impact and starting to smoke the impact point. --- @param #RANGE self --- @param #number delay Time delay in seconds. Default is 3 seconds. -function RANGE:SetSmokeTimeDelay(delay) - self.TdelaySmoke=delay or RANGE.Defaults.TdelaySmoke -end - ---- Enable debug modus. --- @param #RANGE self -function RANGE:DebugON() - self.Debug=true -end - ---- Disable debug modus. --- @param #RANGE self -function RANGE:DebugOFF() - self.Debug=false -end - ---- Enables tracking of all bomb types. Note that this is the default setting. --- @param #RANGE self -function RANGE:TrackBombsON() - self.trackbombs=true -end - ---- Disables tracking of all bomb types. --- @param #RANGE self -function RANGE:TrackBombsOFF() - self.trackbombs=false -end - ---- Enables tracking of all rocket types. Note that this is the default setting. --- @param #RANGE self -function RANGE:TrackRocketsON() - self.trackrockets=true -end - ---- Disables tracking of all rocket types. --- @param #RANGE self -function RANGE:TrackRocketsOFF() - self.trackrockets=false -end - ---- Enables tracking of all missile types. Note that this is the default setting. --- @param #RANGE self -function RANGE:TrackMissilesON() - self.trackmissiles=true -end - ---- Disables tracking of all missile types. --- @param #RANGE self -function RANGE:TrackMissilesOFF() - self.trackmissiles=false -end - - ---- Add new strafe pit. For a strafe pit, hits from guns are counted. One pit can consist of several units. --- Note, an approach is only valid, if the player enters via a zone in front of the pit, which defined by boxlength and boxheading. --- Furthermore, the player must not be too high and fly in the direction of the pit to make a valid target apporoach. --- @param #RANGE self --- @param #table targetnames Table of unit or static names defining the strafe targets. The first target in the list determines the approach zone (heading and box). --- @param #number boxlength (Optional) Length of the approach box in meters. Default is 3000 m. --- @param #number boxwidth (Optional) Width of the approach box in meters. Default is 300 m. --- @param #number heading (Optional) Approach heading in Degrees. Default is heading of the unit as defined in the mission editor. --- @param #boolean inverseheading (Optional) Take inverse heading (heading --> heading - 180 Degrees). Default is false. --- @param #number goodpass (Optional) Number of hits for a "good" strafing pass. Default is 20. --- @param #number foulline (Optional) Foul line distance. Hits from closer than this distance are not counted. Default 610 m = 2000 ft. Set to 0 for no foul line. -function RANGE:AddStrafePit(targetnames, boxlength, boxwidth, heading, inverseheading, goodpass, foulline) - self:F({targetnames=targetnames, boxlength=boxlength, boxwidth=boxwidth, heading=heading, inverseheading=inverseheading, goodpass=goodpass, foulline=foulline}) - - -- Create table if necessary. - if type(targetnames) ~= "table" then - targetnames={targetnames} - end - - -- Make targets - local _targets={} - local center=nil --Wrapper.Unit#UNIT - local ntargets=0 - - for _i,_name in ipairs(targetnames) do - - -- Check if we have a static or unit object. - local _isstatic=self:_CheckStatic(_name) - - local unit=nil - if _isstatic==true then - - -- Add static object. - self:T(RANGE.id..string.format("Adding STATIC object %s as strafe target #%d.", _name, _i)) - unit=STATIC:FindByName(_name, false) - - elseif _isstatic==false then - - -- Add unit object. - self:T(RANGE.id..string.format("Adding UNIT object %s as strafe target #%d.", _name, _i)) - unit=UNIT:FindByName(_name) - - else - - -- Neither unit nor static object with this name could be found. - local text=string.format("ERROR! Could not find ANY strafe target object with name %s.", _name) - self:E(RANGE.id..text) - MESSAGE:New(text, 10):ToAllIf(self.Debug) - - end - - -- Add object to targets. - if unit then - table.insert(_targets, unit) - -- Define center as the first unit we find - if center==nil then - center=unit - end - ntargets=ntargets+1 - end - - end - - -- Check if at least one target could be found. - if ntargets==0 then - local text=string.format("ERROR! No strafe target could be found when calling RANGE:AddStrafePit() for range %s", self.rangename) - self:E(RANGE.id..text) - MESSAGE:New(text, 10):ToAllIf(self.Debug) - return - end - - -- Approach box dimensions. - local l=boxlength or RANGE.Defaults.boxlength - local w=(boxwidth or RANGE.Defaults.boxwidth)/2 - - -- Heading: either manually entered or automatically taken from unit heading. - local heading=heading or center:GetHeading() - - -- Invert the heading since some units point in the "wrong" direction. In particular the strafe pit from 476th range objects. - if inverseheading ~= nil then - if inverseheading then - heading=heading-180 - end - end - if heading<0 then - heading=heading+360 - end - if heading>360 then - heading=heading-360 - end - - -- Number of hits called a "good" pass. - goodpass=goodpass or RANGE.Defaults.goodpass - - -- Foule line distance. - foulline=foulline or RANGE.Defaults.foulline - - -- Coordinate of the range. - local Ccenter=center:GetCoordinate() - - -- Name of the target defined as its unit name. - local _name=center:GetName() - - -- Points defining the approach area. - local p={} - p[#p+1]=Ccenter:Translate( w, heading+90) - p[#p+1]= p[#p]:Translate( l, heading) - p[#p+1]= p[#p]:Translate(2*w, heading-90) - p[#p+1]= p[#p]:Translate( -l, heading) - - local pv2={} - for i,p in ipairs(p) do - pv2[i]={x=p.x, y=p.z} - end - - -- Create polygon zone. - local _polygon=ZONE_POLYGON_BASE:New(_name, pv2) - - -- Create tires - --_polygon:BoundZone() - - -- Add zone to table. - table.insert(self.strafeTargets, {name=_name, polygon=_polygon, coordinate= Ccenter, goodPass=goodpass, targets=_targets, foulline=foulline, smokepoints=p, heading=heading}) - - -- Debug info - local text=string.format("Adding new strafe target %s with %d targets: heading = %03d, box_L = %.1f, box_W = %.1f, goodpass = %d, foul line = %.1f", _name, ntargets, heading, l, w, goodpass, foulline) - self:T(RANGE.id..text) - MESSAGE:New(text, 5):ToAllIf(self.Debug) -end - - ---- Add all units of a group as one new strafe target pit. --- For a strafe pit, hits from guns are counted. One pit can consist of several units. --- Note, an approach is only valid, if the player enters via a zone in front of the pit, which defined by boxlength and boxheading. --- Furthermore, the player must not be too high and fly in the direction of the pit to make a valid target apporoach. --- @param #RANGE self --- @param Wrapper.Group#GROUP group MOOSE group of unit names defining the strafe target pit. The first unit in the group determines the approach zone (heading and box). --- @param #number boxlength (Optional) Length of the approach box in meters. Default is 3000 m. --- @param #number boxwidth (Optional) Width of the approach box in meters. Default is 300 m. --- @param #number heading (Optional) Approach heading in Degrees. Default is heading of the unit as defined in the mission editor. --- @param #boolean inverseheading (Optional) Take inverse heading (heading --> heading - 180 Degrees). Default is false. --- @param #number goodpass (Optional) Number of hits for a "good" strafing pass. Default is 20. --- @param #number foulline (Optional) Foul line distance. Hits from closer than this distance are not counted. Default 610 m = 2000 ft. Set to 0 for no foul line. -function RANGE:AddStrafePitGroup(group, boxlength, boxwidth, heading, inverseheading, goodpass, foulline) - self:F({group=group, boxlength=boxlength, boxwidth=boxwidth, heading=heading, inverseheading=inverseheading, goodpass=goodpass, foulline=foulline}) - - if group and group:IsAlive() then - - -- Get units of group. - local _units=group:GetUnits() - - -- Make table of unit names. - local _names={} - for _,_unit in ipairs(_units) do - - local _unit=_unit --Wrapper.Unit#UNIT - - if _unit and _unit:IsAlive() then - local _name=_unit:GetName() - table.insert(_names,_name) - end - - end - - -- Add strafe pit. - self:AddStrafePit(_names, boxlength, boxwidth, heading, inverseheading, goodpass, foulline) - end - -end - ---- Add bombing target(s) to range. --- @param #RANGE self --- @param #table targetnames Table containing names of unit or static objects serving as bomb targets. --- @param #number goodhitrange (Optional) Max distance from target unit (in meters) which is considered as a good hit. Default is 25 m. --- @param #boolean randommove If true, unit will move randomly within the range. Default is false. -function RANGE:AddBombingTargets(targetnames, goodhitrange, randommove) - self:F({targetnames=targetnames, goodhitrange=goodhitrange, randommove=randommove}) - - -- Create a table if necessary. - if type(targetnames) ~= "table" then - targetnames={targetnames} - end - - -- Default range is 25 m. - goodhitrange=goodhitrange or RANGE.Defaults.goodhitrange - - for _,name in pairs(targetnames) do - - -- Check if we have a static or unit object. - local _isstatic=self:_CheckStatic(name) - - if _isstatic==true then - local _static=STATIC:FindByName(name) - self:T2(RANGE.id..string.format("Adding static bombing target %s with hit range %d.", name, goodhitrange, false)) - self:AddBombingTargetUnit(_static, goodhitrange) - elseif _isstatic==false then - local _unit=UNIT:FindByName(name) - self:T2(RANGE.id..string.format("Adding unit bombing target %s with hit range %d.", name, goodhitrange, randommove)) - self:AddBombingTargetUnit(_unit, goodhitrange) - else - self:E(RANGE.id..string.format("ERROR! Could not find bombing target %s.", name)) - end - - end -end - ---- Add a unit or static object as bombing target. --- @param #RANGE self --- @param Wrapper.Positionable#POSITIONABLE unit Positionable (unit or static) of the strafe target. --- @param #number goodhitrange Max distance from unit which is considered as a good hit. --- @param #boolean randommove If true, unit will move randomly within the range. Default is false. -function RANGE:AddBombingTargetUnit(unit, goodhitrange, randommove) - self:F({unit=unit, goodhitrange=goodhitrange, randommove=randommove}) - - -- Get name of positionable. - local name=unit:GetName() - - -- Check if we have a static or unit object. - local _isstatic=self:_CheckStatic(name) - - -- Default range is 25 m. - goodhitrange=goodhitrange or RANGE.Defaults.goodhitrange - - -- Set randommove to false if it was not specified. - if randommove==nil or _isstatic==true then - randommove=false - end - - -- Debug or error output. - if _isstatic==true then - self:T(RANGE.id..string.format("Adding STATIC bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring(randommove))) - elseif _isstatic==false then - self:T(RANGE.id..string.format("Adding UNIT bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring(randommove))) - else - self:E(RANGE.id..string.format("ERROR! No bombing target with name %s could be found. Carefully check all UNIT and STATIC names defined in the mission editor!", name)) - end - - -- Get max speed of unit in km/h. - local speed=0 - if _isstatic==false then - speed=self:_GetSpeed(unit) - end - - -- Insert target to table. - table.insert(self.bombingTargets, {name=name, target=unit, goodhitrange=goodhitrange, move=randommove, speed=speed}) -end - ---- Add all units of a group as bombing targets. --- @param #RANGE self --- @param Wrapper.Group#GROUP group Group of bombing targets. --- @param #number goodhitrange Max distance from unit which is considered as a good hit. --- @param #boolean randommove If true, unit will move randomly within the range. Default is false. -function RANGE:AddBombingTargetGroup(group, goodhitrange, randommove) - self:F({group=group, goodhitrange=goodhitrange, randommove=randommove}) - - if group then - - local _units=group:GetUnits() - - for _,_unit in pairs(_units) do - if _unit and _unit:IsAlive() then - self:AddBombingTargetUnit(_unit, goodhitrange, randommove) - end - end - end - -end - ---- Measures the foule line distance between two unit or static objects. --- @param #RANGE self --- @param #string namepit Name of the strafe pit target object. --- @param #string namefoulline Name of the fould line distance marker object. --- @return #number Foul line distance in meters. -function RANGE:GetFoullineDistance(namepit, namefoulline) - self:F({namepit=namepit, namefoulline=namefoulline}) - - -- Check if we have units or statics. - local _staticpit=self:_CheckStatic(namepit) - local _staticfoul=self:_CheckStatic(namefoulline) - - -- Get the unit or static pit object. - local pit=nil - if _staticpit==true then - pit=STATIC:FindByName(namepit, false) - elseif _staticpit==false then - pit=UNIT:FindByName(namepit) - else - self:E(RANGE.id..string.format("ERROR! Pit object %s could not be found in GetFoullineDistance function. Check the name in the ME.", namepit)) - end - - -- Get the unit or static foul line object. - local foul=nil - if _staticfoul==true then - foul=STATIC:FindByName(namefoulline, false) - elseif _staticfoul==false then - foul=UNIT:FindByName(namefoulline) - else - self:E(RANGE.id..string.format("ERROR! Foul line object %s could not be found in GetFoullineDistance function. Check the name in the ME.", namefoulline)) - end - - -- Get the distance between the two objects. - local fouldist=0 - if pit~=nil and foul~=nil then - fouldist=pit:GetCoordinate():Get2DDistance(foul:GetCoordinate()) - else - self:E(RANGE.id..string.format("ERROR! Foul line distance could not be determined. Check pit object name %s and foul line object name %s in the ME.", namepit, namefoulline)) - end - - self:T(RANGE.id..string.format("Foul line distance = %.1f m.", fouldist)) - return fouldist -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Event Handling - ---- General event handler. --- @param #RANGE self --- @param #table Event DCS event table. -function RANGE:onEvent(Event) - self:F3(Event) - - if Event == nil or Event.initiator == nil then - self:T3("Skipping onEvent. Event or Event.initiator unknown.") - return true - end - if Unit.getByName(Event.initiator:getName()) == nil then - self:T3("Skipping onEvent. Initiator unit name unknown.") - return true - end - - local DCSiniunit = Event.initiator - local DCStgtunit = Event.target - local DCSweapon = Event.weapon - - local EventData={} - local _playerunit=nil - local _playername=nil - - if Event.initiator then - EventData.IniUnitName = Event.initiator:getName() - EventData.IniDCSGroup = Event.initiator:getGroup() - EventData.IniGroupName = Event.initiator:getGroup():getName() - -- Get player unit and name. This returns nil,nil if the event was not fired by a player unit. And these are the only events we are interested in. - _playerunit, _playername = self:_GetPlayerUnitAndName(EventData.IniUnitName) - end - - if Event.target then - EventData.TgtUnitName = Event.target:getName() - EventData.TgtUnit = UNIT:FindByName(EventData.TgtUnitName) - end - - if Event.weapon then - EventData.Weapon = Event.weapon - EventData.weapon = Event.weapon - EventData.WeaponTypeName = Event.weapon:getTypeName() - end - - -- Event info. - self:T3(RANGE.id..string.format("EVENT: Event in onEvent with ID = %s", tostring(Event.id))) - self:T3(RANGE.id..string.format("EVENT: Ini unit = %s" , tostring(EventData.IniUnitName))) - self:T3(RANGE.id..string.format("EVENT: Ini group = %s" , tostring(EventData.IniGroupName))) - self:T3(RANGE.id..string.format("EVENT: Ini player = %s" , tostring(_playername))) - self:T3(RANGE.id..string.format("EVENT: Tgt unit = %s" , tostring(EventData.TgtUnitName))) - self:T3(RANGE.id..string.format("EVENT: Wpn type = %s" , tostring(EventData.WeaponTypeName))) - - -- Call event Birth function. - if Event.id==world.event.S_EVENT_BIRTH and _playername then - self:OnEventBirth(EventData) - end - - -- Call event Shot function. - if Event.id==world.event.S_EVENT_SHOT and _playername and Event.weapon then - self:OnEventShot(EventData) - end - - -- Call event Hit function. - if Event.id==world.event.S_EVENT_HIT and _playername and DCStgtunit then - self:OnEventHit(EventData) - end - -end - - ---- Range event handler for event birth. --- @param #RANGE self --- @param Core.Event#EVENTDATA EventData -function RANGE:OnEventBirth(EventData) - self:F({eventbirth = EventData}) - - local _unitName=EventData.IniUnitName - local _unit, _playername=self:_GetPlayerUnitAndName(_unitName) - - self:T3(RANGE.id.."BIRTH: unit = "..tostring(EventData.IniUnitName)) - self:T3(RANGE.id.."BIRTH: group = "..tostring(EventData.IniGroupName)) - self:T3(RANGE.id.."BIRTH: player = "..tostring(_playername)) - - if _unit and _playername then - - local _uid=_unit:GetID() - local _group=_unit:GetGroup() - local _gid=_group:GetID() - local _callsign=_unit:GetCallsign() - - -- Debug output. - local text=string.format("Player %s, callsign %s entered unit %s (UID %d) of group %s (GID %d)", _playername, _callsign, _unitName, _uid, _group:GetName(), _gid) - self:T(RANGE.id..text) - MESSAGE:New(text, 5):ToAllIf(self.Debug) - - self:_GetAmmo(_unitName) - - -- Reset current strafe status. - self.strafeStatus[_uid] = nil - - -- Add Menu commands. - self:_AddF10Commands(_unitName) - - -- By default, some bomb impact points and do not flare each hit on target. - self.PlayerSettings[_playername]={} - self.PlayerSettings[_playername].smokebombimpact=true - self.PlayerSettings[_playername].flaredirecthits=false - self.PlayerSettings[_playername].smokecolor=SMOKECOLOR.Blue - self.PlayerSettings[_playername].flarecolor=FLARECOLOR.Red - self.PlayerSettings[_playername].delaysmoke=true - - -- Start check in zone timer. - if self.planes[_uid] ~= true then - SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1) - self.planes[_uid] = true - end - - end -end - ---- Range event handler for event hit. --- @param #RANGE self --- @param Core.Event#EVENTDATA EventData -function RANGE:OnEventHit(EventData) - self:F({eventhit = EventData}) - - -- Debug info. - self:T3(RANGE.id.."HIT: Ini unit = "..tostring(EventData.IniUnitName)) - self:T3(RANGE.id.."HIT: Ini group = "..tostring(EventData.IniGroupName)) - self:T3(RANGE.id.."HIT: Tgt target = "..tostring(EventData.TgtUnitName)) - - -- Player info - local _unitName = EventData.IniUnitName - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) - if _unit==nil or _playername==nil then - return - end - - -- Unit ID - local _unitID = _unit:GetID() - - -- Target - local target = EventData.TgtUnit - local targetname = EventData.TgtUnitName - - -- Current strafe target of player. - local _currentTarget = self.strafeStatus[_unitID] - - -- Player has rolled in on a strafing target. - if _currentTarget and target:IsAlive() then - - local playerPos = _unit:GetCoordinate() - local targetPos = target:GetCoordinate() - - -- Loop over valid targets for this run. - for _,_target in pairs(_currentTarget.zone.targets) do - - -- Check the the target is the same that was actually hit. - if _target and _target:IsAlive() and _target:GetName() == targetname then - - -- Get distance between player and target. - local dist=playerPos:Get2DDistance(targetPos) - - if dist > _currentTarget.zone.foulline then - -- Increase hit counter of this run. - _currentTarget.hits = _currentTarget.hits + 1 - - -- Flare target. - if _unit and _playername and self.PlayerSettings[_playername].flaredirecthits then - targetPos:Flare(self.PlayerSettings[_playername].flarecolor) - end - else - -- Too close to the target. - if _currentTarget.pastfoulline==false and _unit and _playername then - local _d=_currentTarget.zone.foulline - local text=string.format("%s, Invalid hit!\nYou already passed foul line distance of %d m for target %s.", self:_myname(_unitName), _d, targetname) - self:_DisplayMessageToGroup(_unit, text, 10) - self:T2(RANGE.id..text) - _currentTarget.pastfoulline=true - end - end - - end - end - end - - -- Bombing Targets - for _,_bombtarget in pairs(self.bombingTargets) do - - local _target=_bombtarget.target --Wrapper.Positionable#POSITIONABLE - - -- Check if one of the bomb targets was hit. - if _target and _target:IsAlive() and _bombtarget.name == targetname then - - if _unit and _playername then - - -- Position of target. - local targetPos = _target:GetCoordinate() - - -- Message to player. - --local text=string.format("%s, direct hit on target %s.", self:_myname(_unitName), targetname) - --self:DisplayMessageToGroup(_unit, text, 10, true) - - -- Flare target. - if self.PlayerSettings[_playername].flaredirecthits then - targetPos:Flare(self.PlayerSettings[_playername].flarecolor) - end - - end - end - end -end - ---- Range event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun). --- @param #RANGE self --- @param Core.Event#EVENTDATA EventData -function RANGE:OnEventShot(EventData) - self:F({eventshot = EventData}) - - -- Weapon data. - local _weapon = EventData.Weapon:getTypeName() -- should be the same as Event.WeaponTypeName - local _weaponStrArray = self:_split(_weapon,"%.") - local _weaponName = _weaponStrArray[#_weaponStrArray] - - -- Debug info. - self:T(RANGE.id.."EVENT SHOT: Range "..self.rangename) - self:T(RANGE.id.."EVENT SHOT: Ini unit = "..EventData.IniUnitName) - self:T(RANGE.id.."EVENT SHOT: Ini group = "..EventData.IniGroupName) - self:T(RANGE.id.."EVENT SHOT: Weapon type = ".._weapon) - self:T(RANGE.id.."EVENT SHOT: Weapon name = ".._weaponName) - - -- Special cases: - local _viggen=string.match(_weapon, "ROBOT") or string.match(_weapon, "RB75") or string.match(_weapon, "BK90") or string.match(_weapon, "RB15") or string.match(_weapon, "RB04") - - -- Tracking conditions for bombs, rockets and missiles. - local _bombs=string.match(_weapon, "weapons.bombs") - local _rockets=string.match(_weapon, "weapons.nurs") - local _missiles=string.match(_weapon, "weapons.missiles") or _viggen - - -- Check if any condition applies here. - local _track = (_bombs and self.trackbombs) or (_rockets and self.trackrockets) or (_missiles and self.trackmissiles) - - -- Get unit name. - local _unitName = EventData.IniUnitName - - -- Get player unit and name. - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) - - -- Set this to larger value than the threshold. - local dPR=self.BombtrackThreshold*2 - - -- Distance player to range. - if _unit and _playername then - dPR=_unit:GetCoordinate():Get2DDistance(self.location) - self:T(RANGE.id..string.format("Range %s, player %s, player-range distance = %d km.", self.rangename, _playername, dPR/1000)) - end - - -- Only track if distance player to range is < 25 km. - if _track and dPR<=self.BombtrackThreshold then - - -- Tracking info and init of last bomb position. - self:T(RANGE.id..string.format("RANGE %s: Tracking %s - %s.", self.rangename, _weapon, EventData.weapon:getName())) - - -- Init bomb position. - local _lastBombPos = {x=0,y=0,z=0} - - -- Function monitoring the position of a bomb until impact. - local function trackBomb(_ordnance) - - -- When the pcall returns a failure the weapon has hit. - local _status,_bombPos = pcall( - function() - return _ordnance:getPoint() - end) - - self:T3(RANGE.id..string.format("Range %s: Bomb still in air: %s", self.rangename, tostring(_status))) - if _status then - - -- Still in the air. Remember this position. - _lastBombPos = {x = _bombPos.x, y = _bombPos.y, z= _bombPos.z } - - -- Check again in 0.005 seconds. - return timer.getTime() + self.dtBombtrack - - else - - -- Bomb did hit the ground. - -- Get closet target to last position. - local _closetTarget = nil - local _distance = nil - local _hitquality = "POOR" - - -- Get callsign. - local _callsign=self:_myname(_unitName) - - -- Coordinate of impact point. - local impactcoord=COORDINATE:NewFromVec3(_lastBombPos) - - -- Distance from range. We dont want to smoke targets outside of the range. - local impactdist=impactcoord:Get2DDistance(self.location) - - -- Smoke impact point of bomb. - if self.PlayerSettings[_playername].smokebombimpact and impactdist b.hits end - table.sort(_results,_sort) - - -- Prepare message of best results. - local _bestMsg = "" - local _count = 1 - - -- Loop over results - for _,_result in pairs(_results) do - - -- Message text. - _message = _message..string.format("\n[%d] Hits %d - %s - %s", _count, _result.hits, _result.zone.name, _result.text) - - -- Best result. - if _bestMsg == "" then - _bestMsg = string.format("Hits %d - %s - %s", _result.hits, _result.zone.name, _result.text) - end - - -- 10 runs - if _count == self.ndisplayresult then - break - end - - -- Increase counter - _count = _count+1 - end - - -- Message text. - _message = _message .."\n\nBEST: ".._bestMsg - end - - -- Send message to group. - self:_DisplayMessageToGroup(_unit, _message, nil, true) - end -end - ---- Display top 10 strafing results of all players. --- @param #RANGE self --- @param #string _unitName Name fo the player unit. -function RANGE:_DisplayStrafePitResults(_unitName) - self:F(_unitName) - - -- Get player unit and name. - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) - - -- Check if we have a unit which is a player. - if _unit and _playername then - - -- Results table. - local _playerResults = {} - - -- Message text. - local _message = string.format("Strafe Pit Results - Top %d Players:\n", self.ndisplayresult) - - -- Loop over player results. - for _playerName,_results in pairs(self.strafePlayerResults) do - - -- Get the best result of the player. - local _best = nil - for _,_result in pairs(_results) do - if _best == nil or _result.hits > _best.hits then - _best = _result - end - end - - -- Add best result to table. - if _best ~= nil then - local text=string.format("%s: Hits %i - %s - %s", _playerName, _best.hits, _best.zone.name, _best.text) - table.insert(_playerResults,{msg = text, hits = _best.hits}) - end - - end - - --Sort list! - local _sort = function( a,b ) return a.hits > b.hits end - table.sort(_playerResults,_sort) - - -- Add top 10 results. - for _i = 1, math.min(#_playerResults, self.ndisplayresult) do - _message = _message..string.format("\n[%d] %s", _i, _playerResults[_i].msg) - end - - -- In case there are no scores yet. - if #_playerResults<1 then - _message = _message.."No player scored yet." - end - - -- Send message. - self:_DisplayMessageToGroup(_unit, _message, nil, true) - end -end - ---- Display top 10 bombing run results of specific player. --- @param #RANGE self --- @param #string _unitName Name of the player unit. -function RANGE:_DisplayMyBombingResults(_unitName) - self:F(_unitName) - - -- Get player unit and name. - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) - - if _unit and _playername then - - -- Init message. - local _message = string.format("My Top %d Bombing Results:\n", self.ndisplayresult) - - -- Results from player. - local _results = self.bombPlayerResults[_playername] - - -- No score so far. - if _results == nil then - _message = _playername..": No Score yet." - else - - -- Sort results wrt to distance. - local _sort = function( a,b ) return a.distance < b.distance end - table.sort(_results,_sort) - - -- Loop over results. - local _bestMsg = "" - local _count = 1 - for _,_result in pairs(_results) do - - -- Message with name, weapon and distance. - _message = _message.."\n"..string.format("[%d] %d m - %s - %s - %s hit", _count, _result.distance, _result.name, _result.weapon, _result.quality) - - -- Store best/first result. - if _bestMsg == "" then - _bestMsg = string.format("%d m - %s - %s - %s hit",_result.distance,_result.name,_result.weapon, _result.quality) - end - - -- Best 10 runs only. - if _count == self.ndisplayresult then - break - end - - -- Increase counter. - _count = _count+1 - end - - -- Message. - _message = _message .."\n\nBEST: ".._bestMsg - end - - -- Send message. - self:_DisplayMessageToGroup(_unit, _message, nil, true) - end -end - ---- Display best bombing results of top 10 players. --- @param #RANGE self --- @param #string _unitName Name of player unit. -function RANGE:_DisplayBombingResults(_unitName) - self:F(_unitName) - - -- Results table. - local _playerResults = {} - - -- Get player unit and name. - local _unit, _player = self:_GetPlayerUnitAndName(_unitName) - - -- Check if we have a unit with a player. - if _unit and _player then - - -- Message header. - local _message = string.format("Bombing Results - Top %d Players:\n", self.ndisplayresult) - - -- Loop over players. - for _playerName,_results in pairs(self.bombPlayerResults) do - - -- Find best result of player. - local _best = nil - for _,_result in pairs(_results) do - if _best == nil or _result.distance < _best.distance then - _best = _result - end - end - - -- Put best result of player into table. - if _best ~= nil then - local bestres=string.format("%s: %d m - %s - %s - %s hit", _playerName, _best.distance, _best.name, _best.weapon, _best.quality) - table.insert(_playerResults, {msg = bestres, distance = _best.distance}) - end - - end - - -- Sort list of player results. - local _sort = function( a,b ) return a.distance < b.distance end - table.sort(_playerResults,_sort) - - -- Loop over player results. - for _i = 1, math.min(#_playerResults, self.ndisplayresult) do - _message = _message..string.format("\n[%d] %s", _i, _playerResults[_i].msg) - end - - -- In case there are no scores yet. - if #_playerResults<1 then - _message = _message.."No player scored yet." - end - - -- Send message. - self:_DisplayMessageToGroup(_unit, _message, nil, true) - end -end - ---- Report information like bearing and range from player unit to range. --- @param #RANGE self --- @param #string _unitname Name of the player unit. -function RANGE:_DisplayRangeInfo(_unitname) - self:F(_unitname) - - -- Get player unit and player name. - local unit, playername = self:_GetPlayerUnitAndName(_unitname) - - -- Check if we have a player. - if unit and playername then - - -- Message text. - local text="" - - -- Current coordinates. - local coord=unit:GetCoordinate() - - if self.location then - - -- Direction vector from current position (coord) to target (position). - local position=self.location --Core.Point#COORDINATE - local rangealt=position:GetLandHeight() - local vec3=coord:GetDirectionVec3(position) - local angle=coord:GetAngleDegrees(vec3) - local range=coord:Get2DDistance(position) - - -- Bearing string. - local Bs=string.format('%03d°', angle) - - local texthit - if self.PlayerSettings[playername].flaredirecthits then - texthit=string.format("Flare direct hits: ON (flare color %s)\n", self:_flarecolor2text(self.PlayerSettings[playername].flarecolor)) - else - texthit=string.format("Flare direct hits: OFF\n") - end - local textbomb - if self.PlayerSettings[playername].smokebombimpact then - textbomb=string.format("Smoke bomb impact points: ON (smoke color %s)\n", self:_smokecolor2text(self.PlayerSettings[playername].smokecolor)) - else - textbomb=string.format("Smoke bomb impact points: OFF\n") - end - local textdelay - if self.PlayerSettings[playername].delaysmoke then - textdelay=string.format("Smoke bomb delay: ON (delay %.1f seconds)", self.TdelaySmoke) - else - textdelay=string.format("Smoke bomb delay: OFF") - end - - -- Player unit settings. - local settings=_DATABASE:GetPlayerSettings(playername) or _SETTINGS --Core.Settings#SETTINGS - local trange=string.format("%.1f km", range/1000) - local trangealt=string.format("%d m", rangealt) - local tstrafemaxalt=string.format("%d m", self.strafemaxalt) - if settings:IsImperial() then - trange=string.format("%.1f NM", UTILS.MetersToNM(range)) - trangealt=string.format("%d feet", UTILS.MetersToFeet(rangealt)) - tstrafemaxalt=string.format("%d feet", UTILS.MetersToFeet(self.strafemaxalt)) - end - - -- Message. - text=text..string.format("Information on %s:\n", self.rangename) - text=text..string.format("-------------------------------------------------------\n") - text=text..string.format("Bearing %s, Range %s\n", Bs, trange) - text=text..string.format("Altitude ASL: %s\n", trangealt) - text=text..string.format("Max strafing alt AGL: %s\n", tstrafemaxalt) - text=text..string.format("# of strafe targets: %d\n", self.nstrafetargets) - text=text..string.format("# of bomb targets: %d\n", self.nbombtargets) - text=text..texthit - text=text..textbomb - text=text..textdelay - - -- Send message to player group. - self:_DisplayMessageToGroup(unit, text, nil, true) - - -- Debug output. - self:T2(RANGE.id..text) - end - end -end - ---- Display bombing target locations to player. --- @param #RANGE self --- @param #string _unitname Name of the player unit. -function RANGE:_DisplayBombTargets(_unitname) - self:F(_unitname) - - -- Get player unit and player name. - local _unit, _playername = self:_GetPlayerUnitAndName(_unitname) - - -- Check if we have a player. - if _unit and _playername then - - -- Player settings. - local _settings=_DATABASE:GetPlayerSettings(_playername) or _SETTINGS --Core.Settings#SETTINGS - - -- Message text. - local _text="Bomb Target Locations:" - - for _,_bombtarget in pairs(self.bombingTargets) do - local _target=_bombtarget.target --Wrapper.Positionable#POSITIONABLE - if _target and _target:IsAlive() then - - -- Core.Point#COORDINATE - local coord=_target:GetCoordinate() --Core.Point#COORDINATE - local mycoord=coord:ToStringA2G(_unit, _settings) - _text=_text..string.format("\n- %s: %s",_bombtarget.name, mycoord) - end - end - - self:_DisplayMessageToGroup(_unit,_text, nil, true) - end -end - ---- Display pit location and heading to player. --- @param #RANGE self --- @param #string _unitname Name of the player unit. -function RANGE:_DisplayStrafePits(_unitname) - self:F(_unitname) - - -- Get player unit and player name. - local _unit, _playername = self:_GetPlayerUnitAndName(_unitname) - - -- Check if we have a player. - if _unit and _playername then - - -- Player settings. - local _settings=_DATABASE:GetPlayerSettings(_playername) or _SETTINGS --Core.Settings#SETTINGS - - -- Message text. - local _text="Strafe Target Locations:" - - for _,_strafepit in pairs(self.strafeTargets) do - local _target=_strafepit --Wrapper.Positionable#POSITIONABLE - - -- Pit parameters. - local coord=_strafepit.coordinate --Core.Point#COORDINATE - local heading=_strafepit.heading - - -- Turn heading around ==> approach heading. - if heading>180 then - heading=heading-180 - else - heading=heading+180 - end - - local mycoord=coord:ToStringA2G(_unit, _settings) - _text=_text..string.format("\n- %s: %s - heading %03d",_strafepit.name, mycoord, heading) - end - - self:_DisplayMessageToGroup(_unit,_text, nil, true) - end -end - - ---- Report weather conditions at range. Temperature, QFE pressure and wind data. --- @param #RANGE self --- @param #string _unitname Name of the player unit. -function RANGE:_DisplayRangeWeather(_unitname) - self:F(_unitname) - - -- Get player unit and player name. - local unit, playername = self:_GetPlayerUnitAndName(_unitname) - - -- Check if we have a player. - if unit and playername then - - -- Message text. - local text="" - - -- Current coordinates. - local coord=unit:GetCoordinate() - - if self.location then - - -- Get atmospheric data at range location. - local position=self.location --Core.Point#COORDINATE - local T=position:GetTemperature() - local P=position:GetPressure() - local Wd,Ws=position:GetWind() - - -- Get Beaufort wind scale. - local Bn,Bd=UTILS.BeaufortScale(Ws) - - local WD=string.format('%03d°', Wd) - local Ts=string.format("%d°C",T) - - local hPa2inHg=0.0295299830714 - local hPa2mmHg=0.7500615613030 - - local settings=_DATABASE:GetPlayerSettings(playername) or _SETTINGS --Core.Settings#SETTINGS - local tT=string.format("%d°C",T) - local tW=string.format("%.1f m/s", Ws) - local tP=string.format("%.1f mmHg", P*hPa2mmHg) - if settings:IsImperial() then - tT=string.format("%d°F", UTILS.CelciusToFarenheit(T)) - tW=string.format("%.1f knots", UTILS.MpsToKnots(Ws)) - tP=string.format("%.2f inHg", P*hPa2inHg) - end - - - -- Message text. - text=text..string.format("Weather Report at %s:\n", self.rangename) - text=text..string.format("--------------------------------------------------\n") - text=text..string.format("Temperature %s\n", tT) - text=text..string.format("Wind from %s at %s (%s)\n", WD, tW, Bd) - text=text..string.format("QFE %.1f hPa = %s", P, tP) - else - text=string.format("No range location defined for range %s.", self.rangename) - end - - -- Send message to player group. - self:_DisplayMessageToGroup(unit, text, nil, true) - - -- Debug output. - self:T2(RANGE.id..text) - else - self:T(RANGE.id..string.format("ERROR! Could not find player unit in RangeInfo! Name = %s", _unitname)) - end -end - ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --- Timer Functions - ---- Check if player is inside a strafing zone. If he is, we start looking for hits. If he was and left the zone again, the result is stored. --- @param #RANGE self --- @param #string _unitName Name of player unit. -function RANGE:_CheckInZone(_unitName) - self:F2(_unitName) - - -- Get player unit and name. - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) - - if _unit and _playername then - - -- Current position of player unit. - local _unitID = _unit:GetID() - - -- Currently strafing? (strafeStatus is nil if not) - local _currentStrafeRun = self.strafeStatus[_unitID] - - if _currentStrafeRun then -- player has already registered for a strafing run. - - -- Get the current approach zone and check if player is inside. - local zone=_currentStrafeRun.zone.polygon --Core.Zone#ZONE_POLYGON_BASE - - local unitheading = _unit:GetHeading() - local pitheading = _currentStrafeRun.zone.heading - 180 - local deltaheading = unitheading-pitheading - local towardspit = math.abs(deltaheading)<=90 or math.abs(deltaheading-360)<=90 - local unitalt=_unit:GetHeight()-_unit:GetCoordinate():GetLandHeight() - - -- Check if unit is inside zone and below max height AGL. - local unitinzone=_unit:IsInZone(zone) and unitalt <= self.strafemaxalt and towardspit - - -- Debug output - local text=string.format("Checking stil in zone. Unit = %s, player = %s in zone = %s. alt = %d, delta heading = %d", _unitName, _playername, tostring(unitinzone), unitalt, deltaheading) - self:T2(RANGE.id..text) - - -- Check if player is in strafe zone and below max alt. - if unitinzone then - - -- Still in zone, keep counting hits. Increase counter. - _currentStrafeRun.time = _currentStrafeRun.time+1 - - else - - -- Increase counter - _currentStrafeRun.time = _currentStrafeRun.time+1 - - if _currentStrafeRun.time <= 3 then - - -- Reset current run. - self.strafeStatus[_unitID] = nil - - -- Message text. - local _msg = string.format("%s left strafing zone %s too quickly. No Score.", _playername, _currentStrafeRun.zone.name) - - -- Send message. - self:_DisplayMessageToGroup(_unit, _msg, nil, true) - - else - - -- Get current ammo. - local _ammo=self:_GetAmmo(_unitName) - - -- Result. - local _result = self.strafeStatus[_unitID] - - -- Judge this pass. Text is displayed on summary. - if _result.hits >= _result.zone.goodPass*2 then - _result.text = "EXCELLENT PASS" - elseif _result.hits >= _result.zone.goodPass then - _result.text = "GOOD PASS" - elseif _result.hits >= _result.zone.goodPass/2 then - _result.text = "INEFFECTIVE PASS" - else - _result.text = "POOR PASS" - end - - -- Calculate accuracy of run. Number of hits wrt number of rounds fired. - local shots=_result.ammo-_ammo - local accur=0 - if shots>0 then - accur=_result.hits/shots*100 - end - - -- Message text. - local _text=string.format("%s, %s with %d hits on target %s.", self:_myname(_unitName), _result.text, _result.hits, _result.zone.name) - if shots and accur then - _text=_text..string.format("\nTotal rounds fired %d. Accuracy %.1f %%.", shots, accur) - end - - -- Send message. - self:_DisplayMessageToGroup(_unit, _text) - - -- Set strafe status to nil. - self.strafeStatus[_unitID] = nil - - -- Save stats so the player can retrieve them. - local _stats = self.strafePlayerResults[_playername] or {} - table.insert(_stats, _result) - self.strafePlayerResults[_playername] = _stats - end - - end - - else - - -- Check to see if we're in any of the strafing zones (first time). - for _,_targetZone in pairs(self.strafeTargets) do - - -- Get the current approach zone and check if player is inside. - local zonenname=_targetZone.name - local zone=_targetZone.polygon --Core.Zone#ZONE_POLYGON_BASE - - -- Check if player is in zone and below max alt and flying towards the target. - local unitheading = _unit:GetHeading() - local pitheading = _targetZone.heading - 180 - local deltaheading = unitheading-pitheading - local towardspit = math.abs(deltaheading)<=90 or math.abs(deltaheading-360)<=90 - local unitalt =_unit:GetHeight()-_unit:GetCoordinate():GetLandHeight() - - -- Check if unit is inside zone and below max height AGL. - local unitinzone=_unit:IsInZone(zone) and unitalt <= self.strafemaxalt and towardspit - - -- Debug info. - local text=string.format("Checking zone %s. Unit = %s, player = %s in zone = %s. alt = %d, delta heading = %d", _targetZone.name, _unitName, _playername, tostring(unitinzone), unitalt, deltaheading) - self:T2(RANGE.id..text) - - -- Player is inside zone. - if unitinzone then - - -- Get ammo at the beginning of the run. - local _ammo=self:_GetAmmo(_unitName) - - -- Init strafe status for this player. - self.strafeStatus[_unitID] = {hits = 0, zone = _targetZone, time = 1, ammo=_ammo, pastfoulline=false } - - -- Rolling in! - local _msg=string.format("%s, rolling in on strafe pit %s.", self:_myname(_unitName), _targetZone.name) - - -- Send message. - self:_DisplayMessageToGroup(_unit, _msg, 10, true) - - -- We found our player. Skip remaining checks. - break - - end -- unit in zone check - - end -- loop over zones - end - end - -end - ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --- Menu Functions - ---- Add menu commands for player. --- @param #RANGE self --- @param #string _unitName Name of player unit. -function RANGE:_AddF10Commands(_unitName) - self:F(_unitName) - - -- Get player unit and name. - local _unit, playername = self:_GetPlayerUnitAndName(_unitName) - - -- Check for player unit. - if _unit and playername then - - -- Get group and ID. - local group=_unit:GetGroup() - local _gid=group:GetID() - - if group and _gid then - - if not self.MenuAddedTo[_gid] then - - -- Enable switch so we don't do this twice. - self.MenuAddedTo[_gid] = true - - -- Main F10 menu: F10/On the Range// - if RANGE.MenuF10[_gid] == nil then - RANGE.MenuF10[_gid]=missionCommands.addSubMenuForGroup(_gid, "On the Range") - end - local _rangePath = missionCommands.addSubMenuForGroup(_gid, self.rangename, RANGE.MenuF10[_gid]) - local _statsPath = missionCommands.addSubMenuForGroup(_gid, "Statistics", _rangePath) - local _markPath = missionCommands.addSubMenuForGroup(_gid, "Mark Targets", _rangePath) - local _settingsPath = missionCommands.addSubMenuForGroup(_gid, "My Settings", _rangePath) - local _infoPath = missionCommands.addSubMenuForGroup(_gid, "Range Info", _rangePath) - -- F10/On the Range//My Settings/ - local _mysmokePath = missionCommands.addSubMenuForGroup(_gid, "Smoke Color", _settingsPath) - local _myflarePath = missionCommands.addSubMenuForGroup(_gid, "Flare Color", _settingsPath) - - -- F10/On the Range//Mark Targets/ - missionCommands.addCommandForGroup(_gid, "Mark On Map", _markPath, self._MarkTargetsOnMap, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Illuminate Range", _markPath, self._IlluminateBombTargets, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Smoke Strafe Pits", _markPath, self._SmokeStrafeTargetBoxes, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Smoke Strafe Tgts", _markPath, self._SmokeStrafeTargets, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Smoke Bomb Tgts", _markPath, self._SmokeBombTargets, self, _unitName) - -- F10/On the Range//Stats/ - missionCommands.addCommandForGroup(_gid, "All Strafe Results", _statsPath, self._DisplayStrafePitResults, self, _unitName) - missionCommands.addCommandForGroup(_gid, "All Bombing Results", _statsPath, self._DisplayBombingResults, self, _unitName) - missionCommands.addCommandForGroup(_gid, "My Strafe Results", _statsPath, self._DisplayMyStrafePitResults, self, _unitName) - missionCommands.addCommandForGroup(_gid, "My Bomb Results", _statsPath, self._DisplayMyBombingResults, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Reset All Stats", _statsPath, self._ResetRangeStats, self, _unitName) - -- F10/On the Range//My Settings/Smoke Color/ - missionCommands.addCommandForGroup(_gid, "Blue Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Blue) - missionCommands.addCommandForGroup(_gid, "Green Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Green) - missionCommands.addCommandForGroup(_gid, "Orange Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Orange) - missionCommands.addCommandForGroup(_gid, "Red Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.Red) - missionCommands.addCommandForGroup(_gid, "White Smoke", _mysmokePath, self._playersmokecolor, self, _unitName, SMOKECOLOR.White) - -- F10/On the Range//My Settings/Flare Color/ - missionCommands.addCommandForGroup(_gid, "Green Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.Green) - missionCommands.addCommandForGroup(_gid, "Red Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.Red) - missionCommands.addCommandForGroup(_gid, "White Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.White) - missionCommands.addCommandForGroup(_gid, "Yellow Flares", _myflarePath, self._playerflarecolor, self, _unitName, FLARECOLOR.Yellow) - -- F10/On the Range//My Settings/ - missionCommands.addCommandForGroup(_gid, "Smoke Delay On/Off", _settingsPath, self._SmokeBombDelayOnOff, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Smoke Impact On/Off", _settingsPath, self._SmokeBombImpactOnOff, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Flare Hits On/Off", _settingsPath, self._FlareDirectHitsOnOff, self, _unitName) - -- F10/On the Range//Range Information - missionCommands.addCommandForGroup(_gid, "General Info", _infoPath, self._DisplayRangeInfo, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Weather Report", _infoPath, self._DisplayRangeWeather, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Bombing Targets", _infoPath, self._DisplayBombTargets, self, _unitName) - missionCommands.addCommandForGroup(_gid, "Strafe Pits", _infoPath, self._DisplayStrafePits, self, _unitName) - end - else - self:T(RANGE.id.."Could not find group or group ID in AddF10Menu() function. Unit name: ".._unitName) - end - else - self:T(RANGE.id.."Player unit does not exist in AddF10Menu() function. Unit name: ".._unitName) - end - -end - ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --- Helper Functions - ---- Get the number of shells a unit currently has. --- @param #RANGE self --- @param #string unitname Name of the player unit. --- @return Number of shells left -function RANGE:_GetAmmo(unitname) - self:F2(unitname) - - -- Init counter. - local ammo=0 - - local unit, playername = self:_GetPlayerUnitAndName(unitname) - - if unit and playername then - - local has_ammo=false - - local ammotable=unit:GetAmmo() - self:T2({ammotable=ammotable}) - - if ammotable ~= nil then - - local weapons=#ammotable - self:T2(RANGE.id..string.format("Number of weapons %d.", weapons)) - - for w=1,weapons do - - local Nammo=ammotable[w]["count"] - local Tammo=ammotable[w]["desc"]["typeName"] - - -- We are specifically looking for shells here. - if string.match(Tammo, "shell") then - - -- Add up all shells - ammo=ammo+Nammo - - local text=string.format("Player %s has %d rounds ammo of type %s", playername, Nammo, Tammo) - self:T(RANGE.id..text) - MESSAGE:New(text, 10):ToAllIf(self.Debug) - else - local text=string.format("Player %s has %d ammo of type %s", playername, Nammo, Tammo) - self:T(RANGE.id..text) - MESSAGE:New(text, 10):ToAllIf(self.Debug) - end - end - end - end - - return ammo -end - ---- Mark targets on F10 map. --- @param #RANGE self --- @param #string _unitName Name of the player unit. -function RANGE:_MarkTargetsOnMap(_unitName) - self:F(_unitName) - - -- Get group. - local group=nil - if _unitName then - group=UNIT:FindByName(_unitName):GetGroup() - end - - -- Mark bomb targets. - for _,_bombtarget in pairs(self.bombingTargets) do - local _target=_bombtarget.target --Wrapper.Positionable#POSITIONABLE - if _target and _target:IsAlive() then - local coord=_target:GetCoordinate() --Core.Point#COORDINATE - if group then - coord:MarkToGroup("Bomb target ".._bombtarget.name, group) - else - coord:MarkToAll("Bomb target ".._bombtarget.name) - end - end - end - - -- Mark strafe targets. - for _,_strafepit in pairs(self.strafeTargets) do - for _,_target in pairs(_strafepit.targets) do - local _target=_target --Wrapper.Positionable#POSITIONABLE - if _target and _target:IsAlive() then - local coord=_target:GetCoordinate() --Core.Point#COORDINATE - if group then - coord:MarkToGroup("Strafe target ".._target:GetName(), group) - else - coord:MarkToAll("Strafe target ".._target:GetName()) - end - end - end - end - - if _unitName then - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) - local text=string.format("%s, %s, range targets are now marked on F10 map.", self.rangename, _playername) - self:_DisplayMessageToGroup(_unit, text, 5) - end - -end - ---- Illuminate targets. Fires illumination bombs at one random bomb and one random strafe target at a random altitude between 400 and 800 m. --- @param #RANGE self --- @param #string _unitName (Optional) Name of the player unit. -function RANGE:_IlluminateBombTargets(_unitName) - self:F(_unitName) - - -- All bombing target coordinates. - local bomb={} - - for _,_bombtarget in pairs(self.bombingTargets) do - local _target=_bombtarget.target --Wrapper.Positionable#POSITIONABLE - if _target and _target:IsAlive() then - local coord=_target:GetCoordinate() --Core.Point#COORDINATE - table.insert(bomb, coord) - end - end - - if #bomb>0 then - local coord=bomb[math.random(#bomb)] --Core.Point#COORDINATE - local c=COORDINATE:New(coord.x,coord.y+math.random(self.illuminationminalt,self.illuminationmaxalt),coord.z) - c:IlluminationBomb() - end - - -- All strafe target coordinates. - local strafe={} - - for _,_strafepit in pairs(self.strafeTargets) do - for _,_target in pairs(_strafepit.targets) do - local _target=_target --Wrapper.Positionable#POSITIONABLE - if _target and _target:IsAlive() then - local coord=_target:GetCoordinate() --Core.Point#COORDINATE - table.insert(strafe, coord) - end - end - end - - -- Pick a random strafe target. - if #strafe>0 then - local coord=strafe[math.random(#strafe)] --Core.Point#COORDINATE - local c=COORDINATE:New(coord.x,coord.y+math.random(self.illuminationminalt,self.illuminationmaxalt),coord.z) - c:IlluminationBomb() - end - - if _unitName then - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) - local text=string.format("%s, %s, range targets are illuminated.", self.rangename, _playername) - self:_DisplayMessageToGroup(_unit, text, 5) - end -end - ---- Reset player statistics. --- @param #RANGE self --- @param #string _unitName Name of the player unit. -function RANGE:_ResetRangeStats(_unitName) - self:F(_unitName) - - -- Get player unit and name. - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) - - if _unit and _playername then - self.strafePlayerResults[_playername] = nil - self.bombPlayerResults[_playername] = nil - local text=string.format("%s, %s, your range stats were cleared.", self.rangename, _playername) - self:DisplayMessageToGroup(_unit, text, 5) - end -end - ---- Display message to group. --- @param #RANGE self --- @param Wrapper.Unit#UNIT _unit Player unit. --- @param #string _text Message text. --- @param #number _time Duration how long the message is displayed. --- @param #boolean _clear Clear up old messages. -function RANGE:_DisplayMessageToGroup(_unit, _text, _time, _clear) - self:F({unit=_unit, text=_text, time=_time, clear=_clear}) - - _time=_time or self.Tmsg - if _clear==nil then - _clear=false - end - - -- Group ID. - local _gid=_unit:GetGroup():GetID() - - if _gid and not self.examinerexclusive then - if _clear == true then - trigger.action.outTextForGroup(_gid, _text, _time, _clear) - else - trigger.action.outTextForGroup(_gid, _text, _time) - end - end - - if self.examinergroupname~=nil then - local _examinerid=GROUP:FindByName(self.examinergroupname):GetID() - if _examinerid then - if _clear == true then - trigger.action.outTextForGroup(_examinerid, _text, _time, _clear) - else - trigger.action.outTextForGroup(_examinerid, _text, _time) - end - end - end - -end - ---- Toggle status of smoking bomb impact points. --- @param #RANGE self --- @param #string unitname Name of the player unit. -function RANGE:_SmokeBombImpactOnOff(unitname) - self:F(unitname) - - local unit, playername = self:_GetPlayerUnitAndName(unitname) - if unit and playername then - local text - if self.PlayerSettings[playername].smokebombimpact==true then - self.PlayerSettings[playername].smokebombimpact=false - text=string.format("%s, %s, smoking impact points of bombs is now OFF.", self.rangename, playername) - else - self.PlayerSettigs[playername].smokebombimpact=true - text=string.format("%s, %s, smoking impact points of bombs is now ON.", self.rangename, playername) - end - self:_DisplayMessageToGroup(unit, text, 5) - end - -end - ---- Toggle status of time delay for smoking bomb impact points --- @param #RANGE self --- @param #string unitname Name of the player unit. -function RANGE:_SmokeBombDelayOnOff(unitname) - self:F(unitname) - - local unit, playername = self:_GetPlayerUnitAndName(unitname) - if unit and playername then - local text - if self.PlayerSettings[playername].delaysmoke==true then - self.PlayerSettings[playername].delaysmoke=false - text=string.format("%s, %s, delayed smoke of bombs is now OFF.", self.rangename, playername) - else - self.PlayerSettigs[playername].delaysmoke=true - text=string.format("%s, %s, delayed smoke of bombs is now ON.", self.rangename, playername) - end - self:_DisplayMessageToGroup(unit, text, 5) - end - -end - ---- Toggle status of flaring direct hits of range targets. --- @param #RANGE self --- @param #string unitname Name of the player unit. -function RANGE:_FlareDirectHitsOnOff(unitname) - self:F(unitname) - - local unit, playername = self:_GetPlayerUnitAndName(unitname) - if unit and playername then - local text - if self.PlayerSettings[playername].flaredirecthits==true then - self.PlayerSettings[playername].flaredirecthits=false - text=string.format("%s, %s, flaring direct hits is now OFF.", self.rangename, playername) - else - self.PlayerSettings[playername].flaredirecthits=true - text=string.format("%s, %s, flaring direct hits is now ON.", self.rangename, playername) - end - self:_DisplayMessageToGroup(unit, text, 5) - end - -end - ---- Mark bombing targets with smoke. --- @param #RANGE self --- @param #string unitname Name of the player unit. -function RANGE:_SmokeBombTargets(unitname) - self:F(unitname) - - for _,_bombtarget in pairs(self.bombingTargets) do - local _target=_bombtarget.target --Wrapper.Positionable#POSITIONABLE - if _target and _target:IsAlive() then - local coord = _target:GetCoordinate() --Core.Point#COORDINATE - coord:Smoke(self.BombSmokeColor) - end - end - - if unitname then - local unit, playername = self:_GetPlayerUnitAndName(unitname) - local text=string.format("%s, %s, bombing targets are now marked with %s smoke.", self.rangename, playername, self:_smokecolor2text(self.BombSmokeColor)) - self:_DisplayMessageToGroup(unit, text, 5) - end - -end - ---- Mark strafing targets with smoke. --- @param #RANGE self --- @param #string unitname Name of the player unit. -function RANGE:_SmokeStrafeTargets(unitname) - self:F(unitname) - - for _,_target in pairs(self.strafeTargets) do - _target.coordinate:Smoke(self.StrafeSmokeColor) - end - - if unitname then - local unit, playername = self:_GetPlayerUnitAndName(unitname) - local text=string.format("%s, %s, strafing tragets are now marked with %s smoke.", self.rangename, playername, self:_smokecolor2text(self.StrafeSmokeColor)) - self:_DisplayMessageToGroup(unit, text, 5) - end - -end - ---- Mark approach boxes of strafe targets with smoke. --- @param #RANGE self --- @param #string unitname Name of the player unit. -function RANGE:_SmokeStrafeTargetBoxes(unitname) - self:F(unitname) - - for _,_target in pairs(self.strafeTargets) do - local zone=_target.polygon --Core.Zone#ZONE - zone:SmokeZone(self.StrafePitSmokeColor) - for _,_point in pairs(_target.smokepoints) do - _point:SmokeOrange() --Corners are smoked orange. - end - end - - if unitname then - local unit, playername = self:_GetPlayerUnitAndName(unitname) - local text=string.format("%s, %s, strafing pit approach boxes are now marked with %s smoke.", self.rangename, playername, self:_smokecolor2text(self.StrafePitSmokeColor)) - self:_DisplayMessageToGroup(unit, text, 5) - end - -end - ---- Sets the smoke color used to smoke players bomb impact points. --- @param #RANGE self --- @param #string _unitName Name of the player unit. --- @param Utilities.Utils#SMOKECOLOR color ID of the smoke color. -function RANGE:_playersmokecolor(_unitName, color) - self:F({unitname=_unitName, color=color}) - - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) - if _unit and _playername then - self.PlayerSettings[_playername].smokecolor=color - local text=string.format("%s, %s, your bomb impacts are now smoked in %s.", self.rangename, _playername, self:_smokecolor2text(color)) - self:_DisplayMessageToGroup(_unit, text, 5) - end - -end - ---- Sets the flare color used when player makes a direct hit on target. --- @param #RANGE self --- @param #string _unitName Name of the player unit. --- @param Utilities.Utils#FLARECOLOR color ID of flare color. -function RANGE:_playerflarecolor(_unitName, color) - self:F({unitname=_unitName, color=color}) - - local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) - if _unit and _playername then - self.PlayerSettings[_playername].flarecolor=color - local text=string.format("%s, %s, your direct hits are now flared in %s.", self.rangename, _playername, self:_flarecolor2text(color)) - self:_DisplayMessageToGroup(_unit, text, 5) - end - -end - ---- Converts a smoke color id to text. E.g. SMOKECOLOR.Blue --> "blue". --- @param #RANGE self --- @param Utilities.Utils#SMOKECOLOR color Color Id. --- @return #string Color text. -function RANGE:_smokecolor2text(color) - self:F(color) - - local txt="" - if color==SMOKECOLOR.Blue then - txt="blue" - elseif color==SMOKECOLOR.Green then - txt="green" - elseif color==SMOKECOLOR.Orange then - txt="orange" - elseif color==SMOKECOLOR.Red then - txt="red" - elseif color==SMOKECOLOR.White then - txt="white" - else - txt=string.format("unkown color (%s)", tostring(color)) - end - - return txt -end - ---- Sets the flare color used to flare players direct target hits. --- @param #RANGE self --- @param Utilities.Utils#FLARECOLOR color Color Id. --- @return #string Color text. -function RANGE:_flarecolor2text(color) - self:F(color) - - local txt="" - if color==FLARECOLOR.Green then - txt="green" - elseif color==FLARECOLOR.Red then - txt="red" - elseif color==FLARECOLOR.White then - txt="white" - elseif color==FLARECOLOR.Yellow then - txt="yellow" - else - txt=string.format("unkown color (%s)", tostring(color)) - end - - return txt -end - ---- Checks if a static object with a certain name exists. It also added it to the MOOSE data base, if it is not already in there. --- @param #RANGE self --- @param #string name Name of the potential static object. --- @return #boolean Returns true if a static with this name exists. Retruns false if a unit with this name exists. Returns nil if neither unit or static exist. -function RANGE:_CheckStatic(name) - self:F2(name) - - -- Get DCS static object. - local _DCSstatic=StaticObject.getByName(name) - - if _DCSstatic and _DCSstatic:isExist() then - - --Static does exist at least in DCS. Check if it also in the MOOSE DB. - local _MOOSEstatic=STATIC:FindByName(name, false) - - -- If static is not yet in MOOSE DB, we add it. Can happen for cargo statics! - if not _MOOSEstatic then - self:T(RANGE.id..string.format("Adding DCS static to MOOSE database. Name = %s.", name)) - _DATABASE:AddStatic(name) - end - - return true - else - self:T3(RANGE.id..string.format("No static object with name %s exists.", name)) - end - - -- Check if a unit has this name. - if UNIT:FindByName(name) then - return false - else - self:T3(RANGE.id..string.format("No unit object with name %s exists.", name)) - end - - -- If not unit or static exist, we return nil. - return nil -end - ---- Get max speed of controllable. --- @param #RANGE self --- @param Wrapper.Controllable#CONTROLLABLE controllable --- @return Maximum speed in km/h. -function RANGE:_GetSpeed(controllable) - self:F2(controllable) - - -- Get DCS descriptors - local desc=controllable:GetDesc() - - -- Get speed - local speed=0 - if desc then - speed=desc.speedMax*3.6 - self:T({speed=speed}) - end - - return speed -end - ---- Returns the unit of a player and the player name. If the unit does not belong to a player, nil is returned. --- @param #RANGE self --- @param #string _unitName Name of the player unit. --- @return Wrapper.Unit#UNIT Unit of player. --- @return #string Name of the player. --- @return nil If player does not exist. -function RANGE:_GetPlayerUnitAndName(_unitName) - self:F2(_unitName) - - if _unitName ~= nil then - - -- Get DCS unit from its name. - local DCSunit=Unit.getByName(_unitName) - - if DCSunit then - - local playername=DCSunit:getPlayerName() - local unit=UNIT:Find(DCSunit) - - self:T2({DCSunit=DCSunit, unit=unit, playername=playername}) - if DCSunit and unit and playername then - return unit, playername - end - - end - - end - - -- Return nil if we could not find a player. - return nil,nil -end - ---- Returns a string which consits of this callsign and the player name. --- @param #RANGE self --- @param #string unitname Name of the player unit. -function RANGE:_myname(unitname) - self:F2(unitname) - - local unit=UNIT:FindByName(unitname) - local pname=unit:GetPlayerName() - local csign=unit:GetCallsign() - - return string.format("%s (%s)", csign, pname) -end - ---- Split string. Cf http://stackoverflow.com/questions/1426954/split-string-in-lua --- @param #RANGE self --- @param #string str Sting to split. --- @param #string sep Speparator for split. --- @return #table Split text. -function RANGE:_split(str, sep) - self:F2({str=str, sep=sep}) - - local result = {} - local regex = ("([^%s]+)"):format(sep) - for each in str:gmatch(regex) do - table.insert(result, each) - end - - return result -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone. --- --- === --- --- ZONE_GOAL models processes that have a Goal with a defined achievement involving a Zone. --- Derived classes implement the ways how the achievements can be realized. --- --- === --- --- ### Author: **FlightControl** --- --- === --- --- @module Functional.ZoneGoal --- @image MOOSE.JPG - -do -- Zone - - --- @type ZONE_GOAL - -- @extends Core.Fsm#FSM - - - -- Models processes that have a Goal with a defined achievement involving a Zone. - -- Derived classes implement the ways how the achievements can be realized. - -- - -- ## 1. ZONE_GOAL constructor - -- - -- * @{#ZONE_GOAL.New}(): Creates a new ZONE_GOAL object. - -- - -- ## 2. ZONE_GOAL is a finite state machine (FSM). - -- - -- ### 2.1 ZONE_GOAL States - -- - -- * None: Initial State - -- - -- ### 2.2 ZONE_GOAL Events - -- - -- * DestroyedUnit: A @{Wrapper.Unit} is destroyed in the Zone. The event will only get triggered if the method @{#ZONE_GOAL.MonitorDestroyedUnits}() is used. - -- - -- @field #ZONE_GOAL - ZONE_GOAL = { - ClassName = "ZONE_GOAL", - } - - --- ZONE_GOAL Constructor. - -- @param #ZONE_GOAL self - -- @param Core.Zone#ZONE_BASE Zone A @{Zone} object with the goal to be achieved. - -- @return #ZONE_GOAL - function ZONE_GOAL:New( Zone ) - - local self = BASE:Inherit( self, FSM:New() ) -- #ZONE_GOAL - self:F( { Zone = Zone } ) - - self.Zone = Zone -- Core.Zone#ZONE_BASE - self.Goal = GOAL:New() - - self.SmokeTime = nil - - self:AddTransition( "*", "DestroyedUnit", "*" ) - - --- DestroyedUnit Handler OnAfter for ZONE_GOAL - -- @function [parent=#ZONE_GOAL] OnAfterDestroyedUnit - -- @param #ZONE_GOAL self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Wrapper.Unit#UNIT DestroyedUnit The destroyed unit. - -- @param #string PlayerName The name of the player. - - return self - end - - --- Get the Zone - -- @param #ZONE_GOAL self - -- @return Core.Zone#ZONE_BASE - function ZONE_GOAL:GetZone() - return self.Zone - end - - - --- Get the name of the ProtectZone - -- @param #ZONE_GOAL self - -- @return #string - function ZONE_GOAL:GetZoneName() - return self.Zone:GetName() - end - - - --- Smoke the center of theh zone. - -- @param #ZONE_GOAL self - -- @param #SMOKECOLOR.Color SmokeColor - function ZONE_GOAL:Smoke( SmokeColor ) - - self:F( { SmokeColor = SmokeColor} ) - - self.SmokeColor = SmokeColor - end - - - --- Flare the center of the zone. - -- @param #ZONE_GOAL self - -- @param #SMOKECOLOR.Color FlareColor - function ZONE_GOAL:Flare( FlareColor ) - self.Zone:FlareZone( FlareColor, math.random( 1, 360 ) ) - end - - - --- When started, check the Smoke and the Zone status. - -- @param #ZONE_GOAL self - function ZONE_GOAL:onafterGuard() - - --self:GetParent( self ):onafterStart() - - self:F("Guard") - - --self:ScheduleRepeat( 15, 15, 0.1, nil, self.StatusZone, self ) - if not self.SmokeScheduler then - self.SmokeScheduler = self:ScheduleRepeat( 1, 1, 0.1, nil, self.StatusSmoke, self ) - end - end - - - --- Check status Smoke. - -- @param #ZONE_GOAL self - function ZONE_GOAL:StatusSmoke() - - self:F({self.SmokeTime, self.SmokeColor}) - - local CurrentTime = timer.getTime() - - if self.SmokeTime == nil or self.SmokeTime + 300 <= CurrentTime then - if self.SmokeColor then - self.Zone:GetCoordinate():Smoke( self.SmokeColor ) - --self.SmokeColor = nil - self.SmokeTime = CurrentTime - end - end - end - - - --- @param #ZONE_GOAL self - -- @param Core.Event#EVENTDATA EventData - function ZONE_GOAL:__Destroyed( EventData ) - self:F( { "EventDead", EventData } ) - - self:F( { EventData.IniUnit } ) - - local Vec3 = EventData.IniDCSUnit:getPosition().p - self:F( { Vec3 = Vec3 } ) - local ZoneGoal = self:GetZone() - self:F({ZoneGoal}) - - if EventData.IniDCSUnit then - if ZoneGoal:IsVec3InZone(Vec3) then - local PlayerHits = _DATABASE.HITS[EventData.IniUnitName] - if PlayerHits then - for PlayerName, PlayerHit in pairs( PlayerHits.Players or {} ) do - self.Goal:AddPlayerContribution( PlayerName ) - self:DestroyedUnit( EventData.IniUnitName, PlayerName ) - end - end - end - end - end - - - --- Activate the event UnitDestroyed to be fired when a unit is destroyed in the zone. - -- @param #ZONE_GOAL self - function ZONE_GOAL:MonitorDestroyedUnits() - - self:HandleEvent( EVENTS.Dead, self.__Destroyed ) - self:HandleEvent( EVENTS.Crash, self.__Destroyed ) - - end - -end ---- **Functional (WIP)** -- Base class that models processes to achieve goals involving a Zone for a Coalition. --- --- === --- --- ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition. --- Derived classes implement the ways how the achievements can be realized. --- --- === --- --- ### Author: **FlightControl** --- --- === --- --- @module Functional.ZoneGoalCoalition --- @image MOOSE.JPG - -do -- ZoneGoal - - --- @type ZONE_GOAL_COALITION - -- @extends Functional.ZoneGoal#ZONE_GOAL - - - --- ZONE_GOAL_COALITION models processes that have a Goal with a defined achievement involving a Zone for a Coalition. - -- Derived classes implement the ways how the achievements can be realized. - -- - -- ## 1. ZONE_GOAL_COALITION constructor - -- - -- * @{#ZONE_GOAL_COALITION.New}(): Creates a new ZONE_GOAL_COALITION object. - -- - -- ## 2. ZONE_GOAL_COALITION is a finite state machine (FSM). - -- - -- ### 2.1 ZONE_GOAL_COALITION States - -- - -- ### 2.2 ZONE_GOAL_COALITION Events - -- - -- ### 2.3 ZONE_GOAL_COALITION State Machine - -- - -- @field #ZONE_GOAL_COALITION - ZONE_GOAL_COALITION = { - ClassName = "ZONE_GOAL_COALITION", - } - - --- @field #table ZONE_GOAL_COALITION.States - ZONE_GOAL_COALITION.States = {} - - --- ZONE_GOAL_COALITION Constructor. - -- @param #ZONE_GOAL_COALITION self - -- @param Core.Zone#ZONE Zone A @{Zone} object with the goal to be achieved. - -- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. - -- @return #ZONE_GOAL_COALITION - function ZONE_GOAL_COALITION:New( Zone, Coalition ) - - local self = BASE:Inherit( self, ZONE_GOAL:New( Zone ) ) -- #ZONE_GOAL_COALITION - self:F( { Zone = Zone, Coalition = Coalition } ) - - self:SetCoalition( Coalition ) - - - return self - end - - - --- Set the owning coalition of the zone. - -- @param #ZONE_GOAL_COALITION self - -- @param DCSCoalition.DCSCoalition#coalition Coalition - function ZONE_GOAL_COALITION:SetCoalition( Coalition ) - self.Coalition = Coalition - end - - - --- Get the owning coalition of the zone. - -- @param #ZONE_GOAL_COALITION self - -- @return DCSCoalition.DCSCoalition#coalition Coalition. - function ZONE_GOAL_COALITION:GetCoalition() - return self.Coalition - end - - - --- Get the owning coalition name of the zone. - -- @param #ZONE_GOAL_COALITION self - -- @return #string Coalition name. - function ZONE_GOAL_COALITION:GetCoalitionName() - - if self.Coalition == coalition.side.BLUE then - return "Blue" - end - - if self.Coalition == coalition.side.RED then - return "Red" - end - - if self.Coalition == coalition.side.NEUTRAL then - return "Neutral" - end - - return "" - end - - - --- Check status Coalition ownership. - -- @param #ZONE_GOAL_COALITION self - function ZONE_GOAL_COALITION:StatusZone() - - local State = self:GetState() - self:F( { State = self:GetState() } ) - - self.Zone:Scan( { Object.Category.UNIT, Object.Category.STATIC } ) - - end - -end - ---- **Functional** -- Models the process to zone guarding and capturing. --- --- === --- --- ## Features: --- --- * Models the possible state transitions between the Guarded, Attacked, Empty and Captured states. --- * A zone has an owning coalition, that means that at a specific point in time, a zone can be owned by the red or blue coalition. --- * Provide event handlers to tailor the actions when a zone changes coalition or state. --- --- === --- --- ## Missions: --- --- [CAZ - Capture Zones](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAZ%20-%20Capture%20Zones) --- --- === --- --- # Player Experience --- --- ![States](..\Presentations\ZONE_CAPTURE_COALITION\Dia3.JPG) --- --- The above models the possible state transitions between the **Guarded**, **Attacked**, **Empty** and **Captured** states. --- A zone has an __owning coalition__, that means that at a specific point in time, a zone can be owned by the red or blue coalition. --- --- The Zone can be in the state **Guarded** by the __owning coalition__, which is the coalition that initially occupies the zone with units of its coalition. --- Once units of an other coalition are entering the Zone, the state will change to **Attacked**. As long as these units remain in the zone, the state keeps set to Attacked. --- When all units are destroyed in the Zone, the state will change to **Empty**, which expresses that the Zone is empty, and can be captured. --- When units of the other coalition are in the Zone, and no other units of the owning coalition is in the Zone, the Zone is captured, and its state will change to **Captured**. --- --- The zone needs to be monitored regularly for the presence of units to interprete the correct state transition required. --- This monitoring process MUST be started using the @{#ZONE_CAPTURE_COALITION.Start}() method. --- Otherwise no monitoring will be active and the zone will stay in the current state forever. --- --- === --- --- ## [YouTube Playlist](https://www.youtube.com/watch?v=0m6K6Yxa-os&list=PL7ZUrU4zZUl0qqJsfa8DPvZWDY-OyDumE) --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: **Millertime** - Concept --- --- === --- --- @module Functional.ZoneCaptureCoalition --- @image Capture_Zones.JPG - -do -- ZONE_CAPTURE_COALITION - - --- @type ZONE_CAPTURE_COALITION - -- @extends Functional.ZoneGoalCoalition#ZONE_GOAL_COALITION - - - --- Models the process to capture a Zone for a Coalition, which is guarded by another Coalition. - -- This is a powerful concept that allows to create very dynamic missions based on the different state transitions of various zones. - -- - -- === - -- - -- In order to use ZONE_CAPTURE_COALITION, you need to: - -- - -- * Create a @{Zone} object from one of the ZONE_ classes. - -- Note that ZONE_POLYGON_ classes are not yet functional. - -- The only functional ZONE_ classses are those derived from a ZONE_RADIUS. - -- * Set the state of the zone. Most of the time, Guarded would be the initial state. - -- * Start the zone capturing **monitoring process**. - -- This will check the presence of friendly and/or enemy units within the zone and will transition the state of the zone when the tactical situation changed. - -- The frequency of the monitoring must not be real-time, a 30 second interval to execute the checks is sufficient. - -- - -- ![New](..\Presentations\ZONE_CAPTURE_COALITION\Dia5.JPG) - -- - -- ### Important: - -- - -- You must start the monitoring process within your code, or there won't be any state transition checks executed. - -- See further the start/stop monitoring process. - -- - -- ### Important: - -- - -- Ensure that the object containing the ZONE_CAPTURE_COALITION object is persistent. - -- Otherwise the garbage collector of lua will remove the object and the monitoring process will stop. - -- This will result in your object to be destroyed (removed) from internal memory and there won't be any zone state transitions anymore detected! - -- So use the `local` keyword in lua with thought! Most of the time, you can declare your object gobally. - -- - -- - -- - -- # Example: - -- - -- -- Define a new ZONE object, which is based on the trigger zone `CaptureZone`, which is defined within the mission editor. - -- CaptureZone = ZONE:New( "CaptureZone" ) - -- - -- -- Here we create a new ZONE_CAPTURE_COALITION object, using the :New constructor. - -- ZoneCaptureCoalition = ZONE_CAPTURE_COALITION:New( CaptureZone, coalition.side.RED ) - -- - -- -- Set the zone to Guarding state. - -- ZoneCaptureCoalition:__Guard( 1 ) - -- - -- -- Start the zone monitoring process in 30 seconds and check every 30 seconds. - -- ZoneCaptureCoalition:Start( 30, 30 ) - -- - -- - -- # Constructor: - -- - -- Use the @{#ZONE_CAPTURE_COALITION.New}() constructor to create a new ZONE_CAPTURE_COALITION object. - -- - -- # ZONE_CAPTURE_COALITION is a finite state machine (FSM). - -- - -- ![States](..\Presentations\ZONE_CAPTURE_COALITION\Dia4.JPG) - -- - -- ## ZONE_CAPTURE_COALITION States - -- - -- * **Captured**: The Zone has been captured by an other coalition. - -- * **Attacked**: The Zone is currently intruded by an other coalition. There are units of the owning coalition and an other coalition in the Zone. - -- * **Guarded**: The Zone is guarded by the owning coalition. There is no other unit of an other coalition in the Zone. - -- * **Empty**: The Zone is empty. There is not valid unit in the Zone. - -- - -- ## 2.2 ZONE_CAPTURE_COALITION Events - -- - -- * **Capture**: The Zone has been captured by an other coalition. - -- * **Attack**: The Zone is currently intruded by an other coalition. There are units of the owning coalition and an other coalition in the Zone. - -- * **Guard**: The Zone is guarded by the owning coalition. There is no other unit of an other coalition in the Zone. - -- * **Empty**: The Zone is empty. There is not valid unit in the Zone. - -- - -- # "Script It" - -- - -- ZONE_CAPTURE_COALITION allows to take action on the various state transitions and add your custom code and logic. - -- - -- ## Take action using state- and event handlers. - -- - -- ![States](..\Presentations\ZONE_CAPTURE_COALITION\Dia6.JPG) - -- - -- The most important to understand is how states and events can be tailored. - -- Carefully study the diagram and the explanations. - -- - -- **State Handlers** capture the moment: - -- - -- - On Leave from the old state. Return false to cancel the transition. - -- - On Enter to the new state. - -- - -- **Event Handlers** capture the moment: - -- - -- - On Before the event is triggered. Return false to cancel the transition. - -- - On After the event is triggered. - -- - -- ![States](..\Presentations\ZONE_CAPTURE_COALITION\Dia7.JPG) - -- - -- Each handler can receive optionally 3 parameters: - -- - -- - **From**: A string containing the From State. - -- - **Event**: A string containing the Event. - -- - **To**: A string containing the To State. - -- - -- The mission designer can use these values to alter the logic. - -- For example: - -- - -- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self - -- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To ) - -- if From ~= "Empty" then - -- -- Display a message - -- end - -- end - -- - -- This code checks that when the __Guarded__ state has been reached, that if the **From** state was __Empty__, then display a message. - -- - -- ## Example Event Handler. - -- - -- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self - -- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To ) - -- if From ~= To then - -- local Coalition = self:GetCoalition() - -- self:E( { Coalition = Coalition } ) - -- if Coalition == coalition.side.BLUE then - -- ZoneCaptureCoalition:Smoke( SMOKECOLOR.Blue ) - -- US_CC:MessageTypeToCoalition( string.format( "%s is under protection of the USA", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- RU_CC:MessageTypeToCoalition( string.format( "%s is under protection of the USA", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- else - -- ZoneCaptureCoalition:Smoke( SMOKECOLOR.Red ) - -- RU_CC:MessageTypeToCoalition( string.format( "%s is under protection of Russia", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- US_CC:MessageTypeToCoalition( string.format( "%s is under protection of Russia", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- end - -- end - -- end - -- - -- ## Stop and Start the zone monitoring process. - -- - -- At regular intervals, the state of the zone needs to be monitored. - -- The zone needs to be scanned for the presence of units within the zone boundaries. - -- Depending on the owning coalition of the zone and the presence of units (of the owning and/or other coalition(s)), the zone will transition to another state. - -- - -- However, ... this scanning process is rather CPU intensive. Imagine you have 10 of these capture zone objects setup within your mission. - -- That would mean that your mission would check 10 capture zones simultaneously, each checking for the presence of units. - -- It would be highly **CPU inefficient**, as some of these zones are not required to be monitored (yet). - -- - -- Therefore, the mission designer is given 2 methods that allow to take control of the CPU utilization efficiency: - -- - -- * @{#ZONE_CAPTURE_COALITION.Start}(): This starts the monitoring process. - -- * @{#ZONE_CAPTURE_COALITION.Stop}(): This stops the monitoring process. - -- - -- ### IMPORTANT - -- - -- **Each capture zone object must have the monitoring process started specifically. - -- The monitoring process is NOT started by default!!!** - -- - -- - -- # Full Example - -- - -- The following annotated code shows a real example of how ZONE_CAPTURE_COALITION can be applied. - -- - -- The concept is simple. - -- - -- The USA (US), blue coalition, needs to capture the Russian (RU), red coalition, zone, which is near groom lake. - -- - -- A capture zone has been setup that guards the presence of the troops. - -- Troops are guarded by red forces. Blue is required to destroy the red forces and capture the zones. - -- - -- At first, we setup the Command Centers - -- - -- do - -- - -- RU_CC = COMMANDCENTER:New( GROUP:FindByName( "REDHQ" ), "Russia HQ" ) - -- US_CC = COMMANDCENTER:New( GROUP:FindByName( "BLUEHQ" ), "USA HQ" ) - -- - -- end - -- - -- Next, we define the mission, and add some scoring to it. - -- - -- do -- Missions - -- - -- US_Mission_EchoBay = MISSION:New( US_CC, "Echo Bay", "Primary", - -- "Welcome trainee. The airport Groom Lake in Echo Bay needs to be captured.\n" .. - -- "There are five random capture zones located at the airbase.\n" .. - -- "Move to one of the capture zones, destroy the fuel tanks in the capture zone, " .. - -- "and occupy each capture zone with a platoon.\n " .. - -- "Your orders are to hold position until all capture zones are taken.\n" .. - -- "Use the map (F10) for a clear indication of the location of each capture zone.\n" .. - -- "Note that heavy resistance can be expected at the airbase!\n" .. - -- "Mission 'Echo Bay' is complete when all five capture zones are taken, and held for at least 5 minutes!" - -- , coalition.side.RED ) - -- - -- US_Mission_EchoBay:Start() - -- - -- end - -- - -- - -- Now the real work starts. - -- We define a **CaptureZone** object, which is a ZONE object. - -- Within the mission, a trigger zone is created with the name __CaptureZone__, with the defined radius within the mission editor. - -- - -- CaptureZone = ZONE:New( "CaptureZone" ) - -- - -- Next, we define the **ZoneCaptureCoalition** object, as explained above. - -- - -- ZoneCaptureCoalition = ZONE_CAPTURE_COALITION:New( CaptureZone, coalition.side.RED ) - -- - -- Of course, we want to let the **ZoneCaptureCoalition** object do something when the state transitions. - -- Do accomodate this, it is very simple, as explained above. - -- We use **Event Handlers** to tailor the logic. - -- - -- Here we place an Event Handler at the Guarded event. So when the **Guarded** event is triggered, then this method is called! - -- With the variables **From**, **Event**, **To**. Each of these variables containing a string. - -- - -- We check if the previous state wasn't Guarded also. - -- If not, we retrieve the owning Coalition of the **ZoneCaptureCoalition**, using `self:GetCoalition()`. - -- So **Coalition** will contain the current owning coalition of the zone. - -- - -- Depending on the zone ownership, different messages are sent. - -- Note the methods `ZoneCaptureCoalition:GetZoneName()`. - -- - -- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self - -- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To ) - -- if From ~= To then - -- local Coalition = self:GetCoalition() - -- self:E( { Coalition = Coalition } ) - -- if Coalition == coalition.side.BLUE then - -- ZoneCaptureCoalition:Smoke( SMOKECOLOR.Blue ) - -- US_CC:MessageTypeToCoalition( string.format( "%s is under protection of the USA", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- RU_CC:MessageTypeToCoalition( string.format( "%s is under protection of the USA", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- else - -- ZoneCaptureCoalition:Smoke( SMOKECOLOR.Red ) - -- RU_CC:MessageTypeToCoalition( string.format( "%s is under protection of Russia", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- US_CC:MessageTypeToCoalition( string.format( "%s is under protection of Russia", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- end - -- end - -- end - -- - -- As you can see, not a rocket science. - -- Next is the Event Handler when the **Empty** state transition is triggered. - -- Now we smoke the ZoneCaptureCoalition with a green color, using `self:Smoke( SMOKECOLOR.Green )`. - -- - -- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self - -- function ZoneCaptureCoalition:OnEnterEmpty() - -- self:Smoke( SMOKECOLOR.Green ) - -- US_CC:MessageTypeToCoalition( string.format( "%s is unprotected, and can be captured!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- RU_CC:MessageTypeToCoalition( string.format( "%s is unprotected, and can be captured!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- end - -- - -- The next Event Handlers speak for itself. - -- When the zone is Attacked, we smoke the zone white and send some messages to each coalition. - -- - -- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self - -- function ZoneCaptureCoalition:OnEnterAttacked() - -- ZoneCaptureCoalition:Smoke( SMOKECOLOR.White ) - -- local Coalition = self:GetCoalition() - -- self:E({Coalition = Coalition}) - -- if Coalition == coalition.side.BLUE then - -- US_CC:MessageTypeToCoalition( string.format( "%s is under attack by Russia", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- RU_CC:MessageTypeToCoalition( string.format( "We are attacking %s", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- else - -- RU_CC:MessageTypeToCoalition( string.format( "%s is under attack by the USA", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- US_CC:MessageTypeToCoalition( string.format( "We are attacking %s", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- end - -- end - -- - -- When the zone is Captured, we send some victory or loss messages to the correct coalition. - -- And we add some score. - -- - -- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self - -- function ZoneCaptureCoalition:OnEnterCaptured() - -- local Coalition = self:GetCoalition() - -- self:E({Coalition = Coalition}) - -- if Coalition == coalition.side.BLUE then - -- RU_CC:MessageTypeToCoalition( string.format( "%s is captured by the USA, we lost it!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- US_CC:MessageTypeToCoalition( string.format( "We captured %s, Excellent job!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- else - -- US_CC:MessageTypeToCoalition( string.format( "%s is captured by Russia, we lost it!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- RU_CC:MessageTypeToCoalition( string.format( "We captured %s, Excellent job!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- end - -- - -- self:__Guard( 30 ) - -- end - -- - -- And this call is the most important of all! - -- In the context of the mission, we need to start the zone capture monitoring process. - -- Or nothing will be monitored and the zone won't change states. - -- We start the monitoring after 5 seconds, and will repeat every 30 seconds a check. - -- - -- ZoneCaptureCoalition:Start( 5, 30 ) - -- - -- - -- @field #ZONE_CAPTURE_COALITION - ZONE_CAPTURE_COALITION = { - ClassName = "ZONE_CAPTURE_COALITION", - } - - --- @field #table ZONE_CAPTURE_COALITION.States - ZONE_CAPTURE_COALITION.States = {} - - --- ZONE_CAPTURE_COALITION Constructor. - -- @param #ZONE_CAPTURE_COALITION self - -- @param Core.Zone#ZONE Zone A @{Zone} object with the goal to be achieved. - -- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. - -- @return #ZONE_CAPTURE_COALITION - -- @usage - -- - -- AttackZone = ZONE:New( "AttackZone" ) - -- - -- ZoneCaptureCoalition = ZONE_CAPTURE_COALITION:New( AttackZone, coalition.side.RED ) -- Create a new ZONE_CAPTURE_COALITION object of zone AttackZone with ownership RED coalition. - -- ZoneCaptureCoalition:__Guard( 1 ) -- Start the Guarding of the AttackZone. - -- - function ZONE_CAPTURE_COALITION:New( Zone, Coalition ) - - local self = BASE:Inherit( self, ZONE_GOAL_COALITION:New( Zone, Coalition ) ) -- #ZONE_CAPTURE_COALITION - - self:F( { Zone = Zone, Coalition = Coalition } ) - - do - - --- Captured State Handler OnLeave for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] OnLeaveCaptured - -- @param #ZONE_CAPTURE_COALITION self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Captured State Handler OnEnter for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] OnEnterCaptured - -- @param #ZONE_CAPTURE_COALITION self - -- @param #string From - -- @param #string Event - -- @param #string To - - end - - - do - - --- Attacked State Handler OnLeave for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] OnLeaveAttacked - -- @param #ZONE_CAPTURE_COALITION self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Attacked State Handler OnEnter for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] OnEnterAttacked - -- @param #ZONE_CAPTURE_COALITION self - -- @param #string From - -- @param #string Event - -- @param #string To - - end - - do - - --- Guarded State Handler OnLeave for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] OnLeaveGuarded - -- @param #ZONE_CAPTURE_COALITION self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Guarded State Handler OnEnter for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] OnEnterGuarded - -- @param #ZONE_CAPTURE_COALITION self - -- @param #string From - -- @param #string Event - -- @param #string To - - end - - - do - - --- Empty State Handler OnLeave for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] OnLeaveEmpty - -- @param #ZONE_CAPTURE_COALITION self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Empty State Handler OnEnter for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] OnEnterEmpty - -- @param #ZONE_CAPTURE_COALITION self - -- @param #string From - -- @param #string Event - -- @param #string To - - end - - self:AddTransition( "*", "Guard", "Guarded" ) - - --- Guard Handler OnBefore for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] OnBeforeGuard - -- @param #ZONE_CAPTURE_COALITION self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Guard Handler OnAfter for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] OnAfterGuard - -- @param #ZONE_CAPTURE_COALITION self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- Guard Trigger for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] Guard - -- @param #ZONE_CAPTURE_COALITION self - - --- Guard Asynchronous Trigger for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] __Guard - -- @param #ZONE_CAPTURE_COALITION self - -- @param #number Delay - - self:AddTransition( "*", "Empty", "Empty" ) - - --- Empty Handler OnBefore for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] OnBeforeEmpty - -- @param #ZONE_CAPTURE_COALITION self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Empty Handler OnAfter for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] OnAfterEmpty - -- @param #ZONE_CAPTURE_COALITION self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- Empty Trigger for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] Empty - -- @param #ZONE_CAPTURE_COALITION self - - --- Empty Asynchronous Trigger for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] __Empty - -- @param #ZONE_CAPTURE_COALITION self - -- @param #number Delay - - - self:AddTransition( { "Guarded", "Empty" }, "Attack", "Attacked" ) - - --- Attack Handler OnBefore for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] OnBeforeAttack - -- @param #ZONE_CAPTURE_COALITION self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Attack Handler OnAfter for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] OnAfterAttack - -- @param #ZONE_CAPTURE_COALITION self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- Attack Trigger for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] Attack - -- @param #ZONE_CAPTURE_COALITION self - - --- Attack Asynchronous Trigger for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] __Attack - -- @param #ZONE_CAPTURE_COALITION self - -- @param #number Delay - - self:AddTransition( { "Guarded", "Attacked", "Empty" }, "Capture", "Captured" ) - - --- Capture Handler OnBefore for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] OnBeforeCapture - -- @param #ZONE_CAPTURE_COALITION self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Capture Handler OnAfter for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] OnAfterCapture - -- @param #ZONE_CAPTURE_COALITION self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- Capture Trigger for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] Capture - -- @param #ZONE_CAPTURE_COALITION self - - --- Capture Asynchronous Trigger for ZONE_CAPTURE_COALITION - -- @function [parent=#ZONE_CAPTURE_COALITION] __Capture - -- @param #ZONE_CAPTURE_COALITION self - -- @param #number Delay - - -- We check if a unit within the zone is hit. - -- If it is, then we must move the zone to attack state. - self:HandleEvent( EVENTS.Hit, self.OnEventHit ) - - return self - end - - - --- @param #ZONE_CAPTURE_COALITION self - function ZONE_CAPTURE_COALITION:onenterCaptured() - - self:GetParent( self, ZONE_CAPTURE_COALITION ).onenterCaptured( self ) - - self.Goal:Achieved() - end - - - function ZONE_CAPTURE_COALITION:IsGuarded() - - local IsGuarded = self.Zone:IsAllInZoneOfCoalition( self.Coalition ) - self:F( { IsGuarded = IsGuarded } ) - return IsGuarded - end - - - function ZONE_CAPTURE_COALITION:IsEmpty() - - local IsEmpty = self.Zone:IsNoneInZone() - self:F( { IsEmpty = IsEmpty } ) - return IsEmpty - end - - - function ZONE_CAPTURE_COALITION:IsCaptured() - - local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition ) - self:F( { IsCaptured = IsCaptured } ) - return IsCaptured - end - - - function ZONE_CAPTURE_COALITION:IsAttacked() - - local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition ) - self:F( { IsAttacked = IsAttacked } ) - return IsAttacked - end - - - - --- Mark. - -- @param #ZONE_CAPTURE_COALITION self - function ZONE_CAPTURE_COALITION:Mark() - - local Coord = self.Zone:GetCoordinate() - local ZoneName = self:GetZoneName() - local State = self:GetState() - - if self.MarkRed and self.MarkBlue then - self:F( { MarkRed = self.MarkRed, MarkBlue = self.MarkBlue } ) - Coord:RemoveMark( self.MarkRed ) - Coord:RemoveMark( self.MarkBlue ) - end - - if self.Coalition == coalition.side.BLUE then - self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Blue\nGuard Zone: " .. ZoneName .. "\nStatus: " .. State ) - self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Blue\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State ) - else - self.MarkRed = Coord:MarkToCoalitionRed( "Coalition: Red\nGuard Zone: " .. ZoneName .. "\nStatus: " .. State ) - self.MarkBlue = Coord:MarkToCoalitionBlue( "Coalition: Red\nCapture Zone: " .. ZoneName .. "\nStatus: " .. State ) - end - end - - --- Bound. - -- @param #ZONE_CAPTURE_COALITION self - function ZONE_CAPTURE_COALITION:onenterGuarded() - - --self:GetParent( self ):onenterGuarded() - - if self.Coalition == coalition.side.BLUE then - --elf.ProtectZone:BoundZone( 12, country.id.USA ) - else - --self.ProtectZone:BoundZone( 12, country.id.RUSSIA ) - end - - self:Mark() - - end - - function ZONE_CAPTURE_COALITION:onenterCaptured() - - --self:GetParent( self ):onenterCaptured() - - local NewCoalition = self.Zone:GetScannedCoalition() - self:F( { NewCoalition = NewCoalition } ) - self:SetCoalition( NewCoalition ) - - self:Mark() - end - - - function ZONE_CAPTURE_COALITION:onenterEmpty() - - --self:GetParent( self ):onenterEmpty() - - self:Mark() - end - - - function ZONE_CAPTURE_COALITION:onenterAttacked() - - --self:GetParent( self ):onenterAttacked() - - self:Mark() - end - - - --- When started, check the Coalition status. - -- @param #ZONE_CAPTURE_COALITION self - function ZONE_CAPTURE_COALITION:onafterGuard() - - --self:F({BASE:GetParent( self )}) - --BASE:GetParent( self ).onafterGuard( self ) - - if not self.SmokeScheduler then - self.SmokeScheduler = self:ScheduleRepeat( 1, 1, 0.1, nil, self.StatusSmoke, self ) - end - end - - - function ZONE_CAPTURE_COALITION:IsCaptured() - - local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition ) - self:F( { IsCaptured = IsCaptured } ) - return IsCaptured - end - - - function ZONE_CAPTURE_COALITION:IsAttacked() - - local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition ) - self:F( { IsAttacked = IsAttacked } ) - return IsAttacked - end - - - --- Check status Coalition ownership. - -- @param #ZONE_CAPTURE_COALITION self - function ZONE_CAPTURE_COALITION:StatusZone() - - local State = self:GetState() - self:F( { State = self:GetState() } ) - - self:GetParent( self, ZONE_CAPTURE_COALITION ).StatusZone( self ) - - if State ~= "Guarded" and self:IsGuarded() then - self:Guard() - end - - if State ~= "Empty" and self:IsEmpty() then - self:Empty() - end - - if State ~= "Attacked" and self:IsAttacked() then - self:Attack() - end - - if State ~= "Captured" and self:IsCaptured() then - self:Capture() - end - - end - - --- Starts the zone capturing monitoring process. - -- This process can be CPU intensive, ensure that you specify reasonable time intervals for the monitoring process. - -- Note that the monitoring process is NOT started automatically during the `:New()` constructor. - -- It is advised that the zone monitoring process is only started when the monitoring is of relevance in context of the current mission goals. - -- When the zone is of no relevance, it is advised NOT to start the monitoring process, or to stop the monitoring process to save CPU resources. - -- Therefore, the mission designer will need to use the `:Start()` method within his script to start the monitoring process specifically. - -- @param #ZONE_CAPTURE_COALITION self - -- @param #number StartInterval (optional) Specifies the start time interval in seconds when the zone state will be checked for the first time. - -- @param #number RepeatInterval (optional) Specifies the repeat time interval in seconds when the zone state will be checked repeatedly. - -- @usage - -- - -- -- Setup the zone. - -- CaptureZone = ZONE:New( "CaptureZone" ) - -- ZoneCaptureCoalition = ZONE_CAPTURE_COALITION:New( CaptureZone, coalition.side.RED ) - -- - -- -- This starts the monitoring process within 15 seconds, repeating every 15 seconds. - -- ZoneCaptureCoalition:Start() - -- - -- -- This starts the monitoring process immediately, but repeats every 30 seconds. - -- ZoneCaptureCoalition:Start( 0, 30 ) - -- - function ZONE_CAPTURE_COALITION:Start( StartInterval, RepeatInterval ) - - StartInterval = StartInterval or 15 - RepeatInterval = RepeatInterval or 15 - - if self.ScheduleStatusZone then - self:ScheduleStop( self.ScheduleStatusZone ) - end - self.ScheduleStatusZone = self:ScheduleRepeat( StartInterval, RepeatInterval, 0.1, nil, self.StatusZone, self ) - end - - - --- Stops the zone capturing monitoring process. - -- When the zone capturing monitor process is stopped, there won't be any changes anymore in the state and the owning coalition of the zone. - -- This method becomes really useful when the zone is of no relevance anymore within a long lasting mission. - -- In this case, it is advised to stop the monitoring process, not to consume unnecessary the CPU intensive scanning of units presence within the zone. - -- @param #ZONE_CAPTURE_COALITION self - -- @usage - -- -- Setup the zone. - -- CaptureZone = ZONE:New( "CaptureZone" ) - -- ZoneCaptureCoalition = ZONE_CAPTURE_COALITION:New( CaptureZone, coalition.side.RED ) - -- - -- -- This starts the monitoring process within 15 seconds, repeating every 15 seconds. - -- ZoneCaptureCoalition:Start() - -- - -- -- When the zone capturing is of no relevance anymore, stop the monitoring! - -- ZoneCaptureCoalition:Stop() - -- - -- @usage - -- -- For example, one could stop the monitoring when the zone was captured! - -- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self - -- function ZoneCaptureCoalition:OnEnterCaptured() - -- local Coalition = self:GetCoalition() - -- self:E({Coalition = Coalition}) - -- if Coalition == coalition.side.BLUE then - -- RU_CC:MessageTypeToCoalition( string.format( "%s is captured by the USA, we lost it!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- US_CC:MessageTypeToCoalition( string.format( "We captured %s, Excellent job!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- else - -- US_CC:MessageTypeToCoalition( string.format( "%s is captured by Russia, we lost it!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- RU_CC:MessageTypeToCoalition( string.format( "We captured %s, Excellent job!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) - -- end - -- - -- self:AddScore( "Captured", "Zone captured: Extra points granted.", 200 ) - -- - -- self:Stop() - -- end - -- - function ZONE_CAPTURE_COALITION:Stop() - - if self.ScheduleStatusZone then - self:ScheduleStop( self.ScheduleStatusZone ) - end - end - - --- @param #ZONE_CAPTURE_COALITION self - -- @param Core.Event#EVENTDATA EventData The event data. - function ZONE_CAPTURE_COALITION:OnEventHit( EventData ) - - local UnitHit = EventData.TgtUnit - - if UnitHit then - if UnitHit:IsInZone( self.Zone ) then - self:Attack() - end - end - - end - - -end - ---- **Functional** - Control artillery units. --- --- === --- --- The ARTY class can be used to easily assign and manage targets for artillery units using an advanced queueing system. --- --- ## Features: --- --- * Multiple targets can be assigned. No restriction on number of targets. --- * Targets can be given a priority. Engagement of targets is executed a according to their priority. --- * Engagements can be scheduled, i.e. will be executed at a certain time of the day. --- * Multiple relocations of the group can be assigned and scheduled via queueing system. --- * Special weapon types can be selected for each attack, e.g. cruise missiles for Naval units. --- * Automatic rearming once the artillery is out of ammo (optional). --- * Automatic relocation after each firing engagement to prevent counter strikes (optional). --- * Automatic relocation movements to get the battery within firing range (optional). --- * Simulation of tactical nuclear shells as well as illumination and smoke shells. --- * New targets can be added during the mission, e.g. when they are detected by recon units. --- * Targets and relocations can be assigned by placing markers on the F10 map. --- * Finite state machine implementation. Mission designer can interact when certain events occur. --- --- ==== --- --- ## [MOOSE YouTube Channel](https://www.youtube.com/channel/UCjrA9j5LQoWsG4SpS8i79Qg) --- --- === --- --- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** --- --- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536) --- --- ==== --- @module Functional.Arty --- @image Artillery.JPG - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---- ARTY class --- @type ARTY --- @field #string ClassName Name of the class. --- @field #boolean Debug Write Debug messages to DCS log file and send Debug messages to all players. --- @field #table targets All targets assigned. --- @field #table moves All moves assigned. --- @field #table currentTarget Holds the current target, if there is one assigned. --- @field #table currentMove Holds the current commanded move, if there is one assigned. --- @field #number Nammo0 Initial amount total ammunition (shells+rockets+missiles) of the whole group. --- @field #number Nshells0 Initial amount of shells of the whole group. --- @field #number Nrockets0 Initial amount of rockets of the whole group. --- @field #number Nmissiles0 Initial amount of missiles of the whole group. --- @field #number Nukes0 Initial amount of tactical nukes of the whole group. Default is 0. --- @field #number Nillu0 Initial amount of illumination shells of the whole group. Default is 0. --- @field #number Nsmoke0 Initial amount of smoke shells of the whole group. Default is 0. --- @field #number StatusInterval Update interval in seconds between status updates. Default 10 seconds. --- @field #number WaitForShotTime Max time in seconds to wait until fist shot event occurs after target is assigned. If time is passed without shot, the target is deleted. Default is 300 seconds. --- @field #table DCSdesc DCS descriptors of the ARTY group. --- @field #string Type Type of the ARTY group. --- @field #string DisplayName Extended type name of the ARTY group. --- @field #number IniGroupStrength Inital number of units in the ARTY group. --- @field #boolean IsArtillery If true, ARTY group has attribute "Artillery". This is automatically derived from the DCS descriptor table. --- @field #boolean ismobile If true, ARTY group can move. --- @field #boolean iscargo If true, ARTY group is defined as possible cargo. If it is immobile, targets out of range are not deleted from the queue. --- @field Cargo.CargoGroup#CARGO_GROUP cargogroup Cargo group object if ARTY group is a cargo that will be transported to another place. --- @field #string groupname Name of the ARTY group as defined in the mission editor. --- @field #string alias Name of the ARTY group. --- @field #table clusters Table of names of clusters the group belongs to. Can be used to address all groups within the cluster simultaniously. --- @field #number SpeedMax Maximum speed of ARTY group in km/h. This is determined from the DCS descriptor table. --- @field #number Speed Default speed in km/h the ARTY group moves at. Maximum speed possible is 80% of maximum speed the group can do. --- @field #number RearmingDistance Safe distance in meters between ARTY group and rearming group or place at which rearming is possible. Default 100 m. --- @field Wrapper.Group#GROUP RearmingGroup Unit designated to rearm the ARTY group. --- @field #number RearmingGroupSpeed Speed in km/h the rearming unit moves at. Default is 50% of the max speed possible of the group. --- @field #boolean RearmingGroupOnRoad If true, rearming group will move to ARTY group or rearming place using mainly roads. Default false. --- @field Core.Point#COORDINATE RearmingGroupCoord Initial coordinates of the rearming unit. After rearming complete, the unit will return to this position. --- @field Core.Point#COORDINATE RearmingPlaceCoord Coordinates of the rearming place. If the place is more than 100 m away from the ARTY group, the group will go there. --- @field #boolean RearmingArtyOnRoad If true, ARTY group will move to rearming place using mainly roads. Default false. --- @field Core.Point#COORDINATE InitialCoord Initial coordinates of the ARTY group. --- @field #boolean report Arty group sends messages about their current state or target to its coaliton. --- @field #table ammoshells Table holding names of the shell types which are included when counting the ammo. Default is {"weapons.shells"} which include most shells. --- @field #table ammorockets Table holding names of the rocket types which are included when counting the ammo. Default is {"weapons.nurs"} which includes most unguided rockets. --- @field #table ammomissiles Table holding names of the missile types which are included when counting the ammo. Default is {"weapons.missiles"} which includes some guided missiles. --- @field #number Nshots Number of shots fired on current target. --- @field #number minrange Minimum firing range in kilometers. Targets closer than this distance are not engaged. Default 0.1 km. --- @field #number maxrange Maximum firing range in kilometers. Targets further away than this distance are not engaged. Default 10000 km. --- @field #number nukewarhead Explosion strength of tactical nuclear warhead in kg TNT. Default 75000. --- @field #number Nukes Number of nuclear shells, the group has available. Note that if normal shells are empty, firing nukes is also not possible any more. --- @field #number Nillu Number of illumination shells the group has available. Note that if normal shells are empty, firing illumination shells is also not possible any more. --- @field #number illuPower Power of illumination warhead in mega candela. Default 1 mcd. --- @field #number illuMinalt Minimum altitude in meters the illumination warhead will detonate. --- @field #number illuMaxalt Maximum altitude in meters the illumination warhead will detonate. --- @field #number Nsmoke Number of smoke shells the group has available. Note that if normal shells are empty, firing smoke shells is also not possible any more. --- @field Utilities.Utils#SMOKECOLOR Smoke color of smoke shells. Default SMOKECOLOR.red. --- @field #number nukerange Demolition range of tactical nuclear explostions. --- @field #boolean nukefire Ignite additional fires and smoke for nuclear explosions Default true. --- @field #number nukefires Number of nuclear fires and subexplosions. --- @field #boolean relocateafterfire Group will relocate after each firing task. Default false. --- @field #number relocateRmin Minimum distance in meters the group will look for places to relocate. --- @field #number relocateRmax Maximum distance in meters the group will look for places to relocate. --- @field #boolean markallow If true, Players are allowed to assign targets and moves for ARTY group by placing markers on the F10 map. Default is false. --- @field #number markkey Authorization key. Only player who know this key can assign targets and moves via markers on the F10 map. Default no authorization required. --- @field #boolean markreadonly Marks for targets are readonly and cannot be removed by players. Default is false. --- @field #boolean autorelocate ARTY group will automatically move to within the max/min firing range. --- @field #number autorelocatemaxdist Max distance [m] the ARTY group will travel to get within firing range. Default 50000 m = 50 km. --- @field #boolean autorelocateonroad ARTY group will use mainly road to automatically get within firing range. Default is false. --- @extends Core.Fsm#FSM_CONTROLLABLE - ---- Enables mission designers easily to assign targets for artillery units. Since the implementation is based on a Finite State Model (FSM), the mission designer can --- interact with the process at certain events or states. --- --- A new ARTY object can be created with the @{#ARTY.New}(*group*) contructor. --- The parameter *group* has to be a MOOSE Group object and defines ARTY group. --- --- The ARTY FSM process can be started by the @{#ARTY.Start}() command. --- --- ## The ARTY Process --- --- ![Process](..\Presentations\ARTY\ARTY_Process.png) --- --- ### Blue Branch --- After the FMS process is started the ARTY group will be in the state **CombatReady**. Once a target is assigned the **OpenFire** event will be triggered and the group starts --- firing. At this point the group in in the state **Firing**. --- When the defined number of shots has been fired on the current target the event **CeaseFire** is triggered. The group will stop firing and go back to the state **CombatReady**. --- If another target is defined (or multiple engagements of the same target), the cycle starts anew. --- --- ### Violet Branch --- When the ARTY group runs out of ammunition, the event **Winchester** is triggered and the group enters the state **OutOfAmmo**. --- In this state, the group is unable to engage further targets. --- --- ### Red Branch --- With the @{#ARTY.SetRearmingGroup}(*group*) command, a special group can be defined to rearm the ARTY group. If this unit has been assigned and the group has entered the state --- **OutOfAmmo** the event **Rearm** is triggered followed by a transition to the state **Rearming**. --- If the rearming group is less than 100 meters away from the ARTY group, the rearming process starts. If the rearming group is more than 100 meters away from the ARTY unit, the --- rearming group is routed to a point 20 to 100 m from the ARTY group. --- --- Once the rearming is complete, the **Rearmed** event is triggered and the group enters the state **CombatReady**. At this point targeted can be engaged again. --- --- ### Green Branch --- The ARTY group can be ordered to change its position via the @{#ARTY.AssignMoveCoord}() function as described below. When the group receives the command to move --- the event **Move** is triggered and the state changes to **Moving**. When the unit arrives to its destination the event **Arrived** is triggered and the group --- becomes **CombatReady** again. --- --- Note, that the ARTY group will not open fire while it is in state **Moving**. This property differentiates artillery from tanks. --- --- ### Yellow Branch --- When a new target is assigned via the @{#ARTY.AssignTargetCoord}() function (see below), the **NewTarget** event is triggered. --- --- ## Assigning Targets --- Assigning targets is a central point of the ARTY class. Multiple targets can be assigned simultanioulsly and are put into a queue. --- Of course, targets can be added at any time during the mission. For example, once they are detected by a reconnaissance unit. --- --- In order to add a target, the function @{#ARTY.AssignTargetCoord}(*coord*, *prio*, *radius*, *nshells*, *maxengage*, *time*, *weapontype*, *name*) has to be used. --- Only the first parameter *coord* is mandatory while all remaining parameters are all optional. --- --- ### Parameters: --- --- * *coord*: Coordinates of the target, given as @{Core.Point#COORDINATE} object. --- * *prio*: Priority of the target. This a number between 1 (high prio) and 100 (low prio). Targets with higher priority are engaged before targets with lower priority. --- * *radius*: Radius in meters which defines the area the ARTY group will attempt to be hitting. Default is 100 meters. --- * *nshells*: Number of shots (shells, rockets, missiles) fired by the group at each engagement of a target. Default is 5. --- * *maxengage*: Number of times a target is engaged. --- * *time*: Time of day the engagement is schedule in the format "hh:mm:ss" for hh=hours, mm=minutes, ss=seconds. --- For example "10:15:35". In the case the attack will be executed at a quarter past ten in the morning at the day the mission started. --- If the engagement should start on the following day the format can be specified as "10:15:35+1", where the +1 denots the following day. --- This is useful for longer running missions or if the mission starts at 23:00 hours and the attack should be scheduled at 01:00 hours on the following day. --- Of course, later days are also possible by appending "+2", "+3", etc. --- **Note** that the time has to be given as a string. So the enclosing quotation marks "" are important. --- * *weapontype*: Specified the weapon type that should be used for this attack if the ARTY group has multiple weapons to engage the target. --- For example, this is useful for naval units which carry a bigger arsenal (cannons and missiles). Default is Auto, i.e. DCS logic selects the appropriate weapon type. --- *name*: A special name can be defined for this target. Default name are the coordinates of the target in LL DMS format. If a name is already given for another target --- or the same target should be attacked two or more times with different parameters a suffix "#01", "#02", "#03" is automatically appended to the specified name. --- --- ## Target Queue --- In case multiple targets have been defined, it is important to understand how the target queue works. --- --- Here, the essential parameters are the priority *prio*, the number of engagements *maxengage* and the scheduled *time* as described above. --- --- For example, we have assigned two targets one with *prio*=10 and the other with *prio*=50 and both targets should be engaged three times (*maxengage*=3). --- Let's first consider the case that none of the targets is scheduled to be executed at a certain time (*time*=nil). --- The ARTY group will first engage the target with higher priority (*prio*=10). After the engagement is finished, the target with lower priority is attacked. --- This is because the target with lower prio has been attacked one time less. After the attack on the lower priority task is finished and both targets --- have been engaged equally often, the target with the higher priority is engaged again. This coninues until a target has engaged three times. --- Once the maximum number of engagements is reached, the target is deleted from the queue. --- --- In other words, the queue is first sorted with respect to the number of engagements and targets with the same number of engagements are sorted with --- respect to their priority. --- --- ### Timed Engagements --- --- As mentioned above, targets can be engaged at a specific time of the day via the *time* parameter. --- --- If the *time* parameter is specified for a target, the first engagement of that target will happen at that time of the day and not before. --- This also applies when multiple engagements are requested via the *maxengage* parameter. The first attack will not happen before the specifed time. --- When that timed attack is finished, the *time* parameter is deleted and the remaining engagements are carried out in the same manner as for untimed targets (described above). --- --- Of course, it can happen that a scheduled task should be executed at a time, when another target is already under attack. --- If the priority of the target is higher than the priority of the current target, then the current attack is cancelled and the engagement of the target with the higher --- priority is started. --- --- By contrast, if the current target has a higher priority than the target scheduled at that time, the current attack is finished before the scheduled attack is started. --- --- ## Determining the Amount of Ammo --- --- In order to determin when a unit is out of ammo and possible initiate the rearming process it is necessary to know which types of weapons have to be counted. --- For most artillery unit types, this is simple because they only have one type of weapon and hence ammunition. --- --- However, there are more complex scenarios. For example, naval units carry a big arsenal of different ammunition types ranging from various cannon shell types --- over surface-to-air missiles to cruise missiles. Obviously, not all of these ammo types can be employed for artillery tasks. --- --- Unfortunately, there is no easy way to count only those ammo types useable as artillery. Therefore, to keep the implementation general the user --- can specify the names of the ammo types by the following functions: --- --- * @{#ARTY.SetShellTypes}(*tableofnames*): Defines the ammo types for unguided cannons, e.g. *tableofnames*={"weapons.shells"}, i.e. **all** types of shells are counted. --- * @{#ARTY.SetRocketTypes}(*tableofnames*): Defines the ammo types of unguided rockets, e.g. *tableofnames*={"weapons.nurs"}, i.e. **all** types of rockets are counted. --- * @{#ARTY.SetMissileTypes}(*tableofnames*): Defines the ammo types of guided missiles, e.g. is *tableofnames*={"weapons.missiles"}, i.e. **all** types of missiles are counted. --- --- **Note** that the default parameters "weapons.shells", "weapons.nurs", "weapons.missiles" **should in priciple** capture all the corresponding ammo types. --- However, the logic searches for the string "weapon.missies" in the ammo type. Especially for missiles, this string is often not contained in the ammo type descriptor. --- --- One way to determin which types of ammo the unit carries, one can use the debug mode of the arty class via @{#ARTY.SetDebugON}(). --- In debug mode, the all ammo types of the group are printed to the monitor as message and can be found in the DCS.log file. --- --- ## Empoying Selected Weapons --- --- If an ARTY group carries multiple weapons, which can be used for artillery task, a certain weapon type can be selected to attack the target. --- This is done via the *weapontype* parameter of the @{#ARTY.AssignTargetCoord}(..., *weapontype*, ...) function. --- --- The enumerator @{#ARTY.WeaponType} has been defined to select a certain weapon type. Supported values are: --- --- * @{#ARTY.WeaponType}.Auto: Automatic weapon selection by the DCS logic. This is the default setting. --- * @{#ARTY.WeaponType}.Cannon: Only cannons are used during the attack. Corresponding ammo type are shells and can be defined by @{#ARTY.SetShellTypes}. --- * @{#ARTY.WeaponType}.Rockets: Only unguided are used during the attack. Corresponding ammo type are rockets/nurs and can be defined by @{#ARTY.SetRocketTypes}. --- * @{#ARTY.WeaponType}.CruiseMissile: Only cruise missiles are used during the attack. Corresponding ammo type are missiles and can be defined by @{#ARTY.SetMissileTypes}. --- * @{#ARTY.WeaponType}.TacticalNukes: Use tactical nuclear shells. This works only with units that have shells and is described below. --- * @{#ARTY.WeaponType}.IlluminationShells: Use illumination shells. This works only with units that have shells and is described below. --- * @{#ARTY.WeaponType}.SmokeShells: Use smoke shells. This works only with units that have shells and is described below. --- --- ## Assigning Relocation Movements --- The ARTY group can be commanded to move. This is done by the @{#ARTY.AssignMoveCoord}(*coord*, *time*, *speed*, *onroad*, *cancel*, *name*) function. --- With this multiple timed moves of the group can be scheduled easily. By default, these moves will only be executed if the group is state **CombatReady**. --- --- ### Parameters --- --- * *coord*: Coordinates where the group should move to given as @{Core.Point#COORDINATE} object. --- * *time*: The time when the move should be executed. This has to be given as a string in the format "hh:mm:ss" (hh=hours, mm=minutes, ss=seconds). --- * *speed*: Speed of the group in km/h. --- * *onroad*: If this parameter is set to true, the group uses mainly roads to get to the commanded coordinates. --- * *cancel*: If set to true, any current engagement of targets is cancelled at the time the move should be executed. --- * *name*: Can be used to set a user defined name of the move. By default the name is created from the LL DMS coordinates. --- --- ## Automatic Rearming --- --- If an ARTY group runs out of ammunition, it can be rearmed automatically. --- --- ### Rearming Group --- The first way to activate the automatic rearming is to define a rearming group with the function @{#ARTY.SetRearmingGroup}(*group*). For the blue side, this --- could be a M181 transport truck and for the red side an Ural-375 truck. --- --- Once the ARTY group is out of ammo and the **Rearm** event is triggered, the defined rearming truck will drive to the ARTY group. --- So the rearming truck does not have to be placed nearby the artillery group. When the rearming is complete, the rearming truck will drive back to its original position. --- --- ### Rearming Place --- The second alternative is to define a rearming place, e.g. a FRAP, airport or any other warehouse. This is done with the function @{#ARTY.SetRearmingPlace}(*coord*). --- The parameter *coord* specifies the coordinate of the rearming place which should not be further away then 100 meters from the warehouse. --- --- When the **Rearm** event is triggered, the ARTY group will move to the rearming place. Of course, the group must be mobil. So for a mortar this rearming procedure would not work. --- --- After the rearming is complete, the ARTY group will move back to its original position and resume normal operations. --- --- ### Rearming Group **and** Rearming Place --- If both a rearming group *and* a rearming place are specified like described above, both the ARTY group and the rearming truck will move to the rearming place and meet there. --- --- After the rearming is complete, both groups will move back to their original positions. --- --- ## Simulated Weapons --- --- In addtion to the standard weapons a group has available some special weapon types that are not possible to use in the native DCS environment are simulated. --- --- ### Tactical Nukes --- --- ARTY groups that can fire shells can also be used to fire tactical nukes. This is achieved by setting the weapon type to **ARTY.WeaponType.TacticalNukes** in the --- @{#ARTY.AssignTargetCoord}() function. --- --- By default, they group does not have any nukes available. To give the group the ability the function @{#ARTY.SetTacNukeShells}(*n*) can be used. --- This supplies the group with *n* nuclear shells, where *n* is restricted to the number of conventional shells the group can carry. --- Note that the group must always have convenctional shells left in order to fire a nuclear shell. --- --- The default explostion strength is 0.075 kilo tons TNT. The can be changed with the @{#ARTY.SetTacNukeWarhead}(*strength*), where *strength* is given in kilo tons TNT. --- --- ### Illumination Shells --- --- ARTY groups that possess shells can fire shells with illumination bombs. First, the group needs to be equipped with this weapon. This is done by the --- function @{ARTY.SetIlluminationShells}(*n*, *power*), where *n* is the number of shells the group has available and *power* the illumination power in mega candela (mcd). --- --- In order to execute an engagement with illumination shells one has to use the weapon type *ARTY.WeaponType.IlluminationShells* in the --- @{#ARTY.AssignTargetCoord}() function. --- --- In the simulation, the explosive shell that is fired is destroyed once it gets close to the target point but before it can actually impact. --- At this position an illumination bomb is triggered at a random altitude between 500 and 1000 meters. This interval can be set by the function --- @{ARTY.SetIlluminationMinMaxAlt}(*minalt*, *maxalt*). --- --- ### Smoke Shells --- --- In a similar way to illumination shells, ARTY groups can also employ smoke shells. The numer of smoke shells the group has available is set by the function --- @{#ARTY.SetSmokeShells}(*n*, *color*), where *n* is the number of shells and *color* defines the smoke color. Default is SMOKECOLOR.Red. --- --- The weapon type to be used in the @{#ARTY.AssignTargetCoord}() function is *ARTY.WeaponType.SmokeShells*. --- --- The explosive shell the group fired is destroyed shortly before its impact on the ground and smoke of the speficied color is triggered at that position. --- --- --- ## Assignments via Markers on F10 Map --- --- Targets and relocations can be assigned by players via placing a mark on the F10 map. The marker text must contain certain keywords. --- --- This feature can be turned on with the @{#ARTY.SetMarkAssignmentsOn}(*key*, *readonly*). The parameter *key* is optional. When set, it can be used as PIN, i.e. only --- players who know the correct key are able to assign and cancel targets or relocations. Default behavior is that all players belonging to the same coalition as the --- ARTY group are able to assign targets and moves without a key. --- --- ### Target Assignments --- A new target can be assigned by writing **arty engage** in the marker text. --- This is followed by a **comma separated list** of (optional) keywords and parameters. --- First, it is important to address the ARTY group or groups that should engage. This can be done in numrous ways. The keywords are *battery*, *alias*, *cluster*. --- It is also possible to address all ARTY groups by the keyword *everyone* or *allbatteries*. These two can be used synonymously. --- **Note that**, if no battery is assigned nothing will happen. --- --- * *everyone* or *allbatteries* The target is assigned to all batteries. --- * *battery* Name of the ARTY group that the target is assigned to. Note that **the name is case sensitive** and has to be given in quotation marks. Default is all ARTY groups of the right coalition. --- * *alias* Alias of the ARTY group that the target is assigned to. The alias is **case sensitive** and needs to be in quotation marks. --- * *cluster* The cluster of ARTY groups that is addessed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks. --- * *key* A number to authorize the target assignment. Only specifing the correct number will trigger an engagement. --- * *time* Time for which which the engagement is schedules, e.g. 08:42. Default is as soon as possible. --- * *prio* Priority of the engagement as number between 1 (high prio) and 100 (low prio). Default is 50, i.e. medium priority. --- * *shots* Number of shots (shells, rockets or missiles) fired at each engagement. Default is 5. --- * *maxengage* Number of times the target is engaged. Default is 1. --- * *radius* Scattering radius of the fired shots in meters. Default is 100 m. --- * *weapon* Type of weapon to be used. Valid parameters are *cannon*, *rocket*, *missile*, *nuke*. Default is automatic selection. --- * *lldms* Specify the coordinates in Lat/Long degrees, minutes and seconds format. The actual location of the marker is unimportant here. The group will engage the coordinates given in the lldms keyword. --- Format is DD:MM:SS[N,S] DD:MM:SS[W,E]. See example below. This can be useful when coordinates in this format are obtained from elsewhere. --- * *readonly* The marker is readonly and cannot be deleted by users. Hence, assignment cannot be cancelled by removing the marker. --- --- Here are examples of valid marker texts: --- arty engage, battery "Blue Paladin Alpha" --- arty engage, everyone --- arty engage, allbatteries --- arty engage, alias "Bob", weapon missiles --- arty engage, cluster "All Mortas" --- arty engage, cluster "Northern Batteries" "Southern Batteries" --- arty engage, cluster "Northern Batteries", cluster "Southern Batteries" --- arty engage, cluster "Horwitzers", shots 20, prio 10, time 08:15, weapon cannons --- arty engage, battery "Blue Paladin 1" "Blue MRLS 1", shots 10, time 10:15 --- arty engage, battery "Blue MRLS 1", key 666 --- arty engage, battery "Paladin Alpha", weapon nukes, shots 1, time 20:15 --- arty engage, battery "Horwitzer 1", lldms 41:51:00N 41:47:58E --- --- Note that the keywords and parameters are *case insensitve*. Only exception are the battery, alias and cluster names. --- These must be exactly the same as the names of the goups defined in the mission editor or the aliases and cluster names defined in the script. --- --- ### Relocation Assignments --- --- Markers can also be used to relocate the group with the keyphrase **arty move**. This is done in a similar way as assigning targets. Here, the (optional) keywords and parameters are: --- --- * *time* Time for which which the relocation/move is schedules, e.g. 08:42. Default is as soon as possible. --- * *speed* The speed in km/h the group will drive at. Default is 70% of its max possible speed. --- * *on road* Group will use mainly roads. Default is off, i.e. it will go in a straight line from its current position to the assigned coordinate. --- * *canceltarget* Group will cancel all running firing engagements and immidiately start to move. Default is that group will wait until is current assignment is over. --- * *battery* Name of the ARTY group that the relocation is assigned to. --- * *alias* Alias of the ARTY group that the target is assigned to. The alias is **case sensitive** and needs to be in quotation marks. --- * *cluster* The cluster of ARTY groups that is addessed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks. --- * *key* A number to authorize the target assignment. Only specifing the correct number will trigger an engagement. --- * *lldms* Specify the coordinates in Lat/Long degrees, minutes and seconds format. The actual location of the marker is unimportant. The group will move to the coordinates given in the lldms keyword. --- Format is DD:MM:SS[N,S] DD:MM:SS[W,E]. See example below. --- * *readonly* Marker cannot be deleted by users any more. Hence, assignment cannot be cancelled by removing the marker. --- --- Here are some examples: --- arty move, battery "Blue Paladin" --- arty move, battery "Blue MRLS", canceltarget, speed 10, on road --- arty move, cluster "mobile", lldms 41:51:00N 41:47:58E --- arty move, alias "Bob", weapon missiles --- arty move, cluster "All Howitzer" --- arty move, cluster "Northern Batteries" "Southern Batteries" --- arty move, cluster "Northern Batteries", cluster "Southern Batteries" --- arty move, everyone --- --- ### Requests --- --- Marks can also be to send requests to the ARTY group. This is done by the keyword **arty request**, which can have the keywords --- --- * *target* All assigned targets are reported. --- * *move* All assigned relocation moves are reported. --- * *ammo* Current ammunition status is reported. --- --- For example --- arty request, everyone, ammo --- arty request, battery "Paladin Bravo", targets --- arty request, cluster "All Mortars", move --- --- The actual location of the marker is irrelevant for these requests. --- --- ### Cancel --- --- Current actions can be cancelled by the keyword **arty cancel**. Actions that can be cancelled are current engagements, relocations and rearming assignments. --- --- For example --- arty cancel, target, battery "Paladin Bravo" --- arty cancel, everyone, move --- arty cancel, rearming, battery "MRLS Charly" --- --- ### Settings --- --- A few options can be set by marks. The corresponding keyword is **arty set**. This can be used to define the rearming place and group for a battery. --- --- To set the reamring place of a group at the marker position type --- arty set, battery "Paladin Alpha", rearming place --- --- Setting the rearming group is independent of the position of the mark. Just create one anywhere on the map and type --- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M818" --- Note that the name of the rearming group has to be given in quotation marks and spellt exactly as the group name defined in the mission editor. --- --- ## Transporting --- --- ARTY groups can be transported to another location as @{Cargo.Cargo} by means of classes such as @{AI.AI_Cargo_APC}, @{AI.AI_Cargo_Dispatcher_APC}, --- @{AI.AI_Cargo_Helicopter}, @{AI.AI_Cargo_Dispatcher_Helicopter} or @{AI.AI_Cargo_Airplane}. --- --- In order to do this, one needs to define an ARTY object via the @{#ARTY.NewFromCargoGroup}(*cargogroup*, *alias*) function. --- The first argument *cargogroup* has to be a @{Cargo.CargoGroup#CARGO_GROUP} object. The second argument *alias* is a string which can be freely chosen by the user. --- --- ## Fine Tuning --- --- The mission designer has a few options to tailor the ARTY object according to his needs. --- --- * @{#ARTY.SetAutoRelocateToFiringRange}(*maxdist*, *onroad*) lets the ARTY group automatically move to within firing range if a current target is outside the min/max firing range. The --- optional parameter *maxdist* is the maximum distance im km the group will move. If the distance is greater no relocation is performed. Default is 50 km. --- * @{#ARTY.SetAutoRelocateAfterEngagement}(*rmax*, *rmin*) will cause the ARTY group to change its position after each firing assignment. --- Optional parameters *rmax*, *rmin* define the max/min distance for relocation of the group. Default distance is randomly between 300 and 800 m. --- * @{#ARTY.AddToCluster}(*clusters*) Can be used to add the ARTY group to one or more clusters. All groups in a cluster can be addressed simultaniously with one marker command. --- * @{#ARTY.SetSpeed}(*speed*) sets the speed in km/h the group moves at if not explicitly stated otherwise. --- * @{#ARTY.RemoveAllTargets}() removes all targets from the target queue. --- * @{#ARTY.RemoveTarget}(*name*) deletes the target with *name* from the target queue. --- * @{#ARTY.SetMaxFiringRange}(*range*) defines the maximum firing range. Targets further away than this distance are not engaged. --- * @{#ARTY.SetMinFiringRange}(*range*) defines the minimum firing range. Targets closer than this distance are not engaged. --- * @{#ARTY.SetRearmingGroup}(*group*) sets the group responsible for rearming of the ARTY group once it is out of ammo. --- * @{#ARTY.SetReportON}() and @{#ARTY.SetReportOFF}() can be used to enable/disable status reports of the ARTY group send to all coalition members. --- * @{#ARTY.SetWaitForShotTime}(*waittime*) sets the time after which a target is deleted from the queue if no shooting event occured after the target engagement started. --- Default is 300 seconds. Note that this can for example happen, when the assigned target is out of range. --- * @{#ARTY.SetDebugON}() and @{#ARTY.SetDebugOFF}() can be used to enable/disable the debug mode. --- --- ## Examples --- --- ### Assigning Multiple Targets --- This basic example illustrates how to assign multiple targets and defining a rearming group. --- -- Creat a new ARTY object from a Paladin group. --- paladin=ARTY:New(GROUP:FindByName("Blue Paladin")) --- --- -- Define a rearming group. This is a Transport M818 truck. --- paladin:SetRearmingGroup(GROUP:FindByName("Blue Ammo Truck")) --- --- -- Set the max firing range. A Paladin unit has a range of 20 km. --- paladin:SetMaxFiringRange(20) --- --- -- Low priorty (90) target, will be engage last. Target is engaged two times. At each engagement five shots are fired. --- paladin:AssignTargetCoord(GROUP:FindByName("Red Targets 3"):GetCoordinate(), 90, nil, 5, 2) --- -- Medium priorty (nil=50) target, will be engage second. Target is engaged two times. At each engagement ten shots are fired. --- paladin:AssignTargetCoord(GROUP:FindByName("Red Targets 1"):GetCoordinate(), nil, nil, 10, 2) --- -- High priorty (10) target, will be engage first. Target is engaged three times. At each engagement twenty shots are fired. --- paladin:AssignTargetCoord(GROUP:FindByName("Red Targets 2"):GetCoordinate(), 10, nil, 20, 3) --- --- -- Start ARTY process. --- paladin:Start() --- **Note** --- --- * If a parameter should be set to its default value, it has to be set to *nil* if other non-default parameters follow. Parameters at the end can simply be skiped. --- * In this example, the target coordinates are taken from groups placed in the mission edit using the COORDINATE:GetCoordinate() function. --- --- ### Scheduled Engagements --- -- Mission starts at 8 o'clock. --- -- Assign two scheduled targets. --- --- -- Create ARTY object from Paladin group. --- paladin=ARTY:New(GROUP:FindByName("Blue Paladin")) --- --- -- Assign target coordinates. Priority=50 (medium), radius=100 m, use 5 shells per engagement, engage 1 time at two past 8 o'clock. --- paladin:AssignTargetCoord(GROUP:FindByName("Red Targets 1"):GetCoordinate(), 50, 100, 5, 1, "08:02:00", ARTY.WeaponType.Auto, "Target 1") --- --- -- Assign target coordinates. Priority=10 (high), radius=300 m, use 10 shells per engagement, engage 1 time at seven past 8 o'clock. --- paladin:AssignTargetCoord(GROUP:FindByName("Red Targets 2"):GetCoordinate(), 10, 300, 10, 1, "08:07:00", ARTY.WeaponType.Auto, "Target 2") --- --- -- Start ARTY process. --- paladin:Start() --- --- ### Specific Weapons --- This example demonstrates how to use specific weapons during an engagement. --- -- Define the Normandy as ARTY object. --- normandy=ARTY:New(GROUP:FindByName("Normandy")) --- --- -- Add target: prio=50, radius=300 m, number of missiles=20, number of engagements=1, start time=08:05 hours, only use cruise missiles for this attack. --- normandy:AssignTargetCoord(GROUP:FindByName("Red Targets 1"):GetCoordinate(), 20, 300, 50, 1, "08:01:00", ARTY.WeaponType.CruiseMissile) --- --- -- Add target: prio=50, radius=300 m, number of shells=100, number of engagements=1, start time=08:15 hours, only use cannons during this attack. --- normandy:AssignTargetCoord(GROUP:FindByName("Red Targets 1"):GetCoordinate(), 50, 300, 100, 1, "08:15:00", ARTY.WeaponType.Cannon) --- --- -- Define shells that are counted to check whether the ship is out of ammo. --- -- Note that this is necessary because the Normandy has a lot of other shell type weapons which cannot be used to engage ground targets in an artillery style manner. --- normandy:SetShellTypes({"MK45_127"}) --- --- -- Define missile types that are counted. --- normandy:SetMissileTypes({"BGM"}) --- --- -- Start ARTY process. --- normandy:Start() --- --- ### Transportation as Cargo --- This example demonstates how an ARTY group can be transported to another location as cargo. --- -- Define a group as CARGO_GROUP --- CargoGroupMortars=CARGO_GROUP:New(GROUP:FindByName("Mortars"), "Mortars", "Mortar Platoon Alpha", 100 , 10) --- --- -- Define the mortar CARGO GROUP as ARTY object --- mortars=ARTY:NewFromCargoGroup(CargoGroupMortars, "Mortar Platoon Alpha") --- --- -- Start ARTY process --- mortars:Start() --- --- -- Setup AI cargo dispatcher for e.g. helos --- SetHeloCarriers = SET_GROUP:New():FilterPrefixes("CH-47D"):FilterStart() --- SetCargoMortars = SET_CARGO:New():FilterTypes("Mortars"):FilterStart() --- SetZoneDepoly = SET_ZONE:New():FilterPrefixes("Deploy"):FilterStart() --- CargoHelo=AI_CARGO_DISPATCHER_HELICOPTER:New(SetHeloCarriers, SetCargoMortars, SetZoneDepoly) --- CargoHelo:Start() --- The ARTY group will be transported and resume its normal operation after it has been deployed. New targets can be assigned at any time also during the transportation process. --- --- @field #ARTY -ARTY={ - ClassName="ARTY", - Debug=false, - targets={}, - moves={}, - currentTarget=nil, - currentMove=nil, - Nammo0=0, - Nshells0=0, - Nrockets0=0, - Nmissiles0=0, - Nukes0=0, - Nillu0=0, - Nsmoke0=0, - StatusInterval=10, - WaitForShotTime=300, - DCSdesc=nil, - Type=nil, - DisplayName=nil, - groupname=nil, - alias=nil, - clusters={}, - ismobile=true, - iscargo=false, - cargogroup=nil, - IniGroupStrength=0, - IsArtillery=nil, - RearmingDistance=100, - RearmingGroup=nil, - RearmingGroupSpeed=nil, - RearmingGroupOnRoad=false, - RearmingGroupCoord=nil, - RearmingPlaceCoord=nil, - RearmingArtyOnRoad=false, - InitialCoord=nil, - report=true, - ammoshells={}, - ammorockets={}, - ammomissiles={}, - Nshots=0, - minrange=300, - maxrange=1000000, - nukewarhead=75000, - Nukes=nil, - nukefire=false, - nukefires=nil, - nukerange=nil, - Nillu=nil, - illuPower=1000000, - illuMinalt=500, - illuMaxalt=1000, - Nsmoke=nil, - smokeColor=SMOKECOLOR.Red, - relocateafterfire=false, - relocateRmin=300, - relocateRmax=800, - markallow=false, - markkey=nil, - markreadonly=false, - autorelocate=false, - autorelocatemaxdist=50000, - autorelocateonroad=false, -} - ---- Weapong type ID. See [here](http://wiki.hoggit.us/view/DCS_enum_weapon_flag). --- @type ARTY.WeaponType --- @field #number Auto Automatic selection of weapon type. --- @field #number Cannon Cannons using conventional shells. --- @field #number Rockets Unguided rockets. --- @field #number CruiseMissile Cruise missiles. --- @field #number TacticalNukes Tactical nuclear shells (simulated). --- @field #number IlluminationShells Illumination shells (simulated). --- @field #number SmokeShells Smoke shells (simulated). -ARTY.WeaponType={ - Auto=1073741822, - Cannon=805306368, - Rockets=30720, - CruiseMissile=2097152, - TacticalNukes=666, - IlluminationShells=667, - SmokeShells=668, -} - ---- Database of common artillery unit properties. --- @type ARTY.db -ARTY.db={ - ["2B11 mortar"] = { -- type "2B11 mortar" - minrange = 500, -- correct? - maxrange = 7000, -- 7 km - reloadtime = 30, -- 30 sec - }, - ["SPH 2S1 Gvozdika"] = { -- type "SAU Gvozdika" - minrange = 300, -- correct? - maxrange = 15000, -- 15 km - reloadtime = nil, -- unknown - }, - ["SPH 2S19 Msta"] = { --type "SAU Msta", alias "2S19 Msta" - minrange = 300, -- correct? - maxrange = 23500, -- 23.5 km - reloadtime = nil, -- unknown - }, - ["SPH 2S3 Akatsia"] = { -- type "SAU Akatsia", alias "2S3 Akatsia" - minrange = 300, -- correct? - maxrange = 17000, -- 17 km - reloadtime = nil, -- unknown - }, - ["SPH 2S9 Nona"] = { --type "SAU 2-C9" - minrange = 500, -- correct? - maxrange = 7000, -- 7 km - reloadtime = nil, -- unknown - }, - ["SPH M109 Paladin"] = { -- type "M-109", alias "M109" - minrange = 300, -- correct? - maxrange = 22000, -- 22 km - reloadtime = nil, -- unknown - }, - ["SpGH Dana"] = { -- type "SpGH_Dana" - minrange = 300, -- correct? - maxrange = 18700, -- 18.7 km - reloadtime = nil, -- unknown - }, - ["MLRS BM-21 Grad"] = { --type "Grad-URAL", alias "MLRS BM-21 Grad" - minrange = 5000, -- 5 km - maxrange = 19000, -- 19 km - reloadtime = 420, -- 7 min - }, - ["MLRS 9K57 Uragan BM-27"] = { -- type "Uragan_BM-27" - minrange = 11500, -- 11.5 km - maxrange = 35800, -- 35.8 km - reloadtime = 840, -- 14 min - }, - ["MLRS 9A52 Smerch"] = { -- type "Smerch" - minrange = 20000, -- 20 km - maxrange = 70000, -- 70 km - reloadtime = 2160, -- 36 min - }, - ["MLRS M270"] = { --type "MRLS", alias "M270 MRLS" - minrange = 10000, -- 10 km - maxrange = 32000, -- 32 km - reloadtime = 540, -- 9 min - }, -} - ---- Some ID to identify who we are in output of the DCS.log file. --- @field #string id -ARTY.id="ARTY | " - ---- Arty script version. --- @field #string version -ARTY.version="1.0.6" - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - --- TODO list: --- DONE: Delete targets from queue user function. --- DONE: Delete entire target queue user function. --- DONE: Add weapon types. Done but needs improvements. --- DONE: Add user defined rearm weapon types. --- DONE: Check if target is in range. Maybe this requires a data base with the ranges of all arty units. --- DONE: Make ARTY move to rearming position. --- DONE: Check that right rearming vehicle is specified. Blue M818, Red Ural-375. Are there more? --- DONE: Check if ARTY group is still alive. --- DONE: Handle dead events. --- DONE: Abort firing task if no shooting event occured with 5(?) minutes. Something went wrong then. Min/max range for example. --- DONE: Improve assigned time for engagement. Next day? --- DONE: Improve documentation. --- DONE: Add pseudo user transitions. OnAfter... --- DONE: Make reaming unit a group. --- DONE: Write documenation. --- DONE: Add command move to make arty group move. --- DONE: remove schedulers for status event. --- DONE: Improve handling of special weapons. When winchester if using selected weapons? --- TODO: Handle rearming for ships. How? --- DONE: Make coordinate after rearming general, i.e. also work after the group has moved to anonther location. --- DONE: Add set commands via markers. E.g. set rearming place. --- DONE: Test stationary types like mortas ==> rearming etc. --- TODO: Add hit event and make the arty group relocate. --- DONE: Add illumination and smoke. - ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Creates a new ARTY object from a MOOSE CARGO_GROUP object. --- @param #ARTY self --- @param Cargo.CargoGroup#CARGO_GROUP cargogroup The CARGO GROUP object for which artillery tasks should be assigned. --- @param alias (Optional) Alias name the group will be calling itself when sending messages. Default is the group name. --- @return #ARTY ARTY object or nil if group does not exist or is not a ground or naval group. -function ARTY:NewFromCargoGroup(cargogroup, alias) - BASE:F2({cargogroup=cargogroup, alias=alias}) - - if cargogroup then - BASE:T(ARTY.id..string.format("ARTY script version %s. Added CARGO group %s.", ARTY.version, cargogroup:GetName())) - else - BASE:E(ARTY.id.."ERROR: Requested ARTY CARGO GROUP does not exist! (Has to be a MOOSE CARGO(!) group.)") - return nil - end - - -- Get group belonging to the cargo group. - local group=cargogroup:GetObject() - - -- Create ARTY object. - local arty=ARTY:New(group,alias) - - -- Set iscargo flag. - arty.iscargo=true - - -- Set cargo group object. - arty.cargogroup=cargogroup - - return arty -end - ---- Creates a new ARTY object from a MOOSE group object. --- @param #ARTY self --- @param Wrapper.Group#GROUP group The GROUP object for which artillery tasks should be assigned. --- @param alias (Optional) Alias name the group will be calling itself when sending messages. Default is the group name. --- @return #ARTY ARTY object or nil if group does not exist or is not a ground or naval group. -function ARTY:New(group, alias) - BASE:F2({group=group, alias=alias}) - - -- Inherits from FSM_CONTROLLABLE - local self=BASE:Inherit(self, FSM_CONTROLLABLE:New()) -- #ARTY - - -- Check that group is present. - if group then - self:T(ARTY.id..string.format("ARTY script version %s. Added group %s.", ARTY.version, group:GetName())) - else - self:E(ARTY.id.."ERROR: Requested ARTY group does not exist! (Has to be a MOOSE group.)") - return nil - end - - -- Check that we actually have a GROUND group. - if not (group:IsGround() or group:IsShip()) then - self:E(ARTY.id..string.format("ERROR: ARTY group %s has to be a GROUND or SHIP group!", group:GetName())) - return nil - end - - -- Set the controllable for the FSM. - self:SetControllable(group) - - -- Set the group name - self.groupname=group:GetName() - - -- Set an alias name. - if alias~=nil then - self.alias=tostring(alias) - else - self.alias=self.groupname - end - - -- Set the initial coordinates of the ARTY group. - self.InitialCoord=group:GetCoordinate() - - -- Get DCS descriptors of group. - local DCSgroup=Group.getByName(group:GetName()) - local DCSunit=DCSgroup:getUnit(1) - self.DCSdesc=DCSunit:getDesc() - - -- DCS descriptors. - self:T3(ARTY.id.."DCS descriptors for group "..group:GetName()) - for id,desc in pairs(self.DCSdesc) do - self:T3({id=id, desc=desc}) - end - - -- Maximum speed in km/h. - self.SpeedMax=group:GetSpeedMax() - - -- Group is mobile or not (e.g. mortars). - if self.SpeedMax>1 then - self.ismobile=true - else - self.ismobile=false - end - - -- Set speed to 0.7 of maximum. - self.Speed=self.SpeedMax * 0.7 - - -- Displayed name (similar to type name below) - self.DisplayName=self.DCSdesc.displayName - - -- Is this infantry or not. - self.IsArtillery=DCSunit:hasAttribute("Artillery") - - -- Type of group. - self.Type=group:GetTypeName() - - -- Initial group strength. - self.IniGroupStrength=#group:GetUnits() - - --------------- - -- Transitions: - --------------- - - -- Entry. - self:AddTransition("*", "Start", "CombatReady") - - -- Blue branch. - self:AddTransition("CombatReady", "OpenFire", "Firing") - self:AddTransition("Firing", "CeaseFire", "CombatReady") - - -- Violett branch. - self:AddTransition("CombatReady", "Winchester", "OutOfAmmo") - - -- Red branch. - self:AddTransition({"CombatReady", "OutOfAmmo"}, "Rearm", "Rearming") - self:AddTransition("Rearming", "Rearmed", "Rearmed") - - -- Green branch. - self:AddTransition("*", "Move", "Moving") - self:AddTransition("Moving", "Arrived", "Arrived") - - -- Yellow branch. - self:AddTransition("*", "NewTarget", "*") - - -- Not in diagram. - self:AddTransition("*", "CombatReady", "CombatReady") - self:AddTransition("*", "Status", "*") - self:AddTransition("*", "NewMove", "*") - self:AddTransition("*", "Dead", "*") - - -- Transport as cargo (not in diagram). - self:AddTransition("*", "Loaded", "InTransit") - self:AddTransition("InTransit", "UnLoaded", "CombatReady") - - -- Unknown transitons. To be checked if adding these causes problems. - self:AddTransition("Rearming", "Arrived", "Rearming") - self:AddTransition("Rearming", "Move", "Rearming") - - - --- User function for OnAfter "NewTarget" event. - -- @function [parent=#ARTY] OnAfterNewTarget - -- @param #ARTY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param #table target Array holding the target info. - - --- User function for OnAfter "OpenFire" event. - -- @function [parent=#ARTY] OnAfterOpenFire - -- @param #ARTY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param #table target Array holding the target info. - - --- User function for OnAfter "CeaseFire" event. - -- @function [parent=#ARTY] OnAfterCeaseFire - -- @param #ARTY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param #table target Array holding the target info. - - --- User function for OnAfer "NewMove" event. - -- @function [parent=#ARTY] OnAfterNewMove - -- @param #ARTY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param #table move Array holding the move info. - - --- User function for OnAfer "Move" event. - -- @function [parent=#ARTY] OnAfterMove - -- @param #ARTY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param #table move Array holding the move info. - - --- User function for OnAfer "Arrived" event. - -- @function [parent=#ARTY] OnAfterArrvied - -- @param #ARTY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - --- User function for OnAfter "Winchester" event. - -- @function [parent=#ARTY] OnAfterWinchester - -- @param #ARTY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - --- User function for OnAfter "Rearm" event. - -- @function [parent=#ARTY] OnAfterRearm - -- @param #ARTY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - --- User function for OnAfter "Rearmed" event. - -- @function [parent=#ARTY] OnAfterRearmed - -- @param #ARTY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - --- User function for OnAfter "Start" event. - -- @function [parent=#ARTY] OnAfterStart - -- @param #ARTY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - --- User function for OnAfter "Status" event. - -- @function [parent=#ARTY] OnAfterStatus - -- @param #ARTY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - --- User function for OnAfter "Dead" event. - -- @function [parent=#ARTY] OnAfterDead - -- @param #ARTY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - - --- User function for OnEnter "CombatReady" state. - -- @function [parent=#ARTY] OnEnterCombatReady - -- @param #ARTY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - --- User function for OnEnter "Firing" state. - -- @function [parent=#ARTY] OnEnterFiring - -- @param #ARTY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - --- User function for OnEnter "OutOfAmmo" state. - -- @function [parent=#ARTY] OnEnterOutOfAmmo - -- @param #ARTY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - --- User function for OnEnter "Rearming" state. - -- @function [parent=#ARTY] OnEnterRearming - -- @param #ARTY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - --- User function for OnEnter "Rearmed" state. - -- @function [parent=#ARTY] OnEnterRearmed - -- @param #ARTY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - --- User function for OnEnter "Moving" state. - -- @function [parent=#ARTY] OnEnterMoving - -- @param #ARTY self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - - --- Function to start the ARTY FSM process. - -- @function [parent=#ARTY] Start - -- @param #ARTY self - - --- Function to start the ARTY FSM process after a delay. - -- @function [parent=#ARTY] __Start - -- @param #ARTY self - -- @param #number Delay before start in seconds. - - --- Function to update the status of the ARTY group and tigger FSM events. Triggers the FSM event "Status". - -- @function [parent=#ARTY] Status - -- @param #ARTY self - - --- Function to update the status of the ARTY group and tigger FSM events after a delay. Triggers the FSM event "Status". - -- @function [parent=#ARTY] __Status - -- @param #ARTY self - -- @param #number Delay in seconds. - - --- Function called when a unit of the ARTY group died. Triggers the FSM event "Dead". - -- @function [parent=#ARTY] Dead - -- @param #ARTY self - - --- Function called when a unit of the ARTY group died after a delay. Triggers the FSM event "Dead". - -- @function [parent=#ARTY] __Dead - -- @param #ARTY self - -- @param #number Delay in seconds. - - --- Add a new target for the ARTY group. Triggers the FSM event "NewTarget". - -- @function [parent=#ARTY] NewTarget - -- @param #ARTY self - -- @param #table target Array holding the target data. - - --- Add a new target for the ARTY group with a delay. Triggers the FSM event "NewTarget". - -- @function [parent=#ARTY] __NewTarget - -- @param #ARTY self - -- @param #number delay Delay in seconds. - -- @param #table target Array holding the target data. - - --- Add a new relocation move for the ARTY group. Triggers the FSM event "NewMove". - -- @function [parent=#ARTY] NewMove - -- @param #ARTY self - -- @param #table move Array holding the relocation move data. - - --- Add a new relocation for the ARTY group after a delay. Triggers the FSM event "NewMove". - -- @function [parent=#ARTY] __NewMove - -- @param #ARTY self - -- @param #number delay Delay in seconds. - -- @param #table move Array holding the relocation move data. - - --- Order ARTY group to open fire on a target. Triggers the FSM event "OpenFire". - -- @function [parent=#ARTY] OpenFire - -- @param #ARTY self - -- @param #table target Array holding the target data. - - --- Order ARTY group to open fire on a target with a delay. Triggers the FSM event "Move". - -- @function [parent=#ARTY] __OpenFire - -- @param #ARTY self - -- @param #number delay Delay in seconds. - -- @param #table target Array holding the target data. - - --- Order ARTY group to cease firing on a target. Triggers the FSM event "CeaseFire". - -- @function [parent=#ARTY] CeaseFire - -- @param #ARTY self - -- @param #table target Array holding the target data. - - --- Order ARTY group to cease firing on a target after a delay. Triggers the FSM event "CeaseFire". - -- @function [parent=#ARTY] __CeaseFire - -- @param #ARTY self - -- @param #number delay Delay in seconds. - -- @param #table target Array holding the target data. - - --- Order ARTY group to move to another location. Triggers the FSM event "Move". - -- @function [parent=#ARTY] Move - -- @param #ARTY self - -- @param #table move Array holding the relocation move data. - - --- Order ARTY group to move to another location after a delay. Triggers the FSM event "Move". - -- @function [parent=#ARTY] __Move - -- @param #ARTY self - -- @param #number delay Delay in seconds. - -- @param #table move Array holding the relocation move data. - - --- Tell ARTY group it has arrived at its destination. Triggers the FSM event "Arrived". - -- @function [parent=#ARTY] Arrived - -- @param #ARTY self - - --- Tell ARTY group it has arrived at its destination after a delay. Triggers the FSM event "Arrived". - -- @function [parent=#ARTY] __Arrived - -- @param #ARTY self - -- @param #number delay Delay in seconds. - - --- Tell ARTY group it is combat ready. Triggers the FSM event "CombatReady". - -- @function [parent=#ARTY] CombatReady - -- @param #ARTY self - - --- Tell ARTY group it is combat ready after a delay. Triggers the FSM event "CombatReady". - -- @function [parent=#ARTY] __CombatReady - -- @param #ARTY self - -- @param #number delay Delay in seconds. - - --- Tell ARTY group it is out of ammo. Triggers the FSM event "Winchester". - -- @function [parent=#ARTY] Winchester - -- @param #ARTY self - - --- Tell ARTY group it is out of ammo after a delay. Triggers the FSM event "Winchester". - -- @function [parent=#ARTY] __Winchester - -- @param #ARTY self - -- @param #number delay Delay in seconds. - - - return self -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- User Functions -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Assign target coordinates to the ARTY group. Only the first parameter, i.e. the coordinate of the target is mandatory. The remaining parameters are optional and can be used to fine tune the engagement. --- @param #ARTY self --- @param Core.Point#COORDINATE coord Coordinates of the target. --- @param #number prio (Optional) Priority of target. Number between 1 (high) and 100 (low). Default 50. --- @param #number radius (Optional) Radius. Default is 100 m. --- @param #number nshells (Optional) How many shells (or rockets) are fired on target per engagement. Default 5. --- @param #number maxengage (Optional) How many times a target is engaged. Default 1. --- @param #string time (Optional) Day time at which the target should be engaged. Passed as a string in format "08:13:45". Current task will be canceled. --- @param #number weapontype (Optional) Type of weapon to be used to attack this target. Default ARTY.WeaponType.Auto, i.e. the DCS logic automatically determins the appropriate weapon. --- @param #string name (Optional) Name of the target. Default is LL DMS coordinate of the target. If the name was already given, the numbering "#01", "#02",... is appended automatically. --- @param #boolean unique (Optional) Target is unique. If the target name is already known, the target is rejected. Default false. --- @return #string Name of the target. Can be used for further reference, e.g. deleting the target from the list. --- @usage paladin=ARTY:New(GROUP:FindByName("Blue Paladin")) --- paladin:AssignTargetCoord(GROUP:FindByName("Red Targets 1"):GetCoordinate(), 10, 300, 10, 1, "08:02:00", ARTY.WeaponType.Auto, "Target 1") --- paladin:Start() -function ARTY:AssignTargetCoord(coord, prio, radius, nshells, maxengage, time, weapontype, name, unique) - self:F({coord=coord, prio=prio, radius=radius, nshells=nshells, maxengage=maxengage, time=time, weapontype=weapontype, name=name, unique=unique}) - - -- Set default values. - nshells=nshells or 5 - radius=radius or 100 - maxengage=maxengage or 1 - prio=prio or 50 - prio=math.max( 1, prio) - prio=math.min(100, prio) - if unique==nil then - unique=false - end - weapontype=weapontype or ARTY.WeaponType.Auto - - -- Check if we have a coordinate object. - local text=nil - if coord:IsInstanceOf("GROUP") then - text="WARNING: ARTY:AssignTargetCoordinate(coord, ...) needs a COORDINATE object as first parameter - you gave a GROUP. Converting to COORDINATE..." - coord=coord:GetCoordinate() - elseif coord:IsInstanceOf("UNIT") then - text="WARNING: ARTY:AssignTargetCoordinate(coord, ...) needs a COORDINATE object as first parameter - you gave a UNIT. Converting to COORDINATE..." - coord=coord:GetCoordinate() - elseif coord:IsInstanceOf("POSITIONABLE") then - text="WARNING: ARTY:AssignTargetCoordinate(coord, ...) needs a COORDINATE object as first parameter - you gave a POSITIONABLE. Converting to COORDINATE..." - coord=coord:GetCoordinate() - elseif coord:IsInstanceOf("COORDINATE") then - -- Nothing to do here. - else - text="ERROR: ARTY:AssignTargetCoordinate(coord, ...) needs a COORDINATE object as first parameter!" - MESSAGE:New(text, 30):ToAll() - self:E(ARTY.id..text) - return nil - end - if text~=nil then - self:E(ARTY.id..text) - end - - -- Name of the target. - local _name=name or coord:ToStringLLDMS() - local _unique=true - - -- Check if the name has already been used for another target. If so, the function returns a new unique name. - _name,_unique=self:_CheckName(self.targets, _name, not unique) - - -- Target name should be unique and is not. - if unique==true and _unique==false then - self:T(ARTY.id..string.format("%s: target %s should have a unique name but name was already given. Rejecting target!", self.groupname, _name)) - return nil - end - - -- Time in seconds. - local _time - if type(time)=="string" then - _time=self:_ClockToSeconds(time) - elseif type(time)=="number" then - _time=timer.getAbsTime()+time - else - _time=timer.getAbsTime() - end - - -- Prepare target array. - local _target={name=_name, coord=coord, radius=radius, nshells=nshells, engaged=0, underfire=false, prio=prio, maxengage=maxengage, time=_time, weapontype=weapontype} - - -- Add to table. - table.insert(self.targets, _target) - - -- Trigger new target event. - self:__NewTarget(1, _target) - - return _name -end - ---- Assign coordinate to where the ARTY group should move. --- @param #ARTY self --- @param Core.Point#COORDINATE coord Coordinates of the new position. --- @param #string time (Optional) Day time at which the group should start moving. Passed as a string in format "08:13:45". Default is now. --- @param #number speed (Optinal) Speed in km/h the group should move at. Default 70% of max posible speed of group. --- @param #boolean onroad (Optional) If true, group will mainly use roads. Default off, i.e. go directly towards the specified coordinate. --- @param #boolean cancel (Optional) If true, cancel any running attack when move should begin. Default is false. --- @param #string name (Optional) Name of the coordinate. Default is LL DMS string of the coordinate. If the name was already given, the numbering "#01", "#02",... is appended automatically. --- @param #boolean unique (Optional) Move is unique. If the move name is already known, the move is rejected. Default false. --- @return #string Name of the move. Can be used for further reference, e.g. deleting the move from the list. -function ARTY:AssignMoveCoord(coord, time, speed, onroad, cancel, name, unique) - self:F({coord=coord, time=time, speed=speed, onroad=onroad, cancel=cancel, name=name, unique=unique}) - - -- Reject move if the group is immobile. - if not self.ismobile then - self:T(ARTY.id..string.format("%s: group is immobile. Rejecting move request!", self.groupname)) - return nil - end - - -- Default - if unique==nil then - unique=false - end - - -- Name of the target. - local _name=name or coord:ToStringLLDMS() - local _unique=true - - -- Check if the name has already been used for another target. If so, the function returns a new unique name. - _name,_unique=self:_CheckName(self.moves, _name, not unique) - - -- Move name should be unique and is not. - if unique==true and _unique==false then - self:T(ARTY.id..string.format("%s: move %s should have a unique name but name was already given. Rejecting move!", self.groupname, _name)) - return nil - end - - -- Set speed. - if speed then - -- Make sure, given speed is less than max physiaclly possible speed of group. - speed=math.min(speed, self.SpeedMax) - elseif self.Speed then - speed=self.Speed - else - speed=self.SpeedMax*0.7 - end - - -- Default is off road. - if onroad==nil then - onroad=false - end - - -- Default is not to cancel a running attack. - if cancel==nil then - cancel=false - end - - -- Time in seconds. - local _time - if type(time)=="string" then - _time=self:_ClockToSeconds(time) - elseif type(time)=="number" then - _time=timer.getAbsTime()+time - else - _time=timer.getAbsTime() - end - - -- Prepare move array. - local _move={name=_name, coord=coord, time=_time, speed=speed, onroad=onroad, cancel=cancel} - - -- Add to table. - table.insert(self.moves, _move) - - return _name -end - ---- Set alias, i.e. the name the group will use when sending messages. --- @param #ARTY self --- @param #string alias The alias for the group. -function ARTY:SetAlias(alias) - self:F({alias=alias}) - self.alias=tostring(alias) -end - ---- Add ARTY group to one or more clusters. Enables addressing all ARTY groups within a cluster simultaniously via marker assignments. --- @param #ARTY self --- @param #table clusters Table of cluster names the group should belong to. -function ARTY:AddToCluster(clusters) - self:F({clusters=clusters}) - - -- Convert input to table. - local names - if type(clusters)=="table" then - names=clusters - elseif type(clusters)=="string" then - names={clusters} - else - -- error message - self:E(ARTY.id.."ERROR: Input parameter must be a string or a table in ARTY:AddToCluster()!") - return - end - - -- Add names to cluster array. - for _,cluster in pairs(names) do - table.insert(self.clusters, cluster) - end -end - ---- Set minimum firing range. Targets closer than this distance are not engaged. --- @param #ARTY self --- @param #number range Min range in kilometers. Default is 0.1 km. -function ARTY:SetMinFiringRange(range) - self:F({range=range}) - self.minrange=range*1000 or 100 -end - ---- Set maximum firing range. Targets further away than this distance are not engaged. --- @param #ARTY self --- @param #number range Max range in kilometers. Default is 1000 km. -function ARTY:SetMaxFiringRange(range) - self:F({range=range}) - self.maxrange=range*1000 or 1000*1000 -end - ---- Set time interval between status updates. During the status check, new events are triggered. --- @param #ARTY self --- @param #number interval Time interval in seconds. Default 10 seconds. -function ARTY:SetStatusInterval(interval) - self:F({interval=interval}) - self.StatusInterval=interval or 10 -end - ---- Set time how it is waited a unit the first shot event happens. If no shot is fired after this time, the task to fire is aborted and the target removed. --- @param #ARTY self --- @param #number waittime Time in seconds. Default 300 seconds. -function ARTY:SetWaitForShotTime(waittime) - self:F({waittime=waittime}) - self.WaitForShotTime=waittime or 300 -end - ---- Define the safe distance between ARTY group and rearming unit or rearming place at which rearming process is possible. --- @param #ARTY self --- @param #number distance Safe distance in meters. Default is 100 m. -function ARTY:SetRearmingDistance(distance) - self:F({distance=distance}) - self.RearmingDistance=distance or 100 -end - ---- Assign a group, which is responsible for rearming the ARTY group. If the group is too far away from the ARTY group it will be guided towards the ARTY group. --- @param #ARTY self --- @param Wrapper.Group#GROUP group Group that is supposed to rearm the ARTY group. For the blue coalition, this is often a unarmed M818 transport whilst for red an unarmed Ural-375 transport can be used. -function ARTY:SetRearmingGroup(group) - self:F({group=group}) - self.RearmingGroup=group -end - ---- Set the speed the rearming group moves at towards the ARTY group or the rearming place. --- @param #ARTY self --- @param #number speed Speed in km/h. -function ARTY:SetRearmingGroupSpeed(speed) - self:F({speed=speed}) - self.RearmingGroupSpeed=speed -end - ---- Define if rearming group uses mainly roads to drive to the ARTY group or rearming place. --- @param #ARTY self --- @param #boolean onroad If true, rearming group uses mainly roads. If false, it drives directly to the ARTY group or rearming place. -function ARTY:SetRearmingGroupOnRoad(onroad) - self:F({onroad=onroad}) - if onroad==nil then - onroad=true - end - self.RearmingGroupOnRoad=onroad -end - ---- Define if ARTY group uses mainly roads to drive to the rearming place. --- @param #ARTY self --- @param #boolean onroad If true, ARTY group uses mainly roads. If false, it drives directly to the rearming place. -function ARTY:SetRearmingArtyOnRoad(onroad) - self:F({onroad=onroad}) - if onroad==nil then - onroad=true - end - self.RearmingArtyOnRoad=onroad -end - ---- Defines the rearming place of the ARTY group. If the place is too far away from the ARTY group it will be routed to the place. --- @param #ARTY self --- @param Core.Point#COORDINATE coord Coordinates of the rearming place. -function ARTY:SetRearmingPlace(coord) - self:F({coord=coord}) - self.RearmingPlaceCoord=coord -end - ---- Set automatic relocation of ARTY group if a target is assigned which is out of range. The unit will drive automatically towards or away from the target to be in max/min firing range. --- @param #ARTY self --- @param #number maxdistance (Optional) The maximum distance in km the group will travel to get within firing range. Default is 50 km. No automatic relocation is performed if targets are assigned which are further away. --- @param #boolean onroad (Optional) If true, ARTY group uses roads whenever possible. Default false, i.e. group will move in a straight line to the assigned coordinate. -function ARTY:SetAutoRelocateToFiringRange(maxdistance, onroad) - self:F({distance=maxdistance, onroad=onroad}) - self.autorelocate=true - self.autorelocatemaxdist=maxdistance or 50 - self.autorelocatemaxdist=self.autorelocatemaxdist*1000 - if onroad==nil then - onroad=false - end - self.autorelocateonroad=onroad -end - ---- Set relocate after firing. Group will find a new location after each engagement. Default is off --- @param #ARTY self --- @param #number rmax (Optional) Max distance in meters, the group will move to relocate. Default is 800 m. --- @param #number rmin (Optional) Min distance in meters, the group will move to relocate. Default is 300 m. -function ARTY:SetAutoRelocateAfterEngagement(rmax, rmin) - self.relocateafterfire=true - self.relocateRmax=rmax or 800 - self.relocateRmin=rmin or 300 - - -- Ensure that Rmin<=Rmax - self.relocateRmin=math.min(self.relocateRmin, self.relocateRmax) -end - ---- Report messages of ARTY group turned on. This is the default. --- @param #ARTY self -function ARTY:SetReportON() - self.report=true -end - ---- Report messages of ARTY group turned off. Default is on. --- @param #ARTY self -function ARTY:SetReportOFF() - self.report=false -end - ---- Turn debug mode on. Information is printed to screen. --- @param #ARTY self -function ARTY:SetDebugON() - self.Debug=true -end - ---- Turn debug mode off. This is the default setting. --- @param #ARTY self -function ARTY:SetDebugOFF() - self.Debug=false -end - ---- Set default speed the group is moving at if not specified otherwise. --- @param #ARTY self --- @param #number speed Speed in km/h. -function ARTY:SetSpeed(speed) - self.Speed=speed -end - ---- Delete a target from target list. If the target is currently engaged, it is cancelled. --- @param #ARTY self --- @param #string name Name of the target. -function ARTY:RemoveTarget(name) - self:F2(name) - - -- Get target ID from namd - local id=self:_GetTargetIndexByName(name) - - if id then - - -- Remove target from table. - self:T(ARTY.id..string.format("Group %s: Removing target %s (id=%d).", self.groupname, name, id)) - table.remove(self.targets, id) - - -- Delete marker belonging to this engagement. - if self.markallow then - local batteryname,markTargetID, markMoveID=self:_GetMarkIDfromName(name) - if batteryname==self.groupname and markTargetID~=nil then - COORDINATE:RemoveMark(markTargetID) - end - end - - end - self:T(ARTY.id..string.format("Group %s: Number of targets = %d.", self.groupname, #self.targets)) -end - ---- Delete a move from move list. --- @param #ARTY self --- @param #string name Name of the target. -function ARTY:RemoveMove(name) - self:F2(name) - - -- Get move ID from name. - local id=self:_GetMoveIndexByName(name) - - if id then - - -- Remove move from table. - self:T(ARTY.id..string.format("Group %s: Removing move %s (id=%d).", self.groupname, name, id)) - table.remove(self.moves, id) - - -- Delete marker belonging to this relocation move. - if self.markallow then - local batteryname,markTargetID,markMoveID=self:_GetMarkIDfromName(name) - if batteryname==self.groupname and markMoveID~=nil then - COORDINATE:RemoveMark(markMoveID) - end - end - - end - self:T(ARTY.id..string.format("Group %s: Number of moves = %d.", self.groupname, #self.moves)) -end - ---- Delete ALL targets from current target list. --- @param #ARTY self -function ARTY:RemoveAllTargets() - self:F2() - for _,target in pairs(self.targets) do - self:RemoveTarget(target.name) - end -end - ---- Define shell types that are counted to determine the ammo amount the ARTY group has. --- @param #ARTY self --- @param #table tableofnames Table of shell type names. -function ARTY:SetShellTypes(tableofnames) - self:F2(tableofnames) - self.ammoshells={} - for _,_type in pairs(tableofnames) do - table.insert(self.ammoshells, _type) - end -end - ---- Define rocket types that are counted to determine the ammo amount the ARTY group has. --- @param #ARTY self --- @param #table tableofnames Table of rocket type names. -function ARTY:SetRocketTypes(tableofnames) - self:F2(tableofnames) - self.ammorockets={} - for _,_type in pairs(tableofnames) do - table.insert(self.ammorockets, _type) - end -end - ---- Define missile types that are counted to determine the ammo amount the ARTY group has. --- @param #ARTY self --- @param #table tableofnames Table of rocket type names. -function ARTY:SetMissileTypes(tableofnames) - self:F2(tableofnames) - self.ammomissiles={} - for _,_type in pairs(tableofnames) do - table.insert(self.ammomissiles, _type) - end -end - ---- Set number of tactical nuclear warheads available to the group. --- Note that it can be max the number of normal shells. Also if all normal shells are empty, firing nuclear shells is also not possible any more until group gets rearmed. --- @param #ARTY self --- @param #number n Number of warheads for the whole group. -function ARTY:SetTacNukeShells(n) - self.Nukes=n -end - ---- Set nuclear warhead explosion strength. --- @param #ARTY self --- @param #number strength Explosion strength in kilo tons TNT. Default is 0.075 kt. -function ARTY:SetTacNukeWarhead(strength) - self.nukewarhead=strength or 0.075 - self.nukewarhead=self.nukewarhead*1000*1000 -- convert to kg TNT. -end - ---- Set number of illumination shells available to the group. --- Note that it can be max the number of normal shells. Also if all normal shells are empty, firing illumination shells is also not possible any more until group gets rearmed. --- @param #ARTY self --- @param #number n Number of illumination shells for the whole group. --- @param #number power (Optional) Power of illumination warhead in mega candela. Default 1.0 mcd. -function ARTY:SetIlluminationShells(n, power) - self.Nillu=n - self.illuPower=power or 1.0 - self.illuPower=self.illuPower * 1000000 -end - ---- Set minimum and maximum detotation altitude for illumination shells. A value between min/max is selected randomly. --- The illumination bomb will burn for 300 seconds (5 minutes). Assuming a descent rate of ~3 m/s the "optimal" altitude would be 900 m. --- @param #ARTY self --- @param #number minalt (Optional) Minium altitude in meters. Default 500 m. --- @param #number maxalt (Optional) Maximum altitude in meters. Default 1000 m. -function ARTY:SetIlluminationMinMaxAlt(minalt, maxalt) - self.illuMinalt=minalt or 500 - self.illuMaxalt=maxalt or 1000 - - if self.illuMinalt>self.illuMaxalt then - self.illuMinalt=self.illuMaxalt - end -end - ---- Set number of smoke shells available to the group. --- Note that it can be max the number of normal shells. Also if all normal shells are empty, firing smoke shells is also not possible any more until group gets rearmed. --- @param #ARTY self --- @param #number n Number of smoke shells for the whole group. --- @param Utilities.Utils#SMOKECOLOR color (Optional) Color of the smoke. Default SMOKECOLOR.Red. -function ARTY:SetSmokeShells(n, color) - self.Nsmoke=n - self.smokeColor=color or SMOKECOLOR.Red -end - ---- Set nuclear fires and extra demolition explosions. --- @param #ARTY self --- @param #number nfires (Optional) Number of big smoke and fire objects created in the demolition zone. --- @param #number demolitionrange (Optional) Demolition range in meters. -function ARTY:SetTacNukeFires(nfires, range) - self.nukefire=true - self.nukefires=nfires - self.nukerange=range -end - ---- Enable assigning targets and moves by placing markers on the F10 map. --- @param #ARTY self --- @param #number key (Optional) Authorization key. Only players knowing this key can assign targets. Default is no authorization required. --- @param #boolean readonly (Optional) Marks are readonly and cannot be removed by players. This also means that targets cannot be cancelled by removing the mark. Default false. -function ARTY:SetMarkAssignmentsOn(key, readonly) - self.markkey=key - self.markallow=true - if readonly==nil then - self.markreadonly=false - end -end - ---- Disable assigning targets by placing markers on the F10 map. --- @param #ARTY self -function ARTY:SetMarkTargetsOff() - self.markallow=false - self.markkey=nil -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- FSM Start Event -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- After "Start" event. Initialized ROE and alarm state. Starts the event handler. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function ARTY:onafterStart(Controllable, From, Event, To) - self:_EventFromTo("onafterStart", Event, From, To) - - -- Debug output. - local text=string.format("Started ARTY version %s for group %s.", ARTY.version, Controllable:GetName()) - self:E(ARTY.id..text) - MESSAGE:New(text, 5):ToAllIf(self.Debug) - - -- Get Ammo. - self.Nammo0, self.Nshells0, self.Nrockets0, self.Nmissiles0=self:GetAmmo(self.Debug) - - -- Init nuclear explosion parameters if they were not set by user. - if self.nukerange==nil then - self.nukerange=1500/75000*self.nukewarhead -- linear dependence - end - if self.nukefires==nil then - self.nukefires=20/1000/1000*self.nukerange*self.nukerange - end - - -- Init nuclear shells. - if self.Nukes~=nil then - self.Nukes0=math.min(self.Nukes, self.Nshells0) - else - self.Nukes=0 - self.Nukes0=0 - end - - -- Init illumination shells. - if self.Nillu~=nil then - self.Nillu0=math.min(self.Nillu, self.Nshells0) - else - self.Nillu=0 - self.Nillu0=0 - end - - -- Init smoke shells. - if self.Nsmoke~=nil then - self.Nsmoke0=math.min(self.Nsmoke, self.Nshells0) - else - self.Nsmoke=0 - self.Nsmoke0=0 - end - - -- Check if we have and arty type that is in the DB. - local _dbproperties=self:_CheckDB(self.DisplayName) - self:T({dbproperties=_dbproperties}) - if _dbproperties~=nil then - for property,value in pairs(_dbproperties) do - self:T({property=property, value=value}) - self[property]=value - end - end - - -- Some mobility consitency checks if group cannot move. - if not self.ismobile then - self.RearmingPlaceCoord=nil - self.relocateafterfire=false - self.autorelocate=false - --self.RearmingGroupSpeed=20 - end - - -- Check that default speed is below max speed. - self.Speed=math.min(self.Speed, self.SpeedMax) - - -- Set Rearming group speed if not specified by user - if self.RearmingGroup then - - -- Get max speed of rearming group. - local speedmax=self.RearmingGroup:GetSpeedMax() - self:T(ARTY.id..string.format("%s, rearming group %s max speed = %.1f km/h.", self.groupname, self.RearmingGroup:GetName(), speedmax)) - - if self.RearmingGroupSpeed==nil then - -- Set rearming group speed to 50% of max possible speed. - self.RearmingGroupSpeed=speedmax*0.5 - else - -- Ensure that speed is <= max speed. - self.RearmingGroupSpeed=math.min(self.RearmingGroupSpeed, self.RearmingGroup:GetSpeedMax()) - end - else - -- Just to have a reasonable number for output format below. - self.RearmingGroupSpeed=23 - end - - local text=string.format("\n******************************************************\n") - text=text..string.format("Arty group = %s\n", self.groupname) - text=text..string.format("Arty alias = %s\n", self.alias) - text=text..string.format("Artillery attribute = %s\n", tostring(self.IsArtillery)) - text=text..string.format("Type = %s\n", self.Type) - text=text..string.format("Display Name = %s\n", self.DisplayName) - text=text..string.format("Number of units = %d\n", self.IniGroupStrength) - text=text..string.format("Speed max = %d km/h\n", self.SpeedMax) - text=text..string.format("Speed default = %d km/h\n", self.Speed) - text=text..string.format("Is mobile = %s\n", tostring(self.ismobile)) - text=text..string.format("Is cargo = %s\n", tostring(self.iscargo)) - text=text..string.format("Min range = %.1f km\n", self.minrange/1000) - text=text..string.format("Max range = %.1f km\n", self.maxrange/1000) - text=text..string.format("Total ammo count = %d\n", self.Nammo0) - text=text..string.format("Number of shells = %d\n", self.Nshells0) - text=text..string.format("Number of rockets = %d\n", self.Nrockets0) - text=text..string.format("Number of missiles = %d\n", self.Nmissiles0) - text=text..string.format("Number of nukes = %d\n", self.Nukes0) - text=text..string.format("Nuclear warhead = %d tons TNT\n", self.nukewarhead/1000) - text=text..string.format("Nuclear demolition = %d m\n", self.nukerange) - text=text..string.format("Nuclear fires = %d (active=%s)\n", self.nukefires, tostring(self.nukefire)) - text=text..string.format("Number of illum. = %d\n", self.Nillu0) - text=text..string.format("Illuminaton Power = %.3f mcd\n", self.illuPower/1000000) - text=text..string.format("Illuminaton Minalt = %d m\n", self.illuMinalt) - text=text..string.format("Illuminaton Maxalt = %d m\n", self.illuMaxalt) - text=text..string.format("Number of smoke = %d\n", self.Nsmoke0) - text=text..string.format("Smoke color = %d\n", self.smokeColor) - if self.RearmingGroup or self.RearmingPlaceCoord then - text=text..string.format("Rearming safe dist. = %d m\n", self.RearmingDistance) - end - if self.RearmingGroup then - text=text..string.format("Rearming group = %s\n", self.RearmingGroup:GetName()) - text=text..string.format("Rearming group speed= %d km/h\n", self.RearmingGroupSpeed) - text=text..string.format("Rearming group roads= %s\n", tostring(self.RearmingGroupOnRoad)) - end - if self.RearmingPlaceCoord then - local dist=self.InitialCoord:Get2DDistance(self.RearmingPlaceCoord) - text=text..string.format("Rearming coord dist = %d m\n", dist) - text=text..string.format("Rearming ARTY roads = %s\n", tostring(self.RearmingArtyOnRoad)) - end - text=text..string.format("Relocate after fire = %s\n", tostring(self.relocateafterfire)) - text=text..string.format("Relocate min dist. = %d m\n", self.relocateRmin) - text=text..string.format("Relocate max dist. = %d m\n", self.relocateRmax) - text=text..string.format("Auto move in range = %s\n", tostring(self.autorelocate)) - text=text..string.format("Auto move dist. max = %.1f km\n", self.autorelocatemaxdist/1000) - text=text..string.format("Auto move on road = %s\n", tostring(self.autorelocateonroad)) - text=text..string.format("Marker assignments = %s\n", tostring(self.markallow)) - text=text..string.format("Marker auth. key = %s\n", tostring(self.markkey)) - text=text..string.format("Marker readonly = %s\n", tostring(self.markreadonly)) - text=text..string.format("Clusters:\n") - for _,cluster in pairs(self.clusters) do - text=text..string.format("- %s\n", tostring(cluster)) - end - text=text..string.format("******************************************************\n") - text=text..string.format("Targets:\n") - for _, target in pairs(self.targets) do - text=text..string.format("- %s\n", self:_TargetInfo(target)) - local possible=self:_CheckWeaponTypePossible(target) - if not possible then - self:E(ARTY.id..string.format("WARNING: Selected weapon type %s is not possible", self:_WeaponTypeName(target.weapontype))) - end - if self.Debug then - local zone=ZONE_RADIUS:New(target.name, target.coord:GetVec2(), target.radius) - zone:BoundZone(180, coalition.side.NEUTRAL) - end - end - text=text..string.format("Moves:\n") - for i=1,#self.moves do - text=text..string.format("- %s\n", self:_MoveInfo(self.moves[i])) - end - text=text..string.format("******************************************************\n") - text=text..string.format("Shell types:\n") - for _,_type in pairs(self.ammoshells) do - text=text..string.format("- %s\n", _type) - end - text=text..string.format("Rocket types:\n") - for _,_type in pairs(self.ammorockets) do - text=text..string.format("- %s\n", _type) - end - text=text..string.format("Missile types:\n") - for _,_type in pairs(self.ammomissiles) do - text=text..string.format("- %s\n", _type) - end - text=text..string.format("******************************************************") - if self.Debug then - self:E(ARTY.id..text) - else - self:T(ARTY.id..text) - end - - -- Set default ROE to weapon hold. - self.Controllable:OptionROEHoldFire() - - -- Add event handler. - self:HandleEvent(EVENTS.Shot, self._OnEventShot) - self:HandleEvent(EVENTS.Dead, self._OnEventDead) - --self:HandleEvent(EVENTS.MarkAdded, self._OnEventMarkAdded) - - -- Add DCS event handler - necessary for S_EVENT_MARK_* events. So we only start it, if this was requested. - if self.markallow then - world.addEventHandler(self) - end - - -- Start checking status. - self:__Status(self.StatusInterval) -end - ---- Check the DB for properties of the specified artillery unit type. --- @param #ARTY self --- @return #table Properties of the requested artillery type. Returns nil if no matching DB entry could be found. -function ARTY:_CheckDB(displayname) - for _type,_properties in pairs(ARTY.db) do - self:T({type=_type, properties=_properties}) - if _type==displayname then - self:T({type=_type, properties=_properties}) - return _properties - end - end - return nil -end - ---- After "Start" event. Initialized ROE and alarm state. Starts the event handler. --- @param #ARTY self --- @param #boolean display (Optional) If true, send message to coalition. Default false. -function ARTY:_StatusReport(display) - - -- Set default. - if display==nil then - display=false - end - - -- Get Ammo. - local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo() - local Nnukes=self.Nukes - local Nillu=self.Nillu - local Nsmoke=self.Nsmoke - - local Tnow=timer.getTime() - local Clock=self:_SecondsToClock(timer.getAbsTime()) - - local text=string.format("\n******************* STATUS ***************************\n") - text=text..string.format("ARTY group = %s\n", self.groupname) - text=text..string.format("Clock = %s\n", Clock) - text=text..string.format("FSM state = %s\n", self:GetState()) - text=text..string.format("Total ammo count = %d\n", Nammo) - text=text..string.format("Number of shells = %d\n", Nshells) - text=text..string.format("Number of rockets = %d\n", Nrockets) - text=text..string.format("Number of missiles = %d\n", Nmissiles) - text=text..string.format("Number of nukes = %d\n", Nnukes) - text=text..string.format("Number of illum. = %d\n", Nillu) - text=text..string.format("Number of smoke = %d\n", Nsmoke) - if self.currentTarget then - text=text..string.format("Current Target = %s\n", tostring(self.currentTarget.name)) - text=text..string.format("Curr. Tgt assigned = %d\n", Tnow-self.currentTarget.Tassigned) - else - text=text..string.format("Current Target = %s\n", "none") - end - text=text..string.format("Nshots curr. Target = %d\n", self.Nshots) - text=text..string.format("Targets:\n") - for i=1,#self.targets do - text=text..string.format("- %s\n", self:_TargetInfo(self.targets[i])) - end - if self.currentMove then - text=text..string.format("Current Move = %s\n", tostring(self.currentMove.name)) - else - text=text..string.format("Current Move = %s\n", "none") - end - text=text..string.format("Moves:\n") - for i=1,#self.moves do - text=text..string.format("- %s\n", self:_MoveInfo(self.moves[i])) - end - text=text..string.format("******************************************************") - env.info(ARTY.id..text) - MESSAGE:New(text, 20):Clear():ToCoalitionIf(self.Controllable:GetCoalition(), display) - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Event Handling -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Eventhandler for shot event. --- @param #ARTY self --- @param Core.Event#EVENTDATA EventData -function ARTY:_OnEventShot(EventData) - self:F(EventData) - - -- Weapon data. - local _weapon = EventData.Weapon:getTypeName() -- should be the same as Event.WeaponTypeName - local _weaponStrArray = self:_split(_weapon,"%.") - local _weaponName = _weaponStrArray[#_weaponStrArray] - - -- Debug info. - self:T3(ARTY.id.."EVENT SHOT: Ini unit = "..EventData.IniUnitName) - self:T3(ARTY.id.."EVENT SHOT: Ini group = "..EventData.IniGroupName) - self:T3(ARTY.id.."EVENT SHOT: Weapon type = ".._weapon) - self:T3(ARTY.id.."EVENT SHOT: Weapon name = ".._weaponName) - - local group = EventData.IniGroup --Wrapper.Group#GROUP - - if group and group:IsAlive() then - - if EventData.IniGroupName == self.groupname then - - if self.currentTarget then - - -- Increase number of shots fired by this group on this target. - self.Nshots=self.Nshots+1 - - -- Debug output. - local text=string.format("%s, fired shot %d of %d with weapon %s on target %s.", self.alias, self.Nshots, self.currentTarget.nshells, _weaponName, self.currentTarget.name) - self:T(ARTY.id..text) - MESSAGE:New(text, 5):Clear():ToAllIf(self.report or self.Debug) - - -- Last known position of the weapon fired. - local _lastpos={x=0, y=0, z=0} - - --- Track the position of the weapon if it is supposed to model a tac nuke, illumination or smoke shell. - -- @param #table _weapon - local function _TrackWeapon(_data) - - -- When the pcall status returns false the weapon has hit. - local _weaponalive,_currpos = pcall( - function() - return _data.weapon:getPoint() - end) - - -- Debug - self:T3(ARTY.id..string.format("ARTY %s: Weapon still in air: %s", self.groupname, tostring(_weaponalive))) - - -- Destroy weapon before impact. - local _destroyweapon=false - - if _weaponalive then - - -- Update last position. - _lastpos={x=_currpos.x, y=_currpos.y, z=_currpos.z} - - -- Coordinate and distance to target. - local _coord=COORDINATE:NewFromVec3(_lastpos) - local _dist=_coord:Get2DDistance(_data.target.coord) - - -- Debug - self:T3(ARTY.id..string.format("ARTY %s weapon to target dist = %d m", self.groupname,_dist)) - - if _data.target.weapontype==ARTY.WeaponType.IlluminationShells then - - -- Check if within distace. - if _dist<_data.target.radius then - - -- Get random coordinate within certain radius of the target. - local _cr=_data.target.coord:GetRandomCoordinateInRadius(_data.target.radius) - - -- Get random altitude over target. - local _alt=_cr:GetLandHeight()+math.random(self.illuMinalt, self.illuMaxalt) - - -- Adjust explosion height of coordinate. - local _ci=COORDINATE:New(_cr.x,_alt,_cr.z) - - -- Create illumination flare. - _ci:IlluminationBomb(self.illuPower) - - -- Destroy actual shell. - _destroyweapon=true - end - - elseif _data.target.weapontype==ARTY.WeaponType.SmokeShells then - - if _dist<_data.target.radius then - - -- Get random coordinate within a certain radius. - local _cr=_coord:GetRandomCoordinateInRadius(_data.target.radius) - - -- Fire smoke at this coordinate. - _cr:Smoke(self.smokeColor) - - -- Destroy actual shell. - _destroyweapon=true - - end - - end - - if _destroyweapon then - - self:T2(ARTY.id..string.format("ARTY %s destroying shell, stopping timer.", self.groupname)) - - -- Destroy weapon and stop timer. - _data.weapon:destroy() - return nil - - else - - -- TODO: Make dt input parameter. - local dt=0.02 - - self:T3(ARTY.id..string.format("ARTY %s tracking weapon again in %.3f seconds", self.groupname, dt)) - - -- Check again in 0.05 seconds. - return timer.getTime() + dt - - end - - else - - -- Get impact coordinate. - local _impactcoord=COORDINATE:NewFromVec3(_lastpos) - - -- Create a "nuclear" explosion and blast at the impact point. - if _weapon.weapontype==ARTY.WeaponType.TacticalNukes then - self:T2(ARTY.id..string.format("ARTY %s triggering nuclear explosion in one second.", self.groupname)) - SCHEDULER:New(nil, ARTY._NuclearBlast, {self,_impactcoord}, 1.0) - end - - -- Stop timer. - return nil - - end - - end - - -- Start track the shell if we want to model a tactical nuke. - local _tracknuke = self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes and self.Nukes>0 - local _trackillu = self.currentTarget.weapontype==ARTY.WeaponType.IlluminationShells and self.Nillu>0 - local _tracksmoke = self.currentTarget.weapontype==ARTY.WeaponType.SmokeShells and self.Nsmoke>0 - if _tracknuke or _trackillu or _tracksmoke then - - self:T(ARTY.id..string.format("ARTY %s: Tracking of weapon starts in two seconds.", self.groupname)) - - local _peter={} - _peter.weapon=EventData.weapon - _peter.target=UTILS.DeepCopy(self.currentTarget) - - timer.scheduleFunction(_TrackWeapon, _peter, timer.getTime() + 2.0) - end - - -- Get current ammo. - local _nammo,_nshells,_nrockets,_nmissiles=self:GetAmmo() - - -- Decrease available nukes because we just fired one. - if self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes then - self.Nukes=self.Nukes-1 - end - - -- Decrease available illuminatin shells because we just fired one. - if self.currentTarget.weapontype==ARTY.WeaponType.IlluminationShells then - self.Nillu=self.Nillu-1 - end - - -- Decrease available illuminatin shells because we just fired one. - if self.currentTarget.weapontype==ARTY.WeaponType.SmokeShells then - self.Nsmoke=self.Nsmoke-1 - end - - -- Check if we are completely out of ammo. - local _outofammo=false - if _nammo==0 then - self:T(ARTY.id..string.format("Group %s completely out of ammo.", self.groupname)) - _outofammo=true - end - - -- Check if we are out of ammo of the weapon type used for this target. - -- Note that should not happen because we only open fire with the available number of shots. - local _partlyoutofammo=self:_CheckOutOfAmmo({self.currentTarget}) - - -- Weapon type name for current target. - local _weapontype=self:_WeaponTypeName(self.currentTarget.weapontype) - self:T(ARTY.id..string.format("Group %s ammo: total=%d, shells=%d, rockets=%d, missiles=%d", self.groupname, _nammo, _nshells, _nrockets, _nmissiles)) - self:T(ARTY.id..string.format("Group %s uses weapontype %s for current target.", self.groupname, _weapontype)) - - -- Default switches for cease fire and relocation. - local _ceasefire=false - local _relocate=false - - -- Check if number of shots reached max. - if self.Nshots >= self.currentTarget.nshells then - - -- Debug message - local text=string.format("Group %s stop firing on target %s.", self.groupname, self.currentTarget.name) - self:T(ARTY.id..text) - MESSAGE:New(text, 5):ToAllIf(self.Debug) - - -- Cease fire. - _ceasefire=true - - -- Relocate if enabled. - _relocate=self.relocateafterfire - end - - -- Check if we are (partly) out of ammo. - if _outofammo or _partlyoutofammo then - _ceasefire=true - end - - -- Relocate position. - if _relocate then - self:_Relocate() - end - - -- Cease fire on current target. - if _ceasefire then - self:CeaseFire(self.currentTarget) - end - - else - self:E(ARTY.id..string.format("WARNING: No current target for group %s?!", self.groupname)) - end - end - end -end - - ---- After "Start" event. Initialized ROE and alarm state. Starts the event handler. --- @param #ARTY self --- @param #table Event -function ARTY:onEvent(Event) - - if Event == nil or Event.idx == nil then - self:T3("Skipping onEvent. Event or Event.idx unknown.") - return true - end - - -- Set battery and coalition. - --local batteryname=self.groupname - --local batterycoalition=self.Controllable:GetCoalition() - - self:T2(string.format("Event captured = %s", tostring(self.groupname))) - self:T2(string.format("Event id = %s", tostring(Event.id))) - self:T2(string.format("Event time = %s", tostring(Event.time))) - self:T2(string.format("Event idx = %s", tostring(Event.idx))) - self:T2(string.format("Event coalition = %s", tostring(Event.coalition))) - self:T2(string.format("Event group id = %s", tostring(Event.groupID))) - self:T2(string.format("Event text = %s", tostring(Event.text))) - if Event.initiator~=nil then - local _unitname=Event.initiator:getName() - self:T2(string.format("Event ini unit name = %s", tostring(_unitname))) - end - - if Event.id==world.event.S_EVENT_MARK_ADDED then - self:T2({event="S_EVENT_MARK_ADDED", battery=self.groupname, vec3=Event.pos}) - - elseif Event.id==world.event.S_EVENT_MARK_CHANGE then - self:T({event="S_EVENT_MARK_CHANGE", battery=self.groupname, vec3=Event.pos}) - - -- Handle event. - self:_OnEventMarkChange(Event) - - elseif Event.id==world.event.S_EVENT_MARK_REMOVED then - self:T2({event="S_EVENT_MARK_REMOVED", battery=self.groupname, vec3=Event.pos}) - - -- Hande event. - self:_OnEventMarkRemove(Event) - end - -end - ---- Function called when a F10 map mark was removed. --- @param #ARTY self --- @param #table Event Event data. -function ARTY:_OnEventMarkRemove(Event) - - -- Get battery coalition and name. - local batterycoalition=self.Controllable:GetCoalition() - --local batteryname=self.groupname - - if Event.text~=nil and Event.text:find("BATTERY") then - - -- Init defaults. - local _cancelmove=false - local _canceltarget=false - local _name="" - local _id=nil - - -- Check for key phrases of relocation or engagements in marker text. If not, return. - if Event.text:find("Marked Relocation") then - _cancelmove=true - _name=self:_MarkMoveName(Event.idx) - _id=self:_GetMoveIndexByName(_name) - elseif Event.text:find("Marked Target") then - _canceltarget=true - _name=self:_MarkTargetName(Event.idx) - _id=self:_GetTargetIndexByName(_name) - else - return - end - - -- Check if there is a task which matches. - if _id==nil then - return - end - - -- Check if the coalition is the same or an authorization key has been defined. - if (batterycoalition==Event.coalition and self.markkey==nil) or self.markkey~=nil then - - -- Authentify key - local _validkey=self:_MarkerKeyAuthentification(Event.text) - - -- Check if we have the right coalition. - if _validkey then - - -- This should be the unique name of the target or move. - if _cancelmove then - if self.currentMove and self.currentMove.name==_name then - -- We do clear tasks here because in Arrived() it can cause a CTD if the group did actually arrive! - self.Controllable:ClearTasks() - -- Current move is removed here. In contrast to RemoveTarget() there are is no maxengage parameter. - self:Arrived() - else - -- Remove move from queue - self:RemoveMove(_name) - end - elseif _canceltarget then - if self.currentTarget and self.currentTarget.name==_name then - -- Cease fire. - self:CeaseFire(self.currentTarget) - -- We still need to remove the target, because there might be more planned engagements (maxengage>1). - self:RemoveTarget(_name) - else - -- Remove target from queue - self:RemoveTarget(_name) - end - end - - end - end - end -end - ---- Function called when a F10 map mark was changed. This happens when a user enters text. --- @param #ARTY self --- @param #table Event Event data. -function ARTY:_OnEventMarkChange(Event) - - -- Check if marker has a text and the "arty" keyword. - if Event.text~=nil and Event.text:lower():find("arty") then - - -- Convert (wrong x-->z, z-->x) vec3 - -- TODO: This needs to be "fixed", once DCS gives the correct numbers for x and z. - -- local vec3={y=Event.pos.y, x=Event.pos.x, z=Event.pos.z} - local vec3={y=Event.pos.y, x=Event.pos.z, z=Event.pos.x} - - -- Get coordinate from vec3. - local _coord=COORDINATE:NewFromVec3(vec3) - - -- Adjust y component to actual land height. When a coordinate is create it uses y=5 m! - _coord.y=_coord:GetLandHeight() - - -- Get battery coalition and name. - local batterycoalition=self.Controllable:GetCoalition() - local batteryname=self.groupname - - -- Check if the coalition is the same or an authorization key has been defined. - if (batterycoalition==Event.coalition and self.markkey==nil) or self.markkey~=nil then - - -- Evaluate marker text and extract parameters. - local _assign=self:_Markertext(Event.text) - - -- Check if ENGAGE or MOVE or REQUEST keywords were found. - if _assign==nil or not (_assign.engage or _assign.move or _assign.request or _assign.cancel or _assign.set) then - self:T(ARTY.id..string.format("WARNING: %s, no keyword ENGAGE, MOVE, REQUEST, CANCEL or SET in mark text! Command will not be executed. Text:\n%s", self.groupname, Event.text)) - return - end - - -- Check if job is assigned to this ARTY group. Default is for all ARTY groups. - local _assigned=false - - -- If any array is filled something has been assigned. - if _assign.everyone then - - -- Everyone was addressed. - _assigned=true - - else --#_assign.battery>0 or #_assign.aliases>0 or #_assign.cluster>0 then - - -- Loop over batteries. - for _,bat in pairs(_assign.battery) do - if self.groupname==bat then - _assigned=true - end - end - - -- Loop over aliases. - for _,alias in pairs(_assign.aliases) do - if self.alias==alias then - _assigned=true - end - end - - -- Loop over clusters. - for _,bat in pairs(_assign.cluster) do - for _,cluster in pairs(self.clusters) do - if cluster==bat then - _assigned=true - end - end - end - - end - - -- We were not addressed. - if not _assigned then - self:T3(ARTY.id..string.format("INFO: ARTY group %s was not addressed! Mark text:\n%s", self.groupname, Event.text)) - return - end - - -- Coordinate was given in text, e.g. as lat, long. - if _assign.coord then - _coord=_assign.coord - end - - -- Check if the authorization key is required and if it is valid. - local _validkey=self:_MarkerKeyAuthentification(Event.text) - - -- Handle requests and return. - if _assign.request and _validkey then - if _assign.requestammo then - self:_MarkRequestAmmo() - end - if _assign.requestmoves then - self:_MarkRequestMoves() - end - if _assign.requesttargets then - self:_MarkRequestTargets() - end - if _assign.requeststatus then - self:_MarkRequestStatus() - end - if _assign.requestrearming then - self:Rearm() - end - -- Requests Done ==> End of story! - return - end - - -- Cancel stuff and return. - if _assign.cancel and _validkey then - if _assign.cancelmove and self.currentMove then - self.Controllable:ClearTasks() - self:Arrived() - elseif _assign.canceltarget and self.currentTarget then - self.currentTarget.engaged=self.currentTarget.engaged+1 - self:CeaseFire(self.currentTarget) - elseif _assign.cancelrearm and self:is("Rearming") then - local nammo=self:GetAmmo() - if nammo>0 then - self:Rearmed() - else - self:Winchester() - end - end - -- Cancels Done ==> End of story! - return - end - - -- Set stuff and return. - if _assign.set and _validkey then - if _assign.setrearmingplace and self.ismobile then - self:SetRearmingPlace(_coord) - _coord:RemoveMark(Event.idx) - _coord:MarkToCoalition(string.format("Rearming place for battery %s", self.groupname), self.Controllable:GetCoalition(), false, string.format("New rearming place for battery %s defined.", self.groupname)) - if self.Debug then - _coord:SmokeOrange() - end - end - if _assign.setrearminggroup then - _coord:RemoveMark(Event.idx) - local rearminggroupcoord=_assign.setrearminggroup:GetCoordinate() - rearminggroupcoord:MarkToCoalition(string.format("Rearming group for battery %s", self.groupname), self.Controllable:GetCoalition(), false, string.format("New rearming group for battery %s defined.", self.groupname)) - self:SetRearmingGroup(_assign.setrearminggroup) - if self.Debug then - rearminggroupcoord:SmokeOrange() - end - end - -- Set stuff Done ==> End of story! - return - end - - -- Handle engagements and relocations. - if _validkey then - - -- Remove old mark because it might contain confidential data such as the key. - -- Also I don't know who can see the mark which was created. - _coord:RemoveMark(Event.idx) - - -- Anticipate marker ID. - -- WARNING: Make sure, no marks are set until the COORDINATE:MarkToCoalition() is called or the target/move name will be wrong and target cannot be removed by deleting its marker. - local _id=UTILS._MarkID+1 - - if _assign.move then - - -- Create a new name. This determins the string we search when deleting a move! - local _name=self:_MarkMoveName(_id) - - local text=string.format("%s, received new relocation assignment.", self.alias) - text=text..string.format("\nCoordinates %s",_coord:ToStringLLDMS()) - MESSAGE:New(text, 10):ToCoalitionIf(batterycoalition, self.report or self.Debug) - - -- Assign a relocation of the arty group. - local _movename=self:AssignMoveCoord(_coord, _assign.time, _assign.speed, _assign.onroad, _assign.movecanceltarget,_name, true) - - if _movename~=nil then - local _mid=self:_GetMoveIndexByName(_movename) - local _move=self.moves[_mid] - - -- Create new target name. - local clock=tostring(self:_SecondsToClock(_move.time)) - local _markertext=_movename..string.format(", Time=%s, Speed=%d km/h, Use Roads=%s.", clock, _move.speed, tostring(_move.onroad)) - - -- Create a new mark. This will trigger the mark added event. - local _randomcoord=_coord:GetRandomCoordinateInRadius(100) - _randomcoord:MarkToCoalition(_markertext, batterycoalition, self.markreadonly or _assign.readonly) - else - local text=string.format("%s, relocation not possible.", self.alias) - MESSAGE:New(text, 10):ToCoalitionIf(batterycoalition, self.report or self.Debug) - end - - else - - -- Create a new name. - local _name=self:_MarkTargetName(_id) - - local text=string.format("%s, received new target assignment.", self.alias) - text=text..string.format("\nCoordinates %s",_coord:ToStringLLDMS()) - if _assign.time then - text=text..string.format("\nTime %s",_assign.time) - end - if _assign.prio then - text=text..string.format("\nPrio %d",_assign.prio) - end - if _assign.radius then - text=text..string.format("\nRadius %d m",_assign.radius) - end - if _assign.nshells then - text=text..string.format("\nShots %d",_assign.nshells) - end - if _assign.maxengage then - text=text..string.format("\nEngagements %d",_assign.maxengage) - end - if _assign.weapontype then - text=text..string.format("\nWeapon %s",self:_WeaponTypeName(_assign.weapontype)) - end - MESSAGE:New(text, 10):ToCoalitionIf(batterycoalition, self.report or self.Debug) - - -- Assign a new firing engagement. - -- Note, we set unique=true so this target gets only added once. - local _targetname=self:AssignTargetCoord(_coord,_assign.prio,_assign.radius,_assign.nshells,_assign.maxengage,_assign.time,_assign.weapontype, _name, true) - - if _targetname~=nil then - local _tid=self:_GetTargetIndexByName(_targetname) - local _target=self.targets[_tid] - - -- Create new target name. - local clock=tostring(self:_SecondsToClock(_target.time)) - local weapon=self:_WeaponTypeName(_target.weapontype) - local _markertext=_targetname..string.format(", Priority=%d, Radius=%d m, Shots=%d, Engagements=%d, Weapon=%s, Time=%s", _target.prio, _target.radius, _target.nshells, _target.maxengage, weapon, clock) - - -- Create a new mark. This will trigger the mark added event. - local _randomcoord=_coord:GetRandomCoordinateInRadius(250) - _randomcoord:MarkToCoalition(_markertext, batterycoalition, self.markreadonly or _assign.readonly) - end - end - end - - end - end - -end - ---- Event handler for event Dead. --- @param #ARTY self --- @param Core.Event#EVENTDATA EventData -function ARTY:_OnEventDead(EventData) - self:F(EventData) - - -- Name of controllable. - local _name=self.groupname - - -- Check for correct group. - if EventData.IniGroupName==_name then - - -- Dead Unit. - self:T2(string.format("%s: Captured dead event for unit %s.", _name, EventData.IniUnitName)) - - -- FSM Dead event. We give one second for update of data base. - self:__Dead(1) - end - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- FSM Events and States -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- After "Status" event. Report status of group. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function ARTY:onafterStatus(Controllable, From, Event, To) - self:_EventFromTo("onafterStatus", Event, From, To) - - -- We have a cargo group ==> check if group was loaded into a carrier. - if self.cargogroup then - if self.cargogroup:IsLoaded() and not self:is("InTransit") then - -- Group is now InTransit state. Current target is canceled. - self:T(ARTY.id..string.format("Group %s has been loaded into a carrier and is now transported.", self.alias)) - self:Loaded() - elseif self.cargogroup:IsUnLoaded() then - -- Group has been unloaded and is combat ready again. - self:T(ARTY.id..string.format("Group %s has been unloaded from the carrier.", self.alias)) - self:UnLoaded() - end - end - - -- Debug current status info. - if self.Debug then - self:_StatusReport() - end - - -- Group is being transported as cargo ==> skip everything and check again in 5 seconds. - if self:is("InTransit") then - self:__Status(-5) - return - end - - -- Group on the move. - if self:is("Moving") then - self:T2(ARTY.id..string.format("%s: Moving", Controllable:GetName())) - end - - -- Group is rearming. - if self:is("Rearming") then - local _rearmed=self:_CheckRearmed() - if _rearmed then - self:T2(ARTY.id..string.format("%s: Rearming ==> Rearmed", Controllable:GetName())) - self:Rearmed() - end - end - - -- Group finished rearming. - if self:is("Rearmed") then - local distance=self.Controllable:GetCoordinate():Get2DDistance(self.InitialCoord) - self:T2(ARTY.id..string.format("%s: Rearmed. Distance ARTY to InitalCoord = %d m", Controllable:GetName(), distance)) - -- Check that ARTY group is back and set it to combat ready. - if distance <= self.RearmingDistance then - self:T2(ARTY.id..string.format("%s: Rearmed ==> CombatReady", Controllable:GetName())) - self:CombatReady() - end - end - - -- Group arrived at destination. - if self:is("Arrived") then - self:T2(ARTY.id..string.format("%s: Arrived ==> CombatReady", Controllable:GetName())) - self:CombatReady() - end - - -- Group is firing on target. - if self:is("Firing") then - -- Check that firing started after ~5 min. If not, target is removed. - self:_CheckShootingStarted() - end - - -- Check if targets are in range and update target.inrange value. - self:_CheckTargetsInRange() - - -- Check if selected weapon type for target is possible at all. E.g. request rockets for Paladin. - local notpossible={} - for i=1,#self.targets do - local _target=self.targets[i] - local possible=self:_CheckWeaponTypePossible(_target) - if not possible then - table.insert(notpossible, _target.name) - end - end - for _,targetname in pairs(notpossible) do - self:E(ARTY.id..string.format("%s: Removing target %s because requested weapon is not possible with this type of unit.", self.groupname, targetname)) - self:RemoveTarget(targetname) - end - - -- Get a valid timed target if it is due to be attacked. - local _timedTarget=self:_CheckTimedTargets() - - -- Get a valid normal target (one that is not timed). - local _normalTarget=self:_CheckNormalTargets() - - -- Get a commaned move to another location. - local _move=self:_CheckMoves() - - if _move then - - -- Command to move. - self:Move(_move) - - elseif _timedTarget then - - -- Cease fire on current target first. - if self.currentTarget then - self:CeaseFire(self.currentTarget) - end - - -- Open fire on timed target. - self:OpenFire(_timedTarget) - - elseif _normalTarget then - - -- Open fire on normal target. - self:OpenFire(_normalTarget) - - end - - -- Get ammo. - local nammo, nshells, nrockets, nmissiles=self:GetAmmo() - - -- Check if we have a target in the queue for which weapons are still available. - local gotsome=false - if #self.targets>0 then - for i=1,#self.targets do - local _target=self.targets[i] - if self:_CheckWeaponTypeAvailable(_target)>0 then - gotsome=true - end - end - else - -- No targets in the queue. - gotsome=true - end - - -- No ammo available. Either completely blank or only queued targets for ammo which is out. - if (nammo==0 or not gotsome) and not (self:is("Moving") or self:is("Rearming") or self:is("OutOfAmmo")) then - self:Winchester() - end - - -- Group is out of ammo. - if self:is("OutOfAmmo") then - self:T2(ARTY.id..string.format("%s: OutOfAmmo ==> Rearm ==> Rearming", Controllable:GetName())) - self:Rearm() - end - - -- Call status again in ~10 sec. - self:__Status(self.StatusInterval) -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Before "Loaded" event. Checks if group is currently firing and removes the target by calling CeaseFire. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @return #boolean If true, proceed to onafterLoaded. -function ARTY:onbeforeLoaded(Controllable, From, Event, To) - if self.currentTarget then - self:CeaseFire(self.currentTarget) - end - - return true -end - ---- After "UnLoaded" event. Group is combat ready again. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @return #boolean If true, proceed to onafterLoaded. -function ARTY:onafterUnLoaded(Controllable, From, Event, To) - self:CombatReady() -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Enter "CombatReady" state. Route the group back if necessary. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function ARTY:onenterCombatReady(Controllable, From, Event, To) - self:_EventFromTo("onenterCombatReady", Event, From, To) - -- Debug info - self:T3(ARTY.id..string.format("onenterComabReady, from=%s, event=%s, to=%s", From, Event, To)) -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Before "OpenFire" event. Checks if group already has a target. Checks for valid min/max range and removes the target if necessary. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #table target Array holding the target info. --- @return #boolean If true, proceed to onafterOpenfire. -function ARTY:onbeforeOpenFire(Controllable, From, Event, To, target) - self:_EventFromTo("onbeforeOpenFire", Event, From, To) - - -- Check that group has no current target already. - if self.currentTarget then - -- This should not happen. Some earlier check failed. - self:E(ARTY.id..string.format("ERROR: Group %s already has a target %s!", self.groupname, self.currentTarget.name)) - -- Deny transition. - return false - end - - -- Check if target is in range. - if not self:_TargetInRange(target) then - -- This should not happen. Some earlier check failed. - self:E(ARTY.id..string.format("ERROR: Group %s, target %s is out of range!", self.groupname, self.currentTarget.name)) - -- Deny transition. - return false - end - - -- Get the number of available shells, rockets or missiles requested for this target. - local nfire=self:_CheckWeaponTypeAvailable(target) - - -- Adjust if less than requested ammo is left. - target.nshells=math.min(target.nshells, nfire) - - -- No ammo left ==> deny transition. - if target.nshells<1 then - local text=string.format("%s, no ammo left to engage target %s with selected weapon type %s.") - return false - end - - return true -end - ---- After "OpenFire" event. Sets the current target and starts the fire at point task. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #table target Array holding the target info. -function ARTY:onafterOpenFire(Controllable, From, Event, To, target) - self:_EventFromTo("onafterOpenFire", Event, From, To) - - -- Get target array index. - local id=self:_GetTargetIndexByName(target.name) - - -- Target is now under fire and has been engaged once more. - if id then - -- Set under fire flag. - self.targets[id].underfire=true - -- Set current target. - self.currentTarget=target - -- Set time the target was assigned. - self.currentTarget.Tassigned=timer.getTime() - end - - -- Distance to target - local range=Controllable:GetCoordinate():Get2DDistance(target.coord) - - -- Get ammo. - local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo() - local nfire=Nammo - local _type="shots" - if target.weapontype==ARTY.WeaponType.Auto then - nfire=Nammo - _type="shots" - elseif target.weapontype==ARTY.WeaponType.Cannon then - nfire=Nshells - _type="shells" - elseif target.weapontype==ARTY.WeaponType.TacticalNukes then - nfire=self.Nukes - _type="nuclear shells" - elseif target.weapontype==ARTY.WeaponType.IlluminationShells then - nfire=self.Nillu - _type="illumination shells" - elseif target.weapontype==ARTY.WeaponType.SmokeShells then - nfire=self.Nsmoke - _type="smoke shells" - elseif target.weapontype==ARTY.WeaponType.Rockets then - nfire=Nrockets - _type="rockets" - elseif target.weapontype==ARTY.WeaponType.CruiseMissile then - nfire=Nmissiles - _type="cruise missiles" - end - - -- Adjust if less than requested ammo is left. - target.nshells=math.min(target.nshells, nfire) - - -- Send message. - local text=string.format("%s, opening fire on target %s with %d %s. Distance %.1f km.", Controllable:GetName(), target.name, target.nshells, _type, range/1000) - self:T(ARTY.id..text) - MESSAGE:New(text, 10):ToCoalitionIf(Controllable:GetCoalition(), self.report) - - --if self.Debug then - -- local _coord=target.coord --Core.Point#COORDINATE - -- local text=string.format("ARTY %s, Target %s, n=%d, weapon=%s", self.Controllable:GetName(), target.name, target.nshells, self:_WeaponTypeName(target.weapontype)) - -- _coord:MarkToAll(text) - --end - - -- Start firing. - self:_FireAtCoord(target.coord, target.radius, target.nshells, target.weapontype) - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- After "CeaseFire" event. Clears task of the group and removes the target if max engagement was reached. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #table target Array holding the target info. -function ARTY:onafterCeaseFire(Controllable, From, Event, To, target) - self:_EventFromTo("onafterCeaseFire", Event, From, To) - - if target then - - -- Send message. - local text=string.format("%s, ceasing fire on target %s.", Controllable:GetName(), target.name) - self:T(ARTY.id..text) - MESSAGE:New(text, 10):ToCoalitionIf(Controllable:GetCoalition(), self.report) - - -- Get target array index. - local id=self:_GetTargetIndexByName(target.name) - - -- We have a target. - if id then - -- Target was actually engaged. (Could happen that engagement was aborted while group was still aiming.) - if self.Nshots>0 then - self.targets[id].engaged=self.targets[id].engaged+1 - -- Clear the attack time. - self.targets[id].time=nil - end - -- Target is not under fire any more. - self.targets[id].underfire=false - end - - -- If number of engagements has been reached, the target is removed. - if target.engaged >= target.maxengage then - self:RemoveTarget(target.name) - end - - -- Set ROE to weapon hold. - self.Controllable:OptionROEHoldFire() - - -- Clear tasks. - self.Controllable:ClearTasks() - - else - self:E(ARTY.id.."ERROR: No target in cease fire for group %s.", self.groupname) - end - - -- Set number of shots to zero. - self.Nshots=0 - - -- ARTY group has no current target any more. - self.currentTarget=nil - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- After "Winchester" event. Group is out of ammo. Trigger "Rearm" event. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function ARTY:onafterWinchester(Controllable, From, Event, To) - self:_EventFromTo("onafterWinchester", Event, From, To) - - -- Send message. - local text=string.format("%s, winchester!", Controllable:GetName()) - self:T(ARTY.id..text) - MESSAGE:New(text, 10):ToCoalitionIf(Controllable:GetCoalition(), self.report or self.Debug) - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Before "Rearm" event. Check if a unit to rearm the ARTY group has been defined. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @return #boolean If true, proceed to onafterRearm. -function ARTY:onbeforeRearm(Controllable, From, Event, To) - self:_EventFromTo("onbeforeRearm", Event, From, To) - - local _rearmed=self:_CheckRearmed() - if _rearmed then - self:T(ARTY.id..string.format("%s, group is already armed to the teeth. Rearming request denied!", self.groupname)) - return false - else - self:T(ARTY.id..string.format("%s, group might be rearmed.", self.groupname)) - end - - -- Check if a reaming unit or rearming place was specified. - if self.RearmingGroup and self.RearmingGroup:IsAlive() then - return true - elseif self.RearmingPlaceCoord then - return true - else - return false - end - -end - ---- After "Rearm" event. Send message if reporting is on. Route rearming unit to ARTY group. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function ARTY:onafterRearm(Controllable, From, Event, To) - self:_EventFromTo("onafterRearm", Event, From, To) - - -- Coordinate of ARTY unit. - local coordARTY=self.Controllable:GetCoordinate() - - -- Remember current coordinates so that we find our way back home. - self.InitialCoord=coordARTY - - -- Coordinate of rearming group. - local coordRARM=nil - if self.RearmingGroup then - -- Coordinate of the rearming unit. - coordRARM=self.RearmingGroup:GetCoordinate() - -- Remember the coordinates of the rearming unit. After rearming it will go back to this position. - self.RearmingGroupCoord=coordRARM - end - - if self.RearmingGroup and self.RearmingPlaceCoord and self.ismobile then - - -- CASE 1: Rearming unit and ARTY group meet at rearming place. - - -- Send message. - local text=string.format("%s, %s, request rearming at rearming place.", Controllable:GetName(), self.RearmingGroup:GetName()) - self:T(ARTY.id..text) - MESSAGE:New(text, 10):ToCoalitionIf(Controllable:GetCoalition(), self.report or self.Debug) - - -- Distances. - local dA=coordARTY:Get2DDistance(self.RearmingPlaceCoord) - local dR=coordRARM:Get2DDistance(self.RearmingPlaceCoord) - - -- Route ARTY group to rearming place. - if dA > self.RearmingDistance then - local _tocoord=self:_VicinityCoord(self.RearmingPlaceCoord, self.RearmingDistance/4, self.RearmingDistance/2) - self:AssignMoveCoord(_tocoord, nil, nil, self.RearmingArtyOnRoad, false, "REARMING MOVE TO REARMING PLACE", true) - end - - -- Route Rearming group to rearming place. - if dR > self.RearmingDistance then - local ToCoord=self:_VicinityCoord(self.RearmingPlaceCoord, self.RearmingDistance/4, self.RearmingDistance/2) - self:_Move(self.RearmingGroup, ToCoord, self.RearmingGroupSpeed, self.RearmingGroupOnRoad) - end - - elseif self.RearmingGroup then - - -- CASE 2: Rearming unit drives to ARTY group. - - -- Send message. - local text=string.format("%s, %s, request rearming.", Controllable:GetName(), self.RearmingGroup:GetName()) - self:T(ARTY.id..text) - MESSAGE:New(text, 10):ToCoalitionIf(Controllable:GetCoalition(), self.report or self.Debug) - - -- Distance between ARTY group and rearming unit. - local distance=coordARTY:Get2DDistance(coordRARM) - - -- If distance is larger than ~100 m, the Rearming unit is routed to the ARTY group. - if distance > self.RearmingDistance then - - -- Route rearming group to ARTY group. - self:_Move(self.RearmingGroup, self:_VicinityCoord(coordARTY), self.RearmingGroupSpeed, self.RearmingGroupOnRoad) - end - - elseif self.RearmingPlaceCoord then - - -- CASE 3: ARTY drives to rearming place. - - -- Send message. - local text=string.format("%s, moving to rearming place.", Controllable:GetName()) - self:T(ARTY.id..text) - MESSAGE:New(text, 10):ToCoalitionIf(Controllable:GetCoalition(), self.report or self.Debug) - - -- Distance. - local dA=coordARTY:Get2DDistance(self.RearmingPlaceCoord) - - -- Route ARTY group to rearming place. - if dA > self.RearmingDistance then - local _tocoord=self:_VicinityCoord(self.RearmingPlaceCoord) - self:AssignMoveCoord(_tocoord, nil, nil, self.RearmingArtyOnRoad, false, "REARMING MOVE TO REARMING PLACE", true) - end - - end - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- After "Rearmed" event. Send ARTY and rearming group back to their inital positions. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function ARTY:onafterRearmed(Controllable, From, Event, To) - self:_EventFromTo("onafterRearmed", Event, From, To) - - -- Send message. - local text=string.format("%s, rearming complete.", Controllable:GetName()) - self:T(ARTY.id..text) - MESSAGE:New(text, 10):ToCoalitionIf(Controllable:GetCoalition(), self.report or self.Debug) - - -- "Rearm" tactical nukes as well. - self.Nukes=self.Nukes0 - self.Nillu=self.Nillu0 - self.Nsmoke=self.Nsmoke0 - - -- Route ARTY group back to where it came from (if distance is > 100 m). - local dist=self.Controllable:GetCoordinate():Get2DDistance(self.InitialCoord) - if dist > self.RearmingDistance then - self:AssignMoveCoord(self.InitialCoord, nil, nil, self.RearmingArtyOnRoad, false, "REARMING MOVE REARMING COMPLETE", true) - end - - -- Route unit back to where it came from (if distance is > 100 m). - if self.RearmingGroup and self.RearmingGroup:IsAlive() then - local d=self.RearmingGroup:GetCoordinate():Get2DDistance(self.RearmingGroupCoord) - if d > self.RearmingDistance then - self:_Move(self.RearmingGroup, self.RearmingGroupCoord, self.RearmingGroupSpeed, self.RearmingGroupOnRoad) - else - -- Clear tasks. - self.RearmingGroup:ClearTasks() - end - end - -end - ---- Check if ARTY group is rearmed, i.e. has its full amount of ammo. --- @param #ARTY self --- @return #boolean True if rearming is complete, false otherwise. -function ARTY:_CheckRearmed() - self:F2() - - -- Get current ammo. - local nammo,nshells,nrockets,nmissiles=self:GetAmmo() - - -- Number of units still alive. - local units=self.Controllable:GetUnits() - local nunits=0 - if units then - nunits=#units - end - - -- Full Ammo count. - local FullAmmo=self.Nammo0 * nunits / self.IniGroupStrength - - -- Rearming status in per cent. - local _rearmpc=nammo/FullAmmo*100 - - -- Send message if rearming > 1% complete - if _rearmpc>1 then - local text=string.format("%s, rearming %d %% complete.", self.alias, _rearmpc) - self:T(ARTY.id..text) - MESSAGE:New(text, 10):ToCoalitionIf(self.Controllable:GetCoalition(), self.report or self.Debug) - end - - -- Return if ammo is full. - -- TODO: Strangely, I got the case that a Paladin got one more shell than it can max carry, i.e. 40 not 39 when rearming when it still had some ammo left. Need to report. - if nammo>=FullAmmo then - return true - else - return false - end - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Before "Move" event. Check if a unit to rearm the ARTY group has been defined. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #table move Table containing the move parameters. --- @param Core.Point#COORDINATE ToCoord Coordinate to which the ARTY group should move. --- @param #boolean OnRoad If true group should move on road mainly. --- @return #boolean If true, proceed to onafterMove. -function ARTY:onbeforeMove(Controllable, From, Event, To, move) - self:_EventFromTo("onbeforeMove", Event, From, To) - - -- Check if group can actually move... - if not self.ismobile then - return false - end - - -- Check if group is engaging. - if self.currentTarget then - if move.cancel then - -- Cancel current target. - self:CeaseFire(self.currentTarget) - else - -- We should not cancel. - return false - end - end - - return true -end - ---- After "Move" event. Route group to given coordinate. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #table move Table containing the move parameters. -function ARTY:onafterMove(Controllable, From, Event, To, move) - self:_EventFromTo("onafterMove", Event, From, To) - - -- Set alarm state to green and ROE to weapon hold. - self.Controllable:OptionAlarmStateGreen() - self.Controllable:OptionROEHoldFire() - - -- Take care of max speed. - local _Speed=math.min(move.speed, self.SpeedMax) - - -- Smoke coordinate - if self.Debug then - move.coord:SmokeRed() - end - - -- Set current move. - self.currentMove=move - - -- Route group to coodinate. - self:_Move(self.Controllable, move.coord, move.speed, move.onroad) - -end - ---- After "Arrived" event. Group has reached its destination. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function ARTY:onafterArrived(Controllable, From, Event, To) - self:_EventFromTo("onafterArrived", Event, From, To) - - -- Set alarm state to auto. - self.Controllable:OptionAlarmStateAuto() - - -- WARNING: calling ClearTasks() here causes CTD of DCS when move is over. Dont know why? combotask? - --self.Controllable:ClearTasks() - - -- Send message - local text=string.format("%s, arrived at destination.", Controllable:GetName()) - self:T(ARTY.id..text) - MESSAGE:New(text, 10):ToCoalitionIf(Controllable:GetCoalition(), self.report or self.Debug) - - -- Remove executed move from queue. - if self.currentMove then - self:RemoveMove(self.currentMove.name) - self.currentMove=nil - end - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- After "NewTarget" event. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #table target Array holding the target parameters. -function ARTY:onafterNewTarget(Controllable, From, Event, To, target) - self:_EventFromTo("onafterNewTarget", Event, From, To) - - -- Debug message. - local text=string.format("Adding new target %s.", target.name) - MESSAGE:New(text, 5):ToAllIf(self.Debug) - self:T(ARTY.id..text) -end - ---- After "NewMove" event. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #table move Array holding the move parameters. -function ARTY:onafterNewMove(Controllable, From, Event, To, move) - self:_EventFromTo("onafterNewTarget", Event, From, To) - - -- Debug message. - local text=string.format("Adding new move %s.", move.name) - MESSAGE:New(text, 5):ToAllIf(self.Debug) - self:T(ARTY.id..text) -end - - ---- After "Dead" event, when a unit has died. When all units of a group are dead trigger "Stop" event. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function ARTY:onafterDead(Controllable, From, Event, To) - self:_EventFromTo("onafterDead", Event, From, To) - - -- Number of units left in the group. - local units=self.Controllable:GetUnits() - local nunits=0 - if units~=nil then - nunits=#units - end - - -- Message. - local text=string.format("%s, one of our units just died! %d units left.", self.groupname, nunits) - MESSAGE:New(text, 5):ToAllIf(self.Debug) - self:T(ARTY.id..text) - - -- Go to stop state. - if nunits==0 then - self:Stop() - end - -end - ---- After "Stop" event. Unhandle events and cease fire on current target. --- @param #ARTY self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function ARTY:onafterStop(Controllable, From, Event, To) - self:_EventFromTo("onafterStop", Event, From, To) - - -- Debug info. - self:T(ARTY.id..string.format("Stopping ARTY FSM for group %s.", Controllable:GetName())) - - -- Cease Fire on current target. - if self.currentTarget then - self:CeaseFire(self.currentTarget) - end - - -- Remove all targets. - --self:RemoveAllTargets() - - -- Unhandle event. - self:UnHandleEvent(EVENTS.Shot) - self:UnHandleEvent(EVENTS.Dead) -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Set task for firing at a coordinate. --- @param #ARTY self --- @param Core.Point#COORDINATE coord Coordinates to fire upon. --- @param #number radius Radius around coordinate. --- @param #number nshells Number of shells to fire. --- @param #number weapontype Type of weapon to use. -function ARTY:_FireAtCoord(coord, radius, nshells, weapontype) - self:F({coord=coord, radius=radius, nshells=nshells}) - - -- Controllable. - local group=self.Controllable --Wrapper.Group#GROUP - - -- Tactical nukes are actually cannon shells. - if weapontype==ARTY.WeaponType.TacticalNukes or weapontype==ARTY.WeaponType.IlluminationShells or weapontype==ARTY.WeaponType.SmokeShells then - weapontype=ARTY.WeaponType.Cannon - end - - -- Set ROE to weapon free. - group:OptionROEOpenFire() - - -- Get Vec2 - local vec2=coord:GetVec2() - - -- Get task. - local fire=group:TaskFireAtPoint(vec2, radius, nshells, weapontype) - - -- Execute task. - group:SetTask(fire) -end - ---- Model a nuclear blast/destruction by creating fires and destroy scenery. --- @param #ARTY self --- @param Core.Point#COORDINATE _coord Coordinate of the impact point (center of the blast). -function ARTY:_NuclearBlast(_coord) - - local S0=self.nukewarhead - local R0=self.nukerange - - -- Number of fires - local N0=self.nukefires - - -- Create an explosion at the last known position. - _coord:Explosion(S0) - - -- Huge fire at direct impact point. - --if self.nukefire then - _coord:BigSmokeAndFireHuge() - --end - - -- Create a table of fire coordinates within the demolition zone. - local _fires={} - for i=1,N0 do - local _fire=_coord:GetRandomCoordinateInRadius(R0) - local _dist=_fire:Get2DDistance(_coord) - table.insert(_fires, {distance=_dist, coord=_fire}) - end - - -- Sort scenery wrt to distance from impact point. - local _sort = function(a,b) return a.distance < b.distance end - table.sort(_fires,_sort) - - local function _explosion(R) - -- At R=R0 ==> explosion strength is 1% of S0 at impact point. - local alpha=math.log(100) - local strength=S0*math.exp(-alpha*R/R0) - self:T2(ARTY.id..string.format("Nuclear explosion strength s(%.1f m) = %.5f (s/s0=%.1f %%), alpha=%.3f", R, strength, strength/S0*100, alpha)) - return strength - end - - local function ignite(_fires) - for _,fire in pairs(_fires) do - local _fire=fire.coord --Core.Point#COORDINATE - - -- Get distance to impact and calc exponential explosion strength. - local R=_fire:Get2DDistance(_coord) - local S=_explosion(R) - self:T2(ARTY.id..string.format("Explosion r=%.1f, s=%.3f", R, S)) - - -- Get a random Big Smoke and fire object. - local _preset=math.random(0,7) - local _density=S/S0 --math.random()+0.1 - - _fire:BigSmokeAndFire(_preset,_density) - _fire:Explosion(S) - - end - end - - if self.nukefire==true then - ignite(_fires) - end - ---[[ - local ZoneNuke=ZONE_RADIUS:New("Nukezone", _coord:GetVec2(), 2000) - - -- Scan for Scenery objects. - ZoneNuke:Scan(Object.Category.SCENERY) - - -- Array with all possible hideouts, i.e. scenery objects in the vicinity of the group. - local scenery={} - - for SceneryTypeName, SceneryData in pairs(ZoneNuke:GetScannedScenery()) do - for SceneryName, SceneryObject in pairs(SceneryData) do - - local SceneryObject = SceneryObject -- Wrapper.Scenery#SCENERY - - -- Position of the scenery object. - local spos=SceneryObject:GetCoordinate() - - -- Distance from group to impact point. - local distance= spos:Get2DDistance(_coord) - - -- Place markers on every possible scenery object. - if self.Debug then - local MarkerID=spos:MarkToAll(string.format("%s scenery object %s", self.Controllable:GetName(), SceneryObject:GetTypeName())) - local text=string.format("%s scenery: %s, Coord %s", self.Controllable:GetName(), SceneryObject:GetTypeName(), SceneryObject:GetCoordinate():ToStringLLDMS()) - self:T2(SUPPRESSION.id..text) - end - - -- Add to table. - table.insert(scenery, {object=SceneryObject, distance=distance}) - - --SceneryObject:Destroy() - end - end - - -- Sort scenery wrt to distance from impact point. --- local _sort = function(a,b) return a.distance < b.distance end --- table.sort(scenery,_sort) - --- for _,object in pairs(scenery) do --- local sobject=object -- Wrapper.Scenery#SCENERY --- sobject:Destroy() --- end - -]] - -end - ---- Route group to a certain point. --- @param #ARTY self --- @param Wrapper.Group#GROUP group Group to route. --- @param Core.Point#COORDINATE ToCoord Coordinate where we want to go. --- @param #number Speed (Optional) Speed in km/h. Default is 70% of max speed the group can do. --- @param #boolean OnRoad If true, use (mainly) roads. -function ARTY:_Move(group, ToCoord, Speed, OnRoad) - self:F2({group=group:GetName(), Speed=Speed, OnRoad=OnRoad}) - - -- Clear all tasks. - group:ClearTasks() - group:OptionAlarmStateGreen() - group:OptionROEHoldFire() - - -- Set formation. - local formation = "Off Road" - - -- Get max speed of group. - local SpeedMax=group:GetSpeedMax() - - -- Set speed. - Speed=Speed or SpeedMax*0.7 - - -- Make sure, we do not go above max speed possible. - Speed=math.min(Speed, SpeedMax) - - -- Current coordinates of group. - local cpini=group:GetCoordinate() -- Core.Point#COORDINATE - - -- Distance between current and final point. - local dist=cpini:Get2DDistance(ToCoord) - - -- Waypoint and task arrays. - local path={} - local task={} - - -- First waypoint is the current position of the group. - path[#path+1]=cpini:WaypointGround(Speed, formation) - task[#task+1]=group:TaskFunction("ARTY._PassingWaypoint", self, #path-1, false) - - -- Route group on road if requested. - if OnRoad then - - -- Get path on road. - local _pathonroad=cpini:GetPathOnRoad(ToCoord) - - -- Check if we actually got a path. There are situations where nil is returned. In that case, we go directly. - if _pathonroad then - - -- Just take the first and last point. - local _first=_pathonroad[1] - local _last=_pathonroad[#_pathonroad] - - if self.Debug then - _first:SmokeGreen() - _last:SmokeGreen() - end - - -- First point on road. - path[#path+1]=_first:WaypointGround(Speed, "On Road") - task[#task+1]=group:TaskFunction("ARTY._PassingWaypoint", self, #path-1, false) - - -- Last point on road. - path[#path+1]=_last:WaypointGround(Speed, "On Road") - task[#task+1]=group:TaskFunction("ARTY._PassingWaypoint", self, #path-1, false) - end - - end - - -- Last waypoint at ToCoord. - path[#path+1]=ToCoord:WaypointGround(Speed, formation) - task[#task+1]=group:TaskFunction("ARTY._PassingWaypoint", self, #path-1, true) - - --if self.Debug then - -- cpini:SmokeBlue() - -- ToCoord:SmokeBlue() - --end - - -- Init waypoints of the group. - local Waypoints={} - - -- New points are added to the default route. - for i=1,#path do - table.insert(Waypoints, i, path[i]) - end - - -- Set task for all waypoints. - for i=1,#Waypoints do - group:SetTaskWaypoint(Waypoints[i], task[i]) - end - - -- Submit task and route group along waypoints. - group:Route(Waypoints) - -end - ---- Function called when group is passing a waypoint. --- @param Wrapper.Group#GROUP group Group for which waypoint passing should be monitored. --- @param #ARTY arty ARTY object. --- @param #number i Waypoint number that has been reached. --- @param #boolean final True if it is the final waypoint. -function ARTY._PassingWaypoint(group, arty, i, final) - - -- Debug message. - local text=string.format("%s, passing waypoint %d.", group:GetName(), i) - if final then - text=string.format("%s, arrived at destination.", group:GetName()) - end - arty:T(ARTY.id..text) - - --[[ - if final then - MESSAGE:New(text, 10):ToCoalitionIf(group:GetCoalition(), arty.Debug or arty.report) - else - MESSAGE:New(text, 10):ToAllIf(arty.Debug) - end - ]] - - -- Arrived event. - if final and arty.groupname==group:GetName() then - arty:Arrived() - end - -end - ---- Relocate to another position, e.g. after an engagement to avoid couter strikes. --- @param #ARTY self -function ARTY:_Relocate() - - -- Current position. - local _pos=self.Controllable:GetCoordinate() - - local _new=nil - local _gotit=false - local _n=0 - local _nmax=1000 - repeat - -- Get a random coordinate. - _new=_pos:GetRandomCoordinateInRadius(self.relocateRmax, self.relocateRmin) - local _surface=_new:GetSurfaceType() - - -- Check that new coordinate is not water(-ish). - if _surface~=land.SurfaceType.WATER and _surface~=land.SurfaceType.SHALLOW_WATER then - _gotit=true - end - -- Increase counter. - _n=_n+1 - until _gotit or _n>_nmax - - -- Assign relocation. - if _gotit then - self:AssignMoveCoord(_new, nil, nil, false, false, "RELOCATION MOVE AFTER FIRING") - end -end - ---- Get the number of shells a unit or group currently has. For a group the ammo count of all units is summed up. --- @param #ARTY self --- @param #boolean display Display ammo table as message to all. Default false. --- @return #number Total amount of ammo the whole group has left. --- @return #number Number of shells the group has left. --- @return #number Number of rockets the group has left. --- @return #number Number of missiles the group has left. -function ARTY:GetAmmo(display) - self:F3({display=display}) - - -- Default is display false. - if display==nil then - display=false - end - - -- Init counter. - local nammo=0 - local nshells=0 - local nrockets=0 - local nmissiles=0 - - -- Get all units. - local units=self.Controllable:GetUnits() - if units==nil then - return nammo, nshells, nrockets, nmissiles - end - - for _,unit in pairs(units) do - - if unit and unit:IsAlive() then - - -- Output. - local text=string.format("ARTY group %s - unit %s:\n", self.groupname, unit:GetName()) - - -- Get ammo table. - local ammotable=unit:GetAmmo() - - if ammotable ~= nil then - - local weapons=#ammotable - - -- Display ammo table - if display then - self:E(ARTY.id..string.format("Number of weapons %d.", weapons)) - self:E({ammotable=ammotable}) - self:E(ARTY.id.."Ammotable:") - for id,bla in pairs(ammotable) do - self:E({id=id, ammo=bla}) - end - end - - -- Loop over all weapons. - for w=1,weapons do - - -- Number of current weapon. - local Nammo=ammotable[w]["count"] - - -- Typename of current weapon - local Tammo=ammotable[w]["desc"]["typeName"] - - local _weaponString = self:_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 - - - -- Check for correct shell type. - local _gotshell=false - if #self.ammoshells>0 then - -- User explicitly specified the valid type(s) of shells. - for _,_type in pairs(self.ammoshells) do - if string.match(Tammo, _type) and Category==Weapon.Category.SHELL then - _gotshell=true - end - end - else - if Category==Weapon.Category.SHELL then - _gotshell=true - end - end - - -- Check for correct rocket type. - local _gotrocket=false - if #self.ammorockets>0 then - for _,_type in pairs(self.ammorockets) do - if string.match(Tammo, _type) and Category==Weapon.Category.ROCKET then - _gotrocket=true - end - end - else - if Category==Weapon.Category.ROCKET then - _gotrocket=true - end - end - - -- Check for correct missile type. - local _gotmissile=false - if #self.ammomissiles>0 then - for _,_type in pairs(self.ammomissiles) do - if string.match(Tammo,_type) and Category==Weapon.Category.MISSILE then - _gotmissile=true - end - end - else - if Category==Weapon.Category.MISSILE then - _gotmissile=true - end - end - - -- We are specifically looking for shells or rockets here. - if _gotshell then - - -- Add up all shells. - nshells=nshells+Nammo - - -- Debug info. - text=text..string.format("- %d shells of type %s\n", Nammo, _weaponName) - - elseif _gotrocket then - - -- Add up all rockets. - nrockets=nrockets+Nammo - - -- Debug info. - text=text..string.format("- %d rockets of type %s\n", Nammo, _weaponName) - - elseif _gotmissile then - - -- Add up all cruise missiles (category 5) - if MissileCategory==Weapon.MissileCategory.CRUISE then - nmissiles=nmissiles+Nammo - end - - -- Debug info. - text=text..string.format("- %d %s missiles of type %s\n", Nammo, self:_MissileCategoryName(MissileCategory), _weaponName) - - else - - -- Debug info. - text=text..string.format("- %d unknown ammo of type %s (category=%d, missile category=%s)\n", Nammo, Tammo, Category, tostring(MissileCategory)) - - end - - end - end - - -- Debug text and send message. - if display then - self:E(ARTY.id..text) - else - self:T3(ARTY.id..text) - end - MESSAGE:New(text, 10):ToAllIf(display) - - end - end - - -- Total amount of ammunition. - nammo=nshells+nrockets+nmissiles - - return nammo, nshells, nrockets, nmissiles -end - ---- Returns a name of a missile category. --- @param #ARTY self --- @param #number categorynumber Number of missile category from weapon missile category enumerator. See https://wiki.hoggitworld.com/view/DCS_Class_Weapon --- @return #string Missile category name. -function ARTY:_MissileCategoryName(categorynumber) - local cat="unknown" - if categorynumber==Weapon.MissileCategory.AAM then - cat="air-to-air" - elseif categorynumber==Weapon.MissileCategory.SAM then - cat="surface-to-air" - elseif categorynumber==Weapon.MissileCategory.BM then - cat="ballistic" - elseif categorynumber==Weapon.MissileCategory.ANTI_SHIP then - cat="anti-ship" - elseif categorynumber==Weapon.MissileCategory.CRUISE then - cat="cruise" - elseif categorynumber==Weapon.MissileCategory.OTHER then - cat="other" - end - return cat -end - - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Mark Functions -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Extract engagement assignments and parameters from mark text. --- @param #ARTY self --- @param #string text Marker text. --- @return #boolean If true, authentification successful. -function ARTY:_MarkerKeyAuthentification(text) - - -- Set battery and coalition. - --local batteryname=self.groupname - local batterycoalition=self.Controllable:GetCoalition() - - -- Get assignment. - local mykey=nil - if self.markkey~=nil then - - -- keywords are split by "," - local keywords=self:_split(text, ",") - for _,key in pairs(keywords) do - local s=self:_split(key, " ") - local val=s[2] - if key:lower():find("key") then - mykey=tonumber(val) - self:T(ARTY.id..string.format("Authorisation Key=%s.", val)) - end - end - - end - - -- Check if the authorization key is required and if it is valid. - local _validkey=true - - -- Check if group needs authorization. - if self.markkey~=nil then - -- Assume key is incorrect. - _validkey=false - - -- If key was found, check if matches. - if mykey~=nil then - _validkey=self.markkey==mykey - end - self:T2(ARTY.id..string.format("%s, authkey=%s == %s=playerkey ==> valid=%s", self.groupname, tostring(self.markkey), tostring(mykey), tostring(_validkey))) - - -- Send message - local text="" - if mykey==nil then - text=string.format("%s, authorization required but did not receive a key!", self.alias) - elseif _validkey==false then - text=string.format("%s, authorization required but did receive an incorrect key (key=%s)!", self.alias, tostring(mykey)) - elseif _validkey==true then - text=string.format("%s, authentification successful!", self.alias) - end - MESSAGE:New(text, 10):ToCoalitionIf(batterycoalition, self.report or self.Debug) - end - - return _validkey -end - ---- Extract engagement assignments and parameters from mark text. --- @param #ARTY self --- @param #string text Marker text to be analyzed. --- @return #table Table with assignment parameters, e.g. number of shots, radius, time etc. -function ARTY:_Markertext(text) - self:F(text) - - -- Assignment parameters. - local assignment={} - assignment.battery={} - assignment.aliases={} - assignment.cluster={} - assignment.everyone=false - assignment.move=false - assignment.engage=false - assignment.request=false - assignment.cancel=false - assignment.set=false - assignment.readonly=false - assignment.movecanceltarget=false - assignment.cancelmove=false - assignment.canceltarget=false - assignment.cancelrearm=false - assignment.setrearmingplace=false - assignment.setrearminggroup=false - - -- Check for correct keywords. - if text:lower():find("arty engage") or text:lower():find("arty attack") then - assignment.engage=true - elseif text:lower():find("arty move") or text:lower():find("arty relocate") then - assignment.move=true - elseif text:lower():find("arty request") then - assignment.request=true - elseif text:lower():find("arty cancel") then - assignment.cancel=true - elseif text:lower():find("arty set") then - assignment.set=true - else - self:E(ARTY.id..'ERROR: Neither "ARTY ENGAGE" nor "ARTY MOVE" nor "ARTY RELOCATE" nor "ARTY REQUEST" nor "ARTY CANCEL" nor "ARTY SET" keyword specified!') - return nil - end - - -- keywords are split by "," - local keywords=self:_split(text, ",") - self:T({keywords=keywords}) - - for _,keyphrase in pairs(keywords) do - - -- Split keyphrase by space. First one is the key and second, ... the parameter(s) until the next comma. - local str=self:_split(keyphrase, " ") - local key=str[1] - local val=str[2] - - -- Debug output. - self:T3(ARTY.id..string.format("%s, keyphrase = %s, key = %s, val = %s", self.groupname, tostring(keyphrase), tostring(key), tostring(val))) - - -- Battery name, i.e. which ARTY group should fire. - if key:lower():find("battery") then - - local v=self:_split(keyphrase, '"') - - for i=2,#v,2 do - table.insert(assignment.battery, v[i]) - self:T2(ARTY.id..string.format("Key Battery=%s.", v[i])) - end - - elseif key:lower():find("alias") then - - local v=self:_split(keyphrase, '"') - - for i=2,#v,2 do - table.insert(assignment.aliases, v[i]) - self:T2(ARTY.id..string.format("Key Aliases=%s.", v[i])) - end - - elseif key:lower():find("cluster") then - - local v=self:_split(keyphrase, '"') - - for i=2,#v,2 do - table.insert(assignment.cluster, v[i]) - self:T2(ARTY.id..string.format("Key Cluster=%s.", v[i])) - end - - elseif keyphrase:lower():find("everyone") or keyphrase:lower():find("all batteries") or keyphrase:lower():find("allbatteries") then - - assignment.everyone=true - self:T(ARTY.id..string.format("Key Everyone=true.")) - - elseif keyphrase:lower():find("irrevocable") or keyphrase:lower():find("readonly") then - - assignment.readonly=true - self:T2(ARTY.id..string.format("Key Readonly=true.")) - - elseif (assignment.engage or assignment.move) and key:lower():find("time") then - - if val:lower():find("now") then - assignment.time=self:_SecondsToClock(timer.getTime0()+2) - else - assignment.time=val - end - self:T2(ARTY.id..string.format("Key Time=%s.", val)) - - elseif assignment.engage and key:lower():find("shot") then - - assignment.nshells=tonumber(val) - self:T(ARTY.id..string.format("Key Shot=%s.", val)) - - elseif assignment.engage and key:lower():find("prio") then - - assignment.prio=tonumber(val) - self:T2(string.format("Key Prio=%s.", val)) - - elseif assignment.engage and key:lower():find("maxengage") then - - assignment.maxengage=tonumber(val) - self:T2(ARTY.id..string.format("Key Maxengage=%s.", val)) - - elseif assignment.engage and key:lower():find("radius") then - - assignment.radius=tonumber(val) - self:T2(ARTY.id..string.format("Key Radius=%s.", val)) - - elseif assignment.engage and key:lower():find("weapon") then - - if val:lower():find("cannon") then - assignment.weapontype=ARTY.WeaponType.Cannon - elseif val:lower():find("rocket") then - assignment.weapontype=ARTY.WeaponType.Rockets - elseif val:lower():find("missile") then - assignment.weapontype=ARTY.WeaponType.CruiseMissile - elseif val:lower():find("nuke") then - assignment.weapontype=ARTY.WeaponType.TacticalNukes - elseif val:lower():find("illu") then - assignment.weapontype=ARTY.WeaponType.IlluminationShells - elseif val:lower():find("smoke") then - assignment.weapontype=ARTY.WeaponType.SmokeShells - else - assignment.weapontype=ARTY.WeaponType.Auto - end - self:T2(ARTY.id..string.format("Key Weapon=%s.", val)) - - elseif (assignment.move or assignment.set) and key:lower():find("speed") then - - assignment.speed=tonumber(val) - self:T2(ARTY.id..string.format("Key Speed=%s.", val)) - - elseif (assignment.move or assignment.set) and (keyphrase:lower():find("on road") or keyphrase:lower():find("onroad") or keyphrase:lower():find("use road")) then - - assignment.onroad=true - self:T2(ARTY.id..string.format("Key Onroad=true.")) - - elseif assignment.move and (keyphrase:lower():find("cancel target") or keyphrase:lower():find("canceltarget")) then - - assignment.movecanceltarget=true - self:T2(ARTY.id..string.format("Key Cancel Target (before move)=true.")) - - elseif assignment.request and keyphrase:lower():find("rearm") then - - assignment.requestrearming=true - self:T2(ARTY.id..string.format("Key Request Rearming=true.")) - - elseif assignment.request and keyphrase:lower():find("ammo") then - - assignment.requestammo=true - self:T2(ARTY.id..string.format("Key Request Ammo=true.")) - - elseif assignment.request and keyphrase:lower():find("target") then - - assignment.requesttargets=true - self:T2(ARTY.id..string.format("Key Request Targets=true.")) - - elseif assignment.request and keyphrase:lower():find("status") then - - assignment.requeststatus=true - self:T2(ARTY.id..string.format("Key Request Status=true.")) - - elseif assignment.request and (keyphrase:lower():find("move") or keyphrase:lower():find("relocation")) then - - assignment.requestmoves=true - self:T2(ARTY.id..string.format("Key Request Moves=true.")) - - elseif assignment.cancel and (keyphrase:lower():find("engagement") or keyphrase:lower():find("attack") or keyphrase:lower():find("target")) then - - assignment.canceltarget=true - self:T2(ARTY.id..string.format("Key Cancel Target=true.")) - - elseif assignment.cancel and (keyphrase:lower():find("move") or keyphrase:lower():find("relocation")) then - - assignment.cancelmove=true - self:T2(ARTY.id..string.format("Key Cancel Move=true.")) - - elseif assignment.cancel and keyphrase:lower():find("rearm") then - - assignment.cancelrearm=true - self:T2(ARTY.id..string.format("Key Cancel Rearm=true.")) - - elseif assignment.set and keyphrase:lower():find("rearming place") then - - assignment.setrearmingplace=true - self:T(ARTY.id..string.format("Key Set Rearming Place=true.")) - - elseif assignment.set and keyphrase:lower():find("rearming group") then - - local v=self:_split(keyphrase, '"') - local groupname=v[2] - - local group=GROUP:FindByName(groupname) - if group and group:IsAlive() then - assignment.setrearminggroup=group - end - - self:T2(ARTY.id..string.format("Key Set Rearming Group = %s.", tostring(groupname))) - - elseif key:lower():find("lldms") then - - local _flat = "%d+:%d+:%d+%s*[N,S]" - local _flon = "%d+:%d+:%d+%s*[W,E]" - local _lat=keyphrase:match(_flat) - local _lon=keyphrase:match(_flon) - self:T2(ARTY.id..string.format("Key LLDMS: lat=%s, long=%s format=DMS", _lat,_lon)) - - if _lat and _lon then - - -- Convert DMS string to DD numbers format. - local _latitude, _longitude=self:_LLDMS2DD(_lat, _lon) - self:T2(ARTY.id..string.format("Key LLDMS: lat=%.3f, long=%.3f format=DD", _latitude,_longitude)) - - -- Convert LL to coordinate object. - if _latitude and _longitude then - assignment.coord=COORDINATE:NewFromLLDD(_latitude,_longitude) - end - - end - end - end - - return assignment -end - ---- Request ammo via mark. --- @param #ARTY self -function ARTY:_MarkRequestAmmo() - self:GetAmmo(true) -end - ---- Request status via mark. --- @param #ARTY self -function ARTY:_MarkRequestStatus() - self:_StatusReport(true) -end - ---- Request Moves. --- @param #ARTY self -function ARTY:_MarkRequestMoves() - local text=string.format("%s, relocations:", self.groupname) - if #self.moves>0 then - for _,move in pairs(self.moves) do - if self.currentMove and move.name == self.currentMove.name then - text=text..string.format("\n- %s (current)", self:_MoveInfo(move)) - else - text=text..string.format("\n- %s", self:_MoveInfo(move)) - end - end - else - text=text..string.format("\n- no queued relocations") - end - MESSAGE:New(text, 20):Clear():ToCoalition(self.Controllable:GetCoalition()) -end - ---- Request Targets. --- @param #ARTY self -function ARTY:_MarkRequestTargets() - local text=string.format("%s, targets:", self.groupname) - if #self.targets>0 then - for _,target in pairs(self.targets) do - if self.currentTarget and target.name == self.currentTarget.name then - text=text..string.format("\n- %s (current)", self:_TargetInfo(target)) - else - text=text..string.format("\n- %s", self:_TargetInfo(target)) - end - end - else - text=text..string.format("\n- no queued targets") - end - MESSAGE:New(text, 20):Clear():ToCoalition(self.Controllable:GetCoalition()) -end - ---- Create a name for an engagement initiated by placing a marker. --- @param #ARTY self --- @param #number markerid ID of the placed marker. --- @return #string Name of target engagement. -function ARTY:_MarkTargetName(markerid) - return string.format("BATTERY=%s, Marked Target ID=%d", self.groupname, markerid) -end - ---- Create a name for a relocation move initiated by placing a marker. --- @param #ARTY self --- @param #number markerid ID of the placed marker. --- @return #string Name of relocation move. -function ARTY:_MarkMoveName(markerid) - return string.format("BATTERY=%s, Marked Relocation ID=%d", self.groupname, markerid) -end - ---- Get the marker ID from the assigned task name. --- @param #ARTY self --- @param #string name Name of the assignment. --- @return #string Name of the ARTY group or nil --- @return #number ID of the marked target or nil. --- @return #number ID of the marked relocation move or nil -function ARTY:_GetMarkIDfromName(name) - - -- keywords are split by "," - local keywords=self:_split(name, ",") - - local battery=nil - local markTID=nil - local markMID=nil - - for _,key in pairs(keywords) do - - local str=self:_split(key, "=") - local par=str[1] - local val=str[2] - - if par:find("BATTERY") then - battery=val - end - if par:find("Marked Target ID") then - markTID=tonumber(val) - end - if par:find("Marked Relocation ID") then - markMID=tonumber(val) - end - - end - - return battery, markTID, markMID -end - - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Helper Functions -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Sort targets with respect to priority and number of times it was already engaged. --- @param #ARTY self -function ARTY:_SortTargetQueuePrio() - self:F2() - - -- Sort results table wrt times they have already been engaged. - local function _sort(a, b) - return (a.engaged < b.engaged) or (a.engaged==b.engaged and a.prio < b.prio) - end - table.sort(self.targets, _sort) - - -- Debug output. - self:T3(ARTY.id.."Sorted targets wrt prio and number of engagements:") - for i=1,#self.targets do - local _target=self.targets[i] - self:T3(ARTY.id..string.format("Target %s", self:_TargetInfo(_target))) - end -end - ---- Sort array with respect to time. Array elements must have a .time entry. --- @param #ARTY self --- @param #table queue Array to sort. Should have elemnt .time. -function ARTY:_SortQueueTime(queue) - self:F3({queue=queue}) - - -- Sort targets w.r.t attack time. - local function _sort(a, b) - if a.time == nil and b.time == nil then - return false - end - if a.time == nil then - return false - end - if b.time == nil then - return true - end - return a.time < b.time - end - table.sort(queue, _sort) - - -- Debug output. - self:T3(ARTY.id.."Sorted queue wrt time:") - for i=1,#queue do - local _queue=queue[i] - local _time=tostring(_queue.time) - local _clock=tostring(self:_SecondsToClock(_queue.time)) - self:T3(ARTY.id..string.format("%s: time=%s, clock=%s", _queue.name, _time, _clock)) - end - -end - ---- Heading from point a to point b in degrees. ---@param #ARTY self ---@param Core.Point#COORDINATE a Coordinate. ---@param Core.Point#COORDINATE b Coordinate. ---@return #number angle Angle from a to b in degrees. -function ARTY:_GetHeading(a, b) - local dx = b.x-a.x - local dy = b.z-a.z - local angle = math.deg(math.atan2(dy,dx)) - if angle < 0 then - angle = 360 + angle - end - return angle -end - ---- Check all targets whether they are in range. --- @param #ARTY self -function ARTY:_CheckTargetsInRange() - - for i=1,#self.targets do - local _target=self.targets[i] - - self:T3(ARTY.id..string.format("Before: Target %s - in range = %s", _target.name, tostring(_target.inrange))) - - -- Check if target is in range. - local _inrange,_toofar,_tooclose=self:_TargetInRange(_target) - self:T3(ARTY.id..string.format("Inbetw: Target %s - in range = %s, toofar = %s, tooclose = %s", _target.name, tostring(_target.inrange), tostring(_toofar), tostring(_tooclose))) - - -- Init default for assigning moves into range. - local _movetowards=false - local _moveaway=false - - if _target.inrange==nil then - - -- First time the check is performed. We call the function again and send a message. - _target.inrange,_toofar,_tooclose=self:_TargetInRange(_target, self.report or self.Debug) - - -- Send group towards/away from target. - if _toofar then - _movetowards=true - elseif _tooclose then - _moveaway=true - end - - elseif _target.inrange==true then - - -- Target was in range at previous check... - - if _toofar then --...but is now too far away. - _movetowards=true - elseif _tooclose then --...but is now too close. - _moveaway=true - end - - elseif _target.inrange==false then - - -- Target was out of range at previous check. - - if _inrange then - -- Inform coalition that target is now in range. - local text=string.format("%s, target %s is now in range.", self.alias, _target.name) - self:T(ARTY.id..text) - MESSAGE:New(text,10):ToCoalitionIf(self.Controllable:GetCoalition(), self.report or self.Debug) - end - - end - - -- Assign a relocation command so that the unit will be in range of the requested target. - if self.autorelocate and (_movetowards or _moveaway) then - - -- Get current position. - local _from=self.Controllable:GetCoordinate() - local _dist=_from:Get2DDistance(_target.coord) - - if _dist<=self.autorelocatemaxdist then - - local _tocoord --Core.Point#COORDINATE - local _name="" - local _safetymargin=500 - - if _movetowards then - - -- Target was in range on previous check but now we are too far away. - local _waytogo=_dist-self.maxrange+_safetymargin - local _heading=self:_GetHeading(_from,_target.coord) - _tocoord=_from:Translate(_waytogo, _heading) - _name=string.format("%s, relocation to within max firing range of target %s", self.alias, _target.name) - - elseif _moveaway then - - -- Target was in range on previous check but now we are too far away. - local _waytogo=_dist-self.minrange+_safetymargin - local _heading=self:_GetHeading(_target.coord,_from) - _tocoord=_from:Translate(_waytogo, _heading) - _name=string.format("%s, relocation to within min firing range of target %s", self.alias, _target.name) - - end - - -- Send info message. - MESSAGE:New(_name.." assigned.", 10):ToCoalitionIf(self.Controllable:GetCoalition(), self.report or self.Debug) - - -- Assign relocation move. - self:AssignMoveCoord(_tocoord, nil, nil, self.autorelocateonroad, false, _name, true) - - end - - end - - -- Update value. - _target.inrange=_inrange - - self:T3(ARTY.id..string.format("After: Target %s - in range = %s", _target.name, tostring(_target.inrange))) - - end -end - ---- Check all normal (untimed) targets and return the target with the highest priority which has been engaged the fewest times. --- @param #ARTY self --- @return #table Target which is due to be attacked now or nil if no target could be found. -function ARTY:_CheckNormalTargets() - self:F3() - - -- Sort targets w.r.t. prio and number times engaged already. - self:_SortTargetQueuePrio() - - -- No target engagements if rearming! - if self:is("Rearming") then - return nil - end - - -- Loop over all sorted targets. - for i=1,#self.targets do - local _target=self.targets[i] - - -- Debug info. - self:T3(ARTY.id..string.format("Check NORMAL target %d: %s", i, self:_TargetInfo(_target))) - - -- Check that target no time, is not under fire currently and in range. - if _target.underfire==false and _target.time==nil and _target.maxengage > _target.engaged and self:_TargetInRange(_target) and self:_CheckWeaponTypeAvailable(_target)>0 then - - -- Debug info. - self:T2(ARTY.id..string.format("Found NORMAL target %s", self:_TargetInfo(_target))) - - return _target - end - end - - return nil -end - ---- Check all timed targets and return the target which should be attacked next. --- @param #ARTY self --- @return #table Target which is due to be attacked now. -function ARTY:_CheckTimedTargets() - self:F3() - - -- Current time. - local Tnow=timer.getAbsTime() - - -- Sort Targets wrt time. - self:_SortQueueTime(self.targets) - - -- No target engagements if rearming! - if self:is("Rearming") then - return nil - end - - for i=1,#self.targets do - local _target=self.targets[i] - - -- Debug info. - self:T3(ARTY.id..string.format("Check TIMED target %d: %s", i, self:_TargetInfo(_target))) - - -- Check if target has an attack time which has already passed. Also check that target is not under fire already and that it is in range. - if _target.time and Tnow>=_target.time and _target.underfire==false and self:_TargetInRange(_target) and self:_CheckWeaponTypeAvailable(_target)>0 then - - -- Check if group currently has a target and whether its priorty is lower than the timed target. - if self.currentTarget then - if self.currentTarget.prio > _target.prio then - -- Current target under attack but has lower priority than this target. - self:T2(ARTY.id..string.format("Found TIMED HIGH PRIO target %s.", self:_TargetInfo(_target))) - return _target - end - else - -- No current target. - self:T2(ARTY.id..string.format("Found TIMED target %s.", self:_TargetInfo(_target))) - return _target - end - end - - end - - return nil -end - ---- Check all moves and return the one which should be executed next. --- @param #ARTY self --- @return #table Move which is due. -function ARTY:_CheckMoves() - self:F3() - - -- Current time. - local Tnow=timer.getAbsTime() - - -- Sort Targets wrt time. - self:_SortQueueTime(self.moves) - - -- Check if we are currently firing. - local firing=false - if self.currentTarget then - firing=true - end - - -- Loop over all moves in queue. - for i=1,#self.moves do - - -- Shortcut. - local _move=self.moves[i] - - if string.find(_move.name, "REARMING MOVE") and ((self.currentMove and self.currentMove.name~=_move.name) or self.currentMove==nil) then - -- We got an rearming assignment which has priority. - return _move - elseif (Tnow >= _move.time) and (firing==false or _move.cancel) and (not self.currentMove) and (not self:is("Rearming")) then - -- Time for move is reached and maybe current target should be cancelled. - return _move - end - end - - return nil -end - ---- Check whether shooting started within a certain time (~5 min). If not, the current target is considered invalid and removed from the target list. --- @param #ARTY self -function ARTY:_CheckShootingStarted() - self:F2() - - if self.currentTarget then - - -- Current time. - local Tnow=timer.getTime() - - -- Get name and id of target. - local name=self.currentTarget.name - - -- Time that passed after current target has been assigned. - local dt=Tnow-self.currentTarget.Tassigned - - -- Debug info - if self.Nshots==0 then - self:T(ARTY.id..string.format("%s, waiting for %d seconds for first shot on target %s.", self.groupname, dt, name)) - end - - -- Check if we waited long enough and no shot was fired. - if dt > self.WaitForShotTime and self.Nshots==0 then - - -- Debug info. - self:T(ARTY.id..string.format("%s, no shot event after %d seconds. Removing current target %s from list.", self.groupname, self.WaitForShotTime, name)) - - -- CeaseFire. - self:CeaseFire(self.currentTarget) - - -- Remove target from list. - self:RemoveTarget(name) - - end - end -end - ---- Get the index of a target by its name. --- @param #ARTY self --- @param #string name Name of target. --- @return #number Arrayindex of target. -function ARTY:_GetTargetIndexByName(name) - self:F2(name) - - for i=1,#self.targets do - local targetname=self.targets[i].name - self:T3(ARTY.id..string.format("Have target with name %s. Index = %d", targetname, i)) - if targetname==name then - self:T2(ARTY.id..string.format("Found target with name %s. Index = %d", name, i)) - return i - end - end - - self:T2(ARTY.id..string.format("WARNING: Target with name %s could not be found. (This can happen.)", name)) - return nil -end - ---- Get the index of a move by its name. --- @param #ARTY self --- @param #string name Name of move. --- @return #number Arrayindex of move. -function ARTY:_GetMoveIndexByName(name) - self:F2(name) - - for i=1,#self.moves do - local movename=self.moves[i].name - self:T3(ARTY.id..string.format("Have move with name %s. Index = %d", movename, i)) - if movename==name then - self:T2(ARTY.id..string.format("Found move with name %s. Index = %d", name, i)) - return i - end - end - - self:T2(ARTY.id..string.format("WARNING: Move with name %s could not be found. (This can happen.)", name)) - return nil -end - ---- Check if group is (partly) out of ammo of a special weapon type. --- @param #ARTY self --- @param #table targets Table of targets. --- @return @boolean True if any target requests a weapon type that is empty. -function ARTY:_CheckOutOfAmmo(targets) - - -- Get current ammo. - local _nammo,_nshells,_nrockets,_nmissiles=self:GetAmmo() - - -- Special weapon type requested ==> Check if corresponding ammo is empty. - local _partlyoutofammo=false - - for _,Target in pairs(targets) do - - if Target.weapontype==ARTY.WeaponType.Auto and _nammo==0 then - - self:T(ARTY.id..string.format("Group %s, auto weapon requested for target %s but all ammo is empty.", self.groupname, Target.name)) - _partlyoutofammo=true - - elseif Target.weapontype==ARTY.WeaponType.Cannon and _nshells==0 then - - self:T(ARTY.id..string.format("Group %s, cannons requested for target %s but shells empty.", self.groupname, Target.name)) - _partlyoutofammo=true - - elseif Target.weapontype==ARTY.WeaponType.TacticalNukes and self.Nukes<=0 then - - self:T(ARTY.id..string.format("Group %s, tactical nukes requested for target %s but nukes empty.", self.groupname, Target.name)) - _partlyoutofammo=true - - elseif Target.weapontype==ARTY.WeaponType.IlluminationShells and self.Nillu<=0 then - - self:T(ARTY.id..string.format("Group %s, illumination shells requested for target %s but illumination shells empty.", self.groupname, Target.name)) - _partlyoutofammo=true - - elseif Target.weapontype==ARTY.WeaponType.SmokeShells and self.Nsmoke<=0 then - - self:T(ARTY.id..string.format("Group %s, smoke shells requested for target %s but smoke shells empty.", self.groupname, Target.name)) - _partlyoutofammo=true - - elseif Target.weapontype==ARTY.WeaponType.Rockets and _nrockets==0 then - - self:T(ARTY.id..string.format("Group %s, rockets requested for target %s but rockets empty.", self.groupname, Target.name)) - _partlyoutofammo=true - - elseif Target.weapontype==ARTY.WeaponType.CruiseMissile and _nmissiles==0 then - - self:T(ARTY.id..string.format("Group %s, cruise missiles requested for target %s but all missiles empty.", self.groupname, Target.name)) - _partlyoutofammo=true - - end - - end - - return _partlyoutofammo -end - ---- Check if a selected weapon type is available for this target, i.e. if the current amount of ammo of this weapon type is currently available. --- @param #ARTY self --- @param #boolean target Target array data structure. --- @return #number Amount of shells, rockets or missiles available of the weapon type selected for the target. -function ARTY:_CheckWeaponTypeAvailable(target) - - -- Get current ammo of group. - local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo() - - -- Check if enough ammo is there for the selected weapon type. - local nfire=Nammo - if target.weapontype==ARTY.WeaponType.Auto then - nfire=Nammo - elseif target.weapontype==ARTY.WeaponType.Cannon then - nfire=Nshells - elseif target.weapontype==ARTY.WeaponType.TacticalNukes then - nfire=self.Nukes - elseif target.weapontype==ARTY.WeaponType.IlluminationShells then - nfire=self.Nillu - elseif target.weapontype==ARTY.WeaponType.SmokeShells then - nfire=self.Nsmoke - elseif target.weapontype==ARTY.WeaponType.Rockets then - nfire=Nrockets - elseif target.weapontype==ARTY.WeaponType.CruiseMissile then - nfire=Nmissiles - end - - return nfire -end ---- Check if a selected weapon type is in principle possible for this group. The current amount of ammo might be zero but the group still can be rearmed at a later point in time. --- @param #ARTY self --- @param #boolean target Target array data structure. --- @return #boolean True if the group can carry this weapon type, false otherwise. -function ARTY:_CheckWeaponTypePossible(target) - - -- Check if enough ammo is there for the selected weapon type. - local possible=false - if target.weapontype==ARTY.WeaponType.Auto then - possible=self.Nammo0>0 - elseif target.weapontype==ARTY.WeaponType.Cannon then - possible=self.Nshells0>0 - elseif target.weapontype==ARTY.WeaponType.TacticalNukes then - possible=self.Nukes0>0 - elseif target.weapontype==ARTY.WeaponType.IlluminationShells then - possible=self.Nillu0>0 - elseif target.weapontype==ARTY.WeaponType.SmokeShells then - possible=self.Nsmoke0>0 - elseif target.weapontype==ARTY.WeaponType.Rockets then - possible=self.Nrockets0>0 - elseif target.weapontype==ARTY.WeaponType.CruiseMissile then - possible=self.Nmissiles0>0 - end - - return possible -end - ---- Check if a name is unique. If not, a new unique name can be created by adding a running index #01, #02, ... --- @param #ARTY self --- @param #table givennames Table with entries of already given names. Must contain a .name item. --- @param #string name Name to check if it already exists in givennames table. --- @param #boolean makeunique If true, a new unique name is returned by appending the running index. --- @return #string Unique name, which is not already given for another target. -function ARTY:_CheckName(givennames, name, makeunique) - self:F2({givennames=givennames, name=name}) - - local newname=name - local counter=1 - local n=1 - local nmax=100 - if makeunique==nil then - makeunique=true - end - - repeat -- until a unique name is found. - - -- We assume the name is unique. - local _unique=true - - -- Loop over all targets already defined. - for _,_target in pairs(givennames) do - - -- Target name. - local _givenname=_target.name - - -- Name is already used by another target. - if _givenname==newname then - - -- Name is already used for another target ==> try again with new name. - _unique=false - - end - - -- Debug info. - self:T3(ARTY.id..string.format("%d: givenname = %s, newname=%s, unique = %s, makeunique = %s", n, tostring(_givenname), newname, tostring(_unique), tostring(makeunique))) - end - - -- Create a new name if requested and try again. - if _unique==false and makeunique==true then - - -- Define newname = "name #01" - newname=string.format("%s #%02d", name, counter) - - -- Increase counter. - counter=counter+1 - end - - -- Name is not unique and we don't want to make it unique. - if _unique==false and makeunique==false then - self:T3(ARTY.id..string.format("Name %s is not unique. Return false.", tostring(newname))) - - -- Return - return name, false - end - - -- Increase loop counter. We try max 100 times. - n=n+1 - until (_unique or n==nmax) - - -- Debug output and return new name. - self:T3(ARTY.id..string.format("Original name %s, new name = %s", name, newname)) - return newname, true -end - ---- Check if target is in range. --- @param #ARTY self --- @param #table target Target table. --- @param #boolean message (Optional) If true, send a message to the coalition if the target is not in range. Default is no message is send. --- @return #boolean True if target is in range, false otherwise. --- @return #boolean True if ARTY group is too far away from the target, i.e. distance > max firing range. --- @return #boolean True if ARTY group is too close to the target, i.e. distance < min finring range. -function ARTY:_TargetInRange(target, message) - self:F3(target) - - -- Default is no message. - if message==nil then - message=false - end - - -- Distance between ARTY group and target. - self:E({controllable=self.Controllable, targetcoord=target.coord}) - local _dist=self.Controllable:GetCoordinate():Get2DDistance(target.coord) - - -- Assume we are in range. - local _inrange=true - local _tooclose=false - local _toofar=false - local text="" - - if _dist < self.minrange then - _inrange=false - _tooclose=true - text=string.format("%s, target is out of range. Distance of %.1f km is below min range of %.1f km.", self.alias, _dist/1000, self.minrange/1000) - elseif _dist > self.maxrange then - _inrange=false - _toofar=true - text=string.format("%s, target is out of range. Distance of %.1f km is greater than max range of %.1f km.", self.alias, _dist/1000, self.maxrange/1000) - end - - -- Debug output. - if not _inrange then - self:T(ARTY.id..text) - MESSAGE:New(text, 5):ToCoalitionIf(self.Controllable:GetCoalition(), (self.report and message) or (self.Debug and message)) - end - - -- Remove target if ARTY group cannot move, e.g. Mortas. No chance to be ever in range - unless they are cargo. - if not (self.ismobile or self.iscargo) and _inrange==false then - self:RemoveTarget(target.name) - end - - return _inrange,_toofar,_tooclose -end - ---- Get the weapon type name, which should be used to attack the target. --- @param #ARTY self --- @param #number tnumber Number of weapon type ARTY.WeaponType.XXX --- @return #number tnumber of weapon type. -function ARTY:_WeaponTypeName(tnumber) - self:F2(tnumber) - local name="unknown" - if tnumber==ARTY.WeaponType.Auto then - name="Auto" -- (Cannon, Rockets, Missiles) - elseif tnumber==ARTY.WeaponType.Cannon then - name="Cannons" - elseif tnumber==ARTY.WeaponType.Rockets then - name="Rockets" - elseif tnumber==ARTY.WeaponType.CruiseMissile then - name="Cruise Missiles" - elseif tnumber==ARTY.WeaponType.TacticalNukes then - name="Tactical Nukes" - elseif tnumber==ARTY.WeaponType.IlluminationShells then - name="Illumination Shells" - elseif tnumber==ARTY.WeaponType.SmokeShells then - name="Smoke Shells" - end - return name -end - ---- Find a random coordinate in the vicinity of another coordinate. --- @param #ARTY self --- @param Core.Point#COORDINATE coord Center coordinate. --- @param #number rmin (Optional) Minimum distance in meters from center coordinate. Default 20 m. --- @param #number rmax (Optional) Maximum distance in meters from center coordinate. Default 80 m. --- @return Core.Point#COORDINATE Random coordinate in a certain distance from center coordinate. -function ARTY:_VicinityCoord(coord, rmin, rmax) - self:F2({coord=coord, rmin=rmin, rmax=rmax}) - -- Set default if necessary. - rmin=rmin or 20 - rmax=rmax or 80 - -- Random point withing range. - local vec2=coord:GetRandomVec2InRadius(rmax, rmin) - local pops=COORDINATE:NewFromVec2(vec2) - -- Debug info. - self:T3(ARTY.id..string.format("Vicinity distance = %d (rmin=%d, rmax=%d)", pops:Get2DDistance(coord), rmin, rmax)) - return pops -end - ---- Print event-from-to string to DCS log file. --- @param #ARTY self --- @param #string BA Before/after info. --- @param #string Event Event. --- @param #string From From state. --- @param #string To To state. -function ARTY:_EventFromTo(BA, Event, From, To) - local text=string.format("%s: %s EVENT %s: %s --> %s", BA, self.groupname, Event, From, To) - self:T3(ARTY.id..text) -end - ---- Split string. C.f. http://stackoverflow.com/questions/1426954/split-string-in-lua --- @param #ARTY self --- @param #string str Sting to split. --- @param #string sep Speparator for split. --- @return #table Split text. -function ARTY:_split(str, sep) - self:F3({str=str, sep=sep}) - local result = {} - local regex = ("([^%s]+)"):format(sep) - for each in str:gmatch(regex) do - table.insert(result, each) - end - return result -end - ---- Returns the target parameters as formatted string. --- @param #ARTY self --- @return #string name, prio, radius, nshells, engaged, maxengage, time, weapontype -function ARTY:_TargetInfo(target) - local clock=tostring(self:_SecondsToClock(target.time)) - local weapon=self:_WeaponTypeName(target.weapontype) - local _underfire=tostring(target.underfire) - return string.format("%s: prio=%d, radius=%d, nshells=%d, engaged=%d/%d, weapontype=%s, time=%s, underfire=%s", - target.name, target.prio, target.radius, target.nshells, target.engaged, target.maxengage, weapon, clock,_underfire) -end - ---- Returns a formatted string with information about all move parameters. --- @param #ARTY self --- @param #table move Move table item. --- @return #string Info string. -function ARTY:_MoveInfo(move) - self:F3(move) - local _clock=self:_SecondsToClock(move.time) - return string.format("%s: time=%s, speed=%d, onroad=%s, cancel=%s", move.name, _clock, move.speed, tostring(move.onroad), tostring(move.cancel)) -end - ---- Convert Latitude and Lontigude from DMS to DD. --- @param #ARTY self --- @param #string l1 Latitude or longitude as string in the format DD:MM:SS N/S/W/E --- @param #string l2 Latitude or longitude as string in the format DD:MM:SS N/S/W/E --- @return #number Latitude in decimal degree format. --- @return #number Longitude in decimal degree format. -function ARTY:_LLDMS2DD(l1,l2) - self:F2(l1,l2) - - -- Make an array of lat and long. - local _latlong={l1,l2} - - local _latitude=nil - local _longitude=nil - - for _,ll in pairs(_latlong) do - - -- Format is expected as "DD:MM:SS" or "D:M:S". - local _format = "%d+:%d+:%d+" - local _ldms=ll:match(_format) - - if _ldms then - - -- Split DMS to degrees, minutes and seconds. - local _dms=self:_split(_ldms, ":") - local _deg=tonumber(_dms[1]) - local _min=tonumber(_dms[2]) - local _sec=tonumber(_dms[3]) - - -- Convert DMS to DD. - local function DMS2DD(d,m,s) - return d+m/60+s/3600 - end - - -- Detect with hemisphere is meant. - if ll:match("N") then - _latitude=DMS2DD(_deg,_min,_sec) - elseif ll:match("S") then - _latitude=-DMS2DD(_deg,_min,_sec) - elseif ll:match("W") then - _longitude=-DMS2DD(_deg,_min,_sec) - elseif ll:match("E") then - _longitude=DMS2DD(_deg,_min,_sec) - end - - -- Debug text. - local text=string.format("DMS %02d Deg %02d min %02d sec",_deg,_min,_sec) - self:T2(ARTY.id..text) - - end - end - - -- Debug text. - local text=string.format("\nLatitude %s", tostring(_latitude)) - text=text..string.format("\nLongitude %s", tostring(_longitude)) - self:T2(ARTY.id..text) - - return _latitude,_longitude -end - ---- Convert time in seconds to hours, minutes and seconds. --- @param #ARTY self --- @param #number seconds Time in seconds. --- @return #string Time in format Hours:minutes:seconds. -function ARTY:_SecondsToClock(seconds) - self:F3({seconds=seconds}) - - if seconds==nil then - return nil - end - - -- Seconds - local seconds = tonumber(seconds) - - -- Seconds of this day. - local _seconds=seconds%(60*60*24) - - if seconds <= 0 then - return nil - else - local hours = string.format("%02.f", math.floor(_seconds/3600)) - local mins = string.format("%02.f", math.floor(_seconds/60 - (hours*60))) - local secs = string.format("%02.f", math.floor(_seconds - hours*3600 - mins *60)) - local days = string.format("%d", seconds/(60*60*24)) - return hours..":"..mins..":"..secs.."+"..days - end -end - ---- Convert clock time from hours, minutes and seconds to seconds. --- @param #ARTY self --- @param #string clock String of clock time. E.g., "06:12:35". -function ARTY:_ClockToSeconds(clock) - self:F3({clock=clock}) - - if clock==nil then - return nil - end - - -- Seconds init. - local seconds=0 - - -- Split additional days. - local dsplit=self:_split(clock, "+") - - -- Convert days to seconds. - if #dsplit>1 then - seconds=seconds+tonumber(dsplit[2])*60*60*24 - end - - -- Split hours, minutes, seconds - local tsplit=self:_split(dsplit[1], ":") - - -- Get time in seconds - local i=1 - for _,time in ipairs(tsplit) do - if i==1 then - -- Hours - seconds=seconds+tonumber(time)*60*60 - elseif i==2 then - -- Minutes - seconds=seconds+tonumber(time)*60 - elseif i==3 then - -- Seconds - seconds=seconds+tonumber(time) - end - i=i+1 - end - - self:T3(ARTY.id..string.format("Clock %s = %d seconds", clock, seconds)) - return seconds -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - - --- **Functional** - Suppress fire of ground units when they get hit. --- --- === --- --- ## Features: --- --- * Hold fire of attacked units when being fired upon. --- --- === --- --- ## Missions: --- --- ## [MOOSE - ALL Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS) --- --- === --- --- When ground units get hit by (suppressive) enemy fire, they will not be able to shoot back for a certain amount of time. --- --- The implementation is based on an idea and script by MBot. See the [DCS forum threat](https://forums.eagle.ru/showthread.php?t=107635) for details. --- --- In addition to suppressing the fire, conditions can be specified which let the group retreat to a defined zone, move away from the attacker --- or hide at a nearby scenery object. --- --- ==== --- --- # YouTube Channel --- --- ### [MOOSE YouTube Channel](https://www.youtube.com/channel/UCjrA9j5LQoWsG4SpS8i79Qg) --- --- === --- --- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** --- --- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536) --- --- === --- --- @module Functional.Suppression --- @image Suppression.JPG - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- SUPPRESSION class --- @type SUPPRESSION --- @field #string ClassName Name of the class. --- @field #boolean Debug Write Debug messages to DCS log file and send Debug messages to all players. --- @field #boolean flare Flare units when they get hit or die. --- @field #boolean smoke Smoke places to which the group retreats, falls back or hides. --- @field #list DCSdesc Table containing all DCS descriptors of the group. --- @field #string Type Type of the group. --- @field #number SpeedMax Maximum speed of group in km/h. --- @field #boolean IsInfantry True if group has attribute Infantry. --- @field Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the FSM. Must be a ground group. --- @field #number Tsuppress_ave Average time in seconds a group gets suppressed. Actual value is sampled randomly from a Gaussian distribution. --- @field #number Tsuppress_min Minimum time in seconds the group gets suppressed. --- @field #number Tsuppress_max Maximum time in seconds the group gets suppressed. --- @field #number TsuppressionOver Time at which the suppression will be over. --- @field #number IniGroupStrength Number of units in a group at start. --- @field #number Nhit Number of times the group was hit. --- @field #string Formation Formation which will be used when falling back, taking cover or retreating. Default "Vee". --- @field #number Speed Speed the unit will use when falling back, taking cover or retreating. Default 999. --- @field #boolean MenuON If true creates a entry in the F10 menu. --- @field #boolean FallbackON If true, group can fall back, i.e. move away from the attacking unit. --- @field #number FallbackWait Time in seconds the unit will wait at the fall back point before it resumes its mission. --- @field #number FallbackDist Distance in meters the unit will fall back. --- @field #number FallbackHeading Heading in degrees to which the group should fall back. Default is directly away from the attacking unit. --- @field #boolean TakecoverON If true, group can hide at a nearby scenery object. --- @field #number TakecoverWait Time in seconds the group will hide before it will resume its mission. --- @field #number TakecoverRange Range in which the group will search for scenery objects to hide at. --- @field Core.Point#COORDINATE hideout Coordinate/place where the group will try to take cover. --- @field #number PminFlee Minimum probability in percent that a group will flee (fall back or take cover) at each hit event. Default is 10 %. --- @field #number PmaxFlee Maximum probability in percent that a group will flee (fall back or take cover) at each hit event. Default is 90 %. --- @field Core.Zone#ZONE RetreatZone Zone to which a group retreats. --- @field #number RetreatDamage Damage in percent at which the group will be ordered to retreat. --- @field #number RetreatWait Time in seconds the group will wait in the retreat zone before it resumes its mission. Default two hours. --- @field #string CurrentAlarmState Alam state the group is currently in. --- @field #string CurrentROE ROE the group currently has. --- @field #string DefaultAlarmState Alarm state the group will go to when it is changed back from another state. Default is "Auto". --- @field #string DefaultROE ROE the group will get once suppression is over. Default is "Free". --- @field #boolean eventmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler. Default true. --- @extends Core.Fsm#FSM_CONTROLLABLE --- - ---- Mimic suppressive enemy fire and let groups flee or retreat. --- --- ## Suppression Process --- --- ![Process](..\Presentations\SUPPRESSION\Suppression_Process.png) --- --- The suppression process can be described as follows. --- --- ### CombatReady --- --- A group starts in the state **CombatReady**. In this state the group is ready to fight. The ROE is set to either "Weapon Free" or "Return Fire". --- The alarm state is set to either "Auto" or "Red". --- --- ### Event Hit --- The most important event in this scenario is the **Hit** event. This is an event of the FSM and triggered by the DCS event hit. --- --- ### Suppressed --- After the **Hit** event the group changes its state to **Suppressed**. Technically, the ROE of the group is changed to "Weapon Hold". --- The suppression of the group will last a certain amount of time. It is randomized an will vary each time the group is hit. --- The expected suppression time is set to 15 seconds by default. But the actual value is sampled from a Gaussian distribution. --- --- ![Process](..\Presentations\SUPPRESSION\Suppression_Gaussian.png) --- --- The graph shows the distribution of suppression times if a group would be hit 100,000 times. As can be seen, on most hits the group gets --- suppressed for around 15 seconds. Other values are also possible but they become less likely the further away from the "expected" suppression time they are. --- Minimal and maximal suppression times can also be specified. By default these are set to 5 and 25 seconds, respectively. This can also be seen in the graph --- because the tails of the Gaussian distribution are cut off at these values. --- --- ### Event Recovered --- After the suppression time is over, the event **Recovered** is initiated and the group becomes **CombatReady** again. --- The ROE of the group will be set to "Weapon Free". --- --- Of course, it can also happen that a group is hit again while it is still suppressed. In that case a new random suppression time is calculated. --- If the new suppression time is longer than the remaining suppression of the previous hit, then the group recovers when the suppression time of the last --- hit has passed. --- If the new suppression time is shorter than the remaining suppression, the group will recover after the longer time of the first suppression has passed. --- --- For example: --- --- * A group gets hit the first time and is suppressed for - let's say - 15 seconds. --- * After 10 seconds, i.e. when 5 seconds of the old suppression are left, the group gets hit a again. --- * A new suppression time is calculated which can be smaller or larger than the remaining 5 seconds. --- * If the new suppression time is smaller, e.g. three seconds, than five seconds, the group will recover after the 5 remaining seconds of the first suppression have passed. --- * If the new suppression time is longer than last suppression time, e.g. 10 seconds, then the group will recover after the 10 seconds of the new hit have passed. --- --- Generally speaking, the suppression times are not just added on top of each other. Because this could easily lead to the situation that a group --- never becomes CombatReady again before it gets destroyed. --- --- The mission designer can capture the event **Recovered** by the function @{#SUPPRESSION.OnAfterRecovered}(). --- --- ## Flee Events and States --- Apart from being suppressed the groups can also flee from the enemy under certain conditions. --- --- ### Event Retreat --- The first option is a retreat. This can be enabled by setting a retreat zone, i.e. a trigger zone defined in the mission editor. --- --- If the group takes a certain amount of damage, the event **Retreat** will be called and the group will start to move to the retreat zone. --- The group will be in the state **Retreating**, which means that its ROE is set to "Weapon Hold" and the alarm state is set to "Green". --- Setting the alarm state to green is necessary to enable the group to move under fire. --- --- When the group has reached the retreat zone, the event **Retreated** is triggered and the state will change to **Retreated** (note that both the event and --- the state of the same name in this case). ROE and alarm state are --- set to "Return Fire" and "Auto", respectively. The group will stay in the retreat zone and not actively participate in the combat any more. --- --- If no option retreat zone has been specified, the option retreat is not available. --- --- The mission designer can capture the events **Retreat** and **Retreated** by the functions @{#SUPPRESSION.OnAfterRetreat}() and @{#SUPPRESSION.OnAfterRetreated}(). --- --- ### Fallback --- --- If a group is attacked by another ground group, it has the option to fall back, i.e. move away from the enemy. The probability of the event **FallBack** to --- happen depends on the damage of the group that was hit. The more a group gets damaged, the more likely **FallBack** event becomes. --- --- If the group enters the state **FallingBack** it will move 100 meters in the opposite direction of the attacking unit. ROE and alarmstate are set to "Weapon Hold" --- and "Green", respectively. --- --- At the fallback point the group will wait for 60 seconds before it resumes its normal mission. --- --- The mission designer can capture the event **FallBack** by the function @{#SUPPRESSION.OnAfterFallBack}(). --- --- ### TakeCover --- --- If a group is hit by either another ground or air unit, it has the option to "take cover" or "hide". This means that the group will move to a random --- scenery object in it vicinity. --- --- Analogously to the fall back case, the probability of a **TakeCover** event to occur, depends on the damage of the group. The more a group is damaged, the more --- likely it becomes that a group takes cover. --- --- When a **TakeCover** event occurs an area with a radius of 300 meters around the hit group is searched for an arbitrary scenery object. --- If at least one scenery object is found, the group will move there. One it has reached its "hideout", it will wait there for two minutes before it resumes its --- normal mission. --- --- If more than one scenery object is found, the group will move to a random one. --- If no scenery object is near the group the **TakeCover** event is rejected and the group will not move. --- --- The mission designer can capture the event **TakeCover** by the function @{#SUPPRESSION.OnAfterTakeCover}(). --- --- ### Choice of FallBack or TakeCover if both are enabled? --- --- If both **FallBack** and **TakeCover** events are enabled by the functions @{#SUPPRESSION.Fallback}() and @{#SUPPRESSION.Takecover}() the algorithm does the following: --- --- * If the attacking unit is a ground unit, then the **FallBack** event is executed. --- * Otherwise, i.e. if the attacker is *not* a ground unit, then the **TakeCover** event is triggered. --- --- ### FightBack --- --- When a group leaves the states **TakingCover** or **FallingBack** the event **FightBack** is triggered. This changes the ROE and the alarm state back to their default values. --- --- The mission designer can capture the event **FightBack** by the function @{#SUPPRESSION.OnAfterFightBack}() --- --- # Examples --- --- ## Simple Suppression --- This example shows the basic steps to use suppressive fire for a group. --- --- ![Process](..\Presentations\SUPPRESSION\Suppression_Example_01.png) --- --- --- # Customization and Fine Tuning --- The following user functions can be used to change the default values --- --- * @{#SUPPRESSION.SetSuppressionTime}() can be used to set the time a goup gets suppressed. --- * @{#SUPPRESSION.SetRetreatZone}() sets the retreat zone and enables the possiblity for the group to retreat. --- * @{#SUPPRESSION.SetFallbackDistance}() sets a value how far the unit moves away from the attacker after the fallback event. --- * @{#SUPPRESSION.SetFallbackWait}() sets the time after which the group resumes its mission after a FallBack event. --- * @{#SUPPRESSION.SetTakecoverWait}() sets the time after which the group resumes its mission after a TakeCover event. --- * @{#SUPPRESSION.SetTakecoverRange}() sets the radius in which hideouts are searched. --- * @{#SUPPRESSION.SetTakecoverPlace}() explicitly sets the place where the group will run at a TakeCover event. --- * @{#SUPPRESSION.SetMinimumFleeProbability}() sets the minimum probability that a group flees (FallBack or TakeCover) after a hit. Note taht the probability increases with damage. --- * @{#SUPPRESSION.SetMaximumFleeProbability}() sets the maximum probability that a group flees (FallBack or TakeCover) after a hit. Default is 90%. --- * @{#SUPPRESSION.SetRetreatDamage}() sets the damage a group/unit can take before it is ordered to retreat. --- * @{#SUPPRESSION.SetRetreatWait}() sets the time a group waits in the retreat zone after a retreat. --- * @{#SUPPRESSION.SetDefaultAlarmState}() sets the alarm state a group gets after it becomes CombatReady again. --- * @{#SUPPRESSION.SetDefaultROE}() set the rules of engagement a group gets after it becomes CombatReady again. --- * @{#SUPPRESSION.FlareOn}() is mainly for debugging. A flare is fired when a unit is hit, gets suppressed, recovers, dies. --- * @{#SUPPRESSION.SmokeOn}() is mainly for debugging. Puts smoke on retreat zone, hideouts etc. --- * @{#SUPPRESSION.MenuON}() is mainly for debugging. Activates a radio menu item where certain functions like retreat etc. can be triggered manually. --- --- --- @field #SUPPRESSION -SUPPRESSION={ - ClassName = "SUPPRESSION", - Debug = false, - flare = false, - smoke = false, - DCSdesc = nil, - Type = nil, - IsInfantry=nil, - SpeedMax = nil, - Tsuppress_ave = 15, - Tsuppress_min = 5, - Tsuppress_max = 25, - TsuppressOver = nil, - IniGroupStrength = nil, - Nhit = 0, - Formation = "Off road", - Speed = 4, - MenuON = false, - FallbackON = false, - FallbackWait = 60, - FallbackDist = 100, - FallbackHeading = nil, - TakecoverON = false, - TakecoverWait = 120, - TakecoverRange = 300, - hideout = nil, - PminFlee = 10, - PmaxFlee = 90, - RetreatZone = nil, - RetreatDamage = nil, - RetreatWait = 7200, - CurrentAlarmState = "unknown", - CurrentROE = "unknown", - DefaultAlarmState = "Auto", - DefaultROE = "Weapon Free", - eventmoose = true, -} - ---- Enumerator of possible rules of engagement. --- @field #list ROE -SUPPRESSION.ROE={ - Hold="Weapon Hold", - Free="Weapon Free", - Return="Return Fire", -} - ---- Enumerator of possible alarm states. --- @field #list AlarmState -SUPPRESSION.AlarmState={ - Auto="Auto", - Green="Green", - Red="Red", -} - ---- Main F10 menu for suppresion, i.e. F10/Suppression. --- @field #string MenuF10 -SUPPRESSION.MenuF10=nil - ---- Some ID to identify who we are in output of the DCS.log file. --- @field #string id -SUPPRESSION.id="SUPPRESSION | " - ---- PSEUDOATC version. --- @field #number version -SUPPRESSION.version="0.9.0" - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---TODO list ---DONE: Figure out who was shooting and move away from him. ---DONE: Move behind a scenery building if there is one nearby. ---DONE: Retreat to a given zone or point. - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Creates a new AI_suppression object. --- @param #SUPPRESSION self --- @param Wrapper.Group#GROUP group The GROUP object for which suppression should be applied. --- @return #SUPPRESSION SUPPRESSION object. --- @return nil If group does not exist or is not a ground group. -function SUPPRESSION:New(group) - BASE:F2(group) - - -- Inherits from FSM_CONTROLLABLE - local self=BASE:Inherit(self, FSM_CONTROLLABLE:New()) -- #SUPPRESSION - - -- Check that group is present. - if group then - self:T(SUPPRESSION.id..string.format("SUPPRESSION version %s. Activating suppressive fire for group %s", SUPPRESSION.version, group:GetName())) - else - self:E(SUPPRESSION.id.."Suppressive fire: Requested group does not exist! (Has to be a MOOSE group.)") - return nil - end - - -- Check that we actually have a GROUND group. - if group:IsGround()==false then - self:E(SUPPRESSION.id..string.format("SUPPRESSION fire group %s has to be a GROUND group!", group:GetName())) - return nil - end - - -- Set the controllable for the FSM. - self:SetControllable(group) - - -- Get DCS descriptors of group. - local DCSgroup=Group.getByName(group:GetName()) - local DCSunit=DCSgroup:getUnit(1) - self.DCSdesc=DCSunit:getDesc() - - -- Get max speed the group can do and convert to km/h. - self.SpeedMax=self.DCSdesc.speedMaxOffRoad*3.6 - - -- Set speed to maximum. - self.Speed=self.SpeedMax - - -- Is this infantry or not. - self.IsInfantry=DCSunit:hasAttribute("Infantry") - - -- Type of group. - self.Type=group:GetTypeName() - - -- Initial group strength. - self.IniGroupStrength=#group:GetUnits() - - -- Set ROE and Alarm State. - self:SetDefaultROE("Free") - self:SetDefaultAlarmState("Auto") - - -- Transitions - self:AddTransition("*", "Start", "CombatReady") - self:AddTransition("CombatReady", "Hit", "Suppressed") - self:AddTransition("Suppressed", "Hit", "Suppressed") - self:AddTransition("Suppressed", "Recovered", "CombatReady") - self:AddTransition("Suppressed", "TakeCover", "TakingCover") - self:AddTransition("Suppressed", "FallBack", "FallingBack") - self:AddTransition("*", "Retreat", "Retreating") - self:AddTransition("TakingCover", "FightBack", "CombatReady") - self:AddTransition("FallingBack", "FightBack", "CombatReady") - self:AddTransition("Retreating", "Retreated", "Retreated") - self:AddTransition("*", "Dead", "*") - - self:AddTransition("TakingCover", "Hit", "TakingCover") - self:AddTransition("FallingBack", "Hit", "FallingBack") - - --- User function for OnBefore "Hit" event. - -- @function [parent=#SUPPRESSION] OnBeforeHit - -- @param #SUPPRESSION self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param Wrapper.Unit#UNIT Unit Unit that was hit. - -- @param Wrapper.Unit#UNIT AttackUnit Unit that attacked. - -- @return #boolean - - --- User function for OnAfer "Hit" event. - -- @function [parent=#SUPPRESSION] OnAfterHit - -- @param #SUPPRESSION self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param Wrapper.Unit#UNIT Unit Unit that was hit. - -- @param Wrapper.Unit#UNIT AttackUnit Unit that attacked. - - - --- User function for OnBefore "Recovered" event. - -- @function [parent=#SUPPRESSION] OnBeforeRecovered - -- @param #SUPPRESSION self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @return #boolean - - --- User function for OnAfter "Recovered" event. - -- @function [parent=#SUPPRESSION] OnAfterRecovered - -- @param #SUPPRESSION self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - - --- User function for OnBefore "TakeCover" event. - -- @function [parent=#SUPPRESSION] OnBeforeTakeCover - -- @param #SUPPRESSION self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param Core.Point#COORDINATE Hideout Place where the group will hide. - -- @return #boolean - - --- User function for OnAfter "TakeCover" event. - -- @function [parent=#SUPPRESSION] OnAfterTakeCover - -- @param #SUPPRESSION self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param Core.Point#COORDINATE Hideout Place where the group will hide. - - - --- User function for OnBefore "FallBack" event. - -- @function [parent=#SUPPRESSION] OnBeforeFallBack - -- @param #SUPPRESSION self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param Wrapper.Unit#UNIT AttackUnit Attacking unit. We will move away from this. - -- @return #boolean - - --- User function for OnAfter "FallBack" event. - -- @function [parent=#SUPPRESSION] OnAfterFallBack - -- @param #SUPPRESSION self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param Wrapper.Unit#UNIT AttackUnit Attacking unit. We will move away from this. - - - --- User function for OnBefore "Retreat" event. - -- @function [parent=#SUPPRESSION] OnBeforeRetreat - -- @param #SUPPRESSION self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @return #boolean - - --- User function for OnAfter "Retreat" event. - -- @function [parent=#SUPPRESSION] OnAfterRetreat - -- @param #SUPPRESSION self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - - --- User function for OnBefore "Retreated" event. - -- @function [parent=#SUPPRESSION] OnBeforeRetreated - -- @param #SUPPRESSION self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @return #boolean - - --- User function for OnAfter "Retreated" event. - -- @function [parent=#SUPPRESSION] OnAfterRetreated - -- @param #SUPPRESSION self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - - --- User function for OnBefore "FlightBack" event. - -- @function [parent=#SUPPRESSION] OnBeforeFightBack - -- @param #SUPPRESSION self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @return #boolean - - --- User function for OnAfter "FlightBack" event. - -- @function [parent=#SUPPRESSION] OnAfterFightBack - -- @param #SUPPRESSION self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - - return self -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Set average, minimum and maximum time a unit is suppressed each time it gets hit. --- @param #SUPPRESSION self --- @param #number Tave Average time [seconds] a group will be suppressed. Default is 15 seconds. --- @param #number Tmin (Optional) Minimum time [seconds] a group will be suppressed. Default is 5 seconds. --- @param #number Tmax (Optional) Maximum time a group will be suppressed. Default is 25 seconds. -function SUPPRESSION:SetSuppressionTime(Tave, Tmin, Tmax) - self:F({Tave=Tave, Tmin=Tmin, Tmax=Tmax}) - - -- Minimum suppression time is input or default but at least 1 second. - self.Tsuppress_min=Tmin or self.Tsuppress_min - self.Tsuppress_min=math.max(self.Tsuppress_min, 1) - - -- Maximum suppression time is input or dault but at least Tmin. - self.Tsuppress_max=Tmax or self.Tsuppress_max - self.Tsuppress_max=math.max(self.Tsuppress_max, self.Tsuppress_min) - - -- Expected suppression time is input or default but at leat Tmin and at most Tmax. - self.Tsuppress_ave=Tave or self.Tsuppress_ave - self.Tsuppress_ave=math.max(self.Tsuppress_min) - self.Tsuppress_ave=math.min(self.Tsuppress_max) - - self:T(SUPPRESSION.id..string.format("Set ave suppression time to %d seconds.", self.Tsuppress_ave)) - self:T(SUPPRESSION.id..string.format("Set min suppression time to %d seconds.", self.Tsuppress_min)) - self:T(SUPPRESSION.id..string.format("Set max suppression time to %d seconds.", self.Tsuppress_max)) -end - ---- Set the zone to which a group retreats after being damaged too much. --- @param #SUPPRESSION self --- @param Core.Zone#ZONE zone MOOSE zone object. -function SUPPRESSION:SetRetreatZone(zone) - self:F({zone=zone}) - self.RetreatZone=zone -end - ---- Turn Debug mode on. Enables messages and more output to DCS log file. --- @param #SUPPRESSION self -function SUPPRESSION:DebugOn() - self:F() - self.Debug=true -end - ---- Flare units when they are hit, die or recover from suppression. --- @param #SUPPRESSION self -function SUPPRESSION:FlareOn() - self:F() - self.flare=true -end - ---- Smoke positions where units fall back to, hide or retreat. --- @param #SUPPRESSION self -function SUPPRESSION:SmokeOn() - self:F() - self.smoke=true -end - ---- Set the formation a group uses for fall back, hide or retreat. --- @param #SUPPRESSION self --- @param #string formation Formation of the group. Default "Vee". -function SUPPRESSION:SetFormation(formation) - self:F(formation) - self.Formation=formation or "Vee" -end - ---- Set speed a group moves at for fall back, hide or retreat. --- @param #SUPPRESSION self --- @param #number speed Speed in km/h of group. Default max speed the group can do. -function SUPPRESSION:SetSpeed(speed) - self:F(speed) - self.Speed=speed or self.SpeedMax - self.Speed=math.min(self.Speed, self.SpeedMax) -end - ---- Enable fall back if a group is hit. --- @param #SUPPRESSION self --- @param #boolean switch Enable=true or disable=false fall back of group. -function SUPPRESSION:Fallback(switch) - self:F(switch) - if switch==nil then - switch=true - end - self.FallbackON=switch -end - ---- Set distance a group will fall back when it gets hit. --- @param #SUPPRESSION self --- @param #number distance Distance in meters. -function SUPPRESSION:SetFallbackDistance(distance) - self:F(distance) - self.FallbackDist=distance -end - ---- Set time a group waits at its fall back position before it resumes its normal mission. --- @param #SUPPRESSION self --- @param #number time Time in seconds. -function SUPPRESSION:SetFallbackWait(time) - self:F(time) - self.FallbackWait=time -end - ---- Enable take cover option if a unit is hit. --- @param #SUPPRESSION self --- @param #boolean switch Enable=true or disable=false fall back of group. -function SUPPRESSION:Takecover(switch) - self:F(switch) - if switch==nil then - switch=true - end - self.TakecoverON=switch -end - ---- Set time a group waits at its hideout position before it resumes its normal mission. --- @param #SUPPRESSION self --- @param #number time Time in seconds. -function SUPPRESSION:SetTakecoverWait(time) - self:F(time) - self.TakecoverWait=time -end - ---- Set distance a group searches for hideout places. --- @param #SUPPRESSION self --- @param #number range Search range in meters. -function SUPPRESSION:SetTakecoverRange(range) - self:F(range) - self.TakecoverRange=range -end - ---- Set hideout place explicitly. --- @param #SUPPRESSION self --- @param Core.Point#COORDINATE Hideout Place where the group will hide after the TakeCover event. -function SUPPRESSION:SetTakecoverPlace(Hideout) - self.hideout=Hideout -end - ---- Set minimum probability that a group flees (falls back or takes cover) after a hit event. Default is 10%. --- @param #SUPPRESSION self --- @param #number probability Probability in percent. -function SUPPRESSION:SetMinimumFleeProbability(probability) - self:F(probability) - self.PminFlee=probability or 10 -end - ---- Set maximum probability that a group flees (falls back or takes cover) after a hit event. Default is 90%. --- @param #SUPPRESSION self --- @param #number probability Probability in percent. -function SUPPRESSION:SetMaximumFleeProbability(probability) - self:F(probability) - self.PmaxFlee=probability or 90 -end - ---- Set damage threshold before a group is ordered to retreat if a retreat zone was defined. --- If the group consists of only a singe unit, this referrs to the life of the unit. --- If the group consists of more than one unit, this referrs to the group strength relative to its initial strength. --- @param #SUPPRESSION self --- @param #number damage Damage in percent. If group gets damaged above this value, the group will retreat. Default 50 %. -function SUPPRESSION:SetRetreatDamage(damage) - self:F(damage) - self.RetreatDamage=damage or 50 -end - ---- Set time a group waits in the retreat zone before it resumes its mission. Default is two hours. --- @param #SUPPRESSION self --- @param #number time Time in seconds. Default 7200 seconds = 2 hours. -function SUPPRESSION:SetRetreatWait(time) - self:F(time) - self.RetreatWait=time or 7200 -end - ---- Set alarm state a group will get after it returns from a fall back or take cover. --- @param #SUPPRESSION self --- @param #string alarmstate Alarm state. Possible "Auto", "Green", "Red". Default is "Auto". -function SUPPRESSION:SetDefaultAlarmState(alarmstate) - self:F(alarmstate) - if alarmstate:lower()=="auto" then - self.DefaultAlarmState=SUPPRESSION.AlarmState.Auto - elseif alarmstate:lower()=="green" then - self.DefaultAlarmState=SUPPRESSION.AlarmState.Green - elseif alarmstate:lower()=="red" then - self.DefaultAlarmState=SUPPRESSION.AlarmState.Red - else - self.DefaultAlarmState=SUPPRESSION.AlarmState.Auto - end -end - ---- Set Rules of Engagement (ROE) a group will get when it recovers from suppression. --- @param #SUPPRESSION self --- @param #string roe ROE after suppression. Possible "Free", "Hold" or "Return". Default "Free". -function SUPPRESSION:SetDefaultROE(roe) - self:F(roe) - if roe:lower()=="free" then - self.DefaultROE=SUPPRESSION.ROE.Free - elseif roe:lower()=="hold" then - self.DefaultROE=SUPPRESSION.ROE.Hold - elseif roe:lower()=="return" then - self.DefaultROE=SUPPRESSION.ROE.Return - else - self.DefaultROE=SUPPRESSION.ROE.Free - end -end - ---- Create an F10 menu entry for the suppressed group. The menu is mainly for Debugging purposes. --- @param #SUPPRESSION self --- @param #boolean switch Enable=true or disable=false menu group. Default is true. -function SUPPRESSION:MenuOn(switch) - self:F(switch) - if switch==nil then - switch=true - end - self.MenuON=switch -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Create F10 main menu, i.e. F10/Suppression. The menu is mainly for Debugging purposes. --- @param #SUPPRESSION self -function SUPPRESSION:_CreateMenuGroup() - local SubMenuName=self.Controllable:GetName() - local MenuGroup=MENU_MISSION:New(SubMenuName, SUPPRESSION.MenuF10) - MENU_MISSION_COMMAND:New("Fallback!", MenuGroup, self.OrderFallBack, self) - MENU_MISSION_COMMAND:New("Take Cover!", MenuGroup, self.OrderTakeCover, self) - MENU_MISSION_COMMAND:New("Retreat!", MenuGroup, self.OrderRetreat, self) - MENU_MISSION_COMMAND:New("Report Status", MenuGroup, self.Status, self, true) -end - ---- Order group to fall back between 100 and 150 meters in a random direction. --- @param #SUPPRESSION self -function SUPPRESSION:OrderFallBack() - local group=self.Controllable --Wrapper.Controllable#CONTROLLABLE - local vicinity=group:GetCoordinate():GetRandomVec2InRadius(150, 100) - local coord=COORDINATE:NewFromVec2(vicinity) - self:FallBack(self.Controllable) -end - ---- Order group to take cover at a nearby scenery object. --- @param #SUPPRESSION self -function SUPPRESSION:OrderTakeCover() - -- Search place to hide or take specified one. - local Hideout=self.hideout - if self.hideout==nil then - Hideout=self:_SearchHideout() - end - -- Trigger TakeCover event. - self:TakeCover(Hideout) -end - ---- Order group to retreat to a pre-defined zone. --- @param #SUPPRESSION self -function SUPPRESSION:OrderRetreat() - self:Retreat() -end - ---- Status of group. Current ROE, alarm state, life. --- @param #SUPPRESSION self --- @param #boolean message Send message to all players. -function SUPPRESSION:Status(message) - - local name=self.Controllable:GetName() - local nunits=#self.Controllable:GetUnits() - local roe=self.CurrentROE - local state=self.CurrentAlarmState - local life_min, life_max, life_ave, life_ave0, groupstrength=self:_GetLife() - - local text=string.format("Status of group %s\n", name) - text=text..string.format("Number of units: %d of %d\n", nunits, self.IniGroupStrength) - text=text..string.format("Current state: %s\n", self:GetState()) - text=text..string.format("ROE: %s\n", roe) - text=text..string.format("Alarm state: %s\n", state) - text=text..string.format("Hits taken: %d\n", self.Nhit) - text=text..string.format("Life min: %3.0f\n", life_min) - text=text..string.format("Life max: %3.0f\n", life_max) - text=text..string.format("Life ave: %3.0f\n", life_ave) - text=text..string.format("Life ave0: %3.0f\n", life_ave0) - text=text..string.format("Group strength: %3.0f", groupstrength) - - MESSAGE:New(text, 10):ToAllIf(message or self.Debug) - self:T(SUPPRESSION.id.."\n"..text) -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- After "Start" event. Initialized ROE and alarm state. Starts the event handler. --- @param #SUPPRESSION self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function SUPPRESSION:onafterStart(Controllable, From, Event, To) - self:_EventFromTo("onafterStart", Event, From, To) - - local text=string.format("Started SUPPRESSION for group %s.", Controllable:GetName()) - MESSAGE:New(text, 10):ToAllIf(self.Debug) - - local rzone="not defined" - if self.RetreatZone then - rzone=self.RetreatZone:GetName() - end - - -- Set retreat damage value if it was not set by user input. - if self.RetreatDamage==nil then - if self.RetreatZone then - if self.IniGroupStrength==1 then - self.RetreatDamage=60.0 -- 40% of life is left. - elseif self.IniGroupStrength==2 then - self.RetreatDamage=50.0 -- 50% of group left, i.e. 1 of 2. We already order a retreat, because if for a group 2 two a zone is defined it would not be used at all. - else - self.RetreatDamage=66.5 -- 34% of the group is left, e.g. 1 of 3,4 or 5, 2 of 6,7 or 8, 3 of 9,10 or 11, 4/12, 4/13, 4/14, 5/15, ... - end - else - self.RetreatDamage=100 -- If no retreat then this should be set to 100%. - end - end - - -- Create main F10 menu if it is not there yet. - if self.MenuON then - if not SUPPRESSION.MenuF10 then - SUPPRESSION.MenuF10 = MENU_MISSION:New("Suppression") - end - self:_CreateMenuGroup() - end - - -- Set the current ROE and alam state. - self:_SetAlarmState(self.DefaultAlarmState) - self:_SetROE(self.DefaultROE) - - local text=string.format("\n******************************************************\n") - text=text..string.format("Suppressed group = %s\n", Controllable:GetName()) - text=text..string.format("Type = %s\n", self.Type) - text=text..string.format("IsInfantry = %s\n", tostring(self.IsInfantry)) - text=text..string.format("Group strength = %d\n", self.IniGroupStrength) - text=text..string.format("Average time = %5.1f seconds\n", self.Tsuppress_ave) - text=text..string.format("Minimum time = %5.1f seconds\n", self.Tsuppress_min) - text=text..string.format("Maximum time = %5.1f seconds\n", self.Tsuppress_max) - text=text..string.format("Default ROE = %s\n", self.DefaultROE) - text=text..string.format("Default AlarmState = %s\n", self.DefaultAlarmState) - text=text..string.format("Fall back ON = %s\n", tostring(self.FallbackON)) - text=text..string.format("Fall back distance = %5.1f m\n", self.FallbackDist) - text=text..string.format("Fall back wait = %5.1f seconds\n", self.FallbackWait) - text=text..string.format("Fall back heading = %s degrees\n", tostring(self.FallbackHeading)) - text=text..string.format("Take cover ON = %s\n", tostring(self.TakecoverON)) - text=text..string.format("Take cover search = %5.1f m\n", self.TakecoverRange) - text=text..string.format("Take cover wait = %5.1f seconds\n", self.TakecoverWait) - text=text..string.format("Min flee probability = %5.1f\n", self.PminFlee) - text=text..string.format("Max flee probability = %5.1f\n", self.PmaxFlee) - text=text..string.format("Retreat zone = %s\n", rzone) - text=text..string.format("Retreat damage = %5.1f %%\n", self.RetreatDamage) - text=text..string.format("Retreat wait = %5.1f seconds\n", self.RetreatWait) - text=text..string.format("Speed = %5.1f km/h\n", self.Speed) - text=text..string.format("Speed max = %5.1f km/h\n", self.SpeedMax) - text=text..string.format("Formation = %s\n", self.Formation) - text=text..string.format("******************************************************\n") - self:T(SUPPRESSION.id..text) - - -- Add event handler. - if self.eventmoose then - self:HandleEvent(EVENTS.Hit, self._OnEventHit) - self:HandleEvent(EVENTS.Dead, self._OnEventDead) - else - world.addEventHandler(self) - end - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Before "Hit" event. (Of course, this is not really before the group got hit.) --- @param #SUPPRESSION self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Wrapper.Unit#UNIT Unit Unit that was hit. --- @param Wrapper.Unit#UNIT AttackUnit Unit that attacked. --- @return boolean -function SUPPRESSION:onbeforeHit(Controllable, From, Event, To, Unit, AttackUnit) - self:_EventFromTo("onbeforeHit", Event, From, To) - - --local Tnow=timer.getTime() - --env.info(SUPPRESSION.id..string.format("Last hit = %s %s", tostring(self.LastHit), tostring(Tnow))) - - return true -end - ---- After "Hit" event. --- @param #SUPPRESSION self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Wrapper.Unit#UNIT Unit Unit that was hit. --- @param Wrapper.Unit#UNIT AttackUnit Unit that attacked. -function SUPPRESSION:onafterHit(Controllable, From, Event, To, Unit, AttackUnit) - self:_EventFromTo("onafterHit", Event, From, To) - - -- Suppress unit. - if From=="CombatReady" or From=="Suppressed" then - self:_Suppress() - end - - -- Get life of group in %. - local life_min, life_max, life_ave, life_ave0, groupstrength=self:_GetLife() - - -- Damage in %. If group consists only of one unit, we take its life value. - local Damage=100-life_ave0 - - -- Condition for retreat. - local RetreatCondition = Damage >= self.RetreatDamage-0.01 and self.RetreatZone - - -- Probability that a unit flees. The probability increases linearly with the damage of the group/unit. - -- If Damage=0 ==> P=Pmin - -- if Damage=RetreatDamage ==> P=Pmax - -- If no retreat zone has been specified, RetreatDamage is 100. - local Pflee=(self.PmaxFlee-self.PminFlee)/self.RetreatDamage * math.min(Damage, self.RetreatDamage) + self.PminFlee - - -- Evaluate flee condition. - local P=math.random(0,100) - local FleeCondition = P < Pflee - - local text - text=string.format("\nGroup %s: Life min=%5.1f, max=%5.1f, ave=%5.1f, ave0=%5.1f group=%5.1f\n", Controllable:GetName(), life_min, life_max, life_ave, life_ave0, groupstrength) - text=string.format("Group %s: Damage = %8.4f (%8.4f retreat threshold).\n", Controllable:GetName(), Damage, self.RetreatDamage) - text=string.format("Group %s: P_Flee = %5.1f %5.1f=P_rand (P_Flee > Prand ==> Flee)\n", Controllable:GetName(), Pflee, P) - self:T(SUPPRESSION.id..text) - - -- Group is obviously destroyed. - if Damage >= 99.9 then - return - end - - if RetreatCondition then - - -- Trigger Retreat event. - self:Retreat() - - elseif FleeCondition then - - if self.FallbackON and AttackUnit:IsGround() then - - -- Trigger FallBack event. - self:FallBack(AttackUnit) - - elseif self.TakecoverON then - - -- Search place to hide or take specified one. - local Hideout=self.hideout - if self.hideout==nil then - Hideout=self:_SearchHideout() - end - - -- Trigger TakeCover event. - self:TakeCover(Hideout) - end - end - - -- Give info on current status. - if self.Debug then - self:Status() - end - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Before "Recovered" event. Check if suppression time is over. --- @param #SUPPRESSION self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @return #boolean -function SUPPRESSION:onbeforeRecovered(Controllable, From, Event, To) - self:_EventFromTo("onbeforeRecovered", Event, From, To) - - -- Current time. - local Tnow=timer.getTime() - - -- Debug info - self:T(SUPPRESSION.id..string.format("onbeforeRecovered: Time now: %d - Time over: %d", Tnow, self.TsuppressionOver)) - - -- Recovery is only possible if enough time since the last hit has passed. - if Tnow >= self.TsuppressionOver then - return true - else - return false - end - -end - ---- After "Recovered" event. Group has recovered and its ROE is set back to the "normal" unsuppressed state. Optionally the group is flared green. --- @param #SUPPRESSION self --- @param Wrapper.Controllable#CONTROLLABLE Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function SUPPRESSION:onafterRecovered(Controllable, From, Event, To) - self:_EventFromTo("onafterRecovered", Event, From, To) - - if Controllable and Controllable:IsAlive() then - - -- Debug message. - local text=string.format("Group %s has recovered!", Controllable:GetName()) - MESSAGE:New(text, 10):ToAllIf(self.Debug) - self:T(SUPPRESSION.id..text) - - -- Set ROE back to default. - self:_SetROE() - - -- Flare unit green. - if self.flare or self.Debug then - Controllable:FlareGreen() - end - - end -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- After "FightBack" event. ROE and Alarm state are set back to default. --- @param #SUPPRESSION self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function SUPPRESSION:onafterFightBack(Controllable, From, Event, To) - self:_EventFromTo("onafterFightBack", Event, From, To) - - -- Set ROE and alarm state back to default. - self:_SetROE() - self:_SetAlarmState() -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Before "FallBack" event. We check that group is not already falling back. --- @param #SUPPRESSION self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Wrapper.Unit#UNIT AttackUnit Attacking unit. We will move away from this. --- @return #boolean -function SUPPRESSION:onbeforeFallBack(Controllable, From, Event, To, AttackUnit) - self:_EventFromTo("onbeforeFallBack", Event, From, To) - - --TODO: Add retreat? Only allowd transition is Suppressed-->Fallback. So in principle no need. - if From == "FallingBack" then - return false - else - return true - end -end - ---- After "FallBack" event. We get the heading away from the attacker and route the group a certain distance in that direction. --- @param #SUPPRESSION self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Wrapper.Unit#UNIT AttackUnit Attacking unit. We will move away from this. -function SUPPRESSION:onafterFallBack(Controllable, From, Event, To, AttackUnit) - self:_EventFromTo("onafterFallback", Event, From, To) - - -- Debug info - self:T(SUPPRESSION.id..string.format("Group %s is falling back after %d hits.", Controllable:GetName(), self.Nhit)) - - -- Coordinate of the attacker and attacked unit. - local ACoord=AttackUnit:GetCoordinate() - local DCoord=Controllable:GetCoordinate() - - -- Heading from attacker to attacked unit. - local heading=self:_Heading(ACoord, DCoord) - - -- Overwrite heading with user specified heading. - if self.FallbackHeading then - heading=self.FallbackHeading - end - - -- Create a coordinate ~ 100 m in opposite direction of the attacking unit. - local Coord=DCoord:Translate(self.FallbackDist, heading) - - -- Place marker - if self.Debug then - local MarkerID=Coord:MarkToAll("Fall back position for group "..Controllable:GetName()) - end - - -- Smoke the coordinate. - if self.smoke or self.Debug then - Coord:SmokeBlue() - end - - -- Set ROE to weapon hold. - self:_SetROE(SUPPRESSION.ROE.Hold) - - -- Set alarm state to GREEN and let the unit run away. - self:_SetAlarmState(SUPPRESSION.AlarmState.Green) - - -- Make the group run away. - self:_Run(Coord, self.Speed, self.Formation, self.FallbackWait) - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Before "TakeCover" event. Search an area around the group for possible scenery objects where the group can hide. --- @param #SUPPRESSION self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Core.Point#COORDINATE Hideout Place where the group will hide. --- @return #boolean -function SUPPRESSION:onbeforeTakeCover(Controllable, From, Event, To, Hideout) - self:_EventFromTo("onbeforeTakeCover", Event, From, To) - - --TODO: Need to test this! - if From=="TakingCover" then - return false - end - - -- Block transition if no hideout place is given. - if Hideout ~= nil then - return true - else - return false - end - -end - ---- After "TakeCover" event. Group will run to a nearby scenery object and "hide" there for a certain time. --- @param #SUPPRESSION self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Core.Point#COORDINATE Hideout Place where the group will hide. -function SUPPRESSION:onafterTakeCover(Controllable, From, Event, To, Hideout) - self:_EventFromTo("onafterTakeCover", Event, From, To) - - if self.Debug then - local MarkerID=Hideout:MarkToAll(string.format("Hideout for group %s", Controllable:GetName())) - end - - -- Smoke place of hideout. - if self.smoke or self.Debug then - Hideout:SmokeBlue() - end - - -- Set ROE to weapon hold. - self:_SetROE(SUPPRESSION.ROE.Hold) - - -- Set the ALARM STATE to GREEN. Then the unit will move even if it is under fire. - self:_SetAlarmState(SUPPRESSION.AlarmState.Green) - - -- Make the group run away. - self:_Run(Hideout, self.Speed, self.Formation, self.TakecoverWait) - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Before "Retreat" event. We check that the group is not already retreating. --- @param #SUPPRESSION self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @return #boolean True if transition is allowed, False if transition is forbidden. -function SUPPRESSION:onbeforeRetreat(Controllable, From, Event, To) - self:_EventFromTo("onbeforeRetreat", Event, From, To) - - if From=="Retreating" then - local text=string.format("Group %s is already retreating.") - self:T2(SUPPRESSION.id..text) - return false - else - return true - end - -end - ---- After "Retreat" event. Find a random point in the retreat zone and route the group there. --- @param #SUPPRESSION self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function SUPPRESSION:onafterRetreat(Controllable, From, Event, To) - self:_EventFromTo("onafterRetreat", Event, From, To) - - -- Route the group to a zone. - local text=string.format("Group %s is retreating! Alarm state green.", Controllable:GetName()) - MESSAGE:New(text, 10):ToAllIf(self.Debug) - self:T(SUPPRESSION.id..text) - - -- Get a random point in the retreat zone. - local ZoneCoord=self.RetreatZone:GetRandomCoordinate() -- Core.Point#COORDINATE - local ZoneVec2=ZoneCoord:GetVec2() - - -- Debug smoke zone and point. - if self.smoke or self.Debug then - ZoneCoord:SmokeBlue() - end - if self.Debug then - self.RetreatZone:SmokeZone(SMOKECOLOR.Red, 12) - end - - -- Set ROE to weapon hold. - self:_SetROE(SUPPRESSION.ROE.Hold) - - -- Set the ALARM STATE to GREEN. Then the unit will move even if it is under fire. - self:_SetAlarmState(SUPPRESSION.AlarmState.Green) - - -- Make unit run to retreat zone and wait there for ~two hours. - self:_Run(ZoneCoord, self.Speed, self.Formation, self.RetreatWait) - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Before "Retreateded" event. Check that the group is really in the retreat zone. --- @param #SUPPRESSION self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function SUPPRESSION:onbeforeRetreated(Controllable, From, Event, To) - self:_EventFromTo("onbeforeRetreated", Event, From, To) - - -- Check that the group is inside the zone. - local inzone=self.RetreatZone:IsVec3InZone(Controllable:GetVec3()) - - return inzone -end - ---- After "Retreateded" event. Group has reached the retreat zone. Set ROE to return fire and alarm state to auto. --- @param #SUPPRESSION self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function SUPPRESSION:onafterRetreated(Controllable, From, Event, To) - self:_EventFromTo("onafterRetreated", Event, From, To) - - -- Set ROE to weapon return fire. - self:_SetROE(SUPPRESSION.ROE.Return) - - -- Set the ALARM STATE to GREEN. Then the unit will move even if it is under fire. - self:_SetAlarmState(SUPPRESSION.AlarmState.Auto) - - -- TODO: Add hold task? Move from _Run() -end - - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- After "Dead" event, when a unit has died. When all units of a group are dead, FSM is stopped and eventhandler removed. --- @param #SUPPRESSION self --- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function SUPPRESSION:onafterDead(Controllable, From, Event, To) - self:_EventFromTo("onafterDead", Event, From, To) - - -- Number of units left in the group. - local nunits=#self.Controllable:GetUnits() - - local text=string.format("Group %s: One of our units just died! %d units left.", self.Controllable:GetName(), nunits) - MESSAGE:New(text, 10):ToAllIf(self.Debug) - self:T(SUPPRESSION.id..text) - - -- Go to stop state. - if nunits==0 then - self:T(SUPPRESSION.id..string.format("Stopping SUPPRESSION for group %s.", Controllable:GetName())) - self:Stop() - if self.mooseevents then - self:UnHandleEvent(EVENTS.Dead) - self:UnHandleEvent(EVENTS.Hit) - else - world.removeEventHandler(self) - end - end - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---- Event Handler -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Event handler for suppressed groups. ---@param #SUPPRESSION self -function SUPPRESSION:onEvent(Event) - --self:E(event) - - if Event == nil or Event.initiator == nil or Unit.getByName(Event.initiator:getName()) == nil then - return true - end - - local EventData={} - if Event.initiator then - EventData.IniDCSUnit = Event.initiator - EventData.IniUnitName = Event.initiator:getName() - EventData.IniDCSGroup = Event.initiator:getGroup() - EventData.IniGroupName = Event.initiator:getGroup():getName() - EventData.IniGroup = GROUP:FindByName(EventData.IniGroupName) - EventData.IniUnit = UNIT:FindByName(EventData.IniUnitName) - end - - if Event.target then - EventData.TgtDCSUnit = Event.target - EventData.TgtUnitName = Event.target:getName() - EventData.TgtDCSGroup = Event.target:getGroup() - EventData.TgtGroupName = Event.target:getGroup():getName() - EventData.TgtGroup = GROUP:FindByName(EventData.TgtGroupName) - EventData.TgtUnit = UNIT:FindByName(EventData.TgtUnitName) - end - - - -- Event HIT - if Event.id == world.event.S_EVENT_HIT then - self:_OnEventHit(EventData) - end - - -- Event DEAD - if Event.id == world.event.S_EVENT_DEAD then - self:_OnEventDead(EventData) - end - -end - ---- Event handler for Dead event of suppressed groups. --- @param #SUPPRESSION self --- @param Core.Event#EVENTDATA EventData -function SUPPRESSION:_OnEventHit(EventData) - self:F(EventData) - - local GroupNameSelf=self.Controllable:GetName() - local GroupNameTgt=EventData.TgtGroupName - local TgtUnit=EventData.TgtUnit - local tgt=EventData.TgtDCSUnit - local IniUnit=EventData.IniUnit - - -- Check that correct group was hit. - if GroupNameTgt == GroupNameSelf then - - self:T(SUPPRESSION.id..string.format("Hit event at t = %5.1f", timer.getTime())) - - -- Flare unit that was hit. - if self.flare or self.Debug then - TgtUnit:FlareRed() - end - - -- Increase Hit counter. - self.Nhit=self.Nhit+1 - - -- Info on hit times. - self:T(SUPPRESSION.id..string.format("Group %s has just been hit %d times.", self.Controllable:GetName(), self.Nhit)) - - --self:Status() - local life=tgt:getLife()/(tgt:getLife0()+1)*100 - self:T2(SUPPRESSION.id..string.format("Target unit life = %5.1f", life)) - - -- FSM Hit event. - self:__Hit(3, TgtUnit, IniUnit) - end - -end - ---- Event handler for Dead event of suppressed groups. --- @param #SUPPRESSION self --- @param Core.Event#EVENTDATA EventData -function SUPPRESSION:_OnEventDead(EventData) - - local GroupNameSelf=self.Controllable:GetName() - local GroupNameIni=EventData.IniGroupName - - -- Check for correct group. - if GroupNameIni== GroupNameSelf then - - -- Dead Unit. - local IniUnit=EventData.IniUnit --Wrapper.Unit#UNIT - local IniUnitName=EventData.IniUnitName - - if EventData.IniUnit then - self:T2(SUPPRESSION.id..string.format("Group %s: Dead MOOSE unit DOES exist! Unit name %s.", GroupNameIni, IniUnitName)) - else - self:T2(SUPPRESSION.id..string.format("Group %s: Dead MOOSE unit DOES NOT not exist! Unit name %s.", GroupNameIni, IniUnitName)) - end - - if EventData.IniDCSUnit then - self:T2(SUPPRESSION.id..string.format("Group %s: Dead DCS unit DOES exist! Unit name %s.", GroupNameIni, IniUnitName)) - else - self:T2(SUPPRESSION.id..string.format("Group %s: Dead DCS unit DOES NOT exist! Unit name %s.", GroupNameIni, IniUnitName)) - end - - -- Flare unit that died. - if IniUnit and (self.flare or self.Debug) then - IniUnit:FlareWhite() - self:T(SUPPRESSION.id..string.format("Flare Dead MOOSE unit.")) - end - - -- Flare unit that died. - if EventData.IniDCSUnit and (self.flare or self.Debug) then - local p=EventData.IniDCSUnit:getPosition().p - trigger.action.signalFlare(p, trigger.flareColor.Yellow , 0) - self:T(SUPPRESSION.id..string.format("Flare Dead DCS unit.")) - end - - -- Get status. - self:Status() - - -- FSM Dead event. - self:__Dead(0.1) - - end - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Suppress fire of a unit by setting its ROE to "Weapon Hold". --- @param #SUPPRESSION self -function SUPPRESSION:_Suppress() - - -- Current time. - local Tnow=timer.getTime() - - -- Controllable - local Controllable=self.Controllable --Wrapper.Controllable#CONTROLLABLE - - -- Group will hold their weapons. - self:_SetROE(SUPPRESSION.ROE.Hold) - - -- Get randomized time the unit is suppressed. - local sigma=(self.Tsuppress_max-self.Tsuppress_min)/4 - local Tsuppress=self:_Random_Gaussian(self.Tsuppress_ave,sigma,self.Tsuppress_min, self.Tsuppress_max) - - -- Time at which the suppression is over. - local renew=true - if self.TsuppressionOver ~= nil then - if Tsuppress+Tnow > self.TsuppressionOver then - self.TsuppressionOver=Tnow+Tsuppress - else - renew=false - end - else - self.TsuppressionOver=Tnow+Tsuppress - end - - -- Recovery event will be called in Tsuppress seconds. - if renew then - self:__Recovered(self.TsuppressionOver-Tnow) - end - - -- Debug message. - local text=string.format("Group %s is suppressed for %d seconds. Suppression ends at %d:%02d.", Controllable:GetName(), Tsuppress, self.TsuppressionOver/60, self.TsuppressionOver%60) - MESSAGE:New(text, 10):ToAllIf(self.Debug) - self:T(SUPPRESSION.id..text) - -end - - ---- Make group run/drive to a certain point. We put in several intermediate waypoints because sometimes the group stops before it arrived at the desired point. ---@param #SUPPRESSION self ---@param Core.Point#COORDINATE fin Coordinate where we want to go. ---@param #number speed Speed of group. Default is 20. ---@param #string formation Formation of group. Default is "Vee". ---@param #number wait Time the group will wait/hold at final waypoint. Default is 30 seconds. -function SUPPRESSION:_Run(fin, speed, formation, wait) - - speed=speed or 20 - formation=formation or "Off road" - wait=wait or 30 - - local group=self.Controllable -- Wrapper.Controllable#CONTROLLABLE - - -- Clear all tasks. - group:ClearTasks() - - -- Current coordinates of group. - local ini=group:GetCoordinate() - - -- Distance between current and final point. - local dist=ini:Get2DDistance(fin) - - -- Heading from ini to fin. - local heading=self:_Heading(ini, fin) - - -- Number of waypoints. - local nx - if dist <= 50 then - nx=2 - elseif dist <= 100 then - nx=3 - elseif dist <= 500 then - nx=4 - else - nx=5 - end - - -- Number of intermediate waypoints. - local dx=dist/(nx-1) - - -- Waypoint and task arrays. - local wp={} - local tasks={} - - -- First waypoint is the current position of the group. - wp[1]=ini:WaypointGround(speed, formation) - tasks[1]=group:TaskFunction("SUPPRESSION._Passing_Waypoint", self, 1, false) - - if self.Debug then - local MarkerID=ini:MarkToAll(string.format("Waypoing %d of group %s (initial)", #wp, self.Controllable:GetName())) - end - - self:T2(SUPPRESSION.id..string.format("Number of waypoints %d", nx)) - for i=1,nx-2 do - - local x=dx*i - local coord=ini:Translate(x, heading) - - wp[#wp+1]=coord:WaypointGround(speed, formation) - tasks[#tasks+1]=group:TaskFunction("SUPPRESSION._Passing_Waypoint", self, #wp, false) - - self:T2(SUPPRESSION.id..string.format("%d x = %4.1f", i, x)) - if self.Debug then - local MarkerID=coord:MarkToAll(string.format("Waypoing %d of group %s", #wp, self.Controllable:GetName())) - end - - end - self:T2(SUPPRESSION.id..string.format("Total distance: %4.1f", dist)) - - -- Final waypoint. - wp[#wp+1]=fin:WaypointGround(speed, formation) - if self.Debug then - local MarkerID=fin:MarkToAll(string.format("Waypoing %d of group %s (final)", #wp, self.Controllable:GetName())) - end - - -- Task to hold. - local ConditionWait=group:TaskCondition(nil, nil, nil, nil, wait, nil) - local TaskHold = group:TaskHold() - - -- Task combo to make group hold at final waypoint. - local TaskComboFin = {} - TaskComboFin[#TaskComboFin+1] = group:TaskFunction("SUPPRESSION._Passing_Waypoint", self, #wp, true) - TaskComboFin[#TaskComboFin+1] = group:TaskControlled(TaskHold, ConditionWait) - - -- Add final task. - tasks[#tasks+1]=group:TaskCombo(TaskComboFin) - - -- Original waypoints of the group. - local Waypoints = group:GetTemplateRoutePoints() - - -- New points are added to the default route. - for i,p in ipairs(wp) do - table.insert(Waypoints, i, wp[i]) - end - - -- Set task for all waypoints. - for i,wp in ipairs(Waypoints) do - group:SetTaskWaypoint(Waypoints[i], tasks[i]) - end - - -- Submit task and route group along waypoints. - group:Route(Waypoints) - -end - ---- Function called when group is passing a waypoint. At the last waypoint we set the group back to CombatReady. ---@param Wrapper.Group#GROUP group Group which is passing a waypoint. ---@param #SUPPRESSION Fsm The suppression object. ---@param #number i Waypoint number that has been reached. ---@param #boolean final True if it is the final waypoint. Start Fightback. -function SUPPRESSION._Passing_Waypoint(group, Fsm, i, final) - - -- Debug message. - local text=string.format("Group %s passing waypoint %d (final=%s)", group:GetName(), i, tostring(final)) - MESSAGE:New(text,10):ToAllIf(Fsm.Debug) - if Fsm.Debug then - env.info(SUPPRESSION.id..text) - end - - if final then - if Fsm:is("Retreating") then - -- Retreated-->Retreated. - Fsm:Retreated() - else - -- FightBack-->Combatready: Change alarm state back to default. - Fsm:FightBack() - end - end -end - - ---- Search a place to hide. This is any scenery object in the vicinity. ---@param #SUPPRESSION self ---@return Core.Point#COORDINATE Coordinate of the hideout place. ---@return nil If no scenery object is within search radius. -function SUPPRESSION:_SearchHideout() - -- We search objects in a zone with radius ~300 m around the group. - local Zone = ZONE_GROUP:New("Zone_Hiding", self.Controllable, self.TakecoverRange) - local gpos = self.Controllable:GetCoordinate() - - -- Scan for Scenery objects to run/drive to. - Zone:Scan(Object.Category.SCENERY) - - -- Array with all possible hideouts, i.e. scenery objects in the vicinity of the group. - local hideouts={} - - for SceneryTypeName, SceneryData in pairs(Zone:GetScannedScenery()) do - for SceneryName, SceneryObject in pairs(SceneryData) do - - local SceneryObject = SceneryObject -- Wrapper.Scenery#SCENERY - - -- Position of the scenery object. - local spos=SceneryObject:GetCoordinate() - - -- Distance from group to hideout. - local distance= spos:Get2DDistance(gpos) - - if self.Debug then - -- Place markers on every possible scenery object. - local MarkerID=SceneryObject:GetCoordinate():MarkToAll(string.format("%s scenery object %s", self.Controllable:GetName(),SceneryObject:GetTypeName())) - local text=string.format("%s scenery: %s, Coord %s", self.Controllable:GetName(), SceneryObject:GetTypeName(), SceneryObject:GetCoordinate():ToStringLLDMS()) - self:T2(SUPPRESSION.id..text) - end - - -- Add to table. - table.insert(hideouts, {object=SceneryObject, distance=distance}) - end - end - - -- Get random hideout place. - local Hideout=nil - if #hideouts>0 then - - -- Debug info. - self:T(SUPPRESSION.id.."Number of hideouts "..#hideouts) - - -- Sort results table wrt number of hits. - local _sort = function(a,b) return a.distance < b.distance end - table.sort(hideouts,_sort) - - -- Pick a random location. - --Hideout=hideouts[math.random(#hideouts)].object - - -- Pick closest location. - Hideout=hideouts[1].object:GetCoordinate() - - else - self:E(SUPPRESSION.id.."No hideouts found!") - end - - return Hideout - -end - ---- Get (relative) life in percent of a group. Function returns the value of the units with the smallest and largest life. Also the average value of all groups is returned. --- @param #SUPPRESSION self --- @return #number Smallest life value of all units. --- @return #number Largest life value of all units. --- @return #number Average life value of all alife groups --- @return #number Average life value of all groups including already dead ones. --- @return #number Relative group strength. -function SUPPRESSION:_GetLife() - - local group=self.Controllable --Wrapper.Group#GROUP - - if group and group:IsAlive() then - - local units=group:GetUnits() - - local life_min=nil - local life_max=nil - local life_ave=0 - local life_ave0=0 - local n=0 - - local groupstrength=#units/self.IniGroupStrength*100 - - self.T2(SUPPRESSION.id..string.format("Group %s _GetLife nunits = %d", self.Controllable:GetName(), #units)) - - for _,unit in pairs(units) do - - local unit=unit -- Wrapper.Unit#UNIT - if unit and unit:IsAlive() then - n=n+1 - local life=unit:GetLife()/(unit:GetLife0()+1)*100 - if life_min==nil or life < life_min then - life_min=life - end - if life_max== nil or life > life_max then - life_max=life - end - life_ave=life_ave+life - if self.Debug then - local text=string.format("n=%02d: Life = %3.1f, Life0 = %3.1f, min=%3.1f, max=%3.1f, ave=%3.1f, group=%3.1f", n, unit:GetLife(), unit:GetLife0(), life_min, life_max, life_ave/n,groupstrength) - self:T2(SUPPRESSION.id..text) - end - end - - end - - -- If the counter did not increase (can happen!) return 0 - if n==0 then - return 0,0,0,0,0 - end - - -- Average life relative to initial group strength including the dead ones. - life_ave0=life_ave/self.IniGroupStrength - - -- Average life of all alive units. - life_ave=life_ave/n - - return life_min, life_max, life_ave, life_ave0, groupstrength - else - return 0, 0, 0, 0, 0 - end -end - - ---- Heading from point a to point b in degrees. ---@param #SUPPRESSION self ---@param Core.Point#COORDINATE a Coordinate. ---@param Core.Point#COORDINATE b Coordinate. ---@return #number angle Angle from a to b in degrees. -function SUPPRESSION:_Heading(a, b) - local dx = b.x-a.x - local dy = b.z-a.z - local angle = math.deg(math.atan2(dy,dx)) - if angle < 0 then - angle = 360 + angle - end - return angle -end - ---- Generate Gaussian pseudo-random numbers. --- @param #SUPPRESSION self --- @param #number x0 Expectation value of distribution. --- @param #number sigma (Optional) Standard deviation. Default 10. --- @param #number xmin (Optional) Lower cut-off value. --- @param #number xmax (Optional) Upper cut-off value. --- @return #number Gaussian random number. -function SUPPRESSION:_Random_Gaussian(x0, sigma, xmin, xmax) - - -- Standard deviation. Default 5 if not given. - sigma=sigma or 5 - - local r - local gotit=false - local i=0 - while not gotit do - - -- Uniform numbers in [0,1). We need two. - local x1=math.random() - local x2=math.random() - - -- Transform to Gaussian exp(-(x-x0)²/(2*sigma²). - r = math.sqrt(-2*sigma*sigma * math.log(x1)) * math.cos(2*math.pi * x2) + x0 - - i=i+1 - if (r>=xmin and r<=xmax) or i>100 then - gotit=true - end - end - - return r - -end - ---- Sets the ROE for the group and updates the current ROE variable. --- @param #SUPPRESSION self --- @param #string roe ROE the group will get. Possible "Free", "Hold", "Return". Default is self.DefaultROE. -function SUPPRESSION:_SetROE(roe) - local group=self.Controllable --Wrapper.Controllable#CONTROLLABLE - - -- If no argument is given, we take the default ROE. - roe=roe or self.DefaultROE - - -- Update the current ROE. - self.CurrentROE=roe - - -- Set the ROE. - if roe==SUPPRESSION.ROE.Free then - group:OptionROEOpenFire() - elseif roe==SUPPRESSION.ROE.Hold then - group:OptionROEHoldFire() - elseif roe==SUPPRESSION.ROE.Return then - group:OptionROEReturnFire() - else - self:E(SUPPRESSION.id.."Unknown ROE requested: "..tostring(roe)) - group:OptionROEOpenFire() - self.CurrentROE=SUPPRESSION.ROE.Free - end - - local text=string.format("Group %s now has ROE %s.", self.Controllable:GetName(), self.CurrentROE) - self:T(SUPPRESSION.id..text) -end - ---- Sets the alarm state of the group and updates the current alarm state variable. --- @param #SUPPRESSION self --- @param #string state Alarm state the group will get. Possible "Auto", "Green", "Red". Default is self.DefaultAlarmState. -function SUPPRESSION:_SetAlarmState(state) - local group=self.Controllable --Wrapper.Controllable#CONTROLLABLE - - -- Input or back to default alarm state. - state=state or self.DefaultAlarmState - - -- Update the current alam state of the group. - self.CurrentAlarmState=state - - -- Set the alarm state. - if state==SUPPRESSION.AlarmState.Auto then - group:OptionAlarmStateAuto() - elseif state==SUPPRESSION.AlarmState.Green then - group:OptionAlarmStateGreen() - elseif state==SUPPRESSION.AlarmState.Red then - group:OptionAlarmStateRed() - else - self:E(SUPPRESSION.id.."Unknown alarm state requested: "..tostring(state)) - group:OptionAlarmStateAuto() - self.CurrentAlarmState=SUPPRESSION.AlarmState.Auto - end - - local text=string.format("Group %s now has Alarm State %s.", self.Controllable:GetName(), self.CurrentAlarmState) - self:T(SUPPRESSION.id..text) -end - ---- Print event-from-to string to DCS log file. --- @param #SUPPRESSION self --- @param #string BA Before/after info. --- @param #string Event Event. --- @param #string From From state. --- @param #string To To state. -function SUPPRESSION:_EventFromTo(BA, Event, From, To) - local text=string.format("\n%s: %s EVENT %s: %s --> %s", BA, self.Controllable:GetName(), Event, From, To) - self:T2(SUPPRESSION.id..text) -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- **Functional** - Rudimentary ATC. --- --- ![Banner Image](..\Presentations\PSEUDOATC\PSEUDOATC_Main.jpg) --- --- ==== --- --- The pseudo ATC enhances the standard DCS ATC functions. --- --- In particular, a menu entry "Pseudo ATC" is created in the "F10 Other..." radiomenu. --- --- ## Features: --- --- * Weather report at nearby airbases and mission waypoints. --- * Report absolute bearing and range to nearest airports and mission waypoints. --- * Report current altitude AGL of own aircraft. --- * Upon request, ATC reports altitude until touchdown. --- * Works with static and dynamic weather. --- * Player can select the unit system (metric or imperial) in which information is reported. --- * All maps supported (Caucasus, NTTR, Normandy, Persian Gulf and all future maps). --- --- ==== --- --- # YouTube Channel --- --- ### [MOOSE YouTube Channel](https://www.youtube.com/channel/UCjrA9j5LQoWsG4SpS8i79Qg) --- --- === --- --- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** --- --- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536) --- --- ==== --- @module Functional.PseudoATC --- @image Pseudo_ATC.JPG - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---- PSEUDOATC class --- @type PSEUDOATC --- @field #string ClassName Name of the Class. --- @field #table player Table comprising each player info. --- @field #boolean Debug If true, print debug info to dcs.log file. --- @field #number mdur Duration in seconds how low messages to the player are displayed. --- @field #number mrefresh Interval in seconds after which the F10 menu is refreshed. E.g. by the closest airports. Default is 120 sec. --- @field #number talt Interval in seconds between reporting altitude until touchdown. Default 3 sec. --- @field #boolean chatty Display some messages on events like take-off and touchdown. --- @field #boolean eventsmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler. --- @extends Core.Base#BASE - ---- Adds some rudimentary ATC functionality via the radio menu. --- --- Local weather reports can be requested for nearby airports and player's mission waypoints. --- The weather report includes --- --- * QFE and QNH pressures, --- * Temperature, --- * Wind direction and strength. --- --- The list of airports is updated every 60 seconds. This interval can be adjusted by the function @{#PSEUDOATC.SetMenuRefresh}(*interval*). --- --- Likewise, absolute bearing and range to the close by airports and mission waypoints can be requested. --- --- The player can switch the unit system in which all information is displayed during the mission with the MOOSE settings radio menu. --- The unit system can be set to either imperial or metric. Altitudes are reported in feet or meter, distances in kilometers or nautical miles, --- temperatures in degrees Fahrenheit or Celsius and QFE/QNH pressues in inHg or mmHg. --- Note that the pressures are also reported in hPa independent of the unit system setting. --- --- In bad weather conditions, the ATC can "talk you down", i.e. will continuously report your altitude on the final approach. --- Default reporting time interval is 3 seconds. This can be adjusted via the @{#PSEUDOATC.SetReportAltInterval}(*interval*) function. --- The reporting stops automatically when the player lands or can be stopped manually by clicking on the radio menu item again. --- So the radio menu item acts as a toggle to switch the reporting on and off. --- --- ## Scripting --- --- Scripting is almost trivial. Just add the following two lines to your script: --- --- pseudoATC=PSEUDOATC:New() --- pseudoATC:Start() --- --- --- @field #PSEUDOATC -PSEUDOATC={ - ClassName = "PSEUDOATC", - player={}, - Debug=false, - mdur=30, - mrefresh=120, - talt=3, - chatty=true, - eventsmoose=true, -} - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Some ID to identify who we are in output of the DCS.log file. --- @field #string id -PSEUDOATC.id="PseudoATC | " - ---- PSEUDOATC version. --- @field #number version -PSEUDOATC.version="0.9.1" - ------------------------------------------------------------------------------------------------------------------------------------------ - --- TODO list --- DONE: Add takeoff event. --- DONE: Add user functions. - ------------------------------------------------------------------------------------------------------------------------------------------ - ---- PSEUDOATC contructor. --- @param #PSEUDOATC self --- @return #PSEUDOATC Returns a PSEUDOATC object. -function PSEUDOATC:New() - - -- Inherit BASE. - local self=BASE:Inherit(self, BASE:New()) -- #PSEUDOATC - - -- Debug info - self:E(PSEUDOATC.id..string.format("PseudoATC version %s", PSEUDOATC.version)) - - -- Return object. - return self -end - ---- Starts the PseudoATC event handlers. --- @param #PSEUDOATC self -function PSEUDOATC:Start() - self:F() - - -- Debug info - self:E(PSEUDOATC.id.."Starting PseudoATC") - - -- Handle events. - if self.eventsmoose then - self:T(PSEUDOATC.id.."Events are handled by MOOSE.") - self:HandleEvent(EVENTS.Birth, self._OnBirth) - self:HandleEvent(EVENTS.Land, self._PlayerLanded) - self:HandleEvent(EVENTS.Takeoff, self._PlayerTakeOff) - self:HandleEvent(EVENTS.PlayerLeaveUnit, self._PlayerLeft) - self:HandleEvent(EVENTS.Crash, self._PlayerLeft) - --self:HandleEvent(EVENTS.Ejection, self._PlayerLeft) - --self:HandleEvent(EVENTS.PilotDead, self._PlayerLeft) - else - self:T(PSEUDOATC.id.."Events are handled by DCS.") - -- Events are handled directly by DCS. - world.addEventHandler(self) - end - -end - ------------------------------------------------------------------------------------------------------------------------------------------ --- User Functions - ---- Debug mode on. Send messages to everone. --- @param #PSEUDOATC self -function PSEUDOATC:DebugOn() - self.Debug=true -end - ---- Debug mode off. This is the default setting. --- @param #PSEUDOATC self -function PSEUDOATC:DebugOff() - self.Debug=false -end - ---- Chatty mode on. Display some messages on take-off and touchdown. --- @param #PSEUDOATC self -function PSEUDOATC:ChattyOn() - self.chatty=true -end - ---- Chatty mode off. Don't display some messages on take-off and touchdown. --- @param #PSEUDOATC self -function PSEUDOATC:ChattyOff() - self.chatty=false -end - ---- Set duration how long messages are displayed. --- @param #PSEUDOATC self --- @param #number duration Time in seconds. Default is 30 sec. -function PSEUDOATC:SetMessageDuration(duration) - self.mdur=duration or 30 -end - ---- Set time interval after which the F10 radio menu is refreshed. --- @param #PSEUDOATC self --- @param #number interval Interval in seconds. Default is every 120 sec. -function PSEUDOATC:SetMenuRefresh(interval) - self.mrefresh=interval or 120 -end - ---- Enable/disable event handling by MOOSE or DCS. --- @param #PSEUDOATC self --- @param #boolean switch If true, events are handled by MOOSE (default). If false, events are handled directly by DCS. -function PSEUDOATC:SetEventsMoose(switch) - self.eventsmoose=switch -end - ---- Set time interval for reporting altitude until touchdown. --- @param #PSEUDOATC self --- @param #number interval Interval in seconds. Default is every 3 sec. -function PSEUDOATC:SetReportAltInterval(interval) - self.talt=interval or 3 -end - ------------------------------------------------------------------------------------------------------------------------------------------ --- Event Handling - ---- Event handler for suppressed groups. ---@param #PSEUDOATC self ---@param #table Event Event data table. Holds event.id, event.initiator and event.target etc. -function PSEUDOATC:onEvent(Event) - if Event == nil or Event.initiator == nil or Unit.getByName(Event.initiator:getName()) == nil then - return true - end - - local DCSiniunit = Event.initiator - local DCSplace = Event.place - local DCSsubplace = Event.subplace - - local EventData={} - local _playerunit=nil - local _playername=nil - - if Event.initiator then - EventData.IniUnitName = Event.initiator:getName() - EventData.IniDCSGroup = Event.initiator:getGroup() - EventData.IniGroupName = Event.initiator:getGroup():getName() - -- Get player unit and name. This returns nil,nil if the event was not fired by a player unit. And these are the only events we are interested in. - _playerunit, _playername = self:_GetPlayerUnitAndName(EventData.IniUnitName) - end - - if Event.place then - EventData.Place=Event.place - EventData.PlaceName=Event.place:getName() - end - if Event.subplace then - EventData.SubPlace=Event.subplace - EventData.SubPlaceName=Event.subplace:getName() - end - - -- Event info. - self:T3(PSEUDOATC.id..string.format("EVENT: Event in onEvent with ID = %s", tostring(Event.id))) - self:T3(PSEUDOATC.id..string.format("EVENT: Ini unit = %s" , tostring(EventData.IniUnitName))) - self:T3(PSEUDOATC.id..string.format("EVENT: Ini group = %s" , tostring(EventData.IniGroupName))) - self:T3(PSEUDOATC.id..string.format("EVENT: Ini player = %s" , tostring(_playername))) - self:T3(PSEUDOATC.id..string.format("EVENT: Place = %s" , tostring(EventData.PlaceName))) - self:T3(PSEUDOATC.id..string.format("EVENT: SubPlace = %s" , tostring(EventData.SubPlaceName))) - - -- Event birth. - if Event.id == world.event.S_EVENT_BIRTH and _playername then - self:_OnBirth(EventData) - end - - -- Event takeoff. - if Event.id == world.event.S_EVENT_TAKEOFF and _playername and EventData.Place then - self:_PlayerTakeOff(EventData) - end - - -- Event land. - if Event.id == world.event.S_EVENT_LAND and _playername and EventData.Place then - self:_PlayerLanded(EventData) - end - - -- Event player left unit - if Event.id == world.event.S_EVENT_PLAYER_LEAVE_UNIT and _playername then - self:_PlayerLeft(EventData) - end - - -- Event crash ==> player left unit - if Event.id == world.event.S_EVENT_CRASH and _playername then - self:_PlayerLeft(EventData) - end - ---[[ - -- Event eject ==> player left unit - if Event.id == world.event.S_EVENT_EJECTION and _playername then - self:_PlayerLeft(EventData) - end - - -- Event pilot dead ==> player left unit - if Event.id == world.event.S_EVENT_PILOT_DEAD and _playername then - self:_PlayerLeft(EventData) - end -]] -end - ---- Function called my MOOSE event handler when a player enters a unit. --- @param #PSEUDOATC self --- @param Core.Event#EVENTDATA EventData -function PSEUDOATC:_OnBirth(EventData) - self:F({EventData=EventData}) - - -- Get unit and player. - local _unitName=EventData.IniUnitName - local _unit, _playername=self:_GetPlayerUnitAndName(_unitName) - - -- Check if a player entered. - if _unit and _playername then - self:PlayerEntered(_unit) - end - -end - ---- Function called by MOOSE event handler when a player leaves a unit or dies. --- @param #PSEUDOATC self --- @param Core.Event#EVENTDATA EventData -function PSEUDOATC:_PlayerLeft(EventData) - self:F({EventData=EventData}) - - -- Get unit and player. - local _unitName=EventData.IniUnitName - local _unit, _playername=self:_GetPlayerUnitAndName(_unitName) - - -- Check if a player left. - if _unit and _playername then - self:PlayerLeft(_unit) - end -end - ---- Function called by MOOSE event handler when a player landed. --- @param #PSEUDOATC self --- @param Core.Event#EVENTDATA EventData -function PSEUDOATC:_PlayerLanded(EventData) - self:F({EventData=EventData}) - - -- Get unit, player and place. - local _unitName=EventData.IniUnitName - local _unit, _playername=self:_GetPlayerUnitAndName(_unitName) - local _base=nil - local _baseName=nil - if EventData.place then - _base=EventData.place - _baseName=EventData.place:getName() - end --- if EventData.subplace then --- local _subPlace=EventData.subplace --- local _subPlaceName=EventData.subplace:getName() --- end - - -- Call landed function. - if _unit and _playername and _base then - self:PlayerLanded(_unit, _baseName) - end -end - ---- Function called by MOOSE/DCS event handler when a player took off. --- @param #PSEUDOATC self --- @param Core.Event#EVENTDATA EventData -function PSEUDOATC:_PlayerTakeOff(EventData) - self:F({EventData=EventData}) - - -- Get unit, player and place. - local _unitName=EventData.IniUnitName - local _unit,_playername=self:_GetPlayerUnitAndName(_unitName) - local _base=nil - local _baseName=nil - if EventData.place then - _base=EventData.place - _baseName=EventData.place:getName() - end - - -- Call take-off function. - if _unit and _playername and _base then - self:PlayerTakeOff(_unit, _baseName) - end -end - ------------------------------------------------------------------------------------------------------------------------------------------ --- Event Functions - ---- Function called when a player enters a unit. --- @param #PSEUDOATC self --- @param Wrapper.Unit#UNIT unit Unit the player entered. -function PSEUDOATC:PlayerEntered(unit) - self:F2({unit=unit}) - - -- Get player info. - local group=unit:GetGroup() --Wrapper.Group#GROUP - local GID=group:GetID() - local GroupName=group:GetName() - local PlayerName=unit:GetPlayerName() - local UnitName=unit:GetName() - local CallSign=unit:GetCallsign() - - -- Init player table. - self.player[GID]={} - self.player[GID].group=group - self.player[GID].unit=unit - self.player[GID].groupname=GroupName - self.player[GID].unitname=UnitName - self.player[GID].playername=PlayerName - self.player[GID].callsign=CallSign - self.player[GID].waypoints=group:GetTaskRoute() - - -- Info message. - local text=string.format("Player %s entered unit %s of group %s (id=%d).", PlayerName, UnitName, GroupName, GID) - self:T(PSEUDOATC.id..text) - MESSAGE:New(text, 30):ToAllIf(self.Debug) - - -- Create main F10 menu, i.e. "F10/Pseudo ATC" - self.player[GID].menu_main=missionCommands.addSubMenuForGroup(GID, "Pseudo ATC") - - -- Create/update list of nearby airports. - self:LocalAirports(GID) - - -- Create submenu of local airports. - self:MenuAirports(GID) - - -- Create submenu Waypoints. - self:MenuWaypoints(GID) - - -- Start scheduler to refresh the F10 menues. - self.player[GID].scheduler, self.player[GID].schedulerid=SCHEDULER:New(nil, self.MenuRefresh, {self, GID}, self.mrefresh, self.mrefresh) - -end - ---- Function called when a player has landed. --- @param #PSEUDOATC self --- @param Wrapper.Unit#UNIT unit Unit of player which has landed. --- @param #string place Name of the place the player landed at. -function PSEUDOATC:PlayerLanded(unit, place) - self:F2({unit=unit, place=place}) - - -- Gather some information. - local group=unit:GetGroup() - local id=group:GetID() - local PlayerName=self.player[id].playername - local Callsign=self.player[id].callsign - local UnitName=self.player[id].unitname - local GroupName=self.player[id].groupname - local CallSign=self.player[id].callsign - - -- Debug message. - local text=string.format("Player %s in unit %s of group %s (id=%d) landed at %s.", PlayerName, UnitName, GroupName, id, place) - self:T(PSEUDOATC.id..text) - MESSAGE:New(text, 30):ToAllIf(self.Debug) - - -- Stop altitude reporting timer if its activated. - self:AltitudeTimerStop(id) - - -- Welcome message. - if place and self.chatty then - local text=string.format("Touchdown! Welcome to %s. Have a nice day!", place) - MESSAGE:New(text, self.mdur):ToGroup(group) - end - -end - ---- Function called when a player took off. --- @param #PSEUDOATC self --- @param Wrapper.Unit#UNIT unit Unit of player which has landed. --- @param #string place Name of the place the player landed at. -function PSEUDOATC:PlayerTakeOff(unit, place) - self:F2({unit=unit, place=place}) - - -- Gather some information. - local group=unit:GetGroup() - local id=group:GetID() - local PlayerName=self.player[id].playername - local Callsign=self.player[id].callsign - local UnitName=self.player[id].unitname - local GroupName=self.player[id].groupname - local CallSign=self.player[id].callsign - - -- Debug message. - local text=string.format("Player %s in unit %s of group %s (id=%d) took off at %s.", PlayerName, UnitName, GroupName, id, place) - self:T(PSEUDOATC.id..text) - MESSAGE:New(text, 30):ToAllIf(self.Debug) - - -- Bye-Bye message. - if place and self.chatty then - local text=string.format("%s, %s, you are airborne. Have a safe trip!", place, CallSign) - MESSAGE:New(text, self.mdur):ToGroup(group) - end - -end - ---- Function called when a player leaves a unit or dies. --- @param #PSEUDOATC self --- @param Wrapper.Unit#UNIT unit Player unit which was left. -function PSEUDOATC:PlayerLeft(unit) - self:F({unit=unit}) - - -- Get id. - local group=unit:GetGroup() - local id=group:GetID() - - if self.player[id] then - - -- Debug message. - local text=string.format("Player %s (callsign %s) of group %s just left unit %s.", self.player[id].playername, self.player[id].callsign, self.player[id].groupname, self.player[id].unitname) - self:T(PSEUDOATC.id..text) - MESSAGE:New(text, 30):ToAllIf(self.Debug) - - -- Stop scheduler for menu updates - if self.player[id].schedulerid then - self.player[id].scheduler:Stop(self.player[id].schedulerid) - end - - -- Stop scheduler for reporting alt if it runs. - self:AltitudeTimerStop(id) - - -- Remove main menu. - if self.player[id].menu_main then - missionCommands.removeItem(self.player[id].menu_main) - end - - -- Remove player array. - self.player[id]=nil - - end -end - ------------------------------------------------------------------------------------------------------------------------------------------ --- Menu Functions - ---- Refreshes all player menues. --- @param #PSEUDOATC self. --- @param #number id Group id of player unit. -function PSEUDOATC:MenuRefresh(id) - self:F({id=id}) - - -- Debug message. - local text=string.format("Refreshing menues for player %s in group %s.", self.player[id].playername, self.player[id].groupname) - self:T(PSEUDOATC.id..text) - MESSAGE:New(text,30):ToAllIf(self.Debug) - - -- Clear menu. - self:MenuClear(id) - - -- Create list of nearby airports. - self:LocalAirports(id) - - -- Create submenu Local Airports. - self:MenuAirports(id) - - -- Create submenu Waypoints etc. - self:MenuWaypoints(id) - -end - - ---- Clear player menus. --- @param #PSEUDOATC self. --- @param #number id Group id of player unit. -function PSEUDOATC:MenuClear(id) - self:F(id) - - -- Debug message. - local text=string.format("Clearing menus for player %s in group %s.", self.player[id].playername, self.player[id].groupname) - self:T(PSEUDOATC.id..text) - MESSAGE:New(text,30):ToAllIf(self.Debug) - - -- Delete Airports menu. - if self.player[id].menu_airports then - missionCommands.removeItemForGroup(id, self.player[id].menu_airports) - self.player[id].menu_airports=nil - else - self:T2(PSEUDOATC.id.."No airports to clear menus.") - end - - -- Delete waypoints menu. - if self.player[id].menu_waypoints then - missionCommands.removeItemForGroup(id, self.player[id].menu_waypoints) - self.player[id].menu_waypoints=nil - end - - -- Delete report alt until touchdown menu command. - if self.player[id].menu_reportalt then - missionCommands.removeItemForGroup(id, self.player[id].menu_reportalt) - self.player[id].menu_reportalt=nil - end - - -- Delete request current alt menu command. - if self.player[id].menu_requestalt then - missionCommands.removeItemForGroup(id, self.player[id].menu_requestalt) - self.player[id].menu_requestalt=nil - end - -end - ---- Create "F10/Pseudo ATC/Local Airports/Airport Name/" menu items each containing weather report and BR request. --- @param #PSEUDOATC self --- @param #number id Group id of player unit for which menues are created. -function PSEUDOATC:MenuAirports(id) - self:F(id) - - -- Table for menu entries. - self.player[id].menu_airports=missionCommands.addSubMenuForGroup(id, "Local Airports", self.player[id].menu_main) - - local i=0 - for _,airport in pairs(self.player[id].airports) do - - i=i+1 - if i > 10 then - break -- Max 10 airports due to 10 menu items restriction. - end - - local name=airport.name - local d=airport.distance - local pos=AIRBASE:FindByName(name):GetCoordinate() - - --F10menu_ATC_airports[ID][name] = missionCommands.addSubMenuForGroup(ID, name, F10menu_ATC) - local submenu=missionCommands.addSubMenuForGroup(id, name, self.player[id].menu_airports) - - -- Create menu reporting commands - missionCommands.addCommandForGroup(id, "Weather Report", submenu, self.ReportWeather, self, id, pos, name) - missionCommands.addCommandForGroup(id, "Request BR", submenu, self.ReportBR, self, id, pos, name) - - -- Debug message. - self:T(string.format(PSEUDOATC.id.."Creating airport menu item %s for ID %d", name, id)) - end -end - ---- Create "F10/Pseudo ATC/Waypoints/ menu items. --- @param #PSEUDOATC self --- @param #number id Group id of player unit for which menues are created. -function PSEUDOATC:MenuWaypoints(id) - self:F(id) - - -- Player unit and callsign. - local unit=self.player[id].unit --Wrapper.Unit#UNIT - local callsign=self.player[id].callsign - - -- Debug info. - self:T(PSEUDOATC.id..string.format("Creating waypoint menu for %s (ID %d).", callsign, id)) - - if #self.player[id].waypoints>0 then - - -- F10/PseudoATC/Waypoints - self.player[id].menu_waypoints=missionCommands.addSubMenuForGroup(id, "Waypoints", self.player[id].menu_main) - - local j=0 - for i, wp in pairs(self.player[id].waypoints) do - - -- Increase counter - j=j+1 - - if j>10 then - break -- max ten menu entries - end - - -- Position of Waypoint - local pos=COORDINATE:New(wp.x, wp.alt, wp.y) - local name=string.format("Waypoint %d", i-1) - - -- "F10/PseudoATC/Waypoints/Waypoint X" - local submenu=missionCommands.addSubMenuForGroup(id, name, self.player[id].menu_waypoints) - - -- Menu commands for each waypoint "F10/PseudoATC/My Aircraft (callsign)/Waypoints/Waypoint X/" - missionCommands.addCommandForGroup(id, "Weather Report", submenu, self.ReportWeather, self, id, pos, name) - missionCommands.addCommandForGroup(id, "Request BR", submenu, self.ReportBR, self, id, pos, name) - end - end - - self.player[id].menu_reportalt = missionCommands.addCommandForGroup(id, "Talk me down", self.player[id].menu_main, self.AltidudeTimerToggle, self, id) - self.player[id].menu_requestalt = missionCommands.addCommandForGroup(id, "Request altitude", self.player[id].menu_main, self.ReportHeight, self, id) -end - ------------------------------------------------------------------------------------------------------------------------------------------ --- Reporting Functions - ---- Weather Report. Report pressure QFE/QNH, temperature, wind at certain location. --- @param #PSEUDOATC self --- @param #number id Group id to which the report is delivered. --- @param Core.Point#COORDINATE position Coordinates at which the pressure is measured. --- @param #string location Name of the location at which the pressure is measured. -function PSEUDOATC:ReportWeather(id, position, location) - self:F({id=id, position=position, location=location}) - - -- Player unit system settings. - local settings=_DATABASE:GetPlayerSettings(self.player[id].playername) or _SETTINGS --Core.Settings#SETTINGS - - local text=string.format("Local weather at %s:\n", location) - - -- Get pressure in hPa. - local Pqnh=position:GetPressure(0) -- Get pressure at sea level. - local Pqfe=position:GetPressure() -- Get pressure at (land) height of position. - - -- Pressure conversion - local hPa2inHg=0.0295299830714 - local hPa2mmHg=0.7500615613030 - - -- Unit conversion. - local _Pqnh=string.format("%.2f inHg", Pqnh * hPa2inHg) - local _Pqfe=string.format("%.2f inHg", Pqfe * hPa2inHg) - if settings:IsMetric() then - _Pqnh=string.format("%.1f mmHg", Pqnh * hPa2mmHg) - _Pqfe=string.format("%.1f mmHg", Pqfe * hPa2mmHg) - end - - -- Message text. - text=text..string.format("QFE %.1f hPa = %s.\n", Pqfe, _Pqfe) - text=text..string.format("QNH %.1f hPa = %s.\n", Pqnh, _Pqnh) - - -- Get temperature at position in degrees Celsius. - local T=position:GetTemperature() - - -- Correct unit system. - local _T=string.format('%d°F', UTILS.CelciusToFarenheit(T)) - if settings:IsMetric() then - _T=string.format('%d°C', T) - end - - -- Message text. - local text=text..string.format("Temperature %s\n", _T) - - -- Get wind direction and speed. - local Dir,Vel=position:GetWind() - - -- Get Beaufort wind scale. - local Bn,Bd=UTILS.BeaufortScale(Vel) - - -- Formatted wind direction. - local Ds = string.format('%03d°', Dir) - - -- Velocity in player units. - local Vs=string.format("%.1f knots", UTILS.MpsToKnots(Vel)) - if settings:IsMetric() then - Vs=string.format('%.1f m/s', Vel) - end - - -- Message text. - local text=text..string.format("Wind from %s at %s (%s).", Ds, Vs, Bd) - - -- Send message - self:_DisplayMessageToGroup(self.player[id].unit, text, self.mdur, true) - -end - ---- Report absolute bearing and range form player unit to airport. --- @param #PSEUDOATC self --- @param #number id Group id to the report is delivered. --- @param Core.Point#COORDINATE position Coordinates at which the pressure is measured. --- @param #string location Name of the location at which the pressure is measured. -function PSEUDOATC:ReportBR(id, position, location) - self:F({id=id, position=position, location=location}) - - -- Current coordinates. - local unit=self.player[id].unit --Wrapper.Unit#UNIT - local coord=unit:GetCoordinate() - - -- Direction vector from current position (coord) to target (position). - local angle=coord:HeadingTo(position) - - -- Range from current to - local range=coord:Get2DDistance(position) - - -- Bearing string. - local Bs=string.format('%03d°', angle) - - -- Settings. - local settings=_DATABASE:GetPlayerSettings(self.player[id].playername) or _SETTINGS --Core.Settings#SETTINGS - - - local Rs=string.format("%.1f NM", UTILS.MetersToNM(range)) - if settings:IsMetric() then - Rs=string.format("%.1f km", range/1000) - end - - -- Message text. - local text=string.format("%s: Bearing %s, Range %s.", location, Bs, Rs) - - -- Send message to player group. - MESSAGE:New(text, self.mdur):ToGroup(self.player[id].group) -end - ---- Report altitude above ground level of player unit. --- @param #PSEUDOATC self --- @param #number id Group id to the report is delivered. --- @param #number dt (Optional) Duration the message is displayed. --- @param #boolean _clear (Optional) Clear previouse messages. --- @return #number Altitude above ground. -function PSEUDOATC:ReportHeight(id, dt, _clear) - self:F({id=id, dt=dt}) - - local dt = dt or self.mdur - if _clear==nil then - _clear=false - end - - -- Return height [m] above ground level. - local function get_AGL(p) - local agl=0 - local vec2={x=p.x,y=p.z} - local ground=land.getHeight(vec2) - local agl=p.y-ground - return agl - end - - -- Get height AGL. - local unit=self.player[id].unit --Wrapper.Unit#UNIT - - if unit and unit:IsAlive() then - - local position=unit:GetCoordinate() - local height=get_AGL(position) - local callsign=unit:GetCallsign() - - -- Settings. - local settings=_DATABASE:GetPlayerSettings(self.player[id].playername) or _SETTINGS --Core.Settings#SETTINGS - - -- Height string. - local Hs=string.format("%d ft", UTILS.MetersToFeet(height)) - if settings:IsMetric() then - Hs=string.format("%d m", height) - end - - -- Message text. - local _text=string.format("%s, your altitude is %s AGL.", callsign, Hs) - - -- Append flight level. - if _clear==false then - _text=_text..string.format(" FL%03d.", position.y/30.48) - end - - -- Send message to player group. - self:_DisplayMessageToGroup(self.player[id].unit,_text, dt,_clear) - - -- Return height - return height - end - - return 0 -end - ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ - ---- Toggle report altitude reporting on/off. --- @param #PSEUDOATC self. --- @param #number id Group id of player unit. -function PSEUDOATC:AltidudeTimerToggle(id) - self:F(id) - - if self.player[id].altimerid then - -- If the timer is on, we turn it off. - self:AltitudeTimerStop(id) - else - -- If the timer is off, we turn it on. - self:AltitudeTimeStart(id) - end -end - ---- Start altitude reporting scheduler. --- @param #PSEUDOATC self. --- @param #number id Group id of player unit. -function PSEUDOATC:AltitudeTimeStart(id) - self:F(id) - - -- Debug info. - self:T(PSEUDOATC.id..string.format("Starting altitude report timer for player ID %d.", id)) - - -- Start timer. Altitude is reported every ~3 seconds. - self.player[id].altimer, self.player[id].altimerid=SCHEDULER:New(nil, self.ReportHeight, {self, id, 0.1, true}, 1, 3) -end - ---- Stop/destroy DCS scheduler function for reporting altitude. --- @param #PSEUDOATC self. --- @param #number id Group id of player unit. -function PSEUDOATC:AltitudeTimerStop(id) - - -- Debug info. - self:T(PSEUDOATC.id..string.format("Stopping altitude report timer for player ID %d.", id)) - - -- Stop timer. - if self.player[id].altimerid then - self.player[id].altimer:Stop(self.player[id].altimerid) - end - - self.player[id].altimer=nil - self.player[id].altimerid=nil -end - ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ --- Misc - ---- Create list of nearby airports sorted by distance to player unit. --- @param #PSEUDOATC self --- @param #number id Group id of player unit. -function PSEUDOATC:LocalAirports(id) - self:F(id) - - -- Airports table. - self.player[id].airports=nil - self.player[id].airports={} - - -- Current player position. - local pos=self.player[id].unit:GetCoordinate() - - -- Loop over coalitions. - for i=0,2 do - - -- Get all airbases of coalition. - local airports=coalition.getAirbases(i) - - -- Loop over airbases - for _,airbase in pairs(airports) do - - local name=airbase:getName() - local q=AIRBASE:FindByName(name):GetCoordinate() - local d=q:Get2DDistance(pos) - - -- Add to table. - table.insert(self.player[id].airports, {distance=d, name=name}) - - end - end - - --- compare distance (for sorting airports) - local function compare(a,b) - return a.distance < b.distance - end - - -- Sort airports table w.r.t. distance to player. - table.sort(self.player[id].airports, compare) - -end - ---- Returns the unit of a player and the player name. If the unit does not belong to a player, nil is returned. --- @param #PSEUDOATC self --- @param #string _unitName Name of the player unit. --- @return Wrapper.Unit#UNIT Unit of player. --- @return #string Name of the player. --- @return nil If player does not exist. -function PSEUDOATC:_GetPlayerUnitAndName(_unitName) - self:F(_unitName) - - if _unitName ~= nil then - - -- Get DCS unit from its name. - local DCSunit=Unit.getByName(_unitName) - if DCSunit then - - -- Get the player name to make sure a player entered. - local playername=DCSunit:getPlayerName() - local unit=UNIT:Find(DCSunit) - - -- Debug output. - self:T2({DCSunit=DCSunit, unit=unit, playername=playername}) - - if unit and playername then - -- Return MOOSE unit and player name - return unit, playername - end - - end - end - - return nil,nil -end - - ---- Display message to group. --- @param #PSEUDOATC self --- @param Wrapper.Unit#UNIT _unit Player unit. --- @param #string _text Message text. --- @param #number _time Duration how long the message is displayed. --- @param #boolean _clear Clear up old messages. -function PSEUDOATC:_DisplayMessageToGroup(_unit, _text, _time, _clear) - self:F({unit=_unit, text=_text, time=_time, clear=_clear}) - - _time=_time or self.Tmsg - if _clear==nil then - _clear=false - end - - -- Group ID. - local _gid=_unit:GetGroup():GetID() - - if _gid then - if _clear == true then - trigger.action.outTextForGroup(_gid, _text, _time, _clear) - else - trigger.action.outTextForGroup(_gid, _text, _time) - end - end - -end - ---- Returns a string which consits of this callsign and the player name. --- @param #PSEUDOATC self --- @param #string unitname Name of the player unit. -function PSEUDOATC:_myname(unitname) - self:F2(unitname) - - local unit=UNIT:FindByName(unitname) - local pname=unit:GetPlayerName() - local csign=unit:GetCallsign() - - return string.format("%s (%s)", csign, pname) -end - ---- **Functional** - Simulation of logistic operations. --- --- === --- --- ## Features: --- --- * Holds (virtual) assests in stock and spawns them upon request. --- * Manages requests of assets from other warehouses. --- * Queueing system with optional priorization of requests. --- * Realistic transportation of assets between warehouses. --- * Different means of automatic transportation (planes, helicopters, APCs, self propelled). --- * Strategic components such as capturing, defending and destroying warehouses and their associated infrastructure. --- * Intelligent spawning of aircraft on airports (only if enough parking spots are available). --- * Possibility to hook into events and customize actions. --- * Persistence of assets. Warehouse assets can be saved and loaded from file. --- * Can be easily interfaced to other MOOSE classes. --- --- === --- --- ## Missions: --- --- === --- --- The MOOSE warehouse concept simulates the organization and implementation of complex operations regarding the flow of assets between the point of origin and the point of consumption --- in order to meet requirements of a potential conflict. In particular, this class is concerned with maintaining army supply lines while disrupting those of the enemy, since an armed --- force without resources and transportation is defenseless. --- --- Please note that his class is work in progress and in an **alpha** stage. --- --- === --- --- ### Author: **funkyfranky** --- ### Co-author: FlightControl (cargo dispatcher classes) --- --- === --- --- @module Functional.Warehouse --- @image MOOSE.JPG - ---- WAREHOUSE class. --- @type WAREHOUSE --- @field #string ClassName Name of the class. --- @field #boolean Debug If true, send debug messages to all. --- @field #boolean Report If true, send status messages to coalition. --- @field Wrapper.Static#STATIC warehouse The phyical warehouse structure. --- @field #string alias Alias of the warehouse. Name its called when sending messages. --- @field Core.Zone#ZONE zone Zone around the warehouse. If this zone is captured, the warehouse and all its assets goes to the capturing coaliton. --- @field Wrapper.Airbase#AIRBASE airbase Airbase the warehouse belongs to. --- @field #string airbasename Name of the airbase associated to the warehouse. --- @field Core.Point#COORDINATE road Closest point to warehouse on road. --- @field Core.Point#COORDINATE rail Closest point to warehouse on rail. --- @field Core.Zone#ZONE spawnzone Zone in which assets are spawned. --- @field #string wid Identifier of the warehouse printed before other output to DCS.log file. --- @field #number uid Unit identifier of the warehouse. Derived from id of warehouse static element. --- @field #number markerid ID of the warehouse marker at the airbase. --- @field #number dTstatus Time interval in seconds of updating the warehouse status and processing new events. Default 30 seconds. --- @field #number queueid Unit id of each request in the queue. Essentially a running number starting at one and incremented when a new request is added. --- @field #table stock Table holding all assets in stock. Table entries are of type @{#WAREHOUSE.Assetitem}. --- @field #table queue Table holding all queued requests. Table entries are of type @{#WAREHOUSE.Queueitem}. --- @field #table pending Table holding all pending requests, i.e. those that are currently in progress. Table elements are of type @{#WAREHOUSE.Pendingitem}. --- @field #table transporting Table holding assets currently transporting cargo assets. --- @field #table delivered Table holding all delivered requests. Table elements are #boolean. If true, all cargo has been delivered. --- @field #table defending Table holding all defending requests, i.e. self requests that were if the warehouse is under attack. Table elements are of type @{#WAREHOUSE.Pendingitem}. --- @field Core.Zone#ZONE portzone Zone defining the port of a warehouse. This is where naval assets are spawned. --- @field #table shippinglanes Table holding the user defined shipping between warehouses. --- @field #table offroadpaths Table holding user defined paths from one warehouse to another. --- @field #boolean autodefence When the warehouse is under attack, automatically spawn assets to defend the warehouse. --- @field #number spawnzonemaxdist Max distance between warehouse and spawn zone. Default 5000 meters. --- @field #boolean autosave Automatically save assets to file when mission ends. --- @field #string autosavepath Path where the asset file is saved on auto save. --- @field #string autosavefilename File name of the auto asset save file. Default is auto generated from warehouse id and name. --- @extends Core.Fsm#FSM - ---- Have your assets at the right place at the right time - or not! --- --- === --- --- # The Warehouse Concept --- --- The MOOSE warehouse adds a new logistic component to the DCS World. *Assets*, i.e. ground, airborne and naval units, can be transferred from one place --- to another in a realistic and highly automatic fashion. In contrast to a "DCS warehouse" these assets have a physical representation in game. In particular, --- this means they can be destroyed during the transport and add more life to the DCS world. --- --- This comes along with some additional interesting stategic aspects since capturing/defending and destroying/protecting an enemy or your --- own warehous becomes of critical importance for the development of a conflict. --- --- In essence, creating an efficient network of warehouses is vital for the success of a battle or even the whole war. Likewise, of course, cutting off the enemy --- of important supply lines by capturing or destroying warehouses or their associated infrastructure is equally important. --- --- ## What is a warehouse? --- --- A warehouse is an abstract object represented by a physical (static) building that can hold virtual assets in stock. --- It can (but it must not) be associated with a particular airbase. The associated airbase can be an airdrome, a Helipad/FARP or a ship. --- --- If another warehouse requests assets, the corresponding troops are spawned at the warehouse and being transported to the requestor or go their --- by themselfs. Once arrived at the requesting warehouse, the assets go into the stock of the requestor and can be activated/deployed when necessary. --- --- ## What assets can be stored? --- --- Any kind of ground, airborne or naval asset can be stored and are spawned upon request. --- The fact that the assets live only virtually in stock and are put into the game only when needed has a positive impact on the game performance. --- It also alliviates the problem of limited parking spots at smaller airbases. --- --- ## What means of transportation are available? --- --- Firstly, all mobile assets can be send from warehouse to another on their own. --- --- * Ground vehicles will use the road infrastructure. So a good road connection for both warehouses is important but also off road connections can be added if necessary. --- * Airborne units get a flightplan from the airbase of the sending warehouse to the airbase of the receiving warehouse. This already implies that for airborne --- assets both warehouses need an airbase. If either one of the warehouses does not have an associated airbase, direct transportation of airborne assest is not possible. --- * Naval units can be exchanged between warehouses which possess a port, which can be defined by the user. Also shipping lanes must be specified manually but the user since DCS does not provide these. --- * Trains (would) use the available railroad infrastructure and both warehouses must have a connection to the railroad. Unfortunately, however, trains are not yet implemented to --- a reasonable degree in DCS at the moment and hence cannot be used yet. --- --- Furthermore, ground assets can be transferred between warehouses by transport units. These are APCs, helicopters and airplanes. The transportation process is modelled --- in a realistic way by using the corresponding cargo dispatcher classes, i.e. --- --- * @{AI.AI_Cargo_Dispatcher_APC#AI_DISPATCHER_APC} --- * @{AI.AI_Cargo_Dispatcher_Helicopter#AI_DISPATCHER_HELICOPTER} --- * @{AI.AI_Cargo_Dispatcher_Airplane#AI_DISPATCHER_AIRPLANE} --- --- Depending on which cargo dispatcher is used (ground or airbore), similar considerations like in the self propelled case are necessary. Howver, note that --- the dispatchers as of yet cannot use user defined off road paths for example since they are classes of their own and use a different routing logic. --- --- === --- --- # Creating a Warehouse --- --- A MOOSE warehouse must be represented in game by a physical *static* object. For example, the mission editor already has warehouse as static object available. --- This would be a good first choice but any static object will do. --- --- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Static.png) --- --- The positioning of the warehouse static object is very important for a couple of reasons. Firstly, a warehouse needs a good infrastructure so that spawned assets --- have a proper road connection or can reach the associated airbase easily. --- --- ## Constructor and Start --- --- Once the static warehouse object is placed in the mission editor it can be used as a MOOSE warehouse by the @{#WAREHOUSE.New}(*warehousestatic*, *alias*) constructor, --- like for example: --- --- warehouseBatumi=WAREHOUSE:New(STATIC:FindByName("Warehouse Batumi"), "My optional Warehouse Alias") --- warehouseBatumi:Start() --- --- The first parameter *warehousestatic* is the static MOOSE object. By default, the name of the warehouse will be the same as the name given to the static object. --- The second parameter *alias* is optional and can be used to choose a more convenient name if desired. This will be the name the warehouse calls itself when reporting messages. --- --- Note that a warehouse also needs to be started in order to be in service. This is done with the @{#WAREHOUSE.Start}() or @{#WAREHOUSE.__Start}(*delay*) functions. --- The warehouse is now fully operational and requests are being processed. --- --- # Adding Assets --- --- Assets can be added to the warehouse stock by using the @{#WAREHOUSE.AddAsset}(*group*, *ngroups*, *forceattribute*, *forcecargobay*, *forceweight*, *loadradius*, *skill*, *liveries*, *assignment*) function. --- The parameter *group* has to be a MOOSE @{Wrapper.Group#GROUP}. This is also the only mandatory parameters. All other parameters are optional and can be used for fine tuning if --- nessary. The parameter *ngroups* specifies how many clones of this group are added to the stock. --- --- infrantry=GROUP:FindByName("Some Infantry Group") --- warehouseBatumi:AddAsset(infantry, 5) --- --- This will add five infantry groups to the warehouse stock. Note that the group should normally be a late activated template group, --- which was defined in the mission editor. But you can also add other groups which are already spawned and present in the mission. --- --- Also note that the coalition of the template group (red, blue or neutral) does not matter. The coalition of the assets is determined by the coalition of the warehouse owner. --- In other words, it is no problem to add red groups to blue warehouses and vice versa. The assets will automatically have the coalition of the warehouse. --- --- You can add assets with a delay by using the @{#WAREHOUSE.__AddAsset}(*delay*, *group*, *ngroups*, *forceattribute*, *forcecargobay*, *forceweight*, *loadradius*, *skill*, *liveries*, *assignment*), --- where *delay* is the delay in seconds before the asset is added. --- --- In game, the warehouse will get a mark which is regularly updated and showing the currently available assets in stock. --- --- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Stock-Marker.png) --- --- ## Optional Parameters for Fine Tuning --- --- By default, the generalized attribute of the asset is determined automatically from the DCS descriptor attributes. However, this might not always result in the desired outcome. --- Therefore, it is possible, to force a generalized attribute for the asset with the third optional parameter *forceattribute*, which is of type @{#WAREHOUSE.Attribute}. --- --- ### Setting the Generalized Attibute --- For example, a UH-1H Huey has in DCS the attibute of an attack helicopter. But of course, it can also transport cargo. If you want to use it for transportation, you can specify this --- manually when the asset is added --- --- warehouseBatumi:AddAsset("Huey", 5, WAREHOUSE.Attribute.AIR_TRANSPORTHELO) --- --- This becomes important when assets are requested from other warehouses as described below. In this case, the five Hueys are now marked as transport helicopters and --- not attack helicopters. --- --- ### Setting the Cargo Bay Weight Limit --- You can ajust the cargo bay weight limit, in case it is not calculated correctly automatically. For example, the cargo bay of a C-17A is much smaller in DCS than that of a C-130, which is --- unrealistic. This can be corrected by the *forcecargobay* parmeter which is here set to 77,000 kg --- --- warehouseBatumi:AddAsset("C-17A", nil, nil, 77000) --- --- The size of the cargo bay is only important when the group is used as transport carrier for other assets. --- --- ### Setting the Weight --- If an asset shall be transported by a carrier it important to note that - as in real life - a carrier can only carry cargo up to a certain weight. The weight of the --- units is automatically determined from the DCS descriptor table. --- However, in the current DCS version (2.5.3) a mortar unit has a weight of 5 tons. This confuses the transporter logic, because it appears to be too have for, e.g. all APCs. --- --- As a workaround, you can manually adjust the weight by the optional *forceweight* parameter: --- --- warehouseBatumi:AddAsset("Mortar Alpha", nil, nil, nil, 210) --- --- In this case we set it to 210 kg. Note, the weight value set is meant for *each* unit in the group. Therefore, a group consisting of three mortars will have a total weight --- of 630 kg. This is important as groups cannot be split between carrier units when transporting, i.e. the total weight of the whole group must be smaller than the --- cargo bay of the transport carrier. --- --- ### Setting the Load Radius --- Boading and loading of cargo into a carrier is modeled in a realistic fashion in the AI\_CARGO\DISPATCHER classes, which are used inernally by the WAREHOUSE class. --- Meaning that troops (cargo) will board, i.e. run or drive to the carrier, and only once they are in close proximity to the transporter they will be loaded (disappear). --- --- Unfortunately, there are some situations where problems can occur. For example, in DCS tanks have the strong tentendcy not to drive around obstacles but rather to roll over them. --- I have seen cases where an aircraft of the same coalition as the tank was in its way and the tank drove right through the plane waiting on a parking spot and destroying it. --- --- As a workaround it is possible to set a larger load radius so that the cargo units are despawned further away from the carrier via the optional **loadradius** parameter: --- --- warehouseBatumi:AddAsset("Leopard 2", nil, nil, nil, nil, 250) --- --- Adding the asset like this will cause the units to be loaded into the carrier already at a distance of 250 meters. --- --- ### Setting the AI Skill --- --- By default, the asset has the skill of its template group. The optional parameter *skill* allows to set a different skill when the asset is added. See the --- [hoggit page](https://wiki.hoggitworld.com/view/DCS_enum_AI) possible values of this enumerator. --- For example you can use --- --- warehouseBatumi:AddAsset("Leopard 2", nil, nil, nil, nil, nil, AI.Skill.EXCELLENT) --- --- do set the skill of the asset to excellent. --- --- ### Setting Liveries --- --- By default ,the asset uses the livery of its template group. The optional parameter *liveries* allows to define one or multiple liveries. --- If multiple liveries are given in form of a table of livery names, each asset gets a random one. --- --- For example --- --- warehouseBatumi:AddAsset("Mi-8", nil, nil, nil, nil, nil, nil, "China UN") --- --- would spawn the asset with a chinese UN livery. --- --- Or --- --- warehouseBatumi:AddAsset("Mi-8", nil, nil, nil, nil, nil, nil, {"China UN", "German"}) --- --- would spawn the asset with either a chinese UN or German livery. Mind the curly brackets **{}** when you want to specify multiple liveries. --- --- Four each unit type, the livery names can be found in the DCS root folder under Bazar\Liveries. You have to use the name of the livery subdirectory. The names of the liveries --- as displayed in the mission editor might be different and won't work in general. --- --- ### Setting an Assignment --- --- Assets can be added with a specific assignment given as a text, e.g. --- --- warehouseBatumi:AddAsset("Mi-8", nil, nil, nil, nil, nil, nil, nil, "Go to Warehouse Kobuleti") --- --- This is helpful to establish supply chains once an asset has arrived at its (first) destination and is meant to be forwarded to another warehouse. --- --- ## Retrieving the Asset --- --- Once a an asset is added to a warehouse, the @{#WAREHOUSE.NewAsset} event is triggered. You can hook into this event with the @{#WAREHOUSE.OnAfterNewAsset}(*asset*, *assignment*) function. --- --- The first parameter *asset* is a table of type @{#WAREHOUSE.Assetitem} and contains a lot of information about the asset. The seconed parameter *assignment* is optional and is the specific --- assignment the asset got when it was added. --- --- Note that the assignment is can also be the assignment that was specified when adding a request (see next section). Once an asset that was requested from another warehouse and an assignment --- was specified in the @{#WAREHOUSE.AddRequest} function, the assignment can be checked when the asset has arrived and is added to the receiving warehouse. --- --- === --- --- # Requesting Assets --- --- Assets of the warehouse can be requested by other MOOSE warehouses. A request will first be scrutinized to check if can be fulfilled at all. If the request is valid, it is --- put into the warehouse queue and processed as soon as possible. --- --- A request can be added by the @{#WAREHOUSE.AddRequest}(*warehouse*, *AssetDescriptor*, *AssetDescriptorValue*, *nAsset*, *TransportType*, *nTransport*, *Prio*, *Assignment*) function. --- The parameters are --- --- * *warehouse*: The requesting MOOSE @{#WAREHOUSE}. Assets will be delivered there. --- * *AssetDescriptor*: The descriptor to describe the asset "type". See the @{#WAREHOUSE.Descriptor} enumerator. For example, assets requested by their generalized attibute. --- * *AssetDescriptorValue*: The value of the asset descriptor. --- * *nAsset*: (Optional) Number of asset group requested. Default is one group. --- * *TransportType*: (Optional) The transport method used to deliver the assets to the requestor. Default is that assets go to the requesting warehouse on their own. --- * *nTransport*: (Optional) Number of asset groups used to transport the cargo assets from A to B. Default is one group. --- * *Prio*: (Optional) A number between 1 (high) and 100 (low) describing the priority of the request. Request with high priority are processed first. Default is 50, i.e. medium priority. --- * *Assignment*: (Optional) A free to choose string describing the assignment. For self requests, this can be used to assign the spawned groups to specific tasks. --- --- ## Requesting by Generalized Attribute --- --- Generalized attributes are similar to [DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes). However, they are a bit more general and --- an asset can only have one generalized attribute by which it is characterized. --- --- For example: --- --- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 5, WAREHOUSE.TransportType.APC, 2) --- --- Here, warehouse Kobuleti requests 5 infantry groups from warehouse Batumi. These "cargo" assets should be transported from Batumi to Kobuleti by 2 APCS. --- Note that the warehouse at Batumi needs to have at least five infantry groups and two APC groups in their stock if the request can be processed. --- If either to few infantry or APC groups are available when the request is made, the request is held in the warehouse queue until enough cargo and --- transport assets are available. --- --- Also note that the above request is for five infantry groups. So any group in stock that has the generalized attribute "GROUND_INFANTRY" can be selected for the request. --- --- ### Generalized Attributes --- --- Currently implemented are: --- --- * @{#WAREHOUSE.Attribute.AIR_TRANSPORTPLANE} Airplane with transport capability. This can be used to transport other assets. --- * @{#WAREHOUSE.Attribute.AIR_AWACS} Airborne Early Warning and Control System. --- * @{#WAREHOUSE.Attribute.AIR_FIGHTER} Fighter, interceptor, ... airplane. --- * @{#WAREHOUSE.Attribute.AIR_BOMBER} Aircraft which can be used for strategic bombing. --- * @{#WAREHOUSE.Attribute.AIR_TANKER} Airplane which can refuel other aircraft. --- * @{#WAREHOUSE.Attribute.AIR_TRANSPORTHELO} Helicopter with transport capability. This can be used to transport other assets. --- * @{#WAREHOUSE.Attribute.AIR_ATTACKHELO} Attack helicopter. --- * @{#WAREHOUSE.Attribute.AIR_UAV} Unpiloted Aerial Vehicle, e.g. drones. --- * @{#WAREHOUSE.Attribute.AIR_OTHER} Any airborne unit that does not fall into any other airborne category. --- * @{#WAREHOUSE.Attribute.GROUND_APC} Infantry carriers, in particular Amoured Personell Carrier. This can be used to transport other assets. --- * @{#WAREHOUSE.Attribute.GROUND_TRUCK} Unarmed ground vehicles, which has the DCS "Truck" attribute. --- * @{#WAREHOUSE.Attribute.GROUND_INFANTRY} Ground infantry assets. --- * @{#WAREHOUSE.Attribute.GROUND_ARTILLERY} Artillery assets. --- * @{#WAREHOUSE.Attribute.GROUND_TANK} Tanks (modern or old). --- * @{#WAREHOUSE.Attribute.GROUND_TRAIN} Trains. Not that trains are **not** yet properly implemented in DCS and cannot be used currently. --- * @{#WAREHOUSE.Attribute.GROUND_EWR} Early Warning Radar. --- * @{#WAREHOUSE.Attribute.GROUND_AAA} Anti-Aircraft Artillery. --- * @{#WAREHOUSE.Attribute.GROUND_SAM} Surface-to-Air Missile system or components. --- * @{#WAREHOUSE.Attribute.GROUND_OTHER} Any ground unit that does not fall into any other ground category. --- * @{#WAREHOUSE.Attribute.NAVAL_AIRCRAFTCARRIER} Aircraft carrier. --- * @{#WAREHOUSE.Attribute.NAVAL_WARSHIP} War ship, i.e. cruisers, destroyers, firgates and corvettes. --- * @{#WAREHOUSE.Attribute.NAVAL_ARMEDSHIP} Any armed ship that is not an aircraft carrier, a cruiser, destroyer, firgatte or corvette. --- * @{#WAREHOUSE.Attribute.NAVAL_UNARMEDSHIP} Any unarmed naval vessel. --- * @{#WAREHOUSE.Attribute.NAVAL_OTHER} Any naval unit that does not fall into any other naval category. --- * @{#WAREHOUSE.Attribute.OTHER_UNKNOWN} Anything that does not fall into any other category. --- --- ## Requesting a Specific Unit Type --- --- A more specific request could look like: --- --- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.UNITTYPE, "A-10C", 2) --- --- Here, Kobuleti requests a specific unit type, in particular two groups of A-10Cs. Note that the spelling is important as it must exacly be the same as --- what one get's when using the DCS unit type. --- --- ## Requesting a Specific Group --- --- An even more specific request would be: --- --- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.GROUPNAME, "Group Name as in ME", 3) --- --- In this case three groups named "Group Name as in ME" are requested. This explicitly request the groups named like that in the Mission Editor. --- --- ## Requesting a General Category --- --- On the other hand, very general and unspecifc requests can be made by the categroy descriptor. The descriptor value parameter can be any [group category](https://wiki.hoggitworld.com/view/DCS_Class_Group), i.e. --- --- * Group.Category.AIRPLANE for fixed wing aircraft, --- * Group.Category.HELICOPTER for helicopters, --- * Group.Category.GROUND for all ground troops, --- * Group.Category.SHIP for naval assets, --- * Group.Category.TRAIN for trains (not implemented and not working in DCS yet). --- --- For example, --- --- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.CATEGORY, Group.Category.GROUND, 10) --- --- means that Kubuleti requests 10 ground groups and does not care which ones. This could be a mix of infantry, APCs, trucks etc. --- --- **Note** that these general requests should be made with *great care* due to the fact, that depending on what a warehouse has in stock a lot of different unit types can be spawned. --- --- ## Requesting Relative Quantities --- --- In addition to requesting absolute numbers of assets it is possible to request relative amounts of assets currently in stock. To this end the @{#WAREHOUSE.Quantity} enumerator --- was introduced: --- --- * @{#WAREHOUSE.Quantity.ALL} --- * @{#WAREHOUSE.Quantity.HALF} --- * @{#WAREHOUSE.Quantity.QUARTER} --- * @{#WAREHOUSE.Quantity.THIRD} --- * @{#WAREHOUSE.Quantity.THREEQUARTERS} --- --- For example, --- --- warehouseBatumi:AddRequest(warehouseKobuleti, WAREHOUSE.Descriptor.CATEGORY, Group.Category.HELICOPTER, WAREHOUSE.Quantity.HALF) --- --- means that Kobuleti warehouse requests half of all available helicopters which Batumi warehouse currently has in stock. --- --- # Employing Assets - The Self Request --- --- Transferring assets from one warehouse to another is important but of course once the the assets are at the "right" place it is equally important that they --- can be employed for specific tasks and assignments. --- --- Assets in the warehouses stock can be used for user defined tasks quite easily. They can be spawned into the game by a "***self request***", i.e. the warehouse --- requests the assets from itself: --- --- warehouseBatumi:AddRequest(warehouseBatumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 5) --- --- Note that the *sending* and *requesting* warehouses are *identical* in this case. --- --- This would simply spawn five infantry groups in the spawn zone of the Batumi warehouse if/when they are available. --- --- ## Accessing the Assets --- --- If a warehouse requests assets from itself, it triggers the event **SelfReqeuest**. The mission designer can capture this event with the associated --- @{#WAREHOUSE.OnAfterSelfRequest}(*From*, *Event*, *To*, *groupset*, *request*) function. --- --- --- OnAfterSelfRequest user function. Access groups spawned from the warehouse for further tasking. --- -- @param #WAREHOUSE self --- -- @param #string From From state. --- -- @param #string Event Event. --- -- @param #string To To state. --- -- @param Core.Set#SET_GROUP groupset The set of cargo groups that was delivered to the warehouse itself. --- -- @param #WAREHOUSE.Pendingitem request Pending self request. --- function WAREHOUSE:OnAfterSelfRequest(From, Event, To, groupset, request) --- local groupset=groupset --Core.Set#SET_GROUP --- local request=request --Functional.Warehouse#WAREHOUSE.Pendingitem --- --- for _,group in pairs(groupset:GetSetObjects()) do --- local group=group --Wrapper.Group#GROUP --- group:SmokeGreen() --- end --- --- end --- --- The variable *groupset* is a @{Core.Set#SET_GROUP} object and holds all asset groups from the request. The code above shows, how the mission designer can access the groups --- for further tasking. Here, the groups are only smoked but, of course, you can use them for whatever assignment you fancy. --- --- Note that airborne groups are spawned in **uncontrolled state** and need to be activated first before they can begin with their assigned tasks and missions. --- This can be done with the @{Wrapper.Controllable#CONTROLLABLE.StartUncontrolled} function as demonstrated in the example section below. --- --- === --- --- # Infrastructure --- --- A good infrastructure is important for a warehouse to be efficient. Therefore, the location of a warehouse should be chosen with care. --- This can also help to avoid many DCS related issues such as units getting stuck in buildings, blocking taxi ways etc. --- --- ## Spawn Zone --- --- By default, the zone were ground assets are spawned is a circular zone around the physical location of the warehouse with a radius of 200 meters. However, the location of the --- spawn zone can be set by the @{#WAREHOUSE.SetSpawnZone}(*zone*) functions. It is advisable to choose a zone which is clear of obstacles. --- --- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Batumi.png) --- --- The parameter *zone* is a MOOSE @{Core.Zone#ZONE} object. So one can, e.g., use trigger zones defined in the mission editor. If a cicular zone is not desired, one --- can use a polygon zone (see @{Core.Zone#ZONE_POLYGON}). --- --- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_SpawnPolygon.png) --- --- ## Road Connections --- --- Ground assets will use a road connection to travel from one warehouse to another. Therefore, a proper road connection is necessary. --- --- By default, the closest point on road to the center of the spawn zone is chosen as road connection automatically. But only, if distance between the spawn zone --- and the road connection is less than 3 km. --- --- The user can set the road connection manually with the @{#WAREHOUSE.SetRoadConnection} function. This is only functional for self propelled assets at the moment --- and not if using the AI dispatcher classes since these have a different logic to find the route. --- --- ## Off Road Connections --- --- For ground troops it is also possible to define off road paths between warehouses if no proper road connection is available or should not be used. --- --- An off road path can be defined via the @{#WAREHOUSE.AddOffRoadPath}(*remotewarehouse*, *group*, *oneway*) function, where --- *remotewarehouse* is the warehouse to which the path leads. --- The parameter *group* is a *late activated* template group. The waypoints of this group are used to define the path between the two warehouses. --- By default, the reverse paths is automatically added to get *from* the remote warehouse *to* this warehouse unless the parameter *oneway* is set to *true*. --- --- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Off-Road_Paths.png) --- --- **Note** that if an off road connection is defined between two warehouses this becomes the default path, i.e. even if there is a path *on road* possible --- this will not be used. --- --- Also note that you can define multiple off road connections between two warehouses. If there are multiple paths defined, the connection is chosen randomly. --- It is also possible to add the same path multiple times. By this you can influence the probability of the chosen path. For example Path1(A->B) has been --- added two times while Path2(A->B) was added only once. Hence, the group will choose Path1 with a probability of 66.6 % while Path2 is only chosen with --- a probability of 33.3 %. --- --- ## Rail Connections --- --- A rail connection is automatically defined as the closest point on a railway measured from the center of the spawn zone. But only, if the distance is less than 3 km. --- --- The mission designer can manually specify a rail connection with the @{#WAREHOUSE.SetRailConnection} function. --- --- **NOTE** however, that trains in DCS are currently not implemented in a way so that they can be used. --- --- ## Air Connections --- --- In order to use airborne assets, a warehouse needs to have an associated airbase. This can be an airdrome, a FARP/HELOPAD or a ship. --- --- If there is an airbase within 3 km range of the warehouse it is automatically set as the associated airbase. A user can set an airbase manually --- with the @{#WAREHOUSE.SetAirbase} function. Keep in mind that sometimes ground units need to walk/drive from the spawn zone to the airport --- to get to their transport carriers. --- --- ## Naval Connections --- --- Natively, DCS does not have the concept of a port/habour or shipping lanes. So in order to have a meaningful transfer of naval units between warehouses, these have to be --- defined by the mission designer. --- --- ### Defining a Port --- --- A port in this context is the zone where all naval assets are spawned. This zone can be defined with the function @{#WAREHOUSE.SetPortZone}(*zone*), where the parameter --- *zone* is a MOOSE zone. So again, this can be create from a trigger zone defined in the mission editor or if a general shape is desired by a @{Core.Zone#ZONE_POLYGON}. --- --- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_PortZone.png) --- --- ### Defining Shipping Lanes --- --- A shipping lane between to warehouses can be defined by the @{#WAREHOUSE.AddShippingLane}(*remotewarehouse*, *group*, *oneway*) function. The first parameter *remotewarehouse* --- is the warehouse which should be connected to the present warehouse. --- --- The parameter *group* should be a late activated group defined in the mission editor. The waypoints of this group are used as waypoints of the shipping lane. --- --- By default, the reverse lane is automatically added to the remote warehouse. This can be disabled by setting the *oneway* parameter to *true*. --- --- Similar to off road connections, you can also define multiple shipping lanes between two warehouse ports. If there are multiple lanes defined, one is chosen randomly. --- It is possible to add the same lane multiple times. By this you can influence the probability of the chosen lane. For example Lane_1(A->B) has been --- added two times while Lane_2(A->B) was added only once. Therefore, the ships will choose Lane_1 with a probability of 66.6 % while Path_2 is only chosen with --- a probability of 33.3 %. --- --- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_ShippingLane.png) --- --- === --- --- # Why is my request not processed? --- --- For each request, the warehouse class logic does a lot of consistancy and validation checks under the hood. --- This helps to circumvent a lot of DCS issues and shortcomings. For example, it is checked that enough free --- parking spots at an airport are available *before* the assets are spawned. --- However, this also means that sometimes a request is deemed to be *invalid* in which case they are deleted --- from the queue or considered to be valid but cannot be executed at this very moment. --- --- ## Invalid Requests --- --- Invalid request are requests which can **never** be processes because there is some logical or physical argument against it. --- (Or simply because that feature was not implemented (yet).) --- --- * All airborne assets need an associated airbase of any kind on the sending *and* receiving warhouse. --- * Airplanes need an airdrome at the sending and receiving warehouses. --- * Not enough parking spots of the right terminal type at the sending warehouse. This avoids planes spawning on runways or on top of each other. --- * No parking spots of the right terminal type at the receiving warehouse. This avoids DCS despawning planes on landing if they have no valid parking spot. --- * Ground assets need a road connection between both warehouses or an off-road path needs to be added manually. --- * Ground assets cannot be send directly to ships, i.e. warehouses on ships. --- * Naval units need a user defined shipping lane between both warehouses. --- * Warehouses need a user defined port zone to spawn naval assets. --- * The receiving warehouse is destroyed or stopped. --- * If transport by airplane, both warehouses must have and airdrome. --- * If transport by APC, both warehouses must have a road connection. --- * If transport by helicopter, the sending airbase must have an associated airbase (airdrome or FARP). --- --- All invalid requests are cancelled and **removed** from the warehouse queue! --- --- ## Temporarily Unprocessable Requests --- --- Temporarily unprocessable requests are possible in priciple, but cannot be processed at the given time the warehouse checks its queue. --- --- * No enough parking spaces are available for all requested assets but the airbase has enough parking spots in total so that this request is possible once other aircraft have taken off. --- * The requesting warehouse is not in state "Running" (could be paused, not yet started or under attack). --- * Not enough cargo assets available at this moment. --- * Not enough free parking spots for all cargo or transport airborne assets at the moment. --- * Not enough transport assets to carry all cargo assets. --- --- Temporarily unprocessable requests are held in the queue. If at some point in time, the situation changes so that these requests can be processed, they are executed. --- --- ## Cargo Bay and Weight Limitations --- --- The transporation of cargo is handled by the AI\_Dispatcher classes. These take the cargo bay of a carrier and the weight of --- the cargo into account so that a carrier can only load a realistic amount of cargo. --- --- However, if troops are supposed to be transported between warehouses, there is one important limitations one has to keep in mind. --- This is that **cargo asset groups cannot be split** and devided into separate carrier units! --- --- For example, a TPz Fuchs has a cargo bay large enough to carry up to 10 soldiers at once, which is a realistic number. --- If a group consisting of more than ten soldiers needs to be transported, it cannot be loaded into the APC. --- Even if two APCs are available, which could in principle carry up to 20 soldiers, a group of, let's say 12 soldiers will not --- be split into a group of ten soldiers using the first APC and a group two soldiers using the second APC. --- --- In other words, **there must be at least one carrier unit available that has a cargo bay large enough to load the heaviest cargo group!** --- The warehouse logic will automatically search all available transport assets for a large enough carrier. --- But if none is available, the request will be queued until a suitable carrier becomes available. --- --- The only realistic solution in this case is to either provide a transport carrier with a larger cargo bay or to reduce the number of soldiers --- in the group. --- --- A better way would be to have two groups of max. 10 soldiers each and one TPz Fuchs for transport. In this case, the first group is --- loaded and transported to the receiving warehouse. Once this is done, the carrier will drive back and pick up the remaining --- group. --- --- As an artificial workaround one can manually set the cargo bay size to a larger value or alternatively reduce the weight of the cargo --- when adding the assets via the @{#WAREHOUSE.AddAsset} function. This might even be unavoidable if, for example, a SAM group --- should be transported since SAM sites only work when all units are in the same group. --- --- ## Processing Speed --- --- A warehouse has a limited speed to process requests. Each time the status of the warehouse is updated only one requests is processed. --- The time interval between status updates is 30 seconds by default and can be adjusted via the @{#WAREHOUSE.SetStatusUpdate}(*interval*) function. --- However, the status is also updated on other occasions, e.g. when a new request was added. --- --- === --- --- # Strategic Considerations --- --- Due to the fact that a warehouse holds (or can hold) a lot of valuable assets, it makes a (potentially) juicy target for enemy attacks. --- There are several interesting situations, which can occurr. --- --- ## Capturing a Warehouses Airbase --- --- If a warehouse has an associated airbase, it can be captured by the enemy. In this case, the warehouse looses its ability so employ all airborne assets and is also cut-off --- from supply by airplanes. Supply of ground troops via helicopters is still possible, because they deliver the troops into the spawn zone. --- --- Technically, the capturing of the airbase is triggered by the DCS [S\_EVENT\_BASE\_CAPTURED](https://wiki.hoggitworld.com/view/DCS_event_base_captured) event. --- So the capturing takes place when only enemy ground units are in the airbase zone whilst no ground units of the present airbase owner are in that zone. --- --- The warehouse will also create an event **AirbaseCaptured**, which can be captured by the @{#WAREHOUSE.OnAfterAirbaseCaptured} function. So the warehouse chief can react on --- this attack and for example deploy ground groups to re-capture its airbase. --- --- When an airbase is re-captured the event **AirbaseRecaptured** is triggered and can be captured by the @{#WAREHOUSE.OnAfterAirbaseRecaptured} function. --- This can be used to put the defending assets back into the warehouse stock. --- --- ## Capturing the Warehouse --- --- A warehouse can be captured by the enemy coalition. If enemy ground troops enter the warehouse zone the event **Attacked** is triggered which can be captured by the --- @{#WAREHOUSE.OnAfterAttacked} event. By default the warehouse zone circular zone with a radius of 500 meters located at the center of the physical warehouse. --- The warehouse zone can be set via the @{#WAREHOUSE.SetWarehouseZone}(*zone*) function. The parameter *zone* must also be a cirular zone. --- --- The @{#WAREHOUSE.OnAfterAttacked} function can be used by the mission designer to react to the enemy attack. For example by deploying some or all ground troops --- currently in stock to defend the warehouse. Note that the warehouse also has a self defence option which can be enabled by the @{#WAREHOUSE.SetAutoDefenceOn}() --- function. In this case, the warehouse will automatically spawn all ground troops. If the spawn zone is further away from the warehouse zone, all mobile troops --- are routed to the warehouse zone. --- --- If only ground troops of the enemy coalition are present in the warehouse zone, the warehouse and all its assets falls into the hands of the enemy. --- In this case the event **Captured** is triggered which can be captured by the @{#WAREHOUSE.OnAfterCaptured} function. --- --- The warehouse turns to the capturing coalition, i.e. its physical representation, and all assets as well. In paticular, all requests to the warehouse will --- spawn assets beloning to the new owner. --- --- If the enemy troops could be defeated, i.e. no more troops of the opposite coalition are in the warehouse zone, the event **Defeated** is triggered and --- the @{#WAREHOUSE.OnAfterDefeated} function can be used to adapt to the new situation. For example putting back all spawned defender troops back into --- the warehouse stock. Note that if the automatic defence is enabled, all defenders are automatically put back into the warehouse on the **Defeated** event. --- --- ## Destroying a Warehouse --- --- If an enemy destroy the physical warehouse structure, the warehouse will of course stop all its services. In priciple, all assets contained in the warehouse are --- gone as well. So a warehouse should be properly defended. --- --- Upon destruction of the warehouse, the event **Destroyed** is triggered, which can be captured by the @{#WAREHOUSE.OnAfterDestroyed} function. --- So the mission designer can intervene at this point and for example choose to spawn all or paricular types of assets before the warehouse is gone for good. --- --- === --- --- # Hook in and Take Control --- --- The Finite State Machine implementation allows mission designers to hook into important events and add their own code. --- Most of these events have already been mentioned but here is the list at a glance: --- --- * "NotReadyYet" --> "Start" --> "Running" (Starting the warehouse) --- * "*" --> "Status" --> "*" (status updated in regular intervals) --- * "*" --> "AddAsset" --> "*" (adding a new asset to the warehouse stock) --- * "*" --> "NewAsset" --> "*" (a new asset has been added to the warehouse stock) --- * "*" --> "AddRequest" --> "*" (adding a request for the warehouse assets) --- * "Running" --> "Request" --> "*" (a request is processed when the warehouse is running) --- * "Attacked" --> "Request" --> "*" (a request is processed when the warehouse is attacked) --- * "*" --> "Arrived" --> "*" (asset group has arrived at its destination) --- * "*" --> "Delivered" --> "*" (all assets of a request have been delivered) --- * "Running" --> "SelfRequest" --> "*" (warehouse is requesting asset from itself when running) --- * "Attacked" --> "SelfRequest" --> "*" (warehouse is requesting asset from itself while under attack) --- * "*" --> "Attacked" --> "Attacked" (warehouse is being attacked) --- * "Attacked" --> "Defeated" --> "Running" (an attack was defeated) --- * "Attacked" --> "Captured" --> "Running" (warehouse was captured by the enemy) --- * "*" --> "AirbaseCaptured" --> "*" (airbase belonging to the warehouse was captured by the enemy) --- * "*" --> "AirbaseRecaptured" --> "*" (airbase was re-captured) --- * "*" --> "AssetDead" --> "*" (a whole asset group is dead) --- * "*" --> "Destroyed" --> "Destroyed" (warehouse was destroyed) --- * "Running" --> "Pause" --> "Paused" (warehouse is paused) --- * "Paused" --> "Unpause" --> "Running" (warehouse is unpaused) --- * "*" --> "Stop" --> "Stopped" (warehouse is stopped) --- --- The transitions are of the general form "From State" --> "Event" --> "To State". The "*" star denotes that the transition is possible from *any* state. --- Some transitions, however, are only allowed from certain "From States". For example, no requests can be processed if the warehouse is in "Paused" or "Destroyed" or "Stopped" state. --- --- Mission designers can capture the events with OnAfterEvent functions, e.g. @{#WAREHOUSE.OnAfterDelivered} or @{#WAREHOUSE.OnAfterAirbaseCaptured}. --- --- === --- --- # Persistence of Assets --- --- Assets in stock of a warehouse can be saved to a file on your hard drive and then loaded from that file at a later point. This enables to restart the mission --- and restore the warehouse stock. --- --- ## Prerequisites --- --- **Important** By default, DCS does not allow for writing data to files. Therefore, one first has to comment out the line "sanitizeModule('io')", i.e. --- --- do --- sanitizeModule('os') --- --sanitizeModule('io') --- sanitizeModule('lfs') --- require = nil --- loadlib = nil --- end --- --- in the file "MissionScripting.lua", which is located in the subdirectory "Scripts" of your DCS installation root directory. --- --- ### Don't! --- --- Do not use **semi-colons** or **equal signs** in the group names of your assets as these are used as separators in the saved and loaded files texts. --- If you do, it will cause problems and give you a headache! --- --- ## Save Assets --- --- Saving asset data to file is achieved by the @{WAREHOUSE.Save}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the --- warehouse data is saved. If you do not specify a path, the file is saved your the DCS installation root directory. --- The parameter *filename* is optional and defines the name of the saved file. By default this is automatically created from the warehouse id and name, for example --- "Warehouse-1234_Batumi.txt". --- --- warehouseBatumi:Save("D:\\My Warehouse Data\\") --- --- This will save all asset data to in "D:\\My Warehouse Data\\Warehouse-1234_Batumi.txt". --- --- ### Automatic Save at Mission End --- --- The assets can be saved automatically when the mission is ended via the @{WAREHOUSE.SetSaveOnMissionEnd}(*path*, *filename*) function, i.e. --- --- warehouseBatumi:SetSaveOnMissionEnd("D:\\My Warehouse Data\\") --- --- ## Load Assets --- --- Loading assets data from file is achieved by the @{WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the --- warehouse data is loaded from. If you do not specify a path, the file is loaded from your the DCS installation root directory. --- The parameter *filename* is optional and defines the name of the file to load. By default this is automatically generated from the warehouse id and name, for example --- "Warehouse-1234_Batumi.txt". --- --- Note that the warehouse **must not be started** and in the *Running* state in order to load the assets. In other words, loading should happen after the --- @{#WAREHOUSE.New} command is specified in the code but before the @{#WAREHOUSE.Start} command is given. --- --- Loading the assets is done by --- --- warehouseBatumi:New(STATIC:FindByName("Warehouse Batumi")) --- warehouseBatumi:Load("D:\\My Warehouse Data\\") --- warehouseBatumi:Start() --- --- This sequence loads all assets from file. If a warehouse was captured in the last mission, it also respawns the static warehouse structure with the right coaliton. --- However, it due to DCS limitations it is not possible to set the airbase coalition. This has to be done manually in the mission editor. Or alternatively, one could --- spawn some ground units via a self request and let them capture the airbase. --- --- === --- --- # Examples --- --- This section shows some examples how the WAREHOUSE class is used in practice. This is one of the best ways to explain things, in my opinion. --- --- But first, let me introduce a convenient way to define several warehouses in a table. This is absolutely *not necessary* but quite handy if you have --- multiple WAREHOUSE objects in your mission. --- --- ## Example 0: Setting up a Warehouse Array --- --- If you have multiple warehouses, you can put them in a table. This makes it easier to access them or to loop over them. --- --- -- Define Warehouses. --- local warehouse={} --- -- Blue warehouses --- warehouse.Senaki = WAREHOUSE:New(STATIC:FindByName("Warehouse Senaki"), "Senaki") --Functional.Warehouse#WAREHOUSE --- warehouse.Batumi = WAREHOUSE:New(STATIC:FindByName("Warehouse Batumi"), "Batumi") --Functional.Warehouse#WAREHOUSE --- warehouse.Kobuleti = WAREHOUSE:New(STATIC:FindByName("Warehouse Kobuleti"), "Kobuleti") --Functional.Warehouse#WAREHOUSE --- warehouse.Kutaisi = WAREHOUSE:New(STATIC:FindByName("Warehouse Kutaisi"), "Kutaisi") --Functional.Warehouse#WAREHOUSE --- warehouse.Berlin = WAREHOUSE:New(STATIC:FindByName("Warehouse Berlin"), "Berlin") --Functional.Warehouse#WAREHOUSE --- warehouse.London = WAREHOUSE:New(STATIC:FindByName("Warehouse London"), "London") --Functional.Warehouse#WAREHOUSE --- warehouse.Stennis = WAREHOUSE:New(STATIC:FindByName("Warehouse Stennis"), "Stennis") --Functional.Warehouse#WAREHOUSE --- warehouse.Pampa = WAREHOUSE:New(STATIC:FindByName("Warehouse Pampa"), "Pampa") --Functional.Warehouse#WAREHOUSE --- -- Red warehouses --- warehouse.Sukhumi = WAREHOUSE:New(STATIC:FindByName("Warehouse Sukhumi"), "Sukhumi") --Functional.Warehouse#WAREHOUSE --- warehouse.Gudauta = WAREHOUSE:New(STATIC:FindByName("Warehouse Gudauta"), "Gudauta") --Functional.Warehouse#WAREHOUSE --- warehouse.Sochi = WAREHOUSE:New(STATIC:FindByName("Warehouse Sochi"), "Sochi") --Functional.Warehouse#WAREHOUSE --- --- Remarks: --- --- * I defined the array as local, i.e. local warehouse={}. This is personal preference and sometimes causes trouble with the lua garbage collection. You can also define it as a global array/table! --- * The "--Functional.Warehouse#WAREHOUSE" at the end is only to have the LDT intellisense working correctly. If you don't use LDT (which you should!), it can be omitted. --- --- **NOTE** that all examples below need this bit or code at the beginning - or at least the warehouses which are used. --- --- The example mission is based on the same template mission, which has defined a lot of airborne, ground and naval assets as templates. Only few of those are used here. --- --- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Assets.png) --- --- ## Example 1: Self Request --- --- Ground troops are taken from the Batumi warehouse stock and spawned in its spawn zone. After a short delay, they are added back to the warehouse stock. --- Also a new request is made. Hence, the groups will be spawned, added back to the warehouse, spawned again and so on and so forth... --- --- -- Start warehouse Batumi. --- warehouse.Batumi:Start() --- --- -- Add five groups of infantry as assets. --- warehouse.Batumi:AddAsset(GROUP:FindByName("Infantry Platoon Alpha"), 5) --- --- -- Add self request for three infantry at Batumi. --- warehouse.Batumi:AddRequest(warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 3) --- --- --- --- Self request event. Triggered once the assets are spawned in the spawn zone or at the airbase. --- function warehouse.Batumi:OnAfterSelfRequest(From, Event, To, groupset, request) --- local mygroupset=groupset --Core.Set#SET_GROUP --- --- -- Loop over all groups spawned from that request. --- for _,group in pairs(mygroupset:GetSetObjects()) do --- local group=group --Wrapper.Group#GROUP --- --- -- Gree smoke on spawned group. --- group:SmokeGreen() --- --- -- Put asset back to stock after 10 seconds. --- warehouse.Batumi:__AddAsset(10, group) --- end --- --- -- Add new self request after 20 seconds. --- warehouse.Batumi:__AddRequest(20, warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 3) --- --- end --- --- ## Example 2: Self propelled Ground Troops --- --- Warehouse Berlin, which is a FARP near Batumi, requests infantry and troop transports from the warehouse at Batumi. --- The groups are spawned at Batumi and move by themselfs from Batumi to Berlin using the roads. --- Once the troops have arrived at Berlin, the troops are automatically added to the warehouse stock of Berlin. --- While on the road, Batumi has requested back two APCs from Berlin. Since Berlin does not have the assets in stock, --- the request is queued. After the troops have arrived, Berlin is sending back the APCs to Batumi. --- --- -- Start Warehouse at Batumi. --- warehouse.Batumi:Start() --- --- -- Add 20 infantry groups and ten APCs as assets at Batumi. --- warehouse.Batumi:AddAsset("Infantry Platoon Alpha", 20) --- warehouse.Batumi:AddAsset("TPz Fuchs", 10) --- --- -- Start Warehouse Berlin. --- warehouse.Berlin:Start() --- --- -- Warehouse Berlin requests 10 infantry groups and 5 APCs from warehouse Batumi. --- warehouse.Batumi:AddRequest(warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 10) --- warehouse.Batumi:AddRequest(warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_APC, 5) --- --- -- Request from Batumi for 2 APCs. Initially these are not in stock. When they become available, the request is executed. --- warehouse.Berlin:AddRequest(warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_APC, 2) --- --- ## Example 3: Self Propelled Airborne Assets --- --- Warehouse Senaki receives a high priority request from Kutaisi for one Yak-52s. At the same time, Kobuleti requests half of --- all available Yak-52s. Request from Kutaisi is first executed and then Kobuleti gets half of the remaining assets. --- Additionally, London requests one third of all available UH-1H Hueys from Senaki. --- Once the units have arrived they are added to the stock of the receiving warehouses and can be used for further assignments. --- --- -- Start warehouses --- warehouse.Senaki:Start() --- warehouse.Kutaisi:Start() --- warehouse.Kobuleti:Start() --- warehouse.London:Start() --- --- -- Add assets to Senaki warehouse. --- warehouse.Senaki:AddAsset("Yak-52", 10) --- warehouse.Senaki:AddAsset("Huey", 6) --- --- -- Kusaisi requests 3 Yak-52 form Senaki while Kobuleti wants all the rest. --- warehouse.Senaki:AddRequest(warehouse.Kutaisi, WAREHOUSE.Descriptor.GROUPNAME, "Yak-52", 1, nil, nil, 10) --- warehouse.Senaki:AddRequest(warehouse.Kobuleti, WAREHOUSE.Descriptor.GROUPNAME, "Yak-52", WAREHOUSE.Quantity.HALF, nil, nil, 70) --- --- -- FARP London wants 1/3 of the six available Hueys. --- warehouse.Senaki:AddRequest(warehouse.London, WAREHOUSE.Descriptor.GROUPNAME, "Huey", WAREHOUSE.Quantity.THIRD) --- --- ## Example 4: Transport of Assets by APCs --- --- Warehouse at FARP Berlin requests five infantry groups from Batumi. These assets shall be transported using two APC groups. --- Infantry and APC are spawned in the spawn zone at Batumi. The APCs have a cargo bay large enough to pick up four of the --- five infantry groups in the first run and will bring them to Berlin. There, they unboard and walk to the warehouse where they will be added to the stock. --- Meanwhile the APCs go back to Batumi and one will pick up the last remaining soldiers. --- Once the APCs have completed their mission, they return to Batumi and are added back to stock. --- --- -- Start Warehouse at Batumi. --- warehouse.Batumi:Start() --- --- -- Start Warehouse Berlin. --- warehouse.Berlin:Start() --- --- -- Add 20 infantry groups and five APCs as assets at Batumi. --- warehouse.Batumi:AddAsset("Infantry Platoon Alpha", 20) --- warehouse.Batumi:AddAsset("TPz Fuchs", 5) --- --- -- Warehouse Berlin requests 5 infantry groups from warehouse Batumi using 2 APCs for transport. --- warehouse.Batumi:AddRequest(warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 5, WAREHOUSE.TransportType.APC, 2) --- ---## Example 5: Transport of Assets by Helicopters --- --- Warehouse at FARP Berlin requests five infantry groups from Batumi. They shall be transported by all available transport helicopters. --- Note that the UH-1H Huey in DCS is an attack and not a transport helo. So the warehouse logic would be default also --- register it as an @{#WAREHOUSE.Attribute.AIR_ATTACKHELICOPTER}. In order to use it as a transport we need to force --- it to be added as transport helo. --- Also note that even though all (here five) helos are requested, only two of them are employed because this number is sufficient to --- transport all requested assets in one go. --- --- -- Start Warehouses. --- warehouse.Batumi:Start() --- warehouse.Berlin:Start() --- --- -- Add 20 infantry groups as assets at Batumi. --- warehouse.Batumi:AddAsset("Infantry Platoon Alpha", 20) --- --- -- Add five Hueys for transport. Note that a Huey in DCS is an attack and not a transport helo. So we force this attribute! --- warehouse.Batumi:AddAsset("Huey", 5, WAREHOUSE.Attribute.AIR_TRANSPORTHELO) --- --- -- Warehouse Berlin requests 5 infantry groups from warehouse Batumi using all available helos for transport. --- warehouse.Batumi:AddRequest(warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 5, WAREHOUSE.TransportType.HELICOPTER, WAREHOUSE.Quantity.ALL) --- ---## Example 6: Transport of Assets by Airplanes --- --- Warehoues Kobuleti requests all (three) APCs from Batumi using one airplane for transport. --- The available C-130 is able to carry one APC at a time. So it has to commute three times between Batumi and Kobuleti to deliver all requested cargo assets. --- Once the cargo is delivered, the C-130 transport returns to Batumi and is added back to stock. --- --- -- Start warehouses. --- warehouse.Batumi:Start() --- warehouse.Kobuleti:Start() --- --- -- Add assets to Batumi warehouse. --- warehouse.Batumi:AddAsset("C-130", 1) --- warehouse.Batumi:AddAsset("TPz Fuchs", 3) --- --- warehouse.Batumi:AddRequest(warehouse.Kobuleti, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_APC, WAREHOUSE.Quantity.ALL, WAREHOUSE.TransportType.AIRPLANE) --- --- ## Example 7: Capturing Airbase and Warehouse --- --- A red BMP has made it through our defence lines and drives towards our unprotected airbase at Senaki. --- Once the BMP captures the airbase (DCS [S\_EVENT\_BASE\_CAPTURED](https://wiki.hoggitworld.com/view/DCS_event_base_captured) is evaluated) --- the warehouse at Senaki lost its air infrastructure and it is not possible any more to spawn airborne units. All requests for airborne units are rejected and cancelled in this case. --- --- The red BMP then drives further to the warehouse. Once it enters the warehouse zone (500 m radius around the warehouse building), the warehouse is --- considered to be under attack. This triggers the event **Attacked**. The @{#WAREHOUSE.OnAfterAttacked} function can be used to react to this situation. --- Here, we only broadcast a distress call and launch a flare. However, it would also be reasonable to spawn all or selected ground troops in order to defend --- the warehouse. Note, that the warehouse has a self defence option which can be activated via the @{#WAREHOUSE.SetAutoDefenceOn}() function. If activated, --- *all* ground assets are automatically spawned and assigned to defend the warehouse. Once/if the attack is defeated, these assets go automatically back --- into the warehouse stock. --- --- If the red coalition manages to capture our warehouse, all assets go into their possession. Now red tries to steal three F/A-18 flights and send them to --- Sukhumi. These aircraft will be spawned and begin to taxi. However, ... --- --- A blue Bradley is in the area and will attemt to recapture the warehouse. It might also catch the red F/A-18s before they take off. --- --- -- Start warehouses. --- warehouse.Senaki:Start() --- warehouse.Sukhumi:Start() --- --- -- Add some assets. --- warehouse.Senaki:AddAsset("TPz Fuchs", 5) --- warehouse.Senaki:AddAsset("Infantry Platoon Alpha", 10) --- warehouse.Senaki:AddAsset("F/A-18C 2ship", 10) --- --- -- Enable auto defence, i.e. spawn all group troups into the spawn zone. --- --warehouse.Senaki:SetAutoDefenceOn() --- --- -- Activate Red BMP trying to capture the airfield and the warehouse. --- local red1=GROUP:FindByName("Red BMP-80 Senaki"):Activate() --- --- -- The red BMP first drives to the airbase which gets captured and changes from blue to red. --- -- This triggers the "AirbaseCaptured" event where you can hook in and do things. --- function warehouse.Senaki:OnAfterAirbaseCaptured(From, Event, To, Coalition) --- -- This request cannot be processed since the warehouse has lost its airbase. In fact it is deleted from the queue. --- warehouse.Senaki:AddRequest(warehouse.Senaki,WAREHOUSE.Descriptor.CATEGORY, Group.Category.AIRPLANE, 1) --- end --- --- -- Now the red BMP also captures the warehouse. This triggers the "Captured" event where you can hook in. --- -- So now the warehouse and the airbase are both red and aircraft can be spawned again. --- function warehouse.Senaki:OnAfterCaptured(From, Event, To, Coalition, Country) --- -- These units will be spawned as red units because the warehouse has just been captured. --- if Coalition==coalition.side.RED then --- -- Sukhumi tries to "steals" three F/A-18 from Senaki and brings them to Sukhumi. --- -- Well, actually the aircraft wont make it because blue1 will kill it on the taxi way leaving a blood bath. But that's life! --- warehouse.Senaki:AddRequest(warehouse.Sukhumi, WAREHOUSE.Descriptor.CATEGORY, Group.Category.AIRPLANE, 3) --- warehouse.Senaki.warehouse:SmokeRed() --- elseif Coalition==coalition.side.BLUE then --- warehouse.Senaki.warehouse:SmokeBlue() --- end --- --- -- Activate a blue vehicle to re-capture the warehouse. It will drive to the warehouse zone and kill the red intruder. --- local blue1=GROUP:FindByName("blue1"):Activate() --- end --- --- ## Example 8: Destroying a Warehouse --- --- FARP Berlin requests a Huey from Batumi warehouse. This helo is deployed and will be delivered. --- After 30 seconds into the mission we create and (artificial) big explosion - or a terrorist attack if you like - which completely destroys the --- the warehouse at Batumi. All assets are gone and requests cannot be processed anymore. --- --- -- Start Batumi and Berlin warehouses. --- warehouse.Batumi:Start() --- warehouse.Berlin:Start() --- --- -- Add some assets. --- warehouse.Batumi:AddAsset("Huey", 5, WAREHOUSE.Attribute.AIR_TRANSPORTHELO) --- warehouse.Berlin:AddAsset("Huey", 5, WAREHOUSE.Attribute.AIR_TRANSPORTHELO) --- --- -- Big explosion at the warehose. It has a very nice damage model by the way :) --- local function DestroyWarehouse() --- warehouse.Batumi:GetCoordinate():Explosion(999) --- end --- SCHEDULER:New(nil, DestroyWarehouse, {}, 30) --- --- -- First request is okay since warehouse is still alive. --- warehouse.Batumi:AddRequest(warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.AIR_TRANSPORTHELO, 1) --- --- -- These requests should both not be processed any more since the warehouse at Batumi is destroyed. --- warehouse.Batumi:__AddRequest(35, warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.AIR_TRANSPORTHELO, 1) --- warehouse.Berlin:__AddRequest(40, warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.AIR_TRANSPORTHELO, 1) --- --- ## Example 9: Self Propelled Naval Assets --- --- Kobuleti requests all naval assets from Batumi. --- However, before naval assets can be exchanged, both warehouses need a port and at least one shipping lane defined by the user. --- See the @{#WAREHOUSE.SetPortZone}() and @{#WAREHOUSE.AddShippingLane}() functions. --- We do not want to spawn them all at once, because this will probably be a disaster --- in the port zone. Therefore, each ship is spawned with a delay of five minutes. --- --- Batumi has quite a selection of different ships (for testing). --- --- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Naval_Assets.png) --- --- -- Start warehouses. --- warehouse.Batumi:Start() --- warehouse.Kobuleti:Start() --- --- -- Define ports. These are polygon zones created by the waypoints of late activated units. --- warehouse.Batumi:SetPortZone(ZONE_POLYGON:NewFromGroupName("Warehouse Batumi Port Zone", "Warehouse Batumi Port Zone")) --- warehouse.Kobuleti:SetPortZone(ZONE_POLYGON:NewFromGroupName("Warehouse Kobuleti Port Zone", "Warehouse Kobuleti Port Zone")) --- --- -- Shipping lane. Again, the waypoints of late activated units are taken as points defining the shipping lane. --- -- Some units will take lane 1 while others will take lane two. But both lead from Batumi to Kobuleti port. --- warehouse.Batumi:AddShippingLane(warehouse.Kobuleti, GROUP:FindByName("Warehouse Batumi-Kobuleti Shipping Lane 1")) --- warehouse.Batumi:AddShippingLane(warehouse.Kobuleti, GROUP:FindByName("Warehouse Batumi-Kobuleti Shipping Lane 2")) --- --- -- Large selection of available naval units in DCS. --- warehouse.Batumi:AddAsset("Speedboat") --- warehouse.Batumi:AddAsset("Perry") --- warehouse.Batumi:AddAsset("Normandy") --- warehouse.Batumi:AddAsset("Stennis") --- warehouse.Batumi:AddAsset("Carl Vinson") --- warehouse.Batumi:AddAsset("Tarawa") --- warehouse.Batumi:AddAsset("SSK 877") --- warehouse.Batumi:AddAsset("SSK 641B") --- warehouse.Batumi:AddAsset("Grisha") --- warehouse.Batumi:AddAsset("Molniya") --- warehouse.Batumi:AddAsset("Neustrashimy") --- warehouse.Batumi:AddAsset("Rezky") --- warehouse.Batumi:AddAsset("Moskva") --- warehouse.Batumi:AddAsset("Pyotr Velikiy") --- warehouse.Batumi:AddAsset("Kuznetsov") --- warehouse.Batumi:AddAsset("Zvezdny") --- warehouse.Batumi:AddAsset("Yakushev") --- warehouse.Batumi:AddAsset("Elnya") --- warehouse.Batumi:AddAsset("Ivanov") --- warehouse.Batumi:AddAsset("Yantai") --- warehouse.Batumi:AddAsset("Type 052C") --- warehouse.Batumi:AddAsset("Guangzhou") --- --- -- Get Number of ships at Batumi. --- local nships=warehouse.Batumi:GetNumberOfAssets(WAREHOUSE.Descriptor.CATEGORY, Group.Category.SHIP) --- --- -- Send one ship every 3 minutes (ships do not evade each other well, so we need a bit space between them). --- for i=1, nships do --- warehouse.Batumi:__AddRequest(180*(i-1)+10, warehouse.Kobuleti, WAREHOUSE.Descriptor.CATEGORY, Group.Category.SHIP, 1) --- end --- --- ## Example 10: Warehouse on Aircraft Carrier --- --- This example shows how to spawn assets from a warehouse located on an aircraft carrier. The warehouse must still be represented by a --- physical static object. However, on a carrier space is limit so we take a smaller static. In priciple one could also take something --- like a windsock. --- --- ![Banner Image](..\Presentations\WAREHOUSE\Warehouse_Carrier.png) --- --- USS Stennis requests F/A-18s from Batumi. At the same time Kobuleti requests F/A-18s from the Stennis which currently does not have any. --- So first, Batumi delivers the fighters to the Stennis. After they arrived they are deployed again and send to Kobuleti. --- --- -- Start warehouses. --- warehouse.Batumi:Start() --- warehouse.Stennis:Start() --- warehouse.Kobuleti:Start() --- --- -- Add F/A-18 2-ship flight to Batmi. --- warehouse.Batumi:AddAsset("F/A-18C 2ship", 1) --- --- -- USS Stennis requests F/A-18 from Batumi. --- warehouse.Batumi:AddRequest(warehouse.Stennis, WAREHOUSE.Descriptor.GROUPNAME, "F/A-18C 2ship") --- --- -- Kobuleti requests F/A-18 from USS Stennis. --- warehouse.Stennis:AddRequest(warehouse.Kobuleti, WAREHOUSE.Descriptor.GROUPNAME, "F/A-18C 2ship") --- --- ## Example 11: Aircraft Carrier - Rescue Helo and Escort --- --- After 10 seconds we make a self request for a rescue helicopter. Note, that the @{#WAREHOUSE.AddRequest} function has a parameter which lets you --- specify an "Assignment". This can be later used to identify the request and take the right actions. --- --- Once the request is processed, the @{#WAREHOUSE.OnAfterSelfRequest} function is called. This is where we hook in and postprocess the spawned assets. --- In particular, we use the @{AI.AI_Formation#AI_FORMATION} class to make some nice escorts for our carrier. --- --- When the resue helo is spawned, we can check that this is the correct asset and make the helo go into formation with the carrier. --- Once the helo runs out of fuel, it will automatically return to the ship and land. For the warehouse, this means that the "cargo", i.e. the helicopter --- has been delivered - assets can be delivered to other warehouses and to the same warehouse - hence a *self* request. --- When that happens, the **Delivered** event is triggered and the @{#WAREHOUSE.OnAfterDelivered} function called. This can now be used to spawn --- a fresh helo. Effectively, there we created an infinite, never ending loop. So a rescue helo will be up at all times. --- --- After 30 and 45 seconds requests for five groups of armed speedboats are made. These will be spawned in the port zone right behind the carrier. --- The first five groups will go port of the carrier an form a left wing formation. The seconds groups will to the analogue on the starboard side. --- **Note** that in order to spawn naval assets a warehouse needs a port (zone). Since the carrier and hence the warehouse is mobile, we define a moving --- zone as @{Core.Zone#ZONE_UNIT} with the carrier as reference unit. The "port" of the Stennis at its stern so all naval assets are spawned behing the carrier. --- --- -- Start warehouse on USS Stennis. --- warehouse.Stennis:Start() --- --- -- Aircraft carrier gets a moving zone right behind it as port. --- warehouse.Stennis:SetPortZone(ZONE_UNIT:New("Warehouse Stennis Port Zone", UNIT:FindByName("USS Stennis"), 100, {rho=250, theta=180, relative_to_unit=true})) --- --- -- Add speedboat assets. --- warehouse.Stennis:AddAsset("Speedboat", 10) --- warehouse.Stennis:AddAsset("CH-53E", 1) --- --- -- Self request of speed boats. --- warehouse.Stennis:__AddRequest(10, warehouse.Stennis, WAREHOUSE.Descriptor.GROUPNAME, "CH-53E", 1, nil, nil, nil, "Rescue Helo") --- warehouse.Stennis:__AddRequest(30, warehouse.Stennis, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.NAVAL_ARMEDSHIP, 5, nil, nil, nil, "Speedboats Left") --- warehouse.Stennis:__AddRequest(45, warehouse.Stennis, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.NAVAL_ARMEDSHIP, 5, nil, nil, nil, "Speedboats Right") --- --- --- Function called after self request --- function warehouse.Stennis:OnAfterSelfRequest(From, Event, To,_groupset, request) --- local groupset=_groupset --Core.Set#SET_GROUP --- local request=request --Functional.Warehouse#WAREHOUSE.Pendingitem --- --- -- USS Stennis is the mother ship. --- local Mother=UNIT:FindByName("USS Stennis") --- --- -- Get assignment of the request. --- local assignment=warehouse.Stennis:GetAssignment(request) --- --- if assignment=="Speedboats Left" then --- --- -- Define AI Formation object. --- -- Note that this has to be a global variable or the garbage collector will remove it for some reason! --- CarrierFormationLeft = AI_FORMATION:New(Mother, groupset, "Left Formation with Carrier", "Escort Carrier.") --- --- -- Formation parameters. --- CarrierFormationLeft:FormationLeftWing(200 ,50, 0, 0, 500, 50) --- CarrierFormationLeft:__Start(2) --- --- for _,group in pairs(groupset:GetSetObjects()) do --- local group=group --Wrapper.Group#GROUP --- group:FlareRed() --- end --- --- elseif assignment=="Speedboats Right" then --- --- -- Define AI Formation object. --- -- Note that this has to be a global variable or the garbage collector will remove it for some reason! --- CarrierFormationRight = AI_FORMATION:New(Mother, groupset, "Right Formation with Carrier", "Escort Carrier.") --- --- -- Formation parameters. --- CarrierFormationRight:FormationRightWing(200 ,50, 0, 0, 500, 50) --- CarrierFormationRight:__Start(2) --- --- for _,group in pairs(groupset:GetSetObjects()) do --- local group=group --Wrapper.Group#GROUP --- group:FlareGreen() --- end --- --- elseif assignment=="Rescue Helo" then --- --- -- Start uncontrolled helo. --- local group=groupset:GetFirst() --Wrapper.Group#GROUP --- group:StartUncontrolled() --- --- -- Define AI Formation object. --- CarrierFormationHelo = AI_FORMATION:New(Mother, groupset, "Helo Formation with Carrier", "Fly Formation.") --- --- -- Formation parameters. --- CarrierFormationHelo:FormationCenterWing(-150, 50, 20, 50, 100, 50) --- CarrierFormationHelo:__Start(2) --- --- end --- --- --- When the helo is out of fuel, it will return to the carrier and should be delivered. --- function warehouse.Stennis:OnAfterDelivered(From,Event,To,request) --- local request=request --Functional.Warehouse#WAREHOUSE.Pendingitem --- --- -- So we start another request. --- if request.assignment=="Rescue Helo" then --- warehouse.Stennis:__AddRequest(10, warehouse.Stennis, WAREHOUSE.Descriptor.GROUPNAME, "CH-53E", 1, nil, nil, nil, "Rescue Helo") --- end --- end --- --- end --- --- ## Example 12: Pause a Warehouse --- --- This example shows how to pause and unpause a warehouse. In paused state, requests will not be processed but assets can be added and requests be added. --- --- * Warehouse Batumi is paused after 10 seconds. --- * Request from Berlin after 15 which will not be processed. --- * New tank assets for Batumi after 20 seconds. This is possible also in paused state. --- * Batumi unpaused after 30 seconds. Queued request from Berlin can be processed. --- * Berlin is paused after 60 seconds. --- * Berlin requests tanks from Batumi after 90 seconds. Request is not processed because Berlin is paused and not running. --- * Berlin is unpaused after 120 seconds. Queued request for tanks from Batumi can not be processed. --- --- Here is the code: --- --- -- Start Warehouse at Batumi. --- warehouse.Batumi:Start() --- --- -- Start Warehouse Berlin. --- warehouse.Berlin:Start() --- --- -- Add 20 infantry groups and 5 tank platoons as assets at Batumi. --- warehouse.Batumi:AddAsset("Infantry Platoon Alpha", 20) --- --- -- Pause the warehouse after 10 seconds --- warehouse.Batumi:__Pause(10) --- --- -- Add a request from Berlin after 15 seconds. A request can be added but not be processed while warehouse is paused. --- warehouse.Batumi:__AddRequest(15, warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 1) --- --- -- New asset added after 20 seconds. This is possible even if the warehouse is paused. --- warehouse.Batumi:__AddAsset(20, "Abrams", 5) --- --- -- Unpause warehouse after 30 seconds. Now the request from Berlin can be processed. --- warehouse.Batumi:__Unpause(30) --- --- -- Pause warehouse Berlin --- warehouse.Berlin:__Pause(60) --- --- -- After 90 seconds request from Berlin for tanks. --- warehouse.Batumi:__AddRequest(90, warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_TANK, 1) --- --- -- After 120 seconds unpause Berlin. --- warehouse.Berlin:__Unpause(120) --- --- ## Example 13: Battlefield Air Interdiction --- --- This example show how to couple the WAREHOUSE class with the @{AI.AI_Bai} class. --- Four enemy targets have been located at the famous Kobuleti X. All three available Viggen 2-ship flights are assigned to kill at least one of the BMPs to complete their mission. --- --- -- Start Warehouse at Kobuleti. --- warehouse.Kobuleti:Start() --- --- -- Add three 2-ship groups of Viggens. --- warehouse.Kobuleti:AddAsset("Viggen 2ship", 3) --- --- -- Self request for all Viggen assets. --- warehouse.Kobuleti:AddRequest(warehouse.Kobuleti, WAREHOUSE.Descriptor.GROUPNAME, "Viggen 2ship", WAREHOUSE.Quantity.ALL, nil, nil, nil, "BAI") --- --- -- Red targets at Kobuleti X (late activated). --- local RedTargets=GROUP:FindByName("Red IVF Alpha") --- --- -- Activate the targets. --- RedTargets:Activate() --- --- -- Do something with the spawned aircraft. --- function warehouse.Kobuleti:OnAfterSelfRequest(From,Event,To,groupset,request) --- local groupset=groupset --Core.Set#SET_GROUP --- local request=request --Functional.Warehouse#WAREHOUSE.Pendingitem --- --- if request.assignment=="BAI" then --- --- for _,group in pairs(groupset:GetSetObjects()) do --- local group=group --Wrapper.Group#GROUP --- --- -- Start uncontrolled aircraft. --- group:StartUncontrolled() --- --- local BAI=AI_BAI_ZONE:New(ZONE:New("Patrol Zone Kobuleti"), 500, 1000, 500, 600, ZONE:New("Patrol Zone Kobuleti")) --- --- -- Tell the program to use the object (in this case called BAIPlane) as the group to use in the BAI function --- BAI:SetControllable(group) --- --- -- Function checking if targets are still alive --- local function CheckTargets() --- local nTargets=RedTargets:GetSize() --- local nInitial=RedTargets:GetInitialSize() --- local nDead=nInitial-nTargets --- local nRequired=1 -- Let's make this easy. --- if RedTargets:IsAlive() and nDead < nRequired then --- MESSAGE:New(string.format("BAI Mission: %d of %d red targets still alive. At least %d targets need to be eliminated.", nTargets, nInitial, nRequired), 5):ToAll() --- else --- MESSAGE:New("BAI Mission: The required red targets are destroyed.", 30):ToAll() --- BAI:__Accomplish(1) -- Now they should fly back to the patrolzone and patrol. --- end --- end --- --- -- Start scheduler to monitor number of targets. --- local Check, CheckScheduleID = SCHEDULER:New(nil, CheckTargets, {}, 60, 60) --- --- -- When the targets in the zone are destroyed, (see scheduled function), the planes will return home ... --- function BAI:OnAfterAccomplish( Controllable, From, Event, To ) --- MESSAGE:New( "BAI Mission: Sending the Viggens back to base.", 30):ToAll() --- Check:Stop(CheckScheduleID) --- BAI:__RTB(1) --- end --- --- -- Start BAI --- BAI:Start() --- --- -- Engage after 5 minutes. --- BAI:__Engage(300) --- --- -- RTB after 30 min max. --- BAI:__RTB(-30*60) --- --- end --- end --- --- end --- --- ## Example 14: Strategic Bombing --- --- This example shows how to employ stategic bombers in a mission. Three B-52s are lauched at Kobuleti with the assignment to wipe out the enemy warehouse at Sukhumi. --- The bombers will get a flight path and make their approach from the South at an altitude of 5000 m ASL. After their bombing run, they will return to Kobuleti and --- added back to stock. --- --- -- Start warehouses --- warehouse.Kobuleti:Start() --- warehouse.Sukhumi:Start() --- --- -- Add a strategic bomber assets --- warehouse.Kobuleti:AddAsset("B-52H", 3) --- --- -- Request bombers for specific task of bombing Sukhumi warehouse. --- warehouse.Kobuleti:AddRequest(warehouse.Kobuleti, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.AIR_BOMBER, WAREHOUSE.Quantity.ALL, nil, nil, nil, "Bomb Sukhumi") --- --- -- Specify assignment after bombers have been spawned. --- function warehouse.Kobuleti:OnAfterSelfRequest(From, Event, To, groupset, request) --- local groupset=groupset --Core.Set#SET_GROUP --- --- -- Get assignment of this request. --- local assignment=warehouse.Kobuleti:GetAssignment(request) --- --- if assignment=="Bomb Sukhumi" then --- --- for _,_group in pairs(groupset:GetSet()) do --- local group=_group --Wrapper.Group#GROUP --- --- -- Start uncontrolled aircraft. --- group:StartUncontrolled() --- --- -- Target coordinate! --- local ToCoord=warehouse.Sukhumi:GetCoordinate():SetAltitude(5000) --- --- -- Home coordinate. --- local HomeCoord=warehouse.Kobuleti:GetCoordinate():SetAltitude(3000) --- --- -- Task bomb Sukhumi warehouse using all bombs (2032) from direction 180 at altitude 5000 m. --- local task=group:TaskBombing(warehouse.Sukhumi:GetCoordinate():GetVec2(), false, "All", nil , 180, 5000, 2032) --- --- -- Define waypoints. --- local WayPoints={} --- --- -- Take off position. --- WayPoints[1]=warehouse.Kobuleti:GetCoordinate():WaypointAirTakeOffParking() --- -- Begin bombing run 20 km south of target. --- WayPoints[2]=ToCoord:Translate(20*1000, 180):WaypointAirTurningPoint(nil, 600, {task}, "Bombing Run") --- -- Return to base. --- WayPoints[3]=HomeCoord:WaypointAirTurningPoint() --- -- Land at homebase. Bombers are added back to stock and can be employed in later assignments. --- WayPoints[4]=warehouse.Kobuleti:GetCoordinate():WaypointAirLanding() --- --- -- Route bombers. --- group:Route(WayPoints) --- end --- --- end --- end --- --- ## Example 15: Defining Off-Road Paths --- --- For self propelled assets it is possible to define custom off-road paths from one warehouse to another via the @{#WAREHOUSE.AddOffRoadPath} function. --- The waypoints of a path are taken from late activated units. In this example, two paths have been defined between the warehouses Kobuleti and FARP London. --- Trucks are spawned at each warehouse and are guided along the paths to the other warehouse. --- Note that if more than one path was defined, each asset group will randomly select its route. --- --- -- Start warehouses --- warehouse.Kobuleti:Start() --- warehouse.London:Start() --- --- -- Define a polygon zone as spawn zone at Kobuleti. --- warehouse.Kobuleti:SetSpawnZone(ZONE_POLYGON:New("Warehouse Kobuleti Spawn Zone", GROUP:FindByName("Warehouse Kobuleti Spawn Zone"))) --- --- -- Add assets. --- warehouse.Kobuleti:AddAsset("M978", 20) --- warehouse.London:AddAsset("M818", 20) --- --- -- Off two road paths from Kobuleti to London. The reverse path from London to Kobuleti is added automatically. --- warehouse.Kobuleti:AddOffRoadPath(warehouse.London, GROUP:FindByName("Warehouse Kobuleti-London OffRoad Path 1")) --- warehouse.Kobuleti:AddOffRoadPath(warehouse.London, GROUP:FindByName("Warehouse Kobuleti-London OffRoad Path 2")) --- --- -- London requests all available trucks from Kobuleti. --- warehouse.Kobuleti:AddRequest(warehouse.London, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_TRUCK, WAREHOUSE.Quantity.ALL) --- --- -- Kobuleti requests all available trucks from London. --- warehouse.London:AddRequest(warehouse.Kobuleti, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_TRUCK, WAREHOUSE.Quantity.HALF) --- --- ## Example 16: Resupply of Dead Assets --- --- Warehouse at FARP Berlin is located at the front line and sends infantry groups to the battle zone. --- Whenever a group dies, a new group is send from the warehouse to the battle zone. --- Additionally, for each dead group, Berlin requests resupply from Batumi. --- --- -- Start warehouses. --- warehouse.Batumi:Start() --- warehouse.Berlin:Start() --- --- -- Front line warehouse. --- warehouse.Berlin:AddAsset("Infantry Platoon Alpha", 6) --- --- -- Resupply warehouse. --- warehouse.Batumi:AddAsset("Infantry Platoon Alpha", 50) --- --- -- Battle zone near FARP Berlin. This is where the action is! --- local BattleZone=ZONE:New("Virtual Battle Zone") --- --- -- Send infantry groups to the battle zone. Two groups every ~60 seconds. --- for i=1,2 do --- local time=(i-1)*60+10 --- warehouse.Berlin:__AddRequest(time, warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 2, nil, nil, nil, "To Battle Zone") --- end --- --- -- Take care of the spawned units. --- function warehouse.Berlin:OnAfterSelfRequest(From,Event,To,groupset,request) --- local groupset=groupset --Core.Set#SET_GROUP --- local request=request --Functional.Warehouse#WAREHOUSE.Pendingitem --- --- -- Get assignment of this request. --- local assignment=warehouse.Berlin:GetAssignment(request) --- --- if assignment=="To Battle Zone" then --- --- for _,group in pairs(groupset:GetSet()) do --- local group=group --Wrapper.Group#GROUP --- --- -- Route group to Battle zone. --- local ToCoord=BattleZone:GetRandomCoordinate() --- group:RouteGroundOnRoad(ToCoord, group:GetSpeedMax()*0.8) --- --- -- After 3-5 minutes we create an explosion to destroy the group. --- SCHEDULER:New(nil, Explosion, {group, 50}, math.random(180, 300)) --- end --- --- end --- --- end --- --- -- An asset has died ==> request resupply for it. --- function warehouse.Berlin:OnAfterAssetDead(From, Event, To, asset, request) --- local asset=asset --Functional.Warehouse#WAREHOUSE.Assetitem --- local request=request --Functional.Warehouse#WAREHOUSE.Pendingitem --- --- -- Get assignment. --- local assignment=warehouse.Berlin:GetAssignment(request) --- --- -- Request resupply for dead asset from Batumi. --- warehouse.Batumi:AddRequest(warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, asset.attribute, nil, nil, nil, nil, "Resupply") --- --- -- Send asset to Battle zone either now or when they arrive. --- warehouse.Berlin:AddRequest(warehouse.Berlin, WAREHOUSE.Descriptor.ATTRIBUTE, asset.attribute, 1, nil, nil, nil, assignment) --- end --- --- ## Example 17: Supply Chains --- --- Our remote warehouse "Pampa" south of Batumi needs assets but does not have any air infrastructure (FARP or airdrome). --- Leopard 2 tanks are transported from Kobuleti to Batumi using two C-17As. From there they go be themselfs to Pampa. --- Eight infantry groups and two mortar groups are also being transferred from Kobuleti to Batumi by helicopter. --- The infantry has a higher priority and will be transported first using all available Mi-8 helicopters. --- Once infantry has arrived at Batumi, it will walk by itself to warehouse Pampa. --- The mortars can only be transported once the Mi-8 helos are available again, i.e. when the infantry has been delivered. --- Once the mortars arrive at Batumi, they will be transported by APCs to Pampa. --- --- -- Start warehouses. --- warehouse.Kobuleti:Start() --- warehouse.Batumi:Start() --- warehouse.Pampa:Start() --- --- -- Add assets to Kobuleti warehouse, which is our main hub. --- warehouse.Kobuleti:AddAsset("C-130", 2) --- warehouse.Kobuleti:AddAsset("C-17A", 2, nil, 77000) --- warehouse.Kobuleti:AddAsset("Mi-8", 2, WAREHOUSE.Attribute.AIR_TRANSPORTHELO, nil, nil, nil, AI.Skill.EXCELLENT, {"Germany", "United Kingdom"}) --- warehouse.Kobuleti:AddAsset("Leopard 2", 10, nil, nil, 62000, 500) --- warehouse.Kobuleti:AddAsset("Mortar Alpha", 10, nil, nil, 210) --- warehouse.Kobuleti:AddAsset("Infantry Platoon Alpha", 20) --- --- -- Transports at Batumi. --- warehouse.Batumi:AddAsset("SPz Marder", 2) --- warehouse.Batumi:AddAsset("TPz Fuchs", 2) --- --- -- Tanks transported by plane from from Kobuleti to Batumi. --- warehouse.Kobuleti:AddRequest(warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_TANK, 2, WAREHOUSE.TransportType.AIRPLANE, 2, 10, "Assets for Pampa") --- -- Artillery transported by helicopter from Kobuleti to Batumi. --- warehouse.Kobuleti:AddRequest(warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_ARTILLERY, 2, WAREHOUSE.TransportType.HELICOPTER, 2, 30, "Assets for Pampa via APC") --- -- Infantry transported by helicopter from Kobuleti to Batumi. --- warehouse.Kobuleti:AddRequest(warehouse.Batumi, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.GROUND_INFANTRY, 8, WAREHOUSE.TransportType.HELICOPTER, 2, 20, "Assets for Pampa") --- --- --- Function handling assets delivered from Kobuleti warehouse. --- function warehouse.Kobuleti:OnAfterDelivered(From, Event, To, request) --- local request=request --Functional.Warehouse#WAREHOUSE.Pendingitem --- --- -- Get assignment. --- local assignment=warehouse.Kobuleti:GetAssignment(request) --- --- -- Check if these assets were meant for Warehouse Pampa. --- if assignment=="Assets for Pampa via APC" then --- -- Forward everything that arrived at Batumi to Pampa via APC. --- warehouse.Batumi:AddRequest(warehouse.Pampa, WAREHOUSE.Descriptor.ATTRIBUTE, request.cargoattribute, request.ndelivered, WAREHOUSE.TransportType.APC, WAREHOUSE.Quantity.ALL) --- end --- end --- --- -- Forward all mobile ground assets to Pampa once they arrived. --- function warehouse.Batumi:OnAfterNewAsset(From, Event, To, asset, assignment) --- local asset=asset --Functional.Warehouse#WAREHOUSE.Assetitem --- if assignment=="Assets for Pampa" then --- if asset.category==Group.Category.GROUND and asset.speedmax>0 then --- warehouse.Batumi:AddRequest(warehouse.Pampa, WAREHOUSE.Descriptor.GROUPNAME, asset.templatename) --- end --- end --- end --- --- --- @field #WAREHOUSE -WAREHOUSE = { - ClassName = "WAREHOUSE", - Debug = false, - Report = true, - warehouse = nil, - alias = nil, - zone = nil, - airbase = nil, - airbasename = nil, - road = nil, - rail = nil, - spawnzone = nil, - wid = nil, - uid = nil, - markerid = nil, - dTstatus = 30, - queueid = 0, - stock = {}, - queue = {}, - pending = {}, - transporting = {}, - delivered = {}, - defending = {}, - portzone = nil, - shippinglanes = {}, - offroadpaths = {}, - autodefence = false, - spawnzonemaxdist = 5000, - autosave = false, - autosavepath = nil, - autosavefile = nil, -} - ---- Item of the warehouse stock table. --- @type WAREHOUSE.Assetitem --- @field #number uid Unique id of the asset. --- @field #string templatename Name of the template group. --- @field #table template The spawn template of the group. --- @field DCS#Group.Category category Category of the group. --- @field #string unittype Type of the first unit of the group as obtained by the Object.getTypeName() DCS API function. --- @field #number nunits Number of units in the group. --- @field #number range Range of the unit in meters. --- @field #number speedmax Maximum speed in km/h the group can do. --- @field #number size Maximum size in length and with of the asset in meters. --- @field #number weight The weight of the whole asset group in kilo gramms. --- @field DCS#Object.Desc DCSdesc All DCS descriptors. --- @field #WAREHOUSE.Attribute attribute Generalized attribute of the group. --- @field #table cargobay Array of cargo bays of all units in an asset group. --- @field #number cargobaytot Total weight in kg that fits in the cargo bay of all asset group units. --- @field #number cargobaymax Largest cargo bay of all units in the group. --- @field #number loadradius Distance when cargo is loaded into the carrier. --- @field DCS#AI.Skill skill Skill of AI unit. --- @field #string livery Livery of the asset. --- @field #string assignment Assignment of the asset. This could, e.g., be used in the @{#WAREHOUSE.OnAfterNewAsset) funktion. - ---- Item of the warehouse queue table. --- @type WAREHOUSE.Queueitem --- @field #number uid Unique id of the queue item. --- @field #WAREHOUSE warehouse Requesting warehouse. --- @field #WAREHOUSE.Descriptor assetdesc Descriptor of the requested asset. Enumerator of type @{#WAREHOUSE.Descriptor}. --- @field assetdescval Value of the asset descriptor. Type depends on "assetdesc" descriptor. --- @field #number nasset Number of asset groups requested. --- @field #WAREHOUSE.TransportType transporttype Transport unit type. --- @field #number ntransport Max. number of transport units requested. --- @field #string assignment A keyword or text that later be used to identify this request and postprocess the assets. --- @field #number prio Priority of the request. Number between 1 (high) and 100 (low). --- @field Wrapper.Airbase#AIRBASE airbase The airbase beloning to requesting warehouse if any. --- @field DCS#Airbase.Category category Category of the requesting airbase, i.e. airdrome, helipad/farp or ship. --- @field #boolean toself Self request, i.e. warehouse requests assets from itself. --- @field #table assets Table of self propelled (or cargo) and transport assets. Each element of the table is a @{#WAREHOUSE.Assetitem} and can be accessed by their asset ID. --- @field #table cargoassets Table of cargo (or self propelled) assets. Each element of the table is a @{#WAREHOUSE.Assetitem}. --- @field #number cargoattribute Attribute of cargo assets of type @{#WAREHOUSE.Attribute}. --- @field #number cargocategory Category of cargo assets of type @{#WAREHOUSE.Category}. --- @field #table transportassets Table of transport carrier assets. Each element of the table is a @{#WAREHOUSE.Assetitem}. --- @field #number transportattribute Attribute of transport assets of type @{#WAREHOUSE.Attribute}. --- @field #number transportcategory Category of transport assets of type @{#WAREHOUSE.Category}. - ---- Item of the warehouse pending queue table. --- @type WAREHOUSE.Pendingitem --- @field #number timestamp Absolute mission time in seconds when the request was processed. --- @field #table assetproblem Table with assets that might have problems (damage or stuck). --- @field Core.Set#SET_GROUP cargogroupset Set of cargo groups do be delivered. --- @field #number ndelivered Number of groups delivered to destination. --- @field Core.Set#SET_GROUP transportgroupset Set of cargo transport carrier groups. --- @field Core.Set#SET_CARGO transportcargoset Set of cargo objects. --- @field #table carriercargo Table holding the cargo groups of each carrier unit. --- @field #number ntransporthome Number of transports back home. --- @extends #WAREHOUSE.Queueitem - ---- Descriptors enumerator describing the type of the asset. --- @type WAREHOUSE.Descriptor --- @field #string GROUPNAME Name of the asset template. --- @field #string UNITTYPE Typename of the DCS unit, e.g. "A-10C". --- @field #string ATTRIBUTE Generalized attribute @{#WAREHOUSE.Attribute}. --- @field #string CATEGORY Asset category of type DCS#Group.Category, i.e. GROUND, AIRPLANE, HELICOPTER, SHIP, TRAIN. -WAREHOUSE.Descriptor = { - GROUPNAME="templatename", - UNITTYPE="unittype", - ATTRIBUTE="attribute", - CATEGORY="category", -} - ---- Generalized asset attributes. Can be used to request assets with certain general characteristics. See [DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes) on hoggit. --- @type WAREHOUSE.Attribute --- @field #string AIR_TRANSPORTPLANE Airplane with transport capability. This can be used to transport other assets. --- @field #string AIR_AWACS Airborne Early Warning and Control System. --- @field #string AIR_FIGHTER Fighter, interceptor, ... airplane. --- @field #string AIR_BOMBER Aircraft which can be used for strategic bombing. --- @field #string AIR_TANKER Airplane which can refuel other aircraft. --- @field #string AIR_TRANSPORTHELO Helicopter with transport capability. This can be used to transport other assets. --- @field #string AIR_ATTACKHELO Attack helicopter. --- @field #string AIR_UAV Unpiloted Aerial Vehicle, e.g. drones. --- @field #string AIR_OTHER Any airborne unit that does not fall into any other airborne category. --- @field #string GROUND_APC Infantry carriers, in particular Amoured Personell Carrier. This can be used to transport other assets. --- @field #string GROUND_TRUCK Unarmed ground vehicles, which has the DCS "Truck" attribute. --- @field #string GROUND_INFANTRY Ground infantry assets. --- @field #string GROUND_ARTILLERY Artillery assets. --- @field #string GROUND_TANK Tanks (modern or old). --- @field #string GROUND_TRAIN Trains. Not that trains are **not** yet properly implemented in DCS and cannot be used currently. --- @field #string GROUND_EWR Early Warning Radar. --- @field #string GROUND_AAA Anti-Aircraft Artillery. --- @field #string GROUND_SAM Surface-to-Air Missile system or components. --- @field #string GROUND_OTHER Any ground unit that does not fall into any other ground category. --- @field #string NAVAL_AIRCRAFTCARRIER Aircraft carrier. --- @field #string NAVAL_WARSHIP War ship, i.e. cruisers, destroyers, firgates and corvettes. --- @field #string NAVAL_ARMEDSHIP Any armed ship that is not an aircraft carrier, a cruiser, destroyer, firgatte or corvette. --- @field #string NAVAL_UNARMEDSHIP Any unarmed naval vessel. --- @field #string NAVAL_OTHER Any naval unit that does not fall into any other naval category. --- @field #string OTHER_UNKNOWN Anything that does not fall into any other category. -WAREHOUSE.Attribute = { - AIR_TRANSPORTPLANE="Air_TransportPlane", - AIR_AWACS="Air_AWACS", - AIR_FIGHTER="Air_Fighter", - AIR_BOMBER="Air_Bomber", - AIR_TANKER="Air_Tanker", - AIR_TRANSPORTHELO="Air_TransportHelo", - AIR_ATTACKHELO="Air_AttackHelo", - AIR_UAV="Air_UAV", - AIR_OTHER="Air_OtherAir", - GROUND_APC="Ground_APC", - GROUND_TRUCK="Ground_Truck", - GROUND_INFANTRY="Ground_Infantry", - GROUND_ARTILLERY="Ground_Artillery", - GROUND_TANK="Ground_Tank", - GROUND_TRAIN="Ground_Train", - GROUND_EWR="Ground_EWR", - GROUND_AAA="Ground_AAA", - GROUND_SAM="Ground_SAM", - GROUND_OTHER="Ground_OtherGround", - NAVAL_AIRCRAFTCARRIER="Naval_AircraftCarrier", - NAVAL_WARSHIP="Naval_WarShip", - NAVAL_ARMEDSHIP="Naval_ArmedShip", - NAVAL_UNARMEDSHIP="Naval_UnarmedShip", - NAVAL_OTHER="Naval_OtherNaval", - OTHER_UNKNOWN="Other_Unknown", -} - ---- Cargo transport type. Defines how assets are transported to their destination. --- @type WAREHOUSE.TransportType --- @field #string AIRPLANE Transports are carried out by airplanes. --- @field #string HELICOPTER Transports are carried out by helicopters. --- @field #string APC Transports are conducted by APCs. --- @field #string SHIP Transports are conducted by ships. Not implemented yet. --- @field #string TRAIN Transports are conducted by trains. Not implemented yet. Also trains are buggy in DCS. --- @field #string SELFPROPELLED Assets go to their destination by themselves. No transport carrier needed. -WAREHOUSE.TransportType = { - AIRPLANE = "Air_TransportPlane", - HELICOPTER = "Air_TransportHelo", - APC = "Ground_APC", - TRAIN = "Ground_Train", - SHIP = "Naval_UnarmedShip", - SELFPROPELLED = "Selfpropelled", -} - ---- Warehouse quantity enumerator for selecting number of assets, e.g. all, half etc. of what is in stock rather than an absolute number. --- @type WAREHOUSE.Quantity --- @field #string ALL All "all" assets currently in stock. --- @field #string THREEQUARTERS Three quarters "3/4" of assets in stock. --- @field #string HALF Half "1/2" of assets in stock. --- @field #string THIRD One third "1/3" of assets in stock. --- @field #string QUARTER One quarter "1/4" of assets in stock. -WAREHOUSE.Quantity = { - ALL = "all", - THREEQUARTERS = "3/4", - HALF = "1/2", - THIRD = "1/3", - QUARTER = "1/4", -} - ---- Warehouse database. Note that this is a global array to have easier exchange between warehouses. --- @type WAREHOUSE.db --- @field #number AssetID Unique ID of each asset. This is a running number, which is increased each time a new asset is added. --- @field #table Assets Table holding registered assets, which are of type @{Functional.Warehouse#WAREHOUSE.Assetitem}. --- @field #table Warehouses Table holding all defined @{#WAREHOUSE} objects by their unique ids. -WAREHOUSE.db = { - AssetID = 0, - Assets = {}, - Warehouses = {} -} - ---- Warehouse class version. --- @field #string version -WAREHOUSE.version="0.6.4" - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- TODO: Warehouse todo list. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - --- TODO: Add check if assets "on the move" are stationary. Can happen if ground units get stuck in buildings. If stationary auto complete transport by adding assets to request warehouse? Time? --- TODO: Optimize findpathonroad. Do it only once (first time) and safe paths between warehouses similar to off-road paths. --- TODO: Spawn assets only virtually, i.e. remove requested assets from stock but do NOT spawn them ==> Interface to A2A dispatcher! Maybe do a negative sign on asset number? --- TODO: Test capturing a neutral warehouse. --- TODO: Make more examples: ARTY, CAP, ... --- TODO: Check also general requests like all ground. Is this a problem for self propelled if immobile units are among the assets? Check if transport. --- TODO: Handle the case when units of a group die during the transfer. --- TODO: Added habours as interface for transport to from warehouses? Could make a rudimentary shipping dispatcher. --- TODO: Add save/load capability of warehouse <==> percistance after mission restart. Difficult in lua! --- DONE: Get cargo bay and weight from CARGO_GROUP and GROUP. No necessary any more! --- DONE: Add possibility to set weight and cargo bay manually in AddAsset function as optional parameters. --- DONE: Check overlapping aircraft sometimes. --- DONE: Case when all transports are killed and there is still cargo to be delivered. Put cargo back into warehouse. Should be done now! --- DONE: Add transport units from dispatchers back to warehouse stock once they completed their mission. --- DONE: Write documentation. --- DONE: Add AAA, SAMs and UAVs to generalized attributes. --- DONE: Add warehouse quantity enumerator. --- DONE: Test mortars. Immobile units need a transport. --- DONE: Set ROE for spawned groups. --- DONE: Add offroad lanes between warehouses if road connection is not available. --- DONE: Add possibility to add active groups. Need to create a pseudo template before destroy. <== Does not seem to be necessary any more. --- DONE: Add a time stamp when an asset is added to the stock and for requests. --- DONE: How to get a specific request once the cargo is delivered? Make addrequest addasset non FSM function? Callback for requests like in SPAWN? --- DONE: Add autoselfdefence switch and user function. Default should be off. --- DONE: Warehouse re-capturing not working?! --- DONE: Naval assets dont go back into stock once arrived. --- DONE: Take cargo weight into consideration, when selecting transport assets. --- DONE: Add ports for spawning naval assets. --- DONE: Add shipping lanes between warehouses. --- DONE: Handle cases with immobile units <== should be handled by dispatcher classes. --- DONE: Handle cases for aircraft carriers and other ships. Place warehouse on carrier possible? On others probably not - exclude them? --- DONE: Add general message function for sending to coaliton or debug. --- DONE: Fine tune event handlers. --- DONE: Improve generalized attributes. --- DONE: If warehouse is destroyed, all asssets are gone. --- DONE: Add event handlers. --- DONE: Add AI_CARGO_AIRPLANE --- DONE: Add AI_CARGO_APC --- DONE: Add AI_CARGO_HELICOPTER --- DONE: Switch to AI_CARGO_XXX_DISPATCHER --- DONE: Add queue. --- DONE: Put active groups into the warehouse, e.g. when they were transported to this warehouse. --- NOGO: Spawn warehouse assets as uncontrolled or AI off and activate them when requested. --- DONE: How to handle multiple units in a transport group? <== Cargo dispatchers. --- DONE: Add phyical object. --- DONE: If warehosue is captured, change warehouse and assets to other coalition. --- NOGO: Use RAT for routing air units. Should be possible but might need some modifications of RAT, e.g. explit spawn place. But flight plan should be better. --- DONE: Can I make a request with specific assets? E.g., once delivered, make a request for exactly those assests that were in the original request. - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Constructor(s) -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- The WAREHOUSE constructor. Creates a new WAREHOUSE object from a static object. Parameters like the coalition and country are taken from the static object structure. --- @param #WAREHOUSE self --- @param Wrapper.Static#STATIC warehouse The physical structure of the warehouse. --- @param #string alias (Optional) Alias of the warehouse, i.e. the name it will be called when sending messages etc. Default is the name of the static --- @return #WAREHOUSE self -function WAREHOUSE:New(warehouse, alias) - BASE:T({warehouse=warehouse}) - - -- Check if just a string was given and convert to static. - if type(warehouse)=="string" then - warehouse=STATIC:FindByName(warehouse, true) - end - - -- Nil check. - if warehouse==nil then - BASE:E("ERROR: Warehouse does not exist!") - return nil - end - - -- Set alias. - self.alias=alias or warehouse:GetName() - - -- Print version. - env.info(string.format("Adding warehouse v%s for structure %s with alias %s", WAREHOUSE.version, warehouse:GetName(), self.alias)) - - -- Inherit everthing from FSM class. - local self = BASE:Inherit(self, FSM:New()) -- #WAREHOUSE - - -- Set some string id for output to DCS.log file. - self.wid=string.format("WAREHOUSE %s | ", self.alias) - - -- Set some variables. - self.warehouse=warehouse - self.uid=tonumber(warehouse:GetID()) - - -- Closest of the same coalition but within a certain range. - local _airbase=self:GetCoordinate():GetClosestAirbase(nil, self:GetCoalition()) - if _airbase and _airbase:GetCoordinate():Get2DDistance(self:GetCoordinate()) < 3000 then - self:SetAirbase(_airbase) - end - - -- Define warehouse and default spawn zone. - self.zone=ZONE_RADIUS:New(string.format("Warehouse zone %s", self.warehouse:GetName()), warehouse:GetVec2(), 500) - self.spawnzone=ZONE_RADIUS:New(string.format("Warehouse %s spawn zone", self.warehouse:GetName()), warehouse:GetVec2(), 250) - - -- Add warehouse to database. - WAREHOUSE.db.Warehouses[self.uid]=self - - ----------------------- - --- FSM Transitions --- - ----------------------- - - -- Start State. - self:SetStartState("NotReadyYet") - - -- Add FSM transitions. - -- From State --> Event --> To State - self:AddTransition("NotReadyYet", "Load", "Loaded") -- Load the warehouse state from scatch. - self:AddTransition("Stopped", "Load", "Loaded") -- Load the warehouse state stopped state. - self:AddTransition("NotReadyYet", "Start", "Running") -- Start the warehouse from scratch. - self:AddTransition("Loaded", "Start", "Running") -- Start the warehouse when loaded from disk. - self:AddTransition("*", "Status", "*") -- Status update. - self:AddTransition("*", "AddAsset", "*") -- Add asset to warehouse stock. - self:AddTransition("*", "NewAsset", "*") -- New asset was added to warehouse stock. - self:AddTransition("*", "AddRequest", "*") -- New request from other warehouse. - self:AddTransition("Running", "Request", "*") -- Process a request. Only in running mode. - self:AddTransition("Attacked", "Request", "*") -- Process a request. Only in running mode. - self:AddTransition("*", "Unloaded", "*") -- Cargo has been unloaded from the carrier (unused ==> unnecessary?). - self:AddTransition("*", "Arrived", "*") -- Cargo or transport group has arrived. - self:AddTransition("*", "Delivered", "*") -- All cargo groups of a request have been delivered to the requesting warehouse. - self:AddTransition("Running", "SelfRequest", "*") -- Request to warehouse itself. Requested assets are only spawned but not delivered anywhere. - self:AddTransition("Attacked", "SelfRequest", "*") -- Request to warehouse itself. Also possible when warehouse is under attack! - self:AddTransition("Running", "Pause", "Paused") -- Pause the processing of new requests. Still possible to add assets and requests. - self:AddTransition("Paused", "Unpause", "Running") -- Unpause the warehouse. Queued requests are processed again. - self:AddTransition("*", "Stop", "Stopped") -- Stop the warehouse. - self:AddTransition("Stopped", "Restart", "Running") -- Restart the warehouse when it was stopped before. - self:AddTransition("Loaded", "Restart", "Running") -- Restart the warehouse when assets were loaded from file before. - self:AddTransition("*", "Save", "*") -- TODO Save the warehouse state to disk. - self:AddTransition("*", "Attacked", "Attacked") -- Warehouse is under attack by enemy coalition. - self:AddTransition("Attacked", "Defeated", "Running") -- Attack by other coalition was defeated! - self:AddTransition("*", "ChangeCountry", "*") -- Change country (and coalition) of the warehouse. Warehouse is respawned! - self:AddTransition("Attacked", "Captured", "Running") -- Warehouse was captured by another coalition. It must have been attacked first. - self:AddTransition("*", "AirbaseCaptured", "*") -- Airbase was captured by other coalition. - self:AddTransition("*", "AirbaseRecaptured", "*") -- Airbase was re-captured from other coalition. - self:AddTransition("*", "AssetDead", "*") -- An asset group died. - self:AddTransition("*", "Destroyed", "Destroyed") -- Warehouse was destroyed. All assets in stock are gone and warehouse is stopped. - - ------------------------ - --- Pseudo Functions --- - ------------------------ - - --- Triggers the FSM event "Start". Starts the warehouse. Initializes parameters and starts event handlers. - -- @function [parent=#WAREHOUSE] Start - -- @param #WAREHOUSE self - - --- Triggers the FSM event "Start" after a delay. Starts the warehouse. Initializes parameters and starts event handlers. - -- @function [parent=#WAREHOUSE] __Start - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - - --- Triggers the FSM event "Stop". Stops the warehouse and all its event handlers. All waiting and pending queue items are deleted as well and all assets are removed from stock. - -- @function [parent=#WAREHOUSE] Stop - -- @param #WAREHOUSE self - - --- Triggers the FSM event "Stop" after a delay. Stops the warehouse and all its event handlers. All waiting and pending queue items are deleted as well and all assets are removed from stock. - -- @function [parent=#WAREHOUSE] __Stop - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - - --- Triggers the FSM event "Restart". Restarts the warehouse from stopped state by reactivating the event handlers *only*. - -- @function [parent=#WAREHOUSE] Restart - -- @param #WAREHOUSE self - - --- Triggers the FSM event "Restart" after a delay. Restarts the warehouse from stopped state by reactivating the event handlers *only*. - -- @function [parent=#WAREHOUSE] __Restart - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - - --- Triggers the FSM event "Pause". Pauses the warehouse. Assets can still be added and requests be made. However, requests are not processed. - -- @function [parent=#WAREHOUSE] Pause - -- @param #WAREHOUSE self - - --- Triggers the FSM event "Pause" after a delay. Pauses the warehouse. Assets can still be added and requests be made. However, requests are not processed. - -- @function [parent=#WAREHOUSE] __Pause - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - - --- Triggers the FSM event "Unpause". Unpauses the warehouse. Processing of queued requests is resumed. - -- @function [parent=#WAREHOUSE] UnPause - -- @param #WAREHOUSE self - - --- Triggers the FSM event "Unpause" after a delay. Unpauses the warehouse. Processing of queued requests is resumed. - -- @function [parent=#WAREHOUSE] __Unpause - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - - - --- Triggers the FSM event "Status". Queue is updated and requests are executed. - -- @function [parent=#WAREHOUSE] Status - -- @param #WAREHOUSE self - - --- Triggers the FSM event "Status" after a delay. Queue is updated and requests are executed. - -- @function [parent=#WAREHOUSE] __Status - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - - - --- Trigger the FSM event "AddAsset". Add a group to the warehouse stock. - -- @function [parent=#WAREHOUSE] AddAsset - -- @param #WAREHOUSE self - -- @param Wrapper.Group#GROUP group Group to be added as new asset. - -- @param #number ngroups (Optional) Number of groups to add to the warehouse stock. Default is 1. - -- @param #WAREHOUSE.Attribute forceattribute (Optional) Explicitly force a generalized attribute for the asset. This has to be an @{#WAREHOUSE.Attribute}. - -- @param #number forcecargobay (Optional) Explicitly force cargobay weight limit in kg for cargo carriers. This is for each *unit* of the group. - -- @param #number forceweight (Optional) Explicitly force weight in kg of each unit in the group. - -- @param #number loadradius (Optional) The distance in meters when the cargo is loaded into the carrier. Default is the bounding box size of the carrier. - -- @param DCS#AI.Skill skill Skill of the asset. - -- @param #table liveries Table of livery names. When the asset is spawned one livery is chosen randomly. - -- @param #string assignment A free to choose string specifying an assignment for the asset. This can be used with the @{#WAREHOUSE.OnAfterNewAsset} function. - - --- Trigger the FSM event "AddAsset" with a delay. Add a group to the warehouse stock. - -- @function [parent=#WAREHOUSE] __AddAsset - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - -- @param Wrapper.Group#GROUP group Group to be added as new asset. - -- @param #number ngroups (Optional) Number of groups to add to the warehouse stock. Default is 1. - -- @param #WAREHOUSE.Attribute forceattribute (Optional) Explicitly force a generalized attribute for the asset. This has to be an @{#WAREHOUSE.Attribute}. - -- @param #number forcecargobay (Optional) Explicitly force cargobay weight limit in kg for cargo carriers. This is for each *unit* of the group. - -- @param #number forceweight (Optional) Explicitly force weight in kg of each unit in the group. - -- @param #number loadradius (Optional) The distance in meters when the cargo is loaded into the carrier. Default is the bounding box size of the carrier. - -- @param DCS#AI.Skill skill Skill of the asset. - -- @param #table liveries Table of livery names. When the asset is spawned one livery is chosen randomly. - -- @param #string assignment A free to choose string specifying an assignment for the asset. This can be used with the @{#WAREHOUSE.OnAfterNewAsset} function. - - - --- Triggers the FSM delayed event "NewAsset" when a new asset has been added to the warehouse stock. - -- @function [parent=#WAREHOUSE] NewAsset - -- @param #WAREHOUSE self - -- @param #WAREHOUSE.Assetitem asset The new asset. - -- @param #string assignment (Optional) Assignment text for the asset. - - --- Triggers the FSM delayed event "NewAsset" when a new asset has been added to the warehouse stock. - -- @function [parent=#WAREHOUSE] __NewAsset - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - -- @param #WAREHOUSE.Assetitem asset The new asset. - -- @param #string assignment (Optional) Assignment text for the asset. - - --- On after "NewAsset" event user function. A new asset has been added to the warehouse stock. - -- @function [parent=#WAREHOUSE] OnAfterNewAsset - -- @param #WAREHOUSE self - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param #WAREHOUSE.Assetitem asset The asset that has just been added. - -- @param #string assignment (Optional) Assignment text for the asset. - - - --- Triggers the FSM event "AddRequest". Add a request to the warehouse queue, which is processed when possible. - -- @function [parent=#WAREHOUSE] AddRequest - -- @param #WAREHOUSE self - -- @param #WAREHOUSE warehouse The warehouse requesting supply. - -- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested. - -- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc. - -- @param #number nAsset Number of groups requested that match the asset specification. - -- @param #WAREHOUSE.TransportType TransportType Type of transport. - -- @param #number nTransport Number of transport units requested. - -- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low. - -- @param #string Assignment A keyword or text that later be used to identify this request and postprocess the assets. - - --- Triggers the FSM event "AddRequest" with a delay. Add a request to the warehouse queue, which is processed when possible. - -- @function [parent=#WAREHOUSE] __AddRequest - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - -- @param #WAREHOUSE warehouse The warehouse requesting supply. - -- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested. - -- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc. - -- @param #number nAsset Number of groups requested that match the asset specification. - -- @param #WAREHOUSE.TransportType TransportType Type of transport. - -- @param #number nTransport Number of transport units requested. - -- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low. - -- @param #string Assignment A keyword or text that later be used to identify this request and postprocess the assets. - - - --- Triggers the FSM event "Request". Executes a request from the queue if possible. - -- @function [parent=#WAREHOUSE] Request - -- @param #WAREHOUSE self - -- @param #WAREHOUSE.Queueitem Request Information table of the request. - - --- Triggers the FSM event "Request" after a delay. Executes a request from the queue if possible. - -- @function [parent=#WAREHOUSE] __Request - -- @param #WAREHOUSE self - -- @param #number Delay Delay in seconds. - -- @param #WAREHOUSE.Queueitem Request Information table of the request. - - - --- Triggers the FSM event "Arrived" when a group has arrived at the destination warehouse. - -- This function should always be called from the sending and not the receiving warehouse. - -- If the group is a cargo asset, it is added to the receiving warehouse. If the group is a transporter it - -- is added to the sending warehouse since carriers are supposed to return to their home warehouse once - -- all cargo was delivered. - -- @function [parent=#WAREHOUSE] Arrived - -- @param #WAREHOUSE self - -- @param Wrapper.Group#GROUP group Group that has arrived. - - --- Triggers the FSM event "Arrived" after a delay when a group has arrived at the destination. - -- This function should always be called from the sending and not the receiving warehouse. - -- If the group is a cargo asset, it is added to the receiving warehouse. If the group is a transporter it - -- is added to the sending warehouse since carriers are supposed to return to their home warehouse once - -- @function [parent=#WAREHOUSE] __Arrived - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - -- @param Wrapper.Group#GROUP group Group that has arrived. - - --- On after "Arrived" event user function. Called when a group has arrived at its destination. - -- @function [parent=#WAREHOUSE] OnAfterArrived - -- @param #WAREHOUSE self - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param Wrapper.Group#GROUP group Group that has arrived. - - - --- Triggers the FSM event "Delivered". All (cargo) assets of a request have been delivered to the receiving warehouse. - -- @function [parent=#WAREHOUSE] Delivered - -- @param #WAREHOUSE self - -- @param #WAREHOUSE.Pendingitem request Pending request that was now delivered. - - --- Triggers the FSM event "Delivered" after a delay. A group has been delivered from the warehouse to another warehouse. - -- @function [parent=#WAREHOUSE] __Delivered - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - -- @param #WAREHOUSE.Pendingitem request Pending request that was now delivered. - - --- On after "Delivered" event user function. Called when a group has been delivered from the warehouse to another warehouse. - -- @function [parent=#WAREHOUSE] OnAfterDelivered - -- @param #WAREHOUSE self - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param #WAREHOUSE.Pendingitem request Pending request that was now delivered. - - - --- Triggers the FSM event "SelfRequest". Request was initiated from the warehouse to itself. Groups are just spawned at the warehouse or the associated airbase. - -- If the warehouse is currently under attack when the self request is made, the self request is added to the defending table. One the attack is defeated, - -- this request is used to put the groups back into the warehouse stock. - -- @function [parent=#WAREHOUSE] SelfRequest - -- @param #WAREHOUSE self - -- @param Core.Set#SET_GROUP groupset The set of cargo groups that was delivered to the warehouse itself. - -- @param #WAREHOUSE.Pendingitem request Pending self request. - - --- Triggers the FSM event "SelfRequest" with a delay. Request was initiated from the warehouse to itself. Groups are just spawned at the warehouse or the associated airbase. - -- If the warehouse is currently under attack when the self request is made, the self request is added to the defending table. One the attack is defeated, - -- this request is used to put the groups back into the warehouse stock. - -- @function [parent=#WAREHOUSE] __SelfRequest - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - -- @param Core.Set#SET_GROUP groupset The set of cargo groups that was delivered to the warehouse itself. - -- @param #WAREHOUSE.Pendingitem request Pending self request. - - --- On after "SelfRequest" event. Request was initiated from the warehouse to itself. Groups are simply spawned at the warehouse or the associated airbase. - -- All requested assets are passed as a @{Core.Set#SET_GROUP} and can be used for further tasks or in other MOOSE classes. - -- Note that airborne assets are spawned in uncontrolled state so they do not simply "fly away" after spawning. - -- - -- @usage - -- --- Self request event. Triggered once the assets are spawned in the spawn zone or at the airbase. - -- function mywarehouse:OnAfterSelfRequest(From, Event, To, groupset, request) - -- local groupset=groupset --Core.Set#SET_GROUP - -- - -- -- Loop over all groups spawned from that request. - -- for _,group in pairs(groupset:GetSetObjects()) do - -- local group=group --Wrapper.Group#GROUP - -- - -- -- Gree smoke on spawned group. - -- group:SmokeGreen() - -- - -- -- Activate uncontrolled airborne group if necessary. - -- group:StartUncontrolled() - -- end - -- end - -- - -- @function [parent=#WAREHOUSE] OnAfterSelfRequest - -- @param #WAREHOUSE self - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param Core.Set#SET_GROUP groupset The set of (cargo) groups that was delivered to the warehouse itself. - -- @param #WAREHOUSE.Pendingitem request Pending self request. - - - --- Triggers the FSM event "Attacked" when a warehouse is under attack by an another coalition. - -- @function [parent=#WAREHOUSE] Attacked - -- @param #WAREHOUSE self - -- @param DCS#coalition.side Coalition Coalition side which is attacking the warehouse, i.e. a number of @{DCS#coalition.side} enumerator. - -- @param DCS#country.id Country Country ID, which is attacking the warehouse, i.e. a number @{DCS#country.id} enumerator. - - --- Triggers the FSM event "Attacked" with a delay when a warehouse is under attack by an another coalition. - -- @function [parent=#WAREHOUSE] __Attacked - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - -- @param DCS#coalition.side Coalition Coalition side which is attacking the warehouse, i.e. a number of @{DCS#coalition.side} enumerator. - -- @param DCS#country.id Country Country ID, which is attacking the warehouse, i.e. a number @{DCS#country.id} enumerator. - - --- On after "Attacked" event user function. Called when a warehouse (zone) is under attack by an enemy. - -- @function [parent=#WAREHOUSE] OnAfterAttacked - -- @param #WAREHOUSE self - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param DCS#coalition.side Coalition Coalition side which is attacking the warehouse, i.e. a number of @{DCS#coalition.side} enumerator. - -- @param DCS#country.id Country Country ID, which is attacking the warehouse, i.e. a number @{DCS#country.id} enumerator. - - - --- Triggers the FSM event "Defeated" when an attack from an enemy was defeated. - -- @function [parent=#WAREHOUSE] Defeated - -- @param #WAREHOUSE self - - --- Triggers the FSM event "Defeated" with a delay when an attack from an enemy was defeated. - -- @function [parent=#WAREHOUSE] __Defeated - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - - --- On after "Defeated" event user function. Called when an enemy attack was defeated. - -- @function [parent=#WAREHOUSE] OnAfterDefeate - -- @param #WAREHOUSE self - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - - --- Triggers the FSM event "ChangeCountry" so the warehouse is respawned with the new country. - -- @function [parent=#WAREHOUSE] ChangeCountry - -- @param #WAREHOUSE self - -- @param DCS#country.id Country New country id of the warehouse. - - --- Triggers the FSM event "ChangeCountry" after a delay so the warehouse is respawned with the new country. - -- @function [parent=#WAREHOUSE] __ChangeCountry - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - -- @param DCS#country.id Country Country id which has captured the warehouse. - - --- On after "ChangeCountry" event user function. Called when the warehouse has changed its country. - -- @function [parent=#WAREHOUSE] OnAfterChangeCountry - -- @param #WAREHOUSE self - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param DCS#country.id Country New country id of the warehouse, i.e. a number @{DCS#country.id} enumerator. - - - --- Triggers the FSM event "Captured" when a warehouse has been captured by another coalition. - -- @function [parent=#WAREHOUSE] Captured - -- @param #WAREHOUSE self - -- @param DCS#coalition.side Coalition Coalition side which captured the warehouse. - -- @param DCS#country.id Country Country id which has captured the warehouse. - - --- Triggers the FSM event "Captured" with a delay when a warehouse has been captured by another coalition. - -- @function [parent=#WAREHOUSE] __Captured - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - -- @param DCS#coalition.side Coalition Coalition side which captured the warehouse. - -- @param DCS#country.id Country Country id which has captured the warehouse. - - --- On after "Captured" event user function. Called when the warehouse has been captured by an enemy coalition. - -- @function [parent=#WAREHOUSE] OnAfterCaptured - -- @param #WAREHOUSE self - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param DCS#coalition.side Coalition Coalition side which captured the warehouse, i.e. a number of @{DCS#coalition.side} enumerator. - -- @param DCS#country.id Country Country id which has captured the warehouse, i.e. a number @{DCS#country.id} enumerator. - -- - - --- Triggers the FSM event "AirbaseCaptured" when the airbase of the warehouse has been captured by another coalition. - -- @function [parent=#WAREHOUSE] AirbaseCaptured - -- @param #WAREHOUSE self - -- @param DCS#coalition.side Coalition Coalition side which captured the airbase, i.e. a number of @{DCS#coalition.side} enumerator. - - --- Triggers the FSM event "AirbaseCaptured" with a delay when the airbase of the warehouse has been captured by another coalition. - -- @function [parent=#WAREHOUSE] __AirbaseCaptured - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - -- @param DCS#coalition.side Coalition Coalition side which captured the airbase, i.e. a number of @{DCS#coalition.side} enumerator. - - --- On after "AirbaseCaptured" even user function. Called when the airbase of the warehouse has been captured by another coalition. - -- @function [parent=#WAREHOUSE] OnAfterAirbaseCaptured - -- @param #WAREHOUSE self - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param DCS#coalition.side Coalition Coalition side which captured the airbase, i.e. a number of @{DCS#coalition.side} enumerator. - - - --- Triggers the FSM event "AirbaseRecaptured" when the airbase of the warehouse has been re-captured from the other coalition. - -- @param #WAREHOUSE self - -- @function [parent=#WAREHOUSE] AirbaseRecaptured - -- @param DCS#coalition.side Coalition Coalition which re-captured the airbase, i.e. the same as the current warehouse owner coalition. - - --- Triggers the FSM event "AirbaseRecaptured" with a delay when the airbase of the warehouse has been re-captured from the other coalition. - -- @function [parent=#WAREHOUSE] __AirbaseRecaptured - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - -- @param DCS#coalition.side Coalition Coalition which re-captured the airbase, i.e. the same as the current warehouse owner coalition. - - --- On after "AirbaseRecaptured" event user function. Called when the airbase of the warehouse has been re-captured from the other coalition. - -- @function [parent=#WAREHOUSE] OnAfterAirbaseRecaptured - -- @param #WAREHOUSE self - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param DCS#coalition.side Coalition Coalition which re-captured the airbase, i.e. the same as the current warehouse owner coalition. - - - --- Triggers the FSM event "AssetDead" when an asset group has died. - -- @function [parent=#WAREHOUSE] AssetDead - -- @param #WAREHOUSE self - -- @param #WAREHOUSE.Assetitem asset The asset that is dead. - -- @param #WAREHOUSE.Pendingitem request The request of the dead asset. - - --- Triggers the delayed FSM event "AssetDead" when an asset group has died. - -- @function [parent=#WAREHOUSE] __AssetDead - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - -- @param #WAREHOUSE.Assetitem asset The asset that is dead. - -- @param #WAREHOUSE.Pendingitem request The request of the dead asset. - - --- On after "AssetDead" event user function. Called when an asset group died. - -- @function [parent=#WAREHOUSE] OnAfterAssetDead - -- @param #WAREHOUSE self - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param #WAREHOUSE.Assetitem asset The asset that is dead. - -- @param #WAREHOUSE.Pendingitem request The request of the dead asset. - - - --- Triggers the FSM event "Destroyed" when the warehouse was destroyed. Services are stopped. - -- @function [parent=#WAREHOUSE] Destroyed - -- @param #WAREHOUSE self - - --- Triggers the FSM event "Destroyed" with a delay when the warehouse was destroyed. Services are stopped. - -- @function [parent=#WAREHOUSE] __Destroyed - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - - --- On after "Destroyed" event user function. Called when the warehouse was destroyed. Services are stopped. - -- @function [parent=#WAREHOUSE] OnAfterDestroyed - -- @param #WAREHOUSE self - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - - - --- Triggers the FSM event "Save" when the warehouse assets are saved to file on disk. - -- @function [parent=#WAREHOUSE] Save - -- @param #WAREHOUSE self - -- @param #string path Path where the file is saved. Default is the DCS installation root directory. - -- @param #string filename (Optional) File name. Default is WAREHOUSE-_.txt. - - --- Triggers the FSM event "Save" with a delay when the warehouse assets are saved to a file. - -- @function [parent=#WAREHOUSE] __Save - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - -- @param #string path Path where the file is saved. Default is the DCS installation root directory. - -- @param #string filename (Optional) File name. Default is WAREHOUSE-_.txt. - - --- On after "Save" event user function. Called when the warehouse assets are saved to disk. - -- @function [parent=#WAREHOUSE] OnAfterSave - -- @param #WAREHOUSE self - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param #string path Path where the file is saved. Default is the DCS installation root directory. - -- @param #string filename (Optional) File name. Default is WAREHOUSE-_.txt. - - - --- Triggers the FSM event "Load" when the warehouse is loaded from a file on disk. - -- @function [parent=#WAREHOUSE] Load - -- @param #WAREHOUSE self - -- @param #string path Path where the file is located. Default is the DCS installation root directory. - -- @param #string filename (Optional) File name. Default is WAREHOUSE-_.txt. - - --- Triggers the FSM event "Load" with a delay when the warehouse assets are loaded from disk. - -- @function [parent=#WAREHOUSE] __Load - -- @param #WAREHOUSE self - -- @param #number delay Delay in seconds. - -- @param #string path Path where the file is located. Default is the DCS installation root directory. - -- @param #string filename (Optional) File name. Default is WAREHOUSE-_.txt. - - --- On after "Load" event user function. Called when the warehouse assets are loaded from disk. - -- @function [parent=#WAREHOUSE] OnAfterLoad - -- @param #WAREHOUSE self - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param #string path Path where the file is located. Default is the DCS installation root directory. - -- @param #string filename (Optional) File name. Default is WAREHOUSE-_.txt. - - - return self -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- User functions -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Set debug mode on. Error messages will be displayed on screen, units will be smoked at some events. --- @param #WAREHOUSE self --- @return #WAREHOUSE self -function WAREHOUSE:SetDebugOn() - self.Debug=true - return self -end - ---- Set debug mode off. This is the default --- @param #WAREHOUSE self --- @return #WAREHOUSE self -function WAREHOUSE:SetDebugOff() - self.Debug=false - return self -end - ---- Set report on. Messages at events will be displayed on screen to the coalition owning the warehouse. --- @param #WAREHOUSE self --- @return #WAREHOUSE self -function WAREHOUSE:SetReportOn() - self.Report=true - return self -end - ---- Set report off. Warehouse does not report about its status and at certain events. --- @param #WAREHOUSE self --- @return #WAREHOUSE self -function WAREHOUSE:SetReportOff() - self.Report=false - return self -end - ---- Set interval of status updates. Note that normally only one request can be processed per time interval. --- @param #WAREHOUSE self --- @param #number timeinterval Time interval in seconds. --- @return #WAREHOUSE self -function WAREHOUSE:SetStatusUpdate(timeinterval) - self.dTstatus=timeinterval - return self -end - ---- Set a zone where the (ground) assets of the warehouse are spawned once requested. --- @param #WAREHOUSE self --- @param Core.Zone#ZONE zone The spawn zone. --- @param #number maxdist (Optional) Maximum distance in meters between spawn zone and warehouse. Units are not spawned if distance is larger. Default is 5000 m. --- @return #WAREHOUSE self -function WAREHOUSE:SetSpawnZone(zone, maxdist) - self.spawnzone=zone - self.spawnzonemaxdist=maxdist or 5000 - return self -end - - ---- Set a warehouse zone. If this zone is captured, the warehouse and all its assets fall into the hands of the enemy. --- @param #WAREHOUSE self --- @param Core.Zone#ZONE zone The warehouse zone. Note that this **cannot** be a polygon zone! --- @return #WAREHOUSE self -function WAREHOUSE:SetWarehouseZone(zone) - self.zone=zone - return self -end - ---- Set auto defence on. When the warehouse is under attack, all ground assets are spawned automatically and will defend the warehouse zone. --- @param #WAREHOUSE self --- @return #WAREHOUSE self -function WAREHOUSE:SetAutoDefenceOn() - self.autodefence=true - return self -end - ---- Set auto defence off. This is the default. --- @param #WAREHOUSE self --- @return #WAREHOUSE self -function WAREHOUSE:SetAutoDefenceOff() - self.autodefence=false - return self -end - ---- Set auto defence off. This is the default. --- @param #WAREHOUSE self --- @param #string path Path where to save the asset data file. --- @param #string filename File name. Default is generated automatically from warehouse id. --- @return #WAREHOUSE self -function WAREHOUSE:SetSaveOnMissionEnd(path, filename) - self.autosave=true - self.autosavepath=path - self.autosavefile=filename - return self -end - - ---- Set the airbase belonging to this warehouse. --- Note that it has to be of the same coalition as the warehouse. --- Also, be reasonable and do not put it too far from the phyiscal warehouse structure because you troops might have a long way to get to their transports. --- @param #WAREHOUSE self --- @param Wrapper.Airbase#AIRBASE airbase The airbase object associated to this warehouse. --- @return #WAREHOUSE self -function WAREHOUSE:SetAirbase(airbase) - self.airbase=airbase - if airbase~=nil then - self.airbasename=airbase:GetName() - else - self.airbasename=nil - end - return self -end - ---- Set the connection of the warehouse to the road. --- Ground assets spawned in the warehouse spawn zone will first go to this point and from there travel on road to the requesting warehouse. --- Note that by default the road connection is set to the closest point on road from the center of the spawn zone if it is withing 3000 meters. --- Also note, that if the parameter "coordinate" is passed as nil, any road connection is disabled and ground assets cannot travel of be transportet on the ground. --- @param #WAREHOUSE self --- @param Core.Point#COORDINATE coordinate The road connection. Technically, the closest point on road from this coordinate is determined by DCS API function. So this point must not be exactly on the road. --- @return #WAREHOUSE self -function WAREHOUSE:SetRoadConnection(coordinate) - if coordinate then - self.road=coordinate:GetClosestPointToRoad() - else - self.road=false - end - return self -end - ---- Set the connection of the warehouse to the railroad. --- This is the place where train assets or transports will be spawned. --- @param #WAREHOUSE self --- @param Core.Point#COORDINATE coordinate The railroad connection. Technically, the closest point on rails from this coordinate is determined by DCS API function. So this point must not be exactly on the a railroad connection. --- @return #WAREHOUSE self -function WAREHOUSE:SetRailConnection(coordinate) - if coordinate then - self.rail=coordinate:GetClosestPointToRoad(true) - else - self.rail=false - end - return self -end - ---- Set the port zone for this warehouse. --- The port zone is the zone, where all naval assets of the warehouse are spawned. --- @param #WAREHOUSE self --- @param Core.Zone#ZONE zone The zone defining the naval port of the warehouse. --- @return #WAREHOUSE self -function WAREHOUSE:SetPortZone(zone) - self.portzone=zone - return self -end - ---- Add a shipping lane from this warehouse to another remote warehouse. --- Note that both warehouses must have a port zone defined before a shipping lane can be added! --- Shipping lane is taken from the waypoints of a (late activated) template group. So set up a group, e.g. a ship or a helicopter, and place its --- waypoints along the shipping lane you want to add. --- @param #WAREHOUSE self --- @param #WAREHOUSE remotewarehouse The remote warehouse to where the shipping lane is added --- @param Wrapper.Group#GROUP group Waypoints of this group will define the shipping lane between to warehouses. --- @param #boolean oneway (Optional) If true, the lane can only be used from this warehouse to the other but not other way around. Default false. --- @return #WAREHOUSE self -function WAREHOUSE:AddShippingLane(remotewarehouse, group, oneway) - - -- Check that port zones are defined. - if self.portzone==nil or remotewarehouse.portzone==nil then - local text=string.format("ERROR: Sending or receiving warehouse does not have a port zone defined. Adding shipping lane not possible!") - self:_ErrorMessage(text, 5) - return self - end - - -- Initial and final coordinates are random points within the port zones. - local startcoord=self.portzone:GetRandomCoordinate() - local finalcoord=remotewarehouse.portzone:GetRandomCoordinate() - - -- Create new lane from waypoints of the template group. - local lane=self:_NewLane(group, startcoord, finalcoord) - - -- Debug info. Marks along shipping lane. - if self.Debug then - for i=1,#lane do - local coord=lane[i] --Core.Point#COORDINATE - local text=string.format("Shipping lane %s to %s. Point %d.", self.alias, remotewarehouse.alias, i) - coord:MarkToCoalition(text, self:GetCoalition()) - end - end - - -- Name of the remote warehouse. - local remotename=remotewarehouse.warehouse:GetName() - - -- Create new table if no shipping lane exists yet. - if self.shippinglanes[remotename]==nil then - self.shippinglanes[remotename]={} - end - - -- Add shipping lane. - table.insert(self.shippinglanes[remotename], lane) - - -- Add shipping lane in the opposite direction. - if not oneway then - remotewarehouse:AddShippingLane(self, group, true) - end - - return self -end - - ---- Add an off-road path from this warehouse to another and back. --- The start and end points are automatically set to one random point in the respective spawn zones of the two warehouses. --- By default, the reverse path is also added as path from the remote warehouse to this warehouse. --- @param #WAREHOUSE self --- @param #WAREHOUSE remotewarehouse The remote warehouse to which the path leads. --- @param Wrapper.Group#GROUP group Waypoints of this group will define the path between to warehouses. --- @param #boolean oneway (Optional) If true, the path can only be used from this warehouse to the other but not other way around. Default false. --- @return #WAREHOUSE self -function WAREHOUSE:AddOffRoadPath(remotewarehouse, group, oneway) - - -- Initial and final points are random points within the spawn zone. - local startcoord=self.spawnzone:GetRandomCoordinate() - local finalcoord=remotewarehouse.spawnzone:GetRandomCoordinate() - - -- Create new path from template group waypoints. - local path=self:_NewLane(group, startcoord, finalcoord) - - if path==nil then - self:E(self.wid.."ERROR: Offroad path could not be added. Group present in ME?") - return - end - - -- Debug info. Marks along path. - if path and self.Debug then - for i=1,#path do - local coord=path[i] --Core.Point#COORDINATE - local text=string.format("Off road path from %s to %s. Point %d.", self.alias, remotewarehouse.alias, i) - coord:MarkToCoalition(text, self:GetCoalition()) - end - end - - -- Name of the remote warehouse. - local remotename=remotewarehouse.warehouse:GetName() - - -- Create new table if no shipping lane exists yet. - if self.offroadpaths[remotename]==nil then - self.offroadpaths[remotename]={} - end - - -- Add off road path. - table.insert(self.offroadpaths[remotename], path) - - -- Add off road path in the opposite direction (if not forbidden). - if not oneway then - remotewarehouse:AddOffRoadPath(self, group, true) - end - - return self -end - ---- Create a new path from a template group. --- @param #WAREHOUSE self --- @param Wrapper.Group#GROUP group Group used for extracting the waypoints. --- @param Core.Point#COORDINATE startcoord First coordinate. --- @param Core.Point#COORDINATE finalcoord Final coordinate. --- @return #table Table with route points. -function WAREHOUSE:_NewLane(group, startcoord, finalcoord) - - local lane=nil - - if group then - - -- Get route from template. - local lanepoints=group:GetTemplateRoutePoints() - - -- First and last waypoints - local laneF=lanepoints[1] - local laneL=lanepoints[#lanepoints] - - -- Get corresponding coordinates. - local coordF=COORDINATE:New(laneF.x, 0, laneF.y) - local coordL=COORDINATE:New(laneL.x, 0, laneL.y) - - -- Figure out which point is closer to the port of this warehouse. - local distF=startcoord:Get2DDistance(coordF) - local distL=startcoord:Get2DDistance(coordL) - - -- Add the lane. Need to take care of the wrong "direction". - lane={} - if distF0 then - - -- Check if coalition is right. - local samecoalition=anycoalition or Coalition==warehouse:GetCoalition() - - -- Check that warehouse is in service. - if samecoalition and not (warehouse:IsNotReadyYet() or warehouse:IsStopped() or warehouse:IsDestroyed()) then - - -- Get number of assets. Whole stock is returned if no descriptor/value is given. - local nassets=warehouse:GetNumberOfAssets(Descriptor, DescriptorValue) - - --env.info(string.format(" FF warehouse %s nassets = %d for %s=%s", warehouse.alias, nassets, tostring(Descriptor), tostring(DescriptorValue))) - - -- Assume we have enough. - local enough=true - -- If specifc assets need to be present... - if Descriptor and DescriptorValue then - -- Check that enough assets (default 1) are available. - enough = nassets>=MinAssets - end - - -- Check distance. - if enough and (distmin==nil or dist0 then - text=text..string.format("\n- %d of %d transports returned home. Casualties %d.", ntransporthome, ntransporttot, ntransportdead) - end - self:_InfoMessage(text, 20) - - -- Mark request for deletion. - table.insert(done, request) - - else - ----------------------------------- - -- No cargo but still transports -- - ----------------------------------- - - -- This is difficult! How do I know if transports were unused? They could also be just on their way back home. - -- ==> Need to do a lot of checks. - - -- All transports are dead but there is still cargo left ==> Put cargo back into stock. - for _,_group in pairs(request.transportgroupset:GetSetObjects()) do - local group=_group --Wrapper.Group#GROUP - - -- Check if group is alive. - if group and group:IsAlive() then - - -- Check if group is in the spawn zone? - local category=group:GetCategory() - - -- Get current speed. - local speed=group:GetVelocityKMH() - local notmoving=speed<1 - - -- Closest airbase. - local airbase=group:GetCoordinate():GetClosestAirbase():GetName() - local athomebase=self.airbase and self.airbase:GetName()==airbase - - -- On ground - local onground=not group:InAir() - - -- In spawn zone. - local inspawnzone=group:IsPartlyOrCompletelyInZone(self.spawnzone) - - -- Check conditions for being back home. - local ishome=false - if category==Group.Category.GROUND or category==Group.Category.HELICOPTER then - -- Units go back to the spawn zone, helicopters land and they should not move any more. - ishome=inspawnzone and onground and notmoving - elseif category==Group.Category.AIRPLANE then - -- Planes need to be on ground at their home airbase and should not move any more. - ishome=athomebase and onground and notmoving - end - - -- Debug text. - local text=string.format("Group %s: speed=%d km/h, onground=%s , airbase=%s, spawnzone=%s ==> ishome=%s", group:GetName(), speed, tostring(onground), airbase, tostring(inspawnzone), tostring(ishome)) - self:T(self.wid..text) - - if ishome then - - -- Info message. - local text=string.format("Warehouse %s: Transport group arrived back home and no cargo left for request id=%d.\nSending transport group %s back to stock.", self.alias, request.uid, group:GetName()) - self:_InfoMessage(text) - - -- Debug smoke. - if self.Debug then - group:SmokeRed() - end - - -- Group arrived. - self:Arrived(group) - end - end - end - - end - - else - - if ntransport==0 and request.ntransport>0 then - ----------------------------------- - -- Still cargo but no transports -- - ----------------------------------- - - local ncargoalive=0 - - -- All transports are dead but there is still cargo left ==> Put cargo back into stock. - for _,_group in pairs(request.cargogroupset:GetSetObjects()) do - --local group=group --Wrapper.Group#GROUP - - -- These groups have been respawned as cargo, i.e. their name changed! - local groupname=_group:GetName() - local group=GROUP:FindByName(groupname.."#CARGO") - - -- Check if group is alive. - if group and group:IsAlive() then - - -- Check if group is in spawn zone? - if group:IsPartlyOrCompletelyInZone(self.spawnzone) then - -- Debug smoke. - if self.Debug then - group:SmokeBlue() - end - -- Add asset group back to stock. - self:AddAsset(group) - ncargoalive=ncargoalive+1 - end - end - - end - - -- Info message. - self:_InfoMessage(string.format("Warehouse %s: All transports of request id=%s dead! Putting remaining %s cargo assets back into warehouse!", self.alias, request.uid, ncargoalive)) - end - - end - - end -- loop over requests - - -- Remove pending requests if done. - for _,request in pairs(done) do - self:_DeleteQueueItem(request, self.pending) - end -end - ---- Function that checks if an asset group is still okay. --- @param #WAREHOUSE self -function WAREHOUSE:_CheckAssetStatus() - - -- Check if a unit of the group has problems. - local function _CheckGroup(_request, _group) - local request=_request --#WAREHOUSE.Pendingitem - local group=_group --Wrapper.Group#GROUP - - if group and group:IsAlive() then - - -- Category of group. - local category=group:GetCategory() - - for _,_unit in pairs(group:GetUnits()) do - local unit=_unit --Wrapper.Unit#UNIT - - if unit and unit:IsAlive() then - local unitid=unit:GetID() - local life9=unit:GetLife() - local life0=unit:GetLife0() - local life=life9/life0*100 - local speed=unit:GetVelocityMPS() - local onground=unit:InAir() - - local problem=false - if life<10 then - self:T(string.format("Unit %s is heavily damaged!", unit:GetName())) - end - if speed<1 and unit:GetSpeedMax()>1 and onground then - self:T(string.format("Unit %s is not moving!", unit:GetName())) - problem=true - end - - if problem then - if request.assetproblem[unitid] then - local deltaT=timer.getAbsTime()-request.assetproblem[unitid] - if deltaT>300 then - --Todo: which event to generate? Removeunit or Dead/Creash or both? - unit:Destroy() - end - else - request.assetproblem[unitid]=timer.getAbsTime() - end - end - end - - end - end - end - - - for _,request in pairs(self.pending) do - local request=request --#WAREHOUSE.Pendingitem - - -- Cargo groups. - if request.cargogroupset then - for _,_group in pairs(request.cargogroupset:GetSet()) do - local group=_group --Wrapper.Group#GROUP - - _CheckGroup(request, group) - - end - end - - -- Transport groups. - if request.transportgroupset then - for _,group in pairs(request.transportgroupset:GetSet()) do - - _CheckGroup(request, group) - end - end - - end - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- On after "AddAsset" event. Add a group to the warehouse stock. If the group is alive, it is destroyed. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Wrapper.Group#GROUP group Group or template group to be added to the warehouse stock. --- @param #number ngroups Number of groups to add to the warehouse stock. Default is 1. --- @param #WAREHOUSE.Attribute forceattribute (Optional) Explicitly force a generalized attribute for the asset. This has to be an @{#WAREHOUSE.Attribute}. --- @param #number forcecargobay (Optional) Explicitly force cargobay weight limit in kg for cargo carriers. This is for each *unit* of the group. --- @param #number forceweight (Optional) Explicitly force weight in kg of each unit in the group. --- @param #number loadradius (Optional) Radius in meters when the cargo is loaded into the carrier. --- @param DCS#AI.Skill skill Skill of the asset. --- @param #table liveries Table of livery names. When the asset is spawned one livery is chosen randomly. --- @param #string assignment A free to choose string specifying an assignment for the asset. This can be used with the @{#WAREHOUSE.OnAfterNewAsset} function. -function WAREHOUSE:onafterAddAsset(From, Event, To, group, ngroups, forceattribute, forcecargobay, forceweight, loadradius, skill, liveries, assignment) - self:T({group=group, ngroups=ngroups, forceattribute=forceattribute, forcecargobay=forcecargobay, forceweight=forceweight}) - - -- Set default. - local n=ngroups or 1 - - -- Handle case where just a string is passed. - if type(group)=="string" then - group=GROUP:FindByName(group) - end - - if liveries and type(liveries)=="string" then - liveries={liveries} - end - - if group then - - -- Try to get UIDs from group name. Is this group a known or a new asset? - local wid,aid,rid=self:_GetIDsFromGroup(group) - - if wid and aid and rid then - --------------------------- - -- This is a KNOWN asset -- - --------------------------- - - -- Get the original warehouse this group belonged to. - local warehouse=self:FindWarehouseInDB(wid) - if warehouse then - local request=warehouse:_GetRequestOfGroup(group, warehouse.pending) - if request then - - -- Increase number of cargo delivered and transports home. - local istransport=warehouse:_GroupIsTransport(group,request) - if istransport==true then - request.ntransporthome=request.ntransporthome+1 - request.transportgroupset:Remove(group:GetName(), true) - self:T3(warehouse.wid..string.format("Transport %d of %s returned home.", request.ntransporthome, tostring(request.ntransport))) - elseif istransport==false then - request.ndelivered=request.ndelivered+1 - request.cargogroupset:Remove(self:_GetNameWithOut(group), true) - self:T3(warehouse.wid..string.format("Cargo %d of %s delivered.", request.ndelivered, tostring(request.nasset))) - else - self:T(warehouse.wid..string.format("WARNING: Group %s is neither cargo nor transport!", group:GetName())) - end - - end - - -- If no assignment was given we take the assignment of the request if there is any. - if assignment==nil and request.assignment~=nil then - assignment=request.assignment - end - end - - -- Get the asset from the global DB. - local asset=self:FindAssetInDB(group) - - -- Set livery. - if liveries then - asset.livery=liveries[math.random(#liveries)] - end - - -- Set skill. - asset.skill=skill - - -- Note the group is only added once, i.e. the ngroups parameter is ignored here. - -- This is because usually these request comes from an asset that has been transfered from another warehouse and hence should only be added once. - if asset~=nil then - self:_DebugMessage(string.format("Warehouse %s: Adding KNOWN asset uid=%d with attribute=%s to stock.", self.alias, asset.uid, asset.attribute), 5) - table.insert(self.stock, asset) - self:NewAsset(asset, assignment or "") - else - self:_ErrorMessage(string.format("ERROR: Known asset could not be found in global warehouse db!"), 0) - end - - else - ------------------------- - -- This is a NEW asset -- - ------------------------- - - -- Debug info. - self:_DebugMessage(string.format("Warehouse %s: Adding %d NEW assets of group %s to stock.", self.alias, n, tostring(group:GetName())), 5) - - -- This is a group that is not in the db yet. Add it n times. - local assets=self:_RegisterAsset(group, n, forceattribute, forcecargobay, forceweight, loadradius, liveries, skill) - - -- Add created assets to stock of this warehouse. - for _,asset in pairs(assets) do - table.insert(self.stock, asset) - self:NewAsset(asset, assignment or "") - end - - end - - -- Destroy group if it is alive. - if group:IsAlive()==true then - self:_DebugMessage(string.format("Destroying group %s.", group:GetName()), 5) - -- Setting parameter to false, i.e. creating NO dead or remove unit event, seems to not confuse the dispatcher logic. - group:Destroy(false) - end - - else - self:E(self.wid.."ERROR: Unknown group added as asset!") - end - - -- Update status. - --self:__Status(-1) -end - ---- Register new asset in globase warehouse data base. --- @param #WAREHOUSE self --- @param Wrapper.Group#GROUP group The group that will be added to the warehouse stock. --- @param #number ngroups Number of groups to be added. --- @param #string forceattribute Forced generalized attribute. --- @param #number forcecargobay Cargo bay weight limit in kg. --- @param #number forceweight Weight of units in kg. --- @param #number loadradius Radius in meters when cargo is loaded into the carrier. --- @param #table liveries Table of liveries. --- @param DCS#AI.Skill skill Skill of AI. --- @return #table A table containing all registered assets. -function WAREHOUSE:_RegisterAsset(group, ngroups, forceattribute, forcecargobay, forceweight, loadradius, liveries, skill) - self:F({groupname=group:GetName(), ngroups=ngroups, forceattribute=forceattribute, forcecargobay=forcecargobay, forceweight=forceweight}) - - -- Set default. - local n=ngroups or 1 - - -- Get the size of an object. - local function _GetObjectSize(DCSdesc) - if DCSdesc.box then - local x=DCSdesc.box.max.x+math.abs(DCSdesc.box.min.x) --length - local y=DCSdesc.box.max.y+math.abs(DCSdesc.box.min.y) --height - local z=DCSdesc.box.max.z+math.abs(DCSdesc.box.min.z) --width - return math.max(x,z), x , y, z - end - return 0,0,0,0 - end - - -- Get name of template group. - local templategroupname=group:GetName() - - local Descriptors=group:GetUnit(1):GetDesc() - local Category=group:GetCategory() - local TypeName=group:GetTypeName() - local SpeedMax=group:GetSpeedMax() - local RangeMin=group:GetRange() - local smax,sx,sy,sz=_GetObjectSize(Descriptors) - - -- Get weight and cargo bay size in kg. - local weight=0 - local cargobay={} - local cargobaytot=0 - local cargobaymax=0 - for _i,_unit in pairs(group:GetUnits()) do - local unit=_unit --Wrapper.Unit#UNIT - local Desc=unit:GetDesc() - - -- Weight. We sum up all units in the group. - local unitweight=forceweight or Desc.massEmpty - if unitweight then - weight=weight+unitweight - end - - local cargomax=0 - local massfuel=Desc.fuelMassMax or 0 - local massempty=Desc.massEmpty or 0 - local massmax=Desc.massMax or 0 - - -- Calcuate cargo bay limit value. - cargomax=massmax-massfuel-massempty - self:T3(self.wid..string.format("Unit name=%s: mass empty=%.1f kg, fuel=%.1f kg, max=%.1f kg ==> cargo=%.1f kg", unit:GetName(), unitweight, massfuel, massmax, cargomax)) - - -- Cargo bay size. - local bay=forcecargobay or unit:GetCargoBayFreeWeight() - - -- Add bay size to table. - table.insert(cargobay, bay) - - -- Sum up total bay size. - cargobaytot=cargobaytot+bay - - -- Get max bay size. - if bay>cargobaymax then - cargobaymax=bay - end - end - - -- Set/get the generalized attribute. - local attribute=forceattribute or self:_GetAttribute(group) - - -- Table for returned assets. - local assets={} - - -- Add this n times to the table. - for i=1,n do - local asset={} --#WAREHOUSE.Assetitem - - -- Increase asset unique id counter. - WAREHOUSE.db.AssetID=WAREHOUSE.db.AssetID+1 - - -- Set parameters. - asset.uid=WAREHOUSE.db.AssetID - asset.templatename=templategroupname - asset.template=UTILS.DeepCopy(_DATABASE.Templates.Groups[templategroupname].Template) - asset.category=Category - asset.unittype=TypeName - asset.nunits=#asset.template.units - asset.range=RangeMin - asset.speedmax=SpeedMax - asset.size=smax - asset.weight=weight - asset.DCSdesc=Descriptors - asset.attribute=attribute - asset.cargobay=cargobay - asset.cargobaytot=cargobaytot - asset.cargobaymax=cargobaymax - asset.loadradius=loadradius - if liveries then - asset.livery=liveries[math.random(#liveries)] - end - asset.skill=skill - - if i==1 then - self:_AssetItemInfo(asset) - end - - -- Add asset to global db. - WAREHOUSE.db.Assets[asset.uid]=asset - - -- Add asset to the table that is retured. - table.insert(assets,asset) - end - - return assets -end - ---- Asset item characteristics. --- @param #WAREHOUSE self --- @param #WAREHOUSE.Assetitem asset The asset for which info in printed in trace mode. -function WAREHOUSE:_AssetItemInfo(asset) - -- Info about asset: - local text=string.format("\nNew asset with id=%d for warehouse %s:\n", asset.uid, self.alias) - text=text..string.format("Template name = %s\n", asset.templatename) - text=text..string.format("Unit type = %s\n", asset.unittype) - text=text..string.format("Attribute = %s\n", asset.attribute) - text=text..string.format("Category = %d\n", asset.category) - text=text..string.format("Units # = %d\n", asset.nunits) - text=text..string.format("Speed max = %5.2f km/h\n", asset.speedmax) - text=text..string.format("Range max = %5.2f km\n", asset.range/1000) - text=text..string.format("Size max = %5.2f m\n", asset.size) - text=text..string.format("Weight total = %5.2f kg\n", asset.weight) - text=text..string.format("Cargo bay tot = %5.2f kg\n", asset.cargobaytot) - text=text..string.format("Cargo bay max = %5.2f kg\n", asset.cargobaymax) - text=text..string.format("Load radius = %s m\n", tostring(asset.loadradius)) - text=text..string.format("Skill = %s\n", tostring(asset.skill)) - text=text..string.format("Livery = %s", tostring(asset.livery)) - self:T(self.wid..text) - self:T({DCSdesc=asset.DCSdesc}) - self:T3({Template=asset.template}) -end - ---- On after "NewAsset" event. A new asset has been added to the warehouse stock. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #WAREHOUSE.Assetitem asset The asset that has just been added. --- @parma #string assignment The (optional) assignment for the asset. -function WAREHOUSE:onafterNewAsset(From, Event, To, asset, assignment) - self:T(self.wid..string.format("New asset %s id=%d with assignment %s.", asset.templatename, asset.uid, assignment)) -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- On before "AddRequest" event. Checks some basic properties of the given parameters. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #WAREHOUSE warehouse The warehouse requesting supply. --- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested. --- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc. --- @param #number nAsset Number of groups requested that match the asset specification. --- @param #WAREHOUSE.TransportType TransportType Type of transport. --- @param #number nTransport Number of transport units requested. --- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low. --- @param #string Assignment A keyword or text that later be used to identify this request and postprocess the assets. --- @return #boolean If true, request is okay at first glance. -function WAREHOUSE:onbeforeAddRequest(From, Event, To, warehouse, AssetDescriptor, AssetDescriptorValue, nAsset, TransportType, nTransport, Assignment, Prio) - - -- Request is okay. - local okay=true - - if AssetDescriptor==WAREHOUSE.Descriptor.ATTRIBUTE then - - -- Check if a valid attibute was given. - local gotit=false - for _,attribute in pairs(WAREHOUSE.Attribute) do - if AssetDescriptorValue==attribute then - gotit=true - end - end - if not gotit then - self:_ErrorMessage("ERROR: Invalid request. Asset attribute is unknown!", 5) - okay=false - end - - elseif AssetDescriptor==WAREHOUSE.Descriptor.CATEGORY then - - -- Check if a valid category was given. - local gotit=false - for _,category in pairs(Group.Category) do - if AssetDescriptorValue==category then - gotit=true - end - end - if not gotit then - self:_ErrorMessage("ERROR: Invalid request. Asset category is unknown!", 5) - okay=false - end - - elseif AssetDescriptor==WAREHOUSE.Descriptor.GROUPNAME then - - if type(AssetDescriptorValue)~="string" then - self:_ErrorMessage("ERROR: Invalid request. Asset template name must be passed as a string!", 5) - okay=false - end - - elseif AssetDescriptor==WAREHOUSE.Descriptor.UNITTYPE then - - if type(AssetDescriptorValue)~="string" then - self:_ErrorMessage("ERROR: Invalid request. Asset unit type must be passed as a string!", 5) - okay=false - end - - else - self:_ErrorMessage("ERROR: Invalid request. Asset descriptor is not ATTRIBUTE, CATEGORY, GROUPNAME or UNITTYPE!", 5) - okay=false - end - - -- Warehouse is stopped? - if self:IsStopped() then - self:_ErrorMessage("ERROR: Invalid request. Warehouse is stopped!", 0) - okay=false - end - - -- Warehouse is destroyed? - if self:IsDestroyed() then - self:_ErrorMessage("ERROR: Invalid request. Warehouse is destroyed!", 0) - okay=false - end - - return okay -end - ---- On after "AddRequest" event. Add a request to the warehouse queue, which is processed when possible. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #WAREHOUSE warehouse The warehouse requesting supply. --- @param #WAREHOUSE.Descriptor AssetDescriptor Descriptor describing the asset that is requested. --- @param AssetDescriptorValue Value of the asset descriptor. Type depends on descriptor, i.e. could be a string, etc. --- @param #number nAsset Number of groups requested that match the asset specification. --- @param #WAREHOUSE.TransportType TransportType Type of transport. --- @param #number nTransport Number of transport units requested. --- @param #number Prio Priority of the request. Number ranging from 1=high to 100=low. --- @param #string Assignment A keyword or text that later be used to identify this request and postprocess the assets. -function WAREHOUSE:onafterAddRequest(From, Event, To, warehouse, AssetDescriptor, AssetDescriptorValue, nAsset, TransportType, nTransport, Prio, Assignment) - - -- Defaults. - nAsset=nAsset or 1 - TransportType=TransportType or WAREHOUSE.TransportType.SELFPROPELLED - Prio=Prio or 50 - if nTransport==nil then - if TransportType==WAREHOUSE.TransportType.SELFPROPELLED then - nTransport=0 - else - nTransport=1 - end - end - - -- Self request? - local toself=false - if self.warehouse:GetName()==warehouse.warehouse:GetName() then - toself=true - end - - -- Increase id. - self.queueid=self.queueid+1 - - -- Request queue table item. - local request={ - uid=self.queueid, - prio=Prio, - warehouse=warehouse, - assetdesc=AssetDescriptor, - assetdescval=AssetDescriptorValue, - nasset=nAsset, - transporttype=TransportType, - ntransport=nTransport, - assignment=tostring(Assignment), - airbase=warehouse:GetAirbase(), - category=warehouse:GetAirbaseCategory(), - ndelivered=0, - ntransporthome=0, - assets={}, - toself=toself, - } --#WAREHOUSE.Queueitem - - -- Add request to queue. - table.insert(self.queue, request) - - local text=string.format("Warehouse %s: New request from warehouse %s.\nDescriptor %s=%s, #assets=%s; Transport=%s, #transports =%s.", - self.alias, warehouse.alias, request.assetdesc, tostring(request.assetdescval), tostring(request.nasset), request.transporttype, tostring(request.ntransport)) - self:_DebugMessage(text, 5) - - -- Update status - --self:__Status(-1) -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- On before "Request" event. Checks if the request can be fulfilled. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #WAREHOUSE.Queueitem Request Information table of the request. --- @return #boolean If true, request is granted. -function WAREHOUSE:onbeforeRequest(From, Event, To, Request) - self:T3({warehouse=self.alias, request=Request}) - - -- Distance from warehouse to requesting warehouse. - local distance=self:GetCoordinate():Get2DDistance(Request.warehouse:GetCoordinate()) - - -- Shortcut to cargoassets. - local _assets=Request.cargoassets - - if Request.nasset==0 then - local text=string.format("Warehouse %s: Request denied! Zero assets were requested.", self.alias) - self:_InfoMessage(text, 10) - return false - end - - -- Check if destination is in range for all requested assets. - for _,_asset in pairs(_assets) do - local asset=_asset --#WAREHOUSE.Assetitem - - -- Check if destination is in range. - if asset.range1 then - group:RouteGroundTo(self.spawnzone:GetRandomCoordinate(), speedmax*0.5, AI.Task.VehicleFormation.RANK, 3) - else - -- Immobile ground unit ==> directly put it into the warehouse. - self:Arrived(group) - end - elseif group:IsAir() then - -- Not sure if air units will be allowed as cargo even though it might be possible. Best put them into warehouse immediately. - self:Arrived(group) - elseif group:IsShip() then - -- Not sure if naval units will be allowed as cargo even though it might be possible. Best put them into warehouse immediately. - self:Arrived(group) - end - - else - self:E(self.wid..string.format("ERROR unloaded Cargo group is not alive!")) - end -end - ---- On after "Arrived" event. Triggered when a group has arrived at its destination warehouse. --- The routine should be called by the warehouse sending this asset and not by the receiving warehouse. --- It is checked if this asset is cargo (or self propelled) or transport. If it is cargo it is put into the stock of receiving warehouse. --- If it is a transporter it is put back into the sending warehouse since transports are supposed to return their home warehouse. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Wrapper.Group#GROUP group The group that was delivered. -function WAREHOUSE:onafterArrived(From, Event, To, group) - - -- Debug message and smoke. - if self.Debug then - group:SmokeOrange() - end - - -- Get pending request this group belongs to. - local request=self:_GetRequestOfGroup(group, self.pending) - - if request then - - -- Get the right warehouse to put the asset into - -- Transports go back to the warehouse which called this function while cargo goes into the receiving warehouse. - local warehouse=request.warehouse - local istransport=self:_GroupIsTransport(group,request) - if istransport==true then - warehouse=self - elseif istransport==false then - warehouse=request.warehouse - else - self:E(self.wid..string.format("ERROR: Group %s is neither cargo nor transport", group:GetName())) - return - end - - -- Debug message. - self:_DebugMessage(string.format("Group %s arrived at warehouse %s!", tostring(group:GetName()), warehouse.alias), 5) - - -- Route mobile ground group to the warehouse. Group has 60 seconds to get there or it is despawned and added as asset to the new warehouse regardless. - if group:IsGround() and group:GetSpeedMax()>1 then - group:RouteGroundTo(warehouse:GetCoordinate(), group:GetSpeedMax()*0.3, "Off Road") - end - - -- Increase number of cargo delivered and transports home. - local istransport=warehouse:_GroupIsTransport(group,request) - if istransport==true then - request.ntransporthome=request.ntransporthome+1 - request.transportgroupset:Remove(group:GetName(), true) - self:T2(warehouse.wid..string.format("Transport %d of %s returned home.", request.ntransporthome, tostring(request.ntransport))) - elseif istransport==false then - request.ndelivered=request.ndelivered+1 - request.cargogroupset:Remove(self:_GetNameWithOut(group), true) - self:T2(warehouse.wid..string.format("Cargo %d of %s delivered.", request.ndelivered, tostring(request.nasset))) - else - self:E(warehouse.wid..string.format("ERROR: Group %s is neither cargo nor transport!", group:GetName())) - end - - -- Move asset from pending queue into new warehouse. - warehouse:__AddAsset(60, group) - end - -end - ---- On after "Delivered" event. Triggered when all asset groups have reached their destination. Corresponding request is deleted from the pending queue. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #WAREHOUSE.Pendingitem request The pending request that is finished and deleted from the pending queue. -function WAREHOUSE:onafterDelivered(From, Event, To, request) - - -- Debug info - local text=string.format("Warehouse %s: All assets delivered to warehouse %s!", self.alias, request.warehouse.alias) - self:_InfoMessage(text, 5) - - -- Make some noise :) - if self.Debug then - self:_Fireworks(request.warehouse:GetCoordinate()) - end - - -- Set delivered status for this request uid. - self.delivered[request.uid]=true - -end - - ---- On after "SelfRequest" event. Request was initiated to the warehouse itself. Groups are just spawned at the warehouse or the associated airbase. --- If the warehouse is currently under attack when the self request is made, the self request is added to the defending table. One the attack is defeated, --- this request is used to put the groups back into the warehouse stock. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Core.Set#SET_GROUP groupset The set of asset groups that was delivered to the warehouse itself. --- @param #WAREHOUSE.Pendingitem request Pending self request. -function WAREHOUSE:onafterSelfRequest(From, Event, To, groupset, request) - - -- Debug info. - self:_DebugMessage(string.format("Assets spawned at warehouse %s after self request!", self.alias)) - - -- Debug info. - for _,_group in pairs(groupset:GetSetObjects()) do - local group=_group --Wrapper.Group#GROUP - if self.Debug then - group:FlareGreen() - end - end - - -- Add a "defender request" to be able to despawn all assets once defeated. - if self:IsAttacked() then - - -- Route (mobile) ground troops to warehouse zone if they are not alreay there. - if self.autodefence then - for _,_group in pairs(groupset:GetSetObjects()) do - local group=_group --Wrapper.Group#GROUP - local speedmax=group:GetSpeedMax() - if group:IsGround() and speedmax>1 and group:IsNotInZone(self.zone) then - group:RouteGroundTo(self.zone:GetRandomCoordinate(), 0.8*speedmax, "Off Road") - end - end - end - - -- Add request to defenders. - table.insert(self.defending, request) - end - -end - ---- On after "Attacked" event. Warehouse is under attack by an another coalition. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param DCS#coalition.side Coalition which is attacking the warehouse. --- @param DCS#country.id Country which is attacking the warehouse. -function WAREHOUSE:onafterAttacked(From, Event, To, Coalition, Country) - - -- Warning. - local text=string.format("Warehouse %s: We are under attack!", self.alias) - self:_InfoMessage(text) - - -- Debug smoke. - if self.Debug then - self:GetCoordinate():SmokeOrange() - end - - -- Spawn all ground units in the spawnzone? - if self.autodefence then - local nground=self:GetNumberOfAssets(WAREHOUSE.Descriptor.CATEGORY, Group.Category.GROUND) - local text=string.format("Warehouse auto defence activated.\n") - - if nground>0 then - text=text..string.format("Deploying all %d ground assets.", nground) - - -- Add self request. - self:AddRequest(self, WAREHOUSE.Descriptor.CATEGORY, Group.Category.GROUND, WAREHOUSE.Quantity.ALL, nil, nil , 0) - else - text=text..string.format("No ground assets currently available.") - end - self:_InfoMessage(text) - else - local text=string.format("Warehouse auto defence inactive.") - self:I(self.wid..text) - end -end - ---- On after "Defeated" event. Warehouse defeated an attack by another coalition. Defender assets are added back to warehouse stock. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function WAREHOUSE:onafterDefeated(From, Event, To) - - -- Message. - local text=string.format("Warehouse %s: Enemy attack was defeated!", self.alias) - self:_InfoMessage(text) - - -- Debug smoke. - if self.Debug then - self:GetCoordinate():SmokeGreen() - end - - -- Auto defence: put assets back into stock. - if self.autodefence then - for _,request in pairs(self.defending) do - - -- Route defenders back to warehoue (for visual reasons only) and put them back into stock. - for _,_group in pairs(request.cargogroupset:GetSetObjects()) do - local group=_group --Wrapper.Group#GROUP - - -- Get max speed of group and route it back slowly to the warehouse. - local speed=group:GetSpeedMax() - if group:IsGround() and speed>1 then - group:RouteGroundTo(self:GetCoordinate(), speed*0.3) - end - - -- Add asset group back to stock after 60 seconds. - self:__AddAsset(60, group) - end - - end - - self.defending=nil - self.defending={} - end -end - - ---- On before "ChangeCountry" event. Checks whether a change of country is necessary by comparing the actual country to the the requested one. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param DCS#country.id Country which has captured the warehouse. -function WAREHOUSE:onbeforeChangeCountry(From, Event, To, Country) - - local currentCountry=self:GetCountry() - - -- Message. - local text=string.format("Warehouse %s: request to change country %d-->%d", self.alias, currentCountry, Country) - self:_DebugMessage(text, 10) - - -- Check if current or requested coalition or country match. - if currentCountry~=Country then - return true - end - - return false -end - - ---- On after "ChangeCountry" event. Warehouse is respawned with the specified country. All queued requests are deleted and the owned airbase is reset if the coalition is changed by changing the --- country. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param DCS#country.id Country which has captured the warehouse. -function WAREHOUSE:onafterChangeCountry(From, Event, To, Country) - - local CoalitionOld=self:GetCoalition() - - -- Respawn warehouse with new coalition/country. - self.warehouse:ReSpawn(Country) - - local CoalitionNew=self:GetCoalition() - - -- Delete all waiting requests because they are not valid any more. - self.queue=nil - self.queue={} - - -- Airbase could have been captured before and already belongs to the new coalition. - local airbase=AIRBASE:FindByName(self.airbasename) - local airbasecoaltion=airbase:GetCoalition() - - if CoalitionNew==airbasecoaltion then - -- Airbase already owned by the coalition that captured the warehouse. Airbase can be used by this warehouse. - self.airbase=airbase - else - -- Airbase is owned by other coalition. So this warehouse does not have an airbase unil it is captured. - self.airbase=nil - end - - -- Debug smoke. - if self.Debug then - if CoalitionNew==coalition.side.RED then - self:GetCoordinate():SmokeRed() - elseif CoalitionNew==coalition.side.BLUE then - self:GetCoordinate():SmokeBlue() - end - end - -end - ---- On after "Captured" event. Warehouse has been captured by another coalition. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param DCS#coalition.side Coalition which captured the warehouse. --- @param DCS#country.id Country which has captured the warehouse. -function WAREHOUSE:onafterCaptured(From, Event, To, Coalition, Country) - - -- Message. - local text=string.format("Warehouse %s: We were captured by enemy coalition (side=%d)!", self.alias, Coalition) - self:_InfoMessage(text) - - -- Change coalition and country of warehouse static. - self:ChangeCoaliton(Coalition, Country) - -end - - ---- On after "AirbaseCaptured" event. Airbase of warehouse has been captured by another coalition. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param DCS#coalition.side Coalition which captured the warehouse. -function WAREHOUSE:onafterAirbaseCaptured(From, Event, To, Coalition) - - -- Message. - local text=string.format("Warehouse %s: Our airbase %s was captured by the enemy (coalition=%d)!", self.alias, self.airbasename, Coalition) - self:_InfoMessage(text) - - -- Debug smoke. - if self.Debug then - if Coalition==coalition.side.RED then - self.airbase:GetCoordinate():SmokeRed() - elseif Coalition==coalition.side.BLUE then - self.airbase:GetCoordinate():SmokeBlue() - end - end - - -- Set airbase to nil and category to no airbase. - self.airbase=nil -end - ---- On after "AirbaseRecaptured" event. Airbase of warehouse has been re-captured from other coalition. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param DCS#coalition.side Coalition Coalition side which originally captured the warehouse. -function WAREHOUSE:onafterAirbaseRecaptured(From, Event, To, Coalition) - - -- Message. - local text=string.format("Warehouse %s: We recaptured our airbase %s from the enemy (coalition=%d)!", self.alias, self.airbasename, Coalition) - self:_InfoMessage(text) - - -- Set airbase and category. - self.airbase=AIRBASE:FindByName(self.airbasename) - - -- Debug smoke. - if self.Debug then - if Coalition==coalition.side.RED then - self.airbase:GetCoordinate():SmokeRed() - elseif Coalition==coalition.side.BLUE then - self.airbase:GetCoordinate():SmokeBlue() - end - end - -end - - ---- On after "AssetDead" event triggerd when an asset group died. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #WAREHOUSE.Assetitem asset The asset that is dead. --- @param #WAREHOUSE.Pendingitem request The request of the dead asset. -function WAREHOUSE:onafterAssetDead(From, Event, To, asset, request) - local text=string.format("Asset %s from request id=%d is dead!", asset.templatename, request.uid) - self:T(self.wid..text) - self:_DebugMessage(text) -end - - ---- On after "Destroyed" event. Warehouse was destroyed. All services are stopped. Warehouse is going to "Stopped" state in one minute. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function WAREHOUSE:onafterDestroyed(From, Event, To) - - -- Message. - local text=string.format("Warehouse %s was destroyed! Assets lost %d.", self.alias, #self.stock) - self:_InfoMessage(text) - - -- Remove all table entries from waiting queue and stock. - for k,_ in pairs(self.queue) do - self.queue[k]=nil - end - for k,_ in pairs(self.stock) do - self.stock[k]=nil - end - - --self.queue=nil - --self.queue={} - - --self.stock=nil - --self.stock={} - -end - - ---- On after "Save" event. Warehouse assets are saved to file on disk. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #string path Path where the file is saved. If nil, file is saved in the DCS root installtion directory. --- @param #string filename (Optional) Name of the file containing the asset data. -function WAREHOUSE:onafterSave(From, Event, To, path, filename) - - local function _savefile(filename, data) - local f = assert(io.open(filename, "wb")) - f:write(data) - f:close() - end - - -- Set file name. - filename=filename or string.format("WAREHOUSE-%d_%s.txt", self.uid, self.alias) - - -- Set path. - if path~=nil then - filename=path.."\\"..filename - end - - -- Info - local text=string.format("Saving warehouse assets to file %s", filename) - MESSAGE:New(text,30):ToAllIf(self.Debug or self.Report) - self:I(self.wid..text) - - local warehouseassets="" - warehouseassets=warehouseassets..string.format("coalition=%d\n", self:GetCoalition()) - warehouseassets=warehouseassets..string.format("country=%d\n", self:GetCountry()) - - -- Loop over all assets in stock. - for _,_asset in pairs(self.stock) do - local asset=_asset -- #WAREHOUSE.Assetitem - - -- Loop over asset parameters. - local assetstring="" - for key,value in pairs(asset) do - - -- Only save keys which are needed to restore the asset. - if key=="templatename" or key=="attribute" or key=="cargobay" or key=="weight" or key=="loadradius" or key=="livery" or key=="skill" or key=="assignment" then - local name - if type(value)=="table" then - name=string.format("%s=%s;", key, value[1]) - else - name=string.format("%s=%s;", key, value) - end - assetstring=assetstring..name - end - self:I(string.format("Loaded asset: %s", assetstring)) - end - - -- Add asset string. - warehouseassets=warehouseassets..assetstring.."\n" - end - - -- Save file. - _savefile(filename, warehouseassets) - -end - - ---- On before "Load" event. Checks if the file the warehouse data should be loaded from exists. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #string path Path where the file is loaded from. --- @param #string filename (Optional) Name of the file containing the asset data. -function WAREHOUSE:onbeforeLoad(From, Event, To, path, filename) - - - local function _fileexists(name) - local f=io.open(name,"r") - if f~=nil then - io.close(f) - return true - else - return false - end - end - - -- Set file name. - filename=filename or string.format("WAREHOUSE-%d_%s.txt", self.uid, self.alias) - - -- Set path. - if path~=nil then - filename=path.."\\"..filename - end - - -- Check if file exists. - local exists=_fileexists(filename) - - if exists then - return true - else - self:_ErrorMessage(string.format("ERROR: file %s does not exist! Cannot load assets.", filename), 60) - return false - end - -end - - ---- On after "Load" event. Warehouse assets are loaded from file on disk. --- @param #WAREHOUSE self --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #string path Path where the file is loaded from. --- @param #string filename (Optional) Name of the file containing the asset data. -function WAREHOUSE:onafterLoad(From, Event, To, path, filename) - - local function _loadfile(filename) - local f = assert(io.open(filename, "rb")) - local data = f:read("*all") - f:close() - return data - end - - -- Set file name. - filename=filename or string.format("WAREHOUSE-%d_%s.txt", self.uid, self.alias) - - -- Set path. - if path~=nil then - filename=path.."\\"..filename - end - - -- Info - local text=string.format("Loading warehouse assets from file %s", filename) - MESSAGE:New(text,30):ToAllIf(self.Debug or self.Report) - self:I(self.wid..text) - - -- Load asset data from file. - local data=_loadfile(filename) - - -- Split by line break. - local assetdata=UTILS.Split(data,"\n") - - -- Coalition and coutrny. - local Coalition - local Country - - -- Loop over asset lines. - local assets={} - for _,asset in pairs(assetdata) do - - -- Parameters are separated by semi-colons - local descriptors=UTILS.Split(asset,";") - - local asset={} - local isasset=false - for _,descriptor in pairs(descriptors) do - - local keyval=UTILS.Split(descriptor,"=") - - if #keyval==2 then - - if keyval[1]=="coalition" then - -- Get coalition side. - Coalition=tonumber(keyval[2]) - elseif keyval[1]=="country" then - -- Get country id. - Country=tonumber(keyval[2]) - else - - -- This is an asset. - isasset=true - - local key=keyval[1] - local val=keyval[2] - - --env.info(string.format("FF asset key=%s val=%s", key, val)) - - -- Livery or skill could be "nil". - if val=="nil" then - val=nil - end - - -- Convert string to number where necessary. - if key=="cargobay" or key=="weight" or key=="loadradius" then - asset[key]=tonumber(val) - else - asset[key]=val - end - end - - end - end - - -- Add to table. - if isasset then - table.insert(assets, asset) - end - end - - -- Respawn warehouse with prev coalition if necessary. - if Country~=self:GetCountry() then - self:T(self.wid..string.format("Changing warehouse country %d-->%d on loading assets.", self:GetCountry(), Country)) - self:ChangeCountry(Country) - end - - for _,_asset in pairs(assets) do - local asset=_asset --#WAREHOUSE.Assetitem - - local group=GROUP:FindByName(asset.templatename) - if group then - self:AddAsset(group, 1, asset.attribute, asset.cargobay, asset.weight, asset.loadradius, asset.skill, asset.livery, asset.assignment) - else - self:E(string.format("ERROR: Group %s doest not exit. Cannot be loaded as asset.", tostring(asset.templatename))) - end - end - -end - ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Spawn functions ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Spawns requested assets at warehouse or associated airbase. --- @param #WAREHOUSE self --- @param #WAREHOUSE.Queueitem Request Information table of the request. --- @return Core.Set#SET_GROUP Set of groups that were spawned. -function WAREHOUSE:_SpawnAssetRequest(Request) - self:F2({requestUID=Request.uid}) - - -- Shortcut to cargo assets. - local _assetstock=Request.cargoassets - - -- General type and category. - local _cargotype=Request.cargoattribute --#WAREHOUSE.Attribute - local _cargocategory=Request.cargocategory --DCS#Group.Category - - -- Now we try to find all parking spots for all cargo groups in advance. Due to the for loop, the parking spots do not get updated while spawning. - local Parking={} - if _cargocategory==Group.Category.AIRPLANE or _cargocategory==Group.Category.HELICOPTER then - Parking=self:_FindParkingForAssets(self.airbase,_assetstock) or {} - end - - -- Spawn aircraft in uncontrolled state. - local UnControlled=true - - -- Create an empty group set. - local _groupset=SET_GROUP:New() - - -- Table for all spawned assets. - local _assets={} - - -- Loop over cargo requests. - for i=1,#_assetstock do - - -- Get stock item. - local _assetitem=_assetstock[i] --#WAREHOUSE.Assetitem - - -- Alias of the group. - local _alias=self:_Alias(_assetitem, Request) - - -- Spawn an asset group. - local _group=nil --Wrapper.Group#GROUP - if _assetitem.category==Group.Category.GROUND then - - -- Spawn ground troops. - _group=self:_SpawnAssetGroundNaval(_alias,_assetitem, Request, self.spawnzone) - - elseif _assetitem.category==Group.Category.AIRPLANE or _assetitem.category==Group.Category.HELICOPTER then - - -- Spawn air units. - if Parking[_assetitem.uid] then - _group=self:_SpawnAssetAircraft(_alias,_assetitem, Request, Parking[_assetitem.uid], UnControlled) - else - _group=self:_SpawnAssetAircraft(_alias,_assetitem, Request, nil, UnControlled) - end - - elseif _assetitem.category==Group.Category.TRAIN then - - -- Spawn train. - if self.rail then - --TODO: Rail should only get one asset because they would spawn on top! - end - - self:E(self.wid.."ERROR: Spawning of TRAIN assets not possible yet!") - - elseif _assetitem.category==Group.Category.SHIP then - - -- Spawn naval assets. - _group=self:_SpawnAssetGroundNaval(_alias,_assetitem, Request, self.portzone) - - else - self:E(self.wid.."ERROR: Unknown asset category!") - end - - -- Add group to group set and asset list. - if _group then - _groupset:AddGroup(_group) - table.insert(_assets, _assetitem) - else - self:E(self.wid.."ERROR: Cargo asset could not be spawned!") - end - - end - - -- Delete spawned items from warehouse stock. - for _,_asset in pairs(_assets) do - local asset=_asset --#WAREHOUSE.Assetitem - Request.assets[asset.uid]=asset - self:_DeleteStockItem(asset) - end - - -- Overwrite the assets with the actually spawned ones. - Request.cargoassets=_assets - - return _groupset -end - - ---- Spawn a ground or naval asset in the corresponding spawn zone of the warehouse. --- @param #WAREHOUSE self --- @param #string alias Alias name of the asset group. --- @param #WAREHOUSE.Assetitem asset Ground asset that will be spawned. --- @param #WAREHOUSE.Queueitem request Request belonging to this asset. Needed for the name/alias. --- @param Core.Zone#ZONE spawnzone Zone where the assets should be spawned. --- @param #boolean aioff If true, AI of ground units are set to off. --- @return Wrapper.Group#GROUP The spawned group or nil if the group could not be spawned. -function WAREHOUSE:_SpawnAssetGroundNaval(alias, asset, request, spawnzone, aioff) - - if asset and (asset.category==Group.Category.GROUND or asset.category==Group.Category.SHIP) then - - -- Prepare spawn template. - local template=self:_SpawnAssetPrepareTemplate(asset, alias) - - -- Initial spawn point. - template.route.points[1]={} - - -- Get a random coordinate in the spawn zone. - local coord=spawnzone:GetRandomCoordinate() - - -- Translate the position of the units. - for i=1,#template.units do - - -- Unit template. - local unit = template.units[i] - - -- Translate position. - local SX = unit.x or 0 - local SY = unit.y or 0 - local BX = asset.template.route.points[1].x - local BY = asset.template.route.points[1].y - local TX = coord.x + (SX-BX) - local TY = coord.z + (SY-BY) - - template.units[i].x = TX - template.units[i].y = TY - - if asset.livery then - unit.livery_id = asset.livery - end - if asset.skill then - unit.skill= asset.skill - end - - end - - template.route.points[1].x = coord.x - template.route.points[1].y = coord.z - - template.x = coord.x - template.y = coord.z - template.alt = coord.y - - -- Spawn group. - local group=_DATABASE:Spawn(template) --Wrapper.Group#GROUP - - -- Activate group. Should only be necessary for late activated groups. - --group:Activate() - - -- Switch AI off if desired. This works only for ground and naval groups. - if aioff then - group:SetAIOff() - end - - return group - end - - return nil -end - ---- Spawn an aircraft asset (plane or helo) at the airbase associated with the warehouse. --- @param #WAREHOUSE self --- @param #string alias Alias name of the asset group. --- @param #WAREHOUSE.Assetitem asset Ground asset that will be spawned. --- @param #WAREHOUSE.Queueitem request Request belonging to this asset. Needed for the name/alias. --- @param #table parking Parking data for this asset. --- @param #boolean uncontrolled Spawn aircraft in uncontrolled state. --- @param #boolean hotstart Spawn aircraft with engines already on. Default is a cold start with engines off. --- @return Wrapper.Group#GROUP The spawned group or nil if the group could not be spawned. -function WAREHOUSE:_SpawnAssetAircraft(alias, asset, request, parking, uncontrolled, hotstart) - - if asset and asset.category==Group.Category.AIRPLANE or asset.category==Group.Category.HELICOPTER then - - -- Prepare the spawn template. - local template=self:_SpawnAssetPrepareTemplate(asset, alias) - - -- Set route points. - if request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then - - -- Get flight path if the group goes to another warehouse by itself. - template.route.points=self:_GetFlightplan(asset, self.airbase, request.warehouse.airbase) - - else - - -- Cold start (default). - local _type=COORDINATE.WaypointType.TakeOffParking - local _action=COORDINATE.WaypointAction.FromParkingArea - - -- Hot start. - if hotstart then - _type=COORDINATE.WaypointType.TakeOffParkingHot - _action=COORDINATE.WaypointAction.FromParkingAreaHot - end - - -- First route point is the warehouse airbase. - template.route.points[1]=self.airbase:GetCoordinate():WaypointAir("BARO",_type,_action, 0, true, self.airbase, nil, "Spawnpoint") - - end - - -- Get airbase ID and category. - local AirbaseID = self.airbase:GetID() - local AirbaseCategory = self:GetAirbaseCategory() - - -- Check enough parking spots. - if AirbaseCategory==Airbase.Category.HELIPAD or AirbaseCategory==Airbase.Category.SHIP then - - --TODO Figure out what's necessary in this case. - - else - - if #parking<#template.units then - local text=string.format("ERROR: Not enough parking! Free parking = %d < %d aircraft to be spawned.", #parking, #template.units) - self:_DebugMessage(text) - return nil - end - - end - - -- Position the units. - for i=1,#template.units do - - -- Unit template. - local unit = template.units[i] - - if AirbaseCategory == Airbase.Category.HELIPAD or AirbaseCategory == Airbase.Category.SHIP then - - -- Helipads we take the position of the airbase location, since the exact location of the spawn point does not make sense. - local coord=self.airbase:GetCoordinate() - - unit.x=coord.x - unit.y=coord.z - unit.alt=coord.y - - unit.parking_id = nil - unit.parking = nil - - else - - local coord=parking[i].Coordinate --Core.Point#COORDINATE - local terminal=parking[i].TerminalID --#number - - if self.Debug then - coord:MarkToAll(string.format("Spawnplace unit %s terminal %d.", unit.name, terminal)) - end - - unit.x=coord.x - unit.y=coord.z - unit.alt=coord.y - - unit.parking_id = nil - unit.parking = terminal - - end - - if asset.livery then - unit.livery_id = asset.livery - end - if asset.skill then - unit.skill= asset.skill - end - - end - - -- And template position. - template.x = template.units[1].x - template.y = template.units[1].y - - -- DCS bug workaround. Spawning helos in uncontrolled state on carriers causes a big spash! - -- See https://forums.eagle.ru/showthread.php?t=219550 - -- Should be solved in latest OB update 2.5.3.21708 - --if AirbaseCategory == Airbase.Category.SHIP and asset.category==Group.Category.HELICOPTER then - -- uncontrolled=false - --end - - -- Uncontrolled spawning. - template.uncontrolled=uncontrolled - - -- Debug info. - self:T2({airtemplate=template}) - - -- Spawn group. - local group=_DATABASE:Spawn(template) --Wrapper.Group#GROUP - - -- Activate group - should only be necessary for late activated groups. - --group:Activate() - - return group - end - - return nil -end - - ---- Prepare a spawn template for the asset. Deep copy of asset template, adjusting template and unit names, nillifying group and unit ids. --- @param #WAREHOUSE self --- @param #WAREHOUSE.Assetitem asset Ground asset that will be spawned. --- @param #string alias Alias name of the group. --- @return #table Prepared new spawn template. -function WAREHOUSE:_SpawnAssetPrepareTemplate(asset, alias) - - -- Create an own copy of the template! - local template=UTILS.DeepCopy(asset.template) - - -- Set unique name. - template.name=alias - - -- Set current(!) coalition and country. - template.CoalitionID=self:GetCoalition() - template.CountryID=self:GetCountry() - - -- Nillify the group ID. - template.groupId=nil - - -- For group units, visible needs to be false. - if asset.category==Group.Category.GROUND then - --template.visible=false - end - - -- No late activation. - template.lateActivation=false - - -- Set and empty route. - template.route = {} - template.route.routeRelativeTOT=true - template.route.points = {} - - -- Handle units. - for i=1,#template.units do - - -- Unit template. - local unit = template.units[i] - - -- Nillify the unit ID. - unit.unitId=nil - - -- Set unit name: -01, -02, ... - unit.name=string.format("%s-%02d", template.name , i) - - end - - return template -end - - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Routing functions -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Route ground units to destination. ROE is set to return fire and alarm state to green. --- @param #WAREHOUSE self --- @param Wrapper.Group#GROUP group The ground group to be routed --- @param #WAREHOUSE.Queueitem request The request for this group. --- @param #number Speed Speed in km/h to drive to the destination coordinate. Default is 60% of max possible speed the unit can go. -function WAREHOUSE:_RouteGround(group, request) - - if group and group:IsAlive() then - - -- Set speed to 70% of max possible. - local _speed=group:GetSpeedMax()*0.7 - - -- Route waypoints. - local Waypoints={} - - -- Check if an off road path has been defined. - local hasoffroad=self:HasConnectionOffRoad(request.warehouse, self.Debug) - - -- Check if any off road paths have be defined. They have priority! - if hasoffroad then - - -- Get off road path to remote warehouse. If more have been defined, pick one randomly. - local remotename=request.warehouse.warehouse:GetName() - local path=self.offroadpaths[remotename][math.random(#self.offroadpaths[remotename])] - - -- Loop over user defined shipping lanes. - for i=1,#path do - - -- Shortcut and coordinate intellisense. - local coord=path[i] --Core.Point#COORDINATE - - -- Get waypoint for coordinate. - local Waypoint=coord:WaypointGround(_speed, "Off Road") - - -- Add waypoint to route. - table.insert(Waypoints, Waypoint) - end - - else - - -- Waypoints for road-to-road connection. - Waypoints = group:TaskGroundOnRoad(request.warehouse.road, _speed, "Off Road", false, self.road) - - -- First waypoint = current position of the group. - local FromWP=group:GetCoordinate():WaypointGround(_speed, "Off Road") - table.insert(Waypoints, 1, FromWP) - - -- Final coordinate. - local ToWP=request.warehouse.spawnzone:GetRandomCoordinate():WaypointGround(_speed, "Off Road") - table.insert(Waypoints, #Waypoints+1, ToWP) - - end - - -- Task function triggering the arrived event at the last waypoint. - local TaskFunction = self:_SimpleTaskFunction("warehouse:_Arrived", group) - - -- Put task function on last waypoint. - local Waypoint = Waypoints[#Waypoints] - group:SetTaskWaypoint(Waypoint, TaskFunction) - - -- Route group to destination. - group:Route(Waypoints, 1) - - -- Set ROE and alaram state. - group:OptionROEReturnFire() - group:OptionAlarmStateGreen() - end -end - ---- Route naval units along user defined shipping lanes to destination warehouse. ROE is set to return fire. --- @param #WAREHOUSE self --- @param Wrapper.Group#GROUP group The naval group to be routed --- @param #WAREHOUSE.Queueitem request The request for this group. -function WAREHOUSE:_RouteNaval(group, request) - - -- Check if we have a group and it is alive. - if group and group:IsAlive() then - - -- Set speed to 80% of max possible. - local _speed=group:GetSpeedMax()*0.8 - - -- Get shipping lane to remote warehouse. If more have been defined, pick one randomly. - local remotename=request.warehouse.warehouse:GetName() - local lane=self.shippinglanes[remotename][math.random(#self.shippinglanes[remotename])] - - if lane then - - -- Route waypoints. - local Waypoints={} - - -- Loop over user defined shipping lanes. - for i=1,#lane do - - -- Shortcut and coordinate intellisense. - local coord=lane[i] --Core.Point#COORDINATE - - -- Get waypoint for coordinate. - local Waypoint=coord:WaypointGround(_speed) - - -- Add waypoint to route. - table.insert(Waypoints, Waypoint) - end - - -- Task function triggering the arrived event at the last waypoint. - local TaskFunction = self:_SimpleTaskFunction("warehouse:_Arrived", group) - - -- Put task function on last waypoint. - local Waypoint = Waypoints[#Waypoints] - group:SetTaskWaypoint(Waypoint, TaskFunction) - - -- Route group to destination. - group:Route(Waypoints, 1) - - -- Set ROE (Naval units dont have and alaram state.) - group:OptionROEReturnFire() - - else - -- This should not happen! Existance of shipping lane was checked before executing this request. - self:E(self.wid..string.format("ERROR: No shipping lane defined for Naval asset!")) - end - - end -end - - ---- Route the airplane from one airbase another. Activates uncontrolled aircraft and sets ROE/ROT for ferry flights. --- ROE is set to return fire and ROT to passive defence. --- @param #WAREHOUSE self --- @param Wrapper.Group#GROUP aircraft Airplane group to be routed. -function WAREHOUSE:_RouteAir(aircraft) - - if aircraft and aircraft:IsAlive()~=nil then - - -- Debug info. - self:T2(self.wid..string.format("RouteAir aircraft group %s alive=%s", aircraft:GetName(), tostring(aircraft:IsAlive()))) - - -- Give start command to activate uncontrolled aircraft within the next 60 seconds. - local starttime=math.random(60) - aircraft:StartUncontrolled(starttime) - - -- Debug info. - self:T2(self.wid..string.format("RouteAir aircraft group %s alive=%s (after start command)", aircraft:GetName(), tostring(aircraft:IsAlive()))) - - -- Set ROE and alaram state. - aircraft:OptionROEReturnFire() - aircraft:OptionROTPassiveDefense() - - else - self:E(string.format("ERROR: aircraft %s cannot be routed since it does not exist or is not alive %s!", tostring(aircraft:GetName()), tostring(aircraft:IsAlive()))) - end -end - ---- Route trains to their destination - or at least to the closest point on rail of the desired final destination. --- @param #WAREHOUSE self --- @param Wrapper.Group#GROUP Group The train group. --- @param Core.Point#COORDINATE Coordinate of the destination. Tail will be routed to the closest point --- @param #number Speed Speed in km/h to drive to the destination coordinate. Default is 60% of max possible speed the unit can go. -function WAREHOUSE:_RouteTrain(Group, Coordinate, Speed) - - if Group and Group:IsAlive() then - - local _speed=Speed or Group:GetSpeedMax()*0.6 - - -- Create a - local Waypoints = Group:TaskGroundOnRailRoads(Coordinate, Speed) - - -- Task function triggering the arrived event at the last waypoint. - local TaskFunction = self:_SimpleTaskFunction("warehouse:_Arrived", Group) - - -- Put task function on last waypoint. - local Waypoint = Waypoints[#Waypoints] - Group:SetTaskWaypoint( Waypoint, TaskFunction ) - - -- Route group to destination. - Group:Route(Waypoints, 1) - end -end - ---- Task function for last waypoint. Triggering the "Arrived" event. --- @param #WAREHOUSE self --- @param Wrapper.Group#GROUP group The group that arrived. -function WAREHOUSE:_Arrived(group) - self:_DebugMessage(string.format("Group %s arrived!", tostring(group:GetName()))) - - if group then - --Trigger "Arrived event. - self:__Arrived(1, group) - end - -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Event handler functions -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Warehouse event function, handling the birth of a unit. --- @param #WAREHOUSE self --- @param Core.Event#EVENTDATA EventData Event data. -function WAREHOUSE:_OnEventBirth(EventData) - self:T3(self.wid..string.format("Warehouse %s (id=%s) captured event birth!", self.alias, self.uid)) - - if EventData and EventData.IniGroup then - local group=EventData.IniGroup - -- Note: Remember, group:IsAlive might(?) not return true here. - local wid,aid,rid=self:_GetIDsFromGroup(group) - if wid==self.uid then - self:T(self.wid..string.format("Warehouse %s captured event birth of its asset unit %s.", self.alias, EventData.IniUnitName)) - else - --self:T3({wid=wid, uid=self.uid, match=(wid==self.uid), tw=type(wid), tu=type(self.uid)}) - end - end -end - ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ - ---- Function handling the event when a (warehouse) unit starts its engines. --- @param #WAREHOUSE self --- @param Core.Event#EVENTDATA EventData Event data. -function WAREHOUSE:_OnEventEngineStartup(EventData) - self:T3(self.wid..string.format("Warehouse %s captured event engine startup!",self.alias)) - - if EventData and EventData.IniGroup then - local group=EventData.IniGroup - local wid,aid,rid=self:_GetIDsFromGroup(group) - if wid==self.uid then - self:T(self.wid..string.format("Warehouse %s captured event engine startup of its asset unit %s.", self.alias, EventData.IniUnitName)) - end - end -end - ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ - ---- Function handling the event when a (warehouse) unit takes off. --- @param #WAREHOUSE self --- @param Core.Event#EVENTDATA EventData Event data. -function WAREHOUSE:_OnEventTakeOff(EventData) - self:T3(self.wid..string.format("Warehouse %s captured event takeoff!",self.alias)) - - if EventData and EventData.IniGroup then - local group=EventData.IniGroup - local wid,aid,rid=self:_GetIDsFromGroup(group) - if wid==self.uid then - self:T(self.wid..string.format("Warehouse %s captured event takeoff of its asset unit %s.", self.alias, EventData.IniUnitName)) - end - end -end - ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ - ---- Function handling the event when a (warehouse) unit lands. --- @param #WAREHOUSE self --- @param Core.Event#EVENTDATA EventData Event data. -function WAREHOUSE:_OnEventLanding(EventData) - self:T3(self.wid..string.format("Warehouse %s captured event landing!", self.alias)) - - if EventData and EventData.IniGroup then - local group=EventData.IniGroup - - -- Try to get UIDs from group name. - local wid,aid,rid=self:_GetIDsFromGroup(group) - - -- Check that this group belongs to this warehouse. - if wid~=nil and wid==self.uid then - - -- Debug info. - self:T(self.wid..string.format("Warehouse %s captured event landing of its asset unit %s.", self.alias, EventData.IniUnitName)) - - end - end -end - ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ - ---- Function handling the event when a (warehouse) unit shuts down its engines. --- @param #WAREHOUSE self --- @param Core.Event#EVENTDATA EventData Event data. -function WAREHOUSE:_OnEventEngineShutdown(EventData) - self:T3(self.wid..string.format("Warehouse %s captured event engine shutdown!", self.alias)) - - if EventData and EventData.IniGroup then - local group=EventData.IniGroup - local wid,aid,rid=self:_GetIDsFromGroup(group) - if wid==self.uid then - self:T(self.wid..string.format("Warehouse %s captured event engine shutdown of its asset unit %s.", self.alias, EventData.IniUnitName)) - end - end -end - ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ - ---- Arrived event if an air unit/group arrived at its destination. This can be an engine shutdown or a landing event. --- @param #WAREHOUSE self --- @param Core.Event#EVENTDATA EventData Event data table. -function WAREHOUSE:_OnEventArrived(EventData) - - if EventData and EventData.IniUnit then - - -- Unit that arrived. - local unit=EventData.IniUnit - - -- Check if unit is alive and on the ground. Engine shutdown can also be triggered in other situations! - if unit and unit:IsAlive()==true and unit:InAir()==false then - - -- Get group. - local group=EventData.IniGroup - - -- Get unique IDs from group name. - local wid,aid,rid=self:_GetIDsFromGroup(group) - - -- If all IDs are good we can assume it is a warehouse asset. - if wid~=nil and aid~=nil and rid~=nil then - - -- Check that warehouse ID is right. - if self.uid==wid then - - local request=self:_GetRequestOfGroup(group, self.pending) - local istransport=self:_GroupIsTransport(group,request) - - -- Check if engine shutdown happend at right airbase because the event is also triggered in other situations. - local rightairbase=group:GetCoordinate():GetClosestAirbase():GetName()==request.warehouse:GetAirbase():GetName() - - -- Check that group is cargo and not transport. - if istransport==false and rightairbase then - - -- Debug info. - local text=string.format("Air asset group %s from warehouse %s arrived at its destination.", group:GetName(), self.alias) - self:_InfoMessage(text) - - -- Trigger arrived event for this group. Note that each unit of a group will trigger this event. So the onafterArrived function needs to take care of that. - -- Actually, we only take the first unit of the group that arrives. If it does, we assume the whole group arrived, which might not be the case, since - -- some units might still be taxiing or whatever. Therefore, we add 10 seconds for each additional unit of the group until the first arrived event is triggered. - local nunits=#group:GetUnits() - local dt=10*(nunits-1)+1 -- one unit = 1 sec, two units = 11 sec, three units = 21 sec before we call the group arrived. - self:__Arrived(dt, group) - - end - - end - - else - self:T3(string.format("Group that arrived did not belong to a warehouse. Warehouse ID=%s, Asset ID=%s, Request ID=%s.", tostring(wid), tostring(aid), tostring(rid))) - end - end - end - -end - ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ - ---- Warehouse event handling function. --- @param #WAREHOUSE self --- @param Core.Event#EVENTDATA EventData Event data. -function WAREHOUSE:_OnEventCrashOrDead(EventData) - self:T3(self.wid..string.format("Warehouse %s captured event dead or crash!", self.alias)) - - if EventData then - - -- Check if warehouse was destroyed. We compare the name of the destroyed unit. - if EventData.IniUnitName then - local warehousename=self.warehouse:GetName() - if EventData.IniUnitName==warehousename then - self:_DebugMessage(string.format("Warehouse %s alias %s was destroyed!", warehousename, self.alias)) - - -- Trigger Destroyed event. - self:Destroyed() - end - end - - --self:I(self.wid..string.format("Warehouse %s captured event dead or crash or unit %s.", self.alias, tostring(EventData.IniUnitName))) - - -- Check if an asset unit was destroyed. - if EventData.IniGroup then - - -- Group initiating the event. - local group=EventData.IniGroup - - -- Get warehouse, asset and request IDs from the group name. - local wid,aid,rid=self:_GetIDsFromGroup(group) - - -- Check that we have the right warehouse. - if wid==self.uid then - - -- Debug message. - self:T(self.wid..string.format("Warehouse %s captured event dead or crash of its asset unit %s.", self.alias, EventData.IniUnitName)) - - -- Loop over all pending requests and get the one belonging to this unit. - for _,request in pairs(self.pending) do - local request=request --#WAREHOUSE.Pendingitem - - -- This is the right request. - if request.uid==rid then - - -- Update cargo and transport group sets of this request. We need to know if this job is finished. - self:_UnitDead(EventData.IniUnit, request) - - end - end - end - end - end -end - ---- A unit of a group just died. Update group sets in request. --- This is important in order to determine if a job is done and can be removed from the (pending) queue. --- @param #WAREHOUSE self --- @param Wrapper.Unit#UNIT deadunit Unit that died. --- @param #WAREHOUSE.Pendingitem request Request that needs to be updated. -function WAREHOUSE:_UnitDead(deadunit, request) - - -- Flare unit - deadunit:FlareRed() - - -- Group the dead unit belongs to. - local group=deadunit:GetGroup() - - -- Check if this was the last unit of the group ==> whole group dead. - local groupdead=true - local nunits=0 - local nunits0=0 - if group then - -- Get current size of group and substract the unit that just died because it is not counted yet! - nunits=group:GetSize()-1 - nunits0=group:GetInitialSize() - - if nunits > 0 then - groupdead=false - end - end - - - -- Here I need to get rid of the #CARGO at the end to obtain the original name again! - local unitname=self:_GetNameWithOut(deadunit) - local groupname=self:_GetNameWithOut(group) - - -- Debug message. - local text=string.format("Unit %s died! #units=%d/%d ==> Group dead=%s (IsAlive=%s).", unitname, nunits, nunits0, tostring(groupdead), tostring(group:IsAlive())) - self:T2(self.wid..text) - - -- Check if this really works as expected! - if nunits<0 then - self:E(self.wid.."ERROR: Number of units negative! This should not happen.") - end - - -- Group is dead! - if groupdead then - self:T(self.wid..string.format("Group %s (transport=%s) is dead!", groupname, tostring(self:_GroupIsTransport(group,request)))) - if self.Debug then - group:SmokeWhite() - end - -- Trigger AssetDead event. - local asset=self:FindAssetInDB(group) - self:AssetDead(asset, request) - end - - - -- Not sure what this does actually and if it would be better to set it to true. - local NoTriggerEvent=true - - if request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then - - --- - -- Easy case: Group can simply be removed from the cargogroupset. - --- - - -- Remove dead group from carg group set. - if groupdead==true then - request.cargogroupset:Remove(groupname, NoTriggerEvent) - self:T(self.wid..string.format("Removed selfpropelled cargo %s: ncargo=%d.", groupname, request.cargogroupset:Count())) - end - - else - - --- - -- Complicated case: Dead unit could be: - -- 1.) A Cargo unit (e.g. waiting to be picked up). - -- 2.) A Transport unit which itself holds cargo groups. - --- - - -- Check if this a cargo or transport group. - local istransport=self:_GroupIsTransport(group,request) - - if istransport==true then - - -- Get the carrier unit table holding the cargo groups inside this carrier. - local cargogroupnames=request.carriercargo[unitname] - - if cargogroupnames then - - -- Loop over all groups inside the destroyed carrier ==> all dead. - for _,cargoname in pairs(cargogroupnames) do - request.cargogroupset:Remove(cargoname, NoTriggerEvent) - self:T(self.wid..string.format("Removed transported cargo %s inside dead carrier %s: ncargo=%d", cargoname, unitname, request.cargogroupset:Count())) - end - - end - - -- Whole carrier group is dead. Remove it from the carrier group set. - if groupdead then - request.transportgroupset:Remove(groupname, NoTriggerEvent) - self:T(self.wid..string.format("Removed transport %s: ntransport=%d", groupname, request.transportgroupset:Count())) - end - - elseif istransport==false then - - -- This must have been an alive cargo group that was killed outside the carrier, e.g. waiting to be transported or waiting to be put back. - -- Remove dead group from cargo group set. - if groupdead==true then - request.cargogroupset:Remove(groupname, NoTriggerEvent) - self:T(self.wid..string.format("Removed transported cargo %s outside carrier: ncargo=%d", groupname, request.cargogroupset:Count())) - -- This as well? - --request.transportcargoset:RemoveCargosByName(RemoveCargoNames) - end - - else - self:E(self.wid..string.format("ERROR: Group %s is neither cargo nor transport!", group:GetName())) - end - end - -end - ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ - ---- Warehouse event handling function. --- Handles the case when the airbase associated with the warehous is captured. --- @param #WAREHOUSE self --- @param Core.Event#EVENTDATA EventData Event data. -function WAREHOUSE:_OnEventBaseCaptured(EventData) - self:T3(self.wid..string.format("Warehouse %s captured event base captured!",self.alias)) - - -- This warehouse does not have an airbase and never had one. So it could not have been captured. - if self.airbasename==nil then - return - end - - if EventData and EventData.Place then - - -- Place is the airbase that was captured. - local airbase=EventData.Place --Wrapper.Airbase#AIRBASE - - -- Check that this airbase belongs or did belong to this warehouse. - if EventData.PlaceName==self.airbasename then - - -- New coalition of airbase after it was captured. - local NewCoalitionAirbase=airbase:GetCoalition() - - -- Debug info - self:T(self.wid..string.format("Airbase of warehouse %s (coalition ID=%d) was captured! New owner coalition ID=%d.",self.alias, self:GetCoalition(), NewCoalitionAirbase)) - - -- So what can happen? - -- Warehouse is blue, airbase is blue and belongs to warehouse and red captures it ==> self.airbase=nil - -- Warehouse is blue, airbase is blue self.airbase is nil and blue (re-)captures it ==> self.airbase=Event.Place - if self.airbase==nil then - -- New coalition is the same as of the warehouse ==> warehouse previously lost this airbase and now it was re-captured. - if NewCoalitionAirbase == self:GetCoalition() then - self:AirbaseRecaptured(NewCoalitionAirbase) - end - else - -- Captured airbase belongs to this warehouse but was captured by other coaltion. - if NewCoalitionAirbase ~= self:GetCoalition() then - self:AirbaseCaptured(NewCoalitionAirbase) - end - end - - end - end -end - ---- Warehouse event handling function. --- Handles the case when the mission is ended. --- @param #WAREHOUSE self --- @param Core.Event#EVENTDATA EventData Event data. -function WAREHOUSE:_OnEventMissionEnd(EventData) - self:T3(self.wid..string.format("Warehouse %s captured event mission end!",self.alias)) - - if self.autosave then - self:Save(self.autosavepath, self.autosavefile) - end -end - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Helper functions -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Checks if the warehouse zone was conquered by antoher coalition. --- @param #WAREHOUSE self -function WAREHOUSE:_CheckConquered() - - -- Get coordinate and radius to check. - local coord=self.zone:GetCoordinate() - local radius=self.zone:GetRadius() - - -- Scan units in zone. - local gotunits,_,_,units,_,_=coord:ScanObjects(radius, true, false, false) - - local Nblue=0 - local Nred=0 - local Nneutral=0 - - local CountryBlue=nil - local CountryRed=nil - local CountryNeutral=nil - - if gotunits then - -- Loop over all units. - for _,_unit in pairs(units) do - local unit=_unit --Wrapper.Unit#UNIT - - local distance=coord:Get2DDistance(unit:GetCoordinate()) - - -- Filter only alive groud units. Also check distance again, because the scan routine might give some larger distances. - if unit:IsGround() and unit:IsAlive() and distance <= radius then - - -- Get coalition and country. - local _coalition=unit:GetCoalition() - local _country=unit:GetCountry() - - -- Debug info. - self:T2(self.wid..string.format("Unit %s in warehouse zone of radius=%d m. Coalition=%d, country=%d. Distance = %d m.",unit:GetName(), radius,_coalition,_country, distance)) - - -- Add up units for each side. - if _coalition==coalition.side.BLUE then - Nblue=Nblue+1 - CountryBlue=_country - elseif _coalition==coalition.side.RED then - Nred=Nred+1 - CountryRed=_country - else - Nneutral=Nneutral+1 - CountryNeutral=_country - end - - end - end - end - - -- Debug info. - self:T(self.wid..string.format("Ground troops in warehouse zone: blue=%d, red=%d, neutral=%d", Nblue, Nred, Nneutral)) - - - -- Figure out the new coalition if any. - -- Condition is that only units of one coalition are within the zone. - local newcoalition=self:GetCoalition() - local newcountry=self:GetCountry() - if Nblue>0 and Nred==0 and Nneutral==0 then - -- Only blue units in zone ==> Zone goes to blue. - newcoalition=coalition.side.BLUE - newcountry=CountryBlue - elseif Nblue==0 and Nred>0 and Nneutral==0 then - -- Only red units in zone ==> Zone goes to red. - newcoalition=coalition.side.RED - newcountry=CountryRed - elseif Nblue==0 and Nred==0 and Nneutral>0 then - -- Only neutral units in zone but neutrals do not attack or even capture! - --newcoalition=coalition.side.NEUTRAL - --newcountry=CountryNeutral - end - - -- Coalition has changed ==> warehouse was captured! This should be before the attack check. - if self:IsAttacked() and newcoalition ~= self:GetCoalition() then - self:Captured(newcoalition, newcountry) - return - end - - -- Before a warehouse can be captured, it has to be attacked. - -- That is, even if only enemy units are present it is not immediately captured in order to spawn all ground assets for defence. - if self:GetCoalition()==coalition.side.BLUE then - -- Blue warehouse is running and we have red units in the zone. - if self:IsRunning() and Nred>0 then - self:Attacked(coalition.side.RED, CountryRed) - end - -- Blue warehouse was under attack by blue but no more blue units in zone. - if self:IsAttacked() and Nred==0 then - self:Defeated() - end - elseif self:GetCoalition()==coalition.side.RED then - -- Red Warehouse is running and we have blue units in the zone. - if self:IsRunning() and Nblue>0 then - self:Attacked(coalition.side.BLUE, CountryBlue) - end - -- Red warehouse was under attack by blue but no more blue units in zone. - if self:IsAttacked() and Nblue==0 then - self:Defeated() - end - elseif self:GetCoalition()==coalition.side.NEUTRAL then - -- Neutrals dont attack! - if self:IsRunning() and Nred>0 then - self:Attacked(coalition.side.RED, CountryRed) - elseif self:IsRunning() and Nblue>0 then - self:Attacked(coalition.side.BLUE, CountryBlue) - end - end - -end - ---- Checks if the associated airbase still belongs to the warehouse. --- @param #WAREHOUSE self -function WAREHOUSE:_CheckAirbaseOwner() - -- The airbasename is set at start and not deleted if the airbase was captured. - if self.airbasename then - - local airbase=AIRBASE:FindByName(self.airbasename) - local airbasecurrentcoalition=airbase:GetCoalition() - - if self.airbase then - - -- Warehouse has lost its airbase. - if self:GetCoalition()~=airbasecurrentcoalition then - self.airbase=nil - end - - else - - -- Warehouse has re-captured the airbase. - if self:GetCoalition()==airbasecurrentcoalition then - self.airbase=airbase - end - - end - - end -end - ---- Checks if the request can be fulfilled in general. If not, it is removed from the queue. --- Check if departure and destination bases are of the right type. --- @param #WAREHOUSE self --- @param #table queue The queue which is holding the requests to check. --- @return #boolean If true, request can be executed. If false, something is not right. -function WAREHOUSE:_CheckRequestConsistancy(queue) - self:T3(self.wid..string.format("Number of queued requests = %d", #queue)) - - -- Requests to delete. - local invalid={} - - for _,_request in pairs(queue) do - local request=_request --#WAREHOUSE.Queueitem - - -- Debug info. - self:T2(self.wid..string.format("Checking request id=%d.", request.uid)) - - -- Let's assume everything is fine. - local valid=true - - -- Check if at least one asset was requested. - if request.nasset==0 then - self:E(self.wid..string.format("ERROR: INVALID request. Request for zero assets not possible. Can happen when, e.g. \"all\" ground assets are requests but none in stock.")) - valid=false - end - - -- Request from enemy coalition? - if self:GetCoalition()~=request.warehouse:GetCoalition() then - self:E(self.wid..string.format("ERROR: INVALID request. Requesting warehouse is of wrong coaltion! Own coalition %s != %s of requesting warehouse.", self:GetCoalitionName(), request.warehouse:GetCoalitionName())) - valid=false - end - - -- Is receiving warehouse stopped? - if request.warehouse:IsStopped() then - self:E(self.wid..string.format("ERROR: INVALID request. Requesting warehouse is stopped!")) - valid=false - end - - -- Is receiving warehouse destroyed? - if request.warehouse:IsDestroyed() then - self:E(self.wid..string.format("ERROR: INVALID request. Requesting warehouse is destroyed!")) - valid=false - end - - -- Add request as unvalid and delete it later. - if valid==false then - self:E(self.wid..string.format("Got invalid request id=%d.", request.uid)) - table.insert(invalid, request) - else - self:T3(self.wid..string.format("Got valid request id=%d.", request.uid)) - end - end - - -- Delete invalid requests. - for _,_request in pairs(invalid) do - self:E(self.wid..string.format("Deleting INVALID request id=%d.",_request.uid)) - self:_DeleteQueueItem(_request, self.queue) - end - -end - ---- Check if a request is valid in general. If not, it will be removed from the queue. --- This routine needs to have at least one asset in stock that matches the request descriptor in order to determine whether the request category of troops. --- If no asset is in stock, the request will remain in the queue but cannot be executed. --- @param #WAREHOUSE self --- @param #WAREHOUSE.Queueitem request The request to be checked. --- @return #boolean If true, request can be executed. If false, something is not right. -function WAREHOUSE:_CheckRequestValid(request) - - -- Check if number of requested assets is in stock. - local _assets,_nassets,_enough=self:_FilterStock(self.stock, request.assetdesc, request.assetdescval, request.nasset) - - -- No assets in stock? Checks cannot be performed. - if #_assets==0 then - return true - end - - -- Convert relative to absolute number if necessary. - local nasset=request.nasset - if type(request.nasset)=="string" then - nasset=self:_QuantityRel2Abs(request.nasset,_nassets) - end - - -- Debug check, request.nasset might be a string Quantity enumerator. - local text=string.format("Request valid? Number of assets: requested=%s=%d, selected=%d, total=%d, enough=%s.", tostring(request.nasset), nasset,#_assets,_nassets, tostring(_enough)) - self:T(text) - - -- First asset. Is representative for all filtered items in stock. - local asset=_assets[1] --#WAREHOUSE.Assetitem - - -- Asset is air, ground etc. - local asset_plane = asset.category==Group.Category.AIRPLANE - local asset_helo = asset.category==Group.Category.HELICOPTER - local asset_ground = asset.category==Group.Category.GROUND - local asset_train = asset.category==Group.Category.TRAIN - local asset_naval = asset.category==Group.Category.SHIP - - -- General air request. - local asset_air=asset_helo or asset_plane - - -- Assume everything is okay. - local valid=true - - -- Category of the requesting warehouse airbase. - local requestcategory=request.warehouse:GetAirbaseCategory() - - if request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then - ------------------------------------------- - -- Case where the units go my themselves -- - ------------------------------------------- - - if asset_air then - - if asset_plane then - - -- No airplane to or from FARPS. - if requestcategory==Airbase.Category.HELIPAD or self:GetAirbaseCategory()==Airbase.Category.HELIPAD then - self:E("ERROR: Incorrect request. Asset airplane requested but warehouse or requestor is HELIPAD/FARP!") - valid=false - end - - -- Category SHIP is not general enough! Fighters can go to carriers. Which fighters, is there an attibute? - -- Also for carriers, attibute? - - elseif asset_helo then - - -- Helos need a FARP or AIRBASE or SHIP for spawning. Also at the the receiving warehouse. So even if they could go there they "cannot" be spawned again. - -- Unless I allow spawning of helos in the the spawn zone. But one should place at least a FARP there. - if self:GetAirbaseCategory()==-1 or requestcategory==-1 then - self:E("ERROR: Incorrect request. Helos need a AIRBASE/HELIPAD/SHIP as home/destination base!") - valid=false - end - - end - - -- All aircraft need an airbase of any type at depature and destination. - if self.airbase==nil or request.airbase==nil then - - self:E("ERROR: Incorrect request. Either warehouse or requesting warehouse does not have any kind of airbase!") - valid=false - - else - - -- Check if enough parking spots are available. This checks the spots available in general, i.e. not the free spots. - -- TODO: For FARPS/ships, is it possible to send more assets than parking spots? E.g. a FARPS has only four (or even one). - -- TODO: maybe only check if spots > 0 for the necessary terminal type? At least for FARPS. - - -- Get necessary terminal type. - local termtype=self:_GetTerminal(asset.attribute) - - -- Get number of parking spots. - local np_departure=self.airbase:GetParkingSpotsNumber(termtype) - local np_destination=request.airbase:GetParkingSpotsNumber(termtype) - - -- Debug info. - self:T(string.format("Asset attribute = %s, terminal type = %d, spots at departure = %d, destination = %d", asset.attribute, termtype, np_departure, np_destination)) - - -- Not enough parking at sending warehouse. - --if (np_departure < request.nasset) and not (self.category==Airbase.Category.SHIP or self.category==Airbase.Category.HELIPAD) then - if np_departure < nasset then - self:E(string.format("ERROR: Incorrect request. Not enough parking spots of terminal type %d at warehouse. Available spots %d < %d necessary.", termtype, np_departure, nasset)) - valid=false - end - - -- No parking at requesting warehouse. - if np_destination == 0 then - self:E(string.format("ERROR: Incorrect request. No parking spots of terminal type %d at requesting warehouse. Available spots = %d!", termtype, np_destination)) - valid=false - end - - end - - elseif asset_ground then - - -- Check that both spawn zones are not in water. - local inwater=self.spawnzone:GetCoordinate():IsSurfaceTypeWater() or request.warehouse.spawnzone:GetCoordinate():IsSurfaceTypeWater() - - if inwater then - self:E("ERROR: Incorrect request. Ground asset requested but at least one spawn zone is in water!") - valid=false - end - - -- No ground assets directly to or from ships. - -- TODO: May needs refinement if warehouse is on land and requestor is ship in harbour?! - --if (requestcategory==Airbase.Category.SHIP or self:GetAirbaseCategory()==Airbase.Category.SHIP) then - -- self:E("ERROR: Incorrect request. Ground asset requested but warehouse or requestor is SHIP!") - -- valid=false - --end - - if asset_train then - - -- Check if there is a valid path on rail. - local hasrail=self:HasConnectionRail(request.warehouse) - if not hasrail then - self:E("ERROR: Incorrect request. No valid path on rail for train assets!") - valid=false - end - - else - - if self.warehouse:GetName()~=request.warehouse.warehouse:GetName() then - - -- Check if there is a valid path on road. - local hasroad=self:HasConnectionRoad(request.warehouse) - - -- Check if there is a valid off road path. - local hasoffroad=self:HasConnectionOffRoad(request.warehouse) - - if not (hasroad or hasoffroad) then - self:E("ERROR: Incorrect request. No valid path on or off road for ground assets!") - valid=false - end - - end - - end - - elseif asset_naval then - - -- Check shipping lane. - local shippinglane=self:HasConnectionNaval(request.warehouse) - - if not shippinglane then - self:E("ERROR: Incorrect request. No shipping lane has been defined between warehouses!") - valid=false - end - - end - - else - ------------------------------- - -- Assests need a transport --- - ------------------------------- - - if request.transporttype==WAREHOUSE.TransportType.AIRPLANE then - - -- Airplanes only to AND from airdromes. - if self:GetAirbaseCategory()~=Airbase.Category.AIRDROME or requestcategory~=Airbase.Category.AIRDROME then - self:E("ERROR: Incorrect request. Warehouse or requestor does not have an airdrome. No transport by plane possible!") - valid=false - end - - --TODO: Not sure if there are any transport planes that can land on a carrier? - - elseif request.transporttype==WAREHOUSE.TransportType.APC then - - -- Transport by ground units. - - -- No transport to or from ships - if self:GetAirbaseCategory()==Airbase.Category.SHIP or requestcategory==Airbase.Category.SHIP then - self:E("ERROR: Incorrect request. Warehouse or requestor is SHIP. No transport by APC possible!") - valid=false - end - - -- Check if there is a valid path on road. - local hasroad=self:HasConnectionRoad(request.warehouse) - if not hasroad then - self:E("ERROR: Incorrect request. No valid path on road for ground transport assets!") - valid=false - end - - elseif request.transporttype==WAREHOUSE.TransportType.HELICOPTER then - - -- Transport by helicopters ==> need airbase for spawning but not for delivering to the spawn zone of the receiver. - if self:GetAirbaseCategory()==-1 then - self:E("ERROR: Incorrect request. Warehouse has no airbase. Transport by helicopter not possible!") - valid=false - end - - elseif request.transporttype==WAREHOUSE.TransportType.SHIP then - - -- Transport by ship. - self:E("ERROR: Incorrect request. Transport by SHIP not implemented yet!") - valid=false - - elseif request.transporttype==WAREHOUSE.TransportType.TRAIN then - - -- Transport by train. - self:E("ERROR: Incorrect request. Transport by TRAIN not implemented yet!") - valid=false - - else - -- No match. - self:E("ERROR: Incorrect request. Transport type unknown!") - valid=false - end - - -- Airborne assets: check parking situation. - if request.transporttype==WAREHOUSE.TransportType.AIRPLANE or request.transporttype==WAREHOUSE.TransportType.HELICOPTER then - - -- Check if number of requested assets is in stock. - local _assets,_nassets,_enough=self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, request.transporttype, request.ntransport) - - -- Convert relative to absolute number if necessary. - local nasset=request.ntransport - if type(request.ntransport)=="string" then - nasset=self:_QuantityRel2Abs(request.ntransport,_nassets) - end - - -- Debug check, request.nasset might be a string Quantity enumerator. - local text=string.format("Request valid? Number of transports: requested=%s=%d, selected=%d, total=%d, enough=%s.", tostring(request.ntransport), nasset,#_assets,_nassets, tostring(_enough)) - self:T(text) - - -- Get necessary terminal type for helos or transport aircraft. - local termtype=self:_GetTerminal(request.transporttype) - - -- Get number of parking spots. - local np_departure=self.airbase:GetParkingSpotsNumber(termtype) - - -- Debug info. - self:T(self.wid..string.format("Transport attribute = %s, terminal type = %d, spots at departure = %d.", request.transporttype, termtype, np_departure)) - - -- Not enough parking at sending warehouse. - --if (np_departure < request.nasset) and not (self.category==Airbase.Category.SHIP or self.category==Airbase.Category.HELIPAD) then - if np_departure < nasset then - self:E(self.wid..string.format("ERROR: Incorrect request. Not enough parking spots of terminal type %d at warehouse. Available spots %d < %d necessary.", termtype, np_departure, nasset)) - valid=false - end - - -- Planes also need parking at the receiving warehouse. - if request.transporttype==WAREHOUSE.TransportType.AIRPLANE then - - -- Total number of parking spots for transport planes at destination. - local np_destination=request.airbase:GetParkingSpotsNumber(termtype) - - -- Debug info. - self:T(self.wid..string.format("Transport attribute = %s: total # of spots (type=%d) at destination = %d.", asset.attribute, termtype, np_destination)) - - -- No parking at requesting warehouse. - if np_destination == 0 then - self:E(string.format("ERROR: Incorrect request. No parking spots of terminal type %d at requesting warehouse for transports. Available spots = %d!", termtype, np_destination)) - valid=false - end - end - - end - - - end - - -- Add request as unvalid and delete it later. - if valid==false then - self:E(self.wid..string.format("ERROR: Got invalid request id=%d.", request.uid)) - else - self:T3(self.wid..string.format("Request id=%d valid :)", request.uid)) - end - - return valid -end - - ---- Checks if the request can be fulfilled right now. --- Check for current parking situation, number of assets and transports currently in stock. --- @param #WAREHOUSE self --- @param #WAREHOUSE.Queueitem request The request to be checked. --- @return #boolean If true, request can be executed. If false, something is not right. -function WAREHOUSE:_CheckRequestNow(request) - - -- Check if receiving warehouse is running. We do allow self requests if the warehouse is under attack though! - if (request.warehouse:IsRunning()==false) and not (request.toself and self:IsAttacked()) then - local text=string.format("Warehouse %s: Request denied! Receiving warehouse %s is not running. Current state %s.", self.alias, request.warehouse.alias, request.warehouse:GetState()) - self:_InfoMessage(text, 5) - - return false - end - - -- If no transport is requested, assets need to be mobile unless it is a self request. - local onlymobile=false - if type(request.transport)=="number" and request.ntransport==0 and not request.toself then - onlymobile=true - end - - -- Check if number of requested assets is in stock. - local _assets,_nassets,_enough=self:_FilterStock(self.stock, request.assetdesc, request.assetdescval, request.nasset, onlymobile) - - - -- Check if enough assets are in stock. - if not _enough then - local text=string.format("Warehouse %s: Request ID=%d denied! Not enough (cargo) assets currently available.", self.alias, request.uid) - self:_InfoMessage(text, 5) - text=string.format("Enough=%s, #_assets=%d, _nassets=%d, request.nasset=%s", tostring(_enough), #_assets,_nassets, tostring(request.nasset)) - self:T(self.wid..text) - return false - end - - local _transports - local _assetattribute - local _assetcategory - - -- Check if at least one (cargo) asset is available. - if _nassets>0 then - - -- Get the attibute of the requested asset. - _assetattribute=_assets[1].attribute - _assetcategory=_assets[1].category - - -- Check available parking for air asset units. - if self.airbase and (_assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER) then - - local Parking=self:_FindParkingForAssets(self.airbase,_assets) - - --if Parking==nil and not (self.category==Airbase.Category.HELIPAD) then - if Parking==nil then - local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all requested assets at the moment.", self.alias) - self:_InfoMessage(text, 5) - - return false - end - - end - - -- Add this here or gettransport fails - request.cargoassets=_assets - - end - - -- Check that a transport units. - if request.transporttype ~= WAREHOUSE.TransportType.SELFPROPELLED then - - -- Get best transports for this asset pack. - _transports=self:_GetTransportsForAssets(request) - - -- Check if at least one transport asset is available. - if #_transports>0 then - - -- Get the attibute of the transport units. - local _transportattribute=_transports[1].attribute - local _transportcategory=_transports[1].category - - -- Check available parking for transport units. - if self.airbase and (_transportcategory==Group.Category.AIRPLANE or _transportcategory==Group.Category.HELICOPTER) then - local Parking=self:_FindParkingForAssets(self.airbase,_transports) - if Parking==nil then - local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all transports at the moment.", self.alias) - self:_InfoMessage(text, 5) - - return false - end - end - - else - - -- Not enough or the right transport carriers. - local text=string.format("Warehouse %s: Request denied! Not enough transport carriers available at the moment.", self.alias) - self:_InfoMessage(text, 5) - - return false - end - - else - - -- Self propelled case. Nothing to do for now. - - -- Ground asset checks. - if _assetcategory==Group.Category.GROUND then - - -- Distance between warehouse and spawn zone. - local dist=self.warehouse:GetCoordinate():Get2DDistance(self.spawnzone:GetCoordinate()) - - -- Check min dist to spawn zone. - if dist>self.spawnzonemaxdist then - -- Not close enough to spawn zone. - local text=string.format("Warehouse %s: Request denied! Not close enough to spawn zone. Distance = %d m. We need to be at least within %d m range to spawn.", self.alias, dist, self.spawnzonemaxdist) - self:_InfoMessage(text, 5) - return false - end - - end - - end - - - -- Set chosen cargo assets. - request.cargoassets=_assets - request.cargoattribute=_assets[1].attribute - request.cargocategory=_assets[1].category - request.nasset=#_assets - - -- Debug info: - local text=string.format("Selected cargo assets, attibute=%s, category=%d:\n", request.cargoattribute, request.cargocategory) - for _i,_asset in pairs(_assets) do - local asset=_asset --#WAREHOUSE.Assetitem - text=text..string.format("%d) name=%s, type=%s, category=%d, #units=%d",_i, asset.templatename, asset.unittype, asset.category, asset.nunits) - end - self:T(self.wid..text) - - if request.transporttype ~= WAREHOUSE.TransportType.SELFPROPELLED then - - -- Set chosen transport assets. - request.transportassets=_transports - request.transportattribute=_transports[1].attribute - request.transportcategory=_transports[1].category - request.ntransport=#_transports - - -- Debug info: - local text=string.format("Selected transport assets, attibute=%s, category=%d:\n", request.transportattribute, request.transportcategory) - for _i,_asset in pairs(_transports) do - local asset=_asset --#WAREHOUSE.Assetitem - text=text..string.format("%d) name=%s, type=%s, category=%d, #units=%d\n",_i, asset.templatename, asset.unittype, asset.category, asset.nunits) - end - self:T(self.wid..text) - - end - - return true -end - ----Get (optimized) transport carriers for the given assets to be transported. --- @param #WAREHOUSE self --- @param #WAREHOUSE.Pendingitem Chosen request. -function WAREHOUSE:_GetTransportsForAssets(request) - - -- Get all transports of the requested type in stock. - local transports=self:_FilterStock(self.stock, WAREHOUSE.Descriptor.ATTRIBUTE, request.transporttype) - - -- Copy asset. - local cargoassets=UTILS.DeepCopy(request.cargoassets) - local cargoset=request.transportcargoset - - -- TODO: Get weight and cargo bay from CARGO_GROUP - --local cargogroup=CARGO_GROUP:New(CargoGroup,Type,Name,LoadRadius,NearRadius) - --cargogroup:GetWeight() - - -- Sort transport carriers w.r.t. cargo bay size. - local function sort_transports(a,b) - return a.cargobaymax>b.cargobaymax - end - - -- Sort cargo assets w.r.t. weight in assending order. - local function sort_cargoassets(a,b) - return a.weight>b.weight - end - - -- Sort tables. - table.sort(transports, sort_transports) - table.sort(cargoassets, sort_cargoassets) - - -- Total cargo bay size of all groups. - self:T2(self.wid.."Transport capability:") - local totalbay=0 - for i=1,#transports do - local transport=transports[i] --#WAREHOUSE.Assetitem - for j=1,transport.nunits do - totalbay=totalbay+transport.cargobay[j] - self:T2(self.wid..string.format("Cargo bay = %d (unit=%d)", transport.cargobay[j], j)) - end - end - self:T2(self.wid..string.format("Total capacity = %d", totalbay)) - - -- Total cargo weight of all assets to transports. - self:T2(self.wid.."Cargo weight:") - local totalcargoweight=0 - for i=1,#cargoassets do - local asset=cargoassets[i] --#WAREHOUSE.Assetitem - totalcargoweight=totalcargoweight+asset.weight - self:T2(self.wid..string.format("weight = %d", asset.weight)) - end - self:T2(self.wid..string.format("Total weight = %d", totalcargoweight)) - - -- Transports used. - local used_transports={} - - -- Loop over all transport groups, largest cargobaymax to smallest. - for i=1,#transports do - - -- Shortcut for carrier and cargo bay - local transport=transports[i] - - -- Cargo put into carrier. - local putintocarrier={} - - -- Cargo assigned to this transport group? - local used=false - - -- Loop over all units - for k=1,transport.nunits do - - -- Get cargo bay of this carrier. - local cargobay=transport.cargobay[k] - - -- Loop over cargo assets. - for j,asset in pairs(cargoassets) do - local asset=asset --#WAREHOUSE.Assetitem - - -- How many times does the cargo fit into the carrier? - local delta=cargobay-asset.weight - --env.info(string.format("k=%d, j=%d delta=%d cargobay=%d weight=%d", k, j, delta, cargobay, asset.weight)) - - --self:E(self.wid..string.format("%s unit %d loads cargo uid=%d: bayempty=%02d, bayloaded = %02d - weight=%02d", transport.templatename, k, asset.uid, transport.cargobay[k], cargobay, asset.weight)) - - -- Cargo fits into carrier - if delta>=0 then - -- Reduce remaining cargobay. - cargobay=cargobay-asset.weight - self:T3(self.wid..string.format("%s unit %d loads cargo uid=%d: bayempty=%02d, bayloaded = %02d - weight=%02d", transport.templatename, k, asset.uid, transport.cargobay[k], cargobay, asset.weight)) - - -- Remember this cargo and remove it so it does not get loaded into other carriers. - table.insert(putintocarrier, j) - - -- This transport group is used. - used=true - else - self:T2(self.wid..string.format("Carrier unit %s too small for cargo asset %s ==> cannot be used! Cargo bay - asset weight = %d kg", transport.templatename, asset.templatename, delta)) - end - - end -- loop over assets - end -- loop over units - - -- Remove cargo assets from list. Needs to be done back-to-front in order not to confuse the loop. - for j=#putintocarrier,1, -1 do - - local nput=putintocarrier[j] - local cargo=cargoassets[nput] - - -- Need to check if multiple units in a group and the group has already been removed! - -- TODO: This might need to be improved but is working okay so far. - if cargo then - -- Remove this group because it was used. - self:T2(self.wid..string.format("Cargo id=%d assigned for carrier id=%d", cargo.uid, transport.uid)) - table.remove(cargoassets, nput) - end - end - - -- Cargo was assined for this carrier. - if used then - table.insert(used_transports, transport) - end - - -- Convert relative quantity (all, half) to absolute number if necessary. - local ntrans=self:_QuantityRel2Abs(request.ntransport, #transports) - - -- Max number of transport groups reached? - if #used_transports >= ntrans then - request.ntransport=#used_transports - break - end - end - - -- Debug info. - local text=string.format("Used Transports for request %d to warehouse %s:\n", request.uid, request.warehouse.alias) - local totalcargobay=0 - for _i,_transport in pairs(used_transports) do - local transport=_transport --#WAREHOUSE.Assetitem - text=text..string.format("%d) %s: cargobay tot = %d kg, cargobay max = %d kg, nunits=%d\n", _i, transport.unittype, transport.cargobaytot, transport.cargobaymax, transport.nunits) - totalcargobay=totalcargobay+transport.cargobaytot - --for _,cargobay in pairs(transport.cargobay) do - -- env.info(string.format("cargobay %d", cargobay)) - --end - end - text=text..string.format("Total cargo bay capacity = %.1f kg\n", totalcargobay) - text=text..string.format("Total cargo weight = %.1f kg\n", totalcargoweight) - text=text..string.format("Minimum number of runs = %.1f", totalcargoweight/totalcargobay) - self:_DebugMessage(text) - - return used_transports -end - ----Relative to absolute quantity. --- @param #WAREHOUSE self --- @param #string relative Relative number in terms of @{#WAREHOUSE.Quantity}. --- @param #number ntot Total number. --- @return #number Absolute number. -function WAREHOUSE:_QuantityRel2Abs(relative, ntot) - - local nabs=0 - - -- Handle string input for nmax. - if type(relative)=="string" then - if relative==WAREHOUSE.Quantity.ALL then - nabs=ntot - elseif relative==WAREHOUSE.Quantity.THREEQUARTERS then - nabs=UTILS.Round(ntot*3/4) - elseif relative==WAREHOUSE.Quantity.HALF then - nabs=UTILS.Round(ntot/2) - elseif relative==WAREHOUSE.Quantity.THIRD then - nabs=UTILS.Round(ntot/3) - elseif relative==WAREHOUSE.Quantity.QUARTER then - nabs=UTILS.Round(ntot/4) - else - nabs=math.min(1, ntot) - end - else - nabs=relative - end - - self:T2(self.wid..string.format("Relative %s: tot=%d, abs=%.2f", tostring(relative), ntot, nabs)) - - return nabs -end - ----Sorts the queue and checks if the request can be fulfilled. --- @param #WAREHOUSE self --- @return #WAREHOUSE.Queueitem Chosen request. -function WAREHOUSE:_CheckQueue() - - -- Sort queue wrt to first prio and then qid. - self:_SortQueue() - - -- Search for a request we can execute. - local request=nil --#WAREHOUSE.Queueitem - - local invalid={} - local gotit=false - for _,_qitem in ipairs(self.queue) do - local qitem=_qitem --#WAREHOUSE.Queueitem - - -- Check if request is valid in general. - local valid=self:_CheckRequestValid(qitem) - - -- Check if request is possible now. - local okay=false - if valid then - okay=self:_CheckRequestNow(qitem) - else - -- Remember invalid request and delete later in order not to confuse the loop. - table.insert(invalid, qitem) - end - - -- Get the first valid request that can be executed now. - if okay and valid and not gotit then - request=qitem - gotit=true - break - end - end - - -- Delete invalid requests. - for _,_request in pairs(invalid) do - self:T(self.wid..string.format("Deleting invalid request id=%d.",_request.uid)) - self:_DeleteQueueItem(_request, self.queue) - end - - -- Execute request. - return request -end - ---- Simple task function. Can be used to call a function which has the warehouse and the executing group as parameters. --- @param #WAREHOUSE self --- @param #string Function The name of the function to call passed as string. --- @param Wrapper.Group#GROUP group The group which is meant. -function WAREHOUSE:_SimpleTaskFunction(Function, group) - self:F2({Function}) - - -- Name of the warehouse (static) object. - local warehouse=self.warehouse:GetName() - local groupname=group:GetName() - - -- Task script. - local DCSScript = {} - --DCSScript[#DCSScript+1] = string.format('env.info(\"WAREHOUSE: Simple task function called!\") ') - DCSScript[#DCSScript+1] = string.format('local mygroup = GROUP:FindByName(\"%s\") ', groupname) -- The group that executes the task function. Very handy with the "...". - DCSScript[#DCSScript+1] = string.format("local mystatic = STATIC:FindByName(\"%s\") ", warehouse) -- The static that holds the warehouse self object. - DCSScript[#DCSScript+1] = string.format('local warehouse = mystatic:GetState(mystatic, \"WAREHOUSE\") ') -- Get the warehouse self object from the static. - DCSScript[#DCSScript+1] = string.format('%s(mygroup)', Function) -- Call the function, e.g. myfunction.(warehouse,mygroup) - - -- Create task. - local DCSTask = CONTROLLABLE.TaskWrappedAction(self, CONTROLLABLE.CommandDoScript(self, table.concat(DCSScript))) - - return DCSTask -end - ---- Get the proper terminal type based on generalized attribute of the group. ---@param #WAREHOUSE self ---@param #WAREHOUSE.Attribute _attribute Generlized attibute of unit. ---@return Wrapper.Airbase#AIRBASE.TerminalType Terminal type for this group. -function WAREHOUSE:_GetTerminal(_attribute) - - -- Default terminal is "large". - local _terminal=AIRBASE.TerminalType.OpenBig - - - if _attribute==WAREHOUSE.Attribute.AIR_FIGHTER then - -- Fighter ==> small. - _terminal=AIRBASE.TerminalType.FighterAircraft - elseif _attribute==WAREHOUSE.Attribute.AIR_BOMBER or _attribute==WAREHOUSE.Attribute.AIR_TRANSPORTPLANE or _attribute==WAREHOUSE.Attribute.AIR_TANKER or _attribute==WAREHOUSE.Attribute.AIR_AWACS then - -- Bigger aircraft. - _terminal=AIRBASE.TerminalType.OpenBig - elseif _attribute==WAREHOUSE.Attribute.AIR_TRANSPORTHELO or _attribute==WAREHOUSE.Attribute.AIR_ATTACKHELO then - -- Helicopter. - _terminal=AIRBASE.TerminalType.HelicopterUsable - end - - return _terminal -end - - ---- Seach unoccupied parking spots at the airbase for a list of assets. For each asset group a list of parking spots is returned. --- During the search also the not yet spawned asset aircraft are considered. --- If not enough spots for all asset units could be found, the routine returns nil! --- @param #WAREHOUSE self --- @param Wrapper.Airbase#AIRBASE airbase The airbase where we search for parking spots. --- @param #table assets A table of assets for which the parking spots are needed. --- @return #table Table of coordinates and terminal IDs of free parking spots. Each table entry has the elements .Coordinate and .TerminalID. -function WAREHOUSE:_FindParkingForAssets(airbase, assets) - - -- Init default - local scanradius=100 - local scanunits=true - local scanstatics=true - local scanscenery=false - local verysafe=false - - -- Function calculating the overlap of two (square) objects. - local function _overlap(l1,l2,dist) - local safedist=(l1/2+l2/2)*1.05 -- 5% safety margine added to safe distance! - local safe = (dist > safedist) - self:T3(string.format("l1=%.1f l2=%.1f s=%.1f d=%.1f ==> safe=%s", l1,l2,safedist,dist,tostring(safe))) - return safe - end - - -- Get parking spot data table. This contains all free and "non-free" spots. - local parkingdata=airbase:GetParkingSpotsTable() - - -- List of obstacles. - local obstacles={} - - -- Loop over all parking spots and get the currently present obstacles. - -- How long does this take on very large airbases, i.e. those with hundereds of parking spots? Seems to be okay! - for _,parkingspot in pairs(parkingdata) do - - -- Coordinate of the parking spot. - local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE - local _termid=parkingspot.TerminalID - - -- Scan a radius of 100 meters around the spot. - local _,_,_,_units,_statics,_sceneries=_spot:ScanObjects(scanradius, scanunits, scanstatics, scanscenery) - - -- Check all units. - for _,_unit in pairs(_units) do - local unit=_unit --Wrapper.Unit#UNIT - local _coord=unit:GetCoordinate() - local _size=self:_GetObjectSize(unit:GetDCSObject()) - local _name=unit:GetName() - table.insert(obstacles, {coord=_coord, size=_size, name=_name, type="unit"}) - end - - -- Check all statics. - for _,static in pairs(_statics) do - local _vec3=static:getPoint() - local _coord=COORDINATE:NewFromVec3(_vec3) - local _name=static:getName() - local _size=self:_GetObjectSize(static) - table.insert(obstacles, {coord=_coord, size=_size, name=_name, type="static"}) - end - - -- Check all scenery. - for _,scenery in pairs(_sceneries) do - local _vec3=scenery:getPoint() - local _coord=COORDINATE:NewFromVec3(_vec3) - local _name=scenery:getTypeName() - local _size=self:_GetObjectSize(scenery) - table.insert(obstacles,{coord=_coord, size=_size, name=_name, type="scenery"}) - end - - --[[ - -- TODO Clients? Unoccupied client aircraft are also important! Are they already included in scanned units maybe? - local clients=_DATABASE.CLIENTS - for _,_client in pairs(clients) do - local client=_client --Wrapper.Client#CLIENT - env.info(string.format("FF Client name %s", client:GetName())) - local unit=UNIT:FindByName(client:GetName()) - --local unit=client:GetClientGroupUnit() - local _coord=unit:GetCoordinate() - local _name=unit:GetName() - local _size=self:_GetObjectSize(client:GetClientGroupDCSUnit()) - table.insert(obstacles,{coord=_coord, size=_size, name=_name, type="client"}) - end - ]] - end - - -- Parking data for all assets. - local parking={} - - -- Loop over all assets that need a parking psot. - for _,asset in pairs(assets) do - local _asset=asset --#WAREHOUSE.Assetitem - - -- Get terminal type of this asset - local terminaltype=self:_GetTerminal(asset.attribute) - - -- Asset specific parking. - parking[_asset.uid]={} - - -- Loop over all units - each one needs a spot. - for i=1,_asset.nunits do - - -- Loop over all parking spots. - local gotit=false - for _,_parkingspot in pairs(parkingdata) do - local parkingspot=_parkingspot --Wrapper.Airbase#AIRBASE.ParkingSpot - - -- Check correct terminal type for asset. We don't want helos in shelters etc. - if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) then - - -- Coordinate of the parking spot. - local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE - local _termid=parkingspot.TerminalID - local _toac=parkingspot.TOAC - - --env.info(string.format("FF asset=%s (id=%d): needs terminal type=%d, id=%d, #obstacles=%d", _asset.templatename, _asset.uid, terminaltype, _termid, #obstacles)) - - -- Loop over all obstacles. - local free=true - local problem=nil - for _,obstacle in pairs(obstacles) do - - -- Check if aircraft overlaps with any obstacle. - local dist=_spot:Get2DDistance(obstacle.coord) - local safe=_overlap(_asset.size, obstacle.size, dist) - - -- Spot is blocked. - if not safe then - --env.info(string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is NOT SAFE", _asset.templatename, _asset.uid, _termid, dist)) - free=false - problem=obstacle - problem.dist=dist - break - else - --env.info(string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is SAFE", _asset.templatename, _asset.uid, _termid, dist)) - end - - end - - -- Check if spot is free - if free then - - -- Add parkingspot for this asset unit. - table.insert(parking[_asset.uid], parkingspot) - - self:T(self.wid..string.format("Parking spot #%d is free for asset id=%d!", _termid, _asset.uid)) - - -- Add the unit as obstacle so that this spot will not be available for the next unit. - table.insert(obstacles, {coord=_spot, size=_asset.size, name=_asset.templatename, type="asset"}) - - gotit=true - break - - else - - -- Debug output for occupied spots. - self:T(self.wid..string.format("Parking spot #%d is occupied or not big enough!", _termid)) - if self.Debug then - local coord=problem.coord --Core.Point#COORDINATE - local text=string.format("Obstacle blocking spot #%d is %s type %s with size=%.1f m and distance=%.1f m.", _termid, problem.name, problem.type, problem.size, problem.dist) - coord:MarkToAll(string.format(text)) - end - - end - - end -- check terminal type - end -- loop over parking spots - - -- No parking spot for at least one asset :( - if not gotit then - self:T(self.wid..string.format("WARNING: No free parking spot for asset id=%d",_asset.uid)) - return nil - end - end -- loop over asset units - end -- loop over asset groups - - return parking -end - - ---- Get the request belonging to a group. --- @param #WAREHOUSE self --- @param Wrapper.Group#GROUP group The group from which the info is gathered. --- @param #table queue Queue holding all requests. --- @return #WAREHOUSE.Pendingitem The request belonging to this group. -function WAREHOUSE:_GetRequestOfGroup(group, queue) - - -- Get warehouse, asset and request ID from group name. - local wid,aid,rid=self:_GetIDsFromGroup(group) - - -- Find the request. - for _,_request in pairs(queue) do - local request=_request --#WAREHOUSE.Queueitem - if request.uid==rid then - return request - end - end - -end - ---- Is the group a used as transporter for a given request? --- @param #WAREHOUSE self --- @param Wrapper.Group#GROUP group The group from which the info is gathered. --- @param #WAREHOUSE.Pendingitem request Request. --- @return #boolean True if group is transport, false if group is cargo and nil otherwise. -function WAREHOUSE:_GroupIsTransport(group, request) - - -- Name of the group under question. - local groupname=self:_GetNameWithOut(group) - - if request.transportgroupset then - local transporters=request.transportgroupset:GetSetObjects() - - for _,transport in pairs(transporters) do - if transport:GetName()==groupname then - return true - end - end - end - - if request.cargogroupset then - local cargos=request.cargogroupset:GetSetObjects() - - for _,cargo in pairs(cargos) do - if self:_GetNameWithOut(cargo)==groupname then - return false - end - end - end - - return nil -end - - ---- Creates a unique name for spawned assets. From the group name the original warehouse, global asset and the request can be derived. --- @param #WAREHOUSE self --- @param #WAREHOUSE.Assetitem _assetitem Asset for which the name is created. --- @param #WAREHOUSE.Queueitem _queueitem (Optional) Request specific name. --- @return #string Alias name "UnitType\_WID-%d\_AID-%d\_RID-%d" -function WAREHOUSE:_Alias(_assetitem,_queueitem) - return self:_alias(_assetitem.unittype, self.uid, _assetitem.uid,_queueitem.uid) -end - ---- Creates a unique name for spawned assets. From the group name the original warehouse, global asset and the request can be derived. --- @param #WAREHOUSE self --- @param #string unittype Type of unit. --- @param #number wid Warehouse id. --- @param #number aid Asset item id. --- @param #number qid Queue/request item id. --- @return #string Alias name "UnitType\_WID-%d\_AID-%d\_RID-%d" -function WAREHOUSE:_alias(unittype, wid, aid, qid) - local _alias=string.format("%s_WID-%d_AID-%d", unittype, wid, aid) - if qid then - _alias=_alias..string.format("_RID-%d", qid) - end - return _alias -end - ---- Get group name without any spawn or cargo suffix #CARGO etc. --- @param #WAREHOUSE self --- @param Wrapper.Group#GROUP group The group from which the info is gathered. --- @return #string Name of the object without trailing #... -function WAREHOUSE:_GetNameWithOut(group) - if group then - local name - if type(group)=="string" then - name=group - else - name=group:GetName() - end - local namewithout=UTILS.Split(name, "#")[1] - if namewithout then - return namewithout - else - return name - end - end - if type(group)=="string" then - return group - else - return group:GetName() - end -end - - ---- Get warehouse id, asset id and request id from group name (alias). --- @param #WAREHOUSE self --- @param Wrapper.Group#GROUP group The group from which the info is gathered. --- @return #number Warehouse ID. --- @return #number Asset ID. --- @return #number Request ID. -function WAREHOUSE:_GetIDsFromGroup(group) - - ---@param #string text The text to analyse. - local function analyse(text) - - -- Get rid of #0001 tail from spawn. - local unspawned=UTILS.Split(text, "#")[1] - - -- Split keywords. - local keywords=UTILS.Split(unspawned, "_") - local _wid=nil -- warehouse UID - local _aid=nil -- asset UID - local _rid=nil -- request UID - - -- Loop over keys. - for _,keys in pairs(keywords) do - local str=UTILS.Split(keys, "-") - local key=str[1] - local val=str[2] - if key:find("WID") then - _wid=tonumber(val) - elseif key:find("AID") then - _aid=tonumber(val) - elseif key:find("RID") then - _rid=tonumber(val) - end - end - - return _wid,_aid,_rid - end - - if group then - - -- Group name - local name=group:GetName() - - -- Get ids - local wid,aid,rid=analyse(name) - - -- Debug info - self:T3(self.wid..string.format("Group Name = %s", tostring(name))) - self:T3(self.wid..string.format("Warehouse ID = %s", tostring(wid))) - self:T3(self.wid..string.format("Asset ID = %s", tostring(aid))) - self:T3(self.wid..string.format("Request ID = %s", tostring(rid))) - - return wid,aid,rid - else - self:E("WARNING: Group not found in GetIDsFromGroup() function!") - end - -end - ---- Filter stock assets by table entry. --- @param #WAREHOUSE self --- @param #table stock Table holding all assets in stock of the warehouse. Each entry is of type @{#WAREHOUSE.Assetitem}. --- @param #string descriptor Descriptor describing the filtered assets. --- @param attribute Value of the descriptor. --- @param #number nmax (Optional) Maximum number of items that will be returned. Default nmax=nil is all matching items are returned. --- @param #boolean mobile (Optional) If true, filter only mobile assets. --- @return #table Filtered stock items table. --- @return #number Total number of (requested) assets available. --- @return #boolean If true, enough assets are available. -function WAREHOUSE:_FilterStock(stock, descriptor, attribute, nmax, mobile) - - -- Default all. - nmax=nmax or WAREHOUSE.Quantity.ALL - if mobile==nil then - mobile=false - end - - -- Filtered array. - local filtered={} - - -- Count total number in stock. - local ntot=0 - for _,_asset in ipairs(stock) do - local asset=_asset --#WAREHOUSE.Assetitem - local ismobile=asset.speedmax>0 - if asset[descriptor]==attribute then - if (mobile==true and ismobile) or mobile==false then - ntot=ntot+1 - end - end - end - - -- Treat case where ntot=0, i.e. no assets at all. - if ntot==0 then - return filtered, ntot, false - end - - -- Convert relative to absolute number if necessary. - nmax=self:_QuantityRel2Abs(nmax,ntot) - - -- Loop over stock items. - for _i,_asset in ipairs(stock) do - local asset=_asset --#WAREHOUSE.Assetitem - - -- Check if asset has the right attribute. - if asset[descriptor]==attribute then - - -- Check if asset has to be mobile. - if (mobile and asset.speedmax>0) or (not mobile) then - - -- Add asset to filtered table. - table.insert(filtered, asset) - - -- Break loop if nmax was reached. - if nmax~=nil and #filtered>=nmax then - return filtered, ntot, true - end - - end - end - end - - return filtered, ntot, ntot>=nmax -end - ---- Check if a group has a generalized attribute. --- @param #WAREHOUSE self --- @param Wrapper.Group#GROUP group MOOSE group object. --- @param #WAREHOUSE.Attribute attribute Attribute to check. --- @return #boolean True if group has the specified attribute. -function WAREHOUSE:_HasAttribute(group, attribute) - - if group then - local groupattribute=self:_GetAttribute(group) - return groupattribute==attribute - end - - return false -end - ---- Get the generalized attribute of a group. --- Note that for a heterogenious group, the attribute is determined from the attribute of the first unit! --- @param #WAREHOUSE self --- @param Wrapper.Group#GROUP group MOOSE group object. --- @return #WAREHOUSE.Attribute Generalized attribute of the group. -function WAREHOUSE:_GetAttribute(group) - - -- Default - local attribute=WAREHOUSE.Attribute.OTHER_UNKNOWN --#WAREHOUSE.Attribute - - if group then - - ----------- - --- Air --- - ----------- - -- Planes - local transportplane=group:HasAttribute("Transports") and group:HasAttribute("Planes") - local awacs=group:HasAttribute("AWACS") - local fighter=group:HasAttribute("Fighters") or group:HasAttribute("Interceptors") or group:HasAttribute("Multirole fighters") or (group:HasAttribute("Bombers") and not group:HasAttribute("Strategic bombers")) - local bomber=group:HasAttribute("Strategic bombers") - local tanker=group:HasAttribute("Tankers") - local uav=group:HasAttribute("UAVs") - -- Helicopters - local transporthelo=group:HasAttribute("Transport helicopters") - local attackhelicopter=group:HasAttribute("Attack helicopters") - - -------------- - --- Ground --- - -------------- - -- Ground - local apc=group:HasAttribute("Infantry carriers") - local truck=group:HasAttribute("Trucks") and group:GetCategory()==Group.Category.GROUND - local infantry=group:HasAttribute("Infantry") - local artillery=group:HasAttribute("Artillery") - local tank=group:HasAttribute("Old Tanks") or group:HasAttribute("Modern Tanks") - local aaa=group:HasAttribute("AAA") - local ewr=group:HasAttribute("EWR") - local sam=group:HasAttribute("SAM elements") and (not group:HasAttribute("AAA")) - -- Train - local train=group:GetCategory()==Group.Category.TRAIN - - ------------- - --- Naval --- - ------------- - -- Ships - local aircraftcarrier=group:HasAttribute("Aircraft Carriers") - local warship=group:HasAttribute("Heavy armed ships") - local armedship=group:HasAttribute("Armed ships") - local unarmedship=group:HasAttribute("Unarmed ships") - - - -- Define attribute. Order is important. - if transportplane then - attribute=WAREHOUSE.Attribute.AIR_TRANSPORTPLANE - elseif awacs then - attribute=WAREHOUSE.Attribute.AIR_AWACS - elseif fighter then - attribute=WAREHOUSE.Attribute.AIR_FIGHTER - elseif bomber then - attribute=WAREHOUSE.Attribute.AIR_BOMBER - elseif tanker then - attribute=WAREHOUSE.Attribute.AIR_TANKER - elseif transporthelo then - attribute=WAREHOUSE.Attribute.AIR_TRANSPORTHELO - elseif attackhelicopter then - attribute=WAREHOUSE.Attribute.AIR_ATTACKHELO - elseif uav then - attribute=WAREHOUSE.Attribute.AIR_UAV - elseif apc then - attribute=WAREHOUSE.Attribute.GROUND_APC - elseif infantry then - attribute=WAREHOUSE.Attribute.GROUND_INFANTRY - elseif artillery then - attribute=WAREHOUSE.Attribute.GROUND_ARTILLERY - elseif tank then - attribute=WAREHOUSE.Attribute.GROUND_TANK - elseif aaa then - attribute=WAREHOUSE.Attribute.GROUND_AAA - elseif ewr then - attribute=WAREHOUSE.Attribute.GROUND_EWR - elseif sam then - attribute=WAREHOUSE.Attribute.GROUND_SAM - elseif truck then - attribute=WAREHOUSE.Attribute.GROUND_TRUCK - elseif train then - attribute=WAREHOUSE.Attribute.GROUND_TRAIN - elseif aircraftcarrier then - attribute=WAREHOUSE.Attribute.NAVAL_AIRCRAFTCARRIER - elseif warship then - attribute=WAREHOUSE.Attribute.NAVAL_WARSHIP - elseif armedship then - attribute=WAREHOUSE.Attribute.NAVAL_ARMEDSHIP - elseif unarmedship then - attribute=WAREHOUSE.Attribute.NAVAL_UNARMEDSHIP - else - if group:IsGround() then - attribute=WAREHOUSE.Attribute.GROUND_OTHER - elseif group:IsShip() then - attribute=WAREHOUSE.Attribute.NAVAL_OTHER - elseif group:IsAir() then - attribute=WAREHOUSE.Attribute.AIR_OTHER - else - attribute=WAREHOUSE.Attribute.OTHER_UNKNOWN - end - end - end - - return attribute -end - ---- Size of the bounding box of a DCS object derived from the DCS descriptor table. If boundinb box is nil, a size of zero is returned. --- @param #WAREHOUSE self --- @param DCS#Object DCSobject The DCS object for which the size is needed. --- @return #number Max size of object in meters (length (x) or width (z) components not including height (y)). --- @return #number Length (x component) of size. --- @return #number Height (y component) of size. --- @return #number Width (z component) of size. -function WAREHOUSE:_GetObjectSize(DCSobject) - local DCSdesc=DCSobject:getDesc() - if DCSdesc.box then - local x=DCSdesc.box.max.x+math.abs(DCSdesc.box.min.x) --length - local y=DCSdesc.box.max.y+math.abs(DCSdesc.box.min.y) --height - local z=DCSdesc.box.max.z+math.abs(DCSdesc.box.min.z) --width - return math.max(x,z), x , y, z - end - return 0,0,0,0 -end - ---- Returns the number of assets for each generalized attribute. --- @param #WAREHOUSE self --- @param #table stock The stock of the warehouse. --- @return #table Data table holding the numbers, i.e. data[attibute]=n. -function WAREHOUSE:GetStockInfo(stock) - - local _data={} - for _j,_attribute in pairs(WAREHOUSE.Attribute) do - - local n=0 - for _i,_item in pairs(stock) do - local _ite=_item --#WAREHOUSE.Assetitem - if _ite.attribute==_attribute then - n=n+1 - end - end - - _data[_attribute]=n - end - - return _data -end - ---- Delete an asset item from stock. --- @param #WAREHOUSE self --- @param #WAREHOUSE.Assetitem stockitem Asset item to delete from stock table. -function WAREHOUSE:_DeleteStockItem(stockitem) - for i=1,#self.stock do - local item=self.stock[i] --#WAREHOUSE.Assetitem - if item.uid==stockitem.uid then - table.remove(self.stock,i) - break - end - end -end - ---- Delete item from queue. --- @param #WAREHOUSE self --- @param #WAREHOUSE.Queueitem qitem Item of queue to be removed. --- @param #table queue The queue from which the item should be deleted. -function WAREHOUSE:_DeleteQueueItem(qitem, queue) - self:F({qitem=qitem, queue=queue}) - - for i=1,#queue do - local _item=queue[i] --#WAREHOUSE.Queueitem - if _item.uid==qitem.uid then - self:T(self.wid..string.format("Deleting queue item id=%d.", qitem.uid)) - table.remove(queue,i) - break - end - end -end - ---- Sort requests queue wrt prio and request uid. --- @param #WAREHOUSE self -function WAREHOUSE:_SortQueue() - self:F3() - -- Sort. - local function _sort(a, b) - return (a.prio < b.prio) or (a.prio==b.prio and a.uid < b.uid) - end - table.sort(self.queue, _sort) -end - ---- Prints the queue to DCS.log file. --- @param #WAREHOUSE self --- @param #table queue Queue to print. --- @param #string name Name of the queue for info reasons. -function WAREHOUSE:_PrintQueue(queue, name) - - local total="Empty" - if #queue>0 then - total=string.format("Total = %d", #queue) - end - - -- Init string. - local text=string.format("%s at %s: %s",name, self.alias, total) - - for i,qitem in ipairs(queue) do - local qitem=qitem --#WAREHOUSE.Pendingitem - - local uid=qitem.uid - local prio=qitem.prio - local clock="N/A" - if qitem.timestamp then - clock=tostring(UTILS.SecondsToClock(qitem.timestamp)) - end - local assignment=tostring(qitem.assignment) - local requestor=qitem.warehouse.alias - local airbasename=qitem.warehouse:GetAirbaseName() - local requestorAirbaseCat=qitem.warehouse:GetAirbaseCategory() - local assetdesc=qitem.assetdesc - local assetdescval=qitem.assetdescval - local nasset=tostring(qitem.nasset) - local ndelivered=tostring(qitem.ndelivered) - local ncargogroupset="N/A" - if qitem.cargogroupset then - ncargogroupset=tostring(qitem.cargogroupset:Count()) - end - local transporttype="N/A" - if qitem.transporttype then - transporttype=qitem.transporttype - end - local ntransport="N/A" - if qitem.ntransport then - ntransport=tostring(qitem.ntransport) - end - local ntransportalive="N/A" - if qitem.transportgroupset then - ntransportalive=tostring(qitem.transportgroupset:Count()) - end - local ntransporthome="N/A" - if qitem.ntransporthome then - ntransporthome=tostring(qitem.ntransporthome) - end - - -- Output text: - text=text..string.format( - "\n%d) UID=%d, Prio=%d, Clock=%s, Assignment=%s | Requestor=%s [Airbase=%s, category=%d] | Assets(%s)=%s: #requested=%s / #alive=%s / #delivered=%s | Transport=%s: #requested=%s / #alive=%s / #home=%s", - i, uid, prio, clock, assignment, requestor, airbasename, requestorAirbaseCat, assetdesc, assetdescval, nasset, ncargogroupset, ndelivered, transporttype, ntransport, ntransportalive, ntransporthome) - - end - - self:I(self.wid..text) -end - ---- Display status of warehouse. --- @param #WAREHOUSE self -function WAREHOUSE:_DisplayStatus() - local text=string.format("\n------------------------------------------------------\n") - text=text..string.format("Warehouse %s status: %s\n", self.alias, self:GetState()) - text=text..string.format("------------------------------------------------------\n") - text=text..string.format("Coalition name = %s\n", self:GetCoalitionName()) - text=text..string.format("Country name = %s\n", self:GetCountryName()) - text=text..string.format("Airbase name = %s (category=%d)\n", self:GetAirbaseName(), self:GetAirbaseCategory()) - text=text..string.format("Queued requests = %d\n", #self.queue) - text=text..string.format("Pending requests = %d\n", #self.pending) - text=text..string.format("------------------------------------------------------\n") - text=text..self:_GetStockAssetsText() - self:T(text) -end - ---- Get text about warehouse stock. --- @param #WAREHOUSE self --- @param #boolean messagetoall If true, send message to all. --- @return #string Text about warehouse stock -function WAREHOUSE:_GetStockAssetsText(messagetoall) - - -- Get assets in stock. - local _data=self:GetStockInfo(self.stock) - - -- Text. - local text="Stock:\n" - local total=0 - for _attribute,_count in pairs(_data) do - if _count>0 then - local attribute=tostring(UTILS.Split(_attribute, "_")[2]) - text=text..string.format("%s = %d\n", attribute,_count) - total=total+_count - end - end - text=text..string.format("===================\n") - text=text..string.format("Total = %d\n", total) - text=text..string.format("------------------------------------------------------\n") - - -- Send message? - MESSAGE:New(text, 10):ToAllIf(messagetoall) - - return text -end - ---- Create or update mark text at warehouse, which is displayed in F10 map showing how many assets of each type are in stock. --- Only the coaliton of the warehouse owner is able to see it. --- @param #WAREHOUSE self --- @return #string Text about warehouse stock -function WAREHOUSE:_UpdateWarehouseMarkText() - - -- Create a mark with the current assets in stock. - if self.markerid~=nil then - trigger.action.removeMark(self.markerid) - end - - -- Get assets in stock. - local _data=self:GetStockInfo(self.stock) - - -- Text. - local text=string.format("Warehouse state: %s\nTotal assets in stock %d:\n", self:GetState(), #self.stock) - - for _attribute,_count in pairs(_data) do - if _count>0 then - local attribute=tostring(UTILS.Split(_attribute, "_")[2]) - text=text..string.format("%s=%d, ", attribute,_count) - end - end - - -- Create/update marker at warehouse in F10 map. - self.markerid=self:GetCoordinate():MarkToCoalition(text, self:GetCoalition(), true) -end - ---- Display stock items of warehouse. --- @param #WAREHOUSE self --- @param #table stock Table holding all assets in stock of the warehouse. Each entry is of type @{#WAREHOUSE.Assetitem}. -function WAREHOUSE:_DisplayStockItems(stock) - - local text=self.wid..string.format("Warehouse %s stock assets:", self.alias) - for _i,_stock in pairs(stock) do - local mystock=_stock --#WAREHOUSE.Assetitem - local name=mystock.templatename - local category=mystock.category - local cargobaymax=mystock.cargobaymax - local cargobaytot=mystock.cargobaytot - local nunits=mystock.nunits - local range=mystock.range - local size=mystock.size - local speed=mystock.speedmax - local uid=mystock.uid - local unittype=mystock.unittype - local weight=mystock.weight - local attribute=mystock.attribute - text=text..string.format("\n%02d) uid=%d, name=%s, unittype=%s, category=%d, attribute=%s, nunits=%d, speed=%.1f km/h, range=%.1f km, size=%.1f m, weight=%.1f kg, cargobax max=%.1f kg tot=%.1f kg", - _i, uid, name, unittype, category, attribute, nunits, speed, range/1000, size, weight, cargobaymax, cargobaytot) - end - - self:T3(text) -end - ---- Fireworks! --- @param #WAREHOUSE self --- @param Core.Point#COORDINATE coord -function WAREHOUSE:_Fireworks(coord) - - -- Place. - coord=coord or self:GetCoordinate() - - -- Fireworks! - for i=1,91 do - local color=math.random(0,3) - coord:Flare(color, i-1) - end -end - ---- Info Message. Message send to coalition if reports or debug mode activated (and duration > 0). Text self:I(text) added to DCS.log file. --- @param #WAREHOUSE self --- @param #string text The text of the error message. --- @param #number duration Message display duration in seconds. Default 20 sec. If duration is zero, no message is displayed. -function WAREHOUSE:_InfoMessage(text, duration) - duration=duration or 20 - if duration>0 then - MESSAGE:New(text, duration):ToCoalitionIf(self:GetCoalition(), self.Debug or self.Report) - end - self:I(self.wid..text) -end - - ---- Debug message. Message send to all if debug mode is activated (and duration > 0). Text self:T(text) added to DCS.log file. --- @param #WAREHOUSE self --- @param #string text The text of the error message. --- @param #number duration Message display duration in seconds. Default 20 sec. If duration is zero, no message is displayed. -function WAREHOUSE:_DebugMessage(text, duration) - duration=duration or 20 - if duration>0 then - MESSAGE:New(text, duration):ToAllIf(self.Debug) - end - self:T(self.wid..text) -end - ---- Error message. Message send to all (if duration > 0). Text self:E(text) added to DCS.log file. --- @param #WAREHOUSE self --- @param #string text The text of the error message. --- @param #number duration Message display duration in seconds. Default 20 sec. If duration is zero, no message is displayed. -function WAREHOUSE:_ErrorMessage(text, duration) - duration=duration or 20 - if duration>0 then - MESSAGE:New(text, duration):ToAll() - end - self:E(self.wid..text) -end - - ---- Calculate the maximum height an aircraft can reach for the given parameters. --- @param #WAREHOUSE self --- @param #number D Total distance in meters from Departure to holding point at destination. --- @param #number alphaC Climb angle in rad. --- @param #number alphaD Descent angle in rad. --- @param #number Hdep AGL altitude of departure point. --- @param #number Hdest AGL altitude of destination point. --- @param #number Deltahhold Relative altitude of holding point above destination. --- @return #number Maximum height the aircraft can reach. -function WAREHOUSE:_GetMaxHeight(D, alphaC, alphaD, Hdep, Hdest, Deltahhold) - - local Hhold=Hdest+Deltahhold - local hdest=Hdest-Hdep - local hhold=hdest+Deltahhold - - local Dp=math.sqrt(D^2 + hhold^2) - - local alphaS=math.atan(hdest/D) -- slope angle - local alphaH=math.atan(hhold/D) -- angle to holding point (could be necative!) - - local alphaCp=alphaC-alphaH -- climb angle with slope - local alphaDp=alphaD+alphaH -- descent angle with slope - - -- ASA triangle. - local gammap=math.pi-alphaCp-alphaDp - local sCp=Dp*math.sin(alphaDp)/math.sin(gammap) - local sDp=Dp*math.sin(alphaCp)/math.sin(gammap) - - -- Max height from departure. - local hmax=sCp*math.sin(alphaC) - - -- Debug info. - if self.Debug then - env.info(string.format("Hdep = %.3f km", Hdep/1000)) - env.info(string.format("Hdest = %.3f km", Hdest/1000)) - env.info(string.format("DetaHold= %.3f km", Deltahhold/1000)) - env.info() - env.info(string.format("D = %.3f km", D/1000)) - env.info(string.format("Dp = %.3f km", Dp/1000)) - env.info() - env.info(string.format("alphaC = %.3f Deg", math.deg(alphaC))) - env.info(string.format("alphaCp = %.3f Deg", math.deg(alphaCp))) - env.info() - env.info(string.format("alphaD = %.3f Deg", math.deg(alphaD))) - env.info(string.format("alphaDp = %.3f Deg", math.deg(alphaDp))) - env.info() - env.info(string.format("alphaS = %.3f Deg", math.deg(alphaS))) - env.info(string.format("alphaH = %.3f Deg", math.deg(alphaH))) - env.info() - env.info(string.format("sCp = %.3f km", sCp/1000)) - env.info(string.format("sDp = %.3f km", sDp/1000)) - env.info() - env.info(string.format("hmax = %.3f km", hmax/1000)) - env.info() - - -- Descent height - local hdescent=hmax-hhold - - local dClimb = hmax/math.tan(alphaC) - local dDescent = (hmax-hhold)/math.tan(alphaD) - local dCruise = D-dClimb-dDescent - - env.info(string.format("hmax = %.3f km", hmax/1000)) - env.info(string.format("hdescent = %.3f km", hdescent/1000)) - env.info(string.format("Dclimb = %.3f km", dClimb/1000)) - env.info(string.format("Dcruise = %.3f km", dCruise/1000)) - env.info(string.format("Ddescent = %.3f km", dDescent/1000)) - env.info() - end - - return hmax -end - - ---- Make a flight plan from a departure to a destination airport. --- @param #WAREHOUSE self --- @param #WAREHOUSE.Assetitem asset --- @param Wrapper.Airbase#AIRBASE departure Departure airbase. --- @param Wrapper.Airbase#AIRBASE destination Destination airbase. --- @return #table Table of flightplan waypoints. --- @return #table Table of flightplan coordinates. -function WAREHOUSE:_GetFlightplan(asset, departure, destination) - - -- Parameters in SI units (m/s, m). - local Vmax=asset.speedmax/3.6 - local Range=asset.range - local category=asset.category - local ceiling=asset.DCSdesc.Hmax - local Vymax=asset.DCSdesc.VyMax - - -- Max cruise speed 90% of max speed. - local VxCruiseMax=0.90*Vmax - - -- Min cruise speed 70% of max cruise or 600 km/h whichever is lower. - local VxCruiseMin = math.min(VxCruiseMax*0.70, 166) - - -- Cruise speed (randomized). Expectation value at midpoint between min and max. - local VxCruise = UTILS.RandomGaussian((VxCruiseMax-VxCruiseMin)/2+VxCruiseMin, (VxCruiseMax-VxCruiseMax)/4, VxCruiseMin, VxCruiseMax) - - -- Climb speed 90% ov Vmax but max 720 km/h. - local VxClimb = math.min(Vmax*0.90, 200) - - -- Descent speed 60% of Vmax but max 500 km/h. - local VxDescent = math.min(Vmax*0.60, 140) - - -- Holding speed is 90% of descent speed. - local VxHolding = VxDescent*0.9 - - -- Final leg is 90% of holding speed. - local VxFinal = VxHolding*0.9 - - -- Reasonably civil climb speed Vy=1500 ft/min = 7.6 m/s but max aircraft specific climb rate. - local VyClimb=math.min(7.6, Vymax) - - -- Climb angle in rad. - --local AlphaClimb=math.asin(VyClimb/VxClimb) - local AlphaClimb=math.rad(4) - - -- Descent angle in rad. Moderate 4 degrees. - local AlphaDescent=math.rad(4) - - -- Expected cruise level (peak of Gaussian distribution) - local FLcruise_expect=150*RAT.unit.FL2m - if category==Group.Category.HELICOPTER then - FLcruise_expect=1000 -- 1000 m ASL - end - - ------------------------- - --- DEPARTURE AIRPORT --- - ------------------------- - - -- Coordinates of departure point. - local Pdeparture=departure:GetCoordinate() - - -- Height ASL of departure point. - local H_departure=Pdeparture.y - - --------------------------- - --- DESTINATION AIRPORT --- - --------------------------- - - -- Position of destination airport. - local Pdestination=destination:GetCoordinate() - - -- Height ASL of destination airport/zone. - local H_destination=Pdestination.y - - ----------------------------- - --- DESCENT/HOLDING POINT --- - ----------------------------- - - -- Get a random point between 5 and 10 km away from the destination. - local Rhmin=5000 - local Rhmax=10000 - - -- For helos we set a distance between 500 to 1000 m. - if category==Group.Category.HELICOPTER then - Rhmin=500 - Rhmax=1000 - end - - -- Coordinates of the holding point. y is the land height at that point. - local Pholding=Pdestination:GetRandomCoordinateInRadius(Rhmax, Rhmin) - - -- Distance from holding point to final destination (not used). - local d_holding=Pholding:Get2DDistance(Pdestination) - - -- AGL height of holding point. - local H_holding=Pholding.y - - --------------- - --- GENERAL --- - --------------- - - -- We go directly to the holding point not the destination airport. From there, planes are guided by DCS to final approach. - local heading=Pdeparture:HeadingTo(Pholding) - local d_total=Pdeparture:Get2DDistance(Pholding) - - ------------------------------ - --- Holding Point Altitude --- - ------------------------------ - - -- Holding point altitude. For planes between 1600 and 2400 m AGL. For helos 160 to 240 m AGL. - local h_holding=1200 - if category==Group.Category.HELICOPTER then - h_holding=150 - end - h_holding=UTILS.Randomize(h_holding, 0.2) - - -- Max holding altitude. - local DeltaholdingMax=self:_GetMaxHeight(d_total, AlphaClimb, AlphaDescent, H_departure, H_holding, 0) - - if h_holding>DeltaholdingMax then - h_holding=math.abs(DeltaholdingMax) - end - - -- This is the height ASL of the holding point we want to fly to. - local Hh_holding=H_holding+h_holding - - --------------------------- - --- Max Flight Altitude --- - --------------------------- - - -- Get max flight altitude relative to H_departure. - local h_max=self:_GetMaxHeight(d_total, AlphaClimb, AlphaDescent, H_departure, H_holding, h_holding) - - -- Max flight level ASL aircraft can reach for given angles and distance. - local FLmax = h_max+H_departure - - --CRUISE - -- Min cruise alt is just above holding point at destination or departure height, whatever is larger. - local FLmin=math.max(H_departure, Hh_holding) - - -- Ensure that FLmax not above its service ceiling. - FLmax=math.min(FLmax, ceiling) - - -- If the route is very short we set FLmin a bit lower than FLmax. - if FLmin>FLmax then - FLmin=FLmax - end - - -- Expected cruise altitude - peak of gaussian distribution. - if FLcruise_expectFLmax then - FLcruise_expect=FLmax - end - - -- Set cruise altitude. Selected from Gaussian distribution but limited to FLmin and FLmax. - local FLcruise=UTILS.RandomGaussian(FLcruise_expect, math.abs(FLmax-FLmin)/4, FLmin, FLmax) - - -- Climb and descent heights. - local h_climb = FLcruise - H_departure - local h_descent = FLcruise - Hh_holding - - -- Get distances. - local d_climb = h_climb/math.tan(AlphaClimb) - local d_descent = h_descent/math.tan(AlphaDescent) - local d_cruise = d_total-d_climb-d_descent - - -- Debug. - local text=string.format("Flight plan:\n") - text=text..string.format("Vx max = %.2f km/h\n", Vmax*3.6) - text=text..string.format("Vx climb = %.2f km/h\n", VxClimb*3.6) - text=text..string.format("Vx cruise = %.2f km/h\n", VxCruise*3.6) - text=text..string.format("Vx descent = %.2f km/h\n", VxDescent*3.6) - text=text..string.format("Vx holding = %.2f km/h\n", VxHolding*3.6) - text=text..string.format("Vx final = %.2f km/h\n", VxFinal*3.6) - text=text..string.format("Vy max = %.2f m/s\n", Vymax) - text=text..string.format("Vy climb = %.2f m/s\n", VyClimb) - text=text..string.format("Alpha Climb = %.2f Deg\n", math.deg(AlphaClimb)) - text=text..string.format("Alpha Descent = %.2f Deg\n", math.deg(AlphaDescent)) - text=text..string.format("Dist climb = %.3f km\n", d_climb/1000) - text=text..string.format("Dist cruise = %.3f km\n", d_cruise/1000) - text=text..string.format("Dist descent = %.3f km\n", d_descent/1000) - text=text..string.format("Dist total = %.3f km\n", d_total/1000) - text=text..string.format("h_climb = %.3f km\n", h_climb/1000) - text=text..string.format("h_desc = %.3f km\n", h_descent/1000) - text=text..string.format("h_holding = %.3f km\n", h_holding/1000) - text=text..string.format("h_max = %.3f km\n", h_max/1000) - text=text..string.format("FL min = %.3f km\n", FLmin/1000) - text=text..string.format("FL expect = %.3f km\n", FLcruise_expect/1000) - text=text..string.format("FL cruise * = %.3f km\n", FLcruise/1000) - text=text..string.format("FL max = %.3f km\n", FLmax/1000) - text=text..string.format("Ceiling = %.3f km\n", ceiling/1000) - text=text..string.format("Max range = %.3f km\n", Range/1000) - self:T(self.wid..text) - - -- Ensure that cruise distance is positve. Can be slightly negative in special cases. And we don't want to turn back. - if d_cruise<0 then - d_cruise=100 - end - - ------------------------ - --- Create Waypoints --- - ------------------------ - - -- Waypoints and coordinates - local wp={} - local c={} - - --- Departure/Take-off - c[#c+1]=Pdeparture - wp[#wp+1]=Pdeparture:WaypointAir("RADIO", COORDINATE.WaypointType.TakeOffParking, COORDINATE.WaypointAction.FromParkingArea, VxClimb, true, departure, nil, "Departure") - - --- Begin of Cruise - local Pcruise=Pdeparture:Translate(d_climb, heading) - Pcruise.y=FLcruise - c[#c+1]=Pcruise - wp[#wp+1]=Pcruise:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxCruise, true, nil, nil, "Cruise") - - --- Descent - local Pdescent=Pcruise:Translate(d_cruise, heading) - Pdescent.y=FLcruise - c[#c+1]=Pdescent - wp[#wp+1]=Pdescent:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxDescent, true, nil, nil, "Descent") - - --- Holding point - Pholding.y=H_holding+h_holding - c[#c+1]=Pholding - wp[#wp+1]=Pholding:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxHolding, true, nil, nil, "Holding") - - --- Final destination. - c[#c+1]=Pdestination - wp[#wp+1]=Pdestination:WaypointAir("RADIO", COORDINATE.WaypointType.Land, COORDINATE.WaypointAction.Landing, VxFinal, true, destination, nil, "Final Destination") - - - -- Mark points at waypoints for debugging. - if self.Debug then - for i,coord in pairs(c) do - local coord=coord --Core.Point#COORDINATE - local dist=0 - if i>1 then - dist=coord:Get2DDistance(c[i-1]) - end - coord:MarkToAll(string.format("Waypoint %i, distance = %.2f km",i, dist/1000)) - end - end - - return wp,c -end - - -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---[[ - --- Departure/Take-off - c[#c+1]=Pdeparture - wp[#wp+1]=Pdeparture:WaypointAir("RADIO", COORDINATE.WaypointType.TakeOffParking, COORDINATE.WaypointAction.FromParkingArea, VxClimb, true, departure, nil, "Departure") - - --- Climb - local Pclimb=Pdeparture:Translate(d_climb/2, heading) - Pclimb.y=H_departure+(FLcruise-H_departure)/2 - c[#c+1]=Pclimb - wp[#wp+1]=Pclimb:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxClimb, true, nil, nil, "Climb") - - --- Begin of Cruise - local Pcruise1=Pclimb:Translate(d_climb/2, heading) - Pcruise1.y=FLcruise - c[#c+1]=Pcruise1 - wp[#wp+1]=Pcruise1:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxCruise, true, nil, nil, "Begin of Cruise") - - --- End of Cruise - local Pcruise2=Pcruise1:Translate(d_cruise, heading) - Pcruise2.y=FLcruise - c[#c+1]=Pcruise2 - wp[#wp+1]=Pcruise2:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxCruise, true, nil, nil, "End of Cruise") - - --- Descent - local Pdescent=Pcruise2:Translate(d_descent/2, heading) - Pdescent.y=FLcruise-(FLcruise-(h_holding+H_holding))/2 - c[#c+1]=Pdescent - wp[#wp+1]=Pcruise2:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxDescent, true, nil, nil, "Descent") - - --- Holding point - Pholding.y=H_holding+h_holding - c[#c+1]=Pholding - wp[#wp+1]=Pholding:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxHolding, true, nil, nil, "Holding") - - --- Final destination. - c[#c+1]=Pdestination - wp[#wp+1]=Pdestination:WaypointAir("RADIO", COORDINATE.WaypointType.Land, COORDINATE.WaypointAction.Landing, VxFinal, true, destination, nil, "Final Destination") -]] ---- **AI** -- Balance player slots with AI to create an engaging simulation environment, independent of the amount of players. --- --- **Features:** --- --- * Automatically spawn AI as a replacement of free player slots for a coalition. --- * Make the AI to perform tasks. --- * Define a maximum amount of AI to be active at the same time. --- * Configure the behaviour of AI when a human joins a slot for which an AI is active. --- --- === --- --- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/AIB%20-%20AI%20Balancing) --- --- === --- --- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl2CJVIrL1TdAumuVS8n64B7) --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-) --- --- === --- --- @module AI.AI_Balancer --- @image AI_Balancing.JPG - ---- @type AI_BALANCER --- @field Core.Set#SET_CLIENT SetClient --- @field Core.Spawn#SPAWN SpawnAI --- @field Wrapper.Group#GROUP Test --- @extends Core.Fsm#FSM_SET - - ---- Monitors and manages as many replacement AI groups as there are --- CLIENTS in a SET\_CLIENT collection, which are not occupied by human players. --- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions. --- --- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM). --- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods. --- An explanation about state and event transition methods can be found in the @{FSM} module documentation. --- --- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following: --- --- * @{#AI_BALANCER.OnAfterSpawned}( AISet, From, Event, To, AIGroup ): Define to add extra logic when an AI is spawned. --- --- ## 1. AI_BALANCER construction --- --- Create a new AI_BALANCER object with the @{#AI_BALANCER.New}() method: --- --- ## 2. AI_BALANCER is a FSM --- --- ![Process](..\Presentations\AI_Balancer\Dia13.JPG) --- --- ### 2.1. AI_BALANCER States --- --- * **Monitoring** ( Set ): Monitoring the Set if all AI is spawned for the Clients. --- * **Spawning** ( Set, ClientName ): There is a new AI group spawned with ClientName as the name of reference. --- * **Spawned** ( Set, AIGroup ): A new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes. --- * **Destroying** ( Set, AIGroup ): The AI is being destroyed. --- * **Returning** ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods. Handle this state to customize the return behaviour of the AI, if any. --- --- ### 2.2. AI_BALANCER Events --- --- * **Monitor** ( Set ): Every 10 seconds, the Monitor event is triggered to monitor the Set. --- * **Spawn** ( Set, ClientName ): Triggers when there is a new AI group to be spawned with ClientName as the name of reference. --- * **Spawned** ( Set, AIGroup ): Triggers when a new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes. --- * **Destroy** ( Set, AIGroup ): The AI is being destroyed. --- * **Return** ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods. --- --- ## 3. AI_BALANCER spawn interval for replacement AI --- --- Use the method @{#AI_BALANCER.InitSpawnInterval}() to set the earliest and latest interval in seconds that is waited until a new replacement AI is spawned. --- --- ## 4. AI_BALANCER returns AI to Airbases --- --- By default, When a human player joins a slot that is AI_BALANCED, the AI group will be destroyed by default. --- However, there are 2 additional options that you can use to customize the destroy behaviour. --- When a human player joins a slot, you can configure to let the AI return to: --- --- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Wrapper.Airbase#AIRBASE}. --- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Wrapper.Airbase#AIRBASE}. --- --- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return, --- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed. --- --- @field #AI_BALANCER -AI_BALANCER = { - ClassName = "AI_BALANCER", - PatrolZones = {}, - AIGroups = {}, - Earliest = 5, -- Earliest a new AI can be spawned is in 5 seconds. - Latest = 60, -- Latest a new AI can be spawned is in 60 seconds. -} - - - ---- Creates a new AI_BALANCER object --- @param #AI_BALANCER self --- @param Core.Set#SET_CLIENT SetClient A SET\_CLIENT object that will contain the CLIENT objects to be monitored if they are alive or not (joined by a player). --- @param Core.Spawn#SPAWN SpawnAI The default Spawn object to spawn new AI Groups when needed. --- @return #AI_BALANCER -function AI_BALANCER:New( SetClient, SpawnAI ) - - -- Inherits from BASE - local self = BASE:Inherit( self, FSM_SET:New( SET_GROUP:New() ) ) -- AI.AI_Balancer#AI_BALANCER - - -- TODO: Define the OnAfterSpawned event - self:SetStartState( "None" ) - self:AddTransition( "*", "Monitor", "Monitoring" ) - self:AddTransition( "*", "Spawn", "Spawning" ) - self:AddTransition( "Spawning", "Spawned", "Spawned" ) - self:AddTransition( "*", "Destroy", "Destroying" ) - self:AddTransition( "*", "Return", "Returning" ) - - self.SetClient = SetClient - self.SetClient:FilterOnce() - self.SpawnAI = SpawnAI - - self.SpawnQueue = {} - - self.ToNearestAirbase = false - self.ToHomeAirbase = false - - self:__Monitor( 1 ) - - return self -end - ---- Sets the earliest to the latest interval in seconds how long AI_BALANCER will wait to spawn a new AI. --- Provide 2 identical seconds if the interval should be a fixed amount of seconds. --- @param #AI_BALANCER self --- @param #number Earliest The earliest a new AI can be spawned in seconds. --- @param #number Latest The latest a new AI can be spawned in seconds. --- @return self -function AI_BALANCER:InitSpawnInterval( Earliest, Latest ) - - self.Earliest = Earliest - self.Latest = Latest - - return self -end - ---- Returns the AI to the nearest friendly @{Wrapper.Airbase#AIRBASE}. --- @param #AI_BALANCER self --- @param DCS#Distance ReturnThresholdRange If there is an enemy @{Wrapper.Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Wrapper.Airbase#AIRBASE}. --- @param Core.Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Core.Set#SET_AIRBASE}s to evaluate where to return to. -function AI_BALANCER:ReturnToNearestAirbases( ReturnThresholdRange, ReturnAirbaseSet ) - - self.ToNearestAirbase = true - self.ReturnThresholdRange = ReturnThresholdRange - self.ReturnAirbaseSet = ReturnAirbaseSet -end - ---- Returns the AI to the home @{Wrapper.Airbase#AIRBASE}. --- @param #AI_BALANCER self --- @param DCS#Distance ReturnThresholdRange If there is an enemy @{Wrapper.Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Wrapper.Airbase#AIRBASE}. -function AI_BALANCER:ReturnToHomeAirbase( ReturnThresholdRange ) - - self.ToHomeAirbase = true - self.ReturnThresholdRange = ReturnThresholdRange -end - ---- @param #AI_BALANCER self --- @param Core.Set#SET_GROUP SetGroup --- @param #string ClientName --- @param Wrapper.Group#GROUP AIGroup -function AI_BALANCER:onenterSpawning( SetGroup, From, Event, To, ClientName ) - - -- OK, Spawn a new group from the default SpawnAI object provided. - local AIGroup = self.SpawnAI:Spawn() -- Wrapper.Group#GROUP - if AIGroup then - AIGroup:T( { "Spawning new AIGroup", ClientName = ClientName } ) - --TODO: need to rework UnitName thing ... - - SetGroup:Remove( ClientName ) -- Ensure that the previously allocated AIGroup to ClientName is removed in the Set. - SetGroup:Add( ClientName, AIGroup ) - self.SpawnQueue[ClientName] = nil - - -- Fire the Spawned event. The first parameter is the AIGroup just Spawned. - -- Mission designers can catch this event to bind further actions to the AIGroup. - self:Spawned( AIGroup ) - end -end - ---- @param #AI_BALANCER self --- @param Core.Set#SET_GROUP SetGroup --- @param Wrapper.Group#GROUP AIGroup -function AI_BALANCER:onenterDestroying( SetGroup, From, Event, To, ClientName, AIGroup ) - - AIGroup:Destroy() - SetGroup:Flush( self ) - SetGroup:Remove( ClientName ) - SetGroup:Flush( self ) -end - ---- @param #AI_BALANCER self --- @param Core.Set#SET_GROUP SetGroup --- @param Wrapper.Group#GROUP AIGroup -function AI_BALANCER:onenterReturning( SetGroup, From, Event, To, AIGroup ) - - local AIGroupTemplate = AIGroup:GetTemplate() - if self.ToHomeAirbase == true then - local WayPointCount = #AIGroupTemplate.route.points - local SwitchWayPointCommand = AIGroup:CommandSwitchWayPoint( 1, WayPointCount, 1 ) - AIGroup:SetCommand( SwitchWayPointCommand ) - AIGroup:MessageToRed( "Returning to home base ...", 30 ) - else - -- Okay, we need to send this Group back to the nearest base of the Coalition of the AI. - --TODO: i need to rework the POINT_VEC2 thing. - local PointVec2 = POINT_VEC2:New( AIGroup:GetVec2().x, AIGroup:GetVec2().y ) - local ClosestAirbase = self.ReturnAirbaseSet:FindNearestAirbaseFromPointVec2( PointVec2 ) - self:T( ClosestAirbase.AirbaseName ) - AIGroup:MessageToRed( "Returning to " .. ClosestAirbase:GetName().. " ...", 30 ) - local RTBRoute = AIGroup:RouteReturnToAirbase( ClosestAirbase ) - AIGroupTemplate.route = RTBRoute - AIGroup:Respawn( AIGroupTemplate ) - end - -end - - ---- @param #AI_BALANCER self -function AI_BALANCER:onenterMonitoring( SetGroup ) - - self:T2( { self.SetClient:Count() } ) - --self.SetClient:Flush() - - self.SetClient:ForEachClient( - --- @param Wrapper.Client#CLIENT Client - function( Client ) - self:T3(Client.ClientName) - - local AIGroup = self.Set:Get( Client.UnitName ) -- Wrapper.Group#GROUP - if AIGroup then self:T( { AIGroup = AIGroup:GetName(), IsAlive = AIGroup:IsAlive() } ) end - if Client:IsAlive() == true then - - if AIGroup and AIGroup:IsAlive() == true then - - if self.ToNearestAirbase == false and self.ToHomeAirbase == false then - self:Destroy( Client.UnitName, AIGroup ) - else - -- We test if there is no other CLIENT within the self.ReturnThresholdRange of the first unit of the AI group. - -- If there is a CLIENT, the AI stays engaged and will not return. - -- If there is no CLIENT within the self.ReturnThresholdRange, then the unit will return to the Airbase return method selected. - - local PlayerInRange = { Value = false } - local RangeZone = ZONE_RADIUS:New( 'RangeZone', AIGroup:GetVec2(), self.ReturnThresholdRange ) - - self:T2( RangeZone ) - - _DATABASE:ForEachPlayerUnit( - --- @param Wrapper.Unit#UNIT RangeTestUnit - function( RangeTestUnit, RangeZone, AIGroup, PlayerInRange ) - self:T2( { PlayerInRange, RangeTestUnit.UnitName, RangeZone.ZoneName } ) - if RangeTestUnit:IsInZone( RangeZone ) == true then - self:T2( "in zone" ) - if RangeTestUnit:GetCoalition() ~= AIGroup:GetCoalition() then - self:T2( "in range" ) - PlayerInRange.Value = true - end - end - end, - - --- @param Core.Zone#ZONE_RADIUS RangeZone - -- @param Wrapper.Group#GROUP AIGroup - function( RangeZone, AIGroup, PlayerInRange ) - if PlayerInRange.Value == false then - self:Return( AIGroup ) - end - end - , RangeZone, AIGroup, PlayerInRange - ) - - end - self.Set:Remove( Client.UnitName ) - end - else - if not AIGroup or not AIGroup:IsAlive() == true then - self:T( "Client " .. Client.UnitName .. " not alive." ) - self:T( { Queue = self.SpawnQueue[Client.UnitName] } ) - if not self.SpawnQueue[Client.UnitName] then - -- Spawn a new AI taking into account the spawn interval Earliest, Latest - self:__Spawn( math.random( self.Earliest, self.Latest ), Client.UnitName ) - self.SpawnQueue[Client.UnitName] = true - self:T( "New AI Spawned for Client " .. Client.UnitName ) - end - end - end - return true - end - ) - - self:__Monitor( 10 ) -end - - - ---- **AI** -- (R2.2) - Models the process of air operations for airplanes. --- --- === --- --- ### Author: **FlightControl** --- --- === --- --- @module AI.AI_A2A --- @image AI_Air_To_Air_Dispatching.JPG - ---BASE:TraceClass("AI_A2A") - - ---- @type AI_A2A --- @extends Core.Fsm#FSM_CONTROLLABLE - ---- The AI_A2A class implements the core functions to operate an AI @{Wrapper.Group} A2A tasking. --- --- --- ## AI_A2A constructor --- --- * @{#AI_A2A.New}(): Creates a new AI_A2A object. --- --- ## 2. AI_A2A is a FSM --- --- ![Process](..\Presentations\AI_PATROL\Dia2.JPG) --- --- ### 2.1. AI_A2A States --- --- * **None** ( Group ): The process is not started yet. --- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone. --- * **Returning** ( Group ): The AI is returning to Base. --- * **Stopped** ( Group ): The process is stopped. --- * **Crashed** ( Group ): The AI has crashed or is dead. --- --- ### 2.2. AI_A2A Events --- --- * **Start** ( Group ): Start the process. --- * **Stop** ( Group ): Stop the process. --- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone. --- * **RTB** ( Group ): Route the AI to the home base. --- * **Detect** ( Group ): The AI is detecting targets. --- * **Detected** ( Group ): The AI has detected new targets. --- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB. --- --- ## 3. Set or Get the AI controllable --- --- * @{#AI_A2A.SetControllable}(): Set the AIControllable. --- * @{#AI_A2A.GetControllable}(): Get the AIControllable. --- --- @field #AI_A2A -AI_A2A = { - ClassName = "AI_A2A", -} - ---- Creates a new AI_A2A object --- @param #AI_A2A self --- @param Wrapper.Group#GROUP AIGroup The GROUP object to receive the A2A Process. --- @return #AI_A2A -function AI_A2A:New( AIGroup ) - - -- Inherits from BASE - local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_A2A - - self:SetControllable( AIGroup ) - - self:SetFuelThreshold( .2, 60 ) - self:SetDamageThreshold( 0.4 ) - self:SetDisengageRadius( 70000 ) - - self:SetStartState( "Stopped" ) - - self:AddTransition( "*", "Start", "Started" ) - - --- Start Handler OnBefore for AI_A2A - -- @function [parent=#AI_A2A] OnBeforeStart - -- @param #AI_A2A self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Start Handler OnAfter for AI_A2A - -- @function [parent=#AI_A2A] OnAfterStart - -- @param #AI_A2A self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- Start Trigger for AI_A2A - -- @function [parent=#AI_A2A] Start - -- @param #AI_A2A self - - --- Start Asynchronous Trigger for AI_A2A - -- @function [parent=#AI_A2A] __Start - -- @param #AI_A2A self - -- @param #number Delay - - self:AddTransition( "*", "Stop", "Stopped" ) - ---- OnLeave Transition Handler for State Stopped. --- @function [parent=#AI_A2A] OnLeaveStopped --- @param #AI_A2A self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnEnter Transition Handler for State Stopped. --- @function [parent=#AI_A2A] OnEnterStopped --- @param #AI_A2A self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - ---- OnBefore Transition Handler for Event Stop. --- @function [parent=#AI_A2A] OnBeforeStop --- @param #AI_A2A self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnAfter Transition Handler for Event Stop. --- @function [parent=#AI_A2A] OnAfterStop --- @param #AI_A2A self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - ---- Synchronous Event Trigger for Event Stop. --- @function [parent=#AI_A2A] Stop --- @param #AI_A2A self - ---- Asynchronous Event Trigger for Event Stop. --- @function [parent=#AI_A2A] __Stop --- @param #AI_A2A self --- @param #number Delay The delay in seconds. - - self:AddTransition( "*", "Status", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A. - ---- OnBefore Transition Handler for Event Status. --- @function [parent=#AI_A2A] OnBeforeStatus --- @param #AI_A2A self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnAfter Transition Handler for Event Status. --- @function [parent=#AI_A2A] OnAfterStatus --- @param #AI_A2A self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - ---- Synchronous Event Trigger for Event Status. --- @function [parent=#AI_A2A] Status --- @param #AI_A2A self - ---- Asynchronous Event Trigger for Event Status. --- @function [parent=#AI_A2A] __Status --- @param #AI_A2A self --- @param #number Delay The delay in seconds. - - self:AddTransition( "*", "RTB", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A. - ---- OnBefore Transition Handler for Event RTB. --- @function [parent=#AI_A2A] OnBeforeRTB --- @param #AI_A2A self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnAfter Transition Handler for Event RTB. --- @function [parent=#AI_A2A] OnAfterRTB --- @param #AI_A2A self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - ---- Synchronous Event Trigger for Event RTB. --- @function [parent=#AI_A2A] RTB --- @param #AI_A2A self - ---- Asynchronous Event Trigger for Event RTB. --- @function [parent=#AI_A2A] __RTB --- @param #AI_A2A self --- @param #number Delay The delay in seconds. - ---- OnLeave Transition Handler for State Returning. --- @function [parent=#AI_A2A] OnLeaveReturning --- @param #AI_A2A self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnEnter Transition Handler for State Returning. --- @function [parent=#AI_A2A] OnEnterReturning --- @param #AI_A2A self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - - self:AddTransition( "Patrolling", "Refuel", "Refuelling" ) - - --- Refuel Handler OnBefore for AI_A2A - -- @function [parent=#AI_A2A] OnBeforeRefuel - -- @param #AI_A2A self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Refuel Handler OnAfter for AI_A2A - -- @function [parent=#AI_A2A] OnAfterRefuel - -- @param #AI_A2A self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From - -- @param #string Event - -- @param #string To - - --- Refuel Trigger for AI_A2A - -- @function [parent=#AI_A2A] Refuel - -- @param #AI_A2A self - - --- Refuel Asynchronous Trigger for AI_A2A - -- @function [parent=#AI_A2A] __Refuel - -- @param #AI_A2A self - -- @param #number Delay - - self:AddTransition( "*", "Takeoff", "Airborne" ) - self:AddTransition( "*", "Return", "Returning" ) - self:AddTransition( "*", "Hold", "Holding" ) - self:AddTransition( "*", "Home", "Home" ) - self:AddTransition( "*", "LostControl", "LostControl" ) - self:AddTransition( "*", "Fuel", "Fuel" ) - self:AddTransition( "*", "Damaged", "Damaged" ) - self:AddTransition( "*", "Eject", "*" ) - self:AddTransition( "*", "Crash", "Crashed" ) - self:AddTransition( "*", "PilotDead", "*" ) - - self.IdleCount = 0 - - return self -end - ---- @param Wrapper.Group#GROUP self --- @param Core.Event#EVENTDATA EventData -function GROUP:OnEventTakeoff( EventData, Fsm ) - Fsm:Takeoff() - self:UnHandleEvent( EVENTS.Takeoff ) -end - -function AI_A2A:SetDispatcher( Dispatcher ) - self.Dispatcher = Dispatcher -end - -function AI_A2A:GetDispatcher() - return self.Dispatcher -end - -function AI_A2A:SetTargetDistance( Coordinate ) - - local CurrentCoord = self.Controllable:GetCoordinate() - self.TargetDistance = CurrentCoord:Get2DDistance( Coordinate ) - - self.ClosestTargetDistance = ( not self.ClosestTargetDistance or self.ClosestTargetDistance > self.TargetDistance ) and self.TargetDistance or self.ClosestTargetDistance -end - - -function AI_A2A:ClearTargetDistance() - - self.TargetDistance = nil - self.ClosestTargetDistance = nil -end - - ---- Sets (modifies) the minimum and maximum speed of the patrol. --- @param #AI_A2A self --- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h. --- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h. --- @return #AI_A2A self -function AI_A2A:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed ) - self:F2( { PatrolMinSpeed, PatrolMaxSpeed } ) - - self.PatrolMinSpeed = PatrolMinSpeed - self.PatrolMaxSpeed = PatrolMaxSpeed -end - - ---- Sets the floor and ceiling altitude of the patrol. --- @param #AI_A2A self --- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol. --- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol. --- @return #AI_A2A self -function AI_A2A:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude ) - self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } ) - - self.PatrolFloorAltitude = PatrolFloorAltitude - self.PatrolCeilingAltitude = PatrolCeilingAltitude -end - - ---- Sets the home airbase. --- @param #AI_A2A self --- @param Wrapper.Airbase#AIRBASE HomeAirbase --- @return #AI_A2A self -function AI_A2A:SetHomeAirbase( HomeAirbase ) - self:F2( { HomeAirbase } ) - - self.HomeAirbase = HomeAirbase -end - ---- Sets to refuel at the given tanker. --- @param #AI_A2A self --- @param Wrapper.Group#GROUP TankerName The group name of the tanker as defined within the Mission Editor or spawned. --- @return #AI_A2A self -function AI_A2A:SetTanker( TankerName ) - self:F2( { TankerName } ) - - self.TankerName = TankerName -end - - ---- Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB. --- @param #AI_A2A self --- @param #number DisengageRadius The disengage range. --- @return #AI_A2A self -function AI_A2A:SetDisengageRadius( DisengageRadius ) - self:F2( { DisengageRadius } ) - - self.DisengageRadius = DisengageRadius -end - ---- Set the status checking off. --- @param #AI_A2A self --- @return #AI_A2A self -function AI_A2A:SetStatusOff() - self:F2() - - self.CheckStatus = false -end - - ---- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. --- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. --- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_A2A. --- Once the time is finished, the old AI will return to the base. --- @param #AI_A2A self --- @param #number PatrolFuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel. --- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base. --- @return #AI_A2A self -function AI_A2A:SetFuelThreshold( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime ) - - self.PatrolFuelThresholdPercentage = PatrolFuelThresholdPercentage - self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime - - self.Controllable:OptionRTBBingoFuel( false ) - - return self -end - ---- When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base. --- However, damage cannot be foreseen early on. --- Therefore, when the damage treshold is reached, --- the AI will return immediately to the home base (RTB). --- Note that for groups, the average damage of the complete group will be calculated. --- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25. --- @param #AI_A2A self --- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged. --- @return #AI_A2A self -function AI_A2A:SetDamageThreshold( PatrolDamageThreshold ) - - self.PatrolManageDamage = true - self.PatrolDamageThreshold = PatrolDamageThreshold - - return self -end - ---- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- @param #AI_A2A self --- @return #AI_A2A self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_A2A:onafterStart( Controllable, From, Event, To ) - - self:__Status( 10 ) -- Check status status every 30 seconds. - - self:HandleEvent( EVENTS.PilotDead, self.OnPilotDead ) - self:HandleEvent( EVENTS.Crash, self.OnCrash ) - self:HandleEvent( EVENTS.Ejection, self.OnEjection ) - - Controllable:OptionROEHoldFire() - Controllable:OptionROTVertical() -end - - - ---- @param #AI_A2A self -function AI_A2A:onbeforeStatus() - - return self.CheckStatus -end - ---- @param #AI_A2A self -function AI_A2A:onafterStatus() - - if self.Controllable and self.Controllable:IsAlive() then - - local RTB = false - - local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() ) - - if not self:Is( "Holding" ) and not self:Is( "Returning" ) then - local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() ) - self:F({DistanceFromHomeBase=DistanceFromHomeBase}) - - if DistanceFromHomeBase > self.DisengageRadius then - self:E( self.Controllable:GetName() .. " is too far from home base, RTB!" ) - self:Hold( 300 ) - RTB = false - end - end - --- I think this code is not requirement anymore after release 2.5. --- if self:Is( "Fuel" ) or self:Is( "Damaged" ) or self:Is( "LostControl" ) then --- if DistanceFromHomeBase < 5000 then --- self:E( self.Controllable:GetName() .. " is near the home base, RTB!" ) --- self:Home( "Destroy" ) --- end --- end - - - if not self:Is( "Fuel" ) and not self:Is( "Home" ) then - local Fuel = self.Controllable:GetFuelMin() - self:F({Fuel=Fuel, PatrolFuelThresholdPercentage=self.PatrolFuelThresholdPercentage}) - if Fuel < self.PatrolFuelThresholdPercentage then - if self.TankerName then - self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" ) - self:Refuel() - else - self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" ) - local OldAIControllable = self.Controllable - - local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed ) - local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.PatrolOutOfFuelOrbitTime,nil ) ) - OldAIControllable:SetTask( TimedOrbitTask, 10 ) - - self:Fuel() - RTB = true - end - else - end - end - - -- TODO: Check GROUP damage function. - local Damage = self.Controllable:GetLife() - local InitialLife = self.Controllable:GetLife0() - self:F( { Damage = Damage, InitialLife = InitialLife, DamageThreshold = self.PatrolDamageThreshold } ) - if ( Damage / InitialLife ) < self.PatrolDamageThreshold then - self:E( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" ) - self:Damaged() - RTB = true - self:SetStatusOff() - end - - -- Check if planes went RTB and are out of control. - -- We only check if planes are out of control, when they are in duty. - if self.Controllable:HasTask() == false then - if not self:Is( "Started" ) and - not self:Is( "Stopped" ) and - not self:Is( "Fuel" ) and - not self:Is( "Damaged" ) and - not self:Is( "Home" ) then - if self.IdleCount >= 2 then - if Damage ~= InitialLife then - self:Damaged() - else - self:E( self.Controllable:GetName() .. " control lost! " ) - self:LostControl() - end - else - self.IdleCount = self.IdleCount + 1 - end - end - else - self.IdleCount = 0 - end - - if RTB == true then - self:__RTB( 0.5 ) - end - - if not self:Is("Home") then - self:__Status( 10 ) - end - - end -end - - ---- @param Wrapper.Group#GROUP AIGroup -function AI_A2A.RTBRoute( AIGroup, Fsm ) - - AIGroup:F( { "AI_A2A.RTBRoute:", AIGroup:GetName() } ) - - if AIGroup:IsAlive() then - Fsm:__RTB( 0.5 ) - end - -end - ---- @param Wrapper.Group#GROUP AIGroup -function AI_A2A.RTBHold( AIGroup, Fsm ) - - AIGroup:F( { "AI_A2A.RTBHold:", AIGroup:GetName() } ) - if AIGroup:IsAlive() then - Fsm:__RTB( 0.5 ) - Fsm:Return() - local Task = AIGroup:TaskOrbitCircle( 4000, 400 ) - AIGroup:SetTask( Task ) - end - -end - - ---- @param #AI_A2A self --- @param Wrapper.Group#GROUP AIGroup -function AI_A2A:onafterRTB( AIGroup, From, Event, To ) - self:F( { AIGroup, From, Event, To } ) - - - if AIGroup and AIGroup:IsAlive() then - - self:E( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" ) - - self:ClearTargetDistance() - AIGroup:ClearTasks() - - local EngageRoute = {} - - --- Calculate the target route point. - - local CurrentCoord = AIGroup:GetCoordinate() - local ToTargetCoord = self.HomeAirbase:GetCoordinate() - local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed ) - local ToAirbaseAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) ) - - local Distance = CurrentCoord:Get2DDistance( ToTargetCoord ) - - local ToAirbaseCoord = CurrentCoord:Translate( 5000, ToAirbaseAngle ) - if Distance < 5000 then - self:E( "RTB and near the airbase!" ) - self:Home() - return - end - --- Create a route point of type air. - local ToRTBRoutePoint = ToAirbaseCoord:WaypointAir( - self.PatrolAltType, - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - ToTargetSpeed, - true - ) - - self:F( { Angle = ToAirbaseAngle, ToTargetSpeed = ToTargetSpeed } ) - self:T2( { self.MinSpeed, self.MaxSpeed, ToTargetSpeed } ) - - EngageRoute[#EngageRoute+1] = ToRTBRoutePoint - EngageRoute[#EngageRoute+1] = ToRTBRoutePoint - - AIGroup:OptionROEHoldFire() - AIGroup:OptionROTEvadeFire() - - --- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable... - AIGroup:WayPointInitialize( EngageRoute ) - - local Tasks = {} - Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_A2A.RTBRoute", self ) - EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks ) - - --- NOW ROUTE THE GROUP! - AIGroup:Route( EngageRoute, 0.5 ) - - end - -end - ---- @param #AI_A2A self --- @param Wrapper.Group#GROUP AIGroup -function AI_A2A:onafterHome( AIGroup, From, Event, To ) - self:F( { AIGroup, From, Event, To } ) - - self:E( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" ) - - if AIGroup and AIGroup:IsAlive() then - end - -end - - - ---- @param #AI_A2A self --- @param Wrapper.Group#GROUP AIGroup -function AI_A2A:onafterHold( AIGroup, From, Event, To, HoldTime ) - self:F( { AIGroup, From, Event, To } ) - - self:E( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" ) - - if AIGroup and AIGroup:IsAlive() then - local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed ) - local TimedOrbitTask = AIGroup:TaskControlled( OrbitTask, AIGroup:TaskCondition( nil, nil, nil, nil, HoldTime , nil ) ) - - local RTBTask = AIGroup:TaskFunction( "AI_A2A.RTBHold", self ) - - local OrbitHoldTask = AIGroup:TaskOrbitCircle( 4000, self.PatrolMinSpeed ) - - --AIGroup:SetState( AIGroup, "AI_A2A", self ) - - AIGroup:SetTask( AIGroup:TaskCombo( { TimedOrbitTask, RTBTask, OrbitHoldTask } ), 1 ) - end - -end - ---- @param Wrapper.Group#GROUP AIGroup -function AI_A2A.Resume( AIGroup, Fsm ) - - AIGroup:I( { "AI_A2A.Resume:", AIGroup:GetName() } ) - if AIGroup:IsAlive() then - Fsm:__RTB( 0.5 ) - end - -end - ---- @param #AI_A2A self --- @param Wrapper.Group#GROUP AIGroup -function AI_A2A:onafterRefuel( AIGroup, From, Event, To ) - self:F( { AIGroup, From, Event, To } ) - - self:E( "Group " .. self.Controllable:GetName() .. " ... Refuelling! ( " .. self:GetState() .. " )" ) - - if AIGroup and AIGroup:IsAlive() then - local Tanker = GROUP:FindByName( self.TankerName ) - if Tanker:IsAlive() and Tanker:IsAirPlane() then - - local RefuelRoute = {} - - --- Calculate the target route point. - - local CurrentCoord = AIGroup:GetCoordinate() - local ToRefuelCoord = Tanker:GetCoordinate() - local ToRefuelSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed ) - - --- Create a route point of type air. - local ToRefuelRoutePoint = ToRefuelCoord:WaypointAir( - self.PatrolAltType, - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - ToRefuelSpeed, - true - ) - - self:F( { ToRefuelSpeed = ToRefuelSpeed } ) - - RefuelRoute[#RefuelRoute+1] = ToRefuelRoutePoint - RefuelRoute[#RefuelRoute+1] = ToRefuelRoutePoint - - AIGroup:OptionROEHoldFire() - AIGroup:OptionROTEvadeFire() - - local Tasks = {} - Tasks[#Tasks+1] = AIGroup:TaskRefueling() - Tasks[#Tasks+1] = AIGroup:TaskFunction( self:GetClassName() .. ".Resume", self ) - RefuelRoute[#RefuelRoute].task = AIGroup:TaskCombo( Tasks ) - - AIGroup:Route( RefuelRoute, 0.5 ) - else - self:RTB() - end - end - -end - - - ---- @param #AI_A2A self -function AI_A2A:onafterDead() - self:SetStatusOff() -end - - ---- @param #AI_A2A self --- @param Core.Event#EVENTDATA EventData -function AI_A2A:OnCrash( EventData ) - - if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then - self:E( self.Controllable:GetUnits() ) - if #self.Controllable:GetUnits() == 1 then - self:__Crash( 1, EventData ) - end - end -end - ---- @param #AI_A2A self --- @param Core.Event#EVENTDATA EventData -function AI_A2A:OnEjection( EventData ) - - if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then - self:__Eject( 1, EventData ) - end -end - ---- @param #AI_A2A self --- @param Core.Event#EVENTDATA EventData -function AI_A2A:OnPilotDead( EventData ) - - if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then - self:__PilotDead( 1, EventData ) - end -end ---- **AI** -- (R2.2) - Models the process of air patrol of airplanes. --- --- === --- --- ### Author: **FlightControl** --- --- === --- --- @module AI.AI_A2A_Patrol --- @image AI_Air_Patrolling.JPG - - ---- @type AI_A2A_PATROL --- @extends AI.AI_A2A#AI_A2A - ---- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}. --- --- ![Process](..\Presentations\AI_PATROL\Dia3.JPG) --- --- The AI_A2A_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_PATROL process can be started using the **Start** event. --- --- ![Process](..\Presentations\AI_PATROL\Dia4.JPG) --- --- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. --- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. --- --- ![Process](..\Presentations\AI_PATROL\Dia5.JPG) --- --- This cycle will continue. --- --- ![Process](..\Presentations\AI_PATROL\Dia6.JPG) --- --- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. --- --- ![Process](..\Presentations\AI_PATROL\Dia9.JPG) --- ----- Note that the enemy is not engaged! To model enemy engagement, either tailor the **Detected** event, or --- use derived AI_ classes to model AI offensive or defensive behaviour. --- --- ![Process](..\Presentations\AI_PATROL\Dia10.JPG) --- --- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. --- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. --- --- ![Process](..\Presentations\AI_PATROL\Dia11.JPG) --- --- ## 1. AI_A2A_PATROL constructor --- --- * @{#AI_A2A_PATROL.New}(): Creates a new AI_A2A_PATROL object. --- --- ## 2. AI_A2A_PATROL is a FSM --- --- ![Process](..\Presentations\AI_PATROL\Dia2.JPG) --- --- ### 2.1. AI_A2A_PATROL States --- --- * **None** ( Group ): The process is not started yet. --- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone. --- * **Returning** ( Group ): The AI is returning to Base. --- * **Stopped** ( Group ): The process is stopped. --- * **Crashed** ( Group ): The AI has crashed or is dead. --- --- ### 2.2. AI_A2A_PATROL Events --- --- * **Start** ( Group ): Start the process. --- * **Stop** ( Group ): Stop the process. --- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone. --- * **RTB** ( Group ): Route the AI to the home base. --- * **Detect** ( Group ): The AI is detecting targets. --- * **Detected** ( Group ): The AI has detected new targets. --- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB. --- --- ## 3. Set or Get the AI controllable --- --- * @{#AI_A2A_PATROL.SetControllable}(): Set the AIControllable. --- * @{#AI_A2A_PATROL.GetControllable}(): Get the AIControllable. --- --- ## 4. Set the Speed and Altitude boundaries of the AI controllable --- --- * @{#AI_A2A_PATROL.SetSpeed}(): Set the patrol speed boundaries of the AI, for the next patrol. --- * @{#AI_A2A_PATROL.SetAltitude}(): Set altitude boundaries of the AI, for the next patrol. --- --- ## 5. Manage the detection process of the AI controllable --- --- The detection process of the AI controllable can be manipulated. --- Detection requires an amount of CPU power, which has an impact on your mission performance. --- Only put detection on when absolutely necessary, and the frequency of the detection can also be set. --- --- * @{#AI_A2A_PATROL.SetDetectionOn}(): Set the detection on. The AI will detect for targets. --- * @{#AI_A2A_PATROL.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased. --- --- The detection frequency can be set with @{#AI_A2A_PATROL.SetRefreshTimeInterval}( seconds ), where the amount of seconds specify how much seconds will be waited before the next detection. --- Use the method @{#AI_A2A_PATROL.GetDetectedUnits}() to obtain a list of the @{Wrapper.Unit}s detected by the AI. --- --- The detection can be filtered to potential targets in a specific zone. --- Use the method @{#AI_A2A_PATROL.SetDetectionZone}() to set the zone where targets need to be detected. --- Note that when the zone is too far away, or the AI is not heading towards the zone, or the AI is too high, no targets may be detected --- according the weather conditions. --- --- ## 6. Manage the "out of fuel" in the AI_A2A_PATROL --- --- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. --- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. --- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, --- while a new AI is targetted to the AI_A2A_PATROL. --- Once the time is finished, the old AI will return to the base. --- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place. --- --- ## 7. Manage "damage" behaviour of the AI in the AI_A2A_PATROL --- --- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on. --- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB). --- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place. --- --- === --- --- @field #AI_A2A_PATROL -AI_A2A_PATROL = { - ClassName = "AI_A2A_PATROL", -} - ---- Creates a new AI_A2A_PATROL object --- @param #AI_A2A_PATROL self --- @param Wrapper.Group#GROUP AIPatrol --- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. --- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol. --- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol. --- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h. --- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h. --- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO --- @return #AI_A2A_PATROL self --- @usage --- -- Define a new AI_A2A_PATROL Object. This PatrolArea will patrol a Group within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h. --- PatrolZone = ZONE:New( 'PatrolZone' ) --- PatrolSpawn = SPAWN:New( 'Patrol Group' ) --- PatrolArea = AI_A2A_PATROL:New( PatrolZone, 3000, 6000, 600, 900 ) -function AI_A2A_PATROL:New( AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) - - -- Inherits from BASE - local self = BASE:Inherit( self, AI_A2A:New( AIPatrol ) ) -- #AI_A2A_PATROL - - self.PatrolZone = PatrolZone - self.PatrolFloorAltitude = PatrolFloorAltitude - self.PatrolCeilingAltitude = PatrolCeilingAltitude - self.PatrolMinSpeed = PatrolMinSpeed - self.PatrolMaxSpeed = PatrolMaxSpeed - - -- defafult PatrolAltType to "RADIO" if not specified - self.PatrolAltType = PatrolAltType or "RADIO" - - self:AddTransition( { "Started", "Airborne", "Refuelling" }, "Patrol", "Patrolling" ) - ---- OnBefore Transition Handler for Event Patrol. --- @function [parent=#AI_A2A_PATROL] OnBeforePatrol --- @param #AI_A2A_PATROL self --- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnAfter Transition Handler for Event Patrol. --- @function [parent=#AI_A2A_PATROL] OnAfterPatrol --- @param #AI_A2A_PATROL self --- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - ---- Synchronous Event Trigger for Event Patrol. --- @function [parent=#AI_A2A_PATROL] Patrol --- @param #AI_A2A_PATROL self - ---- Asynchronous Event Trigger for Event Patrol. --- @function [parent=#AI_A2A_PATROL] __Patrol --- @param #AI_A2A_PATROL self --- @param #number Delay The delay in seconds. - ---- OnLeave Transition Handler for State Patrolling. --- @function [parent=#AI_A2A_PATROL] OnLeavePatrolling --- @param #AI_A2A_PATROL self --- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnEnter Transition Handler for State Patrolling. --- @function [parent=#AI_A2A_PATROL] OnEnterPatrolling --- @param #AI_A2A_PATROL self --- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - - self:AddTransition( "Patrolling", "Route", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_PATROL. - ---- OnBefore Transition Handler for Event Route. --- @function [parent=#AI_A2A_PATROL] OnBeforeRoute --- @param #AI_A2A_PATROL self --- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnAfter Transition Handler for Event Route. --- @function [parent=#AI_A2A_PATROL] OnAfterRoute --- @param #AI_A2A_PATROL self --- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - ---- Synchronous Event Trigger for Event Route. --- @function [parent=#AI_A2A_PATROL] Route --- @param #AI_A2A_PATROL self - ---- Asynchronous Event Trigger for Event Route. --- @function [parent=#AI_A2A_PATROL] __Route --- @param #AI_A2A_PATROL self --- @param #number Delay The delay in seconds. - - - - self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_PATROL. - - return self -end - - - - ---- Sets (modifies) the minimum and maximum speed of the patrol. --- @param #AI_A2A_PATROL self --- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h. --- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h. --- @return #AI_A2A_PATROL self -function AI_A2A_PATROL:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed ) - self:F2( { PatrolMinSpeed, PatrolMaxSpeed } ) - - self.PatrolMinSpeed = PatrolMinSpeed - self.PatrolMaxSpeed = PatrolMaxSpeed -end - - - ---- Sets the floor and ceiling altitude of the patrol. --- @param #AI_A2A_PATROL self --- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol. --- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol. --- @return #AI_A2A_PATROL self -function AI_A2A_PATROL:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude ) - self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } ) - - self.PatrolFloorAltitude = PatrolFloorAltitude - self.PatrolCeilingAltitude = PatrolCeilingAltitude -end - - ---- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- @param #AI_A2A_PATROL self --- @return #AI_A2A_PATROL self --- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_A2A_PATROL:onafterPatrol( AIPatrol, From, Event, To ) - self:F2() - - self:ClearTargetDistance() - - self:__Route( 1 ) - - AIPatrol:OnReSpawn( - function( PatrolGroup ) - self:__Reset( 1 ) - self:__Route( 5 ) - end - ) -end - - - ---- @param Wrapper.Group#GROUP AIPatrol --- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol. --- Note that this method is required, as triggers the next route when patrolling for the AIPatrol. -function AI_A2A_PATROL.PatrolRoute( AIPatrol, Fsm ) - - AIPatrol:F( { "AI_A2A_PATROL.PatrolRoute:", AIPatrol:GetName() } ) - - if AIPatrol:IsAlive() then - Fsm:Route() - end - -end - - ---- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- @param #AI_A2A_PATROL self --- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_A2A_PATROL:onafterRoute( AIPatrol, From, Event, To ) - - self:F2() - - -- When RTB, don't allow anymore the routing. - if From == "RTB" then - return - end - - - if AIPatrol:IsAlive() then - - local PatrolRoute = {} - - --- Calculate the target route point. - - local CurrentCoord = AIPatrol:GetCoordinate() - - local ToTargetCoord = self.PatrolZone:GetRandomPointVec2() - ToTargetCoord:SetAlt( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ) ) - self:SetTargetDistance( ToTargetCoord ) -- For RTB status check - - local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed ) - - --- Create a route point of type air. - local ToPatrolRoutePoint = ToTargetCoord:WaypointAir( - self.PatrolAltType, - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - ToTargetSpeed, - true - ) - - PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint - PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint - - local Tasks = {} - Tasks[#Tasks+1] = AIPatrol:TaskFunction( "AI_A2A_PATROL.PatrolRoute", self ) - PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks ) - - AIPatrol:OptionROEReturnFire() - AIPatrol:OptionROTEvadeFire() - - AIPatrol:Route( PatrolRoute, 0.5 ) - end - -end - ---- @param Wrapper.Group#GROUP AIPatrol -function AI_A2A_PATROL.Resume( AIPatrol, Fsm ) - - AIPatrol:I( { "AI_A2A_PATROL.Resume:", AIPatrol:GetName() } ) - if AIPatrol:IsAlive() then - Fsm:__Reset( 1 ) - Fsm:__Route( 5 ) - end - -end ---- **AI** -- (R2.2) - Models the process of Combat Air Patrol (CAP) for airplanes. --- --- === --- --- ### Author: **FlightControl** --- --- === --- --- @module AI.AI_A2A_Cap --- @image AI_Combat_Air_Patrol.JPG - ---- @type AI_A2A_CAP --- @extends AI.AI_A2A_Patrol#AI_A2A_PATROL - - ---- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group} --- and automatically engage any airborne enemies that are within a certain range or within a certain zone. --- --- ![Process](..\Presentations\AI_CAP\Dia3.JPG) --- --- The AI_A2A_CAP is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_CAP process can be started using the **Start** event. --- --- ![Process](..\Presentations\AI_CAP\Dia4.JPG) --- --- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. --- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. --- --- ![Process](..\Presentations\AI_CAP\Dia5.JPG) --- --- This cycle will continue. --- --- ![Process](..\Presentations\AI_CAP\Dia6.JPG) --- --- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. --- --- ![Process](..\Presentations\AI_CAP\Dia9.JPG) --- --- When enemies are detected, the AI will automatically engage the enemy. --- --- ![Process](..\Presentations\AI_CAP\Dia10.JPG) --- --- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. --- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. --- --- ![Process](..\Presentations\AI_CAP\Dia13.JPG) --- --- ## 1. AI_A2A_CAP constructor --- --- * @{#AI_A2A_CAP.New}(): Creates a new AI_A2A_CAP object. --- --- ## 2. AI_A2A_CAP is a FSM --- --- ![Process](..\Presentations\AI_CAP\Dia2.JPG) --- --- ### 2.1 AI_A2A_CAP States --- --- * **None** ( Group ): The process is not started yet. --- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone. --- * **Engaging** ( Group ): The AI is engaging the bogeys. --- * **Returning** ( Group ): The AI is returning to Base.. --- --- ### 2.2 AI_A2A_CAP Events --- --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone. --- * **@{#AI_A2A_CAP.Engage}**: Let the AI engage the bogeys. --- * **@{#AI_A2A_CAP.Abort}**: Aborts the engagement and return patrolling in the patrol zone. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. --- * **@{#AI_A2A_CAP.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}. --- * **@{#AI_A2A_CAP.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task. --- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB. --- --- ## 3. Set the Range of Engagement --- --- ![Range](..\Presentations\AI_CAP\Dia11.JPG) --- --- An optional range can be set in meters, --- that will define when the AI will engage with the detected airborne enemy targets. --- The range can be beyond or smaller than the range of the Patrol Zone. --- The range is applied at the position of the AI. --- Use the method @{AI.AI_CAP#AI_A2A_CAP.SetEngageRange}() to define that range. --- --- ## 4. Set the Zone of Engagement --- --- ![Zone](..\Presentations\AI_CAP\Dia12.JPG) --- --- An optional @{Zone} can be set, --- that will define when the AI will engage with the detected airborne enemy targets. --- Use the method @{AI.AI_Cap#AI_A2A_CAP.SetEngageZone}() to define that Zone. --- --- === --- --- @field #AI_A2A_CAP -AI_A2A_CAP = { - ClassName = "AI_A2A_CAP", -} - ---- Creates a new AI_A2A_CAP object --- @param #AI_A2A_CAP self --- @param Wrapper.Group#GROUP AICap --- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. --- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol. --- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol. --- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h. --- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h. --- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target. --- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target. --- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO --- @return #AI_A2A_CAP -function AI_A2A_CAP:New( AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, PatrolAltType ) - - -- Inherits from BASE - local self = BASE:Inherit( self, AI_A2A_PATROL:New( AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2A_CAP - - self.Accomplished = false - self.Engaging = false - - self.EngageMinSpeed = EngageMinSpeed - self.EngageMaxSpeed = EngageMaxSpeed - - self:AddTransition( { "Patrolling", "Engaging", "Returning", "Airborne" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP. - - --- OnBefore Transition Handler for Event Engage. - -- @function [parent=#AI_A2A_CAP] OnBeforeEngage - -- @param #AI_A2A_CAP self - -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Engage. - -- @function [parent=#AI_A2A_CAP] OnAfterEngage - -- @param #AI_A2A_CAP self - -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Engage. - -- @function [parent=#AI_A2A_CAP] Engage - -- @param #AI_A2A_CAP self - - --- Asynchronous Event Trigger for Event Engage. - -- @function [parent=#AI_A2A_CAP] __Engage - -- @param #AI_A2A_CAP self - -- @param #number Delay The delay in seconds. - ---- OnLeave Transition Handler for State Engaging. --- @function [parent=#AI_A2A_CAP] OnLeaveEngaging --- @param #AI_A2A_CAP self --- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnEnter Transition Handler for State Engaging. --- @function [parent=#AI_A2A_CAP] OnEnterEngaging --- @param #AI_A2A_CAP self --- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - - self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP. - - --- OnBefore Transition Handler for Event Fired. - -- @function [parent=#AI_A2A_CAP] OnBeforeFired - -- @param #AI_A2A_CAP self - -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Fired. - -- @function [parent=#AI_A2A_CAP] OnAfterFired - -- @param #AI_A2A_CAP self - -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Fired. - -- @function [parent=#AI_A2A_CAP] Fired - -- @param #AI_A2A_CAP self - - --- Asynchronous Event Trigger for Event Fired. - -- @function [parent=#AI_A2A_CAP] __Fired - -- @param #AI_A2A_CAP self - -- @param #number Delay The delay in seconds. - - self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP. - - --- OnBefore Transition Handler for Event Destroy. - -- @function [parent=#AI_A2A_CAP] OnBeforeDestroy - -- @param #AI_A2A_CAP self - -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Destroy. - -- @function [parent=#AI_A2A_CAP] OnAfterDestroy - -- @param #AI_A2A_CAP self - -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Destroy. - -- @function [parent=#AI_A2A_CAP] Destroy - -- @param #AI_A2A_CAP self - - --- Asynchronous Event Trigger for Event Destroy. - -- @function [parent=#AI_A2A_CAP] __Destroy - -- @param #AI_A2A_CAP self - -- @param #number Delay The delay in seconds. - - - self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP. - - --- OnBefore Transition Handler for Event Abort. - -- @function [parent=#AI_A2A_CAP] OnBeforeAbort - -- @param #AI_A2A_CAP self - -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Abort. - -- @function [parent=#AI_A2A_CAP] OnAfterAbort - -- @param #AI_A2A_CAP self - -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Abort. - -- @function [parent=#AI_A2A_CAP] Abort - -- @param #AI_A2A_CAP self - - --- Asynchronous Event Trigger for Event Abort. - -- @function [parent=#AI_A2A_CAP] __Abort - -- @param #AI_A2A_CAP self - -- @param #number Delay The delay in seconds. - - self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP. - - --- OnBefore Transition Handler for Event Accomplish. - -- @function [parent=#AI_A2A_CAP] OnBeforeAccomplish - -- @param #AI_A2A_CAP self - -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Accomplish. - -- @function [parent=#AI_A2A_CAP] OnAfterAccomplish - -- @param #AI_A2A_CAP self - -- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Accomplish. - -- @function [parent=#AI_A2A_CAP] Accomplish - -- @param #AI_A2A_CAP self - - --- Asynchronous Event Trigger for Event Accomplish. - -- @function [parent=#AI_A2A_CAP] __Accomplish - -- @param #AI_A2A_CAP self - -- @param #number Delay The delay in seconds. - - return self -end - ---- onafter State Transition for Event Patrol. --- @param #AI_A2A_CAP self --- @param Wrapper.Group#GROUP AICap The AI Group managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_A2A_CAP:onafterStart( AICap, From, Event, To ) - - self:GetParent( self ).onafterStart( self, AICap, From, Event, To ) - AICap:HandleEvent( EVENTS.Takeoff, nil, self ) - -end - ---- Set the Engage Zone which defines where the AI will engage bogies. --- @param #AI_A2A_CAP self --- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP. --- @return #AI_A2A_CAP self -function AI_A2A_CAP:SetEngageZone( EngageZone ) - self:F2() - - if EngageZone then - self.EngageZone = EngageZone - else - self.EngageZone = nil - end -end - ---- Set the Engage Range when the AI will engage with airborne enemies. --- @param #AI_A2A_CAP self --- @param #number EngageRange The Engage Range. --- @return #AI_A2A_CAP self -function AI_A2A_CAP:SetEngageRange( EngageRange ) - self:F2() - - if EngageRange then - self.EngageRange = EngageRange - else - self.EngageRange = nil - end -end - ---- onafter State Transition for Event Patrol. --- @param #AI_A2A_CAP self --- @param Wrapper.Group#GROUP AICap The AI Group managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_A2A_CAP:onafterPatrol( AICap, From, Event, To ) - - -- Call the parent Start event handler - self:GetParent(self).onafterPatrol( self, AICap, From, Event, To ) - self:HandleEvent( EVENTS.Dead ) - -end - --- todo: need to fix this global function - ---- @param Wrapper.Group#GROUP AICap -function AI_A2A_CAP.AttackRoute( AICap, Fsm ) - - AICap:F( { "AI_A2A_CAP.AttackRoute:", AICap:GetName() } ) - - if AICap:IsAlive() then - Fsm:__Engage( 0.5 ) - end -end - ---- @param #AI_A2A_CAP self --- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_A2A_CAP:onbeforeEngage( AICap, From, Event, To ) - - if self.Accomplished == true then - return false - end -end - ---- @param #AI_A2A_CAP self --- @param Wrapper.Group#GROUP AICap The AI Group managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_A2A_CAP:onafterAbort( AICap, From, Event, To ) - AICap:ClearTasks() - self:__Route( 0.5 ) -end - - ---- @param #AI_A2A_CAP self --- @param Wrapper.Group#GROUP AICap The AICap Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_A2A_CAP:onafterEngage( AICap, From, Event, To, AttackSetUnit ) - - self:F( { AICap, From, Event, To, AttackSetUnit} ) - - self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT - - local FirstAttackUnit = self.AttackSetUnit:GetFirst() -- Wrapper.Unit#UNIT - - if FirstAttackUnit and FirstAttackUnit:IsAlive() then -- If there is no attacker anymore, stop the engagement. - - if AICap:IsAlive() then - - local EngageRoute = {} - - --- Calculate the target route point. - local CurrentCoord = AICap:GetCoordinate() - local ToTargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate() - local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed ) - local ToInterceptAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) ) - - --- Create a route point of type air. - local ToPatrolRoutePoint = CurrentCoord:Translate( 5000, ToInterceptAngle ):WaypointAir( - self.PatrolAltType, - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - ToTargetSpeed, - true - ) - - self:F( { Angle = ToInterceptAngle, ToTargetSpeed = ToTargetSpeed } ) - self:T2( { self.MinSpeed, self.MaxSpeed, ToTargetSpeed } ) - - EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint - EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint - - local AttackTasks = {} - - for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do - local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT - self:T( { "Attacking Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } ) - if AttackUnit:IsAlive() and AttackUnit:IsAir() then - AttackTasks[#AttackTasks+1] = AICap:TaskAttackUnit( AttackUnit ) - end - end - - if #AttackTasks == 0 then - self:E("No targets found -> Going back to Patrolling") - self:__Abort( 0.5 ) - else - AICap:OptionROEOpenFire() - AICap:OptionROTEvadeFire() - - AttackTasks[#AttackTasks+1] = AICap:TaskFunction( "AI_A2A_CAP.AttackRoute", self ) - EngageRoute[#EngageRoute].task = AICap:TaskCombo( AttackTasks ) - end - - AICap:Route( EngageRoute, 0.5 ) - end - else - self:E("No targets found -> Going back to Patrolling") - self:__Abort( 0.5 ) - end -end - ---- @param #AI_A2A_CAP self --- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_A2A_CAP:onafterAccomplish( AICap, From, Event, To ) - self.Accomplished = true - self:SetDetectionOff() -end - ---- @param #AI_A2A_CAP self --- @param Wrapper.Group#GROUP AICap The Group Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @param Core.Event#EVENTDATA EventData -function AI_A2A_CAP:onafterDestroy( AICap, From, Event, To, EventData ) - - if EventData.IniUnit then - self.AttackUnits[EventData.IniUnit] = nil - end -end - ---- @param #AI_A2A_CAP self --- @param Core.Event#EVENTDATA EventData -function AI_A2A_CAP:OnEventDead( EventData ) - self:F( { "EventDead", EventData } ) - - if EventData.IniDCSUnit then - if self.AttackUnits and self.AttackUnits[EventData.IniUnit] then - self:__Destroy( 1, EventData ) - end - end -end - ---- @param Wrapper.Group#GROUP AICap -function AI_A2A_CAP.Resume( AICap, Fsm ) - - AICap:I( { "AI_A2A_CAP.Resume:", AICap:GetName() } ) - if AICap:IsAlive() then - Fsm:__Reset( 1 ) - Fsm:__Route( 5 ) - end - -end ---- **AI** -- (R2.2) - Models the process of Ground Controlled Interception (GCI) for airplanes. --- --- This is a class used in the @{AI_A2A_Dispatcher}. --- --- === --- --- ### Author: **FlightControl** --- --- === --- --- @module AI.AI_A2A_GCI --- @image AI_Ground_Control_Intercept.JPG - - - ---- @type AI_A2A_GCI --- @extends AI.AI_A2A#AI_A2A - - ---- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- --- ![Process](..\Presentations\AI_GCI\Dia3.JPG) --- --- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event. --- --- ![Process](..\Presentations\AI_GCI\Dia4.JPG) --- --- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. --- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. --- --- ![Process](..\Presentations\AI_GCI\Dia5.JPG) --- --- This cycle will continue. --- --- ![Process](..\Presentations\AI_GCI\Dia6.JPG) --- --- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. --- --- ![Process](..\Presentations\AI_GCI\Dia9.JPG) --- --- When enemies are detected, the AI will automatically engage the enemy. --- --- ![Process](..\Presentations\AI_GCI\Dia10.JPG) --- --- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. --- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. --- --- ![Process](..\Presentations\AI_GCI\Dia13.JPG) --- --- ## 1. AI_A2A_GCI constructor --- --- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object. --- --- ## 2. AI_A2A_GCI is a FSM --- --- ![Process](..\Presentations\AI_GCI\Dia2.JPG) --- --- ### 2.1 AI_A2A_GCI States --- --- * **None** ( Group ): The process is not started yet. --- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone. --- * **Engaging** ( Group ): The AI is engaging the bogeys. --- * **Returning** ( Group ): The AI is returning to Base.. --- --- ### 2.2 AI_A2A_GCI Events --- --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone. --- * **@{#AI_A2A_GCI.Engage}**: Let the AI engage the bogeys. --- * **@{#AI_A2A_GCI.Abort}**: Aborts the engagement and return patrolling in the patrol zone. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. --- * **@{#AI_A2A_GCI.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}. --- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task. --- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB. --- --- ## 3. Set the Range of Engagement --- --- ![Range](..\Presentations\AI_GCI\Dia11.JPG) --- --- An optional range can be set in meters, --- that will define when the AI will engage with the detected airborne enemy targets. --- The range can be beyond or smaller than the range of the Patrol Zone. --- The range is applied at the position of the AI. --- Use the method @{AI.AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range. --- --- ## 4. Set the Zone of Engagement --- --- ![Zone](..\Presentations\AI_GCI\Dia12.JPG) --- --- An optional @{Zone} can be set, --- that will define when the AI will engage with the detected airborne enemy targets. --- Use the method @{AI.AI_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone. --- --- === --- --- @field #AI_A2A_GCI -AI_A2A_GCI = { - ClassName = "AI_A2A_GCI", -} - - - ---- Creates a new AI_A2A_GCI object --- @param #AI_A2A_GCI self --- @param Wrapper.Group#GROUP AIIntercept --- @return #AI_A2A_GCI -function AI_A2A_GCI:New( AIIntercept, EngageMinSpeed, EngageMaxSpeed ) - - -- Inherits from BASE - local self = BASE:Inherit( self, AI_A2A:New( AIIntercept ) ) -- #AI_A2A_GCI - - self.Accomplished = false - self.Engaging = false - - self.EngageMinSpeed = EngageMinSpeed - self.EngageMaxSpeed = EngageMaxSpeed - self.PatrolMinSpeed = EngageMinSpeed - self.PatrolMaxSpeed = EngageMaxSpeed - - self.PatrolAltType = "RADIO" - - self:AddTransition( { "Started", "Engaging", "Returning", "Airborne" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI. - - --- OnBefore Transition Handler for Event Engage. - -- @function [parent=#AI_A2A_GCI] OnBeforeEngage - -- @param #AI_A2A_GCI self - -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Engage. - -- @function [parent=#AI_A2A_GCI] OnAfterEngage - -- @param #AI_A2A_GCI self - -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Engage. - -- @function [parent=#AI_A2A_GCI] Engage - -- @param #AI_A2A_GCI self - - --- Asynchronous Event Trigger for Event Engage. - -- @function [parent=#AI_A2A_GCI] __Engage - -- @param #AI_A2A_GCI self - -- @param #number Delay The delay in seconds. - ---- OnLeave Transition Handler for State Engaging. --- @function [parent=#AI_A2A_GCI] OnLeaveEngaging --- @param #AI_A2A_GCI self --- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnEnter Transition Handler for State Engaging. --- @function [parent=#AI_A2A_GCI] OnEnterEngaging --- @param #AI_A2A_GCI self --- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - - self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI. - - --- OnBefore Transition Handler for Event Fired. - -- @function [parent=#AI_A2A_GCI] OnBeforeFired - -- @param #AI_A2A_GCI self - -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Fired. - -- @function [parent=#AI_A2A_GCI] OnAfterFired - -- @param #AI_A2A_GCI self - -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Fired. - -- @function [parent=#AI_A2A_GCI] Fired - -- @param #AI_A2A_GCI self - - --- Asynchronous Event Trigger for Event Fired. - -- @function [parent=#AI_A2A_GCI] __Fired - -- @param #AI_A2A_GCI self - -- @param #number Delay The delay in seconds. - - self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI. - - --- OnBefore Transition Handler for Event Destroy. - -- @function [parent=#AI_A2A_GCI] OnBeforeDestroy - -- @param #AI_A2A_GCI self - -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Destroy. - -- @function [parent=#AI_A2A_GCI] OnAfterDestroy - -- @param #AI_A2A_GCI self - -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Destroy. - -- @function [parent=#AI_A2A_GCI] Destroy - -- @param #AI_A2A_GCI self - - --- Asynchronous Event Trigger for Event Destroy. - -- @function [parent=#AI_A2A_GCI] __Destroy - -- @param #AI_A2A_GCI self - -- @param #number Delay The delay in seconds. - - - self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI. - - --- OnBefore Transition Handler for Event Abort. - -- @function [parent=#AI_A2A_GCI] OnBeforeAbort - -- @param #AI_A2A_GCI self - -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Abort. - -- @function [parent=#AI_A2A_GCI] OnAfterAbort - -- @param #AI_A2A_GCI self - -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Abort. - -- @function [parent=#AI_A2A_GCI] Abort - -- @param #AI_A2A_GCI self - - --- Asynchronous Event Trigger for Event Abort. - -- @function [parent=#AI_A2A_GCI] __Abort - -- @param #AI_A2A_GCI self - -- @param #number Delay The delay in seconds. - - self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI. - - --- OnBefore Transition Handler for Event Accomplish. - -- @function [parent=#AI_A2A_GCI] OnBeforeAccomplish - -- @param #AI_A2A_GCI self - -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Accomplish. - -- @function [parent=#AI_A2A_GCI] OnAfterAccomplish - -- @param #AI_A2A_GCI self - -- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Accomplish. - -- @function [parent=#AI_A2A_GCI] Accomplish - -- @param #AI_A2A_GCI self - - --- Asynchronous Event Trigger for Event Accomplish. - -- @function [parent=#AI_A2A_GCI] __Accomplish - -- @param #AI_A2A_GCI self - -- @param #number Delay The delay in seconds. - - return self -end - ---- onafter State Transition for Event Patrol. --- @param #AI_A2A_GCI self --- @param Wrapper.Group#GROUP AIIntercept The AI Group managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_A2A_GCI:onafterStart( AIIntercept, From, Event, To ) - - self:GetParent( self ).onafterStart( self, AIIntercept, From, Event, To ) - AIIntercept:HandleEvent( EVENTS.Takeoff, nil, self ) - -end - - - ---- onafter State Transition for Event Patrol. --- @param #AI_A2A_GCI self --- @param Wrapper.Group#GROUP AIIntercept The AI Group managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_A2A_GCI:onafterEngage( AIIntercept, From, Event, To ) - - self:HandleEvent( EVENTS.Dead ) - -end - --- todo: need to fix this global function - ---- @param Wrapper.Group#GROUP AIControllable -function AI_A2A_GCI.InterceptRoute( AIIntercept, Fsm ) - - AIIntercept:F( { "AI_A2A_GCI.InterceptRoute:", AIIntercept:GetName() } ) - - if AIIntercept:IsAlive() then - Fsm:__Engage( 0.5 ) - - --local Task = AIIntercept:TaskOrbitCircle( 4000, 400 ) - --AIIntercept:SetTask( Task ) - end -end - ---- @param #AI_A2A_GCI self --- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_A2A_GCI:onbeforeEngage( AIIntercept, From, Event, To ) - - if self.Accomplished == true then - return false - end -end - ---- @param #AI_A2A_GCI self --- @param Wrapper.Group#GROUP AIIntercept The AI Group managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_A2A_GCI:onafterAbort( AIIntercept, From, Event, To ) - AIIntercept:ClearTasks() - self:Return() - self:__RTB( 0.5 ) -end - - ---- @param #AI_A2A_GCI self --- @param Wrapper.Group#GROUP AIIntercept The GroupGroup managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_A2A_GCI:onafterEngage( AIIntercept, From, Event, To, AttackSetUnit ) - - self:F( { AIIntercept, From, Event, To, AttackSetUnit} ) - - self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT - - local FirstAttackUnit = self.AttackSetUnit:GetFirst() - - if FirstAttackUnit and FirstAttackUnit:IsAlive() then - - if AIIntercept:IsAlive() then - - local EngageRoute = {} - - local CurrentCoord = AIIntercept:GetCoordinate() - - --- Calculate the target route point. - - local CurrentCoord = AIIntercept:GetCoordinate() - - local ToTargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate() - self:SetTargetDistance( ToTargetCoord ) -- For RTB status check - - local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed ) - local ToInterceptAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) ) - - --- Create a route point of type air. - local ToPatrolRoutePoint = CurrentCoord:Translate( 15000, ToInterceptAngle ):WaypointAir( - self.PatrolAltType, - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - ToTargetSpeed, - true - ) - - self:F( { Angle = ToInterceptAngle, ToTargetSpeed = ToTargetSpeed } ) - self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } ) - - EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint - EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint - - local AttackTasks = {} - - for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do - local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT - if AttackUnit:IsAlive() and AttackUnit:IsAir() then - self:T( { "Intercepting Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } ) - AttackTasks[#AttackTasks+1] = AIIntercept:TaskAttackUnit( AttackUnit ) - end - end - - if #AttackTasks == 0 then - self:E("No targets found -> Going RTB") - self:Return() - self:__RTB( 0.5 ) - else - AIIntercept:OptionROEOpenFire() - AIIntercept:OptionROTEvadeFire() - - AttackTasks[#AttackTasks+1] = AIIntercept:TaskFunction( "AI_A2A_GCI.InterceptRoute", self ) - EngageRoute[#EngageRoute].task = AIIntercept:TaskCombo( AttackTasks ) - end - - AIIntercept:Route( EngageRoute, 0.5 ) - - end - else - self:E("No targets found -> Going RTB") - self:Return() - self:__RTB( 0.5 ) - end -end - ---- @param #AI_A2A_GCI self --- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_A2A_GCI:onafterAccomplish( AIIntercept, From, Event, To ) - self.Accomplished = true - self:SetDetectionOff() -end - ---- @param #AI_A2A_GCI self --- @param Wrapper.Group#GROUP AIIntercept The Group Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @param Core.Event#EVENTDATA EventData -function AI_A2A_GCI:onafterDestroy( AIIntercept, From, Event, To, EventData ) - - if EventData.IniUnit then - self.AttackUnits[EventData.IniUnit] = nil - end -end - ---- @param #AI_A2A_GCI self --- @param Core.Event#EVENTDATA EventData -function AI_A2A_GCI:OnEventDead( EventData ) - self:F( { "EventDead", EventData } ) - - if EventData.IniDCSUnit then - if self.AttackUnits and self.AttackUnits[EventData.IniUnit] then - self:__Destroy( 1, EventData ) - end - end -end ---- **AI** - (R2.2) - Manages the process of an automatic A2A defense system based on an EWR network targets and coordinating CAP and GCI. --- --- === --- --- Features: --- --- * Setup quickly an A2A defense system for a coalition. --- * Setup (CAP) Control Air Patrols at defined zones to enhance your A2A defenses. --- * Setup (GCI) Ground Control Intercept at defined airbases to enhance your A2A defenses. --- * Define and use an EWR (Early Warning Radar) network. --- * Define squadrons at airbases. --- * Enable airbases for A2A defenses. --- * Add different plane types to different squadrons. --- * Add multiple squadrons to different airbases. --- * Define different ranges to engage upon intruders. --- * Establish an automatic in air refuel process for CAP using refuel tankers. --- * Setup default settings for all squadrons and A2A defenses. --- * Setup specific settings for specific squadrons. --- * Quickly setup an A2A defense system using @{#AI_A2A_GCICAP}. --- * Setup a more advanced defense system using @{#AI_A2A_DISPATCHER}. --- --- === --- --- ## Missions: --- --- [AID-A2A - AI A2A Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching) --- --- === --- --- ## YouTube Channel: --- --- [DCS WORLD - MOOSE - A2A GCICAP - Build an automatic A2A Defense System](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0S4KMNUUJpaUs6zZHjLKNx) --- --- === --- --- # QUICK START GUIDE --- --- There are basically two classes available to model an A2A defense system. --- --- AI\_A2A\_DISPATCHER is the main A2A defense class that models the A2A defense system. --- AI\_A2A\_GCICAP derives or inherits from AI\_A2A\_DISPATCHER and is a more **noob** user friendly class, but is less flexible. --- --- Before you start using the AI\_A2A\_DISPATCHER or AI\_A2A\_GCICAP ask youself the following questions. --- --- ## 0. Do I need AI\_A2A\_DISPATCHER or do I need AI\_A2A\_GCICAP? --- --- AI\_A2A\_GCICAP, automates a lot of the below questions using the mission editor and requires minimal lua scripting. --- But the AI\_A2A\_GCICAP provides less flexibility and a lot of options are defaulted. --- With AI\_A2A\_DISPATCHER you can setup a much more **fine grained** A2A defense mechanism, but some more (easy) lua scripting is required. --- --- ## 1. Which Coalition am I modeling an A2A defense system for? blue or red? --- --- One AI\_A2A\_DISPATCHER object can create a defense system for **one coalition**, which is blue or red. --- If you want to create a **mutual defense system**, for both blue and red, then you need to create **two** AI\_A2A\_DISPATCHER **objects**, --- each governing their defense system. --- --- --- ## 2. Which type of EWR will I setup? Grouping based per AREA, per TYPE or per UNIT? (Later others will follow). --- --- The MOOSE framework leverages the @{Detection} classes to perform the EWR detection. --- Several types of @{Detection} classes exist, and the most common characteristics of these classes is that they: --- --- * Perform detections from multiple FACs as one co-operating entity. --- * Communicate with a Head Quarters, which consolidates each detection. --- * Groups detections based on a method (per area, per type or per unit). --- * Communicates detections. --- --- ## 3. Which EWR units will be used as part of the detection system? Only Ground or also Airborne? --- --- Typically EWR networks are setup using 55G6 EWR, 1L13 EWR, Hawk sr and Patriot str ground based radar units. --- These radars have different ranges and 55G6 EWR and 1L13 EWR radars are Eastern Bloc units (eg Russia, Ukraine, Georgia) while the Hawk and Patriot radars are Western (eg US). --- Additionally, ANY other radar capable unit can be part of the EWR network! Also AWACS airborne units, planes, helicopters can help to detect targets, as long as they have radar. --- The position of these units is very important as they need to provide enough coverage --- to pick up enemy aircraft as they approach so that CAP and GCI flights can be tasked to intercept them. --- --- ## 4. Is a border required? --- --- Is this a cold car or a hot war situation? In case of a cold war situation, a border can be set that will only trigger defenses --- if the border is crossed by enemy units. --- --- ## 5. What maximum range needs to be checked to allow defenses to engage any attacker? --- --- A good functioning defense will have a "maximum range" evaluated to the enemy when CAP will be engaged or GCI will be spawned. --- --- ## 6. Which Airbases, Carrier Ships, Farps will take part in the defense system for the Coalition? --- --- Carefully plan which airbases will take part in the coalition. Color each airbase in the color of the coalition. --- --- ## 7. Which Squadrons will I create and which name will I give each Squadron? --- --- The defense system works with Squadrons. Each Squadron must be given a unique name, that forms the **key** to the defense system. --- Several options and activities can be set per Squadron. --- --- ## 8. Where will the Squadrons be located? On Airbases? On Carrier Ships? On Farps? --- --- Squadrons are placed as the "home base" on an airfield, carrier or farp. --- Carefully plan where each Squadron will be located as part of the defense system. --- --- ## 9. Which plane models will I assign for each Squadron? Do I need one plane model or more plane models per squadron? --- --- Per Squadron, one or multiple plane models can be allocated as **Templates**. --- These are late activated groups with one airplane or helicopter that start with a specific name, called the **template prefix**. --- The A2A defense system will select from the given templates a random template to spawn a new plane (group). --- --- ## 10. Which payloads, skills and skins will these plane models have? --- --- Per Squadron, even if you have one plane model, you can still allocate multiple templates of one plane model, --- each having different payloads, skills and skins. --- The A2A defense system will select from the given templates a random template to spawn a new plane (group). --- --- ## 11. For each Squadron, which will perform CAP? --- --- Per Squadron, evaluate which Squadrons will perform CAP. --- Not all Squadrons need to perform CAP. --- --- ## 12. For each Squadron doing CAP, in which ZONE(s) will the CAP be performed? --- --- Per CAP, evaluate **where** the CAP will be performed, in other words, define the **zone**. --- Near the border or a bit further away? --- --- ## 13. For each Squadron doing CAP, which zone types will I create? --- --- Per CAP zone, evaluate whether you want: --- --- * simple trigger zones --- * polygon zones --- * moving zones --- --- Depending on the type of zone selected, a different @{Zone} object needs to be created from a ZONE_ class. --- --- ## 14. For each Squadron doing CAP, what are the time intervals and CAP amounts to be performed? --- --- For each CAP: --- --- * **How many** CAP you want to have airborne at the same time? --- * **How frequent** you want the defense mechanism to check whether to start a new CAP? --- --- ## 15. For each Squadron, which will perform GCI? --- --- For each Squadron, evaluate which Squadrons will perform GCI? --- Not all Squadrons need to perform GCI. --- --- ## 16. For each Squadron, which takeoff method will I use? --- --- For each Squadron, evaluate which takeoff method will be used: --- --- * Straight from the air --- * From the runway --- * From a parking spot with running engines --- * From a parking spot with cold engines --- --- **The default takeoff method is staight in the air.** --- --- ## 17. For each Squadron, which landing method will I use? --- --- For each Squadron, evaluate which landing method will be used: --- --- * Despawn near the airbase when returning --- * Despawn after landing on the runway --- * Despawn after engine shutdown after landing --- --- **The default landing method is despawn when near the airbase when returning.** --- --- ## 18. For each Squadron, which overhead will I use? --- --- For each Squadron, depending on the airplane type (modern, old) and payload, which overhead is required to provide any defense? --- In other words, if **X** attacker airplanes are detected, how many **Y** defense airplanes need to be spawned per squadron? --- The **Y** is dependent on the type of airplane (era), payload, fuel levels, skills etc. --- The overhead is a **factor** that will calculate dynamically how many **Y** defenses will be required based on **X** attackers detected. --- --- **The default overhead is 1. A value greater than 1, like 1.5 will increase the overhead with 50%, a value smaller than 1, like 0.5 will decrease the overhead with 50%.** --- --- ## 19. For each Squadron, which grouping will I use? --- --- When multiple targets are detected, how will defense airplanes be grouped when multiple defense airplanes are spawned for multiple attackers? --- Per one, two, three, four? --- --- **The default grouping is 1. That means, that each spawned defender will act individually.** --- --- === --- --- ### Authors: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons). --- ### Authors: **Stonehouse**, **SNAFU** in terms of the advice, documentation, and the original GCICAP script. --- --- @module AI.AI_A2A_Dispatcher --- @image AI_Air_To_Air_Dispatching.JPG - - - -do -- AI_A2A_DISPATCHER - - --- AI_A2A_DISPATCHER class. - -- @type AI_A2A_DISPATCHER - -- @extends Tasking.DetectionManager#DETECTION_MANAGER - - --- Create an automatic air defence system for a coalition. - -- - -- === - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia3.JPG) - -- - -- It includes automatic spawning of Combat Air Patrol aircraft (CAP) and Ground Controlled Intercept aircraft (GCI) in response to enemy air movements that are detected by a ground based radar network. - -- CAP flights will take off and proceed to designated CAP zones where they will remain on station until the ground radars direct them to intercept detected enemy aircraft or they run short of fuel and must return to base (RTB). When a CAP flight leaves their zone to perform an interception or return to base a new CAP flight will spawn to take their place. - -- If all CAP flights are engaged or RTB then additional GCI interceptors will scramble to intercept unengaged enemy aircraft under ground radar control. - -- With a little time and with a little work it provides the mission designer with a convincing and completely automatic air defence system. - -- In short it is a plug in very flexible and configurable air defence module for DCS World. - -- - -- Note that in order to create a two way A2A defense system, two AI\_A2A\_DISPATCHER defense system may need to be created, for each coalition one. - -- This is a good implementation, because maybe in the future, more coalitions may become available in DCS world. - -- - -- === - -- - -- # USAGE GUIDE - -- - -- ## 1. AI\_A2A\_DISPATCHER constructor: - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\AI_A2A_DISPATCHER-ME_1.JPG) - -- - -- - -- The @{#AI_A2A_DISPATCHER.New}() method creates a new AI\_A2A\_DISPATCHER instance. - -- - -- ### 1.1. Define the **EWR network**: - -- - -- As part of the AI\_A2A\_DISPATCHER :New() constructor, an EWR network must be given as the first parameter. - -- An EWR network, or, Early Warning Radar network, is used to early detect potential airborne targets and to understand the position of patrolling targets of the enemy. - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia5.JPG) - -- - -- Typically EWR networks are setup using 55G6 EWR, 1L13 EWR, Hawk sr and Patriot str ground based radar units. - -- These radars have different ranges and 55G6 EWR and 1L13 EWR radars are Eastern Bloc units (eg Russia, Ukraine, Georgia) while the Hawk and Patriot radars are Western (eg US). - -- Additionally, ANY other radar capable unit can be part of the EWR network! Also AWACS airborne units, planes, helicopters can help to detect targets, as long as they have radar. - -- The position of these units is very important as they need to provide enough coverage - -- to pick up enemy aircraft as they approach so that CAP and GCI flights can be tasked to intercept them. - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia7.JPG) - -- - -- Additionally in a hot war situation where the border is no longer respected the placement of radars has a big effect on how fast the war escalates. - -- For example if they are a long way forward and can detect enemy planes on the ground and taking off - -- they will start to vector CAP and GCI flights to attack them straight away which will immediately draw a response from the other coalition. - -- Having the radars further back will mean a slower escalation because fewer targets will be detected and - -- therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map. - -- It all depends on what the desired effect is. - -- - -- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional.Detection#DETECTION_BASE} object that is given as the input parameter of the AI\_A2A\_DISPATCHER class. - -- By defining in a **smart way the names or name prefixes of the groups** with EWR capable units, these groups will be **automatically added or deleted** from the EWR network, - -- increasing or decreasing the radar coverage of the Early Warning System. - -- - -- See the following example to setup an EWR network containing EWR stations and AWACS. - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\AI_A2A_DISPATCHER-ME_2.JPG) - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\AI_A2A_DISPATCHER-ME_3.JPG) - -- - -- -- Define a SET_GROUP object that builds a collection of groups that define the EWR network. - -- -- Here we build the network with all the groups that have a name starting with DF CCCP AWACS and DF CCCP EWR. - -- DetectionSetGroup = SET_GROUP:New() - -- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } ) - -- DetectionSetGroup:FilterStart() - -- - -- -- Setup the detection and group targets to a 30km range! - -- Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 ) - -- - -- -- Setup the A2A dispatcher, and initialize it. - -- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) - -- - -- The above example creates a SET_GROUP instance, and stores this in the variable (object) **DetectionSetGroup**. - -- **DetectionSetGroup** is then being configured to filter all active groups with a group name starting with **DF CCCP AWACS** or **DF CCCP EWR** to be included in the Set. - -- **DetectionSetGroup** is then being ordered to start the dynamic filtering. Note that any destroy or new spawn of a group with the above names will be removed or added to the Set. - -- - -- Then a new Detection object is created from the class DETECTION_AREAS. A grouping radius of 30000 is choosen, which is 30km. - -- The **Detection** object is then passed to the @{#AI_A2A_DISPATCHER.New}() method to indicate the EWR network configuration and setup the A2A defense detection mechanism. - -- - -- You could build a **mutual defense system** like this: - -- - -- A2ADispatcher_Red = AI_A2A_DISPATCHER:New( EWR_Red ) - -- A2ADispatcher_Blue = AI_A2A_DISPATCHER:New( EWR_Blue ) - -- - -- ### 2. Define the detected **target grouping radius**: - -- - -- The target grouping radius is a property of the Detection object, that was passed to the AI\_A2A\_DISPATCHER object, but can be changed. - -- The grouping radius should not be too small, but also depends on the types of planes and the era of the simulation. - -- Fast planes like in the 80s, need a larger radius than WWII planes. - -- Typically I suggest to use 30000 for new generation planes and 10000 for older era aircraft. - -- - -- Note that detected targets are constantly re-grouped, that is, when certain detected aircraft are moving further than the group radius, then these aircraft will become a separate - -- group being detected. This may result in additional GCI being started by the dispatcher! So don't make this value too small! - -- - -- ## 3. Set the **Engage Radius**: - -- - -- Define the **Engage Radius** to **engage any target by airborne friendlies**, - -- which are executing **cap** or **returning** from an intercept mission. - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia10.JPG) - -- - -- If there is a target area detected and reported, - -- then any friendlies that are airborne near this target area, - -- will be commanded to (re-)engage that target when available (if no other tasks were commanded). - -- - -- For example, if **50000** or **50km** is given as a value, then any friendly that is airborne within **50km** from the detected target, - -- will be considered to receive the command to engage that target area. - -- - -- You need to evaluate the value of this parameter carefully: - -- - -- * If too small, more intercept missions may be triggered upon detected target areas. - -- * If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far. - -- - -- The **default** Engage Radius is defined as **100000** or **100km**. - -- Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to set a specific Engage Radius. - -- **The Engage Radius is defined for ALL squadrons which are operational.** - -- - -- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-019%20-%20AI_A2A%20-%20Engage%20Range%20Test) - -- - -- In this example an Engage Radius is set to various values. - -- - -- -- Set 50km as the radius to engage any target by airborne friendlies. - -- A2ADispatcher:SetEngageRadius( 50000 ) - -- - -- -- Set 100km as the radius to engage any target by airborne friendlies. - -- A2ADispatcher:SetEngageRadius() -- 100000 is the default value. - -- - -- - -- ## 4. Set the **Ground Controlled Intercept Radius** or **Gci radius**: - -- - -- When targets are detected that are still really far off, you don't want the AI_A2A_DISPATCHER to launch intercepts just yet. - -- You want it to wait until a certain Gci range is reached, which is the **distance of the closest airbase to target** - -- being **smaller** than the **Ground Controlled Intercept radius** or **Gci radius**. - -- - -- The **default** Gci radius is defined as **200000** or **200km**. Override the default Gci radius when the era of the warfare is early, or, - -- when you don't want to let the AI_A2A_DISPATCHER react immediately when a certain border or area is not being crossed. - -- - -- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius. - -- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.** - -- - -- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test) - -- - -- In these examples, the Gci Radius is set to various values: - -- - -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. - -- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) - -- - -- -- Set 100km as the radius to ground control intercept detected targets from the nearest airbase. - -- A2ADispatcher:SetGciRadius( 100000 ) - -- - -- -- Set 200km as the radius to ground control intercept. - -- A2ADispatcher:SetGciRadius() -- 200000 is the default value. - -- - -- ## 5. Set the **borders**: - -- - -- According to the tactical and strategic design of the mission broadly decide the shape and extent of red and blue territories. - -- They should be laid out such that a border area is created between the two coalitions. - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia4.JPG) - -- - -- **Define a border area to simulate a cold war scenario.** - -- Use the method @{#AI_A2A_DISPATCHER.SetBorderZone}() to create a border zone for the dispatcher. - -- - -- A **cold war** is one where CAP aircraft patrol their territory but will not attack enemy aircraft or launch GCI aircraft unless enemy aircraft enter their territory. In other words the EWR may detect an enemy aircraft but will only send aircraft to attack it if it crosses the border. - -- A **hot war** is one where CAP aircraft will intercept any detected enemy aircraft and GCI aircraft will launch against detected enemy aircraft without regard for territory. In other words if the ground radar can detect the enemy aircraft then it will send CAP and GCI aircraft to attack it. - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia9.JPG) - -- - -- If it's a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Core.Zone#ZONE_BASE}. - -- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than - -- it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. - -- In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. - -- - -- Demonstration Mission: [AID-009 - AI_A2A - Border Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-009 - AI_A2A - Border Test) - -- - -- In this example a border is set for the CCCP A2A dispatcher: - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\AI_A2A_DISPATCHER-ME_4.JPG) - -- - -- -- Setup the A2A dispatcher, and initialize it. - -- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) - -- - -- -- Setup the border. - -- -- Initialize the dispatcher, setting up a border zone. This is a polygon, - -- -- which takes the waypoints of a late activated group with the name CCCP Border as the boundaries of the border area. - -- -- Any enemy crossing this border will be engaged. - -- - -- CCCPBorderZone = ZONE_POLYGON:New( "CCCP Border", GROUP:FindByName( "CCCP Border" ) ) - -- A2ADispatcher:SetBorderZone( CCCPBorderZone ) - -- - -- ## 6. Squadrons: - -- - -- The AI\_A2A\_DISPATCHER works with **Squadrons**, that need to be defined using the different methods available. - -- - -- Use the method @{#AI_A2A_DISPATCHER.SetSquadron}() to **setup a new squadron** active at an airfield, - -- while defining which plane types are being used by the squadron and how many resources are available. - -- - -- Squadrons: - -- - -- * Have name (string) that is the identifier or key of the squadron. - -- * Have specific plane types. - -- * Are located at one airbase. - -- * Optionally have a limited set of resources. The default is that squadrons have **unlimited resources**. - -- - -- The name of the squadron given acts as the **squadron key** in the AI\_A2A\_DISPATCHER:Squadron...() methods. - -- - -- Additionally, squadrons have specific configuration options to: - -- - -- * Control how new aircraft are taking off from the airfield (in the air, cold, hot, at the runway). - -- * Control how returning aircraft are landing at the airfield (in the air near the airbase, after landing, after engine shutdown). - -- * Control the **grouping** of new aircraft spawned at the airfield. If there is more than one aircraft to be spawned, these may be grouped. - -- * Control the **overhead** or defensive strength of the squadron. Depending on the types of planes and amount of resources, the mission designer can choose to increase or reduce the amount of planes spawned. - -- - -- For performance and bug workaround reasons within DCS, squadrons have different methods to spawn new aircraft or land returning or damaged aircraft. - -- - -- This example defines a couple of squadrons. Note the templates defined within the Mission Editor. - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\AI_A2A_DISPATCHER-ME_5.JPG) - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\AI_A2A_DISPATCHER-ME_6.JPG) - -- - -- -- Setup the squadrons. - -- A2ADispatcher:SetSquadron( "Mineralnye", AIRBASE.Caucasus.Mineralnye_Vody, { "SQ CCCP SU-27" }, 20 ) - -- A2ADispatcher:SetSquadron( "Maykop", AIRBASE.Caucasus.Maykop_Khanskaya, { "SQ CCCP MIG-31" }, 20 ) - -- A2ADispatcher:SetSquadron( "Mozdok", AIRBASE.Caucasus.Mozdok, { "SQ CCCP MIG-31" }, 20 ) - -- A2ADispatcher:SetSquadron( "Sochi", AIRBASE.Caucasus.Sochi_Adler, { "SQ CCCP SU-27" }, 20 ) - -- A2ADispatcher:SetSquadron( "Novo", AIRBASE.Caucasus.Novorossiysk, { "SQ CCCP SU-27" }, 20 ) - -- - -- ### 6.1. Set squadron take-off methods - -- - -- Use the various SetSquadronTakeoff... methods to control how squadrons are taking-off from the airfield: - -- - -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoff}() is the generic configuration method to control takeoff from the air, hot, cold or from the runway. See the method for further details. - -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoffInAir}() will spawn new aircraft from the squadron directly in the air. - -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoffFromParkingCold}() will spawn new aircraft in without running engines at a parking spot at the airfield. - -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoffFromParkingHot}() will spawn new aircraft in with running engines at a parking spot at the airfield. - -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoffFromRunway}() will spawn new aircraft at the runway at the airfield. - -- - -- **The default landing method is to spawn new aircraft directly in the air.** - -- - -- Use these methods to fine-tune for specific airfields that are known to create bottlenecks, or have reduced airbase efficiency. - -- The more and the longer aircraft need to taxi at an airfield, the more risk there is that: - -- - -- * aircraft will stop waiting for each other or for a landing aircraft before takeoff. - -- * aircraft may get into a "dead-lock" situation, where two aircraft are blocking each other. - -- * aircraft may collide at the airbase. - -- * aircraft may be awaiting the landing of a plane currently in the air, but never lands ... - -- - -- Currently within the DCS engine, the airfield traffic coordination is erroneous and contains a lot of bugs. - -- If you experience while testing problems with aircraft take-off or landing, please use one of the above methods as a solution to workaround these issues! - -- - -- This example sets the default takeoff method to be from the runway. - -- And for a couple of squadrons overrides this default method. - -- - -- -- Setup the Takeoff methods - -- - -- -- The default takeoff - -- A2ADispatcher:SetDefaultTakeOffFromRunway() - -- - -- -- The individual takeoff per squadron - -- A2ADispatcher:SetSquadronTakeoff( "Mineralnye", AI_A2A_DISPATCHER.Takeoff.Air ) - -- A2ADispatcher:SetSquadronTakeoffInAir( "Sochi" ) - -- A2ADispatcher:SetSquadronTakeoffFromRunway( "Mozdok" ) - -- A2ADispatcher:SetSquadronTakeoffFromParkingCold( "Maykop" ) - -- A2ADispatcher:SetSquadronTakeoffFromParkingHot( "Novo" ) - -- - -- - -- ### 6.1. Set Squadron takeoff altitude when spawning new aircraft in the air. - -- - -- In the case of the @{#AI_A2A_DISPATCHER.SetSquadronTakeoffInAir}() there is also an other parameter that can be applied. - -- That is modifying or setting the **altitude** from where planes spawn in the air. - -- Use the method @{#AI_A2A_DISPATCHER.SetSquadronTakeoffInAirAltitude}() to set the altitude for a specific squadron. - -- The default takeoff altitude can be modified or set using the method @{#AI_A2A_DISPATCHER.SetSquadronTakeoffInAirAltitude}(). - -- As part of the method @{#AI_A2A_DISPATCHER.SetSquadronTakeoffInAir}() a parameter can be specified to set the takeoff altitude. - -- If this parameter is not specified, then the default altitude will be used for the squadron. - -- - -- ### 6.2. Set squadron landing methods - -- - -- In analogy with takeoff, the landing methods are to control how squadrons land at the airfield: - -- - -- * @{#AI_A2A_DISPATCHER.SetSquadronLanding}() is the generic configuration method to control landing, namely despawn the aircraft near the airfield in the air, right after landing, or at engine shutdown. - -- * @{#AI_A2A_DISPATCHER.SetSquadronLandingNearAirbase}() will despawn the returning aircraft in the air when near the airfield. - -- * @{#AI_A2A_DISPATCHER.SetSquadronLandingAtRunway}() will despawn the returning aircraft directly after landing at the runway. - -- * @{#AI_A2A_DISPATCHER.SetSquadronLandingAtEngineShutdown}() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines. - -- - -- You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency. - -- When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the - -- A2A defense system, as no new CAP or GCI planes can takeoff. - -- Note that the method @{#AI_A2A_DISPATCHER.SetSquadronLandingNearAirbase}() will only work for returning aircraft, not for damaged or out of fuel aircraft. - -- Damaged or out-of-fuel aircraft are returning to the nearest friendly airbase and will land, and are out of control from ground control. - -- - -- This example defines the default landing method to be at the runway. - -- And for a couple of squadrons overrides this default method. - -- - -- -- Setup the Landing methods - -- - -- -- The default landing method - -- A2ADispatcher:SetDefaultLandingAtRunway() - -- - -- -- The individual landing per squadron - -- A2ADispatcher:SetSquadronLandingAtRunway( "Mineralnye" ) - -- A2ADispatcher:SetSquadronLandingNearAirbase( "Sochi" ) - -- A2ADispatcher:SetSquadronLandingAtEngineShutdown( "Mozdok" ) - -- A2ADispatcher:SetSquadronLandingNearAirbase( "Maykop" ) - -- A2ADispatcher:SetSquadronLanding( "Novo", AI_A2A_DISPATCHER.Landing.AtRunway ) - -- - -- - -- ### 6.3. Set squadron grouping - -- - -- Use the method @{#AI_A2A_DISPATCHER.SetSquadronGrouping}() to set the grouping of CAP or GCI flights that will take-off when spawned. - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia12.JPG) - -- - -- In the case of GCI, the @{#AI_A2A_DISPATCHER.SetSquadronGrouping}() method has additional behaviour. When there aren't enough CAP flights airborne, a GCI will be initiated for the remaining - -- targets to be engaged. Depending on the grouping parameter, the spawned flights for GCI are grouped into this setting. - -- For example with a group setting of 2, if 3 targets are detected and cannot be engaged by CAP or any airborne flight, - -- a GCI needs to be started, the GCI flights will be grouped as follows: Group 1 of 2 flights and Group 2 of one flight! - -- - -- Even more ... If one target has been detected, and the overhead is 1.5, grouping is 1, then two groups of planes will be spawned, with one unit each! - -- - -- The **grouping value is set for a Squadron**, and can be **dynamically adjusted** during mission execution, so to adjust the defense flights grouping when the tactical situation changes. - -- - -- ### 6.4. Overhead and Balance the effectiveness of the air defenses in case of GCI. - -- - -- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units. - -- The **default value** of the overhead parameter is 1.0, which means **equal balance**. - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia11.JPG) - -- - -- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed. - -- - -- The @{#AI_A2A_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength, - -- taking into account the plane types of the squadron. - -- - -- For example, a MIG-31 with full long-distance A2A missiles payload, may still be less effective than a F-15C with short missiles... - -- So in this case, one may want to use the @{#AI_A2A_DISPATCHER.SetOverhead}() method to allocate more defending planes as the amount of detected attacking planes. - -- The overhead must be given as a decimal value with 1 as the neutral value, which means that overhead values: - -- - -- * Higher than 1.0, for example 1.5, will increase the defense unit amounts. For 4 planes detected, 6 planes will be spawned. - -- * Lower than 1, for example 0.75, will decrease the defense unit amounts. For 4 planes detected, only 3 planes will be spawned. - -- - -- The amount of defending units is calculated by multiplying the amount of detected attacking planes as part of the detected group - -- multiplied by the Overhead and rounded up to the smallest integer. - -- - -- For example ... If one target has been detected, and the overhead is 1.5, grouping is 1, then two groups of planes will be spawned, with one unit each! - -- - -- The **overhead value is set for a Squadron**, and can be **dynamically adjusted** during mission execution, so to adjust the defense overhead when the tactical situation changes. - -- - -- ## 6.5. Squadron fuel treshold. - -- - -- When an airplane gets **out of fuel** to a certain %-tage, which is by default **15% (0.15)**, there are two possible actions that can be taken: - -- - The defender will go RTB, and will be replaced with a new defender if possible. - -- - The defender will refuel at a tanker, if a tanker has been specified for the squadron. - -- - -- Use the method @{#AI_A2A_DISPATCHER.SetSquadronFuelThreshold}() to set the **squadron fuel treshold** of spawned airplanes for all squadrons. - -- - -- ## 7. Setup a squadron for CAP - -- - -- ### 7.1. Set the CAP zones - -- - -- CAP zones are patrol areas where Combat Air Patrol (CAP) flights loiter until they either return to base due to low fuel or are assigned an interception task by ground control. - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia6.JPG) - -- - -- * As the CAP flights wander around within the zone waiting to be tasked, these zones need to be large enough that the aircraft are not constantly turning - -- but do not have to be big and numerous enough to completely cover a border. - -- - -- * CAP zones can be of any type, and are derived from the @{Core.Zone#ZONE_BASE} class. Zones can be @{Core.Zone#ZONE}, @{Core.Zone#ZONE_POLYGON}, @{Core.Zone#ZONE_UNIT}, @{Core.Zone#ZONE_GROUP}, etc. - -- This allows to setup **static, moving and/or complex zones** wherein aircraft will perform the CAP. - -- - -- * Typically 20000-50000 metres width is used and they are spaced so that aircraft in the zone waiting for tasks don't have to far to travel to protect their coalitions important targets. - -- These targets are chosen as part of the mission design and might be an important airfield or town etc. - -- Zone size is also determined somewhat by territory size, plane types - -- (eg WW2 aircraft might mean smaller zones or more zones because they are slower and take longer to intercept enemy aircraft). - -- - -- * In a **cold war** it is important to make sure a CAP zone doesn't intrude into enemy territory as otherwise CAP flights will likely cross borders - -- and spark a full scale conflict which will escalate rapidly. - -- - -- * CAP flights do not need to be in the CAP zone before they are "on station" and ready for tasking. - -- - -- * Typically if a CAP flight is tasked and therefore leaves their zone empty while they go off and intercept their target another CAP flight will spawn to take their place. - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia7.JPG) - -- - -- The following example illustrates how CAP zones are coded: - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\AI_A2A_DISPATCHER-ME_8.JPG) - -- - -- -- CAP Squadron execution. - -- CAPZoneEast = ZONE_POLYGON:New( "CAP Zone East", GROUP:FindByName( "CAP Zone East" ) ) - -- A2ADispatcher:SetSquadronCap( "Mineralnye", CAPZoneEast, 4000, 10000, 500, 600, 800, 900 ) - -- A2ADispatcher:SetSquadronCapInterval( "Mineralnye", 2, 30, 60, 1 ) - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\AI_A2A_DISPATCHER-ME_7.JPG) - -- - -- CAPZoneWest = ZONE_POLYGON:New( "CAP Zone West", GROUP:FindByName( "CAP Zone West" ) ) - -- A2ADispatcher:SetSquadronCap( "Sochi", CAPZoneWest, 4000, 8000, 600, 800, 800, 1200, "BARO" ) - -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\AI_A2A_DISPATCHER-ME_9.JPG) - -- - -- CAPZoneMiddle = ZONE:New( "CAP Zone Middle") - -- A2ADispatcher:SetSquadronCap( "Maykop", CAPZoneMiddle, 4000, 8000, 600, 800, 800, 1200, "RADIO" ) - -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) - -- - -- Note the different @{Zone} MOOSE classes being used to create zones of different types. Please click the @{Zone} link for more information about the different zone types. - -- Zones can be circles, can be setup in the mission editor using trigger zones, but can also be setup in the mission editor as polygons and in this case GROUP objects are being used! - -- - -- ## 7.2. Set the squadron to execute CAP: - -- - -- The method @{#AI_A2A_DISPATCHER.SetSquadronCap}() defines a CAP execution for a squadron. - -- - -- Setting-up a CAP zone also requires specific parameters: - -- - -- * The minimum and maximum altitude - -- * The minimum speed and maximum patrol speed - -- * The minimum and maximum engage speed - -- * The type of altitude measurement - -- - -- These define how the squadron will perform the CAP while partrolling. Different terrain types requires different types of CAP. - -- - -- The @{#AI_A2A_DISPATCHER.SetSquadronCapInterval}() method specifies **how much** and **when** CAP flights will takeoff. - -- - -- It is recommended not to overload the air defense with CAP flights, as these will decrease the performance of the overall system. - -- - -- For example, the following setup will create a CAP for squadron "Sochi": - -- - -- A2ADispatcher:SetSquadronCap( "Sochi", CAPZoneWest, 4000, 8000, 600, 800, 800, 1200, "BARO" ) - -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) - -- - -- ## 7.3. Squadron tanker to refuel when executing CAP and defender is out of fuel. - -- - -- Instead of sending CAP to RTB when out of fuel, you can let CAP refuel in mid air using a tanker. - -- This greatly increases the efficiency of your CAP operations. - -- - -- In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected. - -- Then, use the method @{#AI_A2A_DISPATCHER.SetDefaultTanker}() to set the default tanker for the refuelling. - -- You can also specify a specific tanker for refuelling for a squadron by using the method @{#AI_A2A_DISPATCHER.SetSquadronTanker}(). - -- - -- When the tanker specified is alive and in the air, the tanker will be used for refuelling. - -- - -- For example, the following setup will create a CAP for squadron "Gelend" with a refuel task for the squadron: - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\AI_A2A_DISPATCHER-ME_10.JPG) - -- - -- -- Define the CAP - -- A2ADispatcher:SetSquadron( "Gelend", AIRBASE.Caucasus.Gelendzhik, { "SQ CCCP SU-30" }, 20 ) - -- A2ADispatcher:SetSquadronCap( "Gelend", ZONE:New( "PatrolZoneGelend" ), 4000, 8000, 600, 800, 1000, 1300 ) - -- A2ADispatcher:SetSquadronCapInterval( "Gelend", 2, 30, 600, 1 ) - -- A2ADispatcher:SetSquadronGci( "Gelend", 900, 1200 ) - -- - -- -- Setup the Refuelling for squadron "Gelend", at tanker (group) "TankerGelend" when the fuel in the tank of the CAP defenders is less than 80%. - -- A2ADispatcher:SetSquadronFuelThreshold( "Gelend", 0.8 ) - -- A2ADispatcher:SetSquadronTanker( "Gelend", "TankerGelend" ) - -- - -- ## 8. Setup a squadron for GCI: - -- - -- The method @{#AI_A2A_DISPATCHER.SetSquadronGci}() defines a GCI execution for a squadron. - -- - -- Setting-up a GCI readiness also requires specific parameters: - -- - -- * The minimum speed and maximum patrol speed - -- - -- Essentially this controls how many flights of GCI aircraft can be active at any time. - -- Note allowing large numbers of active GCI flights can adversely impact mission performance on low or medium specification hosts/servers. - -- GCI needs to be setup at strategic airbases. Too far will mean that the aircraft need to fly a long way to reach the intruders, - -- too short will mean that the intruders may have alraedy passed the ideal interception point! - -- - -- For example, the following setup will create a GCI for squadron "Sochi": - -- - -- A2ADispatcher:SetSquadronGci( "Mozdok", 900, 1200 ) - -- - -- ## 9. Other configuration options - -- - -- ### 9.1. Set a tactical display panel: - -- - -- Every 30 seconds, a tactical display panel can be shown that illustrates what the status is of the different groups controlled by AI\_A2A\_DISPATCHER. - -- Use the method @{#AI_A2A_DISPATCHER.SetTacticalDisplay}() to switch on the tactical display panel. The default will not show this panel. - -- Note that there may be some performance impact if this panel is shown. - -- - -- ## 10. Defaults settings. - -- - -- This provides a good overview of the different parameters that are setup or hardcoded by default. - -- For some default settings, a method is available that allows you to tweak the defaults. - -- - -- ## 10.1. Default takeoff method. - -- - -- The default **takeoff method** is set to **in the air**, which means that new spawned airplanes will be spawned directly in the air above the airbase by default. - -- - -- **The default takeoff method can be set for ALL squadrons that don't have an individual takeoff method configured.** - -- - -- * @{#AI_A2A_DISPATCHER.SetDefaultTakeoff}() is the generic configuration method to control takeoff by default from the air, hot, cold or from the runway. See the method for further details. - -- * @{#AI_A2A_DISPATCHER.SetDefaultTakeoffInAir}() will spawn by default new aircraft from the squadron directly in the air. - -- * @{#AI_A2A_DISPATCHER.SetDefaultTakeoffFromParkingCold}() will spawn by default new aircraft in without running engines at a parking spot at the airfield. - -- * @{#AI_A2A_DISPATCHER.SetDefaultTakeoffFromParkingHot}() will spawn by default new aircraft in with running engines at a parking spot at the airfield. - -- * @{#AI_A2A_DISPATCHER.SetDefaultTakeoffFromRunway}() will spawn by default new aircraft at the runway at the airfield. - -- - -- ## 10.2. Default landing method. - -- - -- The default **landing method** is set to **near the airbase**, which means that returning airplanes will be despawned directly in the air by default. - -- - -- The default landing method can be set for ALL squadrons that don't have an individual landing method configured. - -- - -- * @{#AI_A2A_DISPATCHER.SetDefaultLanding}() is the generic configuration method to control by default landing, namely despawn the aircraft near the airfield in the air, right after landing, or at engine shutdown. - -- * @{#AI_A2A_DISPATCHER.SetDefaultLandingNearAirbase}() will despawn by default the returning aircraft in the air when near the airfield. - -- * @{#AI_A2A_DISPATCHER.SetDefaultLandingAtRunway}() will despawn by default the returning aircraft directly after landing at the runway. - -- * @{#AI_A2A_DISPATCHER.SetDefaultLandingAtEngineShutdown}() will despawn by default the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines. - -- - -- ## 10.3. Default overhead. - -- - -- The default **overhead** is set to **1**. That essentially means that there isn't any overhead set by default. - -- - -- The default overhead value can be set for ALL squadrons that don't have an individual overhead value configured. - -- - -- Use the @{#AI_A2A_DISPATCHER.SetDefaultOverhead}() method can be used to set the default overhead or defense strength for ALL squadrons. - -- - -- ## 10.4. Default grouping. - -- - -- The default **grouping** is set to **one airplane**. That essentially means that there won't be any grouping applied by default. - -- - -- The default grouping value can be set for ALL squadrons that don't have an individual grouping value configured. - -- - -- Use the method @{#AI_A2A_DISPATCHER.SetDefaultGrouping}() to set the **default grouping** of spawned airplanes for all squadrons. - -- - -- ## 10.5. Default RTB fuel treshold. - -- - -- When an airplane gets **out of fuel** to a certain %-tage, which is **15% (0.15)**, it will go RTB, and will be replaced with a new airplane when applicable. - -- - -- Use the method @{#AI_A2A_DISPATCHER.SetDefaultFuelThreshold}() to set the **default fuel treshold** of spawned airplanes for all squadrons. - -- - -- ## 10.6. Default RTB damage treshold. - -- - -- When an airplane is **damaged** to a certain %-tage, which is **40% (0.40)**, it will go RTB, and will be replaced with a new airplane when applicable. - -- - -- Use the method @{#AI_A2A_DISPATCHER.SetDefaultDamageThreshold}() to set the **default damage treshold** of spawned airplanes for all squadrons. - -- - -- ## 10.7. Default settings for CAP. - -- - -- ### 10.7.1. Default CAP Time Interval. - -- - -- CAP is time driven, and will evaluate in random time intervals if a new CAP needs to be spawned. - -- The **default CAP time interval** is between **180** and **600** seconds. - -- - -- Use the method @{#AI_A2A_DISPATCHER.SetDefaultCapTimeInterval}() to set the **default CAP time interval** of spawned airplanes for all squadrons. - -- Note that you can still change the CAP limit and CAP time intervals for each CAP individually using the @{#AI_A2A_DISPATCHER.SetSquadronCapTimeInterval}() method. - -- - -- ### 10.7.2. Default CAP limit. - -- - -- Multiple CAP can be airborne at the same time for one squadron, which is controlled by the **CAP limit**. - -- The **default CAP limit** is 1 CAP per squadron to be airborne at the same time. - -- Note that the default CAP limit is used when a Squadron CAP is defined, and cannot be changed afterwards. - -- So, ensure that you set the default CAP limit **before** you spawn the Squadron CAP. - -- - -- Use the method @{#AI_A2A_DISPATCHER.SetDefaultCapTimeInterval}() to set the **default CAP time interval** of spawned airplanes for all squadrons. - -- Note that you can still change the CAP limit and CAP time intervals for each CAP individually using the @{#AI_A2A_DISPATCHER.SetSquadronCapTimeInterval}() method. - -- - -- ## 10.7.3. Default tanker for refuelling when executing CAP. - -- - -- Instead of sending CAP to RTB when out of fuel, you can let CAP refuel in mid air using a tanker. - -- This greatly increases the efficiency of your CAP operations. - -- - -- In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected. - -- Then, use the method @{#AI_A2A_DISPATCHER.SetDefaultTanker}() to set the tanker for the dispatcher. - -- Use the method @{#AI_A2A_DISPATCHER.SetDefaultFuelThreshold}() to set the %-tage left in the defender airplane tanks when a refuel action is needed. - -- - -- When the tanker specified is alive and in the air, the tanker will be used for refuelling. - -- - -- For example, the following setup will set the default refuel tanker to "Tanker": - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\AI_A2A_DISPATCHER-ME_11.JPG) - -- - -- -- Define the CAP - -- A2ADispatcher:SetSquadron( "Sochi", AIRBASE.Caucasus.Sochi_Adler, { "SQ CCCP SU-34" }, 20 ) - -- A2ADispatcher:SetSquadronCap( "Sochi", ZONE:New( "PatrolZone" ), 4000, 8000, 600, 800, 1000, 1300 ) - -- A2ADispatcher:SetSquadronCapInterval("Sochi", 2, 30, 600, 1 ) - -- A2ADispatcher:SetSquadronGci( "Sochi", 900, 1200 ) - -- - -- -- Set the default tanker for refuelling to "Tanker", when the default fuel treshold has reached 90% fuel left. - -- A2ADispatcher:SetDefaultFuelThreshold( 0.9 ) - -- A2ADispatcher:SetDefaultTanker( "Tanker" ) - -- - -- ## 10.8. Default settings for GCI. - -- - -- ## 10.8.1. Optimal intercept point calculation. - -- - -- When intruders are detected, the intrusion path of the attackers can be monitored by the EWR. - -- Although defender planes might be on standby at the airbase, it can still take some time to get the defenses up in the air if there aren't any defenses airborne. - -- This time can easily take 2 to 3 minutes, and even then the defenders still need to fly towards the target, which takes also time. - -- - -- Therefore, an optimal **intercept point** is calculated which takes a couple of parameters: - -- - -- * The average bearing of the intruders for an amount of seconds. - -- * The average speed of the intruders for an amount of seconds. - -- * An assumed time it takes to get planes operational at the airbase. - -- - -- The **intercept point** will determine: - -- - -- * If there are any friendlies close to engage the target. These can be defenders performing CAP or defenders in RTB. - -- * The optimal airbase from where defenders will takeoff for GCI. - -- - -- Use the method @{#AI_A2A_DISPATCHER.SetIntercept}() to modify the assumed intercept delay time to calculate a valid interception. - -- - -- ## 10.8.2. Default Disengage Radius. - -- - -- The radius to **disengage any target** when the **distance** of the defender to the **home base** is larger than the specified meters. - -- The default Disengage Radius is **300km** (300000 meters). Note that the Disengage Radius is applicable to ALL squadrons! - -- - -- Use the method @{#AI_A2A_DISPATCHER.SetDisengageRadius}() to modify the default Disengage Radius to another distance setting. - -- - -- ## 11. Airbase capture: - -- - -- Different squadrons can be located at one airbase. - -- If the airbase gets captured, that is, when there is an enemy unit near the airbase, and there aren't anymore friendlies at the airbase, the airbase will change coalition ownership. - -- As a result, the GCI and CAP will stop! - -- However, the squadron will still stay alive. Any airplane that is airborne will continue its operations until all airborne airplanes - -- of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players. - -- - -- ## 12. Q & A: - -- - -- ### 12.1. Which countries will be selected for each coalition? - -- - -- Which countries are assigned to a coalition influences which units are available to the coalition. - -- For example because the mission calls for a EWR radar on the blue side the Ukraine might be chosen as a blue country - -- so that the 55G6 EWR radar unit is available to blue. - -- Some countries assign different tasking to aircraft, for example Germany assigns the CAP task to F-4E Phantoms but the USA does not. - -- Therefore if F4s are wanted as a coalition's CAP or GCI aircraft Germany will need to be assigned to that coalition. - -- - -- ### 12.2. Country, type, load out, skill and skins for CAP and GCI aircraft? - -- - -- * Note these can be from any countries within the coalition but must be an aircraft with one of the main tasks being "CAP". - -- * Obviously skins which are selected must be available to all players that join the mission otherwise they will see a default skin. - -- * Load outs should be appropriate to a CAP mission eg perhaps drop tanks for CAP flights and extra missiles for GCI flights. - -- * These decisions will eventually lead to template aircraft units being placed as late activation units that the script will use as templates for spawning CAP and GCI flights. Up to 4 different aircraft configurations can be chosen for each coalition. The spawned aircraft will inherit the characteristics of the template aircraft. - -- * The selected aircraft type must be able to perform the CAP tasking for the chosen country. - -- - -- - -- @field #AI_A2A_DISPATCHER - AI_A2A_DISPATCHER = { - ClassName = "AI_A2A_DISPATCHER", - Detection = nil, - } - - - --- Enumerator for spawns at airbases - -- @type AI_A2A_DISPATCHER.Takeoff - -- @extends Wrapper.Group#GROUP.Takeoff - - --- @field #AI_A2A_DISPATCHER.Takeoff Takeoff - AI_A2A_DISPATCHER.Takeoff = GROUP.Takeoff - - --- Defnes Landing location. - -- @field Landing - AI_A2A_DISPATCHER.Landing = { - NearAirbase = 1, - AtRunway = 2, - AtEngineShutdown = 3, - } - - --- AI_A2A_DISPATCHER constructor. - -- This is defining the A2A DISPATCHER for one coaliton. - -- The Dispatcher works with a @{Functional.Detection#DETECTION_BASE} object that is taking of the detection of targets using the EWR units. - -- The Detection object is polymorphic, depending on the type of detection object choosen, the detection will work differently. - -- @param #AI_A2A_DISPATCHER self - -- @param Functional.Detection#DETECTION_BASE Detection The DETECTION object that will detects targets using the the Early Warning Radar network. - -- @return #AI_A2A_DISPATCHER self - -- @usage - -- - -- -- Setup the Detection, using DETECTION_AREAS. - -- -- First define the SET of GROUPs that are defining the EWR network. - -- -- Here with prefixes DF CCCP AWACS, DF CCCP EWR. - -- DetectionSetGroup = SET_GROUP:New() - -- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } ) - -- DetectionSetGroup:FilterStart() - -- - -- -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius. - -- Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 ) - -- - -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. - -- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) -- - -- - function AI_A2A_DISPATCHER:New( Detection ) - - -- Inherits from DETECTION_MANAGER - local self = BASE:Inherit( self, DETECTION_MANAGER:New( nil, Detection ) ) -- #AI_A2A_DISPATCHER - - self.Detection = Detection -- Functional.Detection#DETECTION_AREAS - - -- This table models the DefenderSquadron templates. - self.DefenderSquadrons = {} -- The Defender Squadrons. - self.DefenderSpawns = {} - self.DefenderTasks = {} -- The Defenders Tasks. - self.DefenderDefault = {} -- The Defender Default Settings over all Squadrons. - - -- TODO: Check detection through radar. - self.Detection:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } ) - --self.Detection:InitDetectRadar( true ) - self.Detection:SetRefreshTimeInterval( 30 ) - - self:SetEngageRadius() - self:SetGciRadius() - self:SetIntercept( 300 ) -- A default intercept delay time of 300 seconds. - self:SetDisengageRadius( 300000 ) -- The default Disengage Radius is 300 km. - - self:SetDefaultTakeoff( AI_A2A_DISPATCHER.Takeoff.Air ) - self:SetDefaultTakeoffInAirAltitude( 500 ) -- Default takeoff is 500 meters above the ground. - self:SetDefaultLanding( AI_A2A_DISPATCHER.Landing.NearAirbase ) - self:SetDefaultOverhead( 1 ) - self:SetDefaultGrouping( 1 ) - self:SetDefaultFuelThreshold( 0.15, 0 ) -- 15% of fuel remaining in the tank will trigger the airplane to return to base or refuel. - self:SetDefaultDamageThreshold( 0.4 ) -- When 40% of damage, go RTB. - self:SetDefaultCapTimeInterval( 180, 600 ) -- Between 180 and 600 seconds. - self:SetDefaultCapLimit( 1 ) -- Maximum one CAP per squadron. - - - self:AddTransition( "Started", "Assign", "Started" ) - - --- OnAfter Transition Handler for Event Assign. - -- @function [parent=#AI_A2A_DISPATCHER] OnAfterAssign - -- @param #AI_A2A_DISPATCHER self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @param Tasking.Task_A2A#AI_A2A Task - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param #string PlayerName - - self:AddTransition( "*", "CAP", "*" ) - - --- CAP Handler OnBefore for AI_A2A_DISPATCHER - -- @function [parent=#AI_A2A_DISPATCHER] OnBeforeCAP - -- @param #AI_A2A_DISPATCHER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- CAP Handler OnAfter for AI_A2A_DISPATCHER - -- @function [parent=#AI_A2A_DISPATCHER] OnAfterCAP - -- @param #AI_A2A_DISPATCHER self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- CAP Trigger for AI_A2A_DISPATCHER - -- @function [parent=#AI_A2A_DISPATCHER] CAP - -- @param #AI_A2A_DISPATCHER self - - --- CAP Asynchronous Trigger for AI_A2A_DISPATCHER - -- @function [parent=#AI_A2A_DISPATCHER] __CAP - -- @param #AI_A2A_DISPATCHER self - -- @param #number Delay - - self:AddTransition( "*", "GCI", "*" ) - - --- GCI Handler OnBefore for AI_A2A_DISPATCHER - -- @function [parent=#AI_A2A_DISPATCHER] OnBeforeGCI - -- @param #AI_A2A_DISPATCHER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- GCI Handler OnAfter for AI_A2A_DISPATCHER - -- @function [parent=#AI_A2A_DISPATCHER] OnAfterGCI - -- @param #AI_A2A_DISPATCHER self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- GCI Trigger for AI_A2A_DISPATCHER - -- @function [parent=#AI_A2A_DISPATCHER] GCI - -- @param #AI_A2A_DISPATCHER self - - --- GCI Asynchronous Trigger for AI_A2A_DISPATCHER - -- @function [parent=#AI_A2A_DISPATCHER] __GCI - -- @param #AI_A2A_DISPATCHER self - -- @param #number Delay - - self:AddTransition( "*", "ENGAGE", "*" ) - - --- ENGAGE Handler OnBefore for AI_A2A_DISPATCHER - -- @function [parent=#AI_A2A_DISPATCHER] OnBeforeENGAGE - -- @param #AI_A2A_DISPATCHER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- ENGAGE Handler OnAfter for AI_A2A_DISPATCHER - -- @function [parent=#AI_A2A_DISPATCHER] OnAfterENGAGE - -- @param #AI_A2A_DISPATCHER self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- ENGAGE Trigger for AI_A2A_DISPATCHER - -- @function [parent=#AI_A2A_DISPATCHER] ENGAGE - -- @param #AI_A2A_DISPATCHER self - - --- ENGAGE Asynchronous Trigger for AI_A2A_DISPATCHER - -- @function [parent=#AI_A2A_DISPATCHER] __ENGAGE - -- @param #AI_A2A_DISPATCHER self - -- @param #number Delay - - - -- Subscribe to the CRASH event so that when planes are shot - -- by a Unit from the dispatcher, they will be removed from the detection... - -- This will avoid the detection to still "know" the shot unit until the next detection. - -- Otherwise, a new intercept or engage may happen for an already shot plane! - - - self:HandleEvent( EVENTS.Crash, self.OnEventCrashOrDead ) - self:HandleEvent( EVENTS.Dead, self.OnEventCrashOrDead ) - --self:HandleEvent( EVENTS.RemoveUnit, self.OnEventCrashOrDead ) - - - self:HandleEvent( EVENTS.Land ) - self:HandleEvent( EVENTS.EngineShutdown ) - - -- Handle the situation where the airbases are captured. - self:HandleEvent( EVENTS.BaseCaptured ) - - self:SetTacticalDisplay( false ) - - self.DefenderCAPIndex = 0 - - self:__Start( 5 ) - - return self - end - - - --- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:onafterStart( From, Event, To ) - - self:GetParent( self, AI_A2A_DISPATCHER ).onafterStart( self, From, Event, To ) - - -- Spawn the resources. - for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons ) do - DefenderSquadron.Resource = {} - if DefenderSquadron.ResourceCount then - for Resource = 1, DefenderSquadron.ResourceCount do - self:ParkDefender( DefenderSquadron ) - end - end - end - end - - - --- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:ParkDefender( DefenderSquadron ) - local TemplateID = math.random( 1, #DefenderSquadron.Spawn ) - local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN - Spawn:InitGrouping( 1 ) - local SpawnGroup - if self:IsSquadronVisible( DefenderSquadron.Name ) then - SpawnGroup = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, SPAWN.Takeoff.Cold ) - local GroupName = SpawnGroup:GetName() - DefenderSquadron.Resources = DefenderSquadron.Resources or {} - DefenderSquadron.Resources[TemplateID] = DefenderSquadron.Resources[TemplateID] or {} - DefenderSquadron.Resources[TemplateID][GroupName] = {} - DefenderSquadron.Resources[TemplateID][GroupName] = SpawnGroup - end - end - - - --- @param #AI_A2A_DISPATCHER self - -- @param Core.Event#EVENTDATA EventData - function AI_A2A_DISPATCHER:OnEventBaseCaptured( EventData ) - - local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured. - - self:I( "Captured " .. AirbaseName ) - - -- Now search for all squadrons located at the airbase, and sanatize them. - for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do - if Squadron.AirbaseName == AirbaseName then - Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning. - Squadron.Captured = true - self:I( "Squadron " .. SquadronName .. " captured." ) - end - end - end - - --- @param #AI_A2A_DISPATCHER self - -- @param Core.Event#EVENTDATA EventData - function AI_A2A_DISPATCHER:OnEventCrashOrDead( EventData ) - self.Detection:ForgetDetectedUnit( EventData.IniUnitName ) - end - - --- @param #AI_A2A_DISPATCHER self - -- @param Core.Event#EVENTDATA EventData - function AI_A2A_DISPATCHER:OnEventLand( EventData ) - self:F( "Landed" ) - local DefenderUnit = EventData.IniUnit - local Defender = EventData.IniGroup - local Squadron = self:GetSquadronFromDefender( Defender ) - if Squadron then - self:F( { SquadronName = Squadron.Name } ) - local LandingMethod = self:GetSquadronLanding( Squadron.Name ) - if LandingMethod == AI_A2A_DISPATCHER.Landing.AtRunway then - local DefenderSize = Defender:GetSize() - if DefenderSize == 1 then - self:RemoveDefenderFromSquadron( Squadron, Defender ) - end - DefenderUnit:Destroy() - self:ParkDefender( Squadron, Defender ) - return - end - if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then - -- Damaged units cannot be repaired anymore. - DefenderUnit:Destroy() - return - end - end - end - - --- @param #AI_A2A_DISPATCHER self - -- @param Core.Event#EVENTDATA EventData - function AI_A2A_DISPATCHER:OnEventEngineShutdown( EventData ) - local DefenderUnit = EventData.IniUnit - local Defender = EventData.IniGroup - local Squadron = self:GetSquadronFromDefender( Defender ) - if Squadron then - self:F( { SquadronName = Squadron.Name } ) - local LandingMethod = self:GetSquadronLanding( Squadron.Name ) - if LandingMethod == AI_A2A_DISPATCHER.Landing.AtEngineShutdown and - not DefenderUnit:InAir() then - local DefenderSize = Defender:GetSize() - if DefenderSize == 1 then - self:RemoveDefenderFromSquadron( Squadron, Defender ) - end - DefenderUnit:Destroy() - self:ParkDefender( Squadron, Defender ) - end - end - end - - --- Define the radius to engage any target by airborne friendlies, which are executing cap or returning from an intercept mission. - -- If there is a target area detected and reported, then any friendlies that are airborne near this target area, - -- will be commanded to (re-)engage that target when available (if no other tasks were commanded). - -- - -- For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target, - -- will be considered to receive the command to engage that target area. - -- - -- You need to evaluate the value of this parameter carefully: - -- - -- * If too small, more intercept missions may be triggered upon detected target areas. - -- * If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far. - -- - -- **Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to modify the default Engage Radius for ALL squadrons.** - -- - -- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-019%20-%20AI_A2A%20-%20Engage%20Range%20Test) - -- - -- @param #AI_A2A_DISPATCHER self - -- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target. - -- @return #AI_A2A_DISPATCHER - -- @usage - -- - -- -- Set 50km as the radius to engage any target by airborne friendlies. - -- A2ADispatcher:SetEngageRadius( 50000 ) - -- - -- -- Set 100km as the radius to engage any target by airborne friendlies. - -- A2ADispatcher:SetEngageRadius() -- 100000 is the default value. - -- - function AI_A2A_DISPATCHER:SetEngageRadius( EngageRadius ) - - self.Detection:SetFriendliesRange( EngageRadius or 100000 ) - - return self - end - - --- Define the radius to disengage any target when the distance to the home base is larger than the specified meters. - -- @param #AI_A2A_DISPATCHER self - -- @param #number DisengageRadius (Optional, Default = 300000) The radius to disengage a target when too far from the home base. - -- @return #AI_A2A_DISPATCHER - -- @usage - -- - -- -- Set 50km as the Disengage Radius. - -- A2ADispatcher:SetDisengageRadius( 50000 ) - -- - -- -- Set 100km as the Disengage Radius. - -- A2ADispatcher:SetDisngageRadius() -- 300000 is the default value. - -- - function AI_A2A_DISPATCHER:SetDisengageRadius( DisengageRadius ) - - self.DisengageRadius = DisengageRadius or 300000 - - return self - end - - - --- Define the radius to check if a target can be engaged by an ground controlled intercept. - -- When targets are detected that are still really far off, you don't want the AI_A2A_DISPATCHER to launch intercepts just yet. - -- You want it to wait until a certain Gci range is reached, which is the **distance of the closest airbase to target** - -- being **smaller** than the **Ground Controlled Intercept radius** or **Gci radius**. - -- - -- The **default** Gci radius is defined as **200000** or **200km**. Override the default Gci radius when the era of the warfare is early, or, - -- when you don't want to let the AI_A2A_DISPATCHER react immediately when a certain border or area is not being crossed. - -- - -- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius. - -- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.** - -- - -- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test) - -- - -- @param #AI_A2A_DISPATCHER self - -- @param #number GciRadius (Optional, Default = 200000) The radius to ground control intercept detected targets from the nearest airbase. - -- @return #AI_A2A_DISPATCHER - -- @usage - -- - -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. - -- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) - -- - -- -- Set 100km as the radius to ground control intercept detected targets from the nearest airbase. - -- A2ADispatcher:SetGciRadius( 100000 ) - -- - -- -- Set 200km as the radius to ground control intercept. - -- A2ADispatcher:SetGciRadius() -- 200000 is the default value. - -- - function AI_A2A_DISPATCHER:SetGciRadius( GciRadius ) - - self.GciRadius = GciRadius or 200000 - - return self - end - - - - --- Define a border area to simulate a **cold war** scenario. - -- A **cold war** is one where CAP aircraft patrol their territory but will not attack enemy aircraft or launch GCI aircraft unless enemy aircraft enter their territory. In other words the EWR may detect an enemy aircraft but will only send aircraft to attack it if it crosses the border. - -- A **hot war** is one where CAP aircraft will intercept any detected enemy aircraft and GCI aircraft will launch against detected enemy aircraft without regard for territory. In other words if the ground radar can detect the enemy aircraft then it will send CAP and GCI aircraft to attack it. - -- If it's a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Core.Zone#ZONE_BASE}. This method needs to be used for this. - -- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. Set the noborders parameter to 1 - -- @param #AI_A2A_DISPATCHER self - -- @param Core.Zone#ZONE_BASE BorderZone An object derived from ZONE_BASE, or a list of objects derived from ZONE_BASE. - -- @return #AI_A2A_DISPATCHER - -- @usage - -- - -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. - -- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) - -- - -- -- Set one ZONE_POLYGON object as the border for the A2A dispatcher. - -- local BorderZone = ZONE_POLYGON( "CCCP Border", GROUP:FindByName( "CCCP Border" ) ) -- The GROUP object is a late activate helicopter unit. - -- A2ADispatcher:SetBorderZone( BorderZone ) - -- - -- or - -- - -- -- Set two ZONE_POLYGON objects as the border for the A2A dispatcher. - -- local BorderZone1 = ZONE_POLYGON( "CCCP Border1", GROUP:FindByName( "CCCP Border1" ) ) -- The GROUP object is a late activate helicopter unit. - -- local BorderZone2 = ZONE_POLYGON( "CCCP Border2", GROUP:FindByName( "CCCP Border2" ) ) -- The GROUP object is a late activate helicopter unit. - -- A2ADispatcher:SetBorderZone( { BorderZone1, BorderZone2 } ) - -- - -- - function AI_A2A_DISPATCHER:SetBorderZone( BorderZone ) - - self.Detection:SetAcceptZones( BorderZone ) - - return self - end - - --- Display a tactical report every 30 seconds about which aircraft are: - -- * Patrolling - -- * Engaging - -- * Returning - -- * Damaged - -- * Out of Fuel - -- * ... - -- @param #AI_A2A_DISPATCHER self - -- @param #boolean TacticalDisplay Provide a value of **true** to display every 30 seconds a tactical overview. - -- @return #AI_A2A_DISPATCHER - -- @usage - -- - -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. - -- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) - -- - -- -- Now Setup the Tactical Display for debug mode. - -- A2ADispatcher:SetTacticalDisplay( true ) - -- - function AI_A2A_DISPATCHER:SetTacticalDisplay( TacticalDisplay ) - - self.TacticalDisplay = TacticalDisplay - - return self - end - - - --- Set the default damage treshold when defenders will RTB. - -- The default damage treshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB. - -- @param #AI_A2A_DISPATCHER self - -- @param #number DamageThreshold A decimal number between 0 and 1, that expresses the %-tage of the damage treshold before going RTB. - -- @return #AI_A2A_DISPATCHER - -- @usage - -- - -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. - -- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) - -- - -- -- Now Setup the default damage treshold. - -- A2ADispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged. - -- - function AI_A2A_DISPATCHER:SetDefaultDamageThreshold( DamageThreshold ) - - self.DefenderDefault.DamageThreshold = DamageThreshold - - return self - end - - - --- Set the default CAP time interval for squadrons, which will be used to determine a random CAP timing. - -- The default CAP time interval is between 180 and 600 seconds. - -- @param #AI_A2A_DISPATCHER self - -- @param #number CapMinSeconds The minimum amount of seconds for the random time interval. - -- @param #number CapMaxSeconds The maximum amount of seconds for the random time interval. - -- @return #AI_A2A_DISPATCHER - -- @usage - -- - -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. - -- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) - -- - -- -- Now Setup the default CAP time interval. - -- A2ADispatcher:SetDefaultCapTimeInterval( 300, 1200 ) -- Between 300 and 1200 seconds. - -- - function AI_A2A_DISPATCHER:SetDefaultCapTimeInterval( CapMinSeconds, CapMaxSeconds ) - - self.DefenderDefault.CapMinSeconds = CapMinSeconds - self.DefenderDefault.CapMaxSeconds = CapMaxSeconds - - return self - end - - - --- Set the default CAP limit for squadrons, which will be used to determine how many CAP can be airborne at the same time for the squadron. - -- The default CAP limit is 1 CAP, which means one CAP group being spawned. - -- @param #AI_A2A_DISPATCHER self - -- @param #number CapLimit The maximum amount of CAP that can be airborne at the same time for the squadron. - -- @return #AI_A2A_DISPATCHER - -- @usage - -- - -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. - -- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) - -- - -- -- Now Setup the default CAP limit. - -- A2ADispatcher:SetDefaultCapLimit( 2 ) -- Maximum 2 CAP per squadron. - -- - function AI_A2A_DISPATCHER:SetDefaultCapLimit( CapLimit ) - - self.DefenderDefault.CapLimit = CapLimit - - return self - end - - - function AI_A2A_DISPATCHER:SetIntercept( InterceptDelay ) - - self.DefenderDefault.InterceptDelay = InterceptDelay - - local Detection = self.Detection -- Functional.Detection#DETECTION_AREAS - Detection:SetIntercept( true, InterceptDelay ) - - return self - end - - - --- Calculates which AI friendlies are nearby the area - -- @param #AI_A2A_DISPATCHER self - -- @param DetectedItem - -- @return #table A list of the friendlies nearby. - function AI_A2A_DISPATCHER:GetAIFriendliesNearBy( DetectedItem ) - - local FriendliesNearBy = self.Detection:GetFriendliesDistance( DetectedItem ) - - return FriendliesNearBy - end - - --- - -- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:GetDefenderTasks() - return self.DefenderTasks or {} - end - - --- - -- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:GetDefenderTask( Defender ) - return self.DefenderTasks[Defender] - end - - --- - -- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:GetDefenderTaskFsm( Defender ) - return self:GetDefenderTask( Defender ).Fsm - end - - --- - -- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:GetDefenderTaskTarget( Defender ) - return self:GetDefenderTask( Defender ).Target - end - - --- - -- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:GetDefenderTaskSquadronName( Defender ) - return self:GetDefenderTask( Defender ).SquadronName - end - - --- - -- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:ClearDefenderTask( Defender ) - if Defender:IsAlive() and self.DefenderTasks[Defender] then - local Target = self.DefenderTasks[Defender].Target - local Message = "Clearing (" .. self.DefenderTasks[Defender].Type .. ") " - Message = Message .. Defender:GetName() - if Target then - Message = Message .. ( Target and ( " from " .. Target.Index .. " [" .. Target.Set:Count() .. "]" ) ) or "" - end - self:F( { Target = Message } ) - end - self.DefenderTasks[Defender] = nil - return self - end - - --- - -- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:ClearDefenderTaskTarget( Defender ) - - local DefenderTask = self:GetDefenderTask( Defender ) - - if Defender:IsAlive() and DefenderTask then - local Target = DefenderTask.Target - local Message = "Clearing (" .. DefenderTask.Type .. ") " - Message = Message .. Defender:GetName() - if Target then - Message = Message .. ( Target and ( " from " .. Target.Index .. " [" .. Target.Set:Count() .. "]" ) ) or "" - end - self:F( { Target = Message } ) - end - if Defender and DefenderTask and DefenderTask.Target then - DefenderTask.Target = nil - end --- if Defender and DefenderTask then --- if DefenderTask.Fsm:Is( "Fuel" ) --- or DefenderTask.Fsm:Is( "LostControl") --- or DefenderTask.Fsm:Is( "Damaged" ) then --- self:ClearDefenderTask( Defender ) --- end --- end - return self - end - - - --- - -- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:SetDefenderTask( SquadronName, Defender, Type, Fsm, Target ) - - self:F( { SquadronName = SquadronName, Defender = Defender:GetName() } ) - - self.DefenderTasks[Defender] = self.DefenderTasks[Defender] or {} - self.DefenderTasks[Defender].Type = Type - self.DefenderTasks[Defender].Fsm = Fsm - self.DefenderTasks[Defender].SquadronName = SquadronName - - if Target then - self:SetDefenderTaskTarget( Defender, Target ) - end - return self - end - - - --- - -- @param #AI_A2A_DISPATCHER self - -- @param Wrapper.Group#GROUP AIGroup - function AI_A2A_DISPATCHER:SetDefenderTaskTarget( Defender, AttackerDetection ) - - local Message = "(" .. self.DefenderTasks[Defender].Type .. ") " - Message = Message .. Defender:GetName() - Message = Message .. ( AttackerDetection and ( " target " .. AttackerDetection.Index .. " [" .. AttackerDetection.Set:Count() .. "]" ) ) or "" - self:F( { AttackerDetection = Message } ) - if AttackerDetection then - self.DefenderTasks[Defender].Target = AttackerDetection - end - return self - end - - - --- This is the main method to define Squadrons programmatically. - -- Squadrons: - -- - -- * Have a **name or key** that is the identifier or key of the squadron. - -- * Have **specific plane types** defined by **templates**. - -- * Are **located at one specific airbase**. Multiple squadrons can be located at one airbase through. - -- * Optionally have a limited set of **resources**. The default is that squadrons have unlimited resources. - -- - -- The name of the squadron given acts as the **squadron key** in the AI\_A2A\_DISPATCHER:Squadron...() methods. - -- - -- Additionally, squadrons have specific configuration options to: - -- - -- * Control how new aircraft are **taking off** from the airfield (in the air, cold, hot, at the runway). - -- * Control how returning aircraft are **landing** at the airfield (in the air near the airbase, after landing, after engine shutdown). - -- * Control the **grouping** of new aircraft spawned at the airfield. If there is more than one aircraft to be spawned, these may be grouped. - -- * Control the **overhead** or defensive strength of the squadron. Depending on the types of planes and amount of resources, the mission designer can choose to increase or reduce the amount of planes spawned. - -- - -- For performance and bug workaround reasons within DCS, squadrons have different methods to spawn new aircraft or land returning or damaged aircraft. - -- - -- @param #AI_A2A_DISPATCHER self - -- - -- @param #string SquadronName A string (text) that defines the squadron identifier or the key of the Squadron. - -- It can be any name, for example `"104th Squadron"` or `"SQ SQUADRON1"`, whatever. - -- As long as you remember that this name becomes the identifier of your squadron you have defined. - -- You need to use this name in other methods too! - -- - -- @param #string AirbaseName The airbase name where you want to have the squadron located. - -- You need to specify here EXACTLY the name of the airbase as you see it in the mission editor. - -- Examples are `"Batumi"` or `"Tbilisi-Lochini"`. - -- EXACTLY the airbase name, between quotes `""`. - -- To ease the airbase naming when using the LDT editor and IntelliSense, the @{Wrapper.Airbase#AIRBASE} class contains enumerations of the airbases of each map. - -- - -- * Caucasus: @{Wrapper.Airbase#AIRBASE.Caucaus} - -- * Nevada or NTTR: @{Wrapper.Airbase#AIRBASE.Nevada} - -- * Normandy: @{Wrapper.Airbase#AIRBASE.Normandy} - -- - -- @param #string TemplatePrefixes A string or an array of strings specifying the **prefix names of the templates** (not going to explain what is templates here again). - -- Examples are `{ "104th", "105th" }` or `"104th"` or `"Template 1"` or `"BLUE PLANES"`. - -- Just remember that your template (groups late activated) need to start with the prefix you have specified in your code. - -- If you have only one prefix name for a squadron, you don't need to use the `{ }`, otherwise you need to use the brackets. - -- - -- @param #number ResourceCount (optional) A number that specifies how many resources are in stock of the squadron. If not specified, the squadron will have infinite resources available. - -- - -- @usage - -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. - -- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) - -- - -- @usage - -- -- This will create squadron "Squadron1" at "Batumi" airbase, and will use plane types "SQ1" and has 40 planes in stock... - -- A2ADispatcher:SetSquadron( "Squadron1", "Batumi", "SQ1", 40 ) - -- - -- @usage - -- -- This will create squadron "Sq 1" at "Batumi" airbase, and will use plane types "Mig-29" and "Su-27" and has 20 planes in stock... - -- -- Note that in this implementation, the A2A dispatcher will select a random plane type when a new plane (group) needs to be spawned for defenses. - -- -- Note the usage of the {} for the airplane templates list. - -- A2ADispatcher:SetSquadron( "Sq 1", "Batumi", { "Mig-29", "Su-27" }, 40 ) - -- - -- @usage - -- -- This will create 2 squadrons "104th" and "23th" at "Batumi" airbase, and will use plane types "Mig-29" and "Su-27" respectively and each squadron has 10 planes in stock... - -- A2ADispatcher:SetSquadron( "104th", "Batumi", "Mig-29", 10 ) - -- A2ADispatcher:SetSquadron( "23th", "Batumi", "Su-27", 10 ) - -- - -- @usage - -- -- This is an example like the previous, but now with infinite resources. - -- -- The ResourceCount parameter is not given in the SetSquadron method. - -- A2ADispatcher:SetSquadron( "104th", "Batumi", "Mig-29" ) - -- A2ADispatcher:SetSquadron( "23th", "Batumi", "Su-27" ) - -- - -- - -- @return #AI_A2A_DISPATCHER - function AI_A2A_DISPATCHER:SetSquadron( SquadronName, AirbaseName, TemplatePrefixes, ResourceCount ) - - - self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} - - local DefenderSquadron = self.DefenderSquadrons[SquadronName] - - DefenderSquadron.Name = SquadronName - DefenderSquadron.Airbase = AIRBASE:FindByName( AirbaseName ) - DefenderSquadron.AirbaseName = DefenderSquadron.Airbase:GetName() - if not DefenderSquadron.Airbase then - error( "Cannot find airbase with name:" .. AirbaseName ) - end - - DefenderSquadron.Spawn = {} - if type( TemplatePrefixes ) == "string" then - local SpawnTemplate = TemplatePrefixes - self.DefenderSpawns[SpawnTemplate] = self.DefenderSpawns[SpawnTemplate] or SPAWN:New( SpawnTemplate ) -- :InitCleanUp( 180 ) - DefenderSquadron.Spawn[1] = self.DefenderSpawns[SpawnTemplate] - else - for TemplateID, SpawnTemplate in pairs( TemplatePrefixes ) do - self.DefenderSpawns[SpawnTemplate] = self.DefenderSpawns[SpawnTemplate] or SPAWN:New( SpawnTemplate ) -- :InitCleanUp( 180 ) - DefenderSquadron.Spawn[#DefenderSquadron.Spawn+1] = self.DefenderSpawns[SpawnTemplate] - end - end - DefenderSquadron.ResourceCount = ResourceCount - DefenderSquadron.TemplatePrefixes = TemplatePrefixes - DefenderSquadron.Captured = false -- Not captured. This flag will be set to true, when the airbase where the squadron is located, is captured. - - self:F( { Squadron = {SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } ) - - return self - end - - --- Get an item from the Squadron table. - -- @param #AI_A2A_DISPATCHER self - -- @return #table - function AI_A2A_DISPATCHER:GetSquadron( SquadronName ) - local DefenderSquadron = self.DefenderSquadrons[SquadronName] - - if not DefenderSquadron then - error( "Unknown Squadron:" .. SquadronName ) - end - - return DefenderSquadron - end - - - --- Set the Squadron visible before startup of the dispatcher. - -- All planes will be spawned as uncontrolled on the parking spot. - -- They will lock the parking spot. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The squadron name. - -- @return #AI_A2A_DISPATCHER - -- @usage - -- - -- -- Set the Squadron visible before startup of dispatcher. - -- A2ADispatcher:SetSquadronVisible( "Mineralnye" ) - -- - function AI_A2A_DISPATCHER:SetSquadronVisible( SquadronName ) - - self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} - - local DefenderSquadron = self:GetSquadron( SquadronName ) - - DefenderSquadron.Uncontrolled = true - - for SpawnTemplate, DefenderSpawn in pairs( self.DefenderSpawns ) do - DefenderSpawn:InitUnControlled() - end - - end - - --- Check if the Squadron is visible before startup of the dispatcher. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The squadron name. - -- @return #bool true if visible. - -- @usage - -- - -- -- Set the Squadron visible before startup of dispatcher. - -- local IsVisible = A2ADispatcher:IsSquadronVisible( "Mineralnye" ) - -- - function AI_A2A_DISPATCHER:IsSquadronVisible( SquadronName ) - - self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} - - local DefenderSquadron = self:GetSquadron( SquadronName ) - - if DefenderSquadron then - return DefenderSquadron.Uncontrolled == true - end - - return nil - - end - - --- Set a CAP for a Squadron. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The squadron name. - -- @param Core.Zone#ZONE_BASE Zone The @{Zone} object derived from @{Core.Zone#ZONE_BASE} that defines the zone wherein the CAP will be executed. - -- @param #number FloorAltitude The minimum altitude at which the cap can be executed. - -- @param #number CeilingAltitude the maximum altitude at which the cap can be executed. - -- @param #number PatrolMinSpeed The minimum speed at which the cap can be executed. - -- @param #number PatrolMaxSpeed The maximum speed at which the cap can be executed. - -- @param #number EngageMinSpeed The minimum speed at which the engage can be executed. - -- @param #number EngageMaxSpeed The maximum speed at which the engage can be executed. - -- @param #number AltType The altitude type, which is a string "BARO" defining Barometric or "RADIO" defining radio controlled altitude. - -- @return #AI_A2A_DISPATCHER - -- @usage - -- - -- -- CAP Squadron execution. - -- CAPZoneEast = ZONE_POLYGON:New( "CAP Zone East", GROUP:FindByName( "CAP Zone East" ) ) - -- A2ADispatcher:SetSquadronCap( "Mineralnye", CAPZoneEast, 4000, 10000, 500, 600, 800, 900 ) - -- A2ADispatcher:SetSquadronCapInterval( "Mineralnye", 2, 30, 60, 1 ) - -- - -- CAPZoneWest = ZONE_POLYGON:New( "CAP Zone West", GROUP:FindByName( "CAP Zone West" ) ) - -- A2ADispatcher:SetSquadronCap( "Sochi", CAPZoneWest, 4000, 8000, 600, 800, 800, 1200, "BARO" ) - -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) - -- - -- CAPZoneMiddle = ZONE:New( "CAP Zone Middle") - -- A2ADispatcher:SetSquadronCap( "Maykop", CAPZoneMiddle, 4000, 8000, 600, 800, 800, 1200, "RADIO" ) - -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) - -- - function AI_A2A_DISPATCHER:SetSquadronCap( SquadronName, Zone, FloorAltitude, CeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, AltType ) - - self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} - self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {} - - local DefenderSquadron = self:GetSquadron( SquadronName ) - - local Cap = self.DefenderSquadrons[SquadronName].Cap - Cap.Name = SquadronName - Cap.Zone = Zone - Cap.FloorAltitude = FloorAltitude - Cap.CeilingAltitude = CeilingAltitude - Cap.PatrolMinSpeed = PatrolMinSpeed - Cap.PatrolMaxSpeed = PatrolMaxSpeed - Cap.EngageMinSpeed = EngageMinSpeed - Cap.EngageMaxSpeed = EngageMaxSpeed - Cap.AltType = AltType - - self:SetSquadronCapInterval( SquadronName, self.DefenderDefault.CapLimit, self.DefenderDefault.CapMinSeconds, self.DefenderDefault.CapMaxSeconds, 1 ) - - self:F( { CAP = { SquadronName, Zone, FloorAltitude, CeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, AltType } } ) - - -- Add the CAP to the EWR network. - - local RecceSet = self.Detection:GetDetectionSetGroup() - RecceSet:FilterPrefixes( DefenderSquadron.TemplatePrefixes ) - RecceSet:FilterStart() - - self.Detection:SetFriendlyPrefixes( DefenderSquadron.TemplatePrefixes ) - - return self - end - - --- Set the squadron CAP parameters. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The squadron name. - -- @param #number CapLimit (optional) The maximum amount of CAP groups to be spawned. Note that a CAP is a group, so can consist out of 1 to 4 airplanes. The default is 1 CAP group. - -- @param #number LowInterval (optional) The minimum time boundary in seconds when a new CAP will be spawned. The default is 180 seconds. - -- @param #number HighInterval (optional) The maximum time boundary in seconds when a new CAP will be spawned. The default is 600 seconds. - -- @param #number Probability Is not in use, you can skip this parameter. - -- @return #AI_A2A_DISPATCHER - -- @usage - -- - -- -- CAP Squadron execution. - -- CAPZoneEast = ZONE_POLYGON:New( "CAP Zone East", GROUP:FindByName( "CAP Zone East" ) ) - -- A2ADispatcher:SetSquadronCap( "Mineralnye", CAPZoneEast, 4000, 10000, 500, 600, 800, 900 ) - -- A2ADispatcher:SetSquadronCapInterval( "Mineralnye", 2, 30, 60, 1 ) - -- - -- CAPZoneWest = ZONE_POLYGON:New( "CAP Zone West", GROUP:FindByName( "CAP Zone West" ) ) - -- A2ADispatcher:SetSquadronCap( "Sochi", CAPZoneWest, 4000, 8000, 600, 800, 800, 1200, "BARO" ) - -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) - -- - -- CAPZoneMiddle = ZONE:New( "CAP Zone Middle") - -- A2ADispatcher:SetSquadronCap( "Maykop", CAPZoneMiddle, 4000, 8000, 600, 800, 800, 1200, "RADIO" ) - -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) - -- - function AI_A2A_DISPATCHER:SetSquadronCapInterval( SquadronName, CapLimit, LowInterval, HighInterval, Probability ) - - self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} - self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {} - - local DefenderSquadron = self:GetSquadron( SquadronName ) - - local Cap = self.DefenderSquadrons[SquadronName].Cap - if Cap then - Cap.LowInterval = LowInterval or 180 - Cap.HighInterval = HighInterval or 600 - Cap.Probability = Probability or 1 - Cap.CapLimit = CapLimit or 1 - Cap.Scheduler = Cap.Scheduler or SCHEDULER:New( self ) - local Scheduler = Cap.Scheduler -- Core.Scheduler#SCHEDULER - local ScheduleID = Cap.ScheduleID - local Variance = ( Cap.HighInterval - Cap.LowInterval ) / 2 - local Repeat = Cap.LowInterval + Variance - local Randomization = Variance / Repeat - local Start = math.random( 1, Cap.HighInterval ) - - if ScheduleID then - Scheduler:Stop( ScheduleID ) - end - - Cap.ScheduleID = Scheduler:Schedule( self, self.SchedulerCAP, { SquadronName }, Start, Repeat, Randomization ) - else - error( "This squadron does not exist:" .. SquadronName ) - end - - end - - --- - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The squadron name. - -- @return #AI_A2A_DISPATCHER - function AI_A2A_DISPATCHER:GetCAPDelay( SquadronName ) - - self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} - self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {} - - local DefenderSquadron = self:GetSquadron( SquadronName ) - - local Cap = self.DefenderSquadrons[SquadronName].Cap - if Cap then - return math.random( Cap.LowInterval, Cap.HighInterval ) - else - error( "This squadron does not exist:" .. SquadronName ) - end - end - - --- - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The squadron name. - -- @return #table DefenderSquadron - function AI_A2A_DISPATCHER:CanCAP( SquadronName ) - self:F({SquadronName = SquadronName}) - - self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} - self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {} - - local DefenderSquadron = self:GetSquadron( SquadronName ) - - if DefenderSquadron.Captured == false then -- We can only spawn new CAP if the base has not been captured. - - if ( not DefenderSquadron.ResourceCount ) or ( DefenderSquadron.ResourceCount and DefenderSquadron.ResourceCount > 0 ) then -- And, if there are sufficient resources. - - local Cap = DefenderSquadron.Cap - if Cap then - local CapCount = self:CountCapAirborne( SquadronName ) - self:F( { CapCount = CapCount } ) - if CapCount < Cap.CapLimit then - local Probability = math.random() - if Probability <= Cap.Probability then - return DefenderSquadron - end - end - end - end - end - return nil - end - - - --- - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The squadron name. - -- @return #table DefenderSquadron - function AI_A2A_DISPATCHER:CanGCI( SquadronName ) - self:F({SquadronName = SquadronName}) - - self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} - self.DefenderSquadrons[SquadronName].Gci = self.DefenderSquadrons[SquadronName].Gci or {} - - local DefenderSquadron = self:GetSquadron( SquadronName ) - - if DefenderSquadron.Captured == false then -- We can only spawn new CAP if the base has not been captured. - - if ( not DefenderSquadron.ResourceCount ) or ( DefenderSquadron.ResourceCount and DefenderSquadron.ResourceCount > 0 ) then -- And, if there are sufficient resources. - local Gci = DefenderSquadron.Gci - if Gci then - return DefenderSquadron - end - end - end - return nil - end - - - --- - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The squadron name. - -- @param #number EngageMinSpeed The minimum speed at which the gci can be executed. - -- @param #number EngageMaxSpeed The maximum speed at which the gci can be executed. - -- @usage - -- - -- -- GCI Squadron execution. - -- A2ADispatcher:SetSquadronGci( "Mozdok", 900, 1200 ) - -- A2ADispatcher:SetSquadronGci( "Novo", 900, 2100 ) - -- A2ADispatcher:SetSquadronGci( "Maykop", 900, 1200 ) - -- - -- @return #AI_A2A_DISPATCHER - function AI_A2A_DISPATCHER:SetSquadronGci( SquadronName, EngageMinSpeed, EngageMaxSpeed ) - - self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} - self.DefenderSquadrons[SquadronName].Gci = self.DefenderSquadrons[SquadronName].Gci or {} - - local Intercept = self.DefenderSquadrons[SquadronName].Gci - Intercept.Name = SquadronName - Intercept.EngageMinSpeed = EngageMinSpeed - Intercept.EngageMaxSpeed = EngageMaxSpeed - - self:F( { GCI = { SquadronName, EngageMinSpeed, EngageMaxSpeed } } ) - end - - --- Defines the default amount of extra planes that will take-off as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @param #number Overhead The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units. - -- The default overhead is 1, so equal balance. The @{#AI_A2A_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength, - -- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance A2A missiles payload, may still be less effective than a F-15C with short missiles... - -- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes. - -- The overhead must be given as a decimal value with 1 as the neutral value, which means that Overhead values: - -- - -- * Higher than 1, will increase the defense unit amounts. - -- * Lower than 1, will decrease the defense unit amounts. - -- - -- The amount of defending units is calculated by multiplying the amount of detected attacking planes as part of the detected group - -- multiplied by the Overhead and rounded up to the smallest integer. - -- - -- The Overhead value set for a Squadron, can be programmatically adjusted (by using this SetOverhead method), to adjust the defense overhead during mission execution. - -- - -- See example below. - -- - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- An overhead of 1,5 with 1 planes detected, will allocate 2 planes ( 1 * 1,5 ) = 1,5 => rounded up gives 2. - -- -- An overhead of 1,5 with 2 planes detected, will allocate 3 planes ( 2 * 1,5 ) = 3 => rounded up gives 3. - -- -- An overhead of 1,5 with 3 planes detected, will allocate 5 planes ( 3 * 1,5 ) = 4,5 => rounded up gives 5 planes. - -- -- An overhead of 1,5 with 4 planes detected, will allocate 6 planes ( 4 * 1,5 ) = 6 => rounded up gives 6 planes. - -- - -- A2ADispatcher:SetDefaultOverhead( 1.5 ) - -- - -- @return #AI_A2A_DISPATCHER - function AI_A2A_DISPATCHER:SetDefaultOverhead( Overhead ) - - self.DefenderDefault.Overhead = Overhead - - return self - end - - - --- Defines the amount of extra planes that will take-off as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The name of the squadron. - -- @param #number Overhead The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units. - -- The default overhead is 1, so equal balance. The @{#AI_A2A_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength, - -- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance A2A missiles payload, may still be less effective than a F-15C with short missiles... - -- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes. - -- The overhead must be given as a decimal value with 1 as the neutral value, which means that Overhead values: - -- - -- * Higher than 1, will increase the defense unit amounts. - -- * Lower than 1, will decrease the defense unit amounts. - -- - -- The amount of defending units is calculated by multiplying the amount of detected attacking planes as part of the detected group - -- multiplied by the Overhead and rounded up to the smallest integer. - -- - -- The Overhead value set for a Squadron, can be programmatically adjusted (by using this SetOverhead method), to adjust the defense overhead during mission execution. - -- - -- See example below. - -- - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- An overhead of 1,5 with 1 planes detected, will allocate 2 planes ( 1 * 1,5 ) = 1,5 => rounded up gives 2. - -- -- An overhead of 1,5 with 2 planes detected, will allocate 3 planes ( 2 * 1,5 ) = 3 => rounded up gives 3. - -- -- An overhead of 1,5 with 3 planes detected, will allocate 5 planes ( 3 * 1,5 ) = 4,5 => rounded up gives 5 planes. - -- -- An overhead of 1,5 with 4 planes detected, will allocate 6 planes ( 4 * 1,5 ) = 6 => rounded up gives 6 planes. - -- - -- A2ADispatcher:SetSquadronOverhead( "SquadronName", 1.5 ) - -- - -- @return #AI_A2A_DISPATCHER - function AI_A2A_DISPATCHER:SetSquadronOverhead( SquadronName, Overhead ) - - local DefenderSquadron = self:GetSquadron( SquadronName ) - DefenderSquadron.Overhead = Overhead - - return self - end - - - --- Sets the default grouping of new airplanes spawned. - -- Grouping will trigger how new airplanes will be grouped if more than one airplane is spawned for defense. - -- @param #AI_A2A_DISPATCHER self - -- @param #number Grouping The level of grouping that will be applied of the CAP or GCI defenders. - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Set a grouping by default per 2 airplanes. - -- A2ADispatcher:SetDefaultGrouping( 2 ) - -- - -- - -- @return #AI_A2A_DISPATCHER - function AI_A2A_DISPATCHER:SetDefaultGrouping( Grouping ) - - self.DefenderDefault.Grouping = Grouping - - return self - end - - - --- Sets the grouping of new airplanes spawned. - -- Grouping will trigger how new airplanes will be grouped if more than one airplane is spawned for defense. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The name of the squadron. - -- @param #number Grouping The level of grouping that will be applied of the CAP or GCI defenders. - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Set a grouping per 2 airplanes. - -- A2ADispatcher:SetSquadronGrouping( "SquadronName", 2 ) - -- - -- - -- @return #AI_A2A_DISPATCHER - function AI_A2A_DISPATCHER:SetSquadronGrouping( SquadronName, Grouping ) - - local DefenderSquadron = self:GetSquadron( SquadronName ) - DefenderSquadron.Grouping = Grouping - - return self - end - - - --- Defines the default method at which new flights will spawn and take-off as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @param #number Takeoff From the airbase hot, from the airbase cold, in the air, from the runway. - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let new flights by default take-off in the air. - -- A2ADispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Air ) - -- - -- -- Let new flights by default take-off from the runway. - -- A2ADispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Runway ) - -- - -- -- Let new flights by default take-off from the airbase hot. - -- A2ADispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Hot ) - -- - -- -- Let new flights by default take-off from the airbase cold. - -- A2ADispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Cold ) - -- - -- - -- @return #AI_A2A_DISPATCHER - -- - function AI_A2A_DISPATCHER:SetDefaultTakeoff( Takeoff ) - - self.DefenderDefault.Takeoff = Takeoff - - return self - end - - --- Defines the method at which new flights will spawn and take-off as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The name of the squadron. - -- @param #number Takeoff From the airbase hot, from the airbase cold, in the air, from the runway. - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let new flights take-off in the air. - -- A2ADispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Air ) - -- - -- -- Let new flights take-off from the runway. - -- A2ADispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Runway ) - -- - -- -- Let new flights take-off from the airbase hot. - -- A2ADispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Hot ) - -- - -- -- Let new flights take-off from the airbase cold. - -- A2ADispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Cold ) - -- - -- - -- @return #AI_A2A_DISPATCHER - -- - function AI_A2A_DISPATCHER:SetSquadronTakeoff( SquadronName, Takeoff ) - - local DefenderSquadron = self:GetSquadron( SquadronName ) - DefenderSquadron.Takeoff = Takeoff - - return self - end - - - --- Gets the default method at which new flights will spawn and take-off as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @return #number Takeoff From the airbase hot, from the airbase cold, in the air, from the runway. - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let new flights by default take-off in the air. - -- local TakeoffMethod = A2ADispatcher:GetDefaultTakeoff() - -- if TakeOffMethod == , AI_A2A_Dispatcher.Takeoff.InAir then - -- ... - -- end - -- - function AI_A2A_DISPATCHER:GetDefaultTakeoff( ) - - return self.DefenderDefault.Takeoff - end - - --- Gets the method at which new flights will spawn and take-off as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The name of the squadron. - -- @return #number Takeoff From the airbase hot, from the airbase cold, in the air, from the runway. - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let new flights take-off in the air. - -- local TakeoffMethod = A2ADispatcher:GetSquadronTakeoff( "SquadronName" ) - -- if TakeOffMethod == , AI_A2A_Dispatcher.Takeoff.InAir then - -- ... - -- end - -- - function AI_A2A_DISPATCHER:GetSquadronTakeoff( SquadronName ) - - local DefenderSquadron = self:GetSquadron( SquadronName ) - return DefenderSquadron.Takeoff or self.DefenderDefault.Takeoff - end - - - --- Sets flights to default take-off in the air, as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let new flights by default take-off in the air. - -- A2ADispatcher:SetDefaultTakeoffInAir() - -- - -- @return #AI_A2A_DISPATCHER - -- - function AI_A2A_DISPATCHER:SetDefaultTakeoffInAir() - - self:SetDefaultTakeoff( AI_A2A_DISPATCHER.Takeoff.Air ) - - return self - end - - - --- Sets flights to take-off in the air, as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The name of the squadron. - -- @param #number TakeoffAltitude (optional) The altitude in meters above the ground. If not given, the default takeoff altitude will be used. - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let new flights take-off in the air. - -- A2ADispatcher:SetSquadronTakeoffInAir( "SquadronName" ) - -- - -- @return #AI_A2A_DISPATCHER - -- - function AI_A2A_DISPATCHER:SetSquadronTakeoffInAir( SquadronName, TakeoffAltitude ) - - self:SetSquadronTakeoff( SquadronName, AI_A2A_DISPATCHER.Takeoff.Air ) - - if TakeoffAltitude then - self:SetSquadronTakeoffInAirAltitude( SquadronName, TakeoffAltitude ) - end - - return self - end - - - --- Sets flights by default to take-off from the runway, as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let new flights by default take-off from the runway. - -- A2ADispatcher:SetDefaultTakeoffFromRunway() - -- - -- @return #AI_A2A_DISPATCHER - -- - function AI_A2A_DISPATCHER:SetDefaultTakeoffFromRunway() - - self:SetDefaultTakeoff( AI_A2A_DISPATCHER.Takeoff.Runway ) - - return self - end - - - --- Sets flights to take-off from the runway, as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The name of the squadron. - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let new flights take-off from the runway. - -- A2ADispatcher:SetSquadronTakeoffFromRunway( "SquadronName" ) - -- - -- @return #AI_A2A_DISPATCHER - -- - function AI_A2A_DISPATCHER:SetSquadronTakeoffFromRunway( SquadronName ) - - self:SetSquadronTakeoff( SquadronName, AI_A2A_DISPATCHER.Takeoff.Runway ) - - return self - end - - - --- Sets flights by default to take-off from the airbase at a hot location, as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let new flights by default take-off at a hot parking spot. - -- A2ADispatcher:SetDefaultTakeoffFromParkingHot() - -- - -- @return #AI_A2A_DISPATCHER - -- - function AI_A2A_DISPATCHER:SetDefaultTakeoffFromParkingHot() - - self:SetDefaultTakeoff( AI_A2A_DISPATCHER.Takeoff.Hot ) - - return self - end - - --- Sets flights to take-off from the airbase at a hot location, as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The name of the squadron. - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let new flights take-off in the air. - -- A2ADispatcher:SetSquadronTakeoffFromParkingHot( "SquadronName" ) - -- - -- @return #AI_A2A_DISPATCHER - -- - function AI_A2A_DISPATCHER:SetSquadronTakeoffFromParkingHot( SquadronName ) - - self:SetSquadronTakeoff( SquadronName, AI_A2A_DISPATCHER.Takeoff.Hot ) - - return self - end - - - --- Sets flights to by default take-off from the airbase at a cold location, as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let new flights take-off from a cold parking spot. - -- A2ADispatcher:SetDefaultTakeoffFromParkingCold() - -- - -- @return #AI_A2A_DISPATCHER - -- - function AI_A2A_DISPATCHER:SetDefaultTakeoffFromParkingCold() - - self:SetDefaultTakeoff( AI_A2A_DISPATCHER.Takeoff.Cold ) - - return self - end - - - --- Sets flights to take-off from the airbase at a cold location, as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The name of the squadron. - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let new flights take-off from a cold parking spot. - -- A2ADispatcher:SetSquadronTakeoffFromParkingCold( "SquadronName" ) - -- - -- @return #AI_A2A_DISPATCHER - -- - function AI_A2A_DISPATCHER:SetSquadronTakeoffFromParkingCold( SquadronName ) - - self:SetSquadronTakeoff( SquadronName, AI_A2A_DISPATCHER.Takeoff.Cold ) - - return self - end - - - --- Defines the default altitude where airplanes will spawn in the air and take-off as part of the defense system, when the take-off in the air method has been selected. - -- @param #AI_A2A_DISPATCHER self - -- @param #number TakeoffAltitude The altitude in meters above the ground. - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Set the default takeoff altitude when taking off in the air. - -- A2ADispatcher:SetDefaultTakeoffInAirAltitude( 2000 ) -- This makes planes start at 2000 meters above the ground. - -- - -- @return #AI_A2A_DISPATCHER - -- - function AI_A2A_DISPATCHER:SetDefaultTakeoffInAirAltitude( TakeoffAltitude ) - - self.DefenderDefault.TakeoffAltitude = TakeoffAltitude - - return self - end - - --- Defines the default altitude where airplanes will spawn in the air and take-off as part of the defense system, when the take-off in the air method has been selected. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The name of the squadron. - -- @param #number TakeoffAltitude The altitude in meters above the ground. - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Set the default takeoff altitude when taking off in the air. - -- A2ADispatcher:SetSquadronTakeoffInAirAltitude( "SquadronName", 2000 ) -- This makes planes start at 2000 meters above the ground. - -- - -- @return #AI_A2A_DISPATCHER - -- - function AI_A2A_DISPATCHER:SetSquadronTakeoffInAirAltitude( SquadronName, TakeoffAltitude ) - - local DefenderSquadron = self:GetSquadron( SquadronName ) - DefenderSquadron.TakeoffAltitude = TakeoffAltitude - - return self - end - - - --- Defines the default method at which flights will land and despawn as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @param #number Landing The landing method which can be NearAirbase, AtRunway, AtEngineShutdown - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let new flights by default despawn near the airbase when returning. - -- A2ADispatcher:SetDefaultLanding( AI_A2A_Dispatcher.Landing.NearAirbase ) - -- - -- -- Let new flights by default despawn after landing land at the runway. - -- A2ADispatcher:SetDefaultLanding( AI_A2A_Dispatcher.Landing.AtRunway ) - -- - -- -- Let new flights by default despawn after landing and parking, and after engine shutdown. - -- A2ADispatcher:SetDefaultLanding( AI_A2A_Dispatcher.Landing.AtEngineShutdown ) - -- - -- @return #AI_A2A_DISPATCHER - function AI_A2A_DISPATCHER:SetDefaultLanding( Landing ) - - self.DefenderDefault.Landing = Landing - - return self - end - - - --- Defines the method at which flights will land and despawn as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The name of the squadron. - -- @param #number Landing The landing method which can be NearAirbase, AtRunway, AtEngineShutdown - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let new flights despawn near the airbase when returning. - -- A2ADispatcher:SetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.NearAirbase ) - -- - -- -- Let new flights despawn after landing land at the runway. - -- A2ADispatcher:SetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.AtRunway ) - -- - -- -- Let new flights despawn after landing and parking, and after engine shutdown. - -- A2ADispatcher:SetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.AtEngineShutdown ) - -- - -- @return #AI_A2A_DISPATCHER - function AI_A2A_DISPATCHER:SetSquadronLanding( SquadronName, Landing ) - - local DefenderSquadron = self:GetSquadron( SquadronName ) - DefenderSquadron.Landing = Landing - - return self - end - - - --- Gets the default method at which flights will land and despawn as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @return #number Landing The landing method which can be NearAirbase, AtRunway, AtEngineShutdown - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let new flights by default despawn near the airbase when returning. - -- local LandingMethod = A2ADispatcher:GetDefaultLanding( AI_A2A_Dispatcher.Landing.NearAirbase ) - -- if LandingMethod == AI_A2A_Dispatcher.Landing.NearAirbase then - -- ... - -- end - -- - function AI_A2A_DISPATCHER:GetDefaultLanding() - - return self.DefenderDefault.Landing - end - - - --- Gets the method at which flights will land and despawn as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The name of the squadron. - -- @return #number Landing The landing method which can be NearAirbase, AtRunway, AtEngineShutdown - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let new flights despawn near the airbase when returning. - -- local LandingMethod = A2ADispatcher:GetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.NearAirbase ) - -- if LandingMethod == AI_A2A_Dispatcher.Landing.NearAirbase then - -- ... - -- end - -- - function AI_A2A_DISPATCHER:GetSquadronLanding( SquadronName ) - - local DefenderSquadron = self:GetSquadron( SquadronName ) - return DefenderSquadron.Landing or self.DefenderDefault.Landing - end - - - --- Sets flights by default to land and despawn near the airbase in the air, as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let flights by default to land near the airbase and despawn. - -- A2ADispatcher:SetDefaultLandingNearAirbase() - -- - -- @return #AI_A2A_DISPATCHER - function AI_A2A_DISPATCHER:SetDefaultLandingNearAirbase() - - self:SetDefaultLanding( AI_A2A_DISPATCHER.Landing.NearAirbase ) - - return self - end - - - --- Sets flights to land and despawn near the airbase in the air, as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The name of the squadron. - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let flights to land near the airbase and despawn. - -- A2ADispatcher:SetSquadronLandingNearAirbase( "SquadronName" ) - -- - -- @return #AI_A2A_DISPATCHER - function AI_A2A_DISPATCHER:SetSquadronLandingNearAirbase( SquadronName ) - - self:SetSquadronLanding( SquadronName, AI_A2A_DISPATCHER.Landing.NearAirbase ) - - return self - end - - - --- Sets flights by default to land and despawn at the runway, as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let flights by default land at the runway and despawn. - -- A2ADispatcher:SetDefaultLandingAtRunway() - -- - -- @return #AI_A2A_DISPATCHER - function AI_A2A_DISPATCHER:SetDefaultLandingAtRunway() - - self:SetDefaultLanding( AI_A2A_DISPATCHER.Landing.AtRunway ) - - return self - end - - - --- Sets flights to land and despawn at the runway, as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The name of the squadron. - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let flights land at the runway and despawn. - -- A2ADispatcher:SetSquadronLandingAtRunway( "SquadronName" ) - -- - -- @return #AI_A2A_DISPATCHER - function AI_A2A_DISPATCHER:SetSquadronLandingAtRunway( SquadronName ) - - self:SetSquadronLanding( SquadronName, AI_A2A_DISPATCHER.Landing.AtRunway ) - - return self - end - - - --- Sets flights by default to land and despawn at engine shutdown, as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let flights by default land and despawn at engine shutdown. - -- A2ADispatcher:SetDefaultLandingAtEngineShutdown() - -- - -- @return #AI_A2A_DISPATCHER - function AI_A2A_DISPATCHER:SetDefaultLandingAtEngineShutdown() - - self:SetDefaultLanding( AI_A2A_DISPATCHER.Landing.AtEngineShutdown ) - - return self - end - - - --- Sets flights to land and despawn at engine shutdown, as part of the defense system. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The name of the squadron. - -- @usage: - -- - -- local A2ADispatcher = AI_A2A_DISPATCHER:New( ... ) - -- - -- -- Let flights land and despawn at engine shutdown. - -- A2ADispatcher:SetSquadronLandingAtEngineShutdown( "SquadronName" ) - -- - -- @return #AI_A2A_DISPATCHER - function AI_A2A_DISPATCHER:SetSquadronLandingAtEngineShutdown( SquadronName ) - - self:SetSquadronLanding( SquadronName, AI_A2A_DISPATCHER.Landing.AtEngineShutdown ) - - return self - end - - --- Set the default fuel treshold when defenders will RTB or Refuel in the air. - -- The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed. - -- @param #AI_A2A_DISPATCHER self - -- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel. - -- @return #AI_A2A_DISPATCHER - -- @usage - -- - -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. - -- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) - -- - -- -- Now Setup the default fuel treshold. - -- A2ADispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. - -- - function AI_A2A_DISPATCHER:SetDefaultFuelThreshold( FuelThreshold ) - - self.DefenderDefault.FuelThreshold = FuelThreshold - - return self - end - - - --- Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air. - -- The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The name of the squadron. - -- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel. - -- @return #AI_A2A_DISPATCHER - -- @usage - -- - -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. - -- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) - -- - -- -- Now Setup the default fuel treshold. - -- A2ADispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. - -- - function AI_A2A_DISPATCHER:SetSquadronFuelThreshold( SquadronName, FuelThreshold ) - - local DefenderSquadron = self:GetSquadron( SquadronName ) - DefenderSquadron.FuelThreshold = FuelThreshold - - return self - end - - --- Set the default tanker where defenders will Refuel in the air. - -- @param #AI_A2A_DISPATCHER self - -- @param #string TankerName A string defining the group name of the Tanker as defined within the Mission Editor. - -- @return #AI_A2A_DISPATCHER - -- @usage - -- - -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. - -- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) - -- - -- -- Now Setup the default fuel treshold. - -- A2ADispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. - -- - -- -- Now Setup the default tanker. - -- A2ADispatcher:SetDefaultTanker( "Tanker" ) -- The group name of the tanker is "Tanker" in the Mission Editor. - function AI_A2A_DISPATCHER:SetDefaultTanker( TankerName ) - - self.DefenderDefault.TankerName = TankerName - - return self - end - - - --- Set the squadron tanker where defenders will Refuel in the air. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The name of the squadron. - -- @param #string TankerName A string defining the group name of the Tanker as defined within the Mission Editor. - -- @return #AI_A2A_DISPATCHER - -- @usage - -- - -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. - -- A2ADispatcher = AI_A2A_DISPATCHER:New( Detection ) - -- - -- -- Now Setup the squadron fuel treshold. - -- A2ADispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank. - -- - -- -- Now Setup the squadron tanker. - -- A2ADispatcher:SetSquadronTanker( "SquadronName", "Tanker" ) -- The group name of the tanker is "Tanker" in the Mission Editor. - function AI_A2A_DISPATCHER:SetSquadronTanker( SquadronName, TankerName ) - - local DefenderSquadron = self:GetSquadron( SquadronName ) - DefenderSquadron.TankerName = TankerName - - return self - end - - - - - --- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size ) - self.Defenders = self.Defenders or {} - local DefenderName = Defender:GetName() - self.Defenders[ DefenderName ] = Squadron - if Squadron.ResourceCount then - Squadron.ResourceCount = Squadron.ResourceCount - Size - end - self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } ) - end - - --- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender ) - self.Defenders = self.Defenders or {} - local DefenderName = Defender:GetName() - if Squadron.ResourceCount then - Squadron.ResourceCount = Squadron.ResourceCount + Defender:GetSize() - end - self.Defenders[ DefenderName ] = nil - self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } ) - end - - function AI_A2A_DISPATCHER:GetSquadronFromDefender( Defender ) - self.Defenders = self.Defenders or {} - local DefenderName = Defender:GetName() - self:F( { DefenderName = DefenderName } ) - return self.Defenders[ DefenderName ] - end - - - --- Creates an SWEEP task when there are targets for it. - -- @param #AI_A2A_DISPATCHER self - -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem - -- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units. - -- @return #nil If there are no targets to be set. - function AI_A2A_DISPATCHER:EvaluateSWEEP( DetectedItem ) - self:F( { DetectedItem.ItemID } ) - - local DetectedSet = DetectedItem.Set - local DetectedZone = DetectedItem.Zone - - - if DetectedItem.IsDetected == false then - - -- Here we're doing something advanced... We're copying the DetectedSet. - local TargetSetUnit = SET_UNIT:New() - TargetSetUnit:SetDatabase( DetectedSet ) - TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. - - return TargetSetUnit - end - - return nil - end - - --- - -- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:CountCapAirborne( SquadronName ) - - local CapCount = 0 - - local DefenderSquadron = self.DefenderSquadrons[SquadronName] - if DefenderSquadron then - for AIGroup, DefenderTask in pairs( self:GetDefenderTasks() ) do - if DefenderTask.SquadronName == SquadronName then - if DefenderTask.Type == "CAP" then - if AIGroup:IsAlive() then - -- Check if the CAP is patrolling or engaging. If not, this is not a valid CAP, even if it is alive! - -- The CAP could be damaged, lost control, or out of fuel! - if DefenderTask.Fsm:Is( "Patrolling" ) or DefenderTask.Fsm:Is( "Engaging" ) or DefenderTask.Fsm:Is( "Refuelling" ) - or DefenderTask.Fsm:Is( "Started" ) then - CapCount = CapCount + 1 - end - end - end - end - end - end - - return CapCount - end - - - --- - -- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:CountDefendersEngaged( AttackerDetection ) - - -- First, count the active AIGroups Units, targetting the DetectedSet - local DefenderCount = 0 - - local DetectedSet = AttackerDetection.Set - --DetectedSet:Flush() - - local DefenderTasks = self:GetDefenderTasks() - for DefenderGroup, DefenderTask in pairs( DefenderTasks ) do - local Defender = DefenderGroup -- Wrapper.Group#GROUP - local DefenderTaskTarget = DefenderTask.Target - local DefenderSquadronName = DefenderTask.SquadronName - - if DefenderTaskTarget and DefenderTaskTarget.Index == AttackerDetection.Index then - local Squadron = self:GetSquadron( DefenderSquadronName ) - local SquadronOverhead = Squadron.Overhead or self.DefenderDefault.Overhead - - local DefenderSize = Defender:GetInitialSize() - if DefenderSize then - DefenderCount = DefenderCount + DefenderSize / SquadronOverhead - self:F( "Defender Group Name: " .. Defender:GetName() .. ", Size: " .. DefenderSize ) - else - DefenderCount = 0 - end - end - end - - self:F( { DefenderCount = DefenderCount } ) - - return DefenderCount - end - - --- - -- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:CountDefendersToBeEngaged( AttackerDetection, DefenderCount ) - - local Friendlies = nil - - local AttackerSet = AttackerDetection.Set - local AttackerCount = AttackerSet:Count() - - local DefenderFriendlies = self:GetAIFriendliesNearBy( AttackerDetection ) - - for FriendlyDistance, AIFriendly in UTILS.spairs( DefenderFriendlies or {} ) do - -- We only allow to ENGAGE targets as long as the Units on both sides are balanced. - if AttackerCount > DefenderCount then - local Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP - if Friendly and Friendly:IsAlive() then - -- Ok, so we have a friendly near the potential target. - -- Now we need to check if the AIGroup has a Task. - local DefenderTask = self:GetDefenderTask( Friendly ) - if DefenderTask then - -- The Task should be CAP or GCI - if DefenderTask.Type == "CAP" or DefenderTask.Type == "GCI" then - -- If there is no target, then add the AIGroup to the ResultAIGroups for Engagement to the AttackerSet - if DefenderTask.Target == nil then - if DefenderTask.Fsm:Is( "Returning" ) - or DefenderTask.Fsm:Is( "Patrolling" ) then - Friendlies = Friendlies or {} - Friendlies[Friendly] = Friendly - DefenderCount = DefenderCount + Friendly:GetSize() - self:F( { Friendly = Friendly:GetName(), FriendlyDistance = FriendlyDistance } ) - end - end - end - end - end - else - break - end - end - - return Friendlies - end - - - --- - -- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:ResourceActivate( DefenderSquadron, DefendersNeeded ) - - local SquadronName = DefenderSquadron.Name - DefendersNeeded = DefendersNeeded or 4 - local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping - DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded - - if self:IsSquadronVisible( SquadronName ) then - - -- Here we CAP the new planes. - -- The Resources table is filled in advance. - local TemplateID = math.random( 1, #DefenderSquadron.Spawn ) -- Choose the template. - - -- We determine the grouping based on the parameters set. - self:F( { DefenderGrouping = DefenderGrouping } ) - - -- New we will form the group to spawn in. - -- We search for the first free resource matching the template. - local DefenderUnitIndex = 1 - local DefenderCAPTemplate = nil - local DefenderName = nil - for GroupName, DefenderGroup in pairs( DefenderSquadron.Resources[TemplateID] or {} ) do - self:F( { GroupName = GroupName } ) - local DefenderTemplate = _DATABASE:GetGroupTemplate( GroupName ) - if DefenderUnitIndex == 1 then - DefenderCAPTemplate = UTILS.DeepCopy( DefenderTemplate ) - self.DefenderCAPIndex = self.DefenderCAPIndex + 1 - DefenderCAPTemplate.name = SquadronName .. "#" .. self.DefenderCAPIndex .. "#" .. GroupName - DefenderName = DefenderCAPTemplate.name - else - -- Add the unit in the template to the DefenderCAPTemplate. - local DefenderUnitTemplate = DefenderTemplate.units[1] - DefenderCAPTemplate.units[DefenderUnitIndex] = DefenderUnitTemplate - end - DefenderUnitIndex = DefenderUnitIndex + 1 - DefenderSquadron.Resources[TemplateID][GroupName] = nil - if DefenderUnitIndex > DefenderGrouping then - break - end - - end - - if DefenderCAPTemplate then - local TakeoffMethod = self:GetSquadronTakeoff( SquadronName ) - local SpawnGroup = GROUP:Register( DefenderName ) - DefenderCAPTemplate.lateActivation = nil - DefenderCAPTemplate.uncontrolled = nil - local Takeoff = self:GetSquadronTakeoff( SquadronName ) - DefenderCAPTemplate.route.points[1].type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type - DefenderCAPTemplate.route.points[1].action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action - local Defender = _DATABASE:Spawn( DefenderCAPTemplate ) - - self:AddDefenderToSquadron( DefenderSquadron, Defender, DefenderGrouping ) - return Defender, DefenderGrouping - end - else - local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN - if DefenderGrouping then - Spawn:InitGrouping( DefenderGrouping ) - else - Spawn:InitGrouping() - end - - local TakeoffMethod = self:GetSquadronTakeoff( SquadronName ) - local Defender = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP - self:AddDefenderToSquadron( DefenderSquadron, Defender, DefenderGrouping ) - return Defender, DefenderGrouping - end - - return nil, nil - end - - --- - -- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:onafterCAP( From, Event, To, SquadronName ) - - self:F({SquadronName = SquadronName}) - self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} - self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {} - - local DefenderSquadron = self:CanCAP( SquadronName ) - - if DefenderSquadron then - - local Cap = DefenderSquadron.Cap - - if Cap then - - local DefenderCAP, DefenderGrouping = self:ResourceActivate( DefenderSquadron ) - - if DefenderCAP then - - local Fsm = AI_A2A_CAP:New( DefenderCAP, Cap.Zone, Cap.FloorAltitude, Cap.CeilingAltitude, Cap.PatrolMinSpeed, Cap.PatrolMaxSpeed, Cap.EngageMinSpeed, Cap.EngageMaxSpeed, Cap.AltType ) - Fsm:SetDispatcher( self ) - Fsm:SetHomeAirbase( DefenderSquadron.Airbase ) - Fsm:SetFuelThreshold( DefenderSquadron.FuelThreshold or self.DefenderDefault.FuelThreshold, 60 ) - Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold ) - Fsm:SetDisengageRadius( self.DisengageRadius ) - Fsm:SetTanker( DefenderSquadron.TankerName or self.DefenderDefault.TankerName ) - Fsm:Start() - - self:SetDefenderTask( SquadronName, DefenderCAP, "CAP", Fsm ) - - function Fsm:onafterTakeoff( Defender, From, Event, To ) - self:F({"CAP Birth", Defender:GetName()}) - --self:GetParent(self).onafterBirth( self, Defender, From, Event, To ) - - local Dispatcher = Fsm:GetDispatcher() -- #AI_A2A_DISPATCHER - local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) - - if Squadron then - Fsm:__Patrol( 2 ) -- Start Patrolling - end - end - - function Fsm:onafterRTB( Defender, From, Event, To ) - self:F({"CAP RTB", Defender:GetName()}) - self:GetParent(self).onafterRTB( self, Defender, From, Event, To ) - local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER - Dispatcher:ClearDefenderTaskTarget( Defender ) - end - - --- @param #AI_A2A_DISPATCHER self - function Fsm:onafterHome( Defender, From, Event, To, Action ) - self:F({"CAP Home", Defender:GetName()}) - self:GetParent(self).onafterHome( self, Defender, From, Event, To ) - - local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER - local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) - - if Action and Action == "Destroy" then - Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender ) - Defender:Destroy() - end - - if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then - Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender ) - Defender:Destroy() - self:ParkDefender( Squadron, Defender ) - end - end - end - end - end - - end - - - --- - -- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:onafterENGAGE( From, Event, To, AttackerDetection, Defenders ) - - if Defenders then - - for DefenderID, Defender in pairs( Defenders ) do - - local Fsm = self:GetDefenderTaskFsm( Defender ) - Fsm:__Engage( 1, AttackerDetection.Set ) -- Engage on the TargetSetUnit - - self:SetDefenderTaskTarget( Defender, AttackerDetection ) - - end - end - end - - --- - -- @param #AI_A2A_DISPATCHER self - function AI_A2A_DISPATCHER:onafterGCI( From, Event, To, AttackerDetection, DefendersMissing, DefenderFriendlies ) - - self:F( { From, Event, To, AttackerDetection.Index, DefendersMissing, DefenderFriendlies } ) - - local AttackerSet = AttackerDetection.Set - local AttackerUnit = AttackerSet:GetFirst() - - if AttackerUnit and AttackerUnit:IsAlive() then - local AttackerCount = AttackerSet:Count() - local DefenderCount = 0 - - for DefenderID, DefenderGroup in pairs( DefenderFriendlies or {} ) do - - local Fsm = self:GetDefenderTaskFsm( DefenderGroup ) - Fsm:__Engage( 1, AttackerSet ) -- Engage on the TargetSetUnit - - self:SetDefenderTaskTarget( DefenderGroup, AttackerDetection ) - - DefenderCount = DefenderCount + DefenderGroup:GetSize() - end - - self:F( { DefenderCount = DefenderCount, DefendersMissing = DefendersMissing } ) - DefenderCount = DefendersMissing - - local ClosestDistance = 0 - local ClosestDefenderSquadronName = nil - - local BreakLoop = false - - while( DefenderCount > 0 and not BreakLoop ) do - - self:F( { DefenderSquadrons = self.DefenderSquadrons } ) - - for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons or {} ) do - - self:F( { GCI = DefenderSquadron.Gci } ) - - for InterceptID, Intercept in pairs( DefenderSquadron.Gci or {} ) do - - self:F( { DefenderSquadron } ) - local SpawnCoord = DefenderSquadron.Airbase:GetCoordinate() -- Core.Point#COORDINATE - local AttackerCoord = AttackerUnit:GetCoordinate() - local InterceptCoord = AttackerDetection.InterceptCoord - self:F( { InterceptCoord = InterceptCoord } ) - if InterceptCoord then - local InterceptDistance = SpawnCoord:Get2DDistance( InterceptCoord ) - local AirbaseDistance = SpawnCoord:Get2DDistance( AttackerCoord ) - self:F( { InterceptDistance = InterceptDistance, AirbaseDistance = AirbaseDistance, InterceptCoord = InterceptCoord } ) - - if ClosestDistance == 0 or InterceptDistance < ClosestDistance then - - -- Only intercept if the distance to target is smaller or equal to the GciRadius limit. - if AirbaseDistance <= self.GciRadius then - ClosestDistance = InterceptDistance - ClosestDefenderSquadronName = SquadronName - end - end - end - end - end - - if ClosestDefenderSquadronName then - - local DefenderSquadron = self:CanGCI( ClosestDefenderSquadronName ) - - if DefenderSquadron then - - local Gci = self.DefenderSquadrons[ClosestDefenderSquadronName].Gci - - if Gci then - - local DefenderOverhead = DefenderSquadron.Overhead or self.DefenderDefault.Overhead - local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping - local DefendersNeeded = math.ceil( DefenderCount * DefenderOverhead ) - - self:F( { Overhead = DefenderOverhead, SquadronOverhead = DefenderSquadron.Overhead , DefaultOverhead = self.DefenderDefault.Overhead } ) - self:F( { Grouping = DefenderGrouping, SquadronGrouping = DefenderSquadron.Grouping, DefaultGrouping = self.DefenderDefault.Grouping } ) - self:F( { DefendersCount = DefenderCount, DefendersNeeded = DefendersNeeded } ) - - -- DefenderSquadron.ResourceCount can have the value nil, which expresses unlimited resources. - -- DefendersNeeded cannot exceed DefenderSquadron.ResourceCount! - if DefenderSquadron.ResourceCount and DefendersNeeded > DefenderSquadron.ResourceCount then - DefendersNeeded = DefenderSquadron.ResourceCount - BreakLoop = true - end - - while ( DefendersNeeded > 0 ) do - - local DefenderGCI, DefenderGrouping = self:ResourceActivate( DefenderSquadron, DefendersNeeded ) - - DefendersNeeded = DefendersNeeded - DefenderGrouping - - if DefenderGCI then - - DefenderCount = DefenderCount - DefenderGrouping / DefenderOverhead - - local Fsm = AI_A2A_GCI:New( DefenderGCI, Gci.EngageMinSpeed, Gci.EngageMaxSpeed ) - Fsm:SetDispatcher( self ) - Fsm:SetHomeAirbase( DefenderSquadron.Airbase ) - Fsm:SetFuelThreshold( DefenderSquadron.FuelThreshold or self.DefenderDefault.FuelThreshold, 60 ) - Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold ) - Fsm:SetDisengageRadius( self.DisengageRadius ) - Fsm:Start() - - - self:SetDefenderTask( ClosestDefenderSquadronName, DefenderGCI, "GCI", Fsm, AttackerDetection ) - - - function Fsm:onafterTakeoff( Defender, From, Event, To ) - self:F({"GCI Birth", Defender:GetName()}) - --self:GetParent(self).onafterBirth( self, Defender, From, Event, To ) - - local Dispatcher = Fsm:GetDispatcher() -- #AI_A2A_DISPATCHER - local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) - local DefenderTarget = Dispatcher:GetDefenderTaskTarget( Defender ) - - if DefenderTarget then - Fsm:__Engage( 2, DefenderTarget.Set ) -- Engage on the TargetSetUnit - end - end - - function Fsm:onafterRTB( Defender, From, Event, To ) - self:F({"GCI RTB", Defender:GetName()}) - self:GetParent(self).onafterRTB( self, Defender, From, Event, To ) - - local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER - Dispatcher:ClearDefenderTaskTarget( Defender ) - end - - --- @param #AI_A2A_DISPATCHER self - function Fsm:onafterLostControl( Defender, From, Event, To ) - self:F({"GCI LostControl", Defender:GetName()}) - self:GetParent(self).onafterHome( self, Defender, From, Event, To ) - - local Dispatcher = Fsm:GetDispatcher() -- #AI_A2A_DISPATCHER - local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) - if Defender:IsAboveRunway() then - Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender ) - Defender:Destroy() - end - end - - --- @param #AI_A2A_DISPATCHER self - function Fsm:onafterHome( Defender, From, Event, To, Action ) - self:F({"GCI Home", Defender:GetName()}) - self:GetParent(self).onafterHome( self, Defender, From, Event, To ) - - local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER - local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) - - if Action and Action == "Destroy" then - Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender ) - Defender:Destroy() - end - - if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then - Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender ) - Defender:Destroy() - self:ParkDefender( Squadron, Defender ) - end - end - end -- if DefenderGCI then - end -- while ( DefendersNeeded > 0 ) do - end - else - -- No more resources, try something else. - -- Subject for a later enhancement to try to depart from another squadron and disable this one. - BreakLoop = true - break - end - else - -- There isn't any closest airbase anymore, break the loop. - break - end - end -- if DefenderSquadron then - end -- if AttackerUnit - end - - - - --- Creates an ENGAGE task when there are human friendlies airborne near the targets. - -- @param #AI_A2A_DISPATCHER self - -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem The detected item. - -- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units. - -- @return #nil If there are no targets to be set. - function AI_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem ) - self:F( { DetectedItem.ItemID } ) - - -- First, count the active AIGroups Units, targetting the DetectedSet - local DefenderCount = self:CountDefendersEngaged( DetectedItem ) - local DefenderGroups = self:CountDefendersToBeEngaged( DetectedItem, DefenderCount ) - - self:F( { DefenderCount = DefenderCount } ) - - -- Only allow ENGAGE when: - -- 1. There are friendly units near the detected attackers. - -- 2. There is sufficient fuel - -- 3. There is sufficient ammo - -- 4. The plane is not damaged - if DefenderGroups and DetectedItem.IsDetected == true then - - return DefenderGroups - end - - return nil, nil - end - - --- Creates an GCI task when there are targets for it. - -- @param #AI_A2A_DISPATCHER self - -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem The detected item. - -- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units. - -- @return #nil If there are no targets to be set. - function AI_A2A_DISPATCHER:EvaluateGCI( DetectedItem ) - self:F( { DetectedItem.ItemID } ) - - local AttackerSet = DetectedItem.Set - local AttackerCount = AttackerSet:Count() - - -- First, count the active AIGroups Units, targetting the DetectedSet - local DefenderCount = self:CountDefendersEngaged( DetectedItem ) - local DefendersMissing = AttackerCount - DefenderCount - self:F( { AttackerCount = AttackerCount, DefenderCount = DefenderCount, DefendersMissing = DefendersMissing } ) - - local Friendlies = self:CountDefendersToBeEngaged( DetectedItem, DefenderCount ) - - if DetectedItem.IsDetected == true then - - return DefendersMissing, Friendlies - end - - return nil, nil - end - - - --- Assigns A2A AI Tasks in relation to the detected items. - -- @param #AI_A2A_DISPATCHER self - -- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object. - -- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop. - function AI_A2A_DISPATCHER:ProcessDetected( Detection ) - - local AreaMsg = {} - local TaskMsg = {} - local ChangeMsg = {} - - local TaskReport = REPORT:New() - - - for AIGroup, DefenderTask in pairs( self:GetDefenderTasks() ) do - local AIGroup = AIGroup -- Wrapper.Group#GROUP - if not AIGroup:IsAlive() then - local DefenderTaskFsm = self:GetDefenderTaskFsm( AIGroup ) - self:F( { Defender = AIGroup:GetName(), DefenderState = DefenderTaskFsm:GetState() } ) - if not DefenderTaskFsm:Is( "Started" ) then - self:ClearDefenderTask( AIGroup ) - end - else - if DefenderTask.Target then - local AttackerItem = Detection:GetDetectedItemByIndex( DefenderTask.Target.Index ) - if not AttackerItem then - self:F( { "Removing obsolete Target:", DefenderTask.Target.Index } ) - self:ClearDefenderTaskTarget( AIGroup ) - else - if DefenderTask.Target.Set then - local AttackerCount = DefenderTask.Target.Set:Count() - if AttackerCount == 0 then - self:F( { "All Targets destroyed in Target, removing:", DefenderTask.Target.Index } ) - self:ClearDefenderTaskTarget( AIGroup ) - end - end - end - end - end - end - - local Report = REPORT:New( "\nTactical Overview" ) - - local DefenderGroupCount = 0 - - -- Now that all obsolete tasks are removed, loop through the detected targets. - for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do - - local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem - local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT - local DetectedCount = DetectedSet:Count() - local DetectedZone = DetectedItem.Zone - - self:F( { "Target ID", DetectedItem.ItemID } ) - DetectedSet:Flush( self ) - - local DetectedID = DetectedItem.ID - local DetectionIndex = DetectedItem.Index - local DetectedItemChanged = DetectedItem.Changed - - do - local Friendlies = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be GCIed... - if Friendlies then - self:F( { AIGroups = Friendlies } ) - self:ENGAGE( DetectedItem, Friendlies ) - end - end - - do - local DefendersMissing, Friendlies = self:EvaluateGCI( DetectedItem ) - if DefendersMissing and DefendersMissing > 0 then - self:F( { DefendersMissing = DefendersMissing } ) - self:GCI( DetectedItem, DefendersMissing, Friendlies ) - end - end - - if self.TacticalDisplay then - -- Show tactical situation - Report:Add( string.format( "\n - Target %s ( %s ): ( #%d ) %s" , DetectedItem.ItemID, DetectedItem.Index, DetectedItem.Set:Count(), DetectedItem.Set:GetObjectNames() ) ) - for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do - local Defender = Defender -- Wrapper.Group#GROUP - if DefenderTask.Target and DefenderTask.Target.Index == DetectedItem.Index then - if Defender:IsAlive() then - DefenderGroupCount = DefenderGroupCount + 1 - local Fuel = Defender:GetFuelMin() * 100 - local Damage = Defender:GetLife() / Defender:GetLife0() * 100 - Report:Add( string.format( " - %s ( %s - %s ): ( #%d ) F: %3d, D:%3d - %s", - Defender:GetName(), - DefenderTask.Type, - DefenderTask.Fsm:GetState(), - Defender:GetSize(), - Fuel, - Damage, - Defender:HasTask() == true and "Executing" or "Idle" ) ) - end - end - end - end - end - - if self.TacticalDisplay then - Report:Add( "\n - No Targets:") - local TaskCount = 0 - for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do - TaskCount = TaskCount + 1 - local Defender = Defender -- Wrapper.Group#GROUP - if not DefenderTask.Target then - if Defender:IsAlive() then - local DefenderHasTask = Defender:HasTask() - local Fuel = Defender:GetFuelMin() * 100 - local Damage = Defender:GetLife() / Defender:GetLife0() * 100 - DefenderGroupCount = DefenderGroupCount + 1 - Report:Add( string.format( " - %s ( %s - %s ): ( #%d ) F: %3d, D:%3d - %s", - Defender:GetName(), - DefenderTask.Type, - DefenderTask.Fsm:GetState(), - Defender:GetSize(), - Fuel, - Damage, - Defender:HasTask() == true and "Executing" or "Idle" ) ) - end - end - end - Report:Add( string.format( "\n - %d Tasks - %d Defender Groups", TaskCount, DefenderGroupCount ) ) - - self:F( Report:Text( "\n" ) ) - trigger.action.outText( Report:Text( "\n" ), 25 ) - end - - return true - end - -end - -do - - --- Calculates which HUMAN friendlies are nearby the area. - -- @param #AI_A2A_DISPATCHER self - -- @param DetectedItem The detected item. - -- @return #number, Core.Report#REPORT The amount of friendlies and a text string explaining which friendlies of which type. - function AI_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem ) - - local DetectedSet = DetectedItem.Set - local PlayersNearBy = self.Detection:GetPlayersNearBy( DetectedItem ) - - local PlayerTypes = {} - local PlayersCount = 0 - - if PlayersNearBy then - local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G() - for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do - local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT - local PlayerName = PlayerUnit:GetPlayerName() - --self:F( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } ) - if PlayerUnit:IsAirPlane() and PlayerName ~= nil then - local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel() - PlayersCount = PlayersCount + 1 - local PlayerType = PlayerUnit:GetTypeName() - PlayerTypes[PlayerName] = PlayerType - if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then - end - end - end - - end - - --self:F( { PlayersCount = PlayersCount } ) - - local PlayerTypesReport = REPORT:New() - - if PlayersCount > 0 then - for PlayerName, PlayerType in pairs( PlayerTypes ) do - PlayerTypesReport:Add( string.format('"%s" in %s', PlayerName, PlayerType ) ) - end - else - PlayerTypesReport:Add( "-" ) - end - - - return PlayersCount, PlayerTypesReport - end - - --- Calculates which friendlies are nearby the area. - -- @param #AI_A2A_DISPATCHER self - -- @param DetectedItem The detected item. - -- @return #number, Core.Report#REPORT The amount of friendlies and a text string explaining which friendlies of which type. - function AI_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem ) - - local DetectedSet = DetectedItem.Set - local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( DetectedItem ) - - local FriendlyTypes = {} - local FriendliesCount = 0 - - if FriendlyUnitsNearBy then - local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G() - for FriendlyUnitName, FriendlyUnitData in pairs( FriendlyUnitsNearBy ) do - local FriendlyUnit = FriendlyUnitData -- Wrapper.Unit#UNIT - if FriendlyUnit:IsAirPlane() then - local FriendlyUnitThreatLevel = FriendlyUnit:GetThreatLevel() - FriendliesCount = FriendliesCount + 1 - local FriendlyType = FriendlyUnit:GetTypeName() - FriendlyTypes[FriendlyType] = FriendlyTypes[FriendlyType] and ( FriendlyTypes[FriendlyType] + 1 ) or 1 - if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then - end - end - end - - end - - --self:F( { FriendliesCount = FriendliesCount } ) - - local FriendlyTypesReport = REPORT:New() - - if FriendliesCount > 0 then - for FriendlyType, FriendlyTypeCount in pairs( FriendlyTypes ) do - FriendlyTypesReport:Add( string.format("%d of %s", FriendlyTypeCount, FriendlyType ) ) - end - else - FriendlyTypesReport:Add( "-" ) - end - - - return FriendliesCount, FriendlyTypesReport - end - - --- Schedules a new CAP for the given SquadronName. - -- @param #AI_A2A_DISPATCHER self - -- @param #string SquadronName The squadron name. - function AI_A2A_DISPATCHER:SchedulerCAP( SquadronName ) - self:CAP( SquadronName ) - end - -end - -do - - --- @type AI_A2A_GCICAP - -- @extends #AI_A2A_DISPATCHER - - --- Create an automatic air defence system for a coalition setting up GCI and CAP air defenses. - -- The class derives from @{#AI_A2A_DISPATCHER} and thus, all the methods that are defined in the @{#AI_A2A_DISPATCHER} class, can be used also in AI\_A2A\_GCICAP. - -- - -- === - -- - -- # Demo Missions - -- - -- ### [AI\_A2A\_GCICAP for Caucasus](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-200%20-%20AI_A2A%20-%20GCICAP%20Demonstration) - -- ### [AI\_A2A\_GCICAP for NTTR](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-210%20-%20NTTR%20AI_A2A_GCICAP%20Demonstration) - -- ### [AI\_A2A\_GCICAP for Normandy](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-220%20-%20NORMANDY%20AI_A2A_GCICAP%20Demonstration) - -- - -- ### [AI\_A2A\_GCICAP for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching) - -- - -- === - -- - -- # YouTube Channel - -- - -- ### [DCS WORLD - MOOSE - A2A GCICAP - Build an automatic A2A Defense System](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0S4KMNUUJpaUs6zZHjLKNx) - -- - -- === - -- - -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia3.JPG) - -- - -- AI\_A2A\_GCICAP includes automatic spawning of Combat Air Patrol aircraft (CAP) and Ground Controlled Intercept aircraft (GCI) in response to enemy - -- air movements that are detected by an airborne or ground based radar network. - -- - -- With a little time and with a little work it provides the mission designer with a convincing and completely automatic air defence system. - -- - -- The AI_A2A_GCICAP provides a lightweight configuration method using the mission editor. Within a very short time, and with very little coding, - -- the mission designer is able to configure a complete A2A defense system for a coalition using the DCS Mission Editor available functions. - -- Using the DCS Mission Editor, you define borders of the coalition which are guarded by GCICAP, - -- configure airbases to belong to the coalition, define squadrons flying certain types of planes or payloads per airbase, and define CAP zones. - -- **Very little lua needs to be applied, a one liner**, which is fully explained below, which can be embedded - -- right in a DO SCRIPT trigger action or in a larger DO SCRIPT FILE trigger action. - -- - -- CAP flights will take off and proceed to designated CAP zones where they will remain on station until the ground radars direct them to intercept - -- detected enemy aircraft or they run short of fuel and must return to base (RTB). - -- - -- When a CAP flight leaves their zone to perform a GCI or return to base a new CAP flight will spawn to take its place. - -- If all CAP flights are engaged or RTB then additional GCI interceptors will scramble to intercept unengaged enemy aircraft under ground radar control. - -- - -- In short it is a plug in very flexible and configurable air defence module for DCS World. - -- - -- === - -- - -- # The following actions need to be followed when using AI\_A2A\_GCICAP in your mission: - -- - -- ## 1) Configure a working AI\_A2A\_GCICAP defense system for ONE coalition. - -- - -- ### 1.1) Define which airbases are for which coalition. - -- - -- ![Mission Editor Action](..\Presentations\AI_A2A_DISPATCHER\AI_A2A_GCICAP-ME_1.JPG) - -- - -- Color the airbases red or blue. You can do this by selecting the airbase on the map, and select the coalition blue or red. - -- - -- ### 1.2) Place groups of units given a name starting with a **EWR prefix** of your choice to build your EWR network. - -- - -- ![Mission Editor Action](..\Presentations\AI_A2A_DISPATCHER\AI_A2A_GCICAP-ME_2.JPG) - -- - -- **All EWR groups starting with the EWR prefix (text) will be included in the detection system.** - -- - -- An EWR network, or, Early Warning Radar network, is used to early detect potential airborne targets and to understand the position of patrolling targets of the enemy. - -- Typically EWR networks are setup using 55G6 EWR, 1L13 EWR, Hawk sr and Patriot str ground based radar units. - -- These radars have different ranges and 55G6 EWR and 1L13 EWR radars are Eastern Bloc units (eg Russia, Ukraine, Georgia) while the Hawk and Patriot radars are Western (eg US). - -- Additionally, ANY other radar capable unit can be part of the EWR network! - -- Also AWACS airborne units, planes, helicopters can help to detect targets, as long as they have radar. - -- The position of these units is very important as they need to provide enough coverage - -- to pick up enemy aircraft as they approach so that CAP and GCI flights can be tasked to intercept them. - -- - -- Additionally in a hot war situation where the border is no longer respected the placement of radars has a big effect on how fast the war escalates. - -- For example if they are a long way forward and can detect enemy planes on the ground and taking off - -- they will start to vector CAP and GCI flights to attack them straight away which will immediately draw a response from the other coalition. - -- Having the radars further back will mean a slower escalation because fewer targets will be detected and - -- therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map. - -- It all depends on what the desired effect is. - -- - -- EWR networks are **dynamically maintained**. By defining in a **smart way the names or name prefixes of the groups** with EWR capable units, these groups will be **automatically added or deleted** from the EWR network, - -- increasing or decreasing the radar coverage of the Early Warning System. - -- - -- ### 1.3) Place Airplane or Helicopter Groups with late activation switched on above the airbases to define Squadrons. - -- - -- ![Mission Editor Action](..\Presentations\AI_A2A_DISPATCHER\AI_A2A_GCICAP-ME_3.JPG) - -- - -- These are **templates**, with a given name starting with a **Template prefix** above each airbase that you wanna have a squadron. - -- These **templates** need to be within 1.5km from the airbase center. They don't need to have a slot at the airplane, they can just be positioned above the airbase, - -- without a route, and should only have ONE unit. - -- - -- ![Mission Editor Action](..\Presentations\AI_A2A_DISPATCHER\AI_A2A_GCICAP-ME_4.JPG) - -- - -- **All airplane or helicopter groups that are starting with any of the choosen Template Prefixes will result in a squadron created at the airbase.** - -- - -- ### 1.4) Place floating helicopters to create the CAP zones defined by its route points. - -- - -- ![Mission Editor Action](..\Presentations\AI_A2A_DISPATCHER\AI_A2A_GCICAP-ME_5.JPG) - -- - -- **All airplane or helicopter groups that are starting with any of the choosen Template Prefixes will result in a squadron created at the airbase.** - -- - -- The helicopter indicates the start of the CAP zone. - -- The route points define the form of the CAP zone polygon. - -- - -- ![Mission Editor Action](..\Presentations\AI_A2A_DISPATCHER\AI_A2A_GCICAP-ME_6.JPG) - -- - -- **The place of the helicopter is important, as the airbase closest to the helicopter will be the airbase from where the CAP planes will take off for CAP.** - -- - -- ## 2) There are a lot of defaults set, which can be further modified using the methods in @{#AI_A2A_DISPATCHER}: - -- - -- ### 2.1) Planes are taking off in the air from the airbases. - -- - -- This prevents airbases to get cluttered with airplanes taking off, it also reduces the risk of human players colliding with taxiiing airplanes, - -- resulting in the airbase to halt operations. - -- - -- You can change the way how planes take off by using the inherited methods from AI\_A2A\_DISPATCHER: - -- - -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoff}() is the generic configuration method to control takeoff from the air, hot, cold or from the runway. See the method for further details. - -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoffInAir}() will spawn new aircraft from the squadron directly in the air. - -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoffFromParkingCold}() will spawn new aircraft in without running engines at a parking spot at the airfield. - -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoffFromParkingHot}() will spawn new aircraft in with running engines at a parking spot at the airfield. - -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoffFromRunway}() will spawn new aircraft at the runway at the airfield. - -- - -- Use these methods to fine-tune for specific airfields that are known to create bottlenecks, or have reduced airbase efficiency. - -- The more and the longer aircraft need to taxi at an airfield, the more risk there is that: - -- - -- * aircraft will stop waiting for each other or for a landing aircraft before takeoff. - -- * aircraft may get into a "dead-lock" situation, where two aircraft are blocking each other. - -- * aircraft may collide at the airbase. - -- * aircraft may be awaiting the landing of a plane currently in the air, but never lands ... - -- - -- Currently within the DCS engine, the airfield traffic coordination is erroneous and contains a lot of bugs. - -- If you experience while testing problems with aircraft take-off or landing, please use one of the above methods as a solution to workaround these issues! - -- - -- ### 2.2) Planes return near the airbase or will land if damaged. - -- - -- When damaged airplanes return to the airbase, they will be routed and will dissapear in the air when they are near the airbase. - -- There are exceptions to this rule, airplanes that aren't "listening" anymore due to damage or out of fuel, will return to the airbase and land. - -- - -- You can change the way how planes land by using the inherited methods from AI\_A2A\_DISPATCHER: - -- - -- * @{#AI_A2A_DISPATCHER.SetSquadronLanding}() is the generic configuration method to control landing, namely despawn the aircraft near the airfield in the air, right after landing, or at engine shutdown. - -- * @{#AI_A2A_DISPATCHER.SetSquadronLandingNearAirbase}() will despawn the returning aircraft in the air when near the airfield. - -- * @{#AI_A2A_DISPATCHER.SetSquadronLandingAtRunway}() will despawn the returning aircraft directly after landing at the runway. - -- * @{#AI_A2A_DISPATCHER.SetSquadronLandingAtEngineShutdown}() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines. - -- - -- You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency. - -- When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the - -- A2A defense system, as no new CAP or GCI planes can takeoff. - -- Note that the method @{#AI_A2A_DISPATCHER.SetSquadronLandingNearAirbase}() will only work for returning aircraft, not for damaged or out of fuel aircraft. - -- Damaged or out-of-fuel aircraft are returning to the nearest friendly airbase and will land, and are out of control from ground control. - -- - -- ### 2.3) CAP operations setup for specific airbases, will be executed with the following parameters: - -- - -- * The altitude will range between 6000 and 10000 meters. - -- * The CAP speed will vary between 500 and 800 km/h. - -- * The engage speed between 800 and 1200 km/h. - -- - -- You can change or add a CAP zone by using the inherited methods from AI\_A2A\_DISPATCHER: - -- - -- The method @{#AI_A2A_DISPATCHER.SetSquadronCap}() defines a CAP execution for a squadron. - -- - -- Setting-up a CAP zone also requires specific parameters: - -- - -- * The minimum and maximum altitude - -- * The minimum speed and maximum patrol speed - -- * The minimum and maximum engage speed - -- * The type of altitude measurement - -- - -- These define how the squadron will perform the CAP while partrolling. Different terrain types requires different types of CAP. - -- - -- The @{#AI_A2A_DISPATCHER.SetSquadronCapInterval}() method specifies **how much** and **when** CAP flights will takeoff. - -- - -- It is recommended not to overload the air defense with CAP flights, as these will decrease the performance of the overall system. - -- - -- For example, the following setup will create a CAP for squadron "Sochi": - -- - -- A2ADispatcher:SetSquadronCap( "Sochi", CAPZoneWest, 4000, 8000, 600, 800, 800, 1200, "BARO" ) - -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) - -- - -- ### 2.4) Each airbase will perform GCI when required, with the following parameters: - -- - -- * The engage speed is between 800 and 1200 km/h. - -- - -- You can change or add a GCI parameters by using the inherited methods from AI\_A2A\_DISPATCHER: - -- - -- The method @{#AI_A2A_DISPATCHER.SetSquadronGci}() defines a GCI execution for a squadron. - -- - -- Setting-up a GCI readiness also requires specific parameters: - -- - -- * The minimum speed and maximum patrol speed - -- - -- Essentially this controls how many flights of GCI aircraft can be active at any time. - -- Note allowing large numbers of active GCI flights can adversely impact mission performance on low or medium specification hosts/servers. - -- GCI needs to be setup at strategic airbases. Too far will mean that the aircraft need to fly a long way to reach the intruders, - -- too short will mean that the intruders may have alraedy passed the ideal interception point! - -- - -- For example, the following setup will create a GCI for squadron "Sochi": - -- - -- A2ADispatcher:SetSquadronGci( "Mozdok", 900, 1200 ) - -- - -- ### 2.5) Grouping or detected targets. - -- - -- Detected targets are constantly re-grouped, that is, when certain detected aircraft are moving further than the group radius, then these aircraft will become a separate - -- group being detected. - -- - -- Targets will be grouped within a radius of 30km by default. - -- - -- The radius indicates that detected targets need to be grouped within a radius of 30km. - -- The grouping radius should not be too small, but also depends on the types of planes and the era of the simulation. - -- Fast planes like in the 80s, need a larger radius than WWII planes. - -- Typically I suggest to use 30000 for new generation planes and 10000 for older era aircraft. - -- - -- ## 3) Additional notes: - -- - -- In order to create a two way A2A defense system, **two AI\_A2A\_GCICAP defense systems must need to be created**, for each coalition one. - -- Each defense system needs its own EWR network setup, airplane templates and CAP configurations. - -- - -- This is a good implementation, because maybe in the future, more coalitions may become available in DCS world. - -- - -- ## 4) Coding examples how to use the AI\_A2A\_GCICAP class: - -- - -- ### 4.1) An easy setup: - -- - -- -- Setup the AI_A2A_GCICAP dispatcher for one coalition, and initialize it. - -- GCI_Red = AI_A2A_GCICAP:New( "EWR CCCP", "SQUADRON CCCP", "CAP CCCP", 2 ) - -- -- - -- The following parameters were given to the :New method of AI_A2A_GCICAP, and mean the following: - -- - -- * `"EWR CCCP"`: Groups of the blue coalition are placed that define the EWR network. These groups start with the name `EWR CCCP`. - -- * `"SQUADRON CCCP"`: Late activated Groups objects of the red coalition are placed above the relevant airbases that will contain these templates in the squadron. - -- These late activated Groups start with the name `SQUADRON CCCP`. Each Group object contains only one Unit, and defines the weapon payload, skin and skill level. - -- * `"CAP CCCP"`: CAP Zones are defined using floating, late activated Helicopter Group objects, where the route points define the route of the polygon of the CAP Zone. - -- These Helicopter Group objects start with the name `CAP CCCP`, and will be the locations wherein CAP will be performed. - -- * `2` Defines how many CAP airplanes are patrolling in each CAP zone defined simulateneously. - -- - -- - -- ### 4.2) A more advanced setup: - -- - -- -- Setup the AI_A2A_GCICAP dispatcher for the blue coalition. - -- - -- A2A_GCICAP_Blue = AI_A2A_GCICAP:New( { "BLUE EWR" }, { "104th", "105th", "106th" }, { "104th CAP" }, 4 ) - -- - -- The following parameters for the :New method have the following meaning: - -- - -- * `{ "BLUE EWR" }`: An array of the group name prefixes of the groups of the blue coalition are placed that define the EWR network. These groups start with the name `BLUE EWR`. - -- * `{ "104th", "105th", "106th" } `: An array of the group name prefixes of the Late activated Groups objects of the blue coalition are - -- placed above the relevant airbases that will contain these templates in the squadron. - -- These late activated Groups start with the name `104th` or `105th` or `106th`. - -- * `{ "104th CAP" }`: An array of the names of the CAP zones are defined using floating, late activated helicopter group objects, - -- where the route points define the route of the polygon of the CAP Zone. - -- These Helicopter Group objects start with the name `104th CAP`, and will be the locations wherein CAP will be performed. - -- * `4` Defines how many CAP airplanes are patrolling in each CAP zone defined simulateneously. - -- - -- @field #AI_A2A_GCICAP - AI_A2A_GCICAP = { - ClassName = "AI_A2A_GCICAP", - Detection = nil, - } - - - --- AI_A2A_GCICAP constructor. - -- @param #AI_A2A_GCICAP self - -- @param #string EWRPrefixes A list of prefixes that of groups that setup the Early Warning Radar network. - -- @param #string TemplatePrefixes A list of template prefixes. - -- @param #string CapPrefixes A list of CAP zone prefixes (polygon zones). - -- @param #number CapLimit A number of how many CAP maximum will be spawned. - -- @param #number GroupingRadius The radius in meters wherein detected planes are being grouped as one target area. - -- For airplanes, 6000 (6km) is recommended, and is also the default value of this parameter. - -- @param #number EngageRadius The radius in meters wherein detected airplanes will be engaged by airborne defenders without a task. - -- @param #number GciRadius The radius in meters wherein detected airplanes will GCI. - -- @param #number ResourceCount The amount of resources that will be allocated to each squadron. - -- @return #AI_A2A_GCICAP - -- @usage - -- - -- -- Setup a new GCICAP dispatcher object. Each squadron has unlimited resources. - -- -- The EWR network group prefix is "DF CCCP". All groups starting with "DF CCCP" will be part of the EWR network. - -- -- The Squadron Templates prefix is "SQ CCCP". All groups starting with "SQ CCCP" will be considered as airplane templates. - -- -- The CAP Zone prefix is "CAP Zone". - -- -- The CAP Limit is 2. - -- A2ADispatcher = AI_A2A_GCICAP:New( { "DF CCCP" }, { "SQ CCCP" }, { "CAP Zone" }, 2 ) - -- - -- @usage - -- - -- -- Setup a new GCICAP dispatcher object. Each squadron has unlimited resources. - -- -- The EWR network group prefix is "DF CCCP". All groups starting with "DF CCCP" will be part of the EWR network. - -- -- The Squadron Templates prefix is "SQ CCCP". All groups starting with "SQ CCCP" will be considered as airplane templates. - -- -- The CAP Zone prefix is "CAP Zone". - -- -- The CAP Limit is 2. - -- -- The Grouping Radius is set to 20000. Thus all planes within a 20km radius will be grouped as a group of targets. - -- A2ADispatcher = AI_A2A_GCICAP:New( { "DF CCCP" }, { "SQ CCCP" }, { "CAP Zone" }, 2, 20000 ) - -- - -- @usage - -- - -- -- Setup a new GCICAP dispatcher object. Each squadron has unlimited resources. - -- -- The EWR network group prefix is "DF CCCP". All groups starting with "DF CCCP" will be part of the EWR network. - -- -- The Squadron Templates prefix is "SQ CCCP". All groups starting with "SQ CCCP" will be considered as airplane templates. - -- -- The CAP Zone prefix is "CAP Zone". - -- -- The CAP Limit is 2. - -- -- The Grouping Radius is set to 20000. Thus all planes within a 20km radius will be grouped as a group of targets. - -- -- The Engage Radius is set to 60000. Any defender without a task, and in healthy condition, - -- -- will be considered a defense task if the target is within 60km from the defender. - -- A2ADispatcher = AI_A2A_GCICAP:New( { "DF CCCP" }, { "SQ CCCP" }, { "CAP Zone" }, 2, 20000, 60000 ) - -- - -- @usage - -- - -- -- Setup a new GCICAP dispatcher object. Each squadron has unlimited resources. - -- -- The EWR network group prefix is DF CCCP. All groups starting with DF CCCP will be part of the EWR network. - -- -- The Squadron Templates prefix is "SQ CCCP". All groups starting with "SQ CCCP" will be considered as airplane templates. - -- -- The CAP Zone prefix is "CAP Zone". - -- -- The CAP Limit is 2. - -- -- The Grouping Radius is set to 20000. Thus all planes within a 20km radius will be grouped as a group of targets. - -- -- The Engage Radius is set to 60000. Any defender without a task, and in healthy condition, - -- -- will be considered a defense task if the target is within 60km from the defender. - -- -- The GCI Radius is set to 150000. Any target detected within 150km will be considered for GCI engagement. - -- A2ADispatcher = AI_A2A_GCICAP:New( { "DF CCCP" }, { "SQ CCCP" }, { "CAP Zone" }, 2, 20000, 60000, 150000 ) - -- - -- @usage - -- - -- -- Setup a new GCICAP dispatcher object. Each squadron has 30 resources. - -- -- The EWR network group prefix is "DF CCCP". All groups starting with "DF CCCP" will be part of the EWR network. - -- -- The Squadron Templates prefix is "SQ CCCP". All groups starting with "SQ CCCP" will be considered as airplane templates. - -- -- The CAP Zone prefix is "CAP Zone". - -- -- The CAP Limit is 2. - -- -- The Grouping Radius is set to 20000. Thus all planes within a 20km radius will be grouped as a group of targets. - -- -- The Engage Radius is set to 60000. Any defender without a task, and in healthy condition, - -- -- will be considered a defense task if the target is within 60km from the defender. - -- -- The GCI Radius is set to 150000. Any target detected within 150km will be considered for GCI engagement. - -- -- The amount of resources for each squadron is set to 30. Thus about 30 resources are allocated to each squadron created. - -- - -- A2ADispatcher = AI_A2A_GCICAP:New( { "DF CCCP" }, { "SQ CCCP" }, { "CAP Zone" }, 2, 20000, 60000, 150000, 30 ) - -- - -- @usage - -- - -- -- Setup a new GCICAP dispatcher object. Each squadron has 30 resources. - -- -- The EWR network group prefix is "DF CCCP". All groups starting with "DF CCCP" will be part of the EWR network. - -- -- The Squadron Templates prefix is "SQ CCCP". All groups starting with "SQ CCCP" will be considered as airplane templates. - -- -- The CAP Zone prefix is nil. No CAP is created. - -- -- The CAP Limit is nil. - -- -- The Grouping Radius is nil. The default range of 6km radius will be grouped as a group of targets. - -- -- The Engage Radius is set nil. The default Engage Radius will be used to consider a defenser being assigned to a task. - -- -- The GCI Radius is nil. Any target detected within the default GCI Radius will be considered for GCI engagement. - -- -- The amount of resources for each squadron is set to 30. Thus about 30 resources are allocated to each squadron created. - -- - -- A2ADispatcher = AI_A2A_GCICAP:New( { "DF CCCP" }, { "SQ CCCP" }, nil, nil, nil, nil, nil, 30 ) - -- - function AI_A2A_GCICAP:New( EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, ResourceCount ) - - local EWRSetGroup = SET_GROUP:New() - EWRSetGroup:FilterPrefixes( EWRPrefixes ) - EWRSetGroup:FilterStart() - - local Detection = DETECTION_AREAS:New( EWRSetGroup, GroupingRadius or 30000 ) - - local self = BASE:Inherit( self, AI_A2A_DISPATCHER:New( Detection ) ) -- #AI_A2A_GCICAP - - self:SetEngageRadius( EngageRadius ) - self:SetGciRadius( GciRadius ) - - -- Determine the coalition of the EWRNetwork, this will be the coalition of the GCICAP. - local EWRFirst = EWRSetGroup:GetFirst() -- Wrapper.Group#GROUP - local EWRCoalition = EWRFirst:GetCoalition() - - -- Determine the airbases belonging to the coalition. - local AirbaseNames = {} -- #list<#string> - for AirbaseID, AirbaseData in pairs( _DATABASE.AIRBASES ) do - local Airbase = AirbaseData -- Wrapper.Airbase#AIRBASE - local AirbaseName = Airbase:GetName() - if Airbase:GetCoalition() == EWRCoalition then - table.insert( AirbaseNames, AirbaseName ) - end - end - - self.Templates = SET_GROUP - :New() - :FilterPrefixes( TemplatePrefixes ) - :FilterOnce() - - -- Setup squadrons - - self:I( { Airbases = AirbaseNames } ) - - self:I( "Defining Templates for Airbases ..." ) - for AirbaseID, AirbaseName in pairs( AirbaseNames ) do - local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE - local AirbaseName = Airbase:GetName() - local AirbaseCoord = Airbase:GetCoordinate() - local AirbaseZone = ZONE_RADIUS:New( "Airbase", AirbaseCoord:GetVec2(), 3000 ) - local Templates = nil - self:I( { Airbase = AirbaseName } ) - for TemplateID, Template in pairs( self.Templates:GetSet() ) do - local Template = Template -- Wrapper.Group#GROUP - local TemplateCoord = Template:GetCoordinate() - if AirbaseZone:IsVec2InZone( TemplateCoord:GetVec2() ) then - Templates = Templates or {} - table.insert( Templates, Template:GetName() ) - self:I( { Template = Template:GetName() } ) - end - end - if Templates then - self:SetSquadron( AirbaseName, AirbaseName, Templates, ResourceCount ) - end - end - - -- Setup CAP. - -- Find for each CAP the nearest airbase to the (start or center) of the zone. - -- CAP will be launched from there. - - self.CAPTemplates = SET_GROUP:New() - self.CAPTemplates:FilterPrefixes( CapPrefixes ) - self.CAPTemplates:FilterOnce() - - self:I( "Setting up CAP ..." ) - for CAPID, CAPTemplate in pairs( self.CAPTemplates:GetSet() ) do - local CAPZone = ZONE_POLYGON:New( CAPTemplate:GetName(), CAPTemplate ) - -- Now find the closest airbase from the ZONE (start or center) - local AirbaseDistance = 99999999 - local AirbaseClosest = nil -- Wrapper.Airbase#AIRBASE - self:I( { CAPZoneGroup = CAPID } ) - for AirbaseID, AirbaseName in pairs( AirbaseNames ) do - local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE - local AirbaseName = Airbase:GetName() - local AirbaseCoord = Airbase:GetCoordinate() - local Squadron = self.DefenderSquadrons[AirbaseName] - if Squadron then - local Distance = AirbaseCoord:Get2DDistance( CAPZone:GetCoordinate() ) - self:I( { AirbaseDistance = Distance } ) - if Distance < AirbaseDistance then - AirbaseDistance = Distance - AirbaseClosest = Airbase - end - end - end - if AirbaseClosest then - self:I( { CAPAirbase = AirbaseClosest:GetName() } ) - self:SetSquadronCap( AirbaseClosest:GetName(), CAPZone, 6000, 10000, 500, 800, 800, 1200, "RADIO" ) - self:SetSquadronCapInterval( AirbaseClosest:GetName(), CapLimit, 300, 600, 1 ) - end - end - - -- Setup GCI. - -- GCI is setup for all Squadrons. - self:I( "Setting up GCI ..." ) - for AirbaseID, AirbaseName in pairs( AirbaseNames ) do - local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE - local AirbaseName = Airbase:GetName() - local Squadron = self.DefenderSquadrons[AirbaseName] - self:F( { Airbase = AirbaseName } ) - if Squadron then - self:I( { GCIAirbase = AirbaseName } ) - self:SetSquadronGci( AirbaseName, 800, 1200 ) - end - end - - self:__Start( 5 ) - - self:HandleEvent( EVENTS.Crash, self.OnEventCrashOrDead ) - self:HandleEvent( EVENTS.Dead, self.OnEventCrashOrDead ) - --self:HandleEvent( EVENTS.RemoveUnit, self.OnEventCrashOrDead ) - - self:HandleEvent( EVENTS.Land ) - self:HandleEvent( EVENTS.EngineShutdown ) - - return self - end - - --- AI_A2A_GCICAP constructor with border. - -- @param #AI_A2A_GCICAP self - -- @param #string EWRPrefixes A list of prefixes that of groups that setup the Early Warning Radar network. - -- @param #string TemplatePrefixes A list of template prefixes. - -- @param #string BorderPrefix A Border Zone Prefix. - -- @param #string CapPrefixes A list of CAP zone prefixes (polygon zones). - -- @param #number CapLimit A number of how many CAP maximum will be spawned. - -- @param #number GroupingRadius The radius in meters wherein detected planes are being grouped as one target area. - -- For airplanes, 6000 (6km) is recommended, and is also the default value of this parameter. - -- @param #number EngageRadius The radius in meters wherein detected airplanes will be engaged by airborne defenders without a task. - -- @param #number GciRadius The radius in meters wherein detected airplanes will GCI. - -- @param #number ResourceCount The amount of resources that will be allocated to each squadron. - -- @return #AI_A2A_GCICAP - -- @usage - -- - -- -- Setup a new GCICAP dispatcher object with a border. Each squadron has unlimited resources. - -- -- The EWR network group prefix is "DF CCCP". All groups starting with "DF CCCP" will be part of the EWR network. - -- -- The Squadron Templates prefix is "SQ CCCP". All groups starting with "SQ CCCP" will be considered as airplane templates. - -- -- The CAP Zone prefix is "CAP Zone". - -- -- The CAP Limit is 2. - -- - -- A2ADispatcher = AI_A2A_GCICAP:NewWithBorder( { "DF CCCP" }, { "SQ CCCP" }, "Border", { "CAP Zone" }, 2 ) - -- - -- @usage - -- - -- -- Setup a new GCICAP dispatcher object with a border. Each squadron has unlimited resources. - -- -- The EWR network group prefix is "DF CCCP". All groups starting with "DF CCCP" will be part of the EWR network. - -- -- The Squadron Templates prefix is "SQ CCCP". All groups starting with "SQ CCCP" will be considered as airplane templates. - -- -- The Border prefix is "Border". This will setup a border using the group defined within the mission editor with the name Border. - -- -- The CAP Zone prefix is "CAP Zone". - -- -- The CAP Limit is 2. - -- -- The Grouping Radius is set to 20000. Thus all planes within a 20km radius will be grouped as a group of targets. - -- - -- A2ADispatcher = AI_A2A_GCICAP:NewWithBorder( { "DF CCCP" }, { "SQ CCCP" }, "Border", { "CAP Zone" }, 2, 20000 ) - -- - -- @usage - -- - -- -- Setup a new GCICAP dispatcher object with a border. Each squadron has unlimited resources. - -- -- The EWR network group prefix is "DF CCCP". All groups starting with "DF CCCP" will be part of the EWR network. - -- -- The Squadron Templates prefix is "SQ CCCP". All groups starting with "SQ CCCP" will be considered as airplane templates. - -- -- The Border prefix is "Border". This will setup a border using the group defined within the mission editor with the name Border. - -- -- The CAP Zone prefix is "CAP Zone". - -- -- The CAP Limit is 2. - -- -- The Grouping Radius is set to 20000. Thus all planes within a 20km radius will be grouped as a group of targets. - -- -- The Engage Radius is set to 60000. Any defender without a task, and in healthy condition, - -- -- will be considered a defense task if the target is within 60km from the defender. - -- - -- A2ADispatcher = AI_A2A_GCICAP:NewWithBorder( { "DF CCCP" }, { "SQ CCCP" }, "Border", { "CAP Zone" }, 2, 20000, 60000 ) - -- - -- @usage - -- - -- -- Setup a new GCICAP dispatcher object with a border. Each squadron has unlimited resources. - -- -- The EWR network group prefix is "DF CCCP". All groups starting with "DF CCCP" will be part of the EWR network. - -- -- The Squadron Templates prefix is "SQ CCCP". All groups starting with "SQ CCCP" will be considered as airplane templates. - -- -- The Border prefix is "Border". This will setup a border using the group defined within the mission editor with the name Border. - -- -- The CAP Zone prefix is "CAP Zone". - -- -- The CAP Limit is 2. - -- -- The Grouping Radius is set to 20000. Thus all planes within a 20km radius will be grouped as a group of targets. - -- -- The Engage Radius is set to 60000. Any defender without a task, and in healthy condition, - -- -- will be considered a defense task if the target is within 60km from the defender. - -- -- The GCI Radius is set to 150000. Any target detected within 150km will be considered for GCI engagement. - -- - -- A2ADispatcher = AI_A2A_GCICAP:NewWithBorder( { "DF CCCP" }, { "SQ CCCP" }, "Border", { "CAP Zone" }, 2, 20000, 60000, 150000 ) - -- - -- @usage - -- - -- -- Setup a new GCICAP dispatcher object with a border. Each squadron has 30 resources. - -- -- The EWR network group prefix is "DF CCCP". All groups starting with "DF CCCP" will be part of the EWR network. - -- -- The Squadron Templates prefix is "SQ CCCP". All groups starting with "SQ CCCP" will be considered as airplane templates. - -- -- The Border prefix is "Border". This will setup a border using the group defined within the mission editor with the name Border. - -- -- The CAP Zone prefix is "CAP Zone". - -- -- The CAP Limit is 2. - -- -- The Grouping Radius is set to 20000. Thus all planes within a 20km radius will be grouped as a group of targets. - -- -- The Engage Radius is set to 60000. Any defender without a task, and in healthy condition, - -- -- will be considered a defense task if the target is within 60km from the defender. - -- -- The GCI Radius is set to 150000. Any target detected within 150km will be considered for GCI engagement. - -- -- The amount of resources for each squadron is set to 30. Thus about 30 resources are allocated to each squadron created. - -- - -- A2ADispatcher = AI_A2A_GCICAP:NewWithBorder( { "DF CCCP" }, { "SQ CCCP" }, "Border", { "CAP Zone" }, 2, 20000, 60000, 150000, 30 ) - -- - -- @usage - -- - -- -- Setup a new GCICAP dispatcher object with a border. Each squadron has 30 resources. - -- -- The EWR network group prefix is "DF CCCP". All groups starting with "DF CCCP" will be part of the EWR network. - -- -- The Squadron Templates prefix is "SQ CCCP". All groups starting with "SQ CCCP" will be considered as airplane templates. - -- -- The Border prefix is "Border". This will setup a border using the group defined within the mission editor with the name Border. - -- -- The CAP Zone prefix is nil. No CAP is created. - -- -- The CAP Limit is nil. - -- -- The Grouping Radius is nil. The default range of 6km radius will be grouped as a group of targets. - -- -- The Engage Radius is set nil. The default Engage Radius will be used to consider a defenser being assigned to a task. - -- -- The GCI Radius is nil. Any target detected within the default GCI Radius will be considered for GCI engagement. - -- -- The amount of resources for each squadron is set to 30. Thus about 30 resources are allocated to each squadron created. - -- - -- A2ADispatcher = AI_A2A_GCICAP:NewWithBorder( { "DF CCCP" }, { "SQ CCCP" }, "Border", nil, nil, nil, nil, nil, 30 ) - -- - function AI_A2A_GCICAP:NewWithBorder( EWRPrefixes, TemplatePrefixes, BorderPrefix, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, ResourceCount ) - - local self = AI_A2A_GCICAP:New( EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, ResourceCount ) - - if BorderPrefix then - self:SetBorderZone( ZONE_POLYGON:New( BorderPrefix, GROUP:FindByName( BorderPrefix ) ) ) - end - - return self - - end - -end - ---- **AI** -- Perform Air Patrolling for airplanes. --- --- **Features:** --- --- * Patrol AI airplanes within a given zone. --- * Trigger detected events when enemy airplanes are detected. --- * Manage a fuel treshold to RTB on time. --- --- === --- --- AI PATROL classes makes AI Controllables execute an Patrol. --- --- There are the following types of PATROL classes defined: --- --- * @{#AI_PATROL_ZONE}: Perform a PATROL in a zone. --- --- === --- --- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/PAT%20-%20Patrolling) --- --- === --- --- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl35HvYZKA6G22WMt7iI3zky) --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-) --- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review. --- --- === --- --- @module AI.AI_Patrol --- @image AI_Air_Patrolling.JPG - ---- AI_PATROL_ZONE class --- @type AI_PATROL_ZONE --- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling. --- @field Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. --- @field DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol. --- @field DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol. --- @field DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h. --- @field DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h. --- @field Core.Spawn#SPAWN CoordTest --- @extends Core.Fsm#FSM_CONTROLLABLE - ---- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}. --- --- ![Process](..\Presentations\AI_PATROL\Dia3.JPG) --- --- The AI_PATROL_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event. --- --- ![Process](..\Presentations\AI_PATROL\Dia4.JPG) --- --- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. --- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. --- --- ![Process](..\Presentations\AI_PATROL\Dia5.JPG) --- --- This cycle will continue. --- --- ![Process](..\Presentations\AI_PATROL\Dia6.JPG) --- --- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. --- --- ![Process](..\Presentations\AI_PATROL\Dia9.JPG) --- ----- Note that the enemy is not engaged! To model enemy engagement, either tailor the **Detected** event, or --- use derived AI_ classes to model AI offensive or defensive behaviour. --- --- ![Process](..\Presentations\AI_PATROL\Dia10.JPG) --- --- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. --- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. --- --- ![Process](..\Presentations\AI_PATROL\Dia11.JPG) --- --- ## 1. AI_PATROL_ZONE constructor --- --- * @{#AI_PATROL_ZONE.New}(): Creates a new AI_PATROL_ZONE object. --- --- ## 2. AI_PATROL_ZONE is a FSM --- --- ![Process](..\Presentations\AI_PATROL\Dia2.JPG) --- --- ### 2.1. AI_PATROL_ZONE States --- --- * **None** ( Group ): The process is not started yet. --- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone. --- * **Returning** ( Group ): The AI is returning to Base. --- * **Stopped** ( Group ): The process is stopped. --- * **Crashed** ( Group ): The AI has crashed or is dead. --- --- ### 2.2. AI_PATROL_ZONE Events --- --- * **Start** ( Group ): Start the process. --- * **Stop** ( Group ): Stop the process. --- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone. --- * **RTB** ( Group ): Route the AI to the home base. --- * **Detect** ( Group ): The AI is detecting targets. --- * **Detected** ( Group ): The AI has detected new targets. --- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB. --- --- ## 3. Set or Get the AI controllable --- --- * @{#AI_PATROL_ZONE.SetControllable}(): Set the AIControllable. --- * @{#AI_PATROL_ZONE.GetControllable}(): Get the AIControllable. --- --- ## 4. Set the Speed and Altitude boundaries of the AI controllable --- --- * @{#AI_PATROL_ZONE.SetSpeed}(): Set the patrol speed boundaries of the AI, for the next patrol. --- * @{#AI_PATROL_ZONE.SetAltitude}(): Set altitude boundaries of the AI, for the next patrol. --- --- ## 5. Manage the detection process of the AI controllable --- --- The detection process of the AI controllable can be manipulated. --- Detection requires an amount of CPU power, which has an impact on your mission performance. --- Only put detection on when absolutely necessary, and the frequency of the detection can also be set. --- --- * @{#AI_PATROL_ZONE.SetDetectionOn}(): Set the detection on. The AI will detect for targets. --- * @{#AI_PATROL_ZONE.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased. --- --- The detection frequency can be set with @{#AI_PATROL_ZONE.SetRefreshTimeInterval}( seconds ), where the amount of seconds specify how much seconds will be waited before the next detection. --- Use the method @{#AI_PATROL_ZONE.GetDetectedUnits}() to obtain a list of the @{Wrapper.Unit}s detected by the AI. --- --- The detection can be filtered to potential targets in a specific zone. --- Use the method @{#AI_PATROL_ZONE.SetDetectionZone}() to set the zone where targets need to be detected. --- Note that when the zone is too far away, or the AI is not heading towards the zone, or the AI is too high, no targets may be detected --- according the weather conditions. --- --- ## 6. Manage the "out of fuel" in the AI_PATROL_ZONE --- --- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. --- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. --- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, --- while a new AI is targetted to the AI_PATROL_ZONE. --- Once the time is finished, the old AI will return to the base. --- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this proces in place. --- --- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE --- --- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on. --- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB). --- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this proces in place. --- --- === --- --- @field #AI_PATROL_ZONE -AI_PATROL_ZONE = { - ClassName = "AI_PATROL_ZONE", -} - ---- Creates a new AI_PATROL_ZONE object --- @param #AI_PATROL_ZONE self --- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. --- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol. --- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol. --- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h. --- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h. --- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO --- @return #AI_PATROL_ZONE self --- @usage --- -- Define a new AI_PATROL_ZONE Object. This PatrolArea will patrol an AIControllable within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h. --- PatrolZone = ZONE:New( 'PatrolZone' ) --- PatrolSpawn = SPAWN:New( 'Patrol Group' ) --- PatrolArea = AI_PATROL_ZONE:New( PatrolZone, 3000, 6000, 600, 900 ) -function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) - - -- Inherits from BASE - local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_PATROL_ZONE - - - self.PatrolZone = PatrolZone - self.PatrolFloorAltitude = PatrolFloorAltitude - self.PatrolCeilingAltitude = PatrolCeilingAltitude - self.PatrolMinSpeed = PatrolMinSpeed - self.PatrolMaxSpeed = PatrolMaxSpeed - - -- defafult PatrolAltType to "RADIO" if not specified - self.PatrolAltType = PatrolAltType or "RADIO" - - self:SetRefreshTimeInterval( 30 ) - - self.CheckStatus = true - - self:ManageFuel( .2, 60 ) - self:ManageDamage( 1 ) - - - self.DetectedUnits = {} -- This table contains the targets detected during patrol. - - self:SetStartState( "None" ) - - self:AddTransition( "*", "Stop", "Stopped" ) - ---- OnLeave Transition Handler for State Stopped. --- @function [parent=#AI_PATROL_ZONE] OnLeaveStopped --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnEnter Transition Handler for State Stopped. --- @function [parent=#AI_PATROL_ZONE] OnEnterStopped --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - ---- OnBefore Transition Handler for Event Stop. --- @function [parent=#AI_PATROL_ZONE] OnBeforeStop --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnAfter Transition Handler for Event Stop. --- @function [parent=#AI_PATROL_ZONE] OnAfterStop --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - ---- Synchronous Event Trigger for Event Stop. --- @function [parent=#AI_PATROL_ZONE] Stop --- @param #AI_PATROL_ZONE self - ---- Asynchronous Event Trigger for Event Stop. --- @function [parent=#AI_PATROL_ZONE] __Stop --- @param #AI_PATROL_ZONE self --- @param #number Delay The delay in seconds. - - self:AddTransition( "None", "Start", "Patrolling" ) - ---- OnBefore Transition Handler for Event Start. --- @function [parent=#AI_PATROL_ZONE] OnBeforeStart --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnAfter Transition Handler for Event Start. --- @function [parent=#AI_PATROL_ZONE] OnAfterStart --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - ---- Synchronous Event Trigger for Event Start. --- @function [parent=#AI_PATROL_ZONE] Start --- @param #AI_PATROL_ZONE self - ---- Asynchronous Event Trigger for Event Start. --- @function [parent=#AI_PATROL_ZONE] __Start --- @param #AI_PATROL_ZONE self --- @param #number Delay The delay in seconds. - ---- OnLeave Transition Handler for State Patrolling. --- @function [parent=#AI_PATROL_ZONE] OnLeavePatrolling --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnEnter Transition Handler for State Patrolling. --- @function [parent=#AI_PATROL_ZONE] OnEnterPatrolling --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - - self:AddTransition( "Patrolling", "Route", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE. - ---- OnBefore Transition Handler for Event Route. --- @function [parent=#AI_PATROL_ZONE] OnBeforeRoute --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnAfter Transition Handler for Event Route. --- @function [parent=#AI_PATROL_ZONE] OnAfterRoute --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - ---- Synchronous Event Trigger for Event Route. --- @function [parent=#AI_PATROL_ZONE] Route --- @param #AI_PATROL_ZONE self - ---- Asynchronous Event Trigger for Event Route. --- @function [parent=#AI_PATROL_ZONE] __Route --- @param #AI_PATROL_ZONE self --- @param #number Delay The delay in seconds. - - self:AddTransition( "*", "Status", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE. - ---- OnBefore Transition Handler for Event Status. --- @function [parent=#AI_PATROL_ZONE] OnBeforeStatus --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnAfter Transition Handler for Event Status. --- @function [parent=#AI_PATROL_ZONE] OnAfterStatus --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - ---- Synchronous Event Trigger for Event Status. --- @function [parent=#AI_PATROL_ZONE] Status --- @param #AI_PATROL_ZONE self - ---- Asynchronous Event Trigger for Event Status. --- @function [parent=#AI_PATROL_ZONE] __Status --- @param #AI_PATROL_ZONE self --- @param #number Delay The delay in seconds. - - self:AddTransition( "*", "Detect", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE. - ---- OnBefore Transition Handler for Event Detect. --- @function [parent=#AI_PATROL_ZONE] OnBeforeDetect --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnAfter Transition Handler for Event Detect. --- @function [parent=#AI_PATROL_ZONE] OnAfterDetect --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - ---- Synchronous Event Trigger for Event Detect. --- @function [parent=#AI_PATROL_ZONE] Detect --- @param #AI_PATROL_ZONE self - ---- Asynchronous Event Trigger for Event Detect. --- @function [parent=#AI_PATROL_ZONE] __Detect --- @param #AI_PATROL_ZONE self --- @param #number Delay The delay in seconds. - - self:AddTransition( "*", "Detected", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE. - ---- OnBefore Transition Handler for Event Detected. --- @function [parent=#AI_PATROL_ZONE] OnBeforeDetected --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnAfter Transition Handler for Event Detected. --- @function [parent=#AI_PATROL_ZONE] OnAfterDetected --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - ---- Synchronous Event Trigger for Event Detected. --- @function [parent=#AI_PATROL_ZONE] Detected --- @param #AI_PATROL_ZONE self - ---- Asynchronous Event Trigger for Event Detected. --- @function [parent=#AI_PATROL_ZONE] __Detected --- @param #AI_PATROL_ZONE self --- @param #number Delay The delay in seconds. - - self:AddTransition( "*", "RTB", "Returning" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE. - ---- OnBefore Transition Handler for Event RTB. --- @function [parent=#AI_PATROL_ZONE] OnBeforeRTB --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnAfter Transition Handler for Event RTB. --- @function [parent=#AI_PATROL_ZONE] OnAfterRTB --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - ---- Synchronous Event Trigger for Event RTB. --- @function [parent=#AI_PATROL_ZONE] RTB --- @param #AI_PATROL_ZONE self - ---- Asynchronous Event Trigger for Event RTB. --- @function [parent=#AI_PATROL_ZONE] __RTB --- @param #AI_PATROL_ZONE self --- @param #number Delay The delay in seconds. - ---- OnLeave Transition Handler for State Returning. --- @function [parent=#AI_PATROL_ZONE] OnLeaveReturning --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnEnter Transition Handler for State Returning. --- @function [parent=#AI_PATROL_ZONE] OnEnterReturning --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - - self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE. - - self:AddTransition( "*", "Eject", "*" ) - self:AddTransition( "*", "Crash", "Crashed" ) - self:AddTransition( "*", "PilotDead", "*" ) - - return self -end - - - - ---- Sets (modifies) the minimum and maximum speed of the patrol. --- @param #AI_PATROL_ZONE self --- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h. --- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h. --- @return #AI_PATROL_ZONE self -function AI_PATROL_ZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed ) - self:F2( { PatrolMinSpeed, PatrolMaxSpeed } ) - - self.PatrolMinSpeed = PatrolMinSpeed - self.PatrolMaxSpeed = PatrolMaxSpeed -end - - - ---- Sets the floor and ceiling altitude of the patrol. --- @param #AI_PATROL_ZONE self --- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol. --- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol. --- @return #AI_PATROL_ZONE self -function AI_PATROL_ZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude ) - self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } ) - - self.PatrolFloorAltitude = PatrolFloorAltitude - self.PatrolCeilingAltitude = PatrolCeilingAltitude -end - --- * @{#AI_PATROL_ZONE.SetDetectionOn}(): Set the detection on. The AI will detect for targets. --- * @{#AI_PATROL_ZONE.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased. - ---- Set the detection on. The AI will detect for targets. --- @param #AI_PATROL_ZONE self --- @return #AI_PATROL_ZONE self -function AI_PATROL_ZONE:SetDetectionOn() - self:F2() - - self.DetectOn = true -end - ---- Set the detection off. The AI will NOT detect for targets. --- However, the list of already detected targets will be kept and can be enquired! --- @param #AI_PATROL_ZONE self --- @return #AI_PATROL_ZONE self -function AI_PATROL_ZONE:SetDetectionOff() - self:F2() - - self.DetectOn = false -end - ---- Set the status checking off. --- @param #AI_PATROL_ZONE self --- @return #AI_PATROL_ZONE self -function AI_PATROL_ZONE:SetStatusOff() - self:F2() - - self.CheckStatus = false -end - ---- Activate the detection. The AI will detect for targets if the Detection is switched On. --- @param #AI_PATROL_ZONE self --- @return #AI_PATROL_ZONE self -function AI_PATROL_ZONE:SetDetectionActivated() - self:F2() - - self:ClearDetectedUnits() - self.DetectActivated = true - self:__Detect( -self.DetectInterval ) -end - ---- Deactivate the detection. The AI will NOT detect for targets. --- @param #AI_PATROL_ZONE self --- @return #AI_PATROL_ZONE self -function AI_PATROL_ZONE:SetDetectionDeactivated() - self:F2() - - self:ClearDetectedUnits() - self.DetectActivated = false -end - ---- Set the interval in seconds between each detection executed by the AI. --- The list of already detected targets will be kept and updated. --- Newly detected targets will be added, but already detected targets that were --- not detected in this cycle, will NOT be removed! --- The default interval is 30 seconds. --- @param #AI_PATROL_ZONE self --- @param #number Seconds The interval in seconds. --- @return #AI_PATROL_ZONE self -function AI_PATROL_ZONE:SetRefreshTimeInterval( Seconds ) - self:F2() - - if Seconds then - self.DetectInterval = Seconds - else - self.DetectInterval = 30 - end -end - ---- Set the detection zone where the AI is detecting targets. --- @param #AI_PATROL_ZONE self --- @param Core.Zone#ZONE DetectionZone The zone where to detect targets. --- @return #AI_PATROL_ZONE self -function AI_PATROL_ZONE:SetDetectionZone( DetectionZone ) - self:F2() - - if DetectionZone then - self.DetectZone = DetectionZone - else - self.DetectZone = nil - end -end - ---- Gets a list of @{Wrapper.Unit#UNIT}s that were detected by the AI. --- No filtering is applied, so, ANY detected UNIT can be in this list. --- It is up to the mission designer to use the @{Wrapper.Unit} class and methods to filter the targets. --- @param #AI_PATROL_ZONE self --- @return #table The list of @{Wrapper.Unit#UNIT}s -function AI_PATROL_ZONE:GetDetectedUnits() - self:F2() - - return self.DetectedUnits -end - ---- Clears the list of @{Wrapper.Unit#UNIT}s that were detected by the AI. --- @param #AI_PATROL_ZONE self -function AI_PATROL_ZONE:ClearDetectedUnits() - self:F2() - self.DetectedUnits = {} -end - ---- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base. --- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. --- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE. --- Once the time is finished, the old AI will return to the base. --- @param #AI_PATROL_ZONE self --- @param #number PatrolFuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel. --- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base. --- @return #AI_PATROL_ZONE self -function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime ) - - self.PatrolFuelThresholdPercentage = PatrolFuelThresholdPercentage - self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime - - return self -end - ---- When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base. --- However, damage cannot be foreseen early on. --- Therefore, when the damage treshold is reached, --- the AI will return immediately to the home base (RTB). --- Note that for groups, the average damage of the complete group will be calculated. --- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25. --- @param #AI_PATROL_ZONE self --- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged. --- @return #AI_PATROL_ZONE self -function AI_PATROL_ZONE:ManageDamage( PatrolDamageThreshold ) - - self.PatrolManageDamage = true - self.PatrolDamageThreshold = PatrolDamageThreshold - - return self -end - ---- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- @param #AI_PATROL_ZONE self --- @return #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To ) - self:F2() - - self:__Route( 1 ) -- Route to the patrol point. The asynchronous trigger is important, because a spawned group and units takes at least one second to come live. - self:__Status( 60 ) -- Check status status every 30 seconds. - self:SetDetectionActivated() - - self:HandleEvent( EVENTS.PilotDead, self.OnPilotDead ) - self:HandleEvent( EVENTS.Crash, self.OnCrash ) - self:HandleEvent( EVENTS.Ejection, self.OnEjection ) - - Controllable:OptionROEHoldFire() - Controllable:OptionROTVertical() - - self.Controllable:OnReSpawn( - function( PatrolGroup ) - self:E( "ReSpawn" ) - self:__Reset( 1 ) - self:__Route( 5 ) - end - ) - - self:SetDetectionOn() - -end - - ---- @param #AI_PATROL_ZONE self ---- @param Wrapper.Controllable#CONTROLLABLE Controllable -function AI_PATROL_ZONE:onbeforeDetect( Controllable, From, Event, To ) - - return self.DetectOn and self.DetectActivated -end - ---- @param #AI_PATROL_ZONE self ---- @param Wrapper.Controllable#CONTROLLABLE Controllable -function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To ) - - local Detected = false - - local DetectedTargets = Controllable:GetDetectedTargets() - for TargetID, Target in pairs( DetectedTargets or {} ) do - local TargetObject = Target.object - - if TargetObject and TargetObject:isExist() and TargetObject.id_ < 50000000 then - - local TargetUnit = UNIT:Find( TargetObject ) - local TargetUnitName = TargetUnit:GetName() - - if self.DetectionZone then - if TargetUnit:IsInZone( self.DetectionZone ) then - self:T( {"Detected ", TargetUnit } ) - if self.DetectedUnits[TargetUnit] == nil then - self.DetectedUnits[TargetUnit] = true - end - Detected = true - end - else - if self.DetectedUnits[TargetUnit] == nil then - self.DetectedUnits[TargetUnit] = true - end - Detected = true - end - end - end - - self:__Detect( -self.DetectInterval ) - - if Detected == true then - self:__Detected( 1.5 ) - end - -end - ---- @param Wrapper.Controllable#CONTROLLABLE AIControllable --- This statis method is called from the route path within the last task at the last waaypoint of the Controllable. --- Note that this method is required, as triggers the next route when patrolling for the Controllable. -function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable ) - - local PatrolZone = AIControllable:GetState( AIControllable, "PatrolZone" ) -- PatrolCore.Zone#AI_PATROL_ZONE - PatrolZone:__Route( 1 ) -end - - ---- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. --- @param #AI_PATROL_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To ) - - self:F2() - - -- When RTB, don't allow anymore the routing. - if From == "RTB" then - return - end - - - if self.Controllable:IsAlive() then - -- Determine if the AIControllable is within the PatrolZone. - -- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point. - - local PatrolRoute = {} - - -- Calculate the current route point of the controllable as the start point of the route. - -- However, when the controllable is not in the air, - -- the controllable current waypoint is probably the airbase... - -- Thus, if we would take the current waypoint as the startpoint, upon take-off, the controllable flies - -- immediately back to the airbase, and this is not correct. - -- Therefore, when on a runway, get as the current route point a random point within the PatrolZone. - -- This will make the plane fly immediately to the patrol zone. - - if self.Controllable:InAir() == false then - self:E( "Not in the air, finding route path within PatrolZone" ) - local CurrentVec2 = self.Controllable:GetVec2() - --TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). - local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude() - local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) - local ToPatrolZoneSpeed = self.PatrolMaxSpeed - local CurrentRoutePoint = CurrentPointVec3:WaypointAir( - self.PatrolAltType, - POINT_VEC3.RoutePointType.TakeOffParking, - POINT_VEC3.RoutePointAction.FromParkingArea, - ToPatrolZoneSpeed, - true - ) - PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint - else - self:E( "In the air, finding route path within PatrolZone" ) - local CurrentVec2 = self.Controllable:GetVec2() - --TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). - local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude() - local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) - local ToPatrolZoneSpeed = self.PatrolMaxSpeed - local CurrentRoutePoint = CurrentPointVec3:WaypointAir( - self.PatrolAltType, - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - ToPatrolZoneSpeed, - true - ) - PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint - end - - - --- Define a random point in the @{Zone}. The AI will fly to that point within the zone. - - --- Find a random 2D point in PatrolZone. - local ToTargetVec2 = self.PatrolZone:GetRandomVec2() - self:T2( ToTargetVec2 ) - - --- Define Speed and Altitude. - local ToTargetAltitude = math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ) - local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed ) - self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } ) - - --- Obtain a 3D @{Point} from the 2D point + altitude. - local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y ) - - --- Create a route point of type air. - local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir( - self.PatrolAltType, - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - ToTargetSpeed, - true - ) - - --self.CoordTest:SpawnFromVec3( ToTargetPointVec3:GetVec3() ) - - --ToTargetPointVec3:SmokeRed() - - PatrolRoute[#PatrolRoute+1] = ToTargetRoutePoint - - --- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable... - self.Controllable:WayPointInitialize( PatrolRoute ) - - --- Do a trick, link the NewPatrolRoute function of the PATROLGROUP object to the AIControllable in a temporary variable ... - self.Controllable:SetState( self.Controllable, "PatrolZone", self ) - self.Controllable:WayPointFunction( #PatrolRoute, 1, "AI_PATROL_ZONE:_NewPatrolRoute" ) - - --- NOW ROUTE THE GROUP! - self.Controllable:WayPointExecute( 1, 2 ) - end - -end - ---- @param #AI_PATROL_ZONE self -function AI_PATROL_ZONE:onbeforeStatus() - - return self.CheckStatus -end - ---- @param #AI_PATROL_ZONE self -function AI_PATROL_ZONE:onafterStatus() - self:F2() - - if self.Controllable and self.Controllable:IsAlive() then - - local RTB = false - - local Fuel = self.Controllable:GetFuelMin() - if Fuel < self.PatrolFuelThresholdPercentage then - self:E( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" ) - local OldAIControllable = self.Controllable - - local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed ) - local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.PatrolOutOfFuelOrbitTime,nil ) ) - OldAIControllable:SetTask( TimedOrbitTask, 10 ) - - RTB = true - else - end - - -- TODO: Check GROUP damage function. - local Damage = self.Controllable:GetLife() - if Damage <= self.PatrolDamageThreshold then - self:E( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" ) - RTB = true - end - - if RTB == true then - self:RTB() - else - self:__Status( 60 ) -- Execute the Patrol event after 30 seconds. - end - end -end - ---- @param #AI_PATROL_ZONE self -function AI_PATROL_ZONE:onafterRTB() - self:F2() - - if self.Controllable and self.Controllable:IsAlive() then - - self:SetDetectionOff() - self.CheckStatus = false - - local PatrolRoute = {} - - --- Calculate the current route point. - local CurrentVec2 = self.Controllable:GetVec2() - - --TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). - local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude() - local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) - local ToPatrolZoneSpeed = self.PatrolMaxSpeed - local CurrentRoutePoint = CurrentPointVec3:WaypointAir( - self.PatrolAltType, - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - ToPatrolZoneSpeed, - true - ) - - PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint - - --- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable... - self.Controllable:WayPointInitialize( PatrolRoute ) - - --- NOW ROUTE THE GROUP! - self.Controllable:WayPointExecute( 1, 1 ) - - end - -end - ---- @param #AI_PATROL_ZONE self -function AI_PATROL_ZONE:onafterDead() - self:SetDetectionOff() - self:SetStatusOff() -end - ---- @param #AI_PATROL_ZONE self --- @param Core.Event#EVENTDATA EventData -function AI_PATROL_ZONE:OnCrash( EventData ) - - if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then - self:E( self.Controllable:GetUnits() ) - if #self.Controllable:GetUnits() == 1 then - self:__Crash( 1, EventData ) - end - end -end - ---- @param #AI_PATROL_ZONE self --- @param Core.Event#EVENTDATA EventData -function AI_PATROL_ZONE:OnEjection( EventData ) - - if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then - self:__Eject( 1, EventData ) - end -end - ---- @param #AI_PATROL_ZONE self --- @param Core.Event#EVENTDATA EventData -function AI_PATROL_ZONE:OnPilotDead( EventData ) - - if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then - self:__PilotDead( 1, EventData ) - end -end ---- **AI** -- Perform Combat Air Patrolling (CAP) for airplanes. --- --- **Features:** --- --- * Patrol AI airplanes within a given zone. --- * Trigger detected events when enemy airplanes are detected. --- * Manage a fuel treshold to RTB on time. --- * Engage the enemy when detected. --- --- --- === --- --- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAP%20-%20Combat%20Air%20Patrol) --- --- === --- --- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1YCyPxJgoZn-CfhwyeW65L) --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing. --- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing. --- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision. --- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing. --- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing. --- --- === --- --- @module AI.AI_Cap --- @image AI_Combat_Air_Patrol.JPG - - ---- @type AI_CAP_ZONE --- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling. --- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed. --- @extends AI.AI_Patrol#AI_PATROL_ZONE - - ---- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group} --- and automatically engage any airborne enemies that are within a certain range or within a certain zone. --- --- ![Process](..\Presentations\AI_CAP\Dia3.JPG) --- --- The AI_CAP_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event. --- --- ![Process](..\Presentations\AI_CAP\Dia4.JPG) --- --- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. --- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. --- --- ![Process](..\Presentations\AI_CAP\Dia5.JPG) --- --- This cycle will continue. --- --- ![Process](..\Presentations\AI_CAP\Dia6.JPG) --- --- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. --- --- ![Process](..\Presentations\AI_CAP\Dia9.JPG) --- --- When enemies are detected, the AI will automatically engage the enemy. --- --- ![Process](..\Presentations\AI_CAP\Dia10.JPG) --- --- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. --- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. --- --- ![Process](..\Presentations\AI_CAP\Dia13.JPG) --- --- ## 1. AI_CAP_ZONE constructor --- --- * @{#AI_CAP_ZONE.New}(): Creates a new AI_CAP_ZONE object. --- --- ## 2. AI_CAP_ZONE is a FSM --- --- ![Process](..\Presentations\AI_CAP\Dia2.JPG) --- --- ### 2.1 AI_CAP_ZONE States --- --- * **None** ( Group ): The process is not started yet. --- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone. --- * **Engaging** ( Group ): The AI is engaging the bogeys. --- * **Returning** ( Group ): The AI is returning to Base.. --- --- ### 2.2 AI_CAP_ZONE Events --- --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone. --- * **@{#AI_CAP_ZONE.Engage}**: Let the AI engage the bogeys. --- * **@{#AI_CAP_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. --- * **@{#AI_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}. --- * **@{#AI_CAP_ZONE.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task. --- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB. --- --- ## 3. Set the Range of Engagement --- --- ![Range](..\Presentations\AI_CAP\Dia11.JPG) --- --- An optional range can be set in meters, --- that will define when the AI will engage with the detected airborne enemy targets. --- The range can be beyond or smaller than the range of the Patrol Zone. --- The range is applied at the position of the AI. --- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range. --- --- ## 4. Set the Zone of Engagement --- --- ![Zone](..\Presentations\AI_CAP\Dia12.JPG) --- --- An optional @{Zone} can be set, --- that will define when the AI will engage with the detected airborne enemy targets. --- Use the method @{AI.AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone. --- --- === --- --- @field #AI_CAP_ZONE -AI_CAP_ZONE = { - ClassName = "AI_CAP_ZONE", -} - - - ---- Creates a new AI_CAP_ZONE object --- @param #AI_CAP_ZONE self --- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. --- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol. --- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol. --- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h. --- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h. --- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO --- @return #AI_CAP_ZONE self -function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) - - -- Inherits from BASE - local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_CAP_ZONE - - self.Accomplished = false - self.Engaging = false - - self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE. - - --- OnBefore Transition Handler for Event Engage. - -- @function [parent=#AI_CAP_ZONE] OnBeforeEngage - -- @param #AI_CAP_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Engage. - -- @function [parent=#AI_CAP_ZONE] OnAfterEngage - -- @param #AI_CAP_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Engage. - -- @function [parent=#AI_CAP_ZONE] Engage - -- @param #AI_CAP_ZONE self - - --- Asynchronous Event Trigger for Event Engage. - -- @function [parent=#AI_CAP_ZONE] __Engage - -- @param #AI_CAP_ZONE self - -- @param #number Delay The delay in seconds. - ---- OnLeave Transition Handler for State Engaging. --- @function [parent=#AI_CAP_ZONE] OnLeaveEngaging --- @param #AI_CAP_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnEnter Transition Handler for State Engaging. --- @function [parent=#AI_CAP_ZONE] OnEnterEngaging --- @param #AI_CAP_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - - self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE. - - --- OnBefore Transition Handler for Event Fired. - -- @function [parent=#AI_CAP_ZONE] OnBeforeFired - -- @param #AI_CAP_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Fired. - -- @function [parent=#AI_CAP_ZONE] OnAfterFired - -- @param #AI_CAP_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Fired. - -- @function [parent=#AI_CAP_ZONE] Fired - -- @param #AI_CAP_ZONE self - - --- Asynchronous Event Trigger for Event Fired. - -- @function [parent=#AI_CAP_ZONE] __Fired - -- @param #AI_CAP_ZONE self - -- @param #number Delay The delay in seconds. - - self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE. - - --- OnBefore Transition Handler for Event Destroy. - -- @function [parent=#AI_CAP_ZONE] OnBeforeDestroy - -- @param #AI_CAP_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Destroy. - -- @function [parent=#AI_CAP_ZONE] OnAfterDestroy - -- @param #AI_CAP_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Destroy. - -- @function [parent=#AI_CAP_ZONE] Destroy - -- @param #AI_CAP_ZONE self - - --- Asynchronous Event Trigger for Event Destroy. - -- @function [parent=#AI_CAP_ZONE] __Destroy - -- @param #AI_CAP_ZONE self - -- @param #number Delay The delay in seconds. - - - self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE. - - --- OnBefore Transition Handler for Event Abort. - -- @function [parent=#AI_CAP_ZONE] OnBeforeAbort - -- @param #AI_CAP_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Abort. - -- @function [parent=#AI_CAP_ZONE] OnAfterAbort - -- @param #AI_CAP_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Abort. - -- @function [parent=#AI_CAP_ZONE] Abort - -- @param #AI_CAP_ZONE self - - --- Asynchronous Event Trigger for Event Abort. - -- @function [parent=#AI_CAP_ZONE] __Abort - -- @param #AI_CAP_ZONE self - -- @param #number Delay The delay in seconds. - - self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE. - - --- OnBefore Transition Handler for Event Accomplish. - -- @function [parent=#AI_CAP_ZONE] OnBeforeAccomplish - -- @param #AI_CAP_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Accomplish. - -- @function [parent=#AI_CAP_ZONE] OnAfterAccomplish - -- @param #AI_CAP_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Accomplish. - -- @function [parent=#AI_CAP_ZONE] Accomplish - -- @param #AI_CAP_ZONE self - - --- Asynchronous Event Trigger for Event Accomplish. - -- @function [parent=#AI_CAP_ZONE] __Accomplish - -- @param #AI_CAP_ZONE self - -- @param #number Delay The delay in seconds. - - return self -end - - ---- Set the Engage Zone which defines where the AI will engage bogies. --- @param #AI_CAP_ZONE self --- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP. --- @return #AI_CAP_ZONE self -function AI_CAP_ZONE:SetEngageZone( EngageZone ) - self:F2() - - if EngageZone then - self.EngageZone = EngageZone - else - self.EngageZone = nil - end -end - ---- Set the Engage Range when the AI will engage with airborne enemies. --- @param #AI_CAP_ZONE self --- @param #number EngageRange The Engage Range. --- @return #AI_CAP_ZONE self -function AI_CAP_ZONE:SetEngageRange( EngageRange ) - self:F2() - - if EngageRange then - self.EngageRange = EngageRange - else - self.EngageRange = nil - end -end - ---- onafter State Transition for Event Start. --- @param #AI_CAP_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_CAP_ZONE:onafterStart( Controllable, From, Event, To ) - - -- Call the parent Start event handler - self:GetParent(self).onafterStart( self, Controllable, From, Event, To ) - self:HandleEvent( EVENTS.Dead ) - -end - - ---- @param AI.AI_CAP#AI_CAP_ZONE --- @param Wrapper.Group#GROUP EngageGroup -function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm ) - - EngageGroup:F( { "AI_CAP_ZONE.EngageRoute:", EngageGroup:GetName() } ) - - if EngageGroup:IsAlive() then - Fsm:__Engage( 1 ) - end -end - - - ---- @param #AI_CAP_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_CAP_ZONE:onbeforeEngage( Controllable, From, Event, To ) - - if self.Accomplished == true then - return false - end -end - ---- @param #AI_CAP_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To ) - - if From ~= "Engaging" then - - local Engage = false - - for DetectedUnit, Detected in pairs( self.DetectedUnits ) do - - local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT - self:T( DetectedUnit ) - if DetectedUnit:IsAlive() and DetectedUnit:IsAir() then - Engage = true - break - end - end - - if Engage == true then - self:F( 'Detected -> Engaging' ) - self:__Engage( 1 ) - end - end -end - - ---- @param #AI_CAP_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_CAP_ZONE:onafterAbort( Controllable, From, Event, To ) - Controllable:ClearTasks() - self:__Route( 1 ) -end - - - - ---- @param #AI_CAP_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To ) - - if Controllable:IsAlive() then - - local EngageRoute = {} - - --- Calculate the current route point. - local CurrentVec2 = self.Controllable:GetVec2() - - --TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). - local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude() - local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) - local ToEngageZoneSpeed = self.PatrolMaxSpeed - local CurrentRoutePoint = CurrentPointVec3:WaypointAir( - self.PatrolAltType, - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - ToEngageZoneSpeed, - true - ) - - EngageRoute[#EngageRoute+1] = CurrentRoutePoint - - - --- Find a random 2D point in PatrolZone. - local ToTargetVec2 = self.PatrolZone:GetRandomVec2() - self:T2( ToTargetVec2 ) - - --- Define Speed and Altitude. - local ToTargetAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude ) - local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed ) - self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } ) - - --- Obtain a 3D @{Point} from the 2D point + altitude. - local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y ) - - --- Create a route point of type air. - local ToPatrolRoutePoint = ToTargetPointVec3:WaypointAir( - self.PatrolAltType, - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - ToTargetSpeed, - true - ) - - EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint - - Controllable:OptionROEOpenFire() - Controllable:OptionROTEvadeFire() - - local AttackTasks = {} - - for DetectedUnit, Detected in pairs( self.DetectedUnits ) do - local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT - self:T( { DetectedUnit, DetectedUnit:IsAlive(), DetectedUnit:IsAir() } ) - if DetectedUnit:IsAlive() and DetectedUnit:IsAir() then - if self.EngageZone then - if DetectedUnit:IsInZone( self.EngageZone ) then - self:F( {"Within Zone and Engaging ", DetectedUnit } ) - AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit ) - end - else - if self.EngageRange then - if DetectedUnit:GetPointVec3():Get2DDistance(Controllable:GetPointVec3() ) <= self.EngageRange then - self:F( {"Within Range and Engaging", DetectedUnit } ) - AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit ) - end - else - AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit ) - end - end - else - self.DetectedUnits[DetectedUnit] = nil - end - end - - if #AttackTasks == 0 then - self:F("No targets found -> Going back to Patrolling") - self:__Abort( 1 ) - self:__Route( 1 ) - self:SetDetectionActivated() - else - - AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAP_ZONE.EngageRoute", self ) - EngageRoute[1].task = Controllable:TaskCombo( AttackTasks ) - - self:SetDetectionDeactivated() - end - - Controllable:Route( EngageRoute, 0.5 ) - - end -end - ---- @param #AI_CAP_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_CAP_ZONE:onafterAccomplish( Controllable, From, Event, To ) - self.Accomplished = true - self:SetDetectionOff() -end - ---- @param #AI_CAP_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @param Core.Event#EVENTDATA EventData -function AI_CAP_ZONE:onafterDestroy( Controllable, From, Event, To, EventData ) - - if EventData.IniUnit then - self.DetectedUnits[EventData.IniUnit] = nil - end -end - ---- @param #AI_CAP_ZONE self --- @param Core.Event#EVENTDATA EventData -function AI_CAP_ZONE:OnEventDead( EventData ) - self:F( { "EventDead", EventData } ) - - if EventData.IniDCSUnit then - if self.DetectedUnits and self.DetectedUnits[EventData.IniUnit] then - self:__Destroy( 1, EventData ) - end - end -end ---- **AI** -- Perform Close Air Support (CAS) near friendlies. --- --- **Features:** --- --- * Hold and standby within a patrol zone. --- * Engage upon command the enemies within an engagement zone. --- * Loop the zone until all enemies are eliminated. --- * Trigger different events upon the results achieved. --- * After combat, return to the patrol zone and hold. --- * RTB when commanded or after fuel. --- --- === --- --- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAS%20-%20Close%20Air%20Support) --- --- === --- --- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2) --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing. --- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing. --- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision. --- --- === --- --- @module AI.AI_Cas --- @image AI_Close_Air_Support.JPG - ---- AI_CAS_ZONE class --- @type AI_CAS_ZONE --- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling. --- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed. --- @extends AI.AI_Patrol#AI_PATROL_ZONE - ---- Implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}. --- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone. --- --- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG) --- --- The AI_CAS_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAS_ZONE process can be started through the **Start** event. --- --- ![Start Event](..\Presentations\AI_CAS\Dia4.JPG) --- --- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone, --- using a random speed within the given altitude and speed limits. --- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. --- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. --- --- ![Route Event](..\Presentations\AI_CAS\Dia5.JPG) --- --- When the AI is commanded to provide Close Air Support (through the event **Engage**), the AI will fly towards the Engage Zone. --- Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI. --- --- ![Engage Event](..\Presentations\AI_CAS\Dia6.JPG) --- --- The AI will detect the targets and will only destroy the targets within the Engage Zone. --- --- ![Engage Event](..\Presentations\AI_CAS\Dia7.JPG) --- --- Every target that is destroyed, is reported< by the AI. --- --- ![Engage Event](..\Presentations\AI_CAS\Dia8.JPG) --- --- Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone. --- --- ![Engage Event](..\Presentations\AI_CAS\Dia9.JPG) --- --- Until it is notified through the event **Accomplish**, which is to be triggered by an observing party: --- --- * a FAC --- * a timed event --- * a menu option selected by a human --- * a condition --- * others ... --- --- ![Engage Event](..\Presentations\AI_CAS\Dia10.JPG) --- --- When the AI has accomplished the CAS, it will fly back to the Patrol Zone. --- --- ![Engage Event](..\Presentations\AI_CAS\Dia11.JPG) --- --- It will keep patrolling there, until it is notified to RTB or move to another CAS Zone. --- It can be notified to go RTB through the **RTB** event. --- --- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. --- --- ![Engage Event](..\Presentations\AI_CAS\Dia12.JPG) --- --- ## AI_CAS_ZONE constructor --- --- * @{#AI_CAS_ZONE.New}(): Creates a new AI_CAS_ZONE object. --- --- ## AI_CAS_ZONE is a FSM --- --- ![Process](..\Presentations\AI_CAS\Dia2.JPG) --- --- ### 2.1. AI_CAS_ZONE States --- --- * **None** ( Group ): The process is not started yet. --- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone. --- * **Engaging** ( Group ): The AI is engaging the targets in the Engage Zone, executing CAS. --- * **Returning** ( Group ): The AI is returning to Base.. --- --- ### 2.2. AI_CAS_ZONE Events --- --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone. --- * **@{#AI_CAS_ZONE.Engage}**: Engage the AI to provide CAS in the Engage Zone, destroying any target it finds. --- * **@{#AI_CAS_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. --- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}. --- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task. --- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB. --- --- === --- --- @field #AI_CAS_ZONE -AI_CAS_ZONE = { - ClassName = "AI_CAS_ZONE", -} - - - ---- Creates a new AI_CAS_ZONE object --- @param #AI_CAS_ZONE self --- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. --- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol. --- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol. --- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h. --- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h. --- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen. --- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO --- @return #AI_CAS_ZONE self -function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType ) - - -- Inherits from BASE - local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_CAS_ZONE - - self.EngageZone = EngageZone - self.Accomplished = false - - self:SetDetectionZone( self.EngageZone ) - - self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE. - - --- OnBefore Transition Handler for Event Engage. - -- @function [parent=#AI_CAS_ZONE] OnBeforeEngage - -- @param #AI_CAS_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Engage. - -- @function [parent=#AI_CAS_ZONE] OnAfterEngage - -- @param #AI_CAS_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Engage. - -- @function [parent=#AI_CAS_ZONE] Engage - -- @param #AI_CAS_ZONE self - -- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone. - -- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement. - -- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. - -- If parameter is not defined the unit / controllable will choose expend on its own discretion. - -- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack. - -- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. - -- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. - - --- Asynchronous Event Trigger for Event Engage. - -- @function [parent=#AI_CAS_ZONE] __Engage - -- @param #AI_CAS_ZONE self - -- @param #number Delay The delay in seconds. - -- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone. - -- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement. - -- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. - -- If parameter is not defined the unit / controllable will choose expend on its own discretion. - -- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack. - -- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. - -- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. - ---- OnLeave Transition Handler for State Engaging. --- @function [parent=#AI_CAS_ZONE] OnLeaveEngaging --- @param #AI_CAS_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnEnter Transition Handler for State Engaging. --- @function [parent=#AI_CAS_ZONE] OnEnterEngaging --- @param #AI_CAS_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - - self:AddTransition( "Engaging", "Target", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE. - - self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE. - - --- OnBefore Transition Handler for Event Fired. - -- @function [parent=#AI_CAS_ZONE] OnBeforeFired - -- @param #AI_CAS_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Fired. - -- @function [parent=#AI_CAS_ZONE] OnAfterFired - -- @param #AI_CAS_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Fired. - -- @function [parent=#AI_CAS_ZONE] Fired - -- @param #AI_CAS_ZONE self - - --- Asynchronous Event Trigger for Event Fired. - -- @function [parent=#AI_CAS_ZONE] __Fired - -- @param #AI_CAS_ZONE self - -- @param #number Delay The delay in seconds. - - self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE. - - --- OnBefore Transition Handler for Event Destroy. - -- @function [parent=#AI_CAS_ZONE] OnBeforeDestroy - -- @param #AI_CAS_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Destroy. - -- @function [parent=#AI_CAS_ZONE] OnAfterDestroy - -- @param #AI_CAS_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Destroy. - -- @function [parent=#AI_CAS_ZONE] Destroy - -- @param #AI_CAS_ZONE self - - --- Asynchronous Event Trigger for Event Destroy. - -- @function [parent=#AI_CAS_ZONE] __Destroy - -- @param #AI_CAS_ZONE self - -- @param #number Delay The delay in seconds. - - - self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE. - - --- OnBefore Transition Handler for Event Abort. - -- @function [parent=#AI_CAS_ZONE] OnBeforeAbort - -- @param #AI_CAS_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Abort. - -- @function [parent=#AI_CAS_ZONE] OnAfterAbort - -- @param #AI_CAS_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Abort. - -- @function [parent=#AI_CAS_ZONE] Abort - -- @param #AI_CAS_ZONE self - - --- Asynchronous Event Trigger for Event Abort. - -- @function [parent=#AI_CAS_ZONE] __Abort - -- @param #AI_CAS_ZONE self - -- @param #number Delay The delay in seconds. - - self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE. - - --- OnBefore Transition Handler for Event Accomplish. - -- @function [parent=#AI_CAS_ZONE] OnBeforeAccomplish - -- @param #AI_CAS_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Accomplish. - -- @function [parent=#AI_CAS_ZONE] OnAfterAccomplish - -- @param #AI_CAS_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Accomplish. - -- @function [parent=#AI_CAS_ZONE] Accomplish - -- @param #AI_CAS_ZONE self - - --- Asynchronous Event Trigger for Event Accomplish. - -- @function [parent=#AI_CAS_ZONE] __Accomplish - -- @param #AI_CAS_ZONE self - -- @param #number Delay The delay in seconds. - - return self -end - - ---- Set the Engage Zone where the AI is performing CAS. Note that if the EngageZone is changed, the AI needs to re-detect targets. --- @param #AI_CAS_ZONE self --- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAS. --- @return #AI_CAS_ZONE self -function AI_CAS_ZONE:SetEngageZone( EngageZone ) - self:F2() - - if EngageZone then - self.EngageZone = EngageZone - else - self.EngageZone = nil - end -end - - - ---- onafter State Transition for Event Start. --- @param #AI_CAS_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_CAS_ZONE:onafterStart( Controllable, From, Event, To ) - - -- Call the parent Start event handler - self:GetParent(self).onafterStart( self, Controllable, From, Event, To ) - self:HandleEvent( EVENTS.Dead ) - - self:SetDetectionDeactivated() -- When not engaging, set the detection off. -end - ---- @param AI.AI_CAS#AI_CAS_ZONE --- @param Wrapper.Group#GROUP EngageGroup -function AI_CAS_ZONE.EngageRoute( EngageGroup, Fsm ) - - EngageGroup:F( { "AI_CAS_ZONE.EngageRoute:", EngageGroup:GetName() } ) - - if EngageGroup:IsAlive() then - Fsm:__Engage( 1, Fsm.EngageSpeed, Fsm.EngageAltitude, Fsm.EngageWeaponExpend, Fsm.EngageAttackQty, Fsm.EngageDirection ) - end -end - - ---- @param #AI_CAS_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_CAS_ZONE:onbeforeEngage( Controllable, From, Event, To ) - - if self.Accomplished == true then - return false - end -end - ---- @param #AI_CAS_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_CAS_ZONE:onafterTarget( Controllable, From, Event, To ) - - if Controllable:IsAlive() then - - local AttackTasks = {} - - for DetectedUnit, Detected in pairs( self.DetectedUnits ) do - local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT - if DetectedUnit:IsAlive() then - if DetectedUnit:IsInZone( self.EngageZone ) then - if Detected == true then - self:F( {"Target: ", DetectedUnit } ) - self.DetectedUnits[DetectedUnit] = false - local AttackTask = Controllable:TaskAttackUnit( DetectedUnit, false, self.EngageWeaponExpend, self.EngageAttackQty, self.EngageDirection, self.EngageAltitude, nil ) - self.Controllable:PushTask( AttackTask, 1 ) - end - end - else - self.DetectedUnits[DetectedUnit] = nil - end - end - - self:__Target( -10 ) - - end -end - - ---- @param #AI_CAS_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_CAS_ZONE:onafterAbort( Controllable, From, Event, To ) - Controllable:ClearTasks() - self:__Route( 1 ) -end - ---- @param #AI_CAS_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone. --- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement. --- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. --- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. --- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. -function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To, - EngageSpeed, - EngageAltitude, - EngageWeaponExpend, - EngageAttackQty, - EngageDirection ) - self:F("onafterEngage") - - self.EngageSpeed = EngageSpeed or 400 - self.EngageAltitude = EngageAltitude or 2000 - self.EngageWeaponExpend = EngageWeaponExpend - self.EngageAttackQty = EngageAttackQty - self.EngageDirection = EngageDirection - - if Controllable:IsAlive() then - - Controllable:OptionROEOpenFire() - Controllable:OptionROTVertical() - - local EngageRoute = {} - - --- Calculate the current route point. - local CurrentVec2 = self.Controllable:GetVec2() - - --TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). - local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude() - local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) - local ToEngageZoneSpeed = self.PatrolMaxSpeed - local CurrentRoutePoint = CurrentPointVec3:WaypointAir( - self.PatrolAltType, - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - self.EngageSpeed, - true - ) - - EngageRoute[#EngageRoute+1] = CurrentRoutePoint - - local AttackTasks = {} - - for DetectedUnit, Detected in pairs( self.DetectedUnits ) do - local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT - self:T( DetectedUnit ) - if DetectedUnit:IsAlive() then - if DetectedUnit:IsInZone( self.EngageZone ) then - self:F( {"Engaging ", DetectedUnit } ) - AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit, - true, - EngageWeaponExpend, - EngageAttackQty, - EngageDirection - ) - end - else - self.DetectedUnits[DetectedUnit] = nil - end - end - - AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAS_ZONE.EngageRoute", self ) - EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks ) - - --- Define a random point in the @{Zone}. The AI will fly to that point within the zone. - - --- Find a random 2D point in EngageZone. - local ToTargetVec2 = self.EngageZone:GetRandomVec2() - self:T2( ToTargetVec2 ) - - --- Obtain a 3D @{Point} from the 2D point + altitude. - local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y ) - - --- Create a route point of type air. - local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir( - self.PatrolAltType, - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - self.EngageSpeed, - true - ) - - EngageRoute[#EngageRoute+1] = ToTargetRoutePoint - - Controllable:Route( EngageRoute, 0.5 ) - - self:SetRefreshTimeInterval( 2 ) - self:SetDetectionActivated() - self:__Target( -2 ) -- Start Targetting - end -end - - ---- @param #AI_CAS_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_CAS_ZONE:onafterAccomplish( Controllable, From, Event, To ) - self.Accomplished = true - self:SetDetectionDeactivated() -end - - ---- @param #AI_CAS_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @param Core.Event#EVENTDATA EventData -function AI_CAS_ZONE:onafterDestroy( Controllable, From, Event, To, EventData ) - - if EventData.IniUnit then - self.DetectedUnits[EventData.IniUnit] = nil - end -end - - ---- @param #AI_CAS_ZONE self --- @param Core.Event#EVENTDATA EventData -function AI_CAS_ZONE:OnEventDead( EventData ) - self:F( { "EventDead", EventData } ) - - if EventData.IniDCSUnit then - if self.DetectedUnits and self.DetectedUnits[EventData.IniUnit] then - self:__Destroy( 1, EventData ) - end - end -end - - ---- **AI** -- Peform Battlefield Area Interdiction (BAI) within an engagement zone. --- --- **Features:** --- --- * Hold and standby within a patrol zone. --- * Engage upon command the assigned targets within an engagement zone. --- * Loop the zone until all targets are eliminated. --- * Trigger different events upon the results achieved. --- * After combat, return to the patrol zone and hold. --- * RTB when commanded or after out of fuel. --- --- === --- --- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BAI%20-%20Battlefield%20Air%20Interdiction) --- --- === --- --- ### [YouTube Playlist]() --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision. --- --- === --- --- @module AI.AI_Bai --- @image AI_Battlefield_Air_Interdiction.JPG - - ---- AI_BAI_ZONE class --- @type AI_BAI_ZONE --- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling. --- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed. --- @extends AI.AI_Patrol#AI_PATROL_ZONE - ---- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}. --- --- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone. --- --- ![HoldAndEngage](..\Presentations\AI_BAI\Dia3.JPG) --- --- The AI_BAI_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_BAI_ZONE process can be started through the **Start** event. --- --- ![Start Event](..\Presentations\AI_BAI\Dia4.JPG) --- --- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone, --- using a random speed within the given altitude and speed limits. --- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. --- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. --- --- ![Route Event](..\Presentations\AI_BAI\Dia5.JPG) --- --- When the AI is commanded to provide BattleGround Air Interdiction (through the event **Engage**), the AI will fly towards the Engage Zone. --- Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI. --- --- ![Engage Event](..\Presentations\AI_BAI\Dia6.JPG) --- --- The AI will detect the targets and will only destroy the targets within the Engage Zone. --- --- ![Engage Event](..\Presentations\AI_BAI\Dia7.JPG) --- --- Every target that is destroyed, is reported< by the AI. --- --- ![Engage Event](..\Presentations\AI_BAI\Dia8.JPG) --- --- Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone. --- --- ![Engage Event](..\Presentations\AI_BAI\Dia9.JPG) --- --- Until it is notified through the event **Accomplish**, which is to be triggered by an observing party: --- --- * a FAC --- * a timed event --- * a menu option selected by a human --- * a condition --- * others ... --- --- ![Engage Event](..\Presentations\AI_BAI\Dia10.JPG) --- --- When the AI has accomplished the Bombing, it will fly back to the Patrol Zone. --- --- ![Engage Event](..\Presentations\AI_BAI\Dia11.JPG) --- --- It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone. --- It can be notified to go RTB through the **RTB** event. --- --- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. --- --- ![Engage Event](..\Presentations\AI_BAI\Dia12.JPG) --- --- # 1. AI_BAI_ZONE constructor --- --- * @{#AI_BAI_ZONE.New}(): Creates a new AI_BAI_ZONE object. --- --- ## 2. AI_BAI_ZONE is a FSM --- --- ![Process](..\Presentations\AI_BAI\Dia2.JPG) --- --- ### 2.1. AI_BAI_ZONE States --- --- * **None** ( Group ): The process is not started yet. --- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone. --- * **Engaging** ( Group ): The AI is engaging the targets in the Engage Zone, executing BOMB. --- * **Returning** ( Group ): The AI is returning to Base.. --- --- ### 2.2. AI_BAI_ZONE Events --- --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone. --- * **@{#AI_BAI_ZONE.Engage}**: Engage the AI to provide BOMB in the Engage Zone, destroying any target it finds. --- * **@{#AI_BAI_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. --- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. --- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}. --- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the BOMB task. --- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB. --- --- ## 3. Modify the Engage Zone behaviour to pinpoint a **map object** or **scenery object** --- --- Use the method @{#AI_BAI_ZONE.SearchOff}() to specify that the EngageZone is not to be searched for potential targets (UNITs), but that the center of the zone --- is the point where a map object is to be destroyed (like a bridge). --- --- Example: --- --- -- Tell the BAI not to search for potential targets in the BAIEngagementZone, but rather use the center of the BAIEngagementZone as the bombing location. --- AIBAIZone:SearchOff() --- --- Searching can be switched back on with the method @{#AI_BAI_ZONE.SearchOn}(). Use the method @{#AI_BAI_ZONE.SearchOnOff}() to flexibily switch searching on or off. --- --- === --- --- @field #AI_BAI_ZONE -AI_BAI_ZONE = { - ClassName = "AI_BAI_ZONE", -} - - - ---- Creates a new AI_BAI_ZONE object --- @param #AI_BAI_ZONE self --- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. --- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol. --- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol. --- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h. --- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h. --- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen. --- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO --- @return #AI_BAI_ZONE self -function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType ) - - -- Inherits from BASE - local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_BAI_ZONE - - self.EngageZone = EngageZone - self.Accomplished = false - - self:SetDetectionZone( self.EngageZone ) - self:SearchOn() - - self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE. - - --- OnBefore Transition Handler for Event Engage. - -- @function [parent=#AI_BAI_ZONE] OnBeforeEngage - -- @param #AI_BAI_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Engage. - -- @function [parent=#AI_BAI_ZONE] OnAfterEngage - -- @param #AI_BAI_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Engage. - -- @function [parent=#AI_BAI_ZONE] Engage - -- @param #AI_BAI_ZONE self - -- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone. - -- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement. - -- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. - -- If parameter is not defined the unit / controllable will choose expend on its own discretion. - -- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack. - -- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. - -- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. - - --- Asynchronous Event Trigger for Event Engage. - -- @function [parent=#AI_BAI_ZONE] __Engage - -- @param #AI_BAI_ZONE self - -- @param #number Delay The delay in seconds. - -- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone. - -- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement. - -- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. - -- If parameter is not defined the unit / controllable will choose expend on its own discretion. - -- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack. - -- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. - -- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. - ---- OnLeave Transition Handler for State Engaging. --- @function [parent=#AI_BAI_ZONE] OnLeaveEngaging --- @param #AI_BAI_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @return #boolean Return false to cancel Transition. - ---- OnEnter Transition Handler for State Engaging. --- @function [parent=#AI_BAI_ZONE] OnEnterEngaging --- @param #AI_BAI_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. - - self:AddTransition( "Engaging", "Target", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE. - - self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE. - - --- OnBefore Transition Handler for Event Fired. - -- @function [parent=#AI_BAI_ZONE] OnBeforeFired - -- @param #AI_BAI_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Fired. - -- @function [parent=#AI_BAI_ZONE] OnAfterFired - -- @param #AI_BAI_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Fired. - -- @function [parent=#AI_BAI_ZONE] Fired - -- @param #AI_BAI_ZONE self - - --- Asynchronous Event Trigger for Event Fired. - -- @function [parent=#AI_BAI_ZONE] __Fired - -- @param #AI_BAI_ZONE self - -- @param #number Delay The delay in seconds. - - self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE. - - --- OnBefore Transition Handler for Event Destroy. - -- @function [parent=#AI_BAI_ZONE] OnBeforeDestroy - -- @param #AI_BAI_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Destroy. - -- @function [parent=#AI_BAI_ZONE] OnAfterDestroy - -- @param #AI_BAI_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Destroy. - -- @function [parent=#AI_BAI_ZONE] Destroy - -- @param #AI_BAI_ZONE self - - --- Asynchronous Event Trigger for Event Destroy. - -- @function [parent=#AI_BAI_ZONE] __Destroy - -- @param #AI_BAI_ZONE self - -- @param #number Delay The delay in seconds. - - - self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE. - - --- OnBefore Transition Handler for Event Abort. - -- @function [parent=#AI_BAI_ZONE] OnBeforeAbort - -- @param #AI_BAI_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Abort. - -- @function [parent=#AI_BAI_ZONE] OnAfterAbort - -- @param #AI_BAI_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Abort. - -- @function [parent=#AI_BAI_ZONE] Abort - -- @param #AI_BAI_ZONE self - - --- Asynchronous Event Trigger for Event Abort. - -- @function [parent=#AI_BAI_ZONE] __Abort - -- @param #AI_BAI_ZONE self - -- @param #number Delay The delay in seconds. - - self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE. - - --- OnBefore Transition Handler for Event Accomplish. - -- @function [parent=#AI_BAI_ZONE] OnBeforeAccomplish - -- @param #AI_BAI_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Accomplish. - -- @function [parent=#AI_BAI_ZONE] OnAfterAccomplish - -- @param #AI_BAI_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Accomplish. - -- @function [parent=#AI_BAI_ZONE] Accomplish - -- @param #AI_BAI_ZONE self - - --- Asynchronous Event Trigger for Event Accomplish. - -- @function [parent=#AI_BAI_ZONE] __Accomplish - -- @param #AI_BAI_ZONE self - -- @param #number Delay The delay in seconds. - - return self -end - - ---- Set the Engage Zone where the AI is performing BOMB. Note that if the EngageZone is changed, the AI needs to re-detect targets. --- @param #AI_BAI_ZONE self --- @param Core.Zone#ZONE EngageZone The zone where the AI is performing BOMB. --- @return #AI_BAI_ZONE self -function AI_BAI_ZONE:SetEngageZone( EngageZone ) - self:F2() - - if EngageZone then - self.EngageZone = EngageZone - else - self.EngageZone = nil - end -end - - ---- Specifies whether to search for potential targets in the zone, or let the center of the zone be the bombing coordinate. --- AI_BAI_ZONE will search for potential targets by default. --- @param #AI_BAI_ZONE self --- @return #AI_BAI_ZONE -function AI_BAI_ZONE:SearchOnOff( Search ) - - self.Search = Search - - return self -end - ---- If Search is Off, the current zone coordinate will be the center of the bombing. --- @param #AI_BAI_ZONE self --- @return #AI_BAI_ZONE -function AI_BAI_ZONE:SearchOff() - - self:SearchOnOff( false ) - - return self -end - - ---- If Search is On, BAI will search for potential targets in the zone. --- @param #AI_BAI_ZONE self --- @return #AI_BAI_ZONE -function AI_BAI_ZONE:SearchOn() - - self:SearchOnOff( true ) - - return self -end - - ---- onafter State Transition for Event Start. --- @param #AI_BAI_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_BAI_ZONE:onafterStart( Controllable, From, Event, To ) - - -- Call the parent Start event handler - self:GetParent(self).onafterStart( self, Controllable, From, Event, To ) - self:HandleEvent( EVENTS.Dead ) - - self:SetDetectionDeactivated() -- When not engaging, set the detection off. -end - ---- @param Wrapper.Controllable#CONTROLLABLE AIControllable -function _NewEngageRoute( AIControllable ) - - AIControllable:T( "NewEngageRoute" ) - local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_BAI#AI_BAI_ZONE - EngageZone:__Engage( 1, EngageZone.EngageSpeed, EngageZone.EngageAltitude, EngageZone.EngageWeaponExpend, EngageZone.EngageAttackQty, EngageZone.EngageDirection ) -end - - ---- @param #AI_BAI_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_BAI_ZONE:onbeforeEngage( Controllable, From, Event, To ) - - if self.Accomplished == true then - return false - end -end - ---- @param #AI_BAI_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_BAI_ZONE:onafterTarget( Controllable, From, Event, To ) - self:F({"onafterTarget",self.Search,Controllable:IsAlive()}) - - - - if Controllable:IsAlive() then - - local AttackTasks = {} - - if self.Search == true then - for DetectedUnit, Detected in pairs( self.DetectedUnits ) do - local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT - if DetectedUnit:IsAlive() then - if DetectedUnit:IsInZone( self.EngageZone ) then - if Detected == true then - self:F( {"Target: ", DetectedUnit } ) - self.DetectedUnits[DetectedUnit] = false - local AttackTask = Controllable:TaskAttackUnit( DetectedUnit, false, self.EngageWeaponExpend, self.EngageAttackQty, self.EngageDirection, self.EngageAltitude, nil ) - self.Controllable:PushTask( AttackTask, 1 ) - end - end - else - self.DetectedUnits[DetectedUnit] = nil - end - end - else - self:F("Attack zone") - local AttackTask = Controllable:TaskAttackMapObject( - self.EngageZone:GetPointVec2():GetVec2(), - true, - self.EngageWeaponExpend, - self.EngageAttackQty, - self.EngageDirection, - self.EngageAltitude - ) - self.Controllable:PushTask( AttackTask, 1 ) - end - - self:__Target( -10 ) - - end -end - - ---- @param #AI_BAI_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_BAI_ZONE:onafterAbort( Controllable, From, Event, To ) - Controllable:ClearTasks() - self:__Route( 1 ) -end - ---- @param #AI_BAI_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone. --- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement. --- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion. --- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo. --- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction. -function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To, - EngageSpeed, - EngageAltitude, - EngageWeaponExpend, - EngageAttackQty, - EngageDirection ) - - self:F("onafterEngage") - - self.EngageSpeed = EngageSpeed or 400 - self.EngageAltitude = EngageAltitude or 2000 - self.EngageWeaponExpend = EngageWeaponExpend - self.EngageAttackQty = EngageAttackQty - self.EngageDirection = EngageDirection - - if Controllable:IsAlive() then - - local EngageRoute = {} - - --- Calculate the current route point. - local CurrentVec2 = self.Controllable:GetVec2() - - --TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). - local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude() - local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y ) - local ToEngageZoneSpeed = self.PatrolMaxSpeed - local CurrentRoutePoint = CurrentPointVec3:WaypointAir( - self.PatrolAltType, - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - self.EngageSpeed, - true - ) - - EngageRoute[#EngageRoute+1] = CurrentRoutePoint - - local AttackTasks = {} - - if self.Search == true then - - for DetectedUnitID, DetectedUnitData in pairs( self.DetectedUnits ) do - local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT - self:T( DetectedUnit ) - if DetectedUnit:IsAlive() then - if DetectedUnit:IsInZone( self.EngageZone ) then - self:F( {"Engaging ", DetectedUnit } ) - AttackTasks[#AttackTasks+1] = Controllable:TaskBombing( - DetectedUnit:GetPointVec2():GetVec2(), - true, - EngageWeaponExpend, - EngageAttackQty, - EngageDirection, - EngageAltitude - ) - end - else - self.DetectedUnits[DetectedUnit] = nil - end - end - else - self:F("Attack zone") - AttackTasks[#AttackTasks+1] = Controllable:TaskAttackMapObject( - self.EngageZone:GetPointVec2():GetVec2(), - true, - EngageWeaponExpend, - EngageAttackQty, - EngageDirection, - EngageAltitude - ) - end - - EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks ) - - --- Define a random point in the @{Zone}. The AI will fly to that point within the zone. - - --- Find a random 2D point in EngageZone. - local ToTargetVec2 = self.EngageZone:GetRandomVec2() - self:T2( ToTargetVec2 ) - - --- Obtain a 3D @{Point} from the 2D point + altitude. - local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y ) - - --- Create a route point of type air. - local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir( - self.PatrolAltType, - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - self.EngageSpeed, - true - ) - - EngageRoute[#EngageRoute+1] = ToTargetRoutePoint - - Controllable:OptionROEOpenFire() - Controllable:OptionROTVertical() - - --- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable... - Controllable:WayPointInitialize( EngageRoute ) - - --- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ... - Controllable:SetState( Controllable, "EngageZone", self ) - - Controllable:WayPointFunction( #EngageRoute, 1, "_NewEngageRoute" ) - - --- NOW ROUTE THE GROUP! - Controllable:WayPointExecute( 1 ) - - self:SetRefreshTimeInterval( 2 ) - self:SetDetectionActivated() - self:__Target( -2 ) -- Start Targetting - end -end - - ---- @param #AI_BAI_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. -function AI_BAI_ZONE:onafterAccomplish( Controllable, From, Event, To ) - self.Accomplished = true - self:SetDetectionDeactivated() -end - - ---- @param #AI_BAI_ZONE self --- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. --- @param #string From The From State string. --- @param #string Event The Event string. --- @param #string To The To State string. --- @param Core.Event#EVENTDATA EventData -function AI_BAI_ZONE:onafterDestroy( Controllable, From, Event, To, EventData ) - - if EventData.IniUnit then - self.DetectedUnits[EventData.IniUnit] = nil - end -end - - ---- @param #AI_BAI_ZONE self --- @param Core.Event#EVENTDATA EventData -function AI_BAI_ZONE:OnEventDead( EventData ) - self:F( { "EventDead", EventData } ) - - if EventData.IniDCSUnit then - if self.DetectedUnits and self.DetectedUnits[EventData.IniUnit] then - self:__Destroy( 1, EventData ) - end - end -end - - ---- **AI** -- Build large airborne formations of aircraft. --- --- **Features:** --- --- * Build in-air formations consisting of more than 40 aircraft as one group. --- * Build different formation types. --- * Assign a group leader that will guide the large formation path. --- --- === --- --- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20Formation) --- --- === --- --- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0bFIJ9jIdYM22uaWmIN4oz) --- --- === --- --- ### Author: **FlightControl** --- ### Contributions: --- --- === --- --- @module AI.AI_Formation --- @image AI_Large_Formations.JPG - ---- AI_FORMATION class --- @type AI_FORMATION --- @extends Core.Fsm#FSM_SET --- @field Wrapper.Unit#UNIT FollowUnit --- @field Core.Set#SET_GROUP FollowGroupSet --- @field #string FollowName --- @field #AI_FORMATION.MODE FollowMode The mode the escort is in. --- @field Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class. --- @field #number FollowDistance The current follow distance. --- @field #boolean ReportTargets If true, nearby targets are reported. --- @Field DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup. --- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup. - - ---- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader. --- --- AI_FORMATION makes AI @{GROUP}s fly in formation of various compositions. --- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!! --- The purpose of the class is to: --- --- * Make formation building a process that can be managed while in flight, rather than a task. --- * Human players can guide formations, consisting of larget planes. --- * Build large formations (like a large bomber field). --- * Form formations that DCS does not support off the shelve. --- --- A few remarks: --- --- * Depending on the type of plane, the change in direction by the leader may result in the formation getting disentangled while in flight and needs to be rebuild. --- * Formations are vulnerable to collissions, but is depending on the type of plane, the distance between the planes and the speed and angle executed by the leader. --- * Formations may take a while to build up. --- --- As a result, the AI_FORMATION is not perfect, but is very useful to: --- --- * Model large formations when flying straight line. You can build close formations when doing this. --- * Make humans guide a large formation, when the planes are wide from each other. --- --- ## AI_FORMATION construction --- --- Create a new SPAWN object with the @{#AI_FORMATION.New} method: --- --- * @{#AI_FORMATION.New}(): Creates a new AI_FORMATION object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT} or a @{Wrapper.Unit#UNIT}, with an optional briefing text. --- --- ## Formation methods --- --- The following methods can be used to set or change the formation: --- --- * @{#AI_FORMATION.FormationLine}(): Form a line formation (core formation function). --- * @{#AI_FORMATION.FormationTrail}(): Form a trail formation. --- * @{#AI_FORMATION.FormationLeftLine}(): Form a left line formation. --- * @{#AI_FORMATION.FormationRightLine}(): Form a right line formation. --- * @{#AI_FORMATION.FormationRightWing}(): Form a right wing formation. --- * @{#AI_FORMATION.FormationLeftWing}(): Form a left wing formation. --- * @{#AI_FORMATION.FormationCenterWing}(): Form a center wing formation. --- * @{#AI_FORMATION.FormationCenterVic}(): Form a Vic formation (same as CenterWing. --- * @{#AI_FORMATION.FormationCenterBoxed}(): Form a center boxed formation. --- --- ## Randomization --- --- Use the method @{AI.AI_Formation#AI_FORMATION.SetFlightRandomization}() to simulate the formation flying errors that pilots make while in formation. Is a range set in meters. --- --- @usage --- local FollowGroupSet = SET_GROUP:New():FilterCategories("plane"):FilterCoalitions("blue"):FilterPrefixes("Follow"):FilterStart() --- FollowGroupSet:Flush() --- local LeaderUnit = UNIT:FindByName( "Leader" ) --- local LargeFormation = AI_FORMATION:New( LeaderUnit, FollowGroupSet, "Center Wing Formation", "Briefing" ) --- LargeFormation:FormationCenterWing( 500, 50, 0, 250, 250 ) --- LargeFormation:__Start( 1 ) --- --- @field #AI_FORMATION -AI_FORMATION = { - ClassName = "AI_FORMATION", - FollowName = nil, -- The Follow Name - FollowUnit = nil, - FollowGroupSet = nil, - FollowMode = 1, - MODE = { - FOLLOW = 1, - MISSION = 2, - }, - FollowScheduler = nil, - OptionROE = AI.Option.Air.val.ROE.OPEN_FIRE, - OptionReactionOnThreat = AI.Option.Air.val.REACTION_ON_THREAT.ALLOW_ABORT_MISSION, -} - ---- AI_FORMATION.Mode class --- @type AI_FORMATION.MODE --- @field #number FOLLOW --- @field #number MISSION - ---- MENUPARAM type --- @type MENUPARAM --- @field #AI_FORMATION ParamSelf --- @field #Distance ParamDistance --- @field #function ParamFunction --- @field #string ParamMessage - ---- AI_FORMATION class constructor for an AI group --- @param #AI_FORMATION self --- @param Wrapper.Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet. --- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. --- @param #string FollowName Name of the escort. --- @return #AI_FORMATION self -function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefing ) --R2.1 - local self = BASE:Inherit( self, FSM_SET:New( FollowGroupSet ) ) - self:F( { FollowUnit, FollowGroupSet, FollowName } ) - - self.FollowUnit = FollowUnit -- Wrapper.Unit#UNIT - self.FollowGroupSet = FollowGroupSet -- Core.Set#SET_GROUP - - self:SetFlightRandomization( 2 ) - - self:SetStartState( "None" ) - - self:AddTransition( "*", "Stop", "Stopped" ) - - self:AddTransition( "None", "Start", "Following" ) - - self:AddTransition( "*", "FormationLine", "*" ) - --- FormationLine Handler OnBefore for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnBeforeFormationLine - -- @param #AI_FORMATION self - -- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer YSpace The space between groups on the Y-axis in meters for each sequent group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - -- @return #boolean - - --- FormationLine Handler OnAfter for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnAfterFormationLine - -- @param #AI_FORMATION self - -- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer YSpace The space between groups on the Y-axis in meters for each sequent group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - --- FormationLine Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] FormationLine - -- @param #AI_FORMATION self - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer YSpace The space between groups on the Y-axis in meters for each sequent group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - --- FormationLine Asynchronous Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] __FormationLine - -- @param #AI_FORMATION self - -- @param #number Delay - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer YSpace The space between groups on the Y-axis in meters for each sequent group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - self:AddTransition( "*", "FormationTrail", "*" ) - --- FormationTrail Handler OnBefore for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnBeforeFormationTrail - -- @param #AI_FORMATION self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @return #boolean - - --- FormationTrail Handler OnAfter for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnAfterFormationTrail - -- @param #AI_FORMATION self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - - --- FormationTrail Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] FormationTrail - -- @param #AI_FORMATION self - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - - --- FormationTrail Asynchronous Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] __FormationTrail - -- @param #AI_FORMATION self - -- @param #number Delay - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - - self:AddTransition( "*", "FormationStack", "*" ) - --- FormationStack Handler OnBefore for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnBeforeFormationStack - -- @param #AI_FORMATION self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. - -- @return #boolean - - --- FormationStack Handler OnAfter for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnAfterFormationStack - -- @param #AI_FORMATION self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. - - --- FormationStack Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] FormationStack - -- @param #AI_FORMATION self - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. - - --- FormationStack Asynchronous Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] __FormationStack - -- @param #AI_FORMATION self - -- @param #number Delay - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. - - self:AddTransition( "*", "FormationLeftLine", "*" ) - --- FormationLeftLine Handler OnBefore for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnBeforeFormationLeftLine - -- @param #AI_FORMATION self - -- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - -- @return #boolean - - --- FormationLeftLine Handler OnAfter for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnAfterFormationLeftLine - -- @param #AI_FORMATION self - -- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - --- FormationLeftLine Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] FormationLeftLine - -- @param #AI_FORMATION self - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - --- FormationLeftLine Asynchronous Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] __FormationLeftLine - -- @param #AI_FORMATION self - -- @param #number Delay - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - self:AddTransition( "*", "FormationRightLine", "*" ) - --- FormationRightLine Handler OnBefore for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnBeforeFormationRightLine - -- @param #AI_FORMATION self - -- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - -- @return #boolean - - --- FormationRightLine Handler OnAfter for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnAfterFormationRightLine - -- @param #AI_FORMATION self - -- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - --- FormationRightLine Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] FormationRightLine - -- @param #AI_FORMATION self - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - --- FormationRightLine Asynchronous Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] __FormationRightLine - -- @param #AI_FORMATION self - -- @param #number Delay - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - self:AddTransition( "*", "FormationLeftWing", "*" ) - --- FormationLeftWing Handler OnBefore for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnBeforeFormationLeftWing - -- @param #AI_FORMATION self - -- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - -- @return #boolean - - --- FormationLeftWing Handler OnAfter for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnAfterFormationLeftWing - -- @param #AI_FORMATION self - -- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - --- FormationLeftWing Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] FormationLeftWing - -- @param #AI_FORMATION self - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - --- FormationLeftWing Asynchronous Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] __FormationLeftWing - -- @param #AI_FORMATION self - -- @param #number Delay - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - self:AddTransition( "*", "FormationRightWing", "*" ) - --- FormationRightWing Handler OnBefore for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnBeforeFormationRightWing - -- @param #AI_FORMATION self - -- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - -- @return #boolean - - --- FormationRightWing Handler OnAfter for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnAfterFormationRightWing - -- @param #AI_FORMATION self - -- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - --- FormationRightWing Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] FormationRightWing - -- @param #AI_FORMATION self - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - --- FormationRightWing Asynchronous Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] __FormationRightWing - -- @param #AI_FORMATION self - -- @param #number Delay - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - self:AddTransition( "*", "FormationCenterWing", "*" ) - --- FormationCenterWing Handler OnBefore for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnBeforeFormationCenterWing - -- @param #AI_FORMATION self - -- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - -- @return #boolean - - --- FormationCenterWing Handler OnAfter for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnAfterFormationCenterWing - -- @param #AI_FORMATION self - -- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - --- FormationCenterWing Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] FormationCenterWing - -- @param #AI_FORMATION self - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - --- FormationCenterWing Asynchronous Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] __FormationCenterWing - -- @param #AI_FORMATION self - -- @param #number Delay - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - self:AddTransition( "*", "FormationVic", "*" ) - --- FormationVic Handler OnBefore for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnBeforeFormationVic - -- @param #AI_FORMATION self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - -- @return #boolean - - --- FormationVic Handler OnAfter for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnAfterFormationVic - -- @param #AI_FORMATION self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - --- FormationVic Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] FormationVic - -- @param #AI_FORMATION self - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - --- FormationVic Asynchronous Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] __FormationVic - -- @param #AI_FORMATION self - -- @param #number Delay - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - - self:AddTransition( "*", "FormationBox", "*" ) - --- FormationBox Handler OnBefore for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnBeforeFormationBox - -- @param #AI_FORMATION self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - -- @param #number ZLevels The amount of levels on the Z-axis. - -- @return #boolean - - --- FormationBox Handler OnAfter for AI_FORMATION - -- @function [parent=#AI_FORMATION] OnAfterFormationBox - -- @param #AI_FORMATION self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - -- @param #number ZLevels The amount of levels on the Z-axis. - - --- FormationBox Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] FormationBox - -- @param #AI_FORMATION self - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - -- @param #number ZLevels The amount of levels on the Z-axis. - - --- FormationBox Asynchronous Trigger for AI_FORMATION - -- @function [parent=#AI_FORMATION] __FormationBox - -- @param #AI_FORMATION self - -- @param #number Delay - -- @param #number XStart The start position on the X-axis in meters for the first group. - -- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. - -- @param #nubmer YStart The start position on the Y-axis in meters for the first group. - -- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. - -- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. - -- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. - -- @param #number ZLevels The amount of levels on the Z-axis. - - - self:AddTransition( "*", "Follow", "Following" ) - - self:FormationLeftLine( 500, 0, 250, 250 ) - - self.FollowName = FollowName - self.FollowBriefing = FollowBriefing - - - self.CT1 = 0 - self.GT1 = 0 - - self.FollowMode = AI_FORMATION.MODE.MISSION - - return self -end - ---- This function is for test, it will put on the frequency of the FollowScheduler a red smoke at the direction vector calculated for the escort to fly to. --- This allows to visualize where the escort is flying to. --- @param #AI_FORMATION self --- @param #boolean SmokeDirection If true, then the direction vector will be smoked. --- @return #AI_FORMATION -function AI_FORMATION:TestSmokeDirectionVector( SmokeDirection ) --R2.1 - self.SmokeDirectionVector = ( SmokeDirection == true ) and true or false - return self -end - ---- FormationLine Handler OnAfter for AI_FORMATION --- @param #AI_FORMATION self --- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. --- @param #string From --- @param #string Event --- @param #string To --- @param #number XStart The start position on the X-axis in meters for the first group. --- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. --- @param #nubmer YStart The start position on the Y-axis in meters for the first group. --- @param #nubmer YSpace The space between groups on the Y-axis in meters for each sequent group. --- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. --- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. --- @return #AI_FORMATION -function AI_FORMATION:onafterFormationLine( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace ) --R2.1 - self:F( { FollowGroupSet, From , Event ,To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace } ) - - FollowGroupSet:Flush( self ) - - local FollowSet = FollowGroupSet:GetSet() - - local i = 1 --FF i=0 caused first unit to have no XSpace! Probably needs further adjustments. This is just a quick work around. - - for FollowID, FollowGroup in pairs( FollowSet ) do - - local PointVec3 = POINT_VEC3:New() - PointVec3:SetX( XStart + i * XSpace ) - PointVec3:SetY( YStart + i * YSpace ) - PointVec3:SetZ( ZStart + i * ZSpace ) - - local Vec3 = PointVec3:GetVec3() - FollowGroup:SetState( self, "FormationVec3", Vec3 ) - i = i + 1 - end - - return self - -end - ---- FormationTrail Handler OnAfter for AI_FORMATION --- @param #AI_FORMATION self --- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. --- @param #string From --- @param #string Event --- @param #string To --- @param #number XStart The start position on the X-axis in meters for the first group. --- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. --- @param #nubmer YStart The start position on the Y-axis in meters for the first group. --- @return #AI_FORMATION -function AI_FORMATION:onafterFormationTrail( FollowGroupSet, From , Event , To, XStart, XSpace, YStart ) --R2.1 - - self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,0,0,0) - - return self -end - - ---- FormationStack Handler OnAfter for AI_FORMATION --- @param #AI_FORMATION self --- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. --- @param #string From --- @param #string Event --- @param #string To --- @param #number XStart The start position on the X-axis in meters for the first group. --- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. --- @param #nubmer YStart The start position on the Y-axis in meters for the first group. --- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. --- @return #AI_FORMATION -function AI_FORMATION:onafterFormationStack( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace ) --R2.1 - - self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,YSpace,0,0) - - return self -end - - - - ---- FormationLeftLine Handler OnAfter for AI_FORMATION --- @param #AI_FORMATION self --- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. --- @param #string From --- @param #string Event --- @param #string To --- @param #number XStart The start position on the X-axis in meters for the first group. --- @param #nubmer YStart The start position on the Y-axis in meters for the first group. --- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. --- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. --- @return #AI_FORMATION -function AI_FORMATION:onafterFormationLeftLine( FollowGroupSet, From , Event , To, XStart, YStart, ZStart, ZSpace ) --R2.1 - - self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,0,YStart,0,ZStart,ZSpace) - - return self -end - - ---- FormationRightLine Handler OnAfter for AI_FORMATION --- @param #AI_FORMATION self --- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. --- @param #string From --- @param #string Event --- @param #string To --- @param #number XStart The start position on the X-axis in meters for the first group. --- @param #nubmer YStart The start position on the Y-axis in meters for the first group. --- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. --- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. --- @return #AI_FORMATION -function AI_FORMATION:onafterFormationRightLine( FollowGroupSet, From , Event , To, XStart, YStart, ZStart, ZSpace ) --R2.1 - - self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,0,YStart,0,-ZStart,-ZSpace) - - return self -end - - ---- FormationLeftWing Handler OnAfter for AI_FORMATION --- @param #AI_FORMATION self --- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. --- @param #string From --- @param #string Event --- @param #string To --- @param #number XStart The start position on the X-axis in meters for the first group. --- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. --- @param #nubmer YStart The start position on the Y-axis in meters for the first group. --- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. --- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. -function AI_FORMATION:onafterFormationLeftWing( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, ZStart, ZSpace ) --R2.1 - - self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,0,ZStart,ZSpace) - - return self -end - - ---- FormationRightWing Handler OnAfter for AI_FORMATION --- @function [parent=#AI_FORMATION] OnAfterFormationRightWing --- @param #AI_FORMATION self --- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. --- @param #string From --- @param #string Event --- @param #string To --- @param #number XStart The start position on the X-axis in meters for the first group. --- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. --- @param #nubmer YStart The start position on the Y-axis in meters for the first group. --- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. --- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. -function AI_FORMATION:onafterFormationRightWing( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, ZStart, ZSpace ) --R2.1 - - self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,0,-ZStart,-ZSpace) - - return self -end - - ---- FormationCenterWing Handler OnAfter for AI_FORMATION --- @param #AI_FORMATION self --- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit. --- @param #string From --- @param #string Event --- @param #string To --- @param #number XStart The start position on the X-axis in meters for the first group. --- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. --- @param #nubmer YStart The start position on the Y-axis in meters for the first group. --- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. --- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. --- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. -function AI_FORMATION:onafterFormationCenterWing( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace ) --R2.1 - - local FollowSet = FollowGroupSet:GetSet() - - local i = 0 - - for FollowID, FollowGroup in pairs( FollowSet ) do - - local PointVec3 = POINT_VEC3:New() - - local Side = ( i % 2 == 0 ) and 1 or -1 - local Row = i / 2 + 1 - - PointVec3:SetX( XStart + Row * XSpace ) - PointVec3:SetY( YStart ) - PointVec3:SetZ( Side * ( ZStart + i * ZSpace ) ) - - local Vec3 = PointVec3:GetVec3() - FollowGroup:SetState( self, "FormationVec3", Vec3 ) - i = i + 1 - end - - return self -end - - ---- FormationVic Handle for AI_FORMATION --- @param #AI_FORMATION self --- @param #string From --- @param #string Event --- @param #string To --- @param #number XStart The start position on the X-axis in meters for the first group. --- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. --- @param #nubmer YStart The start position on the Y-axis in meters for the first group. --- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. --- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. --- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. --- @return #AI_FORMATION -function AI_FORMATION:onafterFormationVic( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace ) --R2.1 - - self:onafterFormationCenterWing(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,YSpace,ZStart,ZSpace) - - return self -end - ---- FormationBox Handler OnAfter for AI_FORMATION --- @param #AI_FORMATION self --- @param #string From --- @param #string Event --- @param #string To --- @param #number XStart The start position on the X-axis in meters for the first group. --- @param #number XSpace The space between groups on the X-axis in meters for each sequent group. --- @param #nubmer YStart The start position on the Y-axis in meters for the first group. --- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group. --- @param #nubmer ZStart The start position on the Z-axis in meters for the first group. --- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group. --- @param #number ZLevels The amount of levels on the Z-axis. --- @return #AI_FORMATION -function AI_FORMATION:onafterFormationBox( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace, ZLevels ) --R2.1 - - local FollowSet = FollowGroupSet:GetSet() - - local i = 0 - - for FollowID, FollowGroup in pairs( FollowSet ) do - - local PointVec3 = POINT_VEC3:New() - - local ZIndex = i % ZLevels - local XIndex = math.floor( i / ZLevels ) - local YIndex = math.floor( i / ZLevels ) - - PointVec3:SetX( XStart + XIndex * XSpace ) - PointVec3:SetY( YStart + YIndex * YSpace ) - PointVec3:SetZ( -ZStart - (ZSpace * ZLevels / 2 ) + ZSpace * ZIndex ) - - local Vec3 = PointVec3:GetVec3() - FollowGroup:SetState( self, "FormationVec3", Vec3 ) - i = i + 1 - end - - return self -end - - ---- Use the method @{AI.AI_Formation#AI_FORMATION.SetFlightRandomization}() to make the air units in your formation randomize their flight a bit while in formation. --- @param #AI_FORMATION self --- @param #number FlightRandomization The formation flying errors that pilots can make while in formation. Is a range set in meters. --- @return #AI_FORMATION -function AI_FORMATION:SetFlightRandomization( FlightRandomization ) --R2.1 - - self.FlightRandomization = FlightRandomization - - return self -end - - ---- @param Follow#AI_FORMATION self -function AI_FORMATION:onenterFollowing( FollowGroupSet ) --R2.1 - self:F( ) - - self:T( { self.FollowUnit.UnitName, self.FollowUnit:IsAlive() } ) - if self.FollowUnit:IsAlive() then - - local ClientUnit = self.FollowUnit - - self:T( {ClientUnit.UnitName } ) - - local CT1, CT2, CV1, CV2 - CT1 = ClientUnit:GetState( self, "CT1" ) - - if CT1 == nil or CT1 == 0 then - ClientUnit:SetState( self, "CV1", ClientUnit:GetPointVec3() ) - ClientUnit:SetState( self, "CT1", timer.getTime() ) - else - CT1 = ClientUnit:GetState( self, "CT1" ) - CT2 = timer.getTime() - CV1 = ClientUnit:GetState( self, "CV1" ) - CV2 = ClientUnit:GetPointVec3() - - ClientUnit:SetState( self, "CT1", CT2 ) - ClientUnit:SetState( self, "CV1", CV2 ) - end - - FollowGroupSet:ForEachGroup( - --- @param Wrapper.Group#GROUP FollowGroup - -- @param Wrapper.Unit#UNIT ClientUnit - function( FollowGroup, Formation, ClientUnit, CT1, CV1, CT2, CV2 ) - - FollowGroup:OptionROTEvadeFire() - FollowGroup:OptionROEReturnFire() - - local GroupUnit = FollowGroup:GetUnit( 1 ) - local FollowFormation = FollowGroup:GetState( self, "FormationVec3" ) - if FollowFormation then - local FollowDistance = FollowFormation.x - - local GT1 = GroupUnit:GetState( self, "GT1" ) - - if CT1 == nil or CT1 == 0 or GT1 == nil or GT1 == 0 then - GroupUnit:SetState( self, "GV1", GroupUnit:GetPointVec3() ) - GroupUnit:SetState( self, "GT1", timer.getTime() ) - else - local CD = ( ( CV2.x - CV1.x )^2 + ( CV2.y - CV1.y )^2 + ( CV2.z - CV1.z )^2 ) ^ 0.5 - local CT = CT2 - CT1 - - local CS = ( 3600 / CT ) * ( CD / 1000 ) / 3.6 - - local CDv = { x = CV2.x - CV1.x, y = CV2.y - CV1.y, z = CV2.z - CV1.z } - local Ca = math.atan2( CDv.x, CDv.z ) - - local GT1 = GroupUnit:GetState( self, "GT1" ) - local GT2 = timer.getTime() - local GV1 = GroupUnit:GetState( self, "GV1" ) - local GV2 = GroupUnit:GetPointVec3() - GV2:AddX( math.random( -Formation.FlightRandomization / 2, Formation.FlightRandomization / 2 ) ) - GV2:AddY( math.random( -Formation.FlightRandomization / 2, Formation.FlightRandomization / 2 ) ) - GV2:AddZ( math.random( -Formation.FlightRandomization / 2, Formation.FlightRandomization / 2 ) ) - GroupUnit:SetState( self, "GT1", GT2 ) - GroupUnit:SetState( self, "GV1", GV2 ) - - - local GD = ( ( GV2.x - GV1.x )^2 + ( GV2.y - GV1.y )^2 + ( GV2.z - GV1.z )^2 ) ^ 0.5 - local GT = GT2 - GT1 - - - -- Calculate the distance - local GDv = { x = GV2.x - CV1.x, y = GV2.y - CV1.y, z = GV2.z - CV1.z } - local Alpha_T = math.atan2( GDv.x, GDv.z ) - math.atan2( CDv.x, CDv.z ) - local Alpha_R = ( Alpha_T < 0 ) and Alpha_T + 2 * math.pi or Alpha_T - local Position = math.cos( Alpha_R ) - local GD = ( ( GDv.x )^2 + ( GDv.z )^2 ) ^ 0.5 - local Distance = GD * Position + - CS * 0.5 - - -- Calculate the group direction vector - local GV = { x = GV2.x - CV2.x, y = GV2.y - CV2.y, z = GV2.z - CV2.z } - - -- Calculate GH2, GH2 with the same height as CV2. - local GH2 = { x = GV2.x, y = CV2.y + FollowFormation.y, z = GV2.z } - - -- Calculate the angle of GV to the orthonormal plane - local alpha = math.atan2( GV.x, GV.z ) - - local GVx = FollowFormation.z * math.cos( Ca ) + FollowFormation.x * math.sin( Ca ) - local GVz = FollowFormation.x * math.cos( Ca ) - FollowFormation.z * math.sin( Ca ) - - - -- Now we calculate the intersecting vector between the circle around CV2 with radius FollowDistance and GH2. - -- From the GeoGebra model: CVI = (x(CV2) + FollowDistance cos(alpha), y(GH2) + FollowDistance sin(alpha), z(CV2)) - local CVI = { x = CV2.x + CS * 10 * math.sin(Ca), - y = GH2.y - ( Distance + FollowFormation.x ) / 5, -- + FollowFormation.y, - z = CV2.z + CS * 10 * math.cos(Ca), - } - - -- Calculate the direction vector DV of the escort group. We use CVI as the base and CV2 as the direction. - local DV = { x = CV2.x - CVI.x, y = CV2.y - CVI.y, z = CV2.z - CVI.z } - - -- We now calculate the unary direction vector DVu, so that we can multiply DVu with the speed, which is expressed in meters / s. - -- We need to calculate this vector to predict the point the escort group needs to fly to according its speed. - -- The distance of the destination point should be far enough not to have the aircraft starting to swipe left to right... - local DVu = { x = DV.x / FollowDistance, y = DV.y, z = DV.z / FollowDistance } - - -- Now we can calculate the group destination vector GDV. - local GDV = { x = CVI.x, y = CVI.y, z = CVI.z } - - local ADDx = FollowFormation.x * math.cos(alpha) - FollowFormation.z * math.sin(alpha) - local ADDz = FollowFormation.z * math.cos(alpha) + FollowFormation.x * math.sin(alpha) - - local GDV_Formation = { - x = GDV.x - GVx, - y = GDV.y, - z = GDV.z - GVz - } - - if self.SmokeDirectionVector == true then - trigger.action.smoke( GDV, trigger.smokeColor.Green ) - trigger.action.smoke( GDV_Formation, trigger.smokeColor.White ) - end - - - - local Time = 60 - - local Speed = - ( Distance + FollowFormation.x ) / Time - local GS = Speed + CS - if Speed < 0 then - Speed = 0 - end - - -- Now route the escort to the desired point with the desired speed. - FollowGroup:RouteToVec3( GDV_Formation, GS ) -- DCS models speed in Mps (Miles per second) - end - end - end, - self, ClientUnit, CT1, CV1, CT2, CV2 - ) - - self:__Follow( -0.5 ) - end - -end - ---- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo. --- --- === --- --- ### Author: **FlightControl** --- --- === --- --- @module AI.AI_Cargo --- @image Cargo.JPG - ---- @type AI_CARGO --- @extends Core.Fsm#FSM_CONTROLLABLE - - ---- Base class for the dynamic cargo handling capability for AI groups. --- --- Carriers can be mobilized to intelligently transport infantry and other cargo within the simulation. --- The AI_CARGO module uses the @{Cargo.Cargo} capabilities within the MOOSE framework. --- CARGO derived objects must be declared within the mission to make the AI_CARGO object recognize the cargo. --- Please consult the @{Cargo.Cargo} module for more information. --- --- The derived classes from this module are: --- --- * @{AI.AI_Cargo_APC} - Cargo transportation using APCs and other vehicles between zones. --- * @{AI.AI_Cargo_Helicopter} - Cargo transportation using helicopters between zones. --- * @{AI.AI_Cargo_Airplane} - Cargo transportation using airplanes to and from airbases. --- --- @field #AI_CARGO -AI_CARGO = { - ClassName = "AI_CARGO", - Coordinate = nil, -- Core.Point#COORDINATE, - Carrier_Cargo = {}, -} - ---- Creates a new AI_CARGO object. --- @param #AI_CARGO self --- @param Wrapper.Group#GROUP Carrier --- @param Core.Set#SET_CARGO CargoSet --- @param #number CombatRadius --- @return #AI_CARGO -function AI_CARGO:New( Carrier, CargoSet ) - - local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( Carrier ) ) -- #AI_CARGO - - self.CargoSet = CargoSet -- Core.Set#SET_CARGO - self.CargoCarrier = Carrier -- Wrapper.Group#GROUP - - self:SetStartState( "Unloaded" ) - - self:AddTransition( "Unloaded", "Pickup", "*" ) - self:AddTransition( "Loaded", "Deploy", "*" ) - - self:AddTransition( "*", "Load", "Boarding" ) - self:AddTransition( { "Boarding", "Loaded" }, "Board", "Boarding" ) - self:AddTransition( "Boarding", "Loaded", "Boarding" ) - self:AddTransition( "Boarding", "PickedUp", "Loaded" ) - - self:AddTransition( "Loaded", "Unload", "Unboarding" ) - self:AddTransition( "Unboarding", "Unboard", "Unboarding" ) - self:AddTransition( "Unboarding", "Unloaded", "Unboarding" ) - self:AddTransition( "Unboarding", "Deployed", "Unloaded" ) - - --- Pickup Handler OnBefore for AI_CARGO - -- @function [parent=#AI_CARGO] OnBeforePickup - -- @param #AI_CARGO self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Core.Point#COORDINATE Coordinate - -- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do. - -- @return #boolean - - --- Pickup Handler OnAfter for AI_CARGO - -- @function [parent=#AI_CARGO] OnAfterPickup - -- @param #AI_CARGO self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Core.Point#COORDINATE Coordinate - -- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do. - - --- Pickup Trigger for AI_CARGO - -- @function [parent=#AI_CARGO] Pickup - -- @param #AI_CARGO self - -- @param Core.Point#COORDINATE Coordinate - -- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do. - - --- Pickup Asynchronous Trigger for AI_CARGO - -- @function [parent=#AI_CARGO] __Pickup - -- @param #AI_CARGO self - -- @param #number Delay - -- @param Core.Point#COORDINATE Coordinate Pickup place. If not given, loading starts at the current location. - -- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do. - - --- Deploy Handler OnBefore for AI_CARGO - -- @function [parent=#AI_CARGO] OnBeforeDeploy - -- @param #AI_CARGO self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Core.Point#COORDINATE Coordinate - -- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do. - -- @return #boolean - - --- Deploy Handler OnAfter for AI_CARGO - -- @function [parent=#AI_CARGO] OnAfterDeploy - -- @param #AI_CARGO self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Core.Point#COORDINATE Coordinate - -- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do. - - --- Deploy Trigger for AI_CARGO - -- @function [parent=#AI_CARGO] Deploy - -- @param #AI_CARGO self - -- @param Core.Point#COORDINATE Coordinate - -- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do. - - --- Deploy Asynchronous Trigger for AI_CARGO - -- @function [parent=#AI_CARGO] __Deploy - -- @param #AI_CARGO self - -- @param #number Delay - -- @param Core.Point#COORDINATE Coordinate - -- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do. - - - --- Loaded Handler OnAfter for AI_CARGO - -- @function [parent=#AI_CARGO] OnAfterLoaded - -- @param #AI_CARGO self - -- @param Wrapper.Group#GROUP Carrier - -- @param #string From - -- @param #string Event - -- @param #string To - - --- Unloaded Handler OnAfter for AI_CARGO - -- @function [parent=#AI_CARGO] OnAfterUnloaded - -- @param #AI_CARGO self - -- @param Wrapper.Group#GROUP Carrier - -- @param #string From - -- @param #string Event - -- @param #string To - - for _, CarrierUnit in pairs( Carrier:GetUnits() ) do - local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT - CarrierUnit:SetCargoBayWeightLimit() - end - - self.Transporting = false - self.Relocating = false - - return self -end - - - -function AI_CARGO:IsTransporting() - - return self.Transporting == true -end - -function AI_CARGO:IsRelocating() - - return self.Relocating == true -end - - ---- On after Pickup event. --- @param #AI_CARGO self --- @param Wrapper.Group#GROUP APC --- @param From --- @param Event --- @param To --- @param Core.Point#COORDINATE Coordinate of the pickup point. --- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go. --- @param #number Height Height in meters to move to the home coordinate. --- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided. -function AI_CARGO:onafterPickup( APC, From, Event, To, Coordinate, Speed, Height, PickupZone ) - - self.Transporting = false - self.Relocating = true - -end - - ---- On after Deploy event. --- @param #AI_CARGO self --- @param Wrapper.Group#GROUP APC --- @param From --- @param Event --- @param To --- @param Core.Point#COORDINATE Coordinate Deploy place. --- @param #number Speed Speed in km/h to drive to the depoly coordinate. Default is 50% of max possible speed the unit can go. --- @param #number Height Height in meters to move to the deploy coordinate. --- @param Core.Zone#ZONE DeployZone The zone where the cargo will be deployed. -function AI_CARGO:onafterDeploy( APC, From, Event, To, Coordinate, Speed, Height, DeployZone ) - - self.Relocating = false - self.Transporting = true - -end - ---- On before Load event. --- @param #AI_CARGO self --- @param Wrapper.Group#GROUP Carrier --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided. -function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone ) - self:F( { Carrier, From, Event, To } ) - - local Boarding = false - - local LoadInterval = 2 - local LoadDelay = 1 - local Carrier_List = {} - local Carrier_Weight = {} - - if Carrier and Carrier:IsAlive() then - self.Carrier_Cargo = {} - for _, CarrierUnit in pairs( Carrier:GetUnits() ) do - local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT - - local CargoBayFreeWeight = CarrierUnit:GetCargoBayFreeWeight() - self:F({CargoBayFreeWeight=CargoBayFreeWeight}) - - Carrier_List[#Carrier_List+1] = CarrierUnit - Carrier_Weight[CarrierUnit] = CargoBayFreeWeight - end - - local Carrier_Count = #Carrier_List - local Carrier_Index = 1 - - local Loaded = false - - for _, Cargo in UTILS.spairs( self.CargoSet:GetSet(), function( t, a, b ) return t[a]:GetWeight() > t[b]:GetWeight() end ) do - local Cargo = Cargo -- Cargo.Cargo#CARGO - - self:F( { IsUnLoaded = Cargo:IsUnLoaded(), IsDeployed = Cargo:IsDeployed(), Cargo:GetName(), Carrier:GetName() } ) - - -- Try all Carriers, but start from the one according the Carrier_Index - for Carrier_Loop = 1, #Carrier_List do - - local CarrierUnit = Carrier_List[Carrier_Index] -- Wrapper.Unit#UNIT - - -- This counters loop through the available Carriers. - Carrier_Index = Carrier_Index + 1 - if Carrier_Index > Carrier_Count then - Carrier_Index = 1 - end - - if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then - if Cargo:IsInLoadRadius( CarrierUnit:GetCoordinate() ) then - self:F( { "In radius", CarrierUnit:GetName() } ) - - local CargoWeight = Cargo:GetWeight() - - -- Only when there is space within the bay to load the next cargo item! - if Carrier_Weight[CarrierUnit] > CargoWeight then --and CargoBayFreeVolume > CargoVolume then - Carrier:RouteStop() - --Cargo:Ungroup() - Cargo:__Board( -LoadDelay, CarrierUnit ) - self:__Board( LoadDelay, Cargo, CarrierUnit, PickupZone ) - - LoadDelay = LoadDelay + Cargo:GetCount() * LoadInterval - - -- So now this CarrierUnit has Cargo that is being loaded. - -- This will be used further in the logic to follow and to check cargo status. - self.Carrier_Cargo[Cargo] = CarrierUnit - Boarding = true - Carrier_Weight[CarrierUnit] = Carrier_Weight[CarrierUnit] - CargoWeight - Loaded = true - - -- Ok, we loaded a cargo, now we can stop the loop. - break - end - end - end - - end - - end - - if not Loaded == true then - -- No loading happened, so we need to pickup something else. - self.Relocating = false - end - end - - return Boarding - -end - - ---- On before Reload event. --- @param #AI_CARGO self --- @param Wrapper.Group#GROUP Carrier --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided. -function AI_CARGO:onbeforeReload( Carrier, From, Event, To ) - self:F( { Carrier, From, Event, To } ) - - local Boarding = false - - local LoadInterval = 2 - local LoadDelay = 1 - local Carrier_List = {} - local Carrier_Weight = {} - - if Carrier and Carrier:IsAlive() then - for _, CarrierUnit in pairs( Carrier:GetUnits() ) do - local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT - - Carrier_List[#Carrier_List+1] = CarrierUnit - end - - local Carrier_Count = #Carrier_List - local Carrier_Index = 1 - - local Loaded = false - - for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do - local Cargo = Cargo -- Cargo.Cargo#CARGO - - self:F( { IsUnLoaded = Cargo:IsUnLoaded(), IsDeployed = Cargo:IsDeployed(), Cargo:GetName(), Carrier:GetName() } ) - - -- Try all Carriers, but start from the one according the Carrier_Index - for Carrier_Loop = 1, #Carrier_List do - - local CarrierUnit = Carrier_List[Carrier_Index] -- Wrapper.Unit#UNIT - - -- This counters loop through the available Carriers. - Carrier_Index = Carrier_Index + 1 - if Carrier_Index > Carrier_Count then - Carrier_Index = 1 - end - - if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then - Carrier:RouteStop() - Cargo:__Board( -LoadDelay, CarrierUnit ) - self:__Board( LoadDelay, Cargo, CarrierUnit ) - - LoadDelay = LoadDelay + Cargo:GetCount() * LoadInterval - - -- So now this CarrierUnit has Cargo that is being loaded. - -- This will be used further in the logic to follow and to check cargo status. - self.Carrier_Cargo[Cargo] = CarrierUnit - Boarding = true - Loaded = true - end - - end - - end - - if not Loaded == true then - -- No loading happened, so we need to pickup something else. - self.Relocating = false - end - end - - return Boarding - -end - ---- On after Board event. --- @param #AI_CARGO self --- @param Wrapper.Group#GROUP Carrier --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Cargo.Cargo#CARGO Cargo Cargo object. --- @param Wrapper.Unit#UNIT CarrierUnit --- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided. -function AI_CARGO:onafterBoard( Carrier, From, Event, To, Cargo, CarrierUnit, PickupZone ) - self:F( { Carrier, From, Event, To, Cargo, CarrierUnit:GetName() } ) - - if Carrier and Carrier:IsAlive() then - self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), Carrier:GetName() } ) - if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then - self:__Board( -10, Cargo, CarrierUnit, PickupZone ) - return - end - end - - self:__Loaded( 0.1, Cargo, CarrierUnit, PickupZone ) - -end - ---- On after Loaded event. --- @param #AI_CARGO self --- @param Wrapper.Group#GROUP Carrier --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @return #boolean Cargo loaded. --- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided. -function AI_CARGO:onafterLoaded( Carrier, From, Event, To, Cargo, PickupZone ) - self:F( { Carrier, From, Event, To } ) - - local Loaded = true - - if Carrier and Carrier:IsAlive() then - for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do - local Cargo = Cargo -- Cargo.Cargo#CARGO - self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed(), Cargo:GetName(), Carrier:GetName() } ) - if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then - Loaded = false - end - end - end - - if Loaded then - self:__PickedUp( 0.1, PickupZone ) - end - -end - ---- On after PickedUp event. --- @param #AI_CARGO self --- @param Wrapper.Group#GROUP Carrier --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided. -function AI_CARGO:onafterPickedUp( Carrier, From, Event, To, PickupZone ) - self:F( { Carrier, From, Event, To } ) - - Carrier:RouteResume() - - local HasCargo = false - if Carrier and Carrier:IsAlive() then - for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do - HasCargo = true - break - end - end - - self.Relocating = false - if HasCargo then - self:F( "Transporting" ) - self.Transporting = true - end - -end - - - - ---- On after Unload event. --- @param #AI_CARGO self --- @param Wrapper.Group#GROUP Carrier --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. -function AI_CARGO:onafterUnload( Carrier, From, Event, To, DeployZone, Defend ) - self:F( { Carrier, From, Event, To, DeployZone, Defend = Defend } ) - - local UnboardInterval = 5 - local UnboardDelay = 5 - - if Carrier and Carrier:IsAlive() then - for _, CarrierUnit in pairs( Carrier:GetUnits() ) do - local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT - Carrier:RouteStop() - for _, Cargo in pairs( CarrierUnit:GetCargo() ) do - self:F( { Cargo = Cargo:GetName(), Isloaded = Cargo:IsLoaded() } ) - if Cargo:IsLoaded() then - Cargo:__UnBoard( UnboardDelay ) - UnboardDelay = UnboardDelay + Cargo:GetCount() * UnboardInterval - self:__Unboard( UnboardDelay, Cargo, CarrierUnit, DeployZone, Defend ) - if not Defend == true then - Cargo:SetDeployed( true ) - end - end - end - end - end - -end - ---- On after Unboard event. --- @param #AI_CARGO self --- @param Wrapper.Group#GROUP Carrier --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #string Cargo.Cargo#CARGO Cargo Cargo object. --- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. -function AI_CARGO:onafterUnboard( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend ) - self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone, Defend = Defend } ) - - if Carrier and Carrier:IsAlive() then - if not Cargo:IsUnLoaded() then - self:__Unboard( 10, Cargo, CarrierUnit, DeployZone, Defend ) - return - end - end - - self:Unloaded( Cargo, CarrierUnit, DeployZone, Defend ) - -end - ---- On after Unloaded event. --- @param #AI_CARGO self --- @param Wrapper.Group#GROUP Carrier --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #string Cargo.Cargo#CARGO Cargo Cargo object. --- @param #boolean Deployed Cargo is deployed. --- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. -function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend ) - self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone, Defend = Defend } ) - - local AllUnloaded = true - - --Cargo:Regroup() - - if Carrier and Carrier:IsAlive() then - for _, CarrierUnit in pairs( Carrier:GetUnits() ) do - local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT - local IsEmpty = CarrierUnit:IsCargoEmpty() - self:I({ IsEmpty = IsEmpty }) - if not IsEmpty then - AllUnloaded = false - break - end - end - - if AllUnloaded == true then - if DeployZone == true then - self.Carrier_Cargo = {} - end - self.CargoCarrier = Carrier - end - end - - if AllUnloaded == true then - self:__Deployed( 5, DeployZone, Defend ) - end - -end - ---- On after Deployed event. --- @param #AI_CARGO self --- @param Wrapper.Group#GROUP Carrier --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. -function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone, Defend ) - self:F( { Carrier, From, Event, To, DeployZone = DeployZone, Defend = Defend } ) - - if not Defend == true then - self.Transporting = false - else - self:F( "Defending" ) - - end - -end - ---- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo. --- --- === --- --- ### Author: **FlightControl** --- --- === --- --- @module AI.AI_Cargo_APC --- @image AI_Cargo_Dispatching_For_APC.JPG - ---- @type AI_CARGO_APC --- @extends AI.AI_Cargo#AI_CARGO - - ---- Brings a dynamic cargo handling capability for an AI vehicle group. --- --- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation. --- --- The AI_CARGO_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework. --- @{Cargo.Cargo} must be declared within the mission to make the AI_CARGO_APC object recognize the cargo. --- Please consult the @{Cargo.Cargo} module for more information. --- --- ## Cargo loading. --- --- The module will load automatically cargo when the APCs are within boarding or loading radius. --- The boarding or loading radius is specified when the cargo is created in the simulation, and therefore, this radius depends on the type of cargo --- and the specified boarding radius. --- --- ## **Defending** the APCs when enemies nearby. --- --- Cargo will defend the carrier with its available arms, and to avoid cargo being lost within the battlefield. --- --- When the APCs are approaching enemy units, something special is happening. --- The APCs will stop moving, and the loaded infantry will unboard and follow the APCs and will help to defend the group. --- The carrier will hold the route once the unboarded infantry is further than 50 meters from the APCs, --- to ensure that the APCs are not too far away from the following running infantry. --- Once all enemies are cleared, the infantry will board again automatically into the APCs. Once boarded, the APCs will follow its pre-defined route. --- --- A combat radius needs to be specified in meters at the @{#AI_CARGO_APC.New}() method. --- This combat radius will trigger the unboarding of troops when enemies are within the combat radius around the APCs. --- During my tests, I've noticed that there is a balance between ensuring that the infantry is within sufficient hit radius (effectiveness) versus --- vulnerability of the infantry. It all depends on the kind of enemies that are expected to be encountered. --- A combat radius of 350 meters to 500 meters has been proven to be the most effective and efficient. --- --- However, when the defense of the carrier, is not required, it must be switched off. --- This is done by disabling the defense of the carrier using the method @{#AI_CARGO_APC.SetCombatRadius}(), and providing a combat radius of 0 meters. --- It can be switched on later when required by reenabling the defense using the method and providing a combat radius larger than 0. --- --- ## Infantry or cargo **health**. --- --- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield. --- As a result, the unboarding infantry is very _healthy_ every time it unboards. --- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter. --- However, infantry that was destroyed when unboarded and following the APCs, won't be respawned again. Destroyed is destroyed. --- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has --- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every --- time is not so much of an issue ... --- --- ## Control the APCs on the map. --- --- It is possible also as a human ground commander to influence the path of the APCs, by pointing a new path using the DCS user interface on the map. --- In this case, the APCs will change the direction towards its new indicated route. However, there is a catch! --- Once the APCs are near the enemy, and infantry is unboarded, the APCs won't be able to hold the route until the infantry could catch up. --- The APCs will simply drive on and won't stop! This is a limitation in ED that prevents user actions being controlled by the scripting engine. --- No workaround is possible on this. --- --- ## Cargo deployment. --- --- Using the @{#AI_CARGO_APC.Deploy}() method, you are able to direct the APCs towards a point on the battlefield to unboard/unload the cargo at the specific coordinate. --- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment. --- --- ## Cargo pickup. --- --- Using the @{#AI_CARGO_APC.Pickup}() method, you are able to direct the APCs towards a point on the battlefield to board/load the cargo at the specific coordinate. --- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment. --- --- --- --- @field #AI_CARGO_APC -AI_CARGO_APC = { - ClassName = "AI_CARGO_APC", - Coordinate = nil, -- Core.Point#COORDINATE, -} - ---- Creates a new AI_CARGO_APC object. --- @param #AI_CARGO_APC self --- @param Wrapper.Group#GROUP APC The carrier APC group. --- @param Core.Set#SET_CARGO CargoSet The set of cargo to be transported. --- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby. When the combat radius is 0, no defense will happen of the carrier. --- @return #AI_CARGO_APC -function AI_CARGO_APC:New( APC, CargoSet, CombatRadius ) - - local self = BASE:Inherit( self, AI_CARGO:New( APC, CargoSet ) ) -- #AI_CARGO_APC - - self:AddTransition( "*", "Monitor", "*" ) - self:AddTransition( "*", "Follow", "Following" ) - self:AddTransition( "*", "Guard", "Unloaded" ) - self:AddTransition( "*", "Home", "*" ) - self:AddTransition( "*", "Reload", "Boarding" ) - - self:AddTransition( "*", "Destroyed", "Destroyed" ) - - self:SetCombatRadius( CombatRadius ) - - self:SetCarrier( APC ) - - return self -end - - ---- Set the Carrier. --- @param #AI_CARGO_APC self --- @param Wrapper.Group#GROUP CargoCarrier --- @return #AI_CARGO_APC -function AI_CARGO_APC:SetCarrier( CargoCarrier ) - - self.CargoCarrier = CargoCarrier -- Wrapper.Group#GROUP - self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_APC", self ) - - CargoCarrier:HandleEvent( EVENTS.Dead ) - - function CargoCarrier:OnEventDead( EventData ) - self:F({"dead"}) - local AICargoTroops = self:GetState( self, "AI_CARGO_APC" ) - self:F({AICargoTroops=AICargoTroops}) - if AICargoTroops then - self:F({}) - if not AICargoTroops:Is( "Loaded" ) then - -- There are enemies within combat radius. Unload the CargoCarrier. - AICargoTroops:Destroyed() - end - end - end - --- CargoCarrier:HandleEvent( EVENTS.Hit ) --- --- function CargoCarrier:OnEventHit( EventData ) --- self:F({"hit"}) --- local AICargoTroops = self:GetState( self, "AI_CARGO_APC" ) --- if AICargoTroops then --- self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } ) --- if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then --- -- There are enemies within combat radius. Unload the CargoCarrier. --- AICargoTroops:Unload( false ) --- end --- end --- end - - self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius ) - self.Coalition = self.CargoCarrier:GetCoalition() - - self:SetControllable( CargoCarrier ) - - self:Guard() - - return self -end - - ---- Find a free Carrier within a radius. --- @param #AI_CARGO_APC self --- @param Core.Point#COORDINATE Coordinate --- @param #number Radius --- @return Wrapper.Group#GROUP NewCarrier -function AI_CARGO_APC:FindCarrier( Coordinate, Radius ) - - local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius ) - CoordinateZone:Scan( { Object.Category.UNIT } ) - for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do - local NearUnit = UNIT:Find( DCSUnit ) - self:F({NearUnit=NearUnit}) - if not NearUnit:GetState( NearUnit, "AI_CARGO_APC" ) then - local Attributes = NearUnit:GetDesc() - self:F({Desc=Attributes}) - if NearUnit:HasAttribute( "Trucks" ) then - return NearUnit:GetGroup() - end - end - end - - return nil - -end - ---- Enable/Disable unboarding of cargo (infantry) when enemies are nearby (to help defend the carrier). --- This is only valid for APCs and trucks etc, thus ground vehicles. --- @param #AI_CARGO_APC self --- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby. --- When the combat radius is 0, no defense will happen of the carrier. --- When the combat radius is not provided, no defense will happen! --- @return #AI_CARGO_APC --- @usage --- --- -- Disembark the infantry when the carrier is under attack. --- AICargoAPC:SetCombatRadius( true ) --- --- -- Keep the cargo in the carrier when the carrier is under attack. --- AICargoAPC:SetCombatRadius( false ) -function AI_CARGO_APC:SetCombatRadius( CombatRadius ) - - self.CombatRadius = CombatRadius or 0 - - if self.CombatRadius > 0 then - self:__Monitor( -5 ) - end - - return self -end - - ---- Follow Infantry to the Carrier. --- @param #AI_CARGO_APC self --- @param #AI_CARGO_APC Me --- @param Wrapper.Unit#UNIT APCUnit --- @param Cargo.CargoGroup#CARGO_GROUP Cargo --- @return #AI_CARGO_APC -function AI_CARGO_APC:FollowToCarrier( Me, APCUnit, CargoGroup ) - - local InfantryGroup = CargoGroup:GetGroup() - - self:F( { self = self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } ) - - --if self:Is( "Following" ) then - - if APCUnit:IsAlive() then - -- We check if the Cargo is near to the CargoCarrier. - if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", APCUnit, 25 ) ) then - - -- The Cargo does not need to follow the Carrier. - Me:Guard() - - else - - self:F( { InfantryGroup = InfantryGroup:GetName() } ) - - if InfantryGroup:IsAlive() then - - self:F( { InfantryGroup = InfantryGroup:GetName() } ) - - local Waypoints = {} - - -- Calculate the new Route. - local FromCoord = InfantryGroup:GetCoordinate() - local FromGround = FromCoord:WaypointGround( 10, "Diamond" ) - self:F({FromGround=FromGround}) - table.insert( Waypoints, FromGround ) - - local ToCoord = APCUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 ) - local ToGround = ToCoord:WaypointGround( 10, "Diamond" ) - self:F({ToGround=ToGround}) - table.insert( Waypoints, ToGround ) - - local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_APC.FollowToCarrier", Me, APCUnit, CargoGroup ) - - self:F({Waypoints = Waypoints}) - local Waypoint = Waypoints[#Waypoints] - InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone. - - InfantryGroup:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details. - end - end - end -end - - ---- On after Monitor event. --- @param #AI_CARGO_APC self --- @param Wrapper.Group#GROUP APC --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function AI_CARGO_APC:onafterMonitor( APC, From, Event, To ) - self:F( { APC, From, Event, To, IsTransporting = self:IsTransporting() } ) - - if self.CombatRadius > 0 then - if APC and APC:IsAlive() then - if self.CarrierCoordinate then - if self:IsTransporting() == true then - local Coordinate = APC:GetCoordinate() - if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then - self.Zone:Scan( { Object.Category.UNIT } ) - if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then - if self:Is( "Unloaded" ) then - -- There are no enemies within combat radius. Reload the CargoCarrier. - self:Reload() - end - else - if self:Is( "Loaded" ) then - -- There are enemies within combat radius. Unload the CargoCarrier. - self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy! - else - if self:Is( "Unloaded" ) then - --self:Follow() - end - self:F( "I am here" .. self:GetCurrentState() ) - if self:Is( "Following" ) then - for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do - local Cargo = Cargo -- Cargo.Cargo#CARGO - local APCUnit = APCUnit -- Wrapper.Unit#UNIT - if Cargo:IsAlive() then - if not Cargo:IsNear( APCUnit, 40 ) then - APCUnit:RouteStop() - self.CarrierStopped = true - else - if self.CarrierStopped then - if Cargo:IsNear( APCUnit, 25 ) then - APCUnit:RouteResume() - self.CarrierStopped = nil - end - end - end - end - end - end - end - end - end - end - - end - self.CarrierCoordinate = APC:GetCoordinate() - end - - self:__Monitor( -5 ) - end - -end - - ---- On after Follow event. --- @param #AI_CARGO_APC self --- @param Wrapper.Group#GROUP APC --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function AI_CARGO_APC:onafterFollow( APC, From, Event, To ) - self:F( { APC, From, Event, To } ) - - self:F( "Follow" ) - if APC and APC:IsAlive() then - for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do - local Cargo = Cargo -- Cargo.Cargo#CARGO - if Cargo:IsUnLoaded() then - self:FollowToCarrier( self, APCUnit, Cargo ) - APCUnit:RouteResume() - end - end - end - -end - - ---- @param #AI_CARGO_APC --- @param Wrapper.Group#GROUP APC -function AI_CARGO_APC._Pickup( APC, self, Coordinate, Speed, PickupZone ) - - APC:F( { "AI_CARGO_APC._Pickup:", APC:GetName() } ) - - if APC:IsAlive() then - self:Load( PickupZone ) - end -end - - -function AI_CARGO_APC._Deploy( APC, self, Coordinate, DeployZone ) - - APC:F( { "AI_CARGO_APC._Deploy:", APC } ) - - if APC:IsAlive() then - self:Unload( DeployZone ) - end -end - - - ---- On after Pickup event. --- @param #AI_CARGO_APC self --- @param Wrapper.Group#GROUP APC --- @param From --- @param Event --- @param To --- @param Core.Point#COORDINATE Coordinate of the pickup point. --- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go. --- @param #number Height Height in meters to move to the pickup coordinate. This parameter is ignored for APCs. --- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided. -function AI_CARGO_APC:onafterPickup( APC, From, Event, To, Coordinate, Speed, Height, PickupZone ) - - if APC and APC:IsAlive() then - - if Coordinate then - self.RoutePickup = true - - local _speed=Speed or APC:GetSpeedMax()*0.5 - - local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true ) - - local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Pickup", self, Coordinate, Speed, PickupZone ) - - self:F({Waypoints = Waypoints}) - local Waypoint = Waypoints[#Waypoints] - APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone. - - APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details. - else - AI_CARGO_APC._Pickup( APC, self, Coordinate, Speed, PickupZone ) - end - - self:GetParent( self, AI_CARGO_APC ).onafterPickup( self, APC, From, Event, To, Coordinate, Speed, Height, PickupZone ) - end - -end - - ---- On after Deploy event. --- @param #AI_CARGO_APC self --- @param Wrapper.Group#GROUP APC --- @param From --- @param Event --- @param To --- @param Core.Point#COORDINATE Coordinate Deploy place. --- @param #number Speed Speed in km/h to drive to the depoly coordinate. Default is 50% of max possible speed the unit can go. --- @param #number Height Height in meters to move to the deploy coordinate. This parameter is ignored for APCs. --- @param Core.Zone#ZONE DeployZone The zone where the cargo will be deployed. -function AI_CARGO_APC:onafterDeploy( APC, From, Event, To, Coordinate, Speed, Height, DeployZone ) - - if APC and APC:IsAlive() then - - self.RouteDeploy = true - - local _speed=Speed or APC:GetSpeedMax()*0.5 - - local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true ) - - local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Deploy", self, Coordinate, DeployZone ) - - self:F({Waypoints = Waypoints}) - local Waypoint = Waypoints[#Waypoints] - APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone. - - APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details. - - self:GetParent( self, AI_CARGO_APC ).onafterDeploy( self, APC, From, Event, To, Coordinate, Speed, Height, DeployZone ) - - end - -end - ---- On after Unloaded event. --- @param #AI_CARGO_APC self --- @param Wrapper.Group#GROUP Carrier --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param #string Cargo.Cargo#CARGO Cargo Cargo object. --- @param #boolean Deployed Cargo is deployed. --- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. -function AI_CARGO_APC:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend ) - self:F( { Carrier, From, Event, To, DeployZone = DeployZone, Defend = Defend } ) - - - self:GetParent( self, AI_CARGO_APC ).onafterUnloaded( self, Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend ) - - -- If Defend == true then we need to scan for possible enemies within combat zone and engage only ground forces. - if Defend == true then - self.Zone:Scan( { Object.Category.UNIT } ) - if not self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then - -- OK, enemies nearby, now find the enemies and attack them. - local AttackUnits = self.Zone:GetScannedUnits() -- #list - local Move = {} - local CargoGroup = Cargo.CargoObject -- Wrapper.Group#GROUP - Move[#Move+1] = CargoGroup:GetCoordinate():WaypointGround( 70, "Custom" ) - for UnitId, AttackUnit in pairs( AttackUnits ) do - local MooseUnit = UNIT:Find( AttackUnit ) - if MooseUnit:GetCoalition() ~= CargoGroup:GetCoalition() then - Move[#Move+1] = MooseUnit:GetCoordinate():WaypointGround( 70, "Line abreast" ) - --MoveTo.Task = CargoGroup:TaskCombo( CargoGroup:TaskAttackUnit( MooseUnit, true ) ) - self:F( { MooseUnit = MooseUnit:GetName(), CargoGroup = CargoGroup:GetName() } ) - end - end - CargoGroup:RoutePush( Move, 0.1 ) - end - - end - -end - ---- On after Deployed event. --- @param #AI_CARGO_APC self --- @param Wrapper.Group#GROUP Carrier --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. -function AI_CARGO_APC:onafterDeployed( APC, From, Event, To, DeployZone, Defend ) - self:F( { APC, From, Event, To, DeployZone = DeployZone, Defend = Defend } ) - - self:__Guard( 0.1 ) - - self:GetParent( self, AI_CARGO_APC ).onafterDeployed( self, APC, From, Event, To, DeployZone, Defend ) - -end - - ---- On after Home event. --- @param #AI_CARGO_APC self --- @param Wrapper.Group#GROUP APC --- @param From --- @param Event --- @param To --- @param Core.Point#COORDINATE Coordinate Home place. --- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go. --- @param #number Height Height in meters to move to the home coordinate. This parameter is ignored for APCs. -function AI_CARGO_APC:onafterHome( APC, From, Event, To, Coordinate, Speed, Height, HomeZone ) - - if APC and APC:IsAlive() ~= nil then - - self.RouteHome = true - - Speed = Speed or APC:GetSpeedMax()*0.5 - - local Waypoints = APC:TaskGroundOnRoad( Coordinate, Speed, "Line abreast", true ) - - self:F({Waypoints = Waypoints}) - local Waypoint = Waypoints[#Waypoints] - - APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details. - - end - -end ---- **AI** -- (R2.4) - Models the intelligent transportation of infantry (cargo). --- --- === --- --- ### Author: **FlightControl** --- --- === --- --- @module AI.AI_Cargo_Helicopter --- @image AI_Cargo_Dispatching_For_Helicopters.JPG - ---- @type AI_CARGO_HELICOPTER --- @extends Core.Fsm#FSM_CONTROLLABLE - - ---- Brings a dynamic cargo handling capability for an AI helicopter group. --- --- Helicopter carriers can be mobilized to intelligently transport infantry and other cargo within the simulation. --- --- The AI_CARGO_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework. --- @{Cargo.Cargo} must be declared within the mission to make the AI_CARGO_HELICOPTER object recognize the cargo. --- Please consult the @{Cargo.Cargo} module for more information. --- --- ## Cargo pickup. --- --- Using the @{#AI_CARGO_HELICOPTER.Pickup}() method, you are able to direct the helicopters towards a point on the battlefield to board/load the cargo at the specific coordinate. --- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash! --- --- ## Cargo deployment. --- --- Using the @{#AI_CARGO_HELICOPTER.Deploy}() method, you are able to direct the helicopters towards a point on the battlefield to unboard/unload the cargo at the specific coordinate. --- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash! --- --- ## Infantry health. --- --- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield. --- As a result, the unboarding infantry is very _healthy_ every time it unboards. --- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter. --- However, infantry that was destroyed when unboarded, won't be respawned again. Destroyed is destroyed. --- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has --- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every --- time is not so much of an issue ... --- --- --- === --- --- @field #AI_CARGO_HELICOPTER -AI_CARGO_HELICOPTER = { - ClassName = "AI_CARGO_HELICOPTER", - Coordinate = nil, -- Core.Point#COORDINATE, -} - -AI_CARGO_QUEUE = {} - ---- Creates a new AI_CARGO_HELICOPTER object. --- @param #AI_CARGO_HELICOPTER self --- @param Wrapper.Group#GROUP Helicopter --- @param Core.Set#SET_CARGO CargoSet --- @return #AI_CARGO_HELICOPTER -function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet ) - - local self = BASE:Inherit( self, AI_CARGO:New( Helicopter, CargoSet ) ) -- #AI_CARGO_HELICOPTER - - self.Zone = ZONE_GROUP:New( Helicopter:GetName(), Helicopter, 300 ) - - self:SetStartState( "Unloaded" ) - - self:AddTransition( "Unloaded", "Pickup", "*" ) - self:AddTransition( "Loaded", "Deploy", "*" ) - - self:AddTransition( { "Unloaded", "Loading" }, "Load", "Boarding" ) - self:AddTransition( "Boarding", "Board", "Boarding" ) - self:AddTransition( "Boarding", "Loaded", "Boarding" ) - self:AddTransition( "Boarding", "PickedUp", "Loaded" ) - self:AddTransition( "Loaded", "Unload", "Unboarding" ) - self:AddTransition( "Unboarding", "Unboard", "Unboarding" ) - self:AddTransition( "Unboarding", "Unloaded", "Unboarding" ) - self:AddTransition( "Unboarding", "Deployed", "Unloaded" ) - - self:AddTransition( "*", "Landed", "*" ) - self:AddTransition( "*", "Queue", "*" ) - self:AddTransition( "*", "Orbit" , "*" ) - self:AddTransition( "*", "Home" , "*" ) - - self:AddTransition( "*", "Destroyed", "Destroyed" ) - - --- Pickup Handler OnBefore for AI_CARGO_HELICOPTER - -- @function [parent=#AI_CARGO_HELICOPTER] OnBeforePickup - -- @param #AI_CARGO_HELICOPTER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Core.Point#COORDINATE Coordinate - -- @return #boolean - - --- Pickup Handler OnAfter for AI_CARGO_HELICOPTER - -- @function [parent=#AI_CARGO_HELICOPTER] OnAfterPickup - -- @param #AI_CARGO_HELICOPTER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Core.Point#COORDINATE Coordinate - -- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go. - - --- Pickup Trigger for AI_CARGO_HELICOPTER - -- @function [parent=#AI_CARGO_HELICOPTER] Pickup - -- @param #AI_CARGO_HELICOPTER self - -- @param Core.Point#COORDINATE Coordinate - -- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go. - - --- Pickup Asynchronous Trigger for AI_CARGO_HELICOPTER - -- @function [parent=#AI_CARGO_HELICOPTER] __Pickup - -- @param #AI_CARGO_HELICOPTER self - -- @param #number Delay Delay in seconds. - -- @param Core.Point#COORDINATE Coordinate - -- @param #number Speed Speed in km/h to go to the pickup coordinate. Default is 50% of max possible speed the unit can go. - - --- Deploy Handler OnBefore for AI_CARGO_HELICOPTER - -- @function [parent=#AI_CARGO_HELICOPTER] OnBeforeDeploy - -- @param #AI_CARGO_HELICOPTER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Core.Point#COORDINATE Coordinate Place at which cargo is deployed. - -- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go. - -- @return #boolean - - --- Deploy Handler OnAfter for AI_CARGO_HELICOPTER - -- @function [parent=#AI_CARGO_HELICOPTER] OnAfterDeploy - -- @param #AI_CARGO_HELICOPTER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Core.Point#COORDINATE Coordinate - -- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go. - - --- Deploy Trigger for AI_CARGO_HELICOPTER - -- @function [parent=#AI_CARGO_HELICOPTER] Deploy - -- @param #AI_CARGO_HELICOPTER self - -- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed. - -- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go. - - --- Deploy Asynchronous Trigger for AI_CARGO_HELICOPTER - -- @function [parent=#AI_CARGO_HELICOPTER] __Deploy - -- @param #number Delay Delay in seconds. - -- @param #AI_CARGO_HELICOPTER self - -- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed. - -- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go. - - - -- We need to capture the Crash events for the helicopters. - -- The helicopter reference is used in the semaphore AI_CARGO_QUEUE. - -- So, we need to unlock this when the helo is not anymore ... - Helicopter:HandleEvent( EVENTS.Crash, - function( Helicopter, EventData ) - AI_CARGO_QUEUE[Helicopter] = nil - end - ) - - -- We need to capture the Land events for the helicopters. - -- The helicopter reference is used in the semaphore AI_CARGO_QUEUE. - -- So, we need to unlock this when the helo has landed, which can be anywhere ... - -- But only free the landing coordinate after 1 minute, to ensure that all helos have left. - Helicopter:HandleEvent( EVENTS.Land, - function( Helicopter, EventData ) - self:ScheduleOnce( 60, - function( Helicopter ) - AI_CARGO_QUEUE[Helicopter] = nil - end, Helicopter - ) - end - ) - - self:SetCarrier( Helicopter ) - - return self -end - - - - - ---- Set the Carrier. --- @param #AI_CARGO_HELICOPTER self --- @param Wrapper.Group#GROUP Helicopter --- @return #AI_CARGO_HELICOPTER -function AI_CARGO_HELICOPTER:SetCarrier( Helicopter ) - - local AICargo = self - - self.Helicopter = Helicopter -- Wrapper.Group#GROUP - self.Helicopter:SetState( self.Helicopter, "AI_CARGO_HELICOPTER", self ) - - self.RoutePickup = false - self.RouteDeploy = false - - Helicopter:HandleEvent( EVENTS.Dead ) - Helicopter:HandleEvent( EVENTS.Hit ) - Helicopter:HandleEvent( EVENTS.Land ) - - function Helicopter:OnEventDead( EventData ) - local AICargoTroops = self:GetState( self, "AI_CARGO_HELICOPTER" ) - self:F({AICargoTroops=AICargoTroops}) - if AICargoTroops then - self:F({}) - if not AICargoTroops:Is( "Loaded" ) then - -- There are enemies within combat range. Unload the Helicopter. - AICargoTroops:Destroyed() - end - end - end - - function Helicopter:OnEventLand( EventData ) - AICargo:Landed() - end - - self.Coalition = self.Helicopter:GetCoalition() - - self:SetControllable( Helicopter ) - - return self -end - - ---- @param #AI_CARGO_HELICOPTER self --- @param Wrapper.Group#GROUP Helicopter --- @param From --- @param Event --- @param To -function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To ) - - Helicopter:F( { Name = Helicopter:GetName() } ) - - if Helicopter and Helicopter:IsAlive() then - - -- S_EVENT_LAND is directly called in two situations: - -- 1 - When the helo lands normally on the ground. - -- 2 - when the helo is hit and goes RTB or even when it is destroyed. - -- For point 2, this is an issue, the infantry may not unload in this case! - -- So we check if the helo is on the ground, and velocity< 5. - -- Only then the infantry can unload (and load too, for consistency)! - - self:F( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } ) - - if self.RoutePickup == true then - if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then - --self:Load( Helicopter:GetPointVec2() ) - self:Load( self.PickupZone ) - self.RoutePickup = false - end - end - - if self.RouteDeploy == true then - if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then - self:Unload( self.DeployZone ) - self.RouteDeploy = false - end - end - - end - -end - ---- @param #AI_CARGO_HELICOPTER self --- @param Wrapper.Group#GROUP Helicopter --- @param From --- @param Event --- @param To --- @param Core.Point#COORDINATE Coordinate --- @param #number Speed -function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordinate, Speed, DeployZone ) - - local HelicopterInZone = false - - if Helicopter and Helicopter:IsAlive() == true then - - local Distance = Coordinate:DistanceFromPointVec2( Helicopter:GetCoordinate() ) - - if Distance > 2000 then - self:__Queue( -10, Coordinate, Speed, DeployZone ) - else - - local ZoneFree = true - - for Helicopter, ZoneQueue in pairs( AI_CARGO_QUEUE ) do - local ZoneQueue = ZoneQueue -- Core.Zone#ZONE_RADIUS - if ZoneQueue:IsCoordinateInZone( Coordinate ) then - ZoneFree = false - end - end - - self:F({ZoneFree=ZoneFree}) - - if ZoneFree == true then - - local ZoneQueue = ZONE_RADIUS:New( Helicopter:GetName(), Coordinate:GetVec2(), 100 ) - - AI_CARGO_QUEUE[Helicopter] = ZoneQueue - - local Route = {} - --- local CoordinateFrom = Helicopter:GetCoordinate() --- local WaypointFrom = CoordinateFrom:WaypointAir( --- "RADIO", --- POINT_VEC3.RoutePointType.TurningPoint, --- POINT_VEC3.RoutePointAction.TurningPoint, --- Speed, --- true --- ) --- Route[#Route+1] = WaypointFrom - local CoordinateTo = Coordinate - local WaypointTo = CoordinateTo:WaypointAir( - "RADIO", - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - 50, - true - ) - Route[#Route+1] = WaypointTo - - local Tasks = {} - Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() ) - Route[#Route].task = Helicopter:TaskCombo( Tasks ) - - Route[#Route+1] = WaypointTo - - -- Now route the helicopter - Helicopter:Route( Route, 0 ) - - -- Keep the DeployZone, because when the helo has landed, we want to provide the DeployZone to the mission designer as part of the Unloaded event. - self.DeployZone = DeployZone - - else - self:__Queue( -10, Coordinate, Speed, DeployZone ) - end - end - else - AI_CARGO_QUEUE[Helicopter] = nil - end -end - - ---- @param #AI_CARGO_HELICOPTER self --- @param Wrapper.Group#GROUP Helicopter --- @param From --- @param Event --- @param To --- @param Core.Point#COORDINATE Coordinate --- @param #number Speed -function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordinate ) - - if Helicopter and Helicopter:IsAlive() then - - local Route = {} - --- local CoordinateFrom = Helicopter:GetCoordinate() --- local WaypointFrom = CoordinateFrom:WaypointAir( --- "RADIO", --- POINT_VEC3.RoutePointType.TurningPoint, --- POINT_VEC3.RoutePointAction.TurningPoint, --- Speed, --- true --- ) --- Route[#Route+1] = WaypointFrom - local CoordinateTo = Coordinate - local WaypointTo = CoordinateTo:WaypointAir( - "RADIO", - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - 50, - true - ) - Route[#Route+1] = WaypointTo - - local Tasks = {} - Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 80 ), 150, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) ) - Route[#Route].task = Helicopter:TaskCombo( Tasks ) - - Route[#Route+1] = WaypointTo - - -- Now route the helicopter - Helicopter:Route( Route, 0 ) - end -end - - - ---- On after Deployed event. --- @param #AI_CARGO_HELICOPTER self --- @param Wrapper.Group#GROUP Helicopter --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Cargo.Cargo#CARGO Cargo Cargo object. --- @param #boolean Deployed Cargo is deployed. --- @return #boolean True if all cargo has been unloaded. -function AI_CARGO_HELICOPTER:onafterDeployed( Helicopter, From, Event, To, DeployZone ) - self:F( { Helicopter, From, Event, To, DeployZone = DeployZone } ) - - self:Orbit( Helicopter:GetCoordinate(), 50 ) - - -- Free the coordinate zone after 30 seconds, so that the original helicopter can fly away first. - self:ScheduleOnce( 30, - function( Helicopter ) - AI_CARGO_QUEUE[Helicopter] = nil - end, Helicopter - ) - - self:GetParent( self, AI_CARGO_HELICOPTER ).onafterDeployed( self, Helicopter, From, Event, To, DeployZone ) - - -end - ---- On after Pickup event. --- @param #AI_CARGO_HELICOPTER self --- @param Wrapper.Group#GROUP Helicopter --- @param From --- @param Event --- @param To --- @param Core.Point#COORDINATE Coordinate Pickup place. --- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go. --- @param #number Height Height in meters to move to the pickup coordinate. This parameter is ignored for APCs. --- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided. -function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordinate, Speed, Height, PickupZone ) - - if Helicopter and Helicopter:IsAlive() ~= nil then - - Helicopter:Activate() - - self.RoutePickup = true - Coordinate.y = Height - - local _speed=Speed or Helicopter:GetSpeedMax()*0.5 - - local Route = {} - - --- Calculate the target route point. - local CoordinateFrom = Helicopter:GetCoordinate() - local CoordinateTo = Coordinate - - --- Create a route point of type air. - local WaypointFrom = CoordinateFrom:WaypointAir( - "RADIO", - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - _speed, - true - ) - - --- Create a route point of type air. - local WaypointTo = CoordinateTo:WaypointAir( - "RADIO", - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - _speed, - true - ) - - Route[#Route+1] = WaypointFrom - Route[#Route+1] = WaypointTo - - --- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable... - Helicopter:WayPointInitialize( Route ) - - local Tasks = {} - - Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() ) - Route[#Route].task = Helicopter:TaskCombo( Tasks ) - - Route[#Route+1] = WaypointTo - - -- Now route the helicopter - Helicopter:Route( Route, 1 ) - - self.PickupZone = PickupZone - - self:GetParent( self, AI_CARGO_HELICOPTER ).onafterPickup( self, Helicopter, From, Event, To, Coordinate, Speed, Height, PickupZone ) - - end - -end - ---- Depoloy function and queue. --- @param #AI_CARGO_HELICOPTER self --- @param Wrapper.Group#GROUP AICargoHelicopter --- @param Core.Point#COORDINATE Coordinate Coordinate -function AI_CARGO_HELICOPTER:_Deploy( AICargoHelicopter, Coordinate, DeployZone ) - AICargoHelicopter:__Queue( -10, Coordinate, 100, DeployZone ) -end - ---- On after Deploy event. --- @param #AI_CARGO_HELICOPTER self --- @param Wrapper.Group#GROUP Helicopter Transport helicopter. --- @param From --- @param Event --- @param To --- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed. --- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go. --- @param #number Height Height in meters to move to the deploy coordinate. -function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordinate, Speed, Height, DeployZone ) - - if Helicopter and Helicopter:IsAlive() ~= nil then - - self.RouteDeploy = true - - - local Route = {} - - --- Calculate the target route point. - - Coordinate.y = Height - - local _speed=Speed or Helicopter:GetSpeedMax()*0.5 - - --- Create a route point of type air. - local CoordinateFrom = Helicopter:GetCoordinate() - local WaypointFrom = CoordinateFrom:WaypointAir( - "RADIO", - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - _speed, - true - ) - Route[#Route+1] = WaypointFrom - Route[#Route+1] = WaypointFrom - - --- Create a route point of type air. - local CoordinateTo = Coordinate - local WaypointTo = CoordinateTo:WaypointAir( - "RADIO", - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - _speed, - true - ) - - Route[#Route+1] = WaypointTo - Route[#Route+1] = WaypointTo - - --- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable... - Helicopter:WayPointInitialize( Route ) - - local Tasks = {} - - Tasks[#Tasks+1] = Helicopter:TaskFunction( "AI_CARGO_HELICOPTER._Deploy", self, Coordinate, DeployZone ) - Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 100 ), _speed, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) ) - - --Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() ) - Route[#Route].task = Helicopter:TaskCombo( Tasks ) - - Route[#Route+1] = WaypointTo - - -- Now route the helicopter - Helicopter:Route( Route, 0 ) - - self:GetParent( self, AI_CARGO_HELICOPTER ).onafterDeploy( self, Helicopter, From, Event, To, Coordinate, Speed, Height, DeployZone ) - end - -end - - ---- On after Home event. --- @param #AI_CARGO_HELICOPTER self --- @param Wrapper.Group#GROUP Helicopter --- @param From --- @param Event --- @param To --- @param Core.Point#COORDINATE Coordinate Home place. --- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go. --- @param #number Height Height in meters to move to the home coordinate. --- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. -function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinate, Speed, Height, HomeZone ) - - if Helicopter and Helicopter:IsAlive() ~= nil then - - self.RouteHome = true - - local Route = {} - - --- Calculate the target route point. - - Coordinate.y = Height - - Speed = Speed or Helicopter:GetSpeedMax()*0.5 - - --- Create a route point of type air. - local CoordinateFrom = Helicopter:GetCoordinate() - local WaypointFrom = CoordinateFrom:WaypointAir( - "RADIO", - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - Speed , - true - ) - Route[#Route+1] = WaypointFrom - - --- Create a route point of type air. - local CoordinateTo = Coordinate - local WaypointTo = CoordinateTo:WaypointAir( - "RADIO", - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - Speed , - true - ) - - Route[#Route+1] = WaypointTo - - --- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable... - Helicopter:WayPointInitialize( Route ) - - local Tasks = {} - - Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() ) - Route[#Route].task = Helicopter:TaskCombo( Tasks ) - - Route[#Route+1] = WaypointTo - - -- Now route the helicopter - Helicopter:Route( Route, 0 ) - - end - -end - ---- **AI** -- (R2.4) - Models the intelligent transportation of infantry (cargo). --- --- === --- --- ### Author: **FlightControl** --- --- === --- --- @module AI.AI_Cargo_Airplane --- @image AI_Cargo_Dispatching_For_Airplanes.JPG - ---- @type AI_CARGO_AIRPLANE --- @extends Core.Fsm#FSM_CONTROLLABLE - - ---- Brings a dynamic cargo handling capability for an AI airplane group. --- --- Airplane carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation between airbases. --- --- The AI_CARGO_AIRPLANE module uses the @{Cargo.Cargo} capabilities within the MOOSE framework. --- @{Cargo.Cargo} must be declared within the mission to make AI_CARGO_AIRPLANE recognize the cargo. --- Please consult the @{Cargo.Cargo} module for more information. --- --- ## Cargo pickup. --- --- Using the @{#AI_CARGO_AIRPLANE.Pickup}() method, you are able to direct the helicopters towards a point on the battlefield to board/load the cargo at the specific coordinate. --- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash! --- --- ## Cargo deployment. --- --- Using the @{#AI_CARGO_AIRPLANE.Deploy}() method, you are able to direct the helicopters towards a point on the battlefield to unboard/unload the cargo at the specific coordinate. --- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash! --- --- ## Infantry health. --- --- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield. --- As a result, the unboarding infantry is very _healthy_ every time it unboards. --- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter. --- However, infantry that was destroyed when unboarded, won't be respawned again. Destroyed is destroyed. --- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has --- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every --- time is not so much of an issue ... --- --- --- @field #AI_CARGO_AIRPLANE -AI_CARGO_AIRPLANE = { - ClassName = "AI_CARGO_AIRPLANE", - Coordinate = nil, -- Core.Point#COORDINATE -} - ---- Creates a new AI_CARGO_AIRPLANE object. --- @param #AI_CARGO_AIRPLANE self --- @param Wrapper.Group#GROUP Airplane Plane used for transportation of cargo. --- @param Core.Set#SET_CARGO CargoSet Cargo set to be transported. --- @return #AI_CARGO_AIRPLANE -function AI_CARGO_AIRPLANE:New( Airplane, CargoSet ) - - local self = BASE:Inherit( self, AI_CARGO:New( Airplane, CargoSet ) ) -- #AI_CARGO_AIRPLANE - - self:AddTransition( "*", "Landed", "*" ) - self:AddTransition( "*", "Home" , "*" ) - - self:AddTransition( "*", "Destroyed", "Destroyed" ) - - --- Pickup Handler OnBefore for AI_CARGO_AIRPLANE - -- @function [parent=#AI_CARGO_AIRPLANE] OnBeforePickup - -- @param #AI_CARGO_AIRPLANE self - -- @param Wrapper.Group#GROUP Airplane Cargo transport plane. - -- @param #string From From state. - -- @param #string Event Event. - -- @param #string To To state. - -- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up. - -- @param #number Speed in km/h for travelling to pickup base. - -- @return #boolean - - --- Pickup Handler OnAfter for AI_CARGO_AIRPLANE - -- @function [parent=#AI_CARGO_AIRPLANE] OnAfterPickup - -- @param #AI_CARGO_AIRPLANE self - -- @param Wrapper.Group#GROUP Airplane Cargo plane. - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up. - -- @param #number Speed in km/h for travelling to pickup base. - - --- Pickup Trigger for AI_CARGO_AIRPLANE - -- @function [parent=#AI_CARGO_AIRPLANE] Pickup - -- @param #AI_CARGO_AIRPLANE self - -- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up. - -- @param #number Speed in km/h for travelling to pickup base. - - --- Pickup Asynchronous Trigger for AI_CARGO_AIRPLANE - -- @function [parent=#AI_CARGO_AIRPLANE] __Pickup - -- @param #AI_CARGO_AIRPLANE self - -- @param #number Delay Delay in seconds. - -- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up. - -- @param #number Speed in km/h for travelling to pickup base. - - --- Deploy Handler OnBefore for AI_CARGO_AIRPLANE - -- @function [parent=#AI_CARGO_AIRPLANE] OnBeforeDeploy - -- @param #AI_CARGO_AIRPLANE self - -- @param Wrapper.Group#GROUP Airplane Cargo plane. - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed. - -- @param #number Speed Speed in km/h for travelling to deploy base. - -- @return #boolean - - --- Deploy Handler OnAfter for AI_CARGO_AIRPLANE - -- @function [parent=#AI_CARGO_AIRPLANE] OnAfterDeploy - -- @param #AI_CARGO_AIRPLANE self - -- @param Wrapper.Group#GROUP Airplane Cargo plane. - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed. - -- @param #number Speed Speed in km/h for travelling to deploy base. - - --- Deploy Trigger for AI_CARGO_AIRPLANE - -- @function [parent=#AI_CARGO_AIRPLANE] Deploy - -- @param #AI_CARGO_AIRPLANE self - -- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed. - -- @param #number Speed Speed in km/h for travelling to deploy base. - - --- Deploy Asynchronous Trigger for AI_CARGO_AIRPLANE - -- @function [parent=#AI_CARGO_AIRPLANE] __Deploy - -- @param #AI_CARGO_AIRPLANE self - -- @param #number Delay Delay in seconds. - -- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed. - -- @param #number Speed Speed in km/h for travelling to deploy base. - - --- On after Loaded event, i.e. triggered when the cargo is inside the carrier. - -- @function [parent=#AI_CARGO_AIRPLANE] OnAfterLoaded - -- @param #AI_CARGO_AIRPLANE self - -- @param Wrapper.Group#GROUP Airplane Cargo plane. - -- @param From - -- @param Event - -- @param To - - -- Set carrier. - self:SetCarrier( Airplane ) - - return self -end - - ---- Set the Carrier (controllable). Also initializes events for carrier and defines the coalition. --- @param #AI_CARGO_AIRPLANE self --- @param Wrapper.Group#GROUP Airplane Transport plane. --- @return #AI_CARGO_AIRPLANE self -function AI_CARGO_AIRPLANE:SetCarrier( Airplane ) - - local AICargo = self - - self.Airplane = Airplane -- Wrapper.Group#GROUP - self.Airplane:SetState( self.Airplane, "AI_CARGO_AIRPLANE", self ) - - self.RoutePickup = false - self.RouteDeploy = false - - Airplane:HandleEvent( EVENTS.Dead ) - Airplane:HandleEvent( EVENTS.Hit ) - Airplane:HandleEvent( EVENTS.EngineShutdown ) - - function Airplane:OnEventDead( EventData ) - local AICargoTroops = self:GetState( self, "AI_CARGO_AIRPLANE" ) - self:F({AICargoTroops=AICargoTroops}) - if AICargoTroops then - self:F({}) - if not AICargoTroops:Is( "Loaded" ) then - -- There are enemies within combat range. Unload the Airplane. - AICargoTroops:Destroyed() - end - end - end - - - function Airplane:OnEventHit( EventData ) - local AICargoTroops = self:GetState( self, "AI_CARGO_AIRPLANE" ) - if AICargoTroops then - self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } ) - if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then - -- There are enemies within combat range. Unload the Airplane. - AICargoTroops:Unload() - end - end - end - - - function Airplane:OnEventEngineShutdown( EventData ) - AICargo.Relocating = false - AICargo:Landed( self.Airplane ) - end - - self.Coalition = self.Airplane:GetCoalition() - - self:SetControllable( Airplane ) - - return self -end - - ---- Find a free Carrier within a range. --- @param #AI_CARGO_AIRPLANE self --- @param Wrapper.Airbase#AIRBASE Airbase --- @param #number Radius --- @return Wrapper.Group#GROUP NewCarrier -function AI_CARGO_AIRPLANE:FindCarrier( Coordinate, Radius ) - - local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius ) - CoordinateZone:Scan( { Object.Category.UNIT } ) - for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do - local NearUnit = UNIT:Find( DCSUnit ) - self:F({NearUnit=NearUnit}) - if not NearUnit:GetState( NearUnit, "AI_CARGO_AIRPLANE" ) then - local Attributes = NearUnit:GetDesc() - self:F({Desc=Attributes}) - if NearUnit:HasAttribute( "Trucks" ) then - self:SetCarrier( NearUnit ) - break - end - end - end - -end - ---- On after "Landed" event. Called on engine shutdown and initiates the pickup mission or unloading event. --- @param #AI_CARGO_AIRPLANE self --- @param Wrapper.Group#GROUP Airplane Cargo transport plane. --- @param From --- @param Event --- @param To -function AI_CARGO_AIRPLANE:onafterLanded( Airplane, From, Event, To ) - - self:F({Airplane, From, Event, To}) - - if Airplane and Airplane:IsAlive()~=nil then - - -- Aircraft was sent to this airbase to pickup troops. Initiate loadling. - if self.RoutePickup == true then - self:Load( self.PickupZone ) - end - - -- Aircraft was send to this airbase to deploy troops. Initiate unloading. - if self.RouteDeploy == true then - self:Unload() - self.RouteDeploy = false - end - - end - -end - - ---- On after "Pickup" event. Routes transport to pickup airbase. --- @param #AI_CARGO_AIRPLANE self --- @param Wrapper.Group#GROUP Airplane Cargo transport plane. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Core.Point#COORDINATE Coordinate --- @param #number Speed in km/h for travelling to pickup base. --- @param #number Height Height in meters to move to the pickup coordinate. --- @param Core.Zone#ZONE_AIRBASE (optional) PickupZone The zone where the cargo will be picked up. -function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Coordinate, Speed, Height, PickupZone ) - - if Airplane and Airplane:IsAlive() then - - self.PickupZone = PickupZone - - -- Get closest airbase of current position. - local ClosestAirbase, DistToAirbase=Airplane:GetCoordinate():GetClosestAirbase() - - -- Two cases. Aircraft spawned in air or at an airbase. - if Airplane:InAir() then - self.Airbase=nil --> route will start in air - else - self.Airbase=ClosestAirbase - end - - -- Set pickup airbase. - local Airbase = PickupZone:GetAirbase() - - -- Distance from closest to pickup airbase ==> we need to know if we are already at the pickup airbase. - local Dist = Airbase:GetCoordinate():Get2DDistance(ClosestAirbase:GetCoordinate()) - --env.info("Distance closest to pickup airbase = "..Dist) - - if Airplane:InAir() or Dist>500 then - - -- Route aircraft to pickup airbase. - self:Route( Airplane, Airbase, Speed, Height ) - - -- Set airbase as starting point in the next Route() call. - self.Airbase = Airbase - - -- Aircraft is on a pickup mission. - self.RoutePickup = true - - else - - -- We are already at the right airbase ==> Landed ==> triggers loading of troops. Is usually called at engine shutdown event. - self.RoutePickup=true - self:Landed() - - end - - self:GetParent( self, AI_CARGO_AIRPLANE ).onafterPickup( self, Airplane, From, Event, To, Coordinate, Speed, Height, PickupZone ) - - end - - -end - ---- On after Depoly event. Routes plane to the airbase where the troops are deployed. --- @param #AI_CARGO_AIRPLANE self --- @param Wrapper.Group#GROUP Airplane Cargo transport plane. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. --- @param Core.Point#COORDINATE Coordinate --- @param #number Speed in km/h for travelling to pickup base. --- @param #number Height Height in meters to move to the home coordinate. --- @param Core.Zone#ZONE_AIRBASE DeployZone The zone where the cargo will be deployed. -function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Coordinate, Speed, Height, DeployZone ) - - if Airplane and Airplane:IsAlive()~=nil then - - local Airbase = DeployZone:GetAirbase() - - -- Activate uncontrolled airplane. - if Airplane:IsAlive()==false then - Airplane:SetCommand({id = 'Start', params = {}}) - end - - -- Route to destination airbase. - self:Route( Airplane, Airbase, Speed, Height ) - - -- Aircraft is on a depoly mission. - self.RouteDeploy = true - - -- Set destination airbase for next :Route() command. - self.Airbase = Airbase - - self:GetParent( self, AI_CARGO_AIRPLANE ).onafterDeploy( self, Airplane, From, Event, To, Coordinate, Speed, Height, DeployZone ) - end - -end - - ---- On after Unload event. Cargo is beeing unloaded, i.e. the unboarding process is started. --- @param #AI_CARGO_AIRPLANE self --- @param Wrapper.Group#GROUP Airplane Cargo transport plane. --- @param #string From From state. --- @param #string Event Event. --- @param #string To To state. -function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To, DeployZone ) - - local UnboardInterval = 10 - local UnboardDelay = 10 - - if Airplane and Airplane:IsAlive() then - for _, AirplaneUnit in pairs( Airplane:GetUnits() ) do - local Cargos = AirplaneUnit:GetCargo() - for CargoID, Cargo in pairs( Cargos ) do - - local Angle = 180 - local CargoCarrierHeading = Airplane:GetHeading() -- Get Heading of object in degrees. - local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle ) - self:T( { CargoCarrierHeading, CargoDeployHeading } ) - local CargoDeployCoordinate = Airplane:GetPointVec2():Translate( 150, CargoDeployHeading ) - - Cargo:__UnBoard( UnboardDelay, CargoDeployCoordinate ) - UnboardDelay = UnboardDelay + UnboardInterval - Cargo:SetDeployed( true ) - self:__Unboard( UnboardDelay, Cargo, AirplaneUnit, DeployZone ) - end - end - end - -end - - - - ---- Route the airplane from one airport or it's current position to another airbase. --- @param #AI_CARGO_AIRPLANE self --- @param Wrapper.Group#GROUP Airplane Airplane group to be routed. --- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase. --- @param #number Speed Speed in km/h. Default is 80% of max possible speed the group can do. --- @param #number Height Height in meters to move to the Airbase. --- @param #boolean Uncontrolled If true, spawn group in uncontrolled state. -function AI_CARGO_AIRPLANE:Route( Airplane, Airbase, Speed, Height, Uncontrolled ) - - if Airplane and Airplane:IsAlive() then - - -- Set takeoff type. - local Takeoff = SPAWN.Takeoff.Cold - - -- Get template of group. - local Template = Airplane:GetTemplate() - - -- Nil check - if Template==nil then - return - end - - -- Waypoints of the route. - local Points={} - - -- To point. - local AirbasePointVec2 = Airbase:GetPointVec2() - local ToWaypoint = AirbasePointVec2:WaypointAir( - POINT_VEC3.RoutePointAltType.BARO, - "Land", - "Landing", - Speed or Airplane:GetSpeedMax()*0.8 - ) - ToWaypoint["airdromeId"] = Airbase:GetID() - ToWaypoint["speed_locked"] = true - - - -- If self.Airbase~=nil then group is currently at an airbase, where it should be respawned. - if self.Airbase then - - -- Second point of the route. First point is done in RespawnAtCurrentAirbase() routine. - Template.route.points[2] = ToWaypoint - - -- Respawn group at the current airbase. - Airplane:RespawnAtCurrentAirbase(Template, Takeoff, Uncontrolled) - - else - - -- From point. - local GroupPoint = Airplane:GetVec2() - local FromWaypoint = {} - FromWaypoint.x = GroupPoint.x - FromWaypoint.y = GroupPoint.y - FromWaypoint.type = "Turning Point" - FromWaypoint.action = "Turning Point" - FromWaypoint.speed = Airplane:GetSpeedMax()*0.8 - - -- The two route points. - Points[1] = FromWaypoint - Points[2] = ToWaypoint - - local PointVec3 = Airplane:GetPointVec3() - Template.x = PointVec3.x - Template.y = PointVec3.z - - Template.route.points = Points - - local GroupSpawned = Airplane:Respawn(Template) - - end - end -end - ---- On after Home event. Aircraft will be routed to their home base. --- @param #AI_CARGO_AIRPLANE self --- @param Wrapper.Group#GROUP Airplane The cargo plane. --- @param From From state. --- @param Event Event. --- @param To To State. --- @param Core.Point#COORDINATE Coordinate Home place (not used). --- @param #number Speed Speed in km/h to fly to the home airbase (zone). Default is 80% of max possible speed the unit can go. --- @param #number Height Height in meters to move to the home coordinate. --- @param Core.Zone#ZONE_AIRBASE HomeZone The home airbase (zone) where the plane should return to. -function AI_CARGO_AIRPLANE:onafterHome(Airplane, From, Event, To, Coordinate, Speed, Height, HomeZone ) - if Airplane and Airplane:IsAlive() then - - -- We are going home! - self.RouteHome = true - - -- Home Base. - local HomeBase=HomeZone:GetAirbase() - self.Airbase=HomeBase - - -- Now route the airplane home - self:Route( Airplane, HomeBase, Speed, Height ) - - end - -end ---- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo. --- --- ## Features: --- --- * AI_CARGO_DISPATCHER is the **base class** for: --- --- * @{AI.AI_Cargo_Dispatcher_APC#AI_CARGO_DISPATCHER_APC} --- * @{AI.AI_Cargo_Dispatcher_Helicopter#AI_CARGO_DISPATCHER_HELICOPTER} --- * @{AI.AI_Cargo_Dispatcher_Airplane#AI_CARGO_DISPATCHER_AIRPLANE} --- --- * Provides the facilities to transport cargo over the battle field for the above classes. --- * Dispatches transport tasks to a common set of cargo transporting groups. --- * Different options can be setup to tweak the cargo transporation behaviour. --- --- === --- --- ## Test Missions: --- --- Test missions can be located on the main GITHUB site. --- --- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AID%20-%20AI%20Dispatching/AID-CGO%20-%20AI%20Cargo%20Dispatching) --- --- === --- --- # The dispatcher concept. --- --- Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation. --- The AI_CARGO_DISPATCHER module uses the @{Cargo.Cargo} capabilities within the MOOSE framework, to enable Carrier GROUP objects --- to transport @{Cargo.Cargo} towards several deploy zones. --- @{Cargo.Cargo} must be declared within the mission to make the AI_CARGO_DISPATCHER object recognize the cargo. --- Please consult the @{Cargo.Cargo} module for more information. --- --- --- ## Why cargo dispatching? --- --- It provides a realistic way of distributing your army forces around the battlefield, and to provide a quick means of cargo transportation. --- Instead of having troops or cargo to "appear" suddenly at certain locations, the dispatchers will pickup the cargo and transport it. --- It also allows to enforce or retreat your army from certain zones when needed, using helicopters or APCs. --- Airplanes can transport cargo over larger distances between the airfields. --- --- --- ## What is a cargo object then? --- --- In order to make use of the MOOSE cargo system, you need to **declare** the DCS objects as MOOSE cargo objects! --- This sounds complicated, but it is actually quite simple. --- --- See here an example: --- --- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 ) --- --- The above code declares a MOOSE cargo object called `EngineerCargoGroup`. --- It actually just refers to an infantry group created within the sim called `"Engineers"`. --- The infantry group now becomes controlled by the MOOSE cargo object `EngineerCargoGroup`. --- A MOOSE cargo object also has properties, like the type of cargo, the logical name, and the reporting range. --- --- For more information, please consult the @{Cargo.Cargo} module documentation. Please read through it, because it will explain how to setup the cargo objects for use --- within your dispatchers. --- --- --- ## Do I need to do a lot of coding to setup a dispatcher? --- --- No! It requires a bit of studying to set it up, but once you understand the different components that use the cargo dispatcher, it becomes very easy. --- Also, the dispatchers work in a true dynamic environment. The carriers and cargo, pickup and deploy zones can be created dynamically in your mission, --- and will automatically be recognized by the dispatcher. --- --- --- ## Is the dispatcher causing a lot of CPU overhead? --- --- A little yes, but once the cargo is properly loaded into the carrier, the CPU consumption is very little. --- When infantry or vehicles board into a carrier, or unboard from a carrier, you may perceive certain performance lags. --- We are working to minimize the impact of those. --- That being said, the DCS simulator is limited. It is just impossible to deploy hundreds of cargo over the battlefield, hundreds of helicopters transporting, --- without any performance impact. The amount of helicopters that are active and flying in your simulation influences more the performance than the dispatchers. --- It really comes down to trying it out and getting experienced with what is possible and what is not (or too much). --- --- --- ## Are the dispatchers a "black box" in terms of the logic? --- --- No. You can tailor the dispatcher mechanisms using event handlers, and create additional logic to enhance the behaviour and dynamism in your own mission. --- The events are listed below, and so are the options, but here are a couple of examples of what is possible: --- --- * You could handle the **Deployed** event, when all the cargo is unloaded from a carrier in the dispatcher. --- Adding your own code to the event handler, you could move the deployed cargo (infantry) to specific points to engage in the battlefield. --- --- * When a carrier is picking up cargo, the *Pickup** event is triggered, and you can inform the coalition of this event, --- because it is an indication that troops are planned to join. --- --- --- ## Are there options that you can set to modify the behaviour of the carries? --- --- Yes, there are options to configure: --- --- * the location where carriers will park or land near the cargo for pickup. --- * the location where carriers will park or land in the deploy zone for cargo deployment. --- * the height for airborne carriers when they fly to and from pickup and deploy zones. --- * the speed of the carriers. This is an important parameter, because depending on the tactication situation, speed will influence the detection by radars. --- --- --- ## Can the zones be of any zone type? --- --- Yes, please ensure that the zones are declared using the @{Core.Zone} classes. --- Possible zones that function at the moment are ZONE, ZONE_GROUP, ZONE_UNIT, ZONE_POLYGON. --- --- === --- --- ### Author: **FlightControl** --- --- === --- --- @module AI.AI_Cargo_Dispatcher --- @image AI_Cargo_Dispatcher.JPG - - ---- @type AI_CARGO_DISPATCHER --- @field Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers that will transport the cargo. --- @field Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects. --- @field Core.Zone#SET_ZONE PickupZoneSet The set of pickup zones, which are used to where the cargo can be picked up by the carriers. If nil, then cargo can be picked up everywhere. --- @field Core.Zone#SET_ZONE DeployZoneSet The set of deploy zones, which are used to where the cargo will be deployed by the carriers. --- @field #number PickupMaxSpeed The maximum speed to move to the cargo pickup location. --- @field #number PickupMinSpeed The minimum speed to move to the cargo pickup location. --- @field #number DeployMaxSpeed The maximum speed to move to the cargo deploy location. --- @field #number DeployMinSpeed The minimum speed to move to the cargo deploy location. --- @field #number PickupMaxHeight The maximum height to fly to the cargo pickup location. --- @field #number PickupMinHeight The minimum height to fly to the cargo pickup location. --- @field #number DeployMaxHeight The maximum height to fly to the cargo deploy location. --- @field #number DeployMinHeight The minimum height to fly to the cargo deploy location. --- @field #number PickupOuterRadius The outer radius in meters around the cargo coordinate to pickup the cargo. --- @field #number PickupInnerRadius The inner radius in meters around the cargo coordinate to pickup the cargo. --- @field #number DeployOuterRadius The outer radius in meters around the cargo coordinate to deploy the cargo. --- @field #number DeployInnerRadius The inner radius in meters around the cargo coordinate to deploy the cargo. --- @field Core.Zone#ZONE_BASE HomeZone The home zone where the carriers will return when there is no more cargo to pickup. --- @field #number MonitorTimeInterval The interval in seconds when the cargo dispatcher will search for new cargo to be picked up. --- @extends Core.Fsm#FSM - - ---- A dynamic cargo handling capability for AI groups. --- --- --- --- --- Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation. --- The AI_CARGO_DISPATCHER module uses the @{Cargo.Cargo} capabilities within the MOOSE framework, to enable Carrier GROUP objects --- to transport @{Cargo.Cargo} towards several deploy zones. --- @{Cargo.Cargo} must be declared within the mission to make the AI_CARGO_DISPATCHER object recognize the cargo. --- Please consult the @{Cargo.Cargo} module for more information. --- --- # 1) AI_CARGO_DISPATCHER constructor. --- --- * @{#AI_CARGO_DISPATCHER.New}(): Creates a new AI_CARGO_DISPATCHER object. --- --- Find below some examples of AI cargo dispatcher objects created. --- --- ### An AI dispatcher object for a helicopter squadron, moving infantry from pickup zones to deploy zones. --- --- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart() --- local SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart() --- local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart() --- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart() --- --- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) --- AICargoDispatcherHelicopter:SetHomeZone( ZONE:FindByName( "Home" ) ) --- --- ### An AI dispatcher object for a vehicle squadron, moving infantry from pickup zones to deploy zones. --- --- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart() --- local SetAPC = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart() --- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart() --- --- AICargoDispatcherAPC = AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargoInfantry, nil, SetDeployZones ) --- AICargoDispatcherAPC:Start() --- --- ### An AI dispatcher object for an airplane squadron, moving infantry and vehicles from pickup airbases to deploy airbases. --- --- local CargoInfantrySet = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart() --- local AirplanesSet = SET_GROUP:New():FilterPrefixes( "Airplane" ):FilterStart() --- local PickupZoneSet = SET_ZONE:New() --- local DeployZoneSet = SET_ZONE:New() --- --- PickupZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Gudauta ) ) --- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Sochi_Adler ) ) --- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Maykop_Khanskaya ) ) --- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Mineralnye_Vody ) ) --- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Vaziani ) ) --- --- AICargoDispatcherAirplanes = AI_CARGO_DISPATCHER_AIRPLANE:New( AirplanesSet, CargoInfantrySet, PickupZoneSet, DeployZoneSet ) --- AICargoDispatcherAirplanes:SetHomeZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Kobuleti ) ) --- --- --- --- --- # 2) AI_CARGO_DISPATCHER is a Finite State Machine. --- --- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed. --- The first column is the **From** state, the second column the **Event**, and the third column the **To** state. --- --- So, each of the rows have the following structure. --- --- * **From** => **Event** => **To** --- --- Important to know is that an event can only be executed if the **current state** is the **From** state. --- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed, --- and the resulting state will be the **To** state. --- --- These are the different possible state transitions of this state machine implementation: --- --- * Idle => Start => Monitoring --- * Monitoring => Monitor => Monitoring --- * Monitoring => Stop => Idle --- --- * Monitoring => Pickup => Monitoring --- * Monitoring => Load => Monitoring --- * Monitoring => Loading => Monitoring --- * Monitoring => Loaded => Monitoring --- * Monitoring => PickedUp => Monitoring --- * Monitoring => Deploy => Monitoring --- * Monitoring => Unload => Monitoring --- * Monitoring => Unloaded => Monitoring --- * Monitoring => Deployed => Monitoring --- * Monitoring => Home => Monitoring --- --- ## 2.1) AI_CARGO_DISPATCHER States. --- --- * **Monitoring**: The process is dispatching. --- * **Idle**: The process is idle. --- --- ## 2.2) AI_CARGO_DISPATCHER Events. --- --- * **Start**: Start the transport process. --- * **Stop**: Stop the transport process. --- * **Monitor**: Monitor and take action. --- --- * **Pickup**: Pickup cargo. --- * **Load**: Load the cargo. --- * **Loading**: The dispatcher is coordinating the loading of a cargo. --- * **Loaded**: Flag that the cargo is loaded. --- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup. --- * **Deploy**: Deploy cargo to a location. --- * **Unload**: Unload the cargo. --- * **Unloaded**: Flag that the cargo is unloaded. --- * **Deployed**: All cargo is unloaded from the carriers in the group. --- * **Home**: A Carrier is going home. --- --- --- --- --- # 3) Enhance your mission scripts with **Tailored** Event Handling! --- --- Use these methods to capture the events and tailor the events with your own code! --- All classes derived from AI_CARGO_DISPATCHER can capture these events, and you can write your own code. --- --- In order to properly capture the events, it is mandatory that you execute the following actions using your script: --- --- * Copy / Paste the code section into your script. --- * Change the CLASS literal to the object name you have in your script. --- * Within the function, you can now write your own code! --- * IntelliSense will recognize the type of the variables provided by the function. Note: the From, Event and To variables can be safely ignored, --- but you need to declare them as they are automatically provided by the event handling system of MOOSE. --- --- You can send messages or fire off any other events within the code section. The sky is the limit! --- --- Mission AID-CGO-140, AID-CGO-240 and AID-CGO-340 contain examples how these events can be tailored. --- --- For those who don't have the time to check the test missions, find the underlying example of a Deployed event that is tailored. --- --- --- Deployed Handler OnAfter for AI_CARGO_DISPATCHER. --- -- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup. --- -- You can use this event handler to post messages to players, or provide status updates etc. --- -- @function OnAfterDeployed --- -- @param #AICargoDispatcherHelicopter self --- -- @param #string From A string that contains the "*from state name*" when the event was fired. --- -- @param #string Event A string that contains the "*event name*" when the event was fired. --- -- @param #string To A string that contains the "*to state name*" when the event was fired. --- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. --- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. --- function AICargoDispatcherHelicopter:OnAfterDeployed( From, Event, To, CarrierGroup, DeployZone ) --- --- MESSAGE:NewType( "Group " .. CarrierGroup:GetName() .. " deployed all cargo in zone " .. DeployZone:GetName(), MESSAGE.Type.Information ):ToAll() --- --- end --- --- --- ## 3.1) Tailor the **Pickup** event --- --- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed. --- You can use this event handler to post messages to players, or provide status updates etc. --- --- --- --- Pickup event handler OnAfter for CLASS. --- -- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed. --- -- You can use this event handler to post messages to players, or provide status updates etc. --- -- @param #CLASS self --- -- @param #string From A string that contains the "*from state name*" when the event was triggered. --- -- @param #string Event A string that contains the "*event name*" when the event was triggered. --- -- @param #string To A string that contains the "*to state name*" when the event was triggered. --- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. --- -- @param Core.Point#COORDINATE Coordinate The coordinate of the pickup location. --- -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the pickup Coordinate. --- -- @param #number Height Height in meters to move to the pickup coordinate. --- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone. --- function CLASS:OnAfterPickup( From, Event, To, CarrierGroup, Coordinate, Speed, Height, PickupZone ) --- --- -- Write here your own code. --- --- end --- --- --- ## 3.2) Tailor the **Load** event --- --- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range. --- You can use this event handler to post messages to players, or provide status updates etc. --- --- --- --- Load event handler OnAfter for CLASS. --- -- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range. --- -- You can use this event handler to post messages to players, or provide status updates etc. --- -- @param #CLASS self --- -- @param #string From A string that contains the "*from state name*" when the event was triggered. --- -- @param #string Event A string that contains the "*event name*" when the event was triggered. --- -- @param #string To A string that contains the "*to state name*" when the event was triggered. --- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. --- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone. --- function CLASS:OnAfterLoad( From, Event, To, CarrierGroup, PickupZone ) --- --- -- Write here your own code. --- --- end --- --- --- ## 3.3) Tailor the **Loading** event --- --- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object. --- You can use this event handler to post messages to players, or provide status updates etc. --- --- --- --- Loading event handler OnAfter for CLASS. --- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object. --- -- You can use this event handler to post messages to players, or provide status updates etc. --- -- Note that this event is triggered repeatedly until all cargo (units) have been boarded into the carrier. --- -- @param #CLASS self --- -- @param #string From A string that contains the "*from state name*" when the event was triggered. --- -- @param #string Event A string that contains the "*event name*" when the event was triggered. --- -- @param #string To A string that contains the "*to state name*" when the event was triggered. --- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. --- -- @param Cargo.Cargo#CARGO Cargo The cargo object. --- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation. --- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone. --- function CLASS:OnAfterLoading( From, Event, To, CarrierGroup, Cargo, CarrierUnit, PickupZone ) --- --- -- Write here your own code. --- --- end --- --- --- ## 3.4) Tailor the **Loaded** event --- --- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object. --- You can use this event handler to post messages to players, or provide status updates etc. --- Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit. --- --- The function provides the CarrierGroup, which is the main group that was loading the Cargo into the CarrierUnit. --- A CarrierUnit is part of the larger CarrierGroup. --- --- --- --- Loaded event handler OnAfter for CLASS. --- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object. --- -- You can use this event handler to post messages to players, or provide status updates etc. --- -- Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit. --- -- A CarrierUnit can be part of the larger CarrierGroup. --- -- @param #CLASS self --- -- @param #string From A string that contains the "*from state name*" when the event was triggered. --- -- @param #string Event A string that contains the "*event name*" when the event was triggered. --- -- @param #string To A string that contains the "*to state name*" when the event was triggered. --- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. --- -- @param Cargo.Cargo#CARGO Cargo The cargo object. --- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation. --- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone. --- function CLASS:OnAfterLoaded( From, Event, To, CarrierGroup, Cargo, CarrierUnit, PickupZone ) --- --- -- Write here your own code. --- --- end --- --- --- ## 3.5) Tailor the **PickedUp** event --- --- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup. --- You can use this event handler to post messages to players, or provide status updates etc. --- --- --- --- PickedUp event handler OnAfter for CLASS. --- -- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup. --- -- You can use this event handler to post messages to players, or provide status updates etc. --- -- @param #CLASS self --- -- @param #string From A string that contains the "*from state name*" when the event was triggered. --- -- @param #string Event A string that contains the "*event name*" when the event was triggered. --- -- @param #string To A string that contains the "*to state name*" when the event was triggered. --- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. --- -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone. --- function CLASS:OnAfterPickedUp( From, Event, To, CarrierGroup, PickupZone ) --- --- -- Write here your own code. --- --- end --- --- --- ## 3.6) Tailor the **Deploy** event --- --- Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit. --- You can use this event handler to post messages to players, or provide status updates etc. --- --- --- --- Deploy event handler OnAfter for CLASS. --- -- Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit. --- -- You can use this event handler to post messages to players, or provide status updates etc. --- -- @param #CLASS self --- -- @param #string From A string that contains the "*from state name*" when the event was triggered. --- -- @param #string Event A string that contains the "*event name*" when the event was triggered. --- -- @param #string To A string that contains the "*to state name*" when the event was triggered. --- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. --- -- @param Core.Point#COORDINATE Coordinate The deploy coordinate. --- -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the deploy Coordinate. --- -- @param #number Height Height in meters to move to the deploy coordinate. --- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. --- function CLASS:OnAfterDeploy( From, Event, To, CarrierGroup, Coordinate, Speed, Height, DeployZone ) --- --- -- Write here your own code. --- --- end --- --- --- ## 3.7) Tailor the **Unload** event --- --- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo. --- You can use this event handler to post messages to players, or provide status updates etc. --- --- --- --- Unload event handler OnAfter for CLASS. --- -- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo. --- -- You can use this event handler to post messages to players, or provide status updates etc. --- -- @param #CLASS self --- -- @param #string From A string that contains the "*from state name*" when the event was triggered. --- -- @param #string Event A string that contains the "*event name*" when the event was triggered. --- -- @param #string To A string that contains the "*to state name*" when the event was triggered. --- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. --- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. --- function CLASS:OnAfterUnload( From, Event, To, CarrierGroup, DeployZone ) --- --- -- Write here your own code. --- --- end --- --- --- ## 3.8) Tailor the **Unloading** event --- --- --- --- UnLoading event handler OnAfter for CLASS. --- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of unloading or unboarding of a cargo object. --- -- You can use this event handler to post messages to players, or provide status updates etc. --- -- Note that this event is triggered repeatedly until all cargo (units) have been unboarded from the CarrierUnit. --- -- @param #CLASS self --- -- @param #string From A string that contains the "*from state name*" when the event was triggered. --- -- @param #string Event A string that contains the "*event name*" when the event was triggered. --- -- @param #string To A string that contains the "*to state name*" when the event was triggered. --- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. --- -- @param Cargo.Cargo#CARGO Cargo The cargo object. --- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation. --- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. --- function CLASS:OnAfterUnload( From, Event, To, CarrierGroup, Cargo, CarrierUnit, DeployZone ) --- --- -- Write here your own code. --- --- end --- --- --- ## 3.9) Tailor the **Unloaded** event --- --- --- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object. --- You can use this event handler to post messages to players, or provide status updates etc. --- --- --- Unloaded event handler OnAfter for CLASS. --- -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object. --- -- You can use this event handler to post messages to players, or provide status updates etc. --- -- Note that if more cargo objects were unloading or unboarding from the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit. --- -- A CarrierUnit can be part of the larger CarrierGroup. --- -- @param #CLASS self --- -- @param #string From A string that contains the "*from state name*" when the event was triggered. --- -- @param #string Event A string that contains the "*event name*" when the event was triggered. --- -- @param #string To A string that contains the "*to state name*" when the event was triggered. --- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. --- -- @param Cargo.Cargo#CARGO Cargo The cargo object. --- -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation. --- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. --- function CLASS:OnAfterUnloaded( From, Event, To, CarrierGroup, Cargo, CarrierUnit, DeployZone ) --- --- -- Write here your own code. --- --- end --- --- --- ## 3.10) Tailor the **Deployed** event --- --- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup. --- You can use this event handler to post messages to players, or provide status updates etc. --- --- --- --- Deployed event handler OnAfter for CLASS. --- -- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup. --- -- You can use this event handler to post messages to players, or provide status updates etc. --- -- @param #CLASS self --- -- @param #string From A string that contains the "*from state name*" when the event was triggered. --- -- @param #string Event A string that contains the "*event name*" when the event was triggered. --- -- @param #string To A string that contains the "*to state name*" when the event was triggered. --- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. --- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. --- function CLASS:OnAfterDeployed( From, Event, To, CarrierGroup, DeployZone ) --- --- -- Write here your own code. --- --- end --- --- ## 3.11) Tailor the **Home** event --- --- Use this event handler to tailor the event when a CarrierGroup is returning to the HomeZone, after it has deployed all cargo objects from the CarrierGroup. --- You can use this event handler to post messages to players, or provide status updates etc. --- --- --- Home event handler OnAfter for CLASS. --- -- Use this event handler to tailor the event when a CarrierGroup is returning to the HomeZone, after it has deployed all cargo objects from the CarrierGroup. --- -- You can use this event handler to post messages to players, or provide status updates etc. --- -- If there is no HomeZone is specified, the CarrierGroup will stay at the current location after having deployed all cargo and this event won't be triggered. --- -- @param #CLASS self --- -- @param #string From A string that contains the "*from state name*" when the event was triggered. --- -- @param #string Event A string that contains the "*event name*" when the event was triggered. --- -- @param #string To A string that contains the "*to state name*" when the event was triggered. --- -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. --- -- @param Core.Point#COORDINATE Coordinate The home coordinate the Carrier will arrive and stop it's activities. --- -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the home Coordinate. --- -- @param #number Height Height in meters to move to the home coordinate. --- -- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. --- function CLASS:OnAfterHome( From, Event, To, CarrierGroup, Coordinate, Speed, Height, HomeZone ) --- --- -- Write here your own code. --- --- end --- --- --- --- --- # 4) Set the pickup parameters. --- --- Several parameters can be set to pickup cargo: --- --- * @{#AI_CARGO_DISPATCHER.SetPickupRadius}(): Sets or randomizes the pickup location for the carrier around the cargo coordinate in a radius defined an outer and optional inner radius. --- * @{#AI_CARGO_DISPATCHER.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo. --- * @{#AI_CARGO_DISPATCHER.SetPickupHeight}(): Set the height or randomizes the height in meters to pickup the cargo. --- --- --- --- --- # 5) Set the deploy parameters. --- --- Several parameters can be set to deploy cargo: --- --- * @{#AI_CARGO_DISPATCHER.SetDeployRadius}(): Sets or randomizes the deploy location for the carrier around the cargo coordinate in a radius defined an outer and an optional inner radius. --- * @{#AI_CARGO_DISPATCHER.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo. --- * @{#AI_CARGO_DISPATCHER.SetDeployHeight}(): Set the height or randomizes the height in meters to deploy the cargo. --- --- --- --- --- # 6) Set the home zone when there isn't any more cargo to pickup. --- --- A home zone can be specified to where the Carriers will move when there isn't any cargo left for pickup. --- Use @{#AI_CARGO_DISPATCHER.SetHomeZone}() to specify the home zone. --- --- If no home zone is specified, the carriers will wait near the deploy zone for a new pickup command. --- --- === --- --- @field #AI_CARGO_DISPATCHER -AI_CARGO_DISPATCHER = { - ClassName = "AI_CARGO_DISPATCHER", - AI_Cargo = {}, - PickupCargo = {} -} - ---- @field #list -AI_CARGO_DISPATCHER.AI_Cargo = {} - ---- @field #list -AI_CARGO_DISPATCHER.PickupCargo = {} - - ---- Creates a new AI_CARGO_DISPATCHER object. --- @param #AI_CARGO_DISPATCHER self --- @param Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers that will transport the cargo. --- @param Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects. --- @param Core.Set#SET_ZONE PickupZoneSet (optional) The set of pickup zones, which are used to where the cargo can be picked up by the carriers. If nil, then cargo can be picked up everywhere. --- @param Core.Set#SET_ZONE DeployZoneSet The set of deploy zones, which are used to where the cargo will be deployed by the carriers. --- @return #AI_CARGO_DISPATCHER --- @usage --- --- -- An AI dispatcher object for a helicopter squadron, moving infantry from pickup zones to deploy zones. --- --- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart() --- local SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart() --- local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart() --- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart() --- --- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) --- AICargoDispatcherHelicopter:Start() --- --- @usage --- --- -- An AI dispatcher object for a vehicle squadron, moving infantry from pickup zones to deploy zones. --- --- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart() --- local SetAPC = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart() --- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart() --- --- AICargoDispatcherAPC = AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargoInfantry, nil, SetDeployZones ) --- AICargoDispatcherAPC:Start() --- --- @usage --- --- -- An AI dispatcher object for an airplane squadron, moving infantry and vehicles from pickup airbases to deploy airbases. --- --- local CargoInfantrySet = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart() --- local AirplanesSet = SET_GROUP:New():FilterPrefixes( "Airplane" ):FilterStart() --- local PickupZoneSet = SET_ZONE:New() --- local DeployZoneSet = SET_ZONE:New() --- --- PickupZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Gudauta ) ) --- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Sochi_Adler ) ) --- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Maykop_Khanskaya ) ) --- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Mineralnye_Vody ) ) --- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Vaziani ) ) --- --- AICargoDispatcherAirplanes = AI_CARGO_DISPATCHER_AIRPLANE:New( AirplanesSet, CargoInfantrySet, PickupZoneSet, DeployZoneSet ) --- AICargoDispatcherAirplanes:Start() --- -function AI_CARGO_DISPATCHER:New( CarrierSet, CargoSet, PickupZoneSet, DeployZoneSet ) - - local self = BASE:Inherit( self, FSM:New() ) -- #AI_CARGO_DISPATCHER - - self.SetCarrier = CarrierSet -- Core.Set#SET_GROUP - self.SetCargo = CargoSet -- Core.Set#SET_CARGO - - - self.PickupZoneSet=PickupZoneSet - self.DeployZoneSet=DeployZoneSet - - self:SetStartState( "Idle" ) - - self:AddTransition( "Monitoring", "Monitor", "Monitoring" ) - - self:AddTransition( "Idle", "Start", "Monitoring" ) - self:AddTransition( "Monitoring", "Stop", "Idle" ) - - - self:AddTransition( "Monitoring", "Pickup", "Monitoring" ) - self:AddTransition( "Monitoring", "Load", "Monitoring" ) - self:AddTransition( "Monitoring", "Loading", "Monitoring" ) - self:AddTransition( "Monitoring", "Loaded", "Monitoring" ) - self:AddTransition( "Monitoring", "PickedUp", "Monitoring" ) - - self:AddTransition( "Monitoring", "Transport", "Monitoring" ) - - self:AddTransition( "Monitoring", "Deploy", "Monitoring" ) - self:AddTransition( "Monitoring", "Unload", "Monitoring" ) - self:AddTransition( "Monitoring", "Unloading", "Monitoring" ) - self:AddTransition( "Monitoring", "Unloaded", "Monitoring" ) - self:AddTransition( "Monitoring", "Deployed", "Monitoring" ) - - self:AddTransition( "Monitoring", "Home", "Monitoring" ) - - self:SetMonitorTimeInterval( 30 ) - - self:SetDeployRadius( 500, 200 ) - - self.PickupCargo = {} - self.CarrierHome = {} - - -- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset. - function self.SetCarrier.OnAfterRemoved( SetCarrier, From, Event, To, CarrierName, Carrier ) - self:F( { Carrier = Carrier:GetName() } ) - self.PickupCargo[Carrier] = nil - self.CarrierHome[Carrier] = nil - end - - return self -end - - ---- Set the monitor time interval. --- @param #AI_CARGO_DISPATCHER self --- @param #number MonitorTimeInterval The interval in seconds when the cargo dispatcher will search for new cargo to be picked up. --- @return #AI_CARGO_DISPATCHER -function AI_CARGO_DISPATCHER:SetMonitorTimeInterval( MonitorTimeInterval ) - - self.MonitorTimeInterval = MonitorTimeInterval - - return self -end - - ---- Set the home zone. --- When there is nothing anymore to pickup, the carriers will go to a random coordinate in this zone. --- They will await here new orders. --- @param #AI_CARGO_DISPATCHER self --- @param Core.Zone#ZONE_BASE HomeZone The home zone where the carriers will return when there is no more cargo to pickup. --- @return #AI_CARGO_DISPATCHER --- @usage --- --- -- Create a new cargo dispatcher --- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) --- --- -- Set the home coordinate --- local HomeZone = ZONE:New( "Home" ) --- AICargoDispatcherHelicopter:SetHomeZone( HomeZone ) --- -function AI_CARGO_DISPATCHER:SetHomeZone( HomeZone ) - - self.HomeZone = HomeZone - - return self -end - - ---- Sets or randomizes the pickup location for the carrier around the cargo coordinate in a radius defined an outer and optional inner radius. --- This radius is influencing the location where the carrier will land to pickup the cargo. --- There are two aspects that are very important to remember and take into account: --- --- - Ensure that the outer and inner radius are within reporting radius set by the cargo. --- For example, if the cargo has a reporting radius of 400 meters, and the outer and inner radius is set to 500 and 450 respectively, --- then no cargo will be loaded!!! --- - Also take care of the potential cargo position and possible reasons to crash the carrier. This is especially important --- for locations which are crowded with other objects, like in the middle of villages or cities. --- So, for the best operation of cargo operations, always ensure that the cargo is located at open spaces. --- --- The default radius is 0, so the center. In case of a polygon zone, a random location will be selected as the center in the zone. --- @param #AI_CARGO_DISPATCHER self --- @param #number OuterRadius The outer radius in meters around the cargo coordinate. --- @param #number InnerRadius (optional) The inner radius in meters around the cargo coordinate. --- @return #AI_CARGO_DISPATCHER --- @usage --- --- -- Create a new cargo dispatcher --- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) --- --- -- Set the carrier to land within a band around the cargo coordinate between 500 and 300 meters! --- AICargoDispatcherHelicopter:SetPickupRadius( 500, 300 ) --- -function AI_CARGO_DISPATCHER:SetPickupRadius( OuterRadius, InnerRadius ) - - OuterRadius = OuterRadius or 0 - InnerRadius = InnerRadius or OuterRadius - - self.PickupOuterRadius = OuterRadius - self.PickupInnerRadius = InnerRadius - - return self -end - - ---- Set the speed or randomizes the speed in km/h to pickup the cargo. --- @param #AI_CARGO_DISPATCHER self --- @param #number MaxSpeed (optional) The maximum speed to move to the cargo pickup location. --- @param #number MinSpeed The minimum speed to move to the cargo pickup location. --- @return #AI_CARGO_DISPATCHER --- @usage --- --- -- Create a new cargo dispatcher --- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) --- --- -- Set the minimum pickup speed to be 100 km/h and the maximum speed to be 200 km/h. --- AICargoDispatcherHelicopter:SetPickupSpeed( 200, 100 ) --- -function AI_CARGO_DISPATCHER:SetPickupSpeed( MaxSpeed, MinSpeed ) - - MaxSpeed = MaxSpeed or 999 - MinSpeed = MinSpeed or MaxSpeed - - self.PickupMinSpeed = MinSpeed - self.PickupMaxSpeed = MaxSpeed - - return self -end - - ---- Sets or randomizes the deploy location for the carrier around the cargo coordinate in a radius defined an outer and an optional inner radius. --- This radius is influencing the location where the carrier will land to deploy the cargo. --- There is an aspect that is very important to remember and take into account: --- --- - Take care of the potential cargo position and possible reasons to crash the carrier. This is especially important --- for locations which are crowded with other objects, like in the middle of villages or cities. --- So, for the best operation of cargo operations, always ensure that the cargo is located at open spaces. --- --- The default radius is 0, so the center. In case of a polygon zone, a random location will be selected as the center in the zone. --- @param #AI_CARGO_DISPATCHER self --- @param #number OuterRadius The outer radius in meters around the cargo coordinate. --- @param #number InnerRadius (optional) The inner radius in meters around the cargo coordinate. --- @return #AI_CARGO_DISPATCHER --- @usage --- --- -- Create a new cargo dispatcher --- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) --- --- -- Set the carrier to land within a band around the cargo coordinate between 500 and 300 meters! --- AICargoDispatcherHelicopter:SetDeployRadius( 500, 300 ) --- -function AI_CARGO_DISPATCHER:SetDeployRadius( OuterRadius, InnerRadius ) - - OuterRadius = OuterRadius or 0 - InnerRadius = InnerRadius or OuterRadius - - self.DeployOuterRadius = OuterRadius - self.DeployInnerRadius = InnerRadius - - return self -end - - ---- Sets or randomizes the speed in km/h to deploy the cargo. --- @param #AI_CARGO_DISPATCHER self --- @param #number MaxSpeed The maximum speed to move to the cargo deploy location. --- @param #number MinSpeed (optional) The minimum speed to move to the cargo deploy location. --- @return #AI_CARGO_DISPATCHER --- @usage --- --- -- Create a new cargo dispatcher --- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) --- --- -- Set the minimum deploy speed to be 100 km/h and the maximum speed to be 200 km/h. --- AICargoDispatcherHelicopter:SetDeploySpeed( 200, 100 ) --- -function AI_CARGO_DISPATCHER:SetDeploySpeed( MaxSpeed, MinSpeed ) - - MaxSpeed = MaxSpeed or 999 - MinSpeed = MinSpeed or MaxSpeed - - self.DeployMinSpeed = MinSpeed - self.DeployMaxSpeed = MaxSpeed - - return self -end - - ---- Set the height or randomizes the height in meters to fly and pickup the cargo. The default height is 200 meters. --- @param #AI_CARGO_DISPATCHER self --- @param #number MaxHeight (optional) The maximum height to fly to the cargo pickup location. --- @param #number MinHeight (optional) The minimum height to fly to the cargo pickup location. --- @return #AI_CARGO_DISPATCHER --- @usage --- --- -- Create a new cargo dispatcher --- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) --- --- -- Set the minimum pickup fly height to be 50 meters and the maximum height to be 200 meters. --- AICargoDispatcherHelicopter:SetPickupHeight( 200, 50 ) --- -function AI_CARGO_DISPATCHER:SetPickupHeight( MaxHeight, MinHeight ) - - MaxHeight = MaxHeight or 200 - MinHeight = MinHeight or MaxHeight - - self.PickupMinHeight = MinHeight - self.PickupMaxHeight = MaxHeight - - return self -end - - ---- Set the height or randomizes the height in meters to fly and deploy the cargo. The default height is 200 meters. --- @param #AI_CARGO_DISPATCHER self --- @param #number MaxHeight (optional) The maximum height to fly to the cargo deploy location. --- @param #number MinHeight (optional) The minimum height to fly to the cargo deploy location. --- @return #AI_CARGO_DISPATCHER --- @usage --- --- -- Create a new cargo dispatcher --- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) --- --- -- Set the minimum deploy fly height to be 50 meters and the maximum height to be 200 meters. --- AICargoDispatcherHelicopter:SetDeployHeight( 200, 50 ) --- -function AI_CARGO_DISPATCHER:SetDeployHeight( MaxHeight, MinHeight ) - - MaxHeight = MaxHeight or 200 - MinHeight = MinHeight or MaxHeight - - self.DeployMinHeight = MinHeight - self.DeployMaxHeight = MaxHeight - - return self -end - - ---- The Start trigger event, which actually takes action at the specified time interval. --- @param #AI_CARGO_DISPATCHER self -function AI_CARGO_DISPATCHER:onafterMonitor() - - self:F("Carriers") - self.SetCarrier:Flush() - - for CarrierGroupName, Carrier in pairs( self.SetCarrier:GetSet() ) do - local Carrier = Carrier -- Wrapper.Group#GROUP - if Carrier:IsAlive() ~= nil then - local AI_Cargo = self.AI_Cargo[Carrier] - if not AI_Cargo then - - -- ok, so this Carrier does not have yet an AI_CARGO handling object... - -- let's create one and also declare the Loaded and UnLoaded handlers. - self.AI_Cargo[Carrier] = self:AICargo( Carrier, self.SetCargo, self.CombatRadius ) - AI_Cargo = self.AI_Cargo[Carrier] - - --- Pickup event handler OnAfter for AI_CARGO_DISPATCHER. - -- Use this event handler to tailor the event when a CarrierGroup is routed towards a new pickup Coordinate and a specified Speed. - -- You can use this event handler to post messages to players, or provide status updates etc. - -- @function [parent=#AI_CARGO_DISPATCHER] OnAfterPickup - -- @param #AI_CARGO_DISPATCHER self - -- @param #string From A string that contains the "*from state name*" when the event was triggered. - -- @param #string Event A string that contains the "*event name*" when the event was triggered. - -- @param #string To A string that contains the "*to state name*" when the event was triggered. - -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. - -- @param Core.Point#COORDINATE Coordinate The coordinate of the pickup location. - -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the pickup Coordinate. - -- @param #number Height Height in meters to move to the pickup coordinate. - -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone. - function AI_Cargo.OnAfterPickup( AI_Cargo, CarrierGroup, From, Event, To, Coordinate, Speed, Height, PickupZone ) - self:Pickup( CarrierGroup, Coordinate, Speed, Height, PickupZone ) - end - - --- Load event handler OnAfter for AI_CARGO_DISPATCHER. - -- Use this event handler to tailor the event when a CarrierGroup has initiated the loading or boarding of cargo within reporting or near range. - -- You can use this event handler to post messages to players, or provide status updates etc. - -- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoad - -- @param #AI_CARGO_DISPATCHER self - -- @param #string From A string that contains the "*from state name*" when the event was triggered. - -- @param #string Event A string that contains the "*event name*" when the event was triggered. - -- @param #string To A string that contains the "*to state name*" when the event was triggered. - -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. - -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone. - - function AI_Cargo.OnAfterLoad( AI_Cargo, CarrierGroup, From, Event, To, PickupZone ) - self:Load( CarrierGroup, PickupZone ) - end - - --- Loading event handler OnAfter for AI_CARGO_DISPATCHER. - -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of loading or boarding of a cargo object. - -- You can use this event handler to post messages to players, or provide status updates etc. - -- Note that this event is triggered repeatedly until all cargo (units) have been boarded into the carrier. - -- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoading - -- @param #AI_CARGO_DISPATCHER self - -- @param #string From A string that contains the "*from state name*" when the event was triggered. - -- @param #string Event A string that contains the "*event name*" when the event was triggered. - -- @param #string To A string that contains the "*to state name*" when the event was triggered. - -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. - -- @param Cargo.Cargo#CARGO Cargo The cargo object. - -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation. - -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone. - - function AI_Cargo.OnAfterBoard( AI_Cargo, CarrierGroup, From, Event, To, Cargo, CarrierUnit, PickupZone ) - self:Loading( CarrierGroup, Cargo, CarrierUnit, PickupZone ) - end - - --- Loaded event handler OnAfter for AI_CARGO_DISPATCHER. - -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has loaded a cargo object. - -- You can use this event handler to post messages to players, or provide status updates etc. - -- Note that if more cargo objects were loading or boarding into the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit. - -- A CarrierUnit can be part of the larger CarrierGroup. - -- @function [parent=#AI_CARGO_DISPATCHER] OnAfterLoaded - -- @param #AI_CARGO_DISPATCHER self - -- @param #string From A string that contains the "*from state name*" when the event was triggered. - -- @param #string Event A string that contains the "*event name*" when the event was triggered. - -- @param #string To A string that contains the "*to state name*" when the event was triggered. - -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. - -- @param Cargo.Cargo#CARGO Cargo The cargo object. - -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo loading operation. - -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone. - - function AI_Cargo.OnAfterLoaded( AI_Cargo, CarrierGroup, From, Event, To, Cargo, CarrierUnit, PickupZone ) - self:Loaded( CarrierGroup, Cargo, CarrierUnit, PickupZone ) - end - - --- PickedUp event handler OnAfter for AI_CARGO_DISPATCHER. - -- Use this event handler to tailor the event when a carrier has picked up all cargo objects into the CarrierGroup. - -- You can use this event handler to post messages to players, or provide status updates etc. - -- @function [parent=#AI_CARGO_DISPATCHER] OnAfterPickedUp - -- @param #AI_CARGO_DISPATCHER self - -- @param #string From A string that contains the "*from state name*" when the event was triggered. - -- @param #string Event A string that contains the "*event name*" when the event was triggered. - -- @param #string To A string that contains the "*to state name*" when the event was triggered. - -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. - -- @param Core.Zone#ZONE_AIRBASE PickupZone (optional) The zone from where the cargo is picked up. Note that the zone is optional and may not be provided, but for AI_CARGO_DISPATCHER_AIRBASE there will always be a PickupZone, as the pickup location is an airbase zone. - - function AI_Cargo.OnAfterPickedUp( AI_Cargo, CarrierGroup, From, Event, To, PickupZone ) - self:PickedUp( CarrierGroup, PickupZone ) - self:Transport( CarrierGroup ) - end - - - --- Deploy event handler OnAfter for AI_CARGO_DISPATCHER. - -- Use this event handler to tailor the event when a CarrierGroup is routed to a deploy coordinate, to Unload all cargo objects in each CarrierUnit. - -- You can use this event handler to post messages to players, or provide status updates etc. - -- @function [parent=#AI_CARGO_DISPATCHER] OnAfterDeploy - -- @param #AI_CARGO_DISPATCHER self - -- @param #string From A string that contains the "*from state name*" when the event was triggered. - -- @param #string Event A string that contains the "*event name*" when the event was triggered. - -- @param #string To A string that contains the "*to state name*" when the event was triggered. - -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. - -- @param Core.Point#COORDINATE Coordinate The deploy coordinate. - -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the deploy Coordinate. - -- @param #number Height Height in meters to move to the deploy coordinate. - -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. - - function AI_Cargo.OnAfterDeploy( AI_Cargo, CarrierGroup, From, Event, To, Coordinate, Speed, Height, DeployZone ) - self:Deploy( CarrierGroup, Coordinate, Speed, Height, DeployZone ) - end - - - --- Unload event handler OnAfter for AI_CARGO_DISPATCHER. - -- Use this event handler to tailor the event when a CarrierGroup has initiated the unloading or unboarding of cargo. - -- You can use this event handler to post messages to players, or provide status updates etc. - -- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnload - -- @param #AI_CARGO_DISPATCHER self - -- @param #string From A string that contains the "*from state name*" when the event was triggered. - -- @param #string Event A string that contains the "*event name*" when the event was triggered. - -- @param #string To A string that contains the "*to state name*" when the event was triggered. - -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. - -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. - - function AI_Cargo.OnAfterUnload( AI_Cargo, Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone ) - self:Unloading( Carrier, Cargo, CarrierUnit, DeployZone ) - end - - --- UnLoading event handler OnAfter for AI_CARGO_DISPATCHER. - -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup is in the process of unloading or unboarding of a cargo object. - -- You can use this event handler to post messages to players, or provide status updates etc. - -- Note that this event is triggered repeatedly until all cargo (units) have been unboarded from the CarrierUnit. - -- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnloading - -- @param #AI_CARGO_DISPATCHER self - -- @param #string From A string that contains the "*from state name*" when the event was triggered. - -- @param #string Event A string that contains the "*event name*" when the event was triggered. - -- @param #string To A string that contains the "*to state name*" when the event was triggered. - -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. - -- @param Cargo.Cargo#CARGO Cargo The cargo object. - -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation. - -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. - - function AI_Cargo.OnAfterUnboard( AI_Cargo, CarrierGroup, From, Event, To, Cargo, CarrierUnit, DeployZone ) - self:Unloading( CarrierGroup, Cargo, CarrierUnit, DeployZone ) - end - - - --- Unloaded event handler OnAfter for AI_CARGO_DISPATCHER. - -- Use this event handler to tailor the event when a CarrierUnit of a CarrierGroup has unloaded a cargo object. - -- You can use this event handler to post messages to players, or provide status updates etc. - -- Note that if more cargo objects were unloading or unboarding from the CarrierUnit, then this event can be triggered multiple times for each different Cargo/CarrierUnit. - -- A CarrierUnit can be part of the larger CarrierGroup. - -- @function [parent=#AI_CARGO_DISPATCHER] OnAfterUnloaded - -- @param #AI_CARGO_DISPATCHER self - -- @param #string From A string that contains the "*from state name*" when the event was triggered. - -- @param #string Event A string that contains the "*event name*" when the event was triggered. - -- @param #string To A string that contains the "*to state name*" when the event was triggered. - -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. - -- @param Cargo.Cargo#CARGO Cargo The cargo object. - -- @param Wrapper.Unit#UNIT CarrierUnit The carrier unit that is executing the cargo unloading operation. - -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. - - function AI_Cargo.OnAfterUnloaded( AI_Cargo, Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone ) - self:Unloaded( Carrier, Cargo, CarrierUnit, DeployZone ) - end - - --- Deployed event handler OnAfter for AI_CARGO_DISPATCHER. - -- Use this event handler to tailor the event when a carrier has deployed all cargo objects from the CarrierGroup. - -- You can use this event handler to post messages to players, or provide status updates etc. - -- @function [parent=#AI_CARGO_DISPATCHER] OnAfterDeployed - -- @param #AI_CARGO_DISPATCHER self - -- @param #string From A string that contains the "*from state name*" when the event was triggered. - -- @param #string Event A string that contains the "*event name*" when the event was triggered. - -- @param #string To A string that contains the "*to state name*" when the event was triggered. - -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. - -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. - - function AI_Cargo.OnAfterDeployed( AI_Cargo, Carrier, From, Event, To, DeployZone ) - self:Deployed( Carrier, DeployZone ) - end - - --- Home event handler OnAfter for AI_CARGO_DISPATCHER. - -- Use this event handler to tailor the event when a CarrierGroup is returning to the HomeZone, after it has deployed all cargo objects from the CarrierGroup. - -- You can use this event handler to post messages to players, or provide status updates etc. - -- If there is no HomeZone is specified, the CarrierGroup will stay at the current location after having deployed all cargo. - -- @function [parent=#AI_CARGO_DISPATCHER] OnAfterHome - -- @param #AI_CARGO_DISPATCHER self - -- @param #string From A string that contains the "*from state name*" when the event was triggered. - -- @param #string Event A string that contains the "*event name*" when the event was triggered. - -- @param #string To A string that contains the "*to state name*" when the event was triggered. - -- @param Wrapper.Group#GROUP CarrierGroup The group object that contains the CarrierUnits. - -- @param Core.Point#COORDINATE Coordinate The home coordinate the Carrier will arrive and stop it's activities. - -- @param #number Speed The velocity in meters per second on which the CarrierGroup is routed towards the home Coordinate. - -- @param #number Height Height in meters to move to the home coordinate. - -- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. - - function AI_Cargo.OnAfterHome( AI_Cargo, Carrier, From, Event, To, Coordinate, Speed, Height, HomeZone ) - self:Home( Carrier, Coordinate, Speed, Height, HomeZone ) - end - end - - -- The Pickup sequence ... - -- Check if this Carrier need to go and Pickup something... - -- So, if the cargo bay is not full yet with cargo to be loaded ... - self:I( { Carrier = CarrierGroupName, IsRelocating = AI_Cargo:IsRelocating(), IsTransporting = AI_Cargo:IsTransporting() } ) - if AI_Cargo:IsRelocating() == false and AI_Cargo:IsTransporting() == false then - -- ok, so there is a free Carrier - -- now find the first cargo that is Unloaded - - local PickupCargo = nil - local PickupZone = nil - - self.SetCargo:Flush() - for CargoName, Cargo in UTILS.spairs( self.SetCargo:GetSet(), function( t, a, b ) return t[a]:GetWeight() < t[b]:GetWeight() end ) do - local Cargo = Cargo -- Cargo.Cargo#CARGO - self:F( { Cargo = Cargo:GetName(), UnLoaded = Cargo:IsUnLoaded(), Deployed = Cargo:IsDeployed(), PickupCargo = self.PickupCargo[Carrier] ~= nil } ) - if Cargo:IsUnLoaded() == true and Cargo:IsDeployed() == false then - local CargoCoordinate = Cargo:GetCoordinate() - local CoordinateFree = true - --self.PickupZoneSet:Flush() - --PickupZone = self.PickupZoneSet:GetRandomZone() - PickupZone = self.PickupZoneSet and self.PickupZoneSet:IsCoordinateInZone( CargoCoordinate ) - if not self.PickupZoneSet or PickupZone then - for CarrierPickup, Coordinate in pairs( self.PickupCargo ) do - if CarrierPickup:IsAlive() == true then - if CargoCoordinate:Get2DDistance( Coordinate ) <= 25 then - self:F( { "Coordinate not free for ", Cargo = Cargo:GetName(), Carrier:GetName(), PickupCargo = self.PickupCargo[Carrier] ~= nil } ) - CoordinateFree = false - break - end - else - self.PickupCargo[CarrierPickup] = nil - end - end - if CoordinateFree == true then - -- Check if this cargo can be picked-up by at least one carrier unit of AI_Cargo. - local LargestLoadCapacity = 0 - for _, Carrier in pairs( Carrier:GetUnits() ) do - local LoadCapacity = Carrier:GetCargoBayFreeWeight() - if LargestLoadCapacity < LoadCapacity then - LargestLoadCapacity = LoadCapacity - end - end - -- So if there is a carrier that has the required load capacity to load the total weight of the cargo, dispatch the carrier. - -- Otherwise break and go to the next carrier. - -- This will skip cargo which is too large to be able to be loaded by carriers - -- and will secure an efficient dispatching scheme. - if LargestLoadCapacity >= Cargo:GetWeight() then - self.PickupCargo[Carrier] = CargoCoordinate - PickupCargo = Cargo - break - end - end - end - end - end - - if PickupCargo then - self.CarrierHome[Carrier] = nil - local PickupCoordinate = PickupCargo:GetCoordinate():GetRandomCoordinateInRadius( self.PickupOuterRadius, self.PickupInnerRadius ) - AI_Cargo:Pickup( PickupCoordinate, math.random( self.PickupMinSpeed, self.PickupMaxSpeed ), math.random( self.PickupMinHeight, self.PickupMaxHeight ), PickupZone ) - break - else - if self.HomeZone then - if not self.CarrierHome[Carrier] then - self.CarrierHome[Carrier] = true - AI_Cargo:Home( self.HomeZone:GetRandomPointVec2(), math.random( self.PickupMinSpeed, self.PickupMaxSpeed ), math.random( self.PickupMinHeight, self.PickupMaxHeight ), self.HomeZone ) - end - end - end - end - end - end - - self:__Monitor( self.MonitorTimeInterval ) -end - - ---- Start Trigger for AI_CARGO_DISPATCHER --- @function [parent=#AI_CARGO_DISPATCHER] Start --- @param #AI_CARGO_DISPATCHER self - ---- Start Asynchronous Trigger for AI_CARGO_DISPATCHER --- @function [parent=#AI_CARGO_DISPATCHER] __Start --- @param #AI_CARGO_DISPATCHER self --- @param #number Delay - -function AI_CARGO_DISPATCHER:onafterStart( From, Event, To ) - self:__Monitor( -1 ) -end - - ---- Stop Trigger for AI_CARGO_DISPATCHER --- @function [parent=#AI_CARGO_DISPATCHER] Stop --- @param #AI_CARGO_DISPATCHER self - ---- Stop Asynchronous Trigger for AI_CARGO_DISPATCHER --- @function [parent=#AI_CARGO_DISPATCHER] __Stop --- @param #AI_CARGO_DISPATCHER self --- @param #number Delay - - ---- Make a Carrier run for a cargo deploy action after the cargo has been loaded, by default. --- @param #AI_CARGO_DISPATCHER self --- @param From --- @param Event --- @param To --- @param Wrapper.Group#GROUP Carrier --- @param Cargo.Cargo#CARGO Cargo --- @return #AI_CARGO_DISPATCHER -function AI_CARGO_DISPATCHER:onafterTransport( From, Event, To, Carrier, Cargo ) - - if self.DeployZoneSet then - if self.AI_Cargo[Carrier]:IsTransporting() == true then - local DeployZone = self.DeployZoneSet:GetRandomZone() - - local DeployCoordinate = DeployZone:GetCoordinate():GetRandomCoordinateInRadius( self.DeployOuterRadius, self.DeployInnerRadius ) - self.AI_Cargo[Carrier]:__Deploy( 0.1, DeployCoordinate, math.random( self.DeployMinSpeed, self.DeployMaxSpeed ), math.random( self.DeployMinHeight, self.DeployMaxHeight ), DeployZone ) - end - end - - self:F( { Carrier = Carrier:GetName(), PickupCargo = self.PickupCargo } ) - self.PickupCargo[Carrier] = nil -end - ---- **AI** -- (2.4) - Models the intelligent transportation of infantry and other cargo using APCs. --- --- ## Features: --- --- * Quickly transport cargo to various deploy zones using ground vehicles (APCs, trucks ...). --- * Various @{Cargo.Cargo#CARGO} types can be transported. These are infantry groups and crates. --- * Define a list of deploy zones of various types to transport the cargo to. --- * The vehicles follow the roads to ensure the fastest possible cargo transportation over the ground. --- * Multiple vehicles can transport multiple cargo as one vehicle group. --- * Multiple vehicle groups can be enabled as one collaborating transportation process. --- * Infantry loaded as cargo, will unboard in case enemies are nearby and will help defending the vehicles. --- * Different ranges can be setup for enemy defenses. --- * Different options can be setup to tweak the cargo transporation behaviour. --- --- === --- --- ## Test Missions: --- --- Test missions can be located on the main GITHUB site. --- --- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/] --- (https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AID%20-%20AI%20Dispatching/AID-CGO%20-%20AI%20Cargo%20Dispatching) --- --- === --- --- ### Author: **FlightControl** --- --- === --- --- @module AI.AI_Cargo_Dispatcher_APC --- @image AI_Cargo_Dispatching_For_APC.JPG - ---- @type AI_CARGO_DISPATCHER_APC --- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER - - ---- A dynamic cargo transportation capability for AI groups. --- --- Armoured Personnel APCs (APC), Trucks, Jeeps and other carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation. --- --- The AI_CARGO_DISPATCHER_APC module is derived from the AI_CARGO_DISPATCHER module. --- --- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_APC class, it is recommended that you first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!! --- --- Especially to learn how to **Tailor the different cargo handling events**, this will be very useful! --- --- On top, the AI_CARGO_DISPATCHER_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework. --- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class. --- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_HELICOPTER object recognize the cargo. --- --- --- # 1) AI_CARGO_DISPATCHER_APC constructor. --- --- * @{#AI_CARGO_DISPATCHER_APC.New}(): Creates a new AI_CARGO_DISPATCHER_APC object. --- --- --- --- --- # 2) AI_CARGO_DISPATCHER_APC is a Finite State Machine. --- --- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed. --- The first column is the **From** state, the second column the **Event**, and the third column the **To** state. --- --- So, each of the rows have the following structure. --- --- * **From** => **Event** => **To** --- --- Important to know is that an event can only be executed if the **current state** is the **From** state. --- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed, --- and the resulting state will be the **To** state. --- --- These are the different possible state transitions of this state machine implementation: --- --- * Idle => Start => Monitoring --- * Monitoring => Monitor => Monitoring --- * Monitoring => Stop => Idle --- --- * Monitoring => Pickup => Monitoring --- * Monitoring => Load => Monitoring --- * Monitoring => Loading => Monitoring --- * Monitoring => Loaded => Monitoring --- * Monitoring => PickedUp => Monitoring --- * Monitoring => Deploy => Monitoring --- * Monitoring => Unload => Monitoring --- * Monitoring => Unloaded => Monitoring --- * Monitoring => Deployed => Monitoring --- * Monitoring => Home => Monitoring --- --- --- ## 2.1) AI_CARGO_DISPATCHER States. --- --- * **Monitoring**: The process is dispatching. --- * **Idle**: The process is idle. --- --- ## 2.2) AI_CARGO_DISPATCHER Events. --- --- * **Start**: Start the transport process. --- * **Stop**: Stop the transport process. --- * **Monitor**: Monitor and take action. --- --- * **Pickup**: Pickup cargo. --- * **Load**: Load the cargo. --- * **Loading**: The dispatcher is coordinating the loading of a cargo. --- * **Loaded**: Flag that the cargo is loaded. --- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup. --- * **Deploy**: Deploy cargo to a location. --- * **Unload**: Unload the cargo. --- * **Unloaded**: Flag that the cargo is unloaded. --- * **Deployed**: All cargo is unloaded from the carriers in the group. --- * **Home**: A Carrier is going home. --- --- ## 2.3) Enhance your mission scripts with **Tailored** Event Handling! --- --- Within your mission, you can capture these events when triggered, and tailor the events with your own code! --- Check out the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} class at chapter 3 for details on the different event handlers that are available and how to use them. --- --- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!** --- --- --- --- --- # 3) Set the pickup parameters. --- --- Several parameters can be set to pickup cargo: --- --- * @{#AI_CARGO_DISPATCHER_APC.SetPickupRadius}(): Sets or randomizes the pickup location for the APC around the cargo coordinate in a radius defined an outer and optional inner radius. --- * @{#AI_CARGO_DISPATCHER_APC.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo. --- --- # 4) Set the deploy parameters. --- --- Several parameters can be set to deploy cargo: --- --- * @{#AI_CARGO_DISPATCHER_APC.SetDeployRadius}(): Sets or randomizes the deploy location for the APC around the cargo coordinate in a radius defined an outer and an optional inner radius. --- * @{#AI_CARGO_DISPATCHER_APC.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo. --- --- # 5) Set the home zone when there isn't any more cargo to pickup. --- --- A home zone can be specified to where the APCs will move when there isn't any cargo left for pickup. --- Use @{#AI_CARGO_DISPATCHER_APC.SetHomeZone}() to specify the home zone. --- --- If no home zone is specified, the APCs will wait near the deploy zone for a new pickup command. --- --- === --- --- @field #AI_CARGO_DISPATCHER_APC -AI_CARGO_DISPATCHER_APC = { - ClassName = "AI_CARGO_DISPATCHER_APC", -} - ---- Creates a new AI_CARGO_DISPATCHER_APC object. --- @param #AI_CARGO_DISPATCHER_APC self --- @param Core.Set#SET_GROUP APCSet The set of @{Wrapper.Group#GROUP} objects of vehicles, trucks, APCs that will transport the cargo. --- @param Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects. --- @param Core.Set#SET_ZONE PickupZoneSet (optional) The set of pickup zones, which are used to where the cargo can be picked up by the APCs. If nil, then cargo can be picked up everywhere. --- @param Core.Set#SET_ZONE DeployZoneSet The set of deploy zones, which are used to where the cargo will be deployed by the APCs. --- @param DCS#Distance CombatRadius The cargo will be unloaded from the APC and engage the enemy if the enemy is within CombatRadius range. The radius is in meters, the default value is 500 meters. --- @return #AI_CARGO_DISPATCHER_APC --- @usage --- --- -- An AI dispatcher object for a vehicle squadron, moving infantry from pickup zones to deploy zones. --- --- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart() --- local SetAPC = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart() --- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart() --- --- AICargoDispatcherAPC = AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargoInfantry, nil, SetDeployZones ) --- AICargoDispatcherAPC:Start() --- -function AI_CARGO_DISPATCHER_APC:New( APCSet, CargoSet, PickupZoneSet, DeployZoneSet, CombatRadius ) - - local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( APCSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_APC - - self:SetDeploySpeed( 120, 70 ) - self:SetPickupSpeed( 120, 70 ) - self:SetPickupRadius( 0, 0 ) - self:SetDeployRadius( 0, 0 ) - - self:SetPickupHeight() - self:SetDeployHeight() - - self:SetCombatRadius( CombatRadius ) - - return self -end - -function AI_CARGO_DISPATCHER_APC:AICargo( APC, CargoSet ) - - return AI_CARGO_APC:New( APC, CargoSet, self.CombatRadius ) -end - ---- Enable/Disable unboarding of cargo (infantry) when enemies are nearby (to help defend the carrier). --- This is only valid for APCs and trucks etc, thus ground vehicles. --- @param #AI_CARGO_DISPATCHER_APC self --- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby. --- When the combat radius is 0, no defense will happen of the carrier. --- When the combat radius is not provided, no defense will happen! --- @return #AI_CARGO_DISPATCHER_APC --- @usage --- --- -- Disembark the infantry when the carrier is under attack. --- AICargoDispatcher:SetCombatRadius( true ) --- --- -- Keep the cargo in the carrier when the carrier is under attack. --- AICargoDispatcher:SetCombatRadius( false ) -function AI_CARGO_DISPATCHER_APC:SetCombatRadius( CombatRadius ) - - self.CombatRadius = CombatRadius or 0 - - return self -end - ---- **AI** -- (2.4) - Models the intelligent transportation of infantry and other cargo using Helicopters. --- --- ## Features: --- --- * The helicopters will fly towards the pickup locations to pickup the cargo. --- * The helicopters will fly towards the deploy zones to deploy the cargo. --- * Precision deployment as well as randomized deployment within the deploy zones are possible. --- * Helicopters will orbit the deploy zones when there is no space for landing until the deploy zone is free. --- --- === --- --- ## Test Missions: --- --- Test missions can be located on the main GITHUB site. --- --- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/] --- (https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AID%20-%20AI%20Dispatching/AID-CGO%20-%20AI%20Cargo%20Dispatching) --- --- === --- --- ### Author: **FlightControl** --- --- === --- --- @module AI.AI_Cargo_Dispatcher_Helicopter --- @image AI_Cargo_Dispatching_For_Helicopters.JPG - ---- @type AI_CARGO_DISPATCHER_HELICOPTER --- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER - - ---- A dynamic cargo handling capability for AI helicopter groups. --- --- Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation. --- --- --- The AI_CARGO_DISPATCHER_HELICOPTER module is derived from the AI_CARGO_DISPATCHER module. --- --- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_HELICOPTER class, it is recommended that you first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!!** --- --- Especially to learn how to **Tailor the different cargo handling events**, this will be very useful! --- --- On top, the AI_CARGO_DISPATCHER_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework. --- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class. --- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_HELICOPTER object recognize the cargo. --- --- --- --- --- # 1. AI\_CARGO\_DISPATCHER\_HELICOPTER constructor. --- --- * @{#AI_CARGO_DISPATCHER\_HELICOPTER.New}(): Creates a new AI\_CARGO\_DISPATCHER\_HELICOPTER object. --- --- --- --- --- # 2. AI\_CARGO\_DISPATCHER\_HELICOPTER is a Finite State Machine. --- --- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed. --- The first column is the **From** state, the second column the **Event**, and the third column the **To** state. --- --- So, each of the rows have the following structure. --- --- * **From** => **Event** => **To** --- --- Important to know is that an event can only be executed if the **current state** is the **From** state. --- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed, --- and the resulting state will be the **To** state. --- --- These are the different possible state transitions of this state machine implementation: --- --- * Idle => Start => Monitoring --- * Monitoring => Monitor => Monitoring --- * Monitoring => Stop => Idle --- --- * Monitoring => Pickup => Monitoring --- * Monitoring => Load => Monitoring --- * Monitoring => Loading => Monitoring --- * Monitoring => Loaded => Monitoring --- * Monitoring => PickedUp => Monitoring --- * Monitoring => Deploy => Monitoring --- * Monitoring => Unload => Monitoring --- * Monitoring => Unloaded => Monitoring --- * Monitoring => Deployed => Monitoring --- * Monitoring => Home => Monitoring --- --- --- ## 2.1) AI_CARGO_DISPATCHER States. --- --- * **Monitoring**: The process is dispatching. --- * **Idle**: The process is idle. --- --- ## 2.2) AI_CARGO_DISPATCHER Events. --- --- * **Start**: Start the transport process. --- * **Stop**: Stop the transport process. --- * **Monitor**: Monitor and take action. --- --- * **Pickup**: Pickup cargo. --- * **Load**: Load the cargo. --- * **Loading**: The dispatcher is coordinating the loading of a cargo. --- * **Loaded**: Flag that the cargo is loaded. --- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup. --- * **Deploy**: Deploy cargo to a location. --- * **Unload**: Unload the cargo. --- * **Unloaded**: Flag that the cargo is unloaded. --- * **Deployed**: All cargo is unloaded from the carriers in the group. --- * **Home**: A Carrier is going home. --- --- ## 2.3) Enhance your mission scripts with **Tailored** Event Handling! --- --- Within your mission, you can capture these events when triggered, and tailor the events with your own code! --- Check out the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} class at chapter 3 for details on the different event handlers that are available and how to use them. --- --- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!** --- --- --- --- --- ## 3. Set the pickup parameters. --- --- Several parameters can be set to pickup cargo: --- --- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetPickupRadius}(): Sets or randomizes the pickup location for the helicopter around the cargo coordinate in a radius defined an outer and optional inner radius. --- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo. --- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetPickupHeight}(): Set the height or randomizes the height in meters to pickup the cargo. --- --- --- --- --- ## 4. Set the deploy parameters. --- --- Several parameters can be set to deploy cargo: --- --- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetDeployRadius}(): Sets or randomizes the deploy location for the helicopter around the cargo coordinate in a radius defined an outer and an optional inner radius. --- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo. --- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetDeployHeight}(): Set the height or randomizes the height in meters to deploy the cargo. --- --- --- --- --- ## 5. Set the home zone when there isn't any more cargo to pickup. --- --- A home zone can be specified to where the Helicopters will move when there isn't any cargo left for pickup. --- Use @{#AI_CARGO_DISPATCHER_HELICOPTER.SetHomeZone}() to specify the home zone. --- --- If no home zone is specified, the helicopters will wait near the deploy zone for a new pickup command. --- --- === --- --- @field #AI_CARGO_DISPATCHER_HELICOPTER -AI_CARGO_DISPATCHER_HELICOPTER = { - ClassName = "AI_CARGO_DISPATCHER_HELICOPTER", -} - ---- Creates a new AI_CARGO_DISPATCHER_HELICOPTER object. --- @param #AI_CARGO_DISPATCHER_HELICOPTER self --- @param Core.Set#SET_GROUP HelicopterSet The set of @{Wrapper.Group#GROUP} objects of helicopters that will transport the cargo. --- @param Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects. --- @param Core.Set#SET_ZONE PickupZoneSet (optional) The set of pickup zones, which are used to where the cargo can be picked up by the APCs. If nil, then cargo can be picked up everywhere. --- @param Core.Set#SET_ZONE DeployZoneSet The set of deploy zones, which are used to where the cargo will be deployed by the Helicopters. --- @return #AI_CARGO_DISPATCHER_HELICOPTER --- @usage --- --- -- An AI dispatcher object for a helicopter squadron, moving infantry from pickup zones to deploy zones. --- --- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart() --- local SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart() --- local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart() --- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart() --- --- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones ) --- AICargoDispatcherHelicopter:Start() --- -function AI_CARGO_DISPATCHER_HELICOPTER:New( HelicopterSet, CargoSet, PickupZoneSet, DeployZoneSet ) - - local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( HelicopterSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_HELICOPTER - - self:SetPickupSpeed( 350, 150 ) - self:SetDeploySpeed( 350, 150 ) - - self:SetPickupRadius( 0, 0 ) - self:SetDeployRadius( 0, 0 ) - - self:SetPickupHeight( 500, 200 ) - self:SetDeployHeight( 500, 200 ) - - return self -end - - -function AI_CARGO_DISPATCHER_HELICOPTER:AICargo( Helicopter, CargoSet ) - - return AI_CARGO_HELICOPTER:New( Helicopter, CargoSet ) -end - ---- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo using Planes. --- --- ## Features: --- --- * The airplanes will fly towards the pickup airbases to pickup the cargo. --- * The airplanes will fly towards the deploy airbases to deploy the cargo. --- --- === --- --- ## Test Missions: --- --- Test missions can be located on the main GITHUB site. --- --- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/] --- (https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AID%20-%20AI%20Dispatching/AID-CGO%20-%20AI%20Cargo%20Dispatching) --- --- === --- --- ### Author: **FlightControl** --- --- === --- --- @module AI.AI_Cargo_Dispatcher_Airplane --- @image AI_Cargo_Dispatching_For_Airplanes.JPG - - ---- @type AI_CARGO_DISPATCHER_AIRPLANE --- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER - - ---- Brings a dynamic cargo handling capability for AI groups. --- --- Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation. --- --- The AI_CARGO_DISPATCHER_AIRPLANE module is derived from the AI_CARGO_DISPATCHER module. --- --- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_AIRPLANE class, it is recommended that you first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!!** --- --- Especially to learn how to **Tailor the different cargo handling events**, this will be very useful! --- --- On top, the AI_CARGO_DISPATCHER_AIRPLANE class uses the @{Cargo.Cargo} capabilities within the MOOSE framework. --- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class. --- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_HELICOPTER object recognize the cargo. --- --- # 1) AI_CARGO_DISPATCHER_AIRPLANE constructor. --- --- * @{#AI_CARGO_DISPATCHER_AIRPLANE.New}(): Creates a new AI_CARGO_DISPATCHER_AIRPLANE object. --- --- --- --- --- # 2) AI_CARGO_DISPATCHER_AIRPLANE is a Finite State Machine. --- --- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed. --- The first column is the **From** state, the second column the **Event**, and the third column the **To** state. --- --- So, each of the rows have the following structure. --- --- * **From** => **Event** => **To** --- --- Important to know is that an event can only be executed if the **current state** is the **From** state. --- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed, --- and the resulting state will be the **To** state. --- --- These are the different possible state transitions of this state machine implementation: --- --- * Idle => Start => Monitoring --- * Monitoring => Monitor => Monitoring --- * Monitoring => Stop => Idle --- --- * Monitoring => Pickup => Monitoring --- * Monitoring => Load => Monitoring --- * Monitoring => Loading => Monitoring --- * Monitoring => Loaded => Monitoring --- * Monitoring => PickedUp => Monitoring --- * Monitoring => Deploy => Monitoring --- * Monitoring => Unload => Monitoring --- * Monitoring => Unloaded => Monitoring --- * Monitoring => Deployed => Monitoring --- * Monitoring => Home => Monitoring --- --- --- ## 2.1) AI_CARGO_DISPATCHER States. --- --- * **Monitoring**: The process is dispatching. --- * **Idle**: The process is idle. --- --- ## 2.2) AI_CARGO_DISPATCHER Events. --- --- * **Start**: Start the transport process. --- * **Stop**: Stop the transport process. --- * **Monitor**: Monitor and take action. --- --- * **Pickup**: Pickup cargo. --- * **Load**: Load the cargo. --- * **Loading**: The dispatcher is coordinating the loading of a cargo. --- * **Loaded**: Flag that the cargo is loaded. --- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup. --- * **Deploy**: Deploy cargo to a location. --- * **Unload**: Unload the cargo. --- * **Unloaded**: Flag that the cargo is unloaded. --- * **Deployed**: All cargo is unloaded from the carriers in the group. --- * **Home**: A Carrier is going home. --- --- ## 2.3) Enhance your mission scripts with **Tailored** Event Handling! --- --- Within your mission, you can capture these events when triggered, and tailor the events with your own code! --- Check out the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} class at chapter 3 for details on the different event handlers that are available and how to use them. --- --- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!** --- --- --- --- @field #AI_CARGO_DISPATCHER_AIRPLANE -AI_CARGO_DISPATCHER_AIRPLANE = { - ClassName = "AI_CARGO_DISPATCHER_AIRPLANE", -} - ---- Creates a new AI_CARGO_DISPATCHER_AIRPLANE object. --- @param #AI_CARGO_DISPATCHER_AIRPLANE self --- @param Core.Set#SET_GROUP AirplaneSet The set of @{Wrapper.Group#GROUP} objects of airplanes that will transport the cargo. --- @param Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects. --- @param Core.Zone#SET_ZONE PickupZoneSet The set of zone airbases where the cargo has to be picked up. --- @param Core.Zone#SET_ZONE DeployZoneSet The set of zone airbases where the cargo is deployed. Choice for each cargo is random. --- @return #AI_CARGO_DISPATCHER_AIRPLANE self --- @usage --- --- -- An AI dispatcher object for an airplane squadron, moving infantry and vehicles from pickup airbases to deploy airbases. --- --- local CargoInfantrySet = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart() --- local AirplanesSet = SET_GROUP:New():FilterPrefixes( "Airplane" ):FilterStart() --- local PickupZoneSet = SET_ZONE:New() --- local DeployZoneSet = SET_ZONE:New() --- --- PickupZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Gudauta ) ) --- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Sochi_Adler ) ) --- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Maykop_Khanskaya ) ) --- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Mineralnye_Vody ) ) --- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Vaziani ) ) --- --- AICargoDispatcherAirplanes = AI_CARGO_DISPATCHER_AIRPLANE:New( AirplanesSet, CargoInfantrySet, PickupZoneSet, DeployZoneSet ) --- AICargoDispatcherAirplanes:Start() --- -function AI_CARGO_DISPATCHER_AIRPLANE:New( AirplaneSet, CargoSet, PickupZoneSet, DeployZoneSet ) - - local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( AirplaneSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_AIRPLANE - - self:SetPickupSpeed( 1200, 600 ) - self:SetDeploySpeed( 1200, 600 ) - - self:SetPickupRadius( 0, 0 ) - self:SetDeployRadius( 0, 0 ) - - self:SetPickupHeight( 8000, 6000 ) - self:SetDeployHeight( 8000, 6000 ) - - self:SetMonitorTimeInterval( 600 ) - - return self -end - -function AI_CARGO_DISPATCHER_AIRPLANE:AICargo( Airplane, CargoSet ) - - return AI_CARGO_AIRPLANE:New( Airplane, CargoSet ) -end ---- (SP) (MP) (FSM) Accept or reject process for player (task) assignments. --- --- === --- --- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS} --- --- ## ACT_ASSIGN state machine: --- --- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur. --- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below. --- Each derived class follows exactly the same process, using the same events and following the same state transitions, --- but will have **different implementation behaviour** upon each event or state transition. --- --- ### ACT_ASSIGN **Events**: --- --- These are the events defined in this class: --- --- * **Start**: Start the tasking acceptance process. --- * **Assign**: Assign the task. --- * **Reject**: Reject the task.. --- --- ### ACT_ASSIGN **Event methods**: --- --- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process. --- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine: --- --- * **Immediate**: The event method has exactly the name of the event. --- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed. --- --- ### ACT_ASSIGN **States**: --- --- * **UnAssigned**: The player has not accepted the task. --- * **Assigned (*)**: The player has accepted the task. --- * **Rejected (*)**: The player has not accepted the task. --- * **Waiting**: The process is awaiting player feedback. --- * **Failed (*)**: The process has failed. --- --- (*) End states of the process. --- --- ### ACT_ASSIGN state transition methods: --- --- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state. --- There are 2 moments when state transition methods will be called by the state machine: --- --- * **Before** the state transition. --- The state transition method needs to start with the name **OnBefore + the name of the state**. --- If the state transition method returns false, then the processing of the state transition will not be done! --- If you want to change the behaviour of the AIControllable at this event, return false, --- but then you'll need to specify your own logic using the AIControllable! --- --- * **After** the state transition. --- The state transition method needs to start with the name **OnAfter + the name of the state**. --- These state transition methods need to provide a return value, which is specified at the function description. --- --- === --- --- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN} --- --- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task. --- --- ## 1.1) ACT_ASSIGN_ACCEPT constructor: --- --- * @{#ACT_ASSIGN_ACCEPT.New}(): Creates a new ACT_ASSIGN_ACCEPT object. --- --- === --- --- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN} --- --- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option. --- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task. --- The assignment type also allows to reject the task. --- --- ## 2.1) ACT_ASSIGN_MENU_ACCEPT constructor: --- ----------------------------------------- --- --- * @{#ACT_ASSIGN_MENU_ACCEPT.New}(): Creates a new ACT_ASSIGN_MENU_ACCEPT object. --- --- === --- --- @module Actions.Assign --- @image MOOSE.JPG - - -do -- ACT_ASSIGN - - --- ACT_ASSIGN class - -- @type ACT_ASSIGN - -- @field Tasking.Task#TASK Task - -- @field Wrapper.Unit#UNIT ProcessUnit - -- @field Core.Zone#ZONE_BASE TargetZone - -- @extends Core.Fsm#FSM_PROCESS - ACT_ASSIGN = { - ClassName = "ACT_ASSIGN", - } - - - --- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted. - -- @param #ACT_ASSIGN self - -- @return #ACT_ASSIGN The task acceptance process. - function ACT_ASSIGN:New() - - -- Inherits from BASE - local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ASSIGN" ) ) -- Core.Fsm#FSM_PROCESS - - self:AddTransition( "UnAssigned", "Start", "Waiting" ) - self:AddTransition( "Waiting", "Assign", "Assigned" ) - self:AddTransition( "Waiting", "Reject", "Rejected" ) - self:AddTransition( "*", "Fail", "Failed" ) - - self:AddEndState( "Assigned" ) - self:AddEndState( "Rejected" ) - self:AddEndState( "Failed" ) - - self:SetStartState( "UnAssigned" ) - - return self - end - -end -- ACT_ASSIGN - - - -do -- ACT_ASSIGN_ACCEPT - - --- ACT_ASSIGN_ACCEPT class - -- @type ACT_ASSIGN_ACCEPT - -- @field Tasking.Task#TASK Task - -- @field Wrapper.Unit#UNIT ProcessUnit - -- @field Core.Zone#ZONE_BASE TargetZone - -- @extends #ACT_ASSIGN - ACT_ASSIGN_ACCEPT = { - ClassName = "ACT_ASSIGN_ACCEPT", - } - - - --- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted. - -- @param #ACT_ASSIGN_ACCEPT self - -- @param #string TaskBriefing - function ACT_ASSIGN_ACCEPT:New( TaskBriefing ) - - local self = BASE:Inherit( self, ACT_ASSIGN:New() ) -- #ACT_ASSIGN_ACCEPT - - self.TaskBriefing = TaskBriefing - - return self - end - - function ACT_ASSIGN_ACCEPT:Init( FsmAssign ) - - self.TaskBriefing = FsmAssign.TaskBriefing - end - - --- StateMachine callback function - -- @param #ACT_ASSIGN_ACCEPT self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @param #string Event - -- @param #string From - -- @param #string To - function ACT_ASSIGN_ACCEPT:onafterStart( ProcessUnit, Task, From, Event, To ) - - self:__Assign( 1 ) - end - - --- StateMachine callback function - -- @param #ACT_ASSIGN_ACCEPT self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @param #string Event - -- @param #string From - -- @param #string To - function ACT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, Task, From, Event, To ) - - self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() ) - end - -end -- ACT_ASSIGN_ACCEPT - - -do -- ACT_ASSIGN_MENU_ACCEPT - - --- ACT_ASSIGN_MENU_ACCEPT class - -- @type ACT_ASSIGN_MENU_ACCEPT - -- @field Tasking.Task#TASK Task - -- @field Wrapper.Unit#UNIT ProcessUnit - -- @field Core.Zone#ZONE_BASE TargetZone - -- @extends #ACT_ASSIGN - ACT_ASSIGN_MENU_ACCEPT = { - ClassName = "ACT_ASSIGN_MENU_ACCEPT", - } - - --- Init. - -- @param #ACT_ASSIGN_MENU_ACCEPT self - -- @param #string TaskBriefing - -- @return #ACT_ASSIGN_MENU_ACCEPT self - function ACT_ASSIGN_MENU_ACCEPT:New( TaskBriefing ) - - -- Inherits from BASE - local self = BASE:Inherit( self, ACT_ASSIGN:New() ) -- #ACT_ASSIGN_MENU_ACCEPT - - self.TaskBriefing = TaskBriefing - - return self - end - - - --- Creates a new task assignment state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator. - -- @param #ACT_ASSIGN_MENU_ACCEPT self - -- @param #string TaskBriefing - -- @return #ACT_ASSIGN_MENU_ACCEPT self - function ACT_ASSIGN_MENU_ACCEPT:Init( TaskBriefing ) - - self.TaskBriefing = TaskBriefing - - return self - end - - --- StateMachine callback function - -- @param #ACT_ASSIGN_MENU_ACCEPT self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @param #string Event - -- @param #string From - -- @param #string To - function ACT_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, Task, From, Event, To ) - - self:GetCommandCenter():MessageToGroup( "Task " .. self.Task:GetName() .. " has been assigned to you and your group!\nRead the briefing and use the Radio Menu (F10) / Task ... CONFIRMATION menu to accept or reject the task.\nYou have 2 minutes to accept, or the task assignment will be cancelled!", ProcessUnit:GetGroup(), 120 ) - - local TaskGroup = ProcessUnit:GetGroup() - - self.Menu = MENU_GROUP:New( TaskGroup, "Task " .. self.Task:GetName() .. " CONFIRMATION" ) - self.MenuAcceptTask = MENU_GROUP_COMMAND:New( TaskGroup, "Accept task " .. self.Task:GetName(), self.Menu, self.MenuAssign, self, TaskGroup ) - self.MenuRejectTask = MENU_GROUP_COMMAND:New( TaskGroup, "Reject task " .. self.Task:GetName(), self.Menu, self.MenuReject, self, TaskGroup ) - - self:__Reject( 120, TaskGroup ) - end - - --- Menu function. - -- @param #ACT_ASSIGN_MENU_ACCEPT self - function ACT_ASSIGN_MENU_ACCEPT:MenuAssign( TaskGroup ) - - self:__Assign( -1, TaskGroup ) - end - - --- Menu function. - -- @param #ACT_ASSIGN_MENU_ACCEPT self - function ACT_ASSIGN_MENU_ACCEPT:MenuReject( TaskGroup ) - - self:__Reject( -1, TaskGroup ) - end - - --- StateMachine callback function - -- @param #ACT_ASSIGN_MENU_ACCEPT self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @param #string Event - -- @param #string From - -- @param #string To - function ACT_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, Task, From, Event, To, TaskGroup ) - - self.Menu:Remove() - end - - --- StateMachine callback function - -- @param #ACT_ASSIGN_MENU_ACCEPT self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @param #string Event - -- @param #string From - -- @param #string To - function ACT_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, Task, From, Event, To, TaskGroup ) - self:F( { TaskGroup = TaskGroup } ) - - self.Menu:Remove() - --TODO: need to resolve this problem ... it has to do with the events ... - --self.Task:UnAssignFromUnit( ProcessUnit )needs to become a callback funtion call upon the event - self.Task:RejectGroup( TaskGroup ) - end - - --- StateMachine callback function - -- @param #ACT_ASSIGN_ACCEPT self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @param #string Event - -- @param #string From - -- @param #string To - function ACT_ASSIGN_MENU_ACCEPT:onenterAssigned( ProcessUnit, Task, From, Event, To, TaskGroup ) - - --self.Task:AssignToGroup( TaskGroup ) - self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() ) - end - -end -- ACT_ASSIGN_MENU_ACCEPT ---- (SP) (MP) (FSM) Route AI or players through waypoints or to zones. --- --- === --- --- # @{#ACT_ROUTE} FSM class, extends @{Core.Fsm#FSM_PROCESS} --- --- ## ACT_ROUTE state machine: --- --- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur. --- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below. --- Each derived class follows exactly the same process, using the same events and following the same state transitions, --- but will have **different implementation behaviour** upon each event or state transition. --- --- ### ACT_ROUTE **Events**: --- --- These are the events defined in this class: --- --- * **Start**: The process is started. The process will go into the Report state. --- * **Report**: The process is reporting to the player the route to be followed. --- * **Route**: The process is routing the controllable. --- * **Pause**: The process is pausing the route of the controllable. --- * **Arrive**: The controllable has arrived at a route point. --- * **More**: There are more route points that need to be followed. The process will go back into the Report state. --- * **NoMore**: There are no more route points that need to be followed. The process will go into the Success state. --- --- ### ACT_ROUTE **Event methods**: --- --- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process. --- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine: --- --- * **Immediate**: The event method has exactly the name of the event. --- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed. --- --- ### ACT_ROUTE **States**: --- --- * **None**: The controllable did not receive route commands. --- * **Arrived (*)**: The controllable has arrived at a route point. --- * **Aborted (*)**: The controllable has aborted the route path. --- * **Routing**: The controllable is understay to the route point. --- * **Pausing**: The process is pausing the routing. AI air will go into hover, AI ground will stop moving. Players can fly around. --- * **Success (*)**: All route points were reached. --- * **Failed (*)**: The process has failed. --- --- (*) End states of the process. --- --- ### ACT_ROUTE state transition methods: --- --- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state. --- There are 2 moments when state transition methods will be called by the state machine: --- --- * **Before** the state transition. --- The state transition method needs to start with the name **OnBefore + the name of the state**. --- If the state transition method returns false, then the processing of the state transition will not be done! --- If you want to change the behaviour of the AIControllable at this event, return false, --- but then you'll need to specify your own logic using the AIControllable! --- --- * **After** the state transition. --- The state transition method needs to start with the name **OnAfter + the name of the state**. --- These state transition methods need to provide a return value, which is specified at the function description. --- --- === --- --- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Core.Fsm.Route#ACT_ROUTE} --- --- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Zone}. --- The player receives on perioding times messages with the coordinates of the route to follow. --- Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended. --- --- # 1.1) ACT_ROUTE_ZONE constructor: --- --- * @{#ACT_ROUTE_ZONE.New}(): Creates a new ACT_ROUTE_ZONE object. --- --- === --- --- @module Actions.Route --- @image MOOSE.JPG - - -do -- ACT_ROUTE - - --- ACT_ROUTE class - -- @type ACT_ROUTE - -- @field Tasking.Task#TASK TASK - -- @field Wrapper.Unit#UNIT ProcessUnit - -- @field Core.Zone#ZONE_BASE Zone - -- @field Core.Point#COORDINATE Coordinate - -- @extends Core.Fsm#FSM_PROCESS - ACT_ROUTE = { - ClassName = "ACT_ROUTE", - } - - - --- Creates a new routing state machine. The process will route a CLIENT to a ZONE until the CLIENT is within that ZONE. - -- @param #ACT_ROUTE self - -- @return #ACT_ROUTE self - function ACT_ROUTE:New() - - -- Inherits from BASE - local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ROUTE" ) ) -- Core.Fsm#FSM_PROCESS - - self:AddTransition( "*", "Reset", "None" ) - self:AddTransition( "None", "Start", "Routing" ) - self:AddTransition( "*", "Report", "*" ) - self:AddTransition( "Routing", "Route", "Routing" ) - self:AddTransition( "Routing", "Pause", "Pausing" ) - self:AddTransition( "Routing", "Arrive", "Arrived" ) - self:AddTransition( "*", "Cancel", "Cancelled" ) - self:AddTransition( "Arrived", "Success", "Success" ) - self:AddTransition( "*", "Fail", "Failed" ) - self:AddTransition( "", "", "" ) - self:AddTransition( "", "", "" ) - - self:AddEndState( "Arrived" ) - self:AddEndState( "Failed" ) - self:AddEndState( "Cancelled" ) - - self:SetStartState( "None" ) - - self:SetRouteMode( "C" ) - - return self - end - - --- Set a Cancel Menu item. - -- @param #ACT_ROUTE self - -- @return #ACT_ROUTE - function ACT_ROUTE:SetMenuCancel( MenuGroup, MenuText, ParentMenu, MenuTime, MenuTag ) - - self.CancelMenuGroupCommand = MENU_GROUP_COMMAND:New( - MenuGroup, - MenuText, - ParentMenu, - self.MenuCancel, - self - ):SetTime( MenuTime ):SetTag( MenuTag ) - - ParentMenu:SetTime( MenuTime ) - - ParentMenu:Remove( MenuTime, MenuTag ) - - return self - end - - --- Set the route mode. - -- There are 2 route modes supported: - -- - -- * SetRouteMode( "B" ): Route mode is Bearing and Range. - -- * SetRouteMode( "C" ): Route mode is LL or MGRS according coordinate system setup. - -- - -- @param #ACT_ROUTE self - -- @return #ACT_ROUTE - function ACT_ROUTE:SetRouteMode( RouteMode ) - - self.RouteMode = RouteMode - - return self - end - - --- Get the routing text to be displayed. - -- The route mode determines the text displayed. - -- @param #ACT_ROUTE self - -- @param Wrapper.Unit#UNIT Controllable - -- @return #string - function ACT_ROUTE:GetRouteText( Controllable ) - - local RouteText = "" - - local Coordinate = nil -- Core.Point#COORDINATE - - if self.Coordinate then - Coordinate = self.Coordinate - end - - if self.Zone then - Coordinate = self.Zone:GetPointVec3( self.Altitude ) - Coordinate:SetHeading( self.Heading ) - end - - - local Task = self:GetTask() -- This is to dermine that the coordinates are for a specific task mode (A2A or A2G). - local CC = self:GetTask():GetMission():GetCommandCenter() - if CC then - if CC:IsModeWWII() then - -- Find closest reference point to the target. - local ShortestDistance = 0 - local ShortestReferencePoint = nil - local ShortestReferenceName = "" - self:F( { CC.ReferencePoints } ) - for ZoneName, Zone in pairs( CC.ReferencePoints ) do - self:F( { ZoneName = ZoneName } ) - local Zone = Zone -- Core.Zone#ZONE - local ZoneCoord = Zone:GetCoordinate() - local ZoneDistance = ZoneCoord:Get2DDistance( self.Coordinate ) - self:F( { ShortestDistance, ShortestReferenceName } ) - if ShortestDistance == 0 or ZoneDistance < ShortestDistance then - ShortestDistance = ZoneDistance - ShortestReferencePoint = ZoneCoord - ShortestReferenceName = CC.ReferenceNames[ZoneName] - end - end - if ShortestReferencePoint then - RouteText = Coordinate:ToStringFromRP( ShortestReferencePoint, ShortestReferenceName, Controllable ) - end - else - RouteText = Coordinate:ToString( Controllable, nil, Task ) - end - end - - return RouteText - end - - - function ACT_ROUTE:MenuCancel() - self:F("Cancelled") - self.CancelMenuGroupCommand:Remove() - self:__Cancel( 1 ) - end - - --- Task Events - - --- StateMachine callback function - -- @param #ACT_ROUTE self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @param #string Event - -- @param #string From - -- @param #string To - function ACT_ROUTE:onafterStart( ProcessUnit, From, Event, To ) - - - self:__Route( 1 ) - end - - --- Check if the controllable has arrived. - -- @param #ACT_ROUTE self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @return #boolean - function ACT_ROUTE:onfuncHasArrived( ProcessUnit ) - return false - end - - --- StateMachine callback function - -- @param #ACT_ROUTE self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @param #string Event - -- @param #string From - -- @param #string To - function ACT_ROUTE:onbeforeRoute( ProcessUnit, From, Event, To ) - - if ProcessUnit:IsAlive() then - local HasArrived = self:onfuncHasArrived( ProcessUnit ) -- Polymorphic - if self.DisplayCount >= self.DisplayInterval then - self:T( { HasArrived = HasArrived } ) - if not HasArrived then - self:Report() - end - self.DisplayCount = 1 - else - self.DisplayCount = self.DisplayCount + 1 - end - - if HasArrived then - self:__Arrive( 1 ) - else - self:__Route( 1 ) - end - - return HasArrived -- if false, then the event will not be executed... - end - - return false - - end - -end -- ACT_ROUTE - - -do -- ACT_ROUTE_POINT - - --- ACT_ROUTE_POINT class - -- @type ACT_ROUTE_POINT - -- @field Tasking.Task#TASK TASK - -- @extends #ACT_ROUTE - ACT_ROUTE_POINT = { - ClassName = "ACT_ROUTE_POINT", - } - - - --- Creates a new routing state machine. - -- The task will route a controllable to a Coordinate until the controllable is within the Range. - -- @param #ACT_ROUTE_POINT self - -- @param Core.Point#COORDINATE The Coordinate to Target. - -- @param #number Range The Distance to Target. - -- @param Core.Zone#ZONE_BASE Zone - function ACT_ROUTE_POINT:New( Coordinate, Range ) - local self = BASE:Inherit( self, ACT_ROUTE:New() ) -- #ACT_ROUTE_POINT - - self.Coordinate = Coordinate - self.Range = Range or 0 - - self.DisplayInterval = 30 - self.DisplayCount = 30 - self.DisplayMessage = true - self.DisplayTime = 10 -- 10 seconds is the default - - return self - end - - --- Creates a new routing state machine. - -- The task will route a controllable to a Coordinate until the controllable is within the Range. - -- @param #ACT_ROUTE_POINT self - function ACT_ROUTE_POINT:Init( FsmRoute ) - - self.Coordinate = FsmRoute.Coordinate - self.Range = FsmRoute.Range or 0 - - self.DisplayInterval = 30 - self.DisplayCount = 30 - self.DisplayMessage = true - self.DisplayTime = 10 -- 10 seconds is the default - self:SetStartState("None") - end - - --- Set Coordinate - -- @param #ACT_ROUTE_POINT self - -- @param Core.Point#COORDINATE Coordinate The Coordinate to route to. - function ACT_ROUTE_POINT:SetCoordinate( Coordinate ) - self:F2( { Coordinate } ) - self.Coordinate = Coordinate - end - - --- Get Coordinate - -- @param #ACT_ROUTE_POINT self - -- @return Core.Point#COORDINATE Coordinate The Coordinate to route to. - function ACT_ROUTE_POINT:GetCoordinate() - self:F2( { self.Coordinate } ) - return self.Coordinate - end - - --- Set Range around Coordinate - -- @param #ACT_ROUTE_POINT self - -- @param #number Range The Range to consider the arrival. Default is 10000 meters. - function ACT_ROUTE_POINT:SetRange( Range ) - self:F2( { Range } ) - self.Range = Range or 10000 - end - - --- Get Range around Coordinate - -- @param #ACT_ROUTE_POINT self - -- @return #number The Range to consider the arrival. Default is 10000 meters. - function ACT_ROUTE_POINT:GetRange() - self:F2( { self.Range } ) - return self.Range - end - - --- Method override to check if the controllable has arrived. - -- @param #ACT_ROUTE_POINT self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @return #boolean - function ACT_ROUTE_POINT:onfuncHasArrived( ProcessUnit ) - - if ProcessUnit:IsAlive() then - local Distance = self.Coordinate:Get2DDistance( ProcessUnit:GetCoordinate() ) - - if Distance <= self.Range then - local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", you have arrived." - self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Information ) - return true - end - end - - return false - end - - --- Task Events - - --- StateMachine callback function - -- @param #ACT_ROUTE_POINT self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @param #string Event - -- @param #string From - -- @param #string To - function ACT_ROUTE_POINT:onafterReport( ProcessUnit, From, Event, To ) - - local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", " .. self:GetRouteText( ProcessUnit ) - - self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update ) - end - -end -- ACT_ROUTE_POINT - - -do -- ACT_ROUTE_ZONE - - --- ACT_ROUTE_ZONE class - -- @type ACT_ROUTE_ZONE - -- @field Tasking.Task#TASK TASK - -- @field Wrapper.Unit#UNIT ProcessUnit - -- @field Core.Zone#ZONE_BASE Zone - -- @extends #ACT_ROUTE - ACT_ROUTE_ZONE = { - ClassName = "ACT_ROUTE_ZONE", - } - - - --- Creates a new routing state machine. The task will route a controllable to a ZONE until the controllable is within that ZONE. - -- @param #ACT_ROUTE_ZONE self - -- @param Core.Zone#ZONE_BASE Zone - function ACT_ROUTE_ZONE:New( Zone ) - local self = BASE:Inherit( self, ACT_ROUTE:New() ) -- #ACT_ROUTE_ZONE - - self.Zone = Zone - - self.DisplayInterval = 30 - self.DisplayCount = 30 - self.DisplayMessage = true - self.DisplayTime = 10 -- 10 seconds is the default - - return self - end - - function ACT_ROUTE_ZONE:Init( FsmRoute ) - - self.Zone = FsmRoute.Zone - - self.DisplayInterval = 30 - self.DisplayCount = 30 - self.DisplayMessage = true - self.DisplayTime = 10 -- 10 seconds is the default - end - - --- Set Zone - -- @param #ACT_ROUTE_ZONE self - -- @param Core.Zone#ZONE_BASE Zone The Zone object where to route to. - -- @param #number Altitude - -- @param #number Heading - function ACT_ROUTE_ZONE:SetZone( Zone, Altitude, Heading ) -- R2.2 Added altitude and heading - self.Zone = Zone - self.Altitude = Altitude - self.Heading = Heading - end - - --- Get Zone - -- @param #ACT_ROUTE_ZONE self - -- @return Core.Zone#ZONE_BASE Zone The Zone object where to route to. - function ACT_ROUTE_ZONE:GetZone() - return self.Zone - end - - --- Method override to check if the controllable has arrived. - -- @param #ACT_ROUTE self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @return #boolean - function ACT_ROUTE_ZONE:onfuncHasArrived( ProcessUnit ) - - if ProcessUnit:IsInZone( self.Zone ) then - local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", you have arrived within the zone." - self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Information ) - end - - return ProcessUnit:IsInZone( self.Zone ) - end - - --- Task Events - - --- StateMachine callback function - -- @param #ACT_ROUTE_ZONE self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @param #string Event - -- @param #string From - -- @param #string To - function ACT_ROUTE_ZONE:onafterReport( ProcessUnit, From, Event, To ) - self:F( { ProcessUnit = ProcessUnit } ) - - local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", " .. self:GetRouteText( ProcessUnit ) - self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update ) - end - -end -- ACT_ROUTE_ZONE ---- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Wrapper.Unit}s. --- --- ![Banner Image](..\Presentations\ACT_ACCOUNT\Dia1.JPG) --- --- === --- --- @module Actions.Account --- @image MOOSE.JPG - -do -- ACT_ACCOUNT - - --- # @{#ACT_ACCOUNT} FSM class, extends @{Core.Fsm#FSM_PROCESS} - -- - -- ## ACT_ACCOUNT state machine: - -- - -- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur. - -- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below. - -- Each derived class follows exactly the same process, using the same events and following the same state transitions, - -- but will have **different implementation behaviour** upon each event or state transition. - -- - -- ### ACT_ACCOUNT States - -- - -- * **Asigned**: The player is assigned. - -- * **Waiting**: Waiting for an event. - -- * **Report**: Reporting. - -- * **Account**: Account for an event. - -- * **Accounted**: All events have been accounted for, end of the process. - -- * **Failed**: Failed the process. - -- - -- ### ACT_ACCOUNT Events - -- - -- * **Start**: Start the process. - -- * **Wait**: Wait for an event. - -- * **Report**: Report the status of the accounting. - -- * **Event**: An event happened, process the event. - -- * **More**: More targets. - -- * **NoMore (*)**: No more targets. - -- * **Fail (*)**: The action process has failed. - -- - -- (*) End states of the process. - -- - -- ### ACT_ACCOUNT state transition methods: - -- - -- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state. - -- There are 2 moments when state transition methods will be called by the state machine: - -- - -- * **Before** the state transition. - -- The state transition method needs to start with the name **OnBefore + the name of the state**. - -- If the state transition method returns false, then the processing of the state transition will not be done! - -- If you want to change the behaviour of the AIControllable at this event, return false, - -- but then you'll need to specify your own logic using the AIControllable! - -- - -- * **After** the state transition. - -- The state transition method needs to start with the name **OnAfter + the name of the state**. - -- These state transition methods need to provide a return value, which is specified at the function description. - -- - -- @type ACT_ACCOUNT - -- @field Core.Set#SET_UNIT TargetSetUnit - -- @extends Core.Fsm#FSM_PROCESS - ACT_ACCOUNT = { - ClassName = "ACT_ACCOUNT", - TargetSetUnit = nil, - } - - --- Creates a new DESTROY process. - -- @param #ACT_ACCOUNT self - -- @return #ACT_ACCOUNT - function ACT_ACCOUNT:New() - - -- Inherits from BASE - local self = BASE:Inherit( self, FSM_PROCESS:New() ) -- Core.Fsm#FSM_PROCESS - - self:AddTransition( "Assigned", "Start", "Waiting" ) - self:AddTransition( "*", "Wait", "Waiting" ) - self:AddTransition( "*", "Report", "Report" ) - self:AddTransition( "*", "Event", "Account" ) - self:AddTransition( "Account", "Player", "AccountForPlayer" ) - self:AddTransition( "Account", "Other", "AccountForOther" ) - self:AddTransition( { "Account", "AccountForPlayer", "AccountForOther" }, "More", "Wait" ) - self:AddTransition( { "Account", "AccountForPlayer", "AccountForOther" }, "NoMore", "Accounted" ) - self:AddTransition( "*", "Fail", "Failed" ) - - self:AddEndState( "Failed" ) - - self:SetStartState( "Assigned" ) - - return self - end - - --- Process Events - - --- StateMachine callback function - -- @param #ACT_ACCOUNT self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @param #string Event - -- @param #string From - -- @param #string To - function ACT_ACCOUNT:onafterStart( ProcessUnit, From, Event, To ) - - self:HandleEvent( EVENTS.Dead, self.onfuncEventDead ) - self:HandleEvent( EVENTS.Crash, self.onfuncEventCrash ) - self:HandleEvent( EVENTS.Hit ) - - self:__Wait( 1 ) - end - - - --- StateMachine callback function - -- @param #ACT_ACCOUNT self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @param #string Event - -- @param #string From - -- @param #string To - function ACT_ACCOUNT:onenterWaiting( ProcessUnit, From, Event, To ) - - if self.DisplayCount >= self.DisplayInterval then - self:Report() - self.DisplayCount = 1 - else - self.DisplayCount = self.DisplayCount + 1 - end - - return true -- Process always the event. - end - - --- StateMachine callback function - -- @param #ACT_ACCOUNT self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @param #string Event - -- @param #string From - -- @param #string To - function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To, Event ) - - self:__NoMore( 1 ) - end - -end -- ACT_ACCOUNT - -do -- ACT_ACCOUNT_DEADS - - --- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.Fsm.Account#ACT_ACCOUNT} - -- - -- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units. - -- The process is given a @{Set} of units that will be tracked upon successful destruction. - -- The process will end after each target has been successfully destroyed. - -- Each successful dead will trigger an Account state transition that can be scored, modified or administered. - -- - -- - -- ## ACT_ACCOUNT_DEADS constructor: - -- - -- * @{#ACT_ACCOUNT_DEADS.New}(): Creates a new ACT_ACCOUNT_DEADS object. - -- - -- @type ACT_ACCOUNT_DEADS - -- @field Core.Set#SET_UNIT TargetSetUnit - -- @extends #ACT_ACCOUNT - ACT_ACCOUNT_DEADS = { - ClassName = "ACT_ACCOUNT_DEADS", - } - - - --- Creates a new DESTROY process. - -- @param #ACT_ACCOUNT_DEADS self - -- @param Core.Set#SET_UNIT TargetSetUnit - -- @param #string TaskName - function ACT_ACCOUNT_DEADS:New() - -- Inherits from BASE - local self = BASE:Inherit( self, ACT_ACCOUNT:New() ) -- #ACT_ACCOUNT_DEADS - - self.DisplayInterval = 30 - self.DisplayCount = 30 - self.DisplayMessage = true - self.DisplayTime = 10 -- 10 seconds is the default - self.DisplayCategory = "HQ" -- Targets is the default display category - - return self - end - - function ACT_ACCOUNT_DEADS:Init( FsmAccount ) - - self.Task = self:GetTask() - self.TaskName = self.Task:GetName() - end - - --- Process Events - - --- StateMachine callback function - -- @param #ACT_ACCOUNT_DEADS self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @param #string Event - -- @param #string From - -- @param #string To - function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, Task, From, Event, To ) - - local MessageText = "Your group with assigned " .. self.TaskName .. " task has " .. Task.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed." - self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information ) - end - - - --- StateMachine callback function - -- @param #ACT_ACCOUNT_DEADS self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @param Tasking.Task#TASK Task - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Core.Event#EVENTDATA EventData - function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Task, From, Event, To, EventData ) - self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } ) - - if Task.TargetSetUnit:FindUnit( EventData.IniUnitName ) then - local PlayerName = ProcessUnit:GetPlayerName() - local PlayerHit = self.PlayerHits and self.PlayerHits[EventData.IniUnitName] - if PlayerHit == PlayerName then - self:Player( EventData ) - else - self:Other( EventData ) - end - end - end - - --- StateMachine callback function - -- @param #ACT_ACCOUNT_DEADS self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @param Tasking.Task#TASK Task - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Core.Event#EVENTDATA EventData - function ACT_ACCOUNT_DEADS:onenterAccountForPlayer( ProcessUnit, Task, From, Event, To, EventData ) - self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } ) - - local TaskGroup = ProcessUnit:GetGroup() - - Task.TargetSetUnit:Remove( EventData.IniUnitName ) - - local MessageText = "You have destroyed a target.\nYour group assigned with task " .. self.TaskName .. " has\n" .. Task.TargetSetUnit:Count() .. " targets ( " .. Task.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." - self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information ) - - local PlayerName = ProcessUnit:GetPlayerName() - Task:AddProgress( PlayerName, "Destroyed " .. EventData.IniTypeName, timer.getTime(), 1 ) - - if Task.TargetSetUnit:Count() > 0 then - self:__More( 1 ) - else - self:__NoMore( 1 ) - end - end - - --- StateMachine callback function - -- @param #ACT_ACCOUNT_DEADS self - -- @param Wrapper.Unit#UNIT ProcessUnit - -- @param Tasking.Task#TASK Task - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Core.Event#EVENTDATA EventData - function ACT_ACCOUNT_DEADS:onenterAccountForOther( ProcessUnit, Task, From, Event, To, EventData ) - self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } ) - - local TaskGroup = ProcessUnit:GetGroup() - Task.TargetSetUnit:Remove( EventData.IniUnitName ) - - local MessageText = "One of the task targets has been destroyed.\nYour group assigned with task " .. self.TaskName .. " has\n" .. Task.TargetSetUnit:Count() .. " targets ( " .. Task.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." - self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information ) - - if Task.TargetSetUnit:Count() > 0 then - self:__More( 1 ) - else - self:__NoMore( 1 ) - end - end - - - --- DCS Events - - --- @param #ACT_ACCOUNT_DEADS self - -- @param Core.Event#EVENTDATA EventData - function ACT_ACCOUNT_DEADS:OnEventHit( EventData ) - self:T( { "EventDead", EventData } ) - - if EventData.IniPlayerName and EventData.TgtDCSUnitName then - self.PlayerHits = self.PlayerHits or {} - self.PlayerHits[EventData.TgtDCSUnitName] = EventData.IniPlayerName - end - end - - --- @param #ACT_ACCOUNT_DEADS self - -- @param Core.Event#EVENTDATA EventData - function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData ) - self:T( { "EventDead", EventData } ) - - if EventData.IniDCSUnit then - self:Event( EventData ) - end - end - - --- DCS Events - - --- @param #ACT_ACCOUNT_DEADS self - -- @param Core.Event#EVENTDATA EventData - function ACT_ACCOUNT_DEADS:onfuncEventCrash( EventData ) - self:T( { "EventDead", EventData } ) - - if EventData.IniDCSUnit then - self:Event( EventData ) - end - end - -end -- ACT_ACCOUNT DEADS ---- (SP) (MP) (FSM) Route AI or players through waypoints or to zones. --- --- ## ACT_ASSIST state machine: --- --- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur. --- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below. --- Each derived class follows exactly the same process, using the same events and following the same state transitions, --- but will have **different implementation behaviour** upon each event or state transition. --- --- ### ACT_ASSIST **Events**: --- --- These are the events defined in this class: --- --- * **Start**: The process is started. --- * **Next**: The process is smoking the targets in the given zone. --- --- ### ACT_ASSIST **Event methods**: --- --- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process. --- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine: --- --- * **Immediate**: The event method has exactly the name of the event. --- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed. --- --- ### ACT_ASSIST **States**: --- --- * **None**: The controllable did not receive route commands. --- * **AwaitSmoke (*)**: The process is awaiting to smoke the targets in the zone. --- * **Smoking (*)**: The process is smoking the targets in the zone. --- * **Failed (*)**: The process has failed. --- --- (*) End states of the process. --- --- ### ACT_ASSIST state transition methods: --- --- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state. --- There are 2 moments when state transition methods will be called by the state machine: --- --- * **Before** the state transition. --- The state transition method needs to start with the name **OnBefore + the name of the state**. --- If the state transition method returns false, then the processing of the state transition will not be done! --- If you want to change the behaviour of the AIControllable at this event, return false, --- but then you'll need to specify your own logic using the AIControllable! --- --- * **After** the state transition. --- The state transition method needs to start with the name **OnAfter + the name of the state**. --- These state transition methods need to provide a return value, which is specified at the function description. --- --- === --- --- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Core.Fsm.Route#ACT_ASSIST} --- --- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Zone}. --- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour. --- At random intervals, a new target is smoked. --- --- # 1.1) ACT_ASSIST_SMOKE_TARGETS_ZONE constructor: --- --- * @{#ACT_ASSIST_SMOKE_TARGETS_ZONE.New}(): Creates a new ACT_ASSIST_SMOKE_TARGETS_ZONE object. --- --- === --- --- @module Actions.Assist --- @image MOOSE.JPG - - -do -- ACT_ASSIST - - --- ACT_ASSIST class - -- @type ACT_ASSIST - -- @extends Core.Fsm#FSM_PROCESS - ACT_ASSIST = { - ClassName = "ACT_ASSIST", - } - - --- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator. - -- @param #ACT_ASSIST self - -- @return #ACT_ASSIST - function ACT_ASSIST:New() - - -- Inherits from BASE - local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ASSIST" ) ) -- Core.Fsm#FSM_PROCESS - - self:AddTransition( "None", "Start", "AwaitSmoke" ) - self:AddTransition( "AwaitSmoke", "Next", "Smoking" ) - self:AddTransition( "Smoking", "Next", "AwaitSmoke" ) - self:AddTransition( "*", "Stop", "Success" ) - self:AddTransition( "*", "Fail", "Failed" ) - - self:AddEndState( "Failed" ) - self:AddEndState( "Success" ) - - self:SetStartState( "None" ) - - return self - end - - --- Task Events - - --- StateMachine callback function - -- @param #ACT_ASSIST self - -- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit - -- @param #string Event - -- @param #string From - -- @param #string To - function ACT_ASSIST:onafterStart( ProcessUnit, From, Event, To ) - - local ProcessGroup = ProcessUnit:GetGroup() - local MissionMenu = self:GetMission():GetMenu( ProcessGroup ) - - local function MenuSmoke( MenuParam ) - local self = MenuParam.self - local SmokeColor = MenuParam.SmokeColor - self.SmokeColor = SmokeColor - self:__Next( 1 ) - end - - self.Menu = MENU_GROUP:New( ProcessGroup, "Target acquisition", MissionMenu ) - self.MenuSmokeBlue = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop blue smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Blue } ) - self.MenuSmokeGreen = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop green smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Green } ) - self.MenuSmokeOrange = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Orange smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Orange } ) - self.MenuSmokeRed = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Red smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Red } ) - self.MenuSmokeWhite = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop White smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.White } ) - end - - --- StateMachine callback function - -- @param #ACT_ASSIST self - -- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit - -- @param #string Event - -- @param #string From - -- @param #string To - function ACT_ASSIST:onafterStop( ProcessUnit, From, Event, To ) - - self.Menu:Remove() -- When stopped, remove the menus - end - -end - -do -- ACT_ASSIST_SMOKE_TARGETS_ZONE - - --- ACT_ASSIST_SMOKE_TARGETS_ZONE class - -- @type ACT_ASSIST_SMOKE_TARGETS_ZONE - -- @field Core.Set#SET_UNIT TargetSetUnit - -- @field Core.Zone#ZONE_BASE TargetZone - -- @extends #ACT_ASSIST - ACT_ASSIST_SMOKE_TARGETS_ZONE = { - ClassName = "ACT_ASSIST_SMOKE_TARGETS_ZONE", - } - --- function ACT_ASSIST_SMOKE_TARGETS_ZONE:_Destructor() --- self:E("_Destructor") --- --- self.Menu:Remove() --- self:EventRemoveAll() --- end - - --- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator. - -- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self - -- @param Core.Set#SET_UNIT TargetSetUnit - -- @param Core.Zone#ZONE_BASE TargetZone - function ACT_ASSIST_SMOKE_TARGETS_ZONE:New( TargetSetUnit, TargetZone ) - local self = BASE:Inherit( self, ACT_ASSIST:New() ) -- #ACT_ASSIST - - self.TargetSetUnit = TargetSetUnit - self.TargetZone = TargetZone - - return self - end - - function ACT_ASSIST_SMOKE_TARGETS_ZONE:Init( FsmSmoke ) - - self.TargetSetUnit = FsmSmoke.TargetSetUnit - self.TargetZone = FsmSmoke.TargetZone - end - - --- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator. - -- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self - -- @param Core.Set#SET_UNIT TargetSetUnit - -- @param Core.Zone#ZONE_BASE TargetZone - -- @return #ACT_ASSIST_SMOKE_TARGETS_ZONE self - function ACT_ASSIST_SMOKE_TARGETS_ZONE:Init( TargetSetUnit, TargetZone ) - - self.TargetSetUnit = TargetSetUnit - self.TargetZone = TargetZone - - return self - end - - --- StateMachine callback function - -- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self - -- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit - -- @param #string Event - -- @param #string From - -- @param #string To - function ACT_ASSIST_SMOKE_TARGETS_ZONE:onenterSmoking( ProcessUnit, From, Event, To ) - - self.TargetSetUnit:ForEachUnit( - --- @param Wrapper.Unit#UNIT SmokeUnit - function( SmokeUnit ) - if math.random( 1, ( 100 * self.TargetSetUnit:Count() ) / 4 ) <= 100 then - SCHEDULER:New( self, - function() - if SmokeUnit:IsAlive() then - SmokeUnit:Smoke( self.SmokeColor, 150 ) - end - end, {}, math.random( 10, 60 ) - ) - end - end - ) - - end - -end--- **Tasking** -- A command center governs multiple missions, and takes care of the reporting and communications. --- --- **Features:** --- --- * Govern multiple missions. --- * Communicate to coalitions, groups. --- * Assign tasks. --- * Manage the menus. --- * Manage reference zones. --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Tasking.CommandCenter --- @image Task_Command_Center.JPG - - ---- The COMMANDCENTER class --- @type COMMANDCENTER --- @field Wrapper.Group#GROUP HQ --- @field DCS#coalition CommandCenterCoalition --- @list Missions --- @extends Core.Base#BASE - - ---- Governs multiple missions, the tasking and the reporting. --- --- Command centers govern missions, communicates the task assignments between human players of the coalition, and manages the menu flow. --- It can assign a random task to a player when requested. --- The commandcenter provides the facilitites to communicate between human players online, executing a task. --- --- ## 1. Create a command center object. --- --- * @{#COMMANDCENTER.New}(): Creates a new COMMANDCENTER object. --- --- ## 2. Command center mission management. --- --- Command centers manage missions. These can be added, removed and provides means to retrieve missions. --- These methods are heavily used by the task dispatcher classes. --- --- * @{#COMMANDCENTER.AddMission}(): Adds a mission to the commandcenter control. --- * @{#COMMANDCENTER.RemoveMission}(): Removes a mission to the commandcenter control. --- * @{#COMMANDCENTER.GetMissions}(): Retrieves the missions table controlled by the commandcenter. --- --- ## 3. Communication management between players. --- --- Command center provide means of communication between players. --- Because a command center is a central object governing multiple missions, --- there are several levels at which communication needs to be done. --- Within MOOSE, communication is facilitated using the message system within the DCS simulator. --- --- Messages can be sent between players at various levels: --- --- - On a global level, to all players. --- - On a coalition level, only to the players belonging to the same coalition. --- - On a group level, to the players belonging to the same group. --- --- Messages can be sent to **all players** by the command center using the method @{Tasking.CommandCenter#COMMANDCENTER.MessageToAll}(). --- --- To send messages to **the coalition of the command center**, there are two methods available: --- --- - Use the method @{Tasking.CommandCenter#COMMANDCENTER.MessageToCoalition}() to send a specific message to the coalition, with a given message display duration. --- - You can send a specific type of message using the method @{Tasking.CommandCenter#COMMANDCENTER.MessageTypeToCoalition}(). --- This will send a message of a specific type to the coalition, and as a result its display duration will be flexible according the message display time selection by the human player. --- --- To send messages **to the group** of human players, there are also two methods available: --- --- - Use the method @{Tasking.CommandCenter#COMMANDCENTER.MessageToGroup}() to send a specific message to a group, with a given message display duration. --- - You can send a specific type of message using the method @{Tasking.CommandCenter#COMMANDCENTER.MessageTypeToGroup}(). --- This will send a message of a specific type to the group, and as a result its display duration will be flexible according the message display time selection by the human player . --- --- Messages are considered to be sometimes disturbing for human players, therefore, the settings menu provides the means to activate or deactivate messages. --- For more information on the message types and display timings that can be selected and configured using the menu, refer to the @{Core.Settings} menu description. --- --- ## 4. Command center detailed methods. --- --- Various methods are added to manage command centers. --- --- ### 4.1. Naming and description. --- --- There are 3 methods that can be used to retrieve the description of a command center: --- --- - Use the method @{Tasking.CommandCenter#COMMANDCENTER.GetName}() to retrieve the name of the command center. --- This is the name given as part of the @{Tasking.CommandCenter#COMMANDCENTER.New}() constructor. --- The returned name using this method, is not to be used for message communication. --- --- A textual description can be retrieved that provides the command center name to be used within message communication: --- --- - @{Tasking.CommandCenter#COMMANDCENTER.GetShortText}() returns the command center name as `CC [CommandCenterName]`. --- - @{Tasking.CommandCenter#COMMANDCENTER.GetText}() returns the command center name as `Command Center [CommandCenterName]`. --- --- ### 4.2. The coalition of the command center. --- --- The method @{Tasking.CommandCenter#COMMANDCENTER.GetCoalition}() returns the coalition of the command center. --- The return value is an enumeration of the type @{DCS#coalition.side}, which contains the RED, BLUE and NEUTRAL coalition. --- --- ### 4.3. The command center is a real object. --- --- The command center must be represented by a live object within the DCS simulator. As a result, the command center --- can be a @{Wrapper.Unit}, a @{Wrapper.Group}, an @{Wrapper.Airbase} or a @{Wrapper.Static} object. --- --- Using the method @{Tasking.CommandCenter#COMMANDCENTER.GetPositionable}() you retrieve the polymorphic positionable object representing --- the command center, but just be aware that you should be able to use the representable object derivation methods. --- --- ### 5. Command center reports. --- --- Because a command center giverns multiple missions, there are several reports available that are generated by command centers. --- These reports are generated using the following methods: --- --- - @{Tasking.CommandCenter#COMMANDCENTER.ReportSummary}(): Creates a summary report of all missions governed by the command center. --- - @{Tasking.CommandCenter#COMMANDCENTER.ReportDetails}(): Creates a detailed report of all missions governed by the command center. --- - @{Tasking.CommandCenter#COMMANDCENTER.ReportMissionPlayers}(): Creates a report listing the players active at the missions governed by the command center. --- --- ## 6. Reference Zones. --- --- Command Centers may be aware of certain Reference Zones within the battleground. These Reference Zones can refer to --- known areas, recognizable buildings or sites, or any other point of interest. --- Command Centers will use these Reference Zones to help pilots with defining coordinates in terms of navigation --- during the WWII era. --- The Reference Zones are related to the WWII mode that the Command Center will operate in. --- Use the method @{#COMMANDCENTER.SetModeWWII}() to set the mode of communication to the WWII mode. --- --- In WWII mode, the Command Center will receive detected targets, and will select for each target the closest --- nearby Reference Zone. This allows pilots to navigate easier through the battle field readying for combat. --- --- The Reference Zones need to be set by the Mission Designer in the Mission Editor. --- Reference Zones are set by normal trigger zones. One can color the zones in a specific color, --- and the radius of the zones doesn't matter, only the point is important. Place the center of these Reference Zones at --- specific scenery objects or points of interest (like cities, rivers, hills, crossing etc). --- The trigger zones indicating a Reference Zone need to follow a specific syntax. --- The name of each trigger zone expressing a Reference Zone need to start with a classification name of the object, --- followed by a #, followed by a symbolic name of the Reference Zone. --- A few examples: --- --- * A church at Tskinvali would be indicated as: *Church#Tskinvali* --- * A train station near Kobuleti would be indicated as: *Station#Kobuleti* --- --- The COMMANDCENTER class contains a method to indicate which trigger zones need to be used as Reference Zones. --- This is done by using the method @{#COMMANDCENTER.SetReferenceZones}(). --- For the moment, only one Reference Zone class can be specified, but in the future, more classes will become possible. --- --- @field #COMMANDCENTER -COMMANDCENTER = { - ClassName = "COMMANDCENTER", - CommandCenterName = "", - CommandCenterCoalition = nil, - CommandCenterPositionable = nil, - Name = "", - ReferencePoints = {}, - ReferenceNames = {}, - CommunicationMode = "80", -} - ---- The constructor takes an IDENTIFIABLE as the HQ command center. --- @param #COMMANDCENTER self --- @param Wrapper.Positionable#POSITIONABLE CommandCenterPositionable --- @param #string CommandCenterName --- @return #COMMANDCENTER -function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName ) - - local self = BASE:Inherit( self, BASE:New() ) -- #COMMANDCENTER - - self.CommandCenterPositionable = CommandCenterPositionable - self.CommandCenterName = CommandCenterName or CommandCenterPositionable:GetName() - self.CommandCenterCoalition = CommandCenterPositionable:GetCoalition() - - self.AutoAssignTasks = false - - self.Missions = {} - - self:HandleEvent( EVENTS.Birth, - --- @param #COMMANDCENTER self - -- @param Core.Event#EVENTDATA EventData - function( self, EventData ) - if EventData.IniObjectCategory == 1 then - local EventGroup = GROUP:Find( EventData.IniDCSGroup ) - self:E( { CommandCenter = self:GetName(), EventGroup = EventGroup:GetName(), HasGroup = self:HasGroup( EventGroup ), EventData = EventData } ) - if EventGroup and self:HasGroup( EventGroup ) then - local CommandCenterMenu = MENU_GROUP:New( EventGroup, self:GetText() ) - local MenuReporting = MENU_GROUP:New( EventGroup, "Missions Reports", CommandCenterMenu ) - local MenuMissionsSummary = MENU_GROUP_COMMAND:New( EventGroup, "Missions Status Report", MenuReporting, self.ReportMissionsStatus, self, EventGroup ) - local MenuMissionsDetails = MENU_GROUP_COMMAND:New( EventGroup, "Missions Players Report", MenuReporting, self.ReportMissionsPlayers, self, EventGroup ) - self:ReportSummary( EventGroup ) - local PlayerUnit = EventData.IniUnit - for MissionID, Mission in pairs( self:GetMissions() ) do - local Mission = Mission -- Tasking.Mission#MISSION - local PlayerGroup = EventData.IniGroup -- The GROUP object should be filled! - Mission:JoinUnit( PlayerUnit, PlayerGroup ) - end - self:SetMenu() - end - end - - end - ) - --- -- When a player enters a client or a unit, the CommandCenter will check for each Mission and each Task in the Mission if the player has things to do. --- -- For these elements, it will= --- -- - Set the correct menu. --- -- - Assign the PlayerUnit to the Task if required. --- -- - Send a message to the other players in the group that this player has joined. --- self:HandleEvent( EVENTS.PlayerEnterUnit, --- --- @param #COMMANDCENTER self --- -- @param Core.Event#EVENTDATA EventData --- function( self, EventData ) --- local PlayerUnit = EventData.IniUnit --- for MissionID, Mission in pairs( self:GetMissions() ) do --- local Mission = Mission -- Tasking.Mission#MISSION --- local PlayerGroup = EventData.IniGroup -- The GROUP object should be filled! --- Mission:JoinUnit( PlayerUnit, PlayerGroup ) --- end --- self:SetMenu() --- end --- ) - - -- Handle when a player leaves a slot and goes back to spectators ... - -- The PlayerUnit will be UnAssigned from the Task. - -- When there is no Unit left running the Task, the Task goes into Abort... - self:HandleEvent( EVENTS.MissionEnd, - --- @param #TASK self - -- @param Core.Event#EVENTDATA EventData - function( self, EventData ) - local PlayerUnit = EventData.IniUnit - for MissionID, Mission in pairs( self:GetMissions() ) do - local Mission = Mission -- Tasking.Mission#MISSION - Mission:Stop() - end - end - ) - - -- Handle when a player leaves a slot and goes back to spectators ... - -- The PlayerUnit will be UnAssigned from the Task. - -- When there is no Unit left running the Task, the Task goes into Abort... - self:HandleEvent( EVENTS.PlayerLeaveUnit, - --- @param #TASK self - -- @param Core.Event#EVENTDATA EventData - function( self, EventData ) - local PlayerUnit = EventData.IniUnit - for MissionID, Mission in pairs( self:GetMissions() ) do - local Mission = Mission -- Tasking.Mission#MISSION - if Mission:IsENGAGED() then - Mission:AbortUnit( PlayerUnit ) - end - end - end - ) - - -- Handle when a player crashes ... - -- The PlayerUnit will be UnAssigned from the Task. - -- When there is no Unit left running the Task, the Task goes into Abort... - self:HandleEvent( EVENTS.Crash, - --- @param #TASK self - -- @param Core.Event#EVENTDATA EventData - function( self, EventData ) - local PlayerUnit = EventData.IniUnit - for MissionID, Mission in pairs( self:GetMissions() ) do - local Mission = Mission -- Tasking.Mission#MISSION - if Mission:IsENGAGED() then - Mission:CrashUnit( PlayerUnit ) - end - end - end - ) - - self:SetMenu() - - _SETTINGS:SetSystemMenu( CommandCenterPositionable ) - - self:SetCommandMenu() - - return self -end - ---- Gets the name of the HQ command center. --- @param #COMMANDCENTER self --- @return #string -function COMMANDCENTER:GetName() - - return self.CommandCenterName -end - ---- Gets the text string of the HQ command center. --- @param #COMMANDCENTER self --- @return #string -function COMMANDCENTER:GetText() - - return "Command Center [" .. self.CommandCenterName .. "]" -end - ---- Gets the short text string of the HQ command center. --- @param #COMMANDCENTER self --- @return #string -function COMMANDCENTER:GetShortText() - - return "CC [" .. self.CommandCenterName .. "]" -end - - ---- Gets the coalition of the command center. --- @param #COMMANDCENTER self --- @return DCScoalition#coalition -function COMMANDCENTER:GetCoalition() - - return self.CommandCenterCoalition -end - - ---- Gets the POSITIONABLE of the HQ command center. --- @param #COMMANDCENTER self --- @return Wrapper.Positionable#POSITIONABLE -function COMMANDCENTER:GetPositionable() - return self.CommandCenterPositionable -end - ---- Get the Missions governed by the HQ command center. --- @param #COMMANDCENTER self --- @return #list -function COMMANDCENTER:GetMissions() - - return self.Missions or {} -end - ---- Add a MISSION to be governed by the HQ command center. --- @param #COMMANDCENTER self --- @param Tasking.Mission#MISSION Mission --- @return Tasking.Mission#MISSION -function COMMANDCENTER:AddMission( Mission ) - - self.Missions[Mission] = Mission - - return Mission -end - ---- Removes a MISSION to be governed by the HQ command center. --- The given Mission is not nilified. --- @param #COMMANDCENTER self --- @param Tasking.Mission#MISSION Mission --- @return Tasking.Mission#MISSION -function COMMANDCENTER:RemoveMission( Mission ) - - self.Missions[Mission] = nil - - return Mission -end - ---- Set special Reference Zones known by the Command Center to guide airborne pilots during WWII. --- --- These Reference Zones are normal trigger zones, with a special naming. --- The Reference Zones need to be set by the Mission Designer in the Mission Editor. --- Reference Zones are set by normal trigger zones. One can color the zones in a specific color, --- and the radius of the zones doesn't matter, only the center of the zone is important. Place the center of these Reference Zones at --- specific scenery objects or points of interest (like cities, rivers, hills, crossing etc). --- The trigger zones indicating a Reference Zone need to follow a specific syntax. --- The name of each trigger zone expressing a Reference Zone need to start with a classification name of the object, --- followed by a #, followed by a symbolic name of the Reference Zone. --- A few examples: --- --- * A church at Tskinvali would be indicated as: *Church#Tskinvali* --- * A train station near Kobuleti would be indicated as: *Station#Kobuleti* --- --- Taking the above example, this is how this method would be used: --- --- CC:SetReferenceZones( "Church" ) --- CC:SetReferenceZones( "Station" ) --- --- --- @param #COMMANDCENTER self --- @param #string ReferenceZonePrefix The name before the #-mark indicating the class of the Reference Zones. --- @return #COMMANDCENTER -function COMMANDCENTER:SetReferenceZones( ReferenceZonePrefix ) - local MatchPattern = "(.*)#(.*)" - self:F( { MatchPattern = MatchPattern } ) - for ReferenceZoneName in pairs( _DATABASE.ZONENAMES ) do - local ZoneName, ReferenceName = string.match( ReferenceZoneName, MatchPattern ) - self:F( { ZoneName = ZoneName, ReferenceName = ReferenceName } ) - if ZoneName and ReferenceName and ZoneName == ReferenceZonePrefix then - self.ReferencePoints[ReferenceZoneName] = ZONE:New( ReferenceZoneName ) - self.ReferenceNames[ReferenceZoneName] = ReferenceName - end - end - return self -end - ---- Set the commandcenter operations in WWII mode --- This will disable LL, MGRS, BRA, BULLS navigatin messages sent by the Command Center, --- and will be replaced by a navigation using Reference Zones. --- It will also disable the settings at the settings menu for these. --- @param #COMMANDCENTER self --- @return #COMMANDCENTER -function COMMANDCENTER:SetModeWWII() - self.CommunicationMode = "WWII" - return self -end - - ---- Returns if the commandcenter operations is in WWII mode --- @param #COMMANDCENTER self --- @return #boolean true if in WWII mode. -function COMMANDCENTER:IsModeWWII() - return self.CommunicationMode == "WWII" -end - - - - ---- Sets the menu structure of the Missions governed by the HQ command center. --- @param #COMMANDCENTER self -function COMMANDCENTER:SetMenu() - self:F2() - - local MenuTime = timer.getTime() - for MissionID, Mission in pairs( self:GetMissions() or {} ) do - local Mission = Mission -- Tasking.Mission#MISSION - Mission:SetMenu( MenuTime ) - end - - for MissionID, Mission in pairs( self:GetMissions() or {} ) do - Mission = Mission -- Tasking.Mission#MISSION - Mission:RemoveMenu( MenuTime ) - end - -end - ---- Gets the commandcenter menu structure governed by the HQ command center. --- @param #COMMANDCENTER self --- @param Wrapper.Group#Group TaskGroup Task Group. --- @return Core.Menu#MENU_COALITION -function COMMANDCENTER:GetMenu( TaskGroup ) - - local MenuTime = timer.getTime() - - self.CommandCenterMenus = self.CommandCenterMenus or {} - local CommandCenterMenu - - local CommandCenterText = self:GetText() - CommandCenterMenu = MENU_GROUP:New( TaskGroup, CommandCenterText ):SetTime(MenuTime) - self.CommandCenterMenus[TaskGroup] = CommandCenterMenu - - if self.AutoAssignTasks == false then - local AssignTaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Assign Task", CommandCenterMenu, self.AssignRandomTask, self, TaskGroup ):SetTime(MenuTime):SetTag("AutoTask") - end - CommandCenterMenu:Remove( MenuTime, "AutoTask" ) - - return self.CommandCenterMenus[TaskGroup] -end - - ---- Assigns a random task to a TaskGroup. --- @param #COMMANDCENTER self --- @return #COMMANDCENTER -function COMMANDCENTER:AssignRandomTask( TaskGroup ) - - local Tasks = {} - - for MissionID, Mission in pairs( self:GetMissions() ) do - local Mission = Mission -- Tasking.Mission#MISSION - local MissionTasks = Mission:GetGroupTasks( TaskGroup ) - for MissionTaskName, MissionTask in pairs( MissionTasks or {} ) do - Tasks[#Tasks+1] = MissionTask - end - end - - local Task = Tasks[ math.random( 1, #Tasks ) ] -- Tasking.Task#TASK - - Task:SetAssignMethod( ACT_ASSIGN_MENU_ACCEPT:New( Task.TaskBriefing ) ) - - Task:AssignToGroup( TaskGroup ) - -end - - ---- Sets the menu of the command center. --- This command is called within the :New() method. --- @param #COMMANDCENTER self -function COMMANDCENTER:SetCommandMenu() - - local MenuTime = timer.getTime() - - if self.CommandCenterPositionable and self.CommandCenterPositionable:IsInstanceOf(GROUP) then - local CommandCenterText = self:GetText() - local CommandCenterMenu = MENU_GROUP:New( self.CommandCenterPositionable, CommandCenterText ):SetTime(MenuTime) - - if self.AutoAssignTasks == false then - local AutoAssignTaskMenu = MENU_GROUP_COMMAND:New( self.CommandCenterPositionable, "Assign Task On", CommandCenterMenu, self.SetAutoAssignTasks, self, true ):SetTime(MenuTime):SetTag("AutoTask") - else - local AutoAssignTaskMenu = MENU_GROUP_COMMAND:New( self.CommandCenterPositionable, "Assign Task Off", CommandCenterMenu, self.SetAutoAssignTasks, self, false ):SetTime(MenuTime):SetTag("AutoTask") - end - CommandCenterMenu:Remove( MenuTime, "AutoTask" ) - end - -end - - - ---- Automatically assigns tasks to all TaskGroups. --- @param #COMMANDCENTER self --- @param #boolean AutoAssign true for ON and false or nil for OFF. -function COMMANDCENTER:SetAutoAssignTasks( AutoAssign ) - - self.AutoAssignTasks = AutoAssign or false - - local GroupSet = self:AddGroups() - - for GroupID, TaskGroup in pairs( GroupSet:GetSet() ) do - local TaskGroup = TaskGroup -- Wrapper.Group#GROUP - self:GetMenu( TaskGroup ) - end - - if self.AutoAssignTasks == true then - self:ScheduleRepeat( 10, 30, 0, nil, self.AssignTasks, self ) - else - self:ScheduleStop( self.AssignTasks ) - end - - self:SetCommandCenterMenu() - -end - - ---- Automatically assigns tasks to all TaskGroups. --- @param #COMMANDCENTER self -function COMMANDCENTER:AssignTasks() - - local GroupSet = self:AddGroups() - - for GroupID, TaskGroup in pairs( GroupSet:GetSet() ) do - local TaskGroup = TaskGroup -- Wrapper.Group#GROUP - - if self:IsGroupAssigned( TaskGroup ) then - else - -- Only groups with planes or helicopters will receive automatic tasks. - -- TODO Workaround DCS-BUG-3 - https://github.com/FlightControl-Master/MOOSE/issues/696 - if TaskGroup:IsAir() then - self:AssignRandomTask( TaskGroup ) - end - end - end - -end - - ---- Get all the Groups active within the command center. --- @param #COMMANDCENTER self --- @return Core.Set#SET_GROUP The set of groups active within the command center. -function COMMANDCENTER:AddGroups() - - local GroupSet = SET_GROUP:New() - - for MissionID, Mission in pairs( self.Missions ) do - local Mission = Mission -- Tasking.Mission#MISSION - GroupSet = Mission:AddGroups( GroupSet ) - end - - return GroupSet -end - - ---- Checks of the TaskGroup has a Task. --- @param #COMMANDCENTER self --- @return #boolean When true, the TaskGroup has a Task, otherwise the returned value will be false. -function COMMANDCENTER:IsGroupAssigned( TaskGroup ) - - local Assigned = false - - for MissionID, Mission in pairs( self.Missions ) do - local Mission = Mission -- Tasking.Mission#MISSION - if Mission:IsGroupAssigned( TaskGroup ) then - Assigned = true - break - end - end - - return Assigned -end - - ---- Checks of the command center has the given MissionGroup. --- @param #COMMANDCENTER self --- @param Wrapper.Group#GROUP MissionGroup The group active within one of the missions governed by the command center. --- @return #boolean -function COMMANDCENTER:HasGroup( MissionGroup ) - - local Has = false - - for MissionID, Mission in pairs( self.Missions ) do - local Mission = Mission -- Tasking.Mission#MISSION - if Mission:HasGroup( MissionGroup ) then - Has = true - break - end - end - - return Has -end - ---- Let the command center send a Message to all players. --- @param #COMMANDCENTER self --- @param #string Message The message text. -function COMMANDCENTER:MessageToAll( Message ) - - self:GetPositionable():MessageToAll( Message, 20, self:GetName() ) - -end - ---- Let the command center send a message to the MessageGroup. --- @param #COMMANDCENTER self --- @param #string Message The message text. --- @param Wrapper.Group#GROUP MessageGroup The group to receive the message. -function COMMANDCENTER:MessageToGroup( Message, MessageGroup ) - - self:GetPositionable():MessageToGroup( Message, 15, MessageGroup, self:GetShortText() ) - -end - ---- Let the command center send a message to the MessageGroup. --- @param #COMMANDCENTER self --- @param #string Message The message text. --- @param Wrapper.Group#GROUP MessageGroup The group to receive the message. --- @param Core.Message#MESSAGE.MessageType MessageType The type of the message, resulting in automatic time duration and prefix of the message. -function COMMANDCENTER:MessageTypeToGroup( Message, MessageGroup, MessageType ) - - self:GetPositionable():MessageTypeToGroup( Message, MessageType, MessageGroup, self:GetShortText() ) - -end - ---- Let the command center send a message to the coalition of the command center. --- @param #COMMANDCENTER self --- @param #string Message The message text. -function COMMANDCENTER:MessageToCoalition( Message ) - - local CCCoalition = self:GetPositionable():GetCoalition() - --TODO: Fix coalition bug! - - self:GetPositionable():MessageToCoalition( Message, 15, CCCoalition, self:GetShortText() ) - -end - - ---- Let the command center send a message of a specified type to the coalition of the command center. --- @param #COMMANDCENTER self --- @param #string Message The message text. --- @param Core.Message#MESSAGE.MessageType MessageType The type of the message, resulting in automatic time duration and prefix of the message. -function COMMANDCENTER:MessageTypeToCoalition( Message, MessageType ) - - local CCCoalition = self:GetPositionable():GetCoalition() - --TODO: Fix coalition bug! - - self:GetPositionable():MessageTypeToCoalition( Message, MessageType, CCCoalition, self:GetShortText() ) - -end - - ---- Let the command center send a report of the status of all missions to a group. --- Each Mission is listed, with an indication how many Tasks are still to be completed. --- @param #COMMANDCENTER self --- @param Wrapper.Group#GROUP ReportGroup The group to receive the report. -function COMMANDCENTER:ReportSummary( ReportGroup ) - self:F( ReportGroup ) - - local Report = REPORT:New() - - -- List the name of the mission. - local Name = self:GetName() - Report:Add( string.format( '%s - Report Summary Missions', Name ) ) - - for MissionID, Mission in pairs( self.Missions ) do - local Mission = Mission -- Tasking.Mission#MISSION - Report:Add( " - " .. Mission:ReportSummary( ReportGroup ) ) - end - - self:MessageToGroup( Report:Text(), ReportGroup ) -end - ---- Let the command center send a report of the players of all missions to a group. --- Each Mission is listed, with an indication how many Tasks are still to be completed. --- @param #COMMANDCENTER self --- @param Wrapper.Group#GROUP ReportGroup The group to receive the report. -function COMMANDCENTER:ReportMissionsPlayers( ReportGroup ) - self:F( ReportGroup ) - - local Report = REPORT:New() - - Report:Add( "Players active in all missions." ) - - for MissionID, MissionData in pairs( self.Missions ) do - local Mission = MissionData -- Tasking.Mission#MISSION - Report:Add( " - " .. Mission:ReportPlayersPerTask(ReportGroup) ) - end - - self:MessageToGroup( Report:Text(), ReportGroup ) -end - ---- Let the command center send a report of the status of a task to a group. --- Report the details of a Mission, listing the Mission, and all the Task details. --- @param #COMMANDCENTER self --- @param Wrapper.Group#GROUP ReportGroup The group to receive the report. --- @param Tasking.Task#TASK Task The task to be reported. -function COMMANDCENTER:ReportDetails( ReportGroup, Task ) - self:F( ReportGroup ) - - local Report = REPORT:New() - - for MissionID, Mission in pairs( self.Missions ) do - local Mission = Mission -- Tasking.Mission#MISSION - Report:Add( " - " .. Mission:ReportDetails() ) - end - - self:MessageToGroup( Report:Text(), ReportGroup ) -end - ---- **Tasking** -- A mission models a goal to be achieved through the execution and completion of tasks by human players. --- --- **Features:** --- --- * A mission has a goal to be achieved, through the execution and completion of tasks of different categories by human players. --- * A mission manages these tasks. --- * A mission has a state, that indicates the fase of the mission. --- * A mission has a menu structure, that facilitates mission reports and tasking menus. --- * A mission can assign a task to a player. --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Tasking.Mission --- @image Task_Mission.JPG - ---- @type MISSION --- @field #MISSION.Clients _Clients --- @field Core.Menu#MENU_COALITION MissionMenu --- @field #string MissionBriefing --- @extends Core.Fsm#FSM - ---- Models goals to be achieved and can contain multiple tasks to be executed to achieve the goals. --- --- A mission contains multiple tasks and can be of different task types. --- These tasks need to be assigned to human players to be executed. --- --- A mission can have multiple states, which will evolve as the mission progresses during the DCS simulation. --- --- - **IDLE**: The mission is defined, but not started yet. No task has yet been joined by a human player as part of the mission. --- - **ENGAGED**: The mission is ongoing, players have joined tasks to be executed. --- - **COMPLETED**: The goals of the mission has been successfully reached, and the mission is flagged as completed. --- - **FAILED**: For a certain reason, the goals of the mission has not been reached, and the mission is flagged as failed. --- - **HOLD**: The mission was enaged, but for some reason it has been put on hold. --- --- Note that a mission goals need to be checked by a goal check trigger: @{#MISSION.OnBeforeMissionGoals}(), which may return false if the goal has not been reached. --- This goal is checked automatically by the mission object every x seconds. --- --- - @{#MISSION.Start}() or @{#MISSION.__Start}() will start the mission, and will bring it from **IDLE** state to **ENGAGED** state. --- - @{#MISSION.Stop}() or @{#MISSION.__Stop}() will stop the mission, and will bring it from **ENGAGED** state to **IDLE** state. --- - @{#MISSION.Complete}() or @{#MISSION.__Complete}() will complete the mission, and will bring the mission state to **COMPLETED**. --- Note that the mission must be in state **ENGAGED** to be able to complete the mission. --- - @{#MISSION.Fail}() or @{#MISSION.__Fail}() will fail the mission, and will bring the mission state to **FAILED**. --- Note that the mission must be in state **ENGAGED** to be able to fail the mission. --- - @{#MISSION.Hold}() or @{#MISSION.__Hold}() will hold the mission, and will bring the mission state to **HOLD**. --- Note that the mission must be in state **ENGAGED** to be able to hold the mission. --- Re-engage the mission using the engage trigger. --- --- The following sections provide an overview of the most important methods that can be used as part of a mission object. --- Note that the @{Tasking.CommandCenter} system is using most of these methods to manage the missions in its system. --- --- ## 1. Create a mission object. --- --- - @{#MISSION.New}(): Creates a new MISSION object. --- --- ## 2. Mission task management. --- --- Missions maintain tasks, which can be added or removed, or enquired. --- --- - @{#MISSION.AddTask}(): Adds a task to the mission. --- - @{#MISSION.RemoveTask}(): Removes a task from the mission. --- --- ## 3. Mission detailed methods. --- --- Various methods are added to manage missions. --- --- ### 3.1. Naming and description. --- --- There are several methods that can be used to retrieve the properties of a mission: --- --- - Use the method @{#MISSION.GetName}() to retrieve the name of the mission. --- This is the name given as part of the @{#MISSION.New}() constructor. --- --- A textual description can be retrieved that provides the mission name to be used within message communication: --- --- - @{#MISSION.GetShortText}() returns the mission name as `Mission "MissionName"`. --- - @{#MISSION.GetText}() returns the mission name as `Mission "MissionName (MissionPriority)"`. A longer version including the priority text of the mission. --- --- ### 3.2. Get task information. --- --- - @{#MISSION.GetTasks}(): Retrieves a list of the tasks controlled by the mission. --- - @{#MISSION.GetTask}(): Retrieves a specific task controlled by the mission. --- - @{#MISSION.GetTasksRemaining}(): Retrieve a list of the tasks that aren't finished or failed, and are governed by the mission. --- - @{#MISSION.GetGroupTasks}(): Retrieve a list of the tasks that can be asigned to a @{Wrapper.Group}. --- - @{#MISSION.GetTaskTypes}(): Retrieve a list of the different task types governed by the mission. --- --- ### 3.3. Get the command center. --- --- - @{#MISSION.GetCommandCenter}(): Retrieves the @{Tasking.CommandCenter} governing the mission. --- --- ### 3.4. Get the groups active in the mission as a @{Core.Set}. --- --- - @{#MISSION.GetGroups}(): Retrieves a @{Core.Set#SET_GROUP} of all the groups active in the mission (as part of the tasks). --- --- ### 3.5. Get the names of the players. --- --- - @{#MISSION.GetPlayerNames}(): Retrieves the list of the players that were active within th mission.. --- --- ## 4. Menu management. --- --- A mission object is able to manage its own menu structure. Use the @{#MISSION.GetMenu}() and @{#MISSION.SetMenu}() to manage the underlying submenu --- structure managing the tasks of the mission. --- --- ## 5. Reporting management. --- --- Several reports can be generated for a mission, and will return a text string that can be used to display using the @{Core.Message} system. --- --- - @{#MISSION.ReportBriefing}(): Generates the briefing for the mission. --- - @{#MISSION.ReportOverview}(): Generates an overview of the tasks and status of the mission. --- - @{#MISSION.ReportDetails}(): Generates a detailed report of the tasks of the mission. --- - @{#MISSION.ReportSummary}(): Generates a summary report of the tasks of the mission. --- - @{#MISSION.ReportPlayersPerTask}(): Generates a report showing the active players per task. --- - @{#MISSION.ReportPlayersProgress}(): Generates a report showing the task progress per player. --- --- --- @field #MISSION -MISSION = { - ClassName = "MISSION", - Name = "", - MissionStatus = "PENDING", - AssignedGroups = {}, -} - ---- This is the main MISSION declaration method. Each Mission is like the master or a Mission orchestration between, Clients, Tasks, Stages etc. --- @param #MISSION self --- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter --- @param #string MissionName Name of the mission. This name will be used to reference the status of each mission by the players. --- @param #string MissionPriority String indicating the "priority" of the Mission. e.g. "Primary", "Secondary". It is free format and up to the Mission designer to choose. There are no rules behind this field. --- @param #string MissionBriefing String indicating the mission briefing to be shown when a player joins a @{CLIENT}. --- @param DCS#coaliton.side MissionCoalition Side of the coalition, i.e. and enumerator @{#DCS.coalition.side} corresponding to RED, BLUE or NEUTRAL. --- @return #MISSION self -function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition ) - - local self = BASE:Inherit( self, FSM:New() ) -- Core.Fsm#FSM - - self:T( { MissionName, MissionPriority, MissionBriefing, MissionCoalition } ) - - self.CommandCenter = CommandCenter - CommandCenter:AddMission( self ) - - self.Name = MissionName - self.MissionPriority = MissionPriority - self.MissionBriefing = MissionBriefing - self.MissionCoalition = MissionCoalition - - self.Tasks = {} - self.TaskNumber = 0 - self.PlayerNames = {} -- These are the players that achieved progress in the mission. - - self:SetStartState( "IDLE" ) - - self:AddTransition( "IDLE", "Start", "ENGAGED" ) - - --- OnLeave Transition Handler for State IDLE. - -- @function [parent=#MISSION] OnLeaveIDLE - -- @param #MISSION self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnEnter Transition Handler for State IDLE. - -- @function [parent=#MISSION] OnEnterIDLE - -- @param #MISSION self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- OnLeave Transition Handler for State ENGAGED. - -- @function [parent=#MISSION] OnLeaveENGAGED - -- @param #MISSION self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnEnter Transition Handler for State ENGAGED. - -- @function [parent=#MISSION] OnEnterENGAGED - -- @param #MISSION self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- OnBefore Transition Handler for Event Start. - -- @function [parent=#MISSION] OnBeforeStart - -- @param #MISSION self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Start. - -- @function [parent=#MISSION] OnAfterStart - -- @param #MISSION self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Start. - -- @function [parent=#MISSION] Start - -- @param #MISSION self - - --- Asynchronous Event Trigger for Event Start. - -- @function [parent=#MISSION] __Start - -- @param #MISSION self - -- @param #number Delay The delay in seconds. - - self:AddTransition( "ENGAGED", "Stop", "IDLE" ) - - --- OnLeave Transition Handler for State IDLE. - -- @function [parent=#MISSION] OnLeaveIDLE - -- @param #MISSION self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnEnter Transition Handler for State IDLE. - -- @function [parent=#MISSION] OnEnterIDLE - -- @param #MISSION self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- OnBefore Transition Handler for Event Stop. - -- @function [parent=#MISSION] OnBeforeStop - -- @param #MISSION self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Stop. - -- @function [parent=#MISSION] OnAfterStop - -- @param #MISSION self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Stop. - -- @function [parent=#MISSION] Stop - -- @param #MISSION self - - --- Asynchronous Event Trigger for Event Stop. - -- @function [parent=#MISSION] __Stop - -- @param #MISSION self - -- @param #number Delay The delay in seconds. - - self:AddTransition( "ENGAGED", "Complete", "COMPLETED" ) - - --- OnLeave Transition Handler for State COMPLETED. - -- @function [parent=#MISSION] OnLeaveCOMPLETED - -- @param #MISSION self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnEnter Transition Handler for State COMPLETED. - -- @function [parent=#MISSION] OnEnterCOMPLETED - -- @param #MISSION self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- OnBefore Transition Handler for Event Complete. - -- @function [parent=#MISSION] OnBeforeComplete - -- @param #MISSION self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Complete. - -- @function [parent=#MISSION] OnAfterComplete - -- @param #MISSION self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Complete. - -- @function [parent=#MISSION] Complete - -- @param #MISSION self - - --- Asynchronous Event Trigger for Event Complete. - -- @function [parent=#MISSION] __Complete - -- @param #MISSION self - -- @param #number Delay The delay in seconds. - - self:AddTransition( "*", "Fail", "FAILED" ) - - --- OnLeave Transition Handler for State FAILED. - -- @function [parent=#MISSION] OnLeaveFAILED - -- @param #MISSION self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnEnter Transition Handler for State FAILED. - -- @function [parent=#MISSION] OnEnterFAILED - -- @param #MISSION self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- OnBefore Transition Handler for Event Fail. - -- @function [parent=#MISSION] OnBeforeFail - -- @param #MISSION self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @return #boolean Return false to cancel Transition. - - --- OnAfter Transition Handler for Event Fail. - -- @function [parent=#MISSION] OnAfterFail - -- @param #MISSION self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - - --- Synchronous Event Trigger for Event Fail. - -- @function [parent=#MISSION] Fail - -- @param #MISSION self - - --- Asynchronous Event Trigger for Event Fail. - -- @function [parent=#MISSION] __Fail - -- @param #MISSION self - -- @param #number Delay The delay in seconds. - - - self:AddTransition( "*", "MissionGoals", "*" ) - - --- MissionGoals Handler OnBefore for MISSION - -- @function [parent=#MISSION] OnBeforeMissionGoals - -- @param #MISSION self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- MissionGoals Handler OnAfter for MISSION - -- @function [parent=#MISSION] OnAfterMissionGoals - -- @param #MISSION self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- MissionGoals Trigger for MISSION - -- @function [parent=#MISSION] MissionGoals - -- @param #MISSION self - - --- MissionGoals Asynchronous Trigger for MISSION - -- @function [parent=#MISSION] __MissionGoals - -- @param #MISSION self - -- @param #number Delay - - -- Private implementations - - CommandCenter:SetMenu() - - return self -end - - - - ---- FSM function for a MISSION --- @param #MISSION self --- @param #string From --- @param #string Event --- @param #string To -function MISSION:onenterCOMPLETED( From, Event, To ) - - self:GetCommandCenter():MessageTypeToCoalition( self:GetText() .. " has been completed! Good job guys!", MESSAGE.Type.Information ) -end - ---- Gets the mission name. --- @param #MISSION self --- @return #MISSION self -function MISSION:GetName() - return self.Name -end - - ---- Gets the mission text. --- @param #MISSION self --- @return #MISSION self -function MISSION:GetText() - return string.format( 'Mission "%s (%s)"', self.Name, self.MissionPriority ) -end - - ---- Gets the short mission text. --- @param #MISSION self --- @return #MISSION self -function MISSION:GetShortText() - return string.format( 'Mission "%s"', self.Name ) -end - - ---- Add a Unit to join the Mission. --- For each Task within the Mission, the Unit is joined with the Task. --- If the Unit was not part of a Task in the Mission, false is returned. --- If the Unit is part of a Task in the Mission, true is returned. --- @param #MISSION self --- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player joining the Mission. --- @param Wrapper.Group#GROUP PlayerGroup The GROUP of the player joining the Mission. --- @return #boolean true if Unit is part of a Task in the Mission. -function MISSION:JoinUnit( PlayerUnit, PlayerGroup ) - self:I( { Mission = self:GetName(), PlayerUnit = PlayerUnit, PlayerGroup = PlayerGroup } ) - - local PlayerUnitAdded = false - - for TaskID, Task in pairs( self:GetTasks() ) do - local Task = Task -- Tasking.Task#TASK - if Task:JoinUnit( PlayerUnit, PlayerGroup ) then - PlayerUnitAdded = true - end - end - - return PlayerUnitAdded -end - ---- Aborts a PlayerUnit from the Mission. --- For each Task within the Mission, the PlayerUnit is removed from Task where it is assigned. --- If the Unit was not part of a Task in the Mission, false is returned. --- If the Unit is part of a Task in the Mission, true is returned. --- @param #MISSION self --- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player joining the Mission. --- @return #MISSION -function MISSION:AbortUnit( PlayerUnit ) - self:F( { PlayerUnit = PlayerUnit } ) - - for TaskID, Task in pairs( self:GetTasks() ) do - local Task = Task -- Tasking.Task#TASK - local PlayerGroup = PlayerUnit:GetGroup() - Task:AbortGroup( PlayerGroup ) - end - - return self -end - ---- Handles a crash of a PlayerUnit from the Mission. --- For each Task within the Mission, the PlayerUnit is removed from Task where it is assigned. --- If the Unit was not part of a Task in the Mission, false is returned. --- If the Unit is part of a Task in the Mission, true is returned. --- @param #MISSION self --- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player crashing. --- @return #MISSION -function MISSION:CrashUnit( PlayerUnit ) - self:F( { PlayerUnit = PlayerUnit } ) - - for TaskID, Task in pairs( self:GetTasks() ) do - local Task = Task -- Tasking.Task#TASK - local PlayerGroup = PlayerUnit:GetGroup() - Task:CrashGroup( PlayerGroup ) - end - - return self -end - ---- Add a scoring to the mission. --- @param #MISSION self --- @return #MISSION self -function MISSION:AddScoring( Scoring ) - self.Scoring = Scoring - return self -end - ---- Get the scoring object of a mission. --- @param #MISSION self --- @return #SCORING Scoring -function MISSION:GetScoring() - return self.Scoring -end - ---- Gets the groups for which TASKS are given in the mission --- @param #MISSION self --- @param Core.Set#SET_GROUP GroupSet --- @return Core.Set#SET_GROUP -function MISSION:GetGroups() - - return self:AddGroups() - -end - ---- Adds the groups for which TASKS are given in the mission --- @param #MISSION self --- @param Core.Set#SET_GROUP GroupSet --- @return Core.Set#SET_GROUP -function MISSION:AddGroups( GroupSet ) - - GroupSet = GroupSet or SET_GROUP:New() - - for TaskID, Task in pairs( self:GetTasks() ) do - local Task = Task -- Tasking.Task#TASK - GroupSet = Task:AddGroups( GroupSet ) - end - - return GroupSet - -end - - ---- Sets the Planned Task menu. --- @param #MISSION self --- @param #number MenuTime -function MISSION:SetMenu( MenuTime ) - self:F( { self:GetName(), MenuTime } ) - - local MenuCount = {} - --for TaskID, Task in UTILS.spairs( self:GetTasks(), function( t, a, b ) return t[a]:ReportOrder( ReportGroup ) < t[b]:ReportOrder( ReportGroup ) end ) do - for TaskID, Task in pairs( self:GetTasks() ) do - local Task = Task -- Tasking.Task#TASK - local TaskType = Task:GetType() - MenuCount[TaskType] = MenuCount[TaskType] or 1 - if MenuCount[TaskType] <= 10 then - Task:SetMenu( MenuTime ) - MenuCount[TaskType] = MenuCount[TaskType] + 1 - end - end -end - ---- Removes the Planned Task menu. --- @param #MISSION self --- @param #number MenuTime -function MISSION:RemoveMenu( MenuTime ) - self:F( { self:GetName(), MenuTime } ) - - for _, Task in pairs( self:GetTasks() ) do - local Task = Task -- Tasking.Task#TASK - Task:RemoveMenu( MenuTime ) - end -end - - - -do -- Group Assignment - - --- Returns if the @{Mission} is assigned to the Group. - -- @param #MISSION self - -- @param Wrapper.Group#GROUP MissionGroup - -- @return #boolean - function MISSION:IsGroupAssigned( MissionGroup ) - - local MissionGroupName = MissionGroup:GetName() - - if self.AssignedGroups[MissionGroupName] == MissionGroup then - self:T2( { "Mission is assigned to:", MissionGroup:GetName() } ) - return true - end - - self:T2( { "Mission is not assigned to:", MissionGroup:GetName() } ) - return false - end - - - --- Set @{Wrapper.Group} assigned to the @{Mission}. - -- @param #MISSION self - -- @param Wrapper.Group#GROUP MissionGroup - -- @return #MISSION - function MISSION:SetGroupAssigned( MissionGroup ) - - local MissionName = self:GetName() - local MissionGroupName = MissionGroup:GetName() - - self.AssignedGroups[MissionGroupName] = MissionGroup - self:I( string.format( "Mission %s is assigned to %s", MissionName, MissionGroupName ) ) - - return self - end - - --- Clear the @{Wrapper.Group} assignment from the @{Mission}. - -- @param #MISSION self - -- @param Wrapper.Group#GROUP MissionGroup - -- @return #MISSION - function MISSION:ClearGroupAssignment( MissionGroup ) - - local MissionName = self:GetName() - local MissionGroupName = MissionGroup:GetName() - - self.AssignedGroups[MissionGroupName] = nil - --self:E( string.format( "Mission %s is unassigned to %s", MissionName, MissionGroupName ) ) - - return self - end - -end - ---- Gets the COMMANDCENTER. --- @param #MISSION self --- @return Tasking.CommandCenter#COMMANDCENTER -function MISSION:GetCommandCenter() - return self.CommandCenter -end - - ---- Removes a Task menu. --- @param #MISSION self --- @param Tasking.Task#TASK Task --- @return #MISSION self -function MISSION:RemoveTaskMenu( Task ) - - Task:RemoveMenu() -end - - ---- Gets the root mission menu for the TaskGroup. Obsolete?! Originally no reference to TaskGroup parameter! --- @param #MISSION self --- @param Wrapper.Group#GROUP TaskGroup Task group. --- @return Core.Menu#MENU_COALITION self -function MISSION:GetRootMenu( TaskGroup ) -- R2.2 - - local CommandCenter = self:GetCommandCenter() - local CommandCenterMenu = CommandCenter:GetMenu( TaskGroup ) - - local MissionName = self:GetText() - --local MissionMenu = CommandCenterMenu:GetMenu( MissionName ) - - self.MissionMenu = MENU_COALITION:New( self.MissionCoalition, MissionName, CommandCenterMenu ) - - return self.MissionMenu -end - ---- Gets the mission menu for the TaskGroup. --- @param #MISSION self --- @param Wrapper.Group#GROUP TaskGroup Task group. --- @return Core.Menu#MENU_COALITION self -function MISSION:GetMenu( TaskGroup ) -- R2.1 -- Changed Menu Structure - - local CommandCenter = self:GetCommandCenter() - local CommandCenterMenu = CommandCenter:GetMenu( TaskGroup ) - - self.MissionGroupMenu = self.MissionGroupMenu or {} - self.MissionGroupMenu[TaskGroup] = self.MissionGroupMenu[TaskGroup] or {} - - local GroupMenu = self.MissionGroupMenu[TaskGroup] - - local MissionText = self:GetText() - self.MissionMenu = MENU_GROUP:New( TaskGroup, MissionText, CommandCenterMenu ) - - GroupMenu.BriefingMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Mission Briefing", self.MissionMenu, self.MenuReportBriefing, self, TaskGroup ) - - GroupMenu.MarkTasks = MENU_GROUP_COMMAND:New( TaskGroup, "Mark Task Locations on Map", self.MissionMenu, self.MarkTargetLocations, self, TaskGroup ) - GroupMenu.TaskReportsMenu = MENU_GROUP:New( TaskGroup, "Task Reports", self.MissionMenu ) - GroupMenu.ReportTasksMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Tasks Summary", GroupMenu.TaskReportsMenu, self.MenuReportTasksSummary, self, TaskGroup ) - GroupMenu.ReportPlannedTasksMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Planned Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Planned" ) - GroupMenu.ReportAssignedTasksMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Assigned Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Assigned" ) - GroupMenu.ReportSuccessTasksMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Successful Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Success" ) - GroupMenu.ReportFailedTasksMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Failed Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Failed" ) - GroupMenu.ReportHeldTasksMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Held Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Hold" ) - - GroupMenu.PlayerReportsMenu = MENU_GROUP:New( TaskGroup, "Statistics Reports", self.MissionMenu ) - GroupMenu.ReportMissionHistory = MENU_GROUP_COMMAND:New( TaskGroup, "Report Mission Progress", GroupMenu.PlayerReportsMenu, self.MenuReportPlayersProgress, self, TaskGroup ) - GroupMenu.ReportPlayersPerTaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Players per Task", GroupMenu.PlayerReportsMenu, self.MenuReportPlayersPerTask, self, TaskGroup ) - - return self.MissionMenu -end - - - - ---- Get the TASK identified by the TaskNumber from the Mission. This function is useful in GoalFunctions. --- @param #string TaskName The Name of the @{Task} within the @{Mission}. --- @return Tasking.Task#TASK The Task --- @return #nil Returns nil if no task was found. -function MISSION:GetTask( TaskName ) - self:F( { TaskName } ) - - return self.Tasks[TaskName] -end - - ---- Return the next @{Task} ID to be completed within the @{Mission}. --- @param #MISSION self --- @param Tasking.Task#TASK Task is the @{Task} object. --- @return Tasking.Task#TASK The task added. -function MISSION:GetNextTaskID( Task ) - - self.TaskNumber = self.TaskNumber + 1 - - return self.TaskNumber -end - - ---- Register a @{Task} to be completed within the @{Mission}. --- Note that there can be multiple @{Task}s registered to be completed. --- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached. --- @param #MISSION self --- @param Tasking.Task#TASK Task is the @{Task} object. --- @return Tasking.Task#TASK The task added. -function MISSION:AddTask( Task ) - - local TaskName = Task:GetTaskName() - self:I( { "==> Adding TASK ", MissionName = self:GetName(), TaskName = TaskName } ) - - self.Tasks[TaskName] = Task - - self:GetCommandCenter():SetMenu() - - return Task -end - - ---- Removes a @{Task} to be completed within the @{Mission}. --- Note that there can be multiple @{Task}s registered to be completed. --- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached. --- @param #MISSION self --- @param Tasking.Task#TASK Task is the @{Task} object. --- @return #nil The cleaned Task reference. -function MISSION:RemoveTask( Task ) - - local TaskName = Task:GetTaskName() - self:I( { "<== Removing TASK ", MissionName = self:GetName(), TaskName = TaskName } ) - - self:F( TaskName ) - self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 } - - -- Ensure everything gets garbarge collected. - self.Tasks[TaskName] = nil - Task = nil - - collectgarbage() - - self:GetCommandCenter():SetMenu() - - return nil -end - ---- Is the @{Mission} **COMPLETED**. --- @param #MISSION self --- @return #boolean -function MISSION:IsCOMPLETED() - return self:Is( "COMPLETED" ) -end - ---- Is the @{Mission} **IDLE**. --- @param #MISSION self --- @return #boolean -function MISSION:IsIDLE() - return self:Is( "IDLE" ) -end - ---- Is the @{Mission} **ENGAGED**. --- @param #MISSION self --- @return #boolean -function MISSION:IsENGAGED() - return self:Is( "ENGAGED" ) -end - ---- Is the @{Mission} **FAILED**. --- @param #MISSION self --- @return #boolean -function MISSION:IsFAILED() - return self:Is( "FAILED" ) -end - ---- Is the @{Mission} **HOLD**. --- @param #MISSION self --- @return #boolean -function MISSION:IsHOLD() - return self:Is( "HOLD" ) -end - ---- Validates if the Mission has a Group --- @param #MISSION --- @return #boolean true if the Mission has a Group. -function MISSION:HasGroup( TaskGroup ) - local Has = false - - for TaskID, Task in pairs( self:GetTasks() ) do - local Task = Task -- Tasking.Task#TASK - if Task:HasGroup( TaskGroup ) then - Has = true - break - end - end - - return Has -end - ---- @param #MISSION self --- @return #number -function MISSION:GetTasksRemaining() - -- Determine how many tasks are remaining. - local TasksRemaining = 0 - for TaskID, Task in pairs( self:GetTasks() ) do - local Task = Task -- Tasking.Task#TASK - if Task:IsStateSuccess() or Task:IsStateFailed() then - else - TasksRemaining = TasksRemaining + 1 - end - end - return TasksRemaining -end - ---- @param #MISSION self --- @return #number -function MISSION:GetTaskTypes() - -- Determine how many tasks are remaining. - local TaskTypeList = {} - local TasksRemaining = 0 - for TaskID, Task in pairs( self:GetTasks() ) do - local Task = Task -- Tasking.Task#TASK - local TaskType = Task:GetType() - TaskTypeList[TaskType] = TaskType - end - return TaskTypeList -end - - -function MISSION:AddPlayerName( PlayerName ) - self.PlayerNames = self.PlayerNames or {} - self.PlayerNames[PlayerName] = PlayerName - return self -end - -function MISSION:GetPlayerNames() - return self.PlayerNames -end - - ---- Create a briefing report of the Mission. --- @param #MISSION self --- @return #string -function MISSION:ReportBriefing() - - local Report = REPORT:New() - - -- List the name of the mission. - local Name = self:GetText() - - -- Determine the status of the mission. - local Status = "<" .. self:GetState() .. ">" - - Report:Add( string.format( '%s - %s - Mission Briefing Report', Name, Status ) ) - - Report:Add( self.MissionBriefing ) - - return Report:Text() -end - - ------ Create a status report of the Mission. ----- This reports provides a one liner of the mission status. It indicates how many players and how many Tasks. ----- ----- Mission "" - Status "" ----- - Task Types: , ----- - Planned Tasks (xp) ----- - Assigned Tasks(xp) ----- - Success Tasks (xp) ----- - Hold Tasks (xp) ----- - Cancelled Tasks (xp) ----- - Aborted Tasks (xp) ----- - Failed Tasks (xp) ----- ----- @param #MISSION self ----- @return #string ---function MISSION:ReportSummary() --- --- local Report = REPORT:New() --- --- -- List the name of the mission. --- local Name = self:GetText() --- --- -- Determine the status of the mission. --- local Status = "<" .. self:GetState() .. ">" --- --- Report:Add( string.format( '%s - Status "%s"', Name, Status ) ) --- --- local TaskTypes = self:GetTaskTypes() --- --- Report:Add( string.format( " - Task Types: %s", table.concat(TaskTypes, ", " ) ) ) --- --- local TaskStatusList = { "Planned", "Assigned", "Success", "Hold", "Cancelled", "Aborted", "Failed" } --- --- for TaskStatusID, TaskStatus in pairs( TaskStatusList ) do --- local TaskCount = 0 --- local TaskPlayerCount = 0 --- -- Determine how many tasks are remaining. --- for TaskID, Task in pairs( self:GetTasks() ) do --- local Task = Task -- Tasking.Task#TASK --- if Task:Is( TaskStatus ) then --- TaskCount = TaskCount + 1 --- TaskPlayerCount = TaskPlayerCount + Task:GetPlayerCount() --- end --- end --- if TaskCount > 0 then --- Report:Add( string.format( " - %02d %s Tasks (%dp)", TaskCount, TaskStatus, TaskPlayerCount ) ) --- end --- end --- --- return Report:Text() ---end - - ---- Create an active player report of the Mission. --- This reports provides a one liner of the mission status. It indicates how many players and how many Tasks. --- --- Mission "" - - Active Players Report --- - Player ": Task , Task --- - Player : Task , Task --- - .. --- --- @param #MISSION self --- @return #string -function MISSION:ReportPlayersPerTask( ReportGroup ) - - local Report = REPORT:New() - - -- List the name of the mission. - local Name = self:GetText() - - -- Determine the status of the mission. - local Status = "<" .. self:GetState() .. ">" - - Report:Add( string.format( '%s - %s - Players per Task Report', Name, Status ) ) - - local PlayerList = {} - - -- Determine how many tasks are remaining. - for TaskID, Task in pairs( self:GetTasks() ) do - local Task = Task -- Tasking.Task#TASK - local PlayerNames = Task:GetPlayerNames() - for PlayerName, PlayerGroup in pairs( PlayerNames ) do - PlayerList[PlayerName] = Task:GetName() - end - - end - - for PlayerName, TaskName in pairs( PlayerList ) do - Report:Add( string.format( ' - Player (%s): Task "%s"', PlayerName, TaskName ) ) - end - - return Report:Text() -end - ---- Create an Mission Progress report of the Mission. --- This reports provides a one liner per player of the mission achievements per task. --- --- Mission "" - - Active Players Report --- - Player : Task : --- - Player : Task : --- - .. --- --- @param #MISSION self --- @return #string -function MISSION:ReportPlayersProgress( ReportGroup ) - - local Report = REPORT:New() - - -- List the name of the mission. - local Name = self:GetText() - - -- Determine the status of the mission. - local Status = "<" .. self:GetState() .. ">" - - Report:Add( string.format( '%s - %s - Players per Task Progress Report', Name, Status ) ) - - local PlayerList = {} - - -- Determine how many tasks are remaining. - for TaskID, Task in pairs( self:GetTasks() ) do - local Task = Task -- Tasking.Task#TASK - local TaskGoalTotal = Task:GetGoalTotal() or 0 - local TaskName = Task:GetName() - PlayerList[TaskName] = PlayerList[TaskName] or {} - if TaskGoalTotal ~= 0 then - local PlayerNames = self:GetPlayerNames() - for PlayerName, PlayerData in pairs( PlayerNames ) do - PlayerList[TaskName][PlayerName] = string.format( 'Player (%s): Task "%s": %d%%', PlayerName, TaskName, Task:GetPlayerProgress( PlayerName ) * 100 / TaskGoalTotal ) - end - else - PlayerList[TaskName]["_"] = string.format( 'Player (---): Task "%s": %d%%', TaskName, 0 ) - end - - end - - for TaskName, TaskData in pairs( PlayerList ) do - for PlayerName, TaskText in pairs( TaskData ) do - Report:Add( string.format( ' - %s', TaskText ) ) - end - end - - return Report:Text() -end - - ---- Mark all the target locations on the Map. --- @param #MISSION self --- @param Wrapper.Group#GROUP ReportGroup --- @return #string -function MISSION:MarkTargetLocations( ReportGroup ) - - local Report = REPORT:New() - - -- List the name of the mission. - local Name = self:GetText() - - -- Determine the status of the mission. - local Status = "<" .. self:GetState() .. ">" - - Report:Add( string.format( '%s - %s - All Tasks are marked on the map. Select a Task from the Mission Menu and Join the Task!!!', Name, Status ) ) - - -- Determine how many tasks are remaining. - for TaskID, Task in UTILS.spairs( self:GetTasks(), function( t, a, b ) return t[a]:ReportOrder( ReportGroup ) < t[b]:ReportOrder( ReportGroup ) end ) do - local Task = Task -- Tasking.Task#TASK - Task:MenuMarkToGroup( ReportGroup ) - end - - return Report:Text() -end - - ---- Create a summary report of the Mission (one line). --- @param #MISSION self --- @param Wrapper.Group#GROUP ReportGroup --- @return #string -function MISSION:ReportSummary( ReportGroup ) - - local Report = REPORT:New() - - -- List the name of the mission. - local Name = self:GetText() - - -- Determine the status of the mission. - local Status = "<" .. self:GetState() .. ">" - - Report:Add( string.format( '%s - %s - Task Overview Report', Name, Status ) ) - - -- Determine how many tasks are remaining. - for TaskID, Task in UTILS.spairs( self:GetTasks(), function( t, a, b ) return t[a]:ReportOrder( ReportGroup ) < t[b]:ReportOrder( ReportGroup ) end ) do - local Task = Task -- Tasking.Task#TASK - Report:Add( "- " .. Task:ReportSummary( ReportGroup ) ) - end - - return Report:Text() -end - ---- Create a overview report of the Mission (multiple lines). --- @param #MISSION self --- @return #string -function MISSION:ReportOverview( ReportGroup, TaskStatus ) - - self:F( { TaskStatus = TaskStatus } ) - - local Report = REPORT:New() - - -- List the name of the mission. - local Name = self:GetText() - - -- Determine the status of the mission. - local Status = "<" .. self:GetState() .. ">" - - Report:Add( string.format( '%s - %s - %s Tasks Report', Name, Status, TaskStatus ) ) - - -- Determine how many tasks are remaining. - local Tasks = 0 - for TaskID, Task in UTILS.spairs( self:GetTasks(), function( t, a, b ) return t[a]:ReportOrder( ReportGroup ) < t[b]:ReportOrder( ReportGroup ) end ) do - local Task = Task -- Tasking.Task#TASK - if Task:Is( TaskStatus ) then - Report:Add( string.rep( "-", 140 ) ) - Report:Add( Task:ReportOverview( ReportGroup ) ) - end - Tasks = Tasks + 1 - if Tasks >= 8 then - break - end - end - - return Report:Text() -end - ---- Create a detailed report of the Mission, listing all the details of the Task. --- @param #MISSION self --- @return #string -function MISSION:ReportDetails( ReportGroup ) - - local Report = REPORT:New() - - -- List the name of the mission. - local Name = self:GetText() - - -- Determine the status of the mission. - local Status = "<" .. self:GetState() .. ">" - - Report:Add( string.format( '%s - %s - Task Detailed Report', Name, Status ) ) - - -- Determine how many tasks are remaining. - local TasksRemaining = 0 - for TaskID, Task in pairs( self:GetTasks() ) do - local Task = Task -- Tasking.Task#TASK - Report:Add( string.rep( "-", 140 ) ) - Report:Add( Task:ReportDetails( ReportGroup ) ) - end - - return Report:Text() -end - ---- Get all the TASKs from the Mission. This function is useful in GoalFunctions. --- @return {TASK,...} Structure of TASKS with the @{TASK} number as the key. --- @usage --- -- Get Tasks from the Mission. --- Tasks = Mission:GetTasks() --- env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" ) -function MISSION:GetTasks() - - return self.Tasks or {} -end - ---- Get the relevant tasks of a TaskGroup. --- @param #MISSION --- @param Wrapper.Group#GROUP TaskGroup --- @return #list -function MISSION:GetGroupTasks( TaskGroup ) - - local Tasks = {} - - for TaskID, Task in pairs( self:GetTasks() ) do - local Task = Task -- Tasking.Task#TASK - if Task:HasGroup( TaskGroup ) then - Tasks[#Tasks+1] = Task - end - end - - return Tasks -end - - ---- Reports the briefing. --- @param #MISSION self --- @param Wrapper.Group#GROUP ReportGroup The group to which the report needs to be sent. -function MISSION:MenuReportBriefing( ReportGroup ) - - local Report = self:ReportBriefing() - - self:GetCommandCenter():MessageTypeToGroup( Report, ReportGroup, MESSAGE.Type.Briefing ) -end - - ---- Mark all the targets of the Mission on the Map. --- @param #MISSION self --- @param Wrapper.Group#GROUP ReportGroup -function MISSION:MenuMarkTargetLocations( ReportGroup ) - - local Report = self:MarkTargetLocations( ReportGroup ) - - self:GetCommandCenter():MessageTypeToGroup( Report, ReportGroup, MESSAGE.Type.Overview ) -end - - - ---- Report the task summary. --- @param #MISSION self --- @param Wrapper.Group#GROUP ReportGroup -function MISSION:MenuReportTasksSummary( ReportGroup ) - - local Report = self:ReportSummary( ReportGroup ) - - self:GetCommandCenter():MessageTypeToGroup( Report, ReportGroup, MESSAGE.Type.Overview ) -end - - - - ---- @param #MISSION self --- @param #string TaskStatus The status --- @param Wrapper.Group#GROUP ReportGroup -function MISSION:MenuReportTasksPerStatus( ReportGroup, TaskStatus ) - - local Report = self:ReportOverview( ReportGroup, TaskStatus ) - - self:GetCommandCenter():MessageTypeToGroup( Report, ReportGroup, MESSAGE.Type.Overview ) -end - - ---- @param #MISSION self --- @param Wrapper.Group#GROUP ReportGroup -function MISSION:MenuReportPlayersPerTask( ReportGroup ) - - local Report = self:ReportPlayersPerTask() - - self:GetCommandCenter():MessageTypeToGroup( Report, ReportGroup, MESSAGE.Type.Overview ) -end - ---- @param #MISSION self --- @param Wrapper.Group#GROUP ReportGroup -function MISSION:MenuReportPlayersProgress( ReportGroup ) - - local Report = self:ReportPlayersProgress() - - self:GetCommandCenter():MessageTypeToGroup( Report, ReportGroup, MESSAGE.Type.Overview ) -end - - - - - ---- **Tasking** -- A task object governs the main engine to administer human taskings. --- --- **Features:** --- --- * A base class for other task classes filling in the details and making a concrete task process. --- * Manage the overall task execution, following-up the progression made by the pilots and actors. --- * Provide a mechanism to set a task status, depending on the progress made within the task. --- * Manage a task briefing. --- * Manage the players executing the task. --- * Manage the task menu system. --- * Manage the task goal and scoring. --- --- === --- --- # 1) Tasking from a player perspective. --- --- Tasking can be controlled by using the "other" menu in the radio menu of the player group. --- --- ![Other Menu](../Tasking/Menu_Main.JPG) --- --- ## 1.1) Command Centers govern multiple Missions. --- --- Depending on the tactical situation, your coalition may have one (or multiple) command center(s). --- These command centers govern one (or multiple) mission(s). --- --- For each command center, there will be a separate **Command Center Menu** that focuses on the missions governed by that command center. --- --- ![Command Center](../Tasking/Menu_CommandCenter.JPG) --- --- In the above example menu structure, there is one command center with the name **`[Lima]`**. --- The command center has one @{Tasking.Mission}, named **`"Overlord"`** with **`High`** priority. --- --- ## 1.2) Missions govern multiple Tasks. --- --- A mission has a mission goal to be achieved by the players within the coalition. --- The mission goal is actually dependent on the tactical situation of the overall battlefield and the conditions set to achieve the goal. --- So a mission can be much more than just shoot stuff ... It can be a combination of different conditions or events to complete a mission goal. --- --- A mission can be in a specific state during the simulation run. For more information about these states, please check the @{Tasking.Mission} section. --- --- To achieve the mission goal, a mission administers @{Tasking.Task}s that are set to achieve the mission goal by the human players. --- Each of these tasks can be **dynamically created** using a task dispatcher, or **coded** by the mission designer. --- Each mission has a separate **Mission Menu**, that focuses on the administration of these tasks. --- --- On top, a mission has a mission briefing, can help to allocate specific points of interest on the map, and provides various reports. --- --- ![Mission](../Tasking/Menu_Mission.JPG) --- --- The above shows a mission menu in detail of **`"Overlord"`**. --- --- The two other menus are related to task assignment. Which will be detailed later. --- --- ### 1.2.1) Mission briefing. --- --- The task briefing will show a message containing a description of the mission goal, and other tactical information. --- --- ![Mission](../Tasking/Report_Briefing.JPG) --- --- ### 1.2.2) Mission Map Locations. --- --- Various points of interest as part of the mission can be indicated on the map using the *Mark Task Locations on Map* menu. --- As a result, the map will contain various points of interest for the player (group). --- --- ![Mission](../Tasking/Report_Mark_Task_Location.JPG) --- --- ### 1.2.3) Mission Task Reports. --- --- Various reports can be generated on the status of each task governed within the mission. --- --- ![Mission](../Tasking/Report_Task_Summary.JPG) --- --- The Task Overview Report will show each task, with its task status and a short coordinate information. --- --- ![Mission](../Tasking/Report_Tasks_Planned.JPG) --- --- The other Task Menus will show for each task more details, for example here the planned tasks report. --- Note that the order of the tasks are shortest distance first to the unit position seated by the player. --- --- ### 1.2.4) Mission Statistics. --- --- Various statistics can be displayed regarding the mission. --- --- ![Mission](../Tasking/Report_Statistics_Progress.JPG) --- --- A statistic report on the progress of the mission. Each task achievement will increase the %-tage to 100% as a goal to complete the task. --- --- ## 1.3) Join a Task. --- --- The mission menu contains a very important option, that is to join a task governed within the mission. --- In order to join a task, select the **Join Planned Task** menu, and a new menu will be given. --- --- ![Mission](../Tasking/Menu_Join_Planned_Tasks.JPG) --- --- A mission governs multiple tasks, as explained earlier. Each task is of a certain task type. --- This task type was introduced to have some sort of task classification system in place for the player. --- A short acronym is shown that indicates the task type. The meaning of each acronym can be found in the task types explanation. --- --- ![Mission](../Tasking/Menu_Join_Tasks.JPG) --- --- When the player selects a task type, a list of the available tasks of that type are listed... --- In this case the **`SEAD`** task type was selected and a list of available **`SEAD`** tasks can be selected. --- --- ![Mission](../Tasking/Menu_Join_Planned_Task.JPG) --- --- A new list of menu options are now displayed that allow to join the task selected, but also to obtain first some more information on the task. --- --- ### 1.3.1) Report Task Details. --- --- ![Mission](../Tasking/Report_Task_Detailed.JPG) --- --- When selected, a message is displayed that shows detailed information on the task, like the coordinate, enemy target information, threat level etc. --- --- ### 1.3.2) Mark Task Location on Map. --- --- ![Mission](../Tasking/Report_Task_Detailed.JPG) --- --- When selected, the target location on the map is indicated with specific information on the task. --- --- ### 1.3.3) Join Task. --- --- ![Mission](../Tasking/Report_Task_Detailed.JPG) --- --- By joining a task, the player will indicate that the task is assigned to him, and the task is started. --- The Command Center will communicate several task details to the player and the coalition of the player. --- --- ## 1.4) Task Control and Actions. --- --- ![Mission](../Tasking/Menu_Main_Task.JPG) --- --- When a player has joined a task, a **Task Action Menu** is available to be used by the player. --- --- ![Mission](../Tasking/Menu_Task.JPG) --- --- The task action menu contains now menu items specific to the task, but also one generic menu item, which is to control the task. --- This **Task Control Menu** allows to display again the task details and the task map location information. --- But it also allows to abort a task! --- --- Depending on the task type, the task action menu can contain more menu items which are specific to the task. --- For example, cargo transportation tasks will contain various additional menu items to select relevant cargo coordinates, --- or to load/unload cargo. --- --- ## 1.5) Automatic task assignment. --- --- ![Command Center](../Tasking/Menu_CommandCenter.JPG) --- --- When we take back the command center menu, you see two addtional **Assign Task** menu items. --- The menu **Assign Task On** will automatically allocate a task to the player. --- After the selection of this menu, the menu will change into **Assign Task Off**, --- and will need to be selected again by the player to switch of the automatic task assignment. --- --- The other option is to select **Assign Task**, which will assign a new random task to the player. --- --- When a task is automatically assigned to a player, the task needs to be confirmed as accepted within 30 seconds. --- If this is not the case, the task will be cancelled automatically, and a new random task will be assigned to the player. --- This will continue to happen until the player accepts the task or switches off the automatic task assignment process. --- --- The player can accept the task using the menu **Confirm Task Acceptance** ... --- --- ## 1.6) Task states. --- --- A task has a state, reflecting the progress or completion status of the task: --- --- - **Planned**: Expresses that the task is created, but not yet in execution and is not assigned yet to a pilot. --- - **Assigned**: Expresses that the task is assigned to a group of pilots, and that the task is in execution mode. --- - **Success**: Expresses the successful execution and finalization of the task. --- - **Failed**: Expresses the failure of a task. --- - **Abort**: Expresses that the task is aborted by by the player using the abort menu. --- - **Cancelled**: Expresses that the task is cancelled by HQ or through a logical situation where a cancellation of the task is required. --- --- ### 1.6.1) Task progress. --- --- The task governor takes care of the **progress** and **completion** of the task **goal(s)**. --- Tasks are executed by **human pilots** and actors within a DCS simulation. --- Pilots can use a **menu system** to engage or abort a task, and provides means to --- understand the **task briefing** and goals, and the relevant **task locations** on the map and --- obtain **various reports** related to the task. --- --- ### 1.6.2) Task completion. --- --- As the task progresses, the **task status** will change over time, from Planned state to Completed state. --- **Multiple pilots** can execute the same task, as such, the tasking system provides a **co-operative model** for joint task execution. --- Depending on the task progress, a **scoring** can be allocated to award pilots of the achievements made. --- The scoring is fully flexible, and different levels of awarding can be provided depending on the task type and complexity. --- --- A normal flow of task status would evolve from the **Planned** state, to the **Assigned** state ending either in a **Success** or a **Failed** state. --- --- Planned -> Assigned -> Success --- -> Failed --- -> Cancelled --- --- The state completion is by default set to **Success**, if the goals of the task have been reached, but can be overruled by a goal method. --- --- Depending on the tactical situation, a task can be **Cancelled** by the mission governer. --- It is actually the mission designer who has the flexibility to decide at which conditions a task would be set to **Success**, **Failed** or **Cancelled**. --- This decision all depends on the task goals, and the phase/evolution of the task conditions that would accomplish the goals. --- --- For example, if the task goal is to merely destroy a target, and the target is mid-mission destroyed by another event than the pilot destroying the target, --- the task goal could be set to **Failed**, or .. **Cancelled** ... --- However, it could very well be also acceptable that the task would be flagged as **Success**. --- --- The tasking mechanism governs beside the progress also a scoring mechanism, and in case of goal completion without any active pilot involved --- in the execution of the task, could result in a **Success** task completion status, but no score would be awared, as there were no players involved. --- --- These different completion states are important for the mission designer to reflect scoring to a player. --- A success could mean a positive score to be given, while a failure could mean a negative score or penalties to be awarded. --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Tasking.Task --- @image MOOSE.JPG - ---- @type TASK --- @field Core.Scheduler#SCHEDULER TaskScheduler --- @field Tasking.Mission#MISSION Mission --- @field Core.Set#SET_GROUP SetGroup The Set of Groups assigned to the Task --- @field Core.Fsm#FSM_PROCESS FsmTemplate --- @field Tasking.Mission#MISSION Mission --- @field Tasking.CommandCenter#COMMANDCENTER CommandCenter --- @field Tasking.TaskInfo#TASKINFO TaskInfo --- @extends Core.Fsm#FSM_TASK - ---- Governs the main engine to administer human taskings. --- --- A task is governed by a @{Tasking.Mission} object. Tasks are of different types. --- The @{#TASK} object is used or derived by more detailed tasking classes that will implement the task execution mechanisms --- and goals. --- --- # 1) Derived task classes. --- --- The following TASK_ classes are derived from @{#TASK}. --- --- TASK --- TASK_A2A --- TASK_A2A_ENGAGE --- TASK_A2A_INTERCEPT --- TASK_A2A_SWEEP --- TASK_A2G --- TASK_A2G_SEAD --- TASK_A2G_CAS --- TASK_A2G_BAI --- TASK_CARGO --- TASK_CARGO_TRANSPORT --- TASK_CARGO_CSAR --- --- ## 1.1) A2A Tasks --- --- - @{Tasking.Task_A2A#TASK_A2A_ENGAGE} - Models an A2A engage task of a target group of airborne intruders mid-air. --- - @{Tasking.Task_A2A#TASK_A2A_INTERCEPT} - Models an A2A ground intercept task of a target group of airborne intruders mid-air. --- - @{Tasking.Task_A2A#TASK_A2A_SWEEP} - Models an A2A sweep task to clean an area of previously detected intruders mid-air. --- --- ## 1.2) A2G Tasks --- --- - @{Tasking.Task_A2G#TASK_A2G_SEAD} - Models an A2G Suppression or Extermination of Air Defenses task to clean an area of air to ground defense threats. --- - @{Tasking.Task_A2G#TASK_A2G_CAS} - Models an A2G Close Air Support task to provide air support to nearby friendlies near the front-line. --- - @{Tasking.Task_A2G#TASK_A2G_BAI} - Models an A2G Battlefield Air Interdiction task to provide air support to nearby friendlies near the front-line. --- --- ## 1.3) Cargo Tasks --- --- - @{Tasking.Task_Cargo#TASK_CARGO_TRANSPORT} - Models the transportation of cargo to deployment zones. --- - @{Tasking.Task_Cargo#TASK_CARGO_CSAR} - Models the rescue of downed friendly pilots from behind enemy lines. --- --- --- # 2) Task status events. --- --- The task statuses can be set by using the following methods: --- --- - @{#TASK.Success}() - Set the task to **Success** state. --- - @{#TASK.Fail}() - Set the task to **Failed** state. --- - @{#TASK.Hold}() - Set the task to **Hold** state. --- - @{#TASK.Abort}() - Set the task to **Aborted** state, aborting the task. The task may be replanned. --- - @{#TASK.Cancel}() - Set the task to **Cancelled** state, cancelling the task. --- --- The mentioned derived TASK_ classes are implementing the task status transitions out of the box. --- So no extra logic needs to be written. --- --- # 3) Goal conditions for a task. --- --- Every 30 seconds, a @{#Task.Goal} trigger method is fired. --- You as a mission designer, can capture the **Goal** event trigger to check your own task goal conditions and take action! --- --- ## 3.1) Goal event handler `OnAfterGoal()`. --- --- And this is a really great feature! Imagine a task which has **several conditions to check** before the task can move into **Success** state. --- You can do this with the OnAfterGoal method. --- --- The following code provides an example of such a goal condition check implementation. --- --- function Task:OnAfterGoal() --- if condition == true then --- self:Success() -- This will flag the task to Succcess when the condition is true. --- else --- if condition2 == true and condition3 == true then --- self:Fail() -- This will flag the task to Failed, when condition2 and condition3 would be true. --- end --- end --- end --- --- So the @{#TASK.OnAfterGoal}() event handler would be called every 30 seconds automatically, --- and within this method, you can now check the conditions and take respective action. --- --- ## 3.2) Goal event trigger `Goal()`. --- --- If you would need to check a goal at your own defined event timing, then just call the @{#TASK.Goal}() method within your logic. --- The @{#TASK.OnAfterGoal}() event handler would then directly be called and would execute the logic. --- Note that you can also delay the goal check by using the delayed event trigger syntax `:__Goal( Delay )`. --- --- --- # 4) Score task completion. --- --- Upon reaching a certain task status in a task, additional scoring can be given. If the Mission has a scoring system attached, the scores will be added to the mission scoring. --- Use the method @{#TASK.AddScore}() to add scores when a status is reached. --- --- # 5) Task briefing. --- --- A task briefing is a text that is shown to the player when he is assigned to the task. --- The briefing is broadcasted by the command center owning the mission. --- --- The briefing is part of the parameters in the @{#TASK.New}() constructor, --- but can separately be modified later in your mission using the --- @{#TASK.SetBriefing}() method. --- --- --- @field #TASK TASK --- -TASK = { - ClassName = "TASK", - TaskScheduler = nil, - ProcessClasses = {}, -- The container of the Process classes that will be used to create and assign new processes for the task to ProcessUnits. - Processes = {}, -- The container of actual process objects instantiated and assigned to ProcessUnits. - Players = nil, - Scores = {}, - Menu = {}, - SetGroup = nil, - FsmTemplate = nil, - Mission = nil, - CommandCenter = nil, - TimeOut = 0, - AssignedGroups = {}, -} - ---- FSM PlayerAborted event handler prototype for TASK. --- @function [parent=#TASK] OnAfterPlayerAborted --- @param #TASK self --- @param Wrapper.Unit#UNIT PlayerUnit The Unit of the Player when he went back to spectators or left the mission. --- @param #string PlayerName The name of the Player. - ---- FSM PlayerCrashed event handler prototype for TASK. --- @function [parent=#TASK] OnAfterPlayerCrashed --- @param #TASK self --- @param Wrapper.Unit#UNIT PlayerUnit The Unit of the Player when he crashed in the mission. --- @param #string PlayerName The name of the Player. - ---- FSM PlayerDead event handler prototype for TASK. --- @function [parent=#TASK] OnAfterPlayerDead --- @param #TASK self --- @param Wrapper.Unit#UNIT PlayerUnit The Unit of the Player when he died in the mission. --- @param #string PlayerName The name of the Player. - ---- FSM Fail synchronous event function for TASK. --- Use this event to Fail the Task. --- @function [parent=#TASK] Fail --- @param #TASK self - ---- FSM Fail asynchronous event function for TASK. --- Use this event to Fail the Task. --- @function [parent=#TASK] __Fail --- @param #TASK self - ---- FSM Abort synchronous event function for TASK. --- Use this event to Abort the Task. --- @function [parent=#TASK] Abort --- @param #TASK self - ---- FSM Abort asynchronous event function for TASK. --- Use this event to Abort the Task. --- @function [parent=#TASK] __Abort --- @param #TASK self - ---- FSM Success synchronous event function for TASK. --- Use this event to make the Task a Success. --- @function [parent=#TASK] Success --- @param #TASK self - ---- FSM Success asynchronous event function for TASK. --- Use this event to make the Task a Success. --- @function [parent=#TASK] __Success --- @param #TASK self - ---- FSM Cancel synchronous event function for TASK. --- Use this event to Cancel the Task. --- @function [parent=#TASK] Cancel --- @param #TASK self - ---- FSM Cancel asynchronous event function for TASK. --- Use this event to Cancel the Task. --- @function [parent=#TASK] __Cancel --- @param #TASK self - ---- FSM Replan synchronous event function for TASK. --- Use this event to Replan the Task. --- @function [parent=#TASK] Replan --- @param #TASK self - ---- FSM Replan asynchronous event function for TASK. --- Use this event to Replan the Task. --- @function [parent=#TASK] __Replan --- @param #TASK self - - ---- Instantiates a new TASK. Should never be used. Interface Class. --- @param #TASK self --- @param Tasking.Mission#MISSION Mission The mission wherein the Task is registered. --- @param Core.Set#SET_GROUP SetGroupAssign The set of groups for which the Task can be assigned. --- @param #string TaskName The name of the Task --- @param #string TaskType The type of the Task --- @return #TASK self -function TASK:New( Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing ) - - local self = BASE:Inherit( self, FSM_TASK:New( TaskName ) ) -- Tasking.Task#TASK - - self:SetStartState( "Planned" ) - self:AddTransition( "Planned", "Assign", "Assigned" ) - self:AddTransition( "Assigned", "AssignUnit", "Assigned" ) - self:AddTransition( "Assigned", "Success", "Success" ) - self:AddTransition( "Assigned", "Hold", "Hold" ) - self:AddTransition( "Assigned", "Fail", "Failed" ) - self:AddTransition( { "Planned", "Assigned" }, "Abort", "Aborted" ) - self:AddTransition( "Assigned", "Cancel", "Cancelled" ) - self:AddTransition( "Assigned", "Goal", "*" ) - - self.Fsm = {} - - local Fsm = self:GetUnitProcess() - Fsm:SetStartState( "Planned" ) - Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "Assigned", Rejected = "Reject" } ) - Fsm:AddTransition( "Assigned", "Assigned", "*" ) - - --- Goal Handler OnBefore for TASK - -- @function [parent=#TASK] OnBeforeGoal - -- @param #TASK self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the player. - -- @param #string PlayerName The name of the player. - -- @return #boolean - - --- Goal Handler OnAfter for TASK - -- @function [parent=#TASK] OnAfterGoal - -- @param #TASK self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the player. - -- @param #string PlayerName The name of the player. - - --- Goal Trigger for TASK - -- @function [parent=#TASK] Goal - -- @param #TASK self - -- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the player. - -- @param #string PlayerName The name of the player. - - --- Goal Asynchronous Trigger for TASK - -- @function [parent=#TASK] __Goal - -- @param #TASK self - -- @param #number Delay - -- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the player. - -- @param #string PlayerName The name of the player. - - - - self:AddTransition( "*", "PlayerCrashed", "*" ) - self:AddTransition( "*", "PlayerAborted", "*" ) - self:AddTransition( "*", "PlayerRejected", "*" ) - self:AddTransition( "*", "PlayerDead", "*" ) - self:AddTransition( { "Failed", "Aborted", "Cancelled" }, "Replan", "Planned" ) - self:AddTransition( "*", "TimeOut", "Cancelled" ) - - self:F( "New TASK " .. TaskName ) - - self.Processes = {} - - self.Mission = Mission - self.CommandCenter = Mission:GetCommandCenter() - - self.SetGroup = SetGroupAssign - - self:SetType( TaskType ) - self:SetName( TaskName ) - self:SetID( Mission:GetNextTaskID( self ) ) -- The Mission orchestrates the task sequences .. - - self:SetBriefing( TaskBriefing ) - - - self.TaskInfo = TASKINFO:New( self ) - - self.TaskProgress = {} - - return self -end - ---- Get the Task FSM Process Template --- @param #TASK self --- @return Core.Fsm#FSM_PROCESS -function TASK:GetUnitProcess( TaskUnit ) - - if TaskUnit then - return self:GetStateMachine( TaskUnit ) - else - self.FsmTemplate = self.FsmTemplate or FSM_PROCESS:New() - return self.FsmTemplate - end -end - ---- Sets the Task FSM Process Template --- @param #TASK self --- @param Core.Fsm#FSM_PROCESS -function TASK:SetUnitProcess( FsmTemplate ) - - self.FsmTemplate = FsmTemplate -end - ---- Add a PlayerUnit to join the Task. --- For each Group within the Task, the Unit is checked if it can join the Task. --- If the Unit was not part of the Task, false is returned. --- If the Unit is part of the Task, true is returned. --- @param #TASK self --- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player joining the Mission. --- @param Wrapper.Group#GROUP PlayerGroup The GROUP of the player joining the Mission. --- @return #boolean true if Unit is part of the Task. -function TASK:JoinUnit( PlayerUnit, PlayerGroup ) - self:F( { PlayerUnit = PlayerUnit, PlayerGroup = PlayerGroup } ) - - local PlayerUnitAdded = false - - local PlayerGroups = self:GetGroups() - - -- Is the PlayerGroup part of the PlayerGroups? - if PlayerGroups:IsIncludeObject( PlayerGroup ) then - - -- Check if the PlayerGroup is already assigned to the Task. If yes, the PlayerGroup is added to the Task. - -- If the PlayerGroup is not assigned to the Task, the menu needs to be set. In that case, the PlayerUnit will become the GroupPlayer leader. - if self:IsStatePlanned() or self:IsStateReplanned() then - --self:SetMenuForGroup( PlayerGroup ) - --self:MessageToGroups( PlayerUnit:GetPlayerName() .. " is planning to join Task " .. self:GetName() ) - end - if self:IsStateAssigned() then - local IsGroupAssigned = self:IsGroupAssigned( PlayerGroup ) - self:F( { IsGroupAssigned = IsGroupAssigned } ) - if IsGroupAssigned then - self:AssignToUnit( PlayerUnit ) - self:MessageToGroups( PlayerUnit:GetPlayerName() .. " joined Task " .. self:GetName() ) - end - end - end - - return PlayerUnitAdded -end - ---- A group rejecting a planned task. --- @param #TASK self --- @param Wrapper.Group#GROUP PlayerGroup The group rejecting the task. --- @return #TASK -function TASK:RejectGroup( PlayerGroup ) - - local PlayerGroups = self:GetGroups() - - -- Is the PlayerGroup part of the PlayerGroups? - if PlayerGroups:IsIncludeObject( PlayerGroup ) then - - -- Check if the PlayerGroup is already assigned or is planned to be assigned to the Task. - -- If yes, the PlayerGroup is aborted from the Task. - -- If the PlayerUnit was the last unit of the PlayerGroup, the menu needs to be removed from the Group. - if self:IsStatePlanned() then - - local IsGroupAssigned = self:IsGroupAssigned( PlayerGroup ) - if IsGroupAssigned then - local PlayerName = PlayerGroup:GetUnit(1):GetPlayerName() - self:GetMission():GetCommandCenter():MessageToGroup( "Task " .. self:GetName() .. " has been rejected! We will select another task.", PlayerGroup ) - self:UnAssignFromGroup( PlayerGroup ) - - self:PlayerRejected( PlayerGroup:GetUnit(1) ) - end - - end - end - - return self -end - - ---- A group aborting the task. --- @param #TASK self --- @param Wrapper.Group#GROUP PlayerGroup The group aborting the task. --- @return #TASK -function TASK:AbortGroup( PlayerGroup ) - - local PlayerGroups = self:GetGroups() - - -- Is the PlayerGroup part of the PlayerGroups? - if PlayerGroups:IsIncludeObject( PlayerGroup ) then - - -- Check if the PlayerGroup is already assigned or is planned to be assigned to the Task. - -- If yes, the PlayerGroup is aborted from the Task. - -- If the PlayerUnit was the last unit of the PlayerGroup, the menu needs to be removed from the Group. - if self:IsStateAssigned() then - - local IsGroupAssigned = self:IsGroupAssigned( PlayerGroup ) - if IsGroupAssigned then - local PlayerName = PlayerGroup:GetUnit(1):GetPlayerName() - self:UnAssignFromGroup( PlayerGroup ) - - -- Now check if the task needs to go to hold... - -- It will go to hold, if there are no players in the mission... - PlayerGroups:Flush( self ) - local IsRemaining = false - for GroupName, AssignedGroup in pairs( PlayerGroups:GetSet() or {} ) do - if self:IsGroupAssigned( AssignedGroup ) == true then - IsRemaining = true - self:F( { Task = self:GetName(), IsRemaining = IsRemaining } ) - break - end - end - - self:F( { Task = self:GetName(), IsRemaining = IsRemaining } ) - if IsRemaining == false then - self:Abort() - end - - self:PlayerAborted( PlayerGroup:GetUnit(1) ) - end - - end - end - - return self -end - - ---- A group crashing and thus aborting from the task. --- @param #TASK self --- @param Wrapper.Group#GROUP PlayerGroup The group aborting the task. --- @return #TASK -function TASK:CrashGroup( PlayerGroup ) - self:F( { PlayerGroup = PlayerGroup } ) - - local PlayerGroups = self:GetGroups() - - -- Is the PlayerGroup part of the PlayerGroups? - if PlayerGroups:IsIncludeObject( PlayerGroup ) then - - -- Check if the PlayerGroup is already assigned to the Task. If yes, the PlayerGroup is aborted from the Task. - -- If the PlayerUnit was the last unit of the PlayerGroup, the menu needs to be removed from the Group. - if self:IsStateAssigned() then - local IsGroupAssigned = self:IsGroupAssigned( PlayerGroup ) - self:F( { IsGroupAssigned = IsGroupAssigned } ) - if IsGroupAssigned then - local PlayerName = PlayerGroup:GetUnit(1):GetPlayerName() - self:MessageToGroups( PlayerName .. " crashed! " ) - self:UnAssignFromGroup( PlayerGroup ) - - -- Now check if the task needs to go to hold... - -- It will go to hold, if there are no players in the mission... - - PlayerGroups:Flush( self ) - local IsRemaining = false - for GroupName, AssignedGroup in pairs( PlayerGroups:GetSet() or {} ) do - if self:IsGroupAssigned( AssignedGroup ) == true then - IsRemaining = true - self:F( { Task = self:GetName(), IsRemaining = IsRemaining } ) - break - end - end - - self:F( { Task = self:GetName(), IsRemaining = IsRemaining } ) - if IsRemaining == false then - self:Abort() - end - - self:PlayerCrashed( PlayerGroup:GetUnit(1) ) - end - - end - end - - return self -end - - - ---- Gets the Mission to where the TASK belongs. --- @param #TASK self --- @return Tasking.Mission#MISSION -function TASK:GetMission() - - return self.Mission -end - - ---- Gets the SET_GROUP assigned to the TASK. --- @param #TASK self --- @return Core.Set#SET_GROUP -function TASK:GetGroups() - - return self.SetGroup -end - - ---- Gets the SET_GROUP assigned to the TASK. --- @param #TASK self --- @param Core.Set#SET_GROUP GroupSet --- @return Core.Set#SET_GROUP -function TASK:AddGroups( GroupSet ) - - GroupSet = GroupSet or SET_GROUP:New() - - self.SetGroup:ForEachGroup( - --- @param Wrapper.Group#GROUP GroupSet - function( GroupItem ) - GroupSet:Add( GroupItem:GetName(), GroupItem) - end - ) - - return GroupSet -end - -do -- Group Assignment - - --- Returns if the @{Task} is assigned to the Group. - -- @param #TASK self - -- @param Wrapper.Group#GROUP TaskGroup - -- @return #boolean - function TASK:IsGroupAssigned( TaskGroup ) - - local TaskGroupName = TaskGroup:GetName() - - if self.AssignedGroups[TaskGroupName] then - --self:T( { "Task is assigned to:", TaskGroup:GetName() } ) - return true - end - - --self:T( { "Task is not assigned to:", TaskGroup:GetName() } ) - return false - end - - - --- Set @{Wrapper.Group} assigned to the @{Task}. - -- @param #TASK self - -- @param Wrapper.Group#GROUP TaskGroup - -- @return #TASK - function TASK:SetGroupAssigned( TaskGroup ) - - local TaskName = self:GetName() - local TaskGroupName = TaskGroup:GetName() - - self.AssignedGroups[TaskGroupName] = TaskGroup - self:F( string.format( "Task %s is assigned to %s", TaskName, TaskGroupName ) ) - - -- Set the group to be assigned at mission level. This allows to decide the menu options on mission level for this group. - self:GetMission():SetGroupAssigned( TaskGroup ) - - local SetAssignedGroups = self:GetGroups() - --- SetAssignedGroups:ForEachGroup( --- function( AssignedGroup ) --- if self:IsGroupAssigned(AssignedGroup) then --- self:GetMission():GetCommandCenter():MessageToGroup( string.format( "Task %s is assigned to group %s.", TaskName, TaskGroupName ), AssignedGroup ) --- else --- self:GetMission():GetCommandCenter():MessageToGroup( string.format( "Task %s is assigned to your group.", TaskName ), AssignedGroup ) --- end --- end --- ) - - return self - end - - --- Clear the @{Wrapper.Group} assignment from the @{Task}. - -- @param #TASK self - -- @param Wrapper.Group#GROUP TaskGroup - -- @return #TASK - function TASK:ClearGroupAssignment( TaskGroup ) - - local TaskName = self:GetName() - local TaskGroupName = TaskGroup:GetName() - - self.AssignedGroups[TaskGroupName] = nil - --self:F( string.format( "Task %s is unassigned to %s", TaskName, TaskGroupName ) ) - - -- Set the group to be assigned at mission level. This allows to decide the menu options on mission level for this group. - self:GetMission():ClearGroupAssignment( TaskGroup ) - - local SetAssignedGroups = self:GetGroups() - - SetAssignedGroups:ForEachGroup( - function( AssignedGroup ) - if self:IsGroupAssigned(AssignedGroup) then - --self:GetMission():GetCommandCenter():MessageToGroup( string.format( "Task %s is unassigned from group %s.", TaskName, TaskGroupName ), AssignedGroup ) - else - --self:GetMission():GetCommandCenter():MessageToGroup( string.format( "Task %s is unassigned from your group.", TaskName ), AssignedGroup ) - end - end - ) - - return self - end - -end - -do -- Group Assignment - - --- @param #TASK self - -- @param Actions.Act_Assign#ACT_ASSIGN AcceptClass - function TASK:SetAssignMethod( AcceptClass ) - - local ProcessTemplate = self:GetUnitProcess() - - ProcessTemplate:SetProcess( "Planned", "Accept", AcceptClass ) -- Actions.Act_Assign#ACT_ASSIGN - end - - - --- Assign the @{Task} to a @{Wrapper.Group}. - -- @param #TASK self - -- @param Wrapper.Group#GROUP TaskGroup - -- @return #TASK - function TASK:AssignToGroup( TaskGroup ) - self:F( TaskGroup:GetName() ) - - local TaskGroupName = TaskGroup:GetName() - local Mission = self:GetMission() - local CommandCenter = Mission:GetCommandCenter() - - self:SetGroupAssigned( TaskGroup ) - - local TaskUnits = TaskGroup:GetUnits() - for UnitID, UnitData in pairs( TaskUnits ) do - local TaskUnit = UnitData -- Wrapper.Unit#UNIT - local PlayerName = TaskUnit:GetPlayerName() - self:F(PlayerName) - if PlayerName ~= nil and PlayerName ~= "" then - self:AssignToUnit( TaskUnit ) - CommandCenter:MessageToGroup( - string.format( 'Task "%s": Briefing for player (%s):\n%s', - self:GetName(), - PlayerName, - self:GetBriefing() - ), TaskGroup - ) - end - end - - CommandCenter:SetMenu() - - return self - end - - --- UnAssign the @{Task} from a @{Wrapper.Group}. - -- @param #TASK self - -- @param Wrapper.Group#GROUP TaskGroup - function TASK:UnAssignFromGroup( TaskGroup ) - self:F2( { TaskGroup = TaskGroup:GetName() } ) - - self:ClearGroupAssignment( TaskGroup ) - - local TaskUnits = TaskGroup:GetUnits() - for UnitID, UnitData in pairs( TaskUnits ) do - local TaskUnit = UnitData -- Wrapper.Unit#UNIT - local PlayerName = TaskUnit:GetPlayerName() - if PlayerName ~= nil and PlayerName ~= "" then -- Only remove units that have players! - self:UnAssignFromUnit( TaskUnit ) - end - end - - local Mission = self:GetMission() - local CommandCenter = Mission:GetCommandCenter() - CommandCenter:SetMenu() - end -end - - ---- --- @param #TASK self --- @param Wrapper.Group#GROUP FindGroup --- @return #boolean -function TASK:HasGroup( FindGroup ) - - local SetAttackGroup = self:GetGroups() - return SetAttackGroup:FindGroup( FindGroup:GetName() ) - -end - ---- Assign the @{Task} to an alive @{Wrapper.Unit}. --- @param #TASK self --- @param Wrapper.Unit#UNIT TaskUnit --- @return #TASK self -function TASK:AssignToUnit( TaskUnit ) - self:F( TaskUnit:GetName() ) - - local FsmTemplate = self:GetUnitProcess() - - -- Assign a new FsmUnit to TaskUnit. - local FsmUnit = self:SetStateMachine( TaskUnit, FsmTemplate:Copy( TaskUnit, self ) ) -- Core.Fsm#FSM_PROCESS - - FsmUnit:SetStartState( "Planned" ) - - FsmUnit:Accept() -- Each Task needs to start with an Accept event to start the flow. - - return self -end - ---- UnAssign the @{Task} from an alive @{Wrapper.Unit}. --- @param #TASK self --- @param Wrapper.Unit#UNIT TaskUnit --- @return #TASK self -function TASK:UnAssignFromUnit( TaskUnit ) - self:F( TaskUnit:GetName() ) - - self:RemoveStateMachine( TaskUnit ) - - -- If a Task Control Menu had been set, then this will be removed. - self:RemoveTaskControlMenu( TaskUnit ) - return self -end - ---- Sets the TimeOut for the @{Task}. If @{Task} stayed planned for longer than TimeOut, it gets into Cancelled status. --- @param #TASK self --- @param #integer Timer in seconds --- @return #TASK self -function TASK:SetTimeOut ( Timer ) - self:F( Timer ) - self.TimeOut = Timer - self:__TimeOut( self.TimeOut ) - return self -end - ---- Send a message of the @{Task} to the assigned @{Wrapper.Group}s. --- @param #TASK self -function TASK:MessageToGroups( Message ) - self:F( { Message = Message } ) - - local Mission = self:GetMission() - local CC = Mission:GetCommandCenter() - - for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetSet() ) do - TaskGroup = TaskGroup -- Wrapper.Group#GROUP - if TaskGroup:IsAlive() == true then - CC:MessageToGroup( Message, TaskGroup, TaskGroup:GetName() ) - end - end -end - - ---- Send the briefng message of the @{Task} to the assigned @{Wrapper.Group}s. --- @param #TASK self -function TASK:SendBriefingToAssignedGroups() - self:F2() - - for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetSet() ) do - if TaskGroup:IsAlive() then - if self:IsGroupAssigned( TaskGroup ) then - TaskGroup:Message( self.TaskBriefing, 60 ) - end - end - end -end - - ---- UnAssign the @{Task} from the @{Wrapper.Group}s. --- @param #TASK self -function TASK:UnAssignFromGroups() - self:F2() - - for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetSet() ) do - if TaskGroup:IsAlive() == true then - if self:IsGroupAssigned(TaskGroup) then - self:UnAssignFromGroup( TaskGroup ) - end - end - end -end - - - ---- Returns if the @{Task} has still alive and assigned Units. --- @param #TASK self --- @return #boolean -function TASK:HasAliveUnits() - self:F() - - for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do - if TaskGroup:IsAlive() == true then - if self:IsStateAssigned() then - if self:IsGroupAssigned( TaskGroup ) then - for TaskUnitID, TaskUnit in pairs( TaskGroup:GetUnits() ) do - if TaskUnit:IsAlive() then - self:T( { HasAliveUnits = true } ) - return true - end - end - end - end - end - end - - self:T( { HasAliveUnits = false } ) - return false -end - ---- Set the menu options of the @{Task} to all the groups in the SetGroup. --- @param #TASK self --- @param #number MenuTime --- @return #TASK -function TASK:SetMenu( MenuTime ) --R2.1 Mission Reports and Task Reports added. Fixes issue #424. - self:F( { self:GetName(), MenuTime } ) - - --self.SetGroup:Flush() - --for TaskGroupID, TaskGroupData in pairs( self.SetGroup:GetAliveSet() ) do - for TaskGroupID, TaskGroupData in pairs( self.SetGroup:GetSet() ) do - local TaskGroup = TaskGroupData -- Wrapper.Group#GROUP - if TaskGroup:IsAlive() == true and TaskGroup:GetPlayerNames() then - - -- Set Mission Menus - - local Mission = self:GetMission() - local MissionMenu = Mission:GetMenu( TaskGroup ) - if MissionMenu then - self:SetMenuForGroup( TaskGroup, MenuTime ) - end - end - end -end - - - ---- Set the Menu for a Group --- @param #TASK self --- @param #number MenuTime --- @return #TASK -function TASK:SetMenuForGroup( TaskGroup, MenuTime ) - - if self:IsStatePlanned() or self:IsStateAssigned() then - self:SetPlannedMenuForGroup( TaskGroup, MenuTime ) - if self:IsGroupAssigned( TaskGroup ) then - self:SetAssignedMenuForGroup( TaskGroup, MenuTime ) - end - end -end - - ---- Set the planned menu option of the @{Task}. --- @param #TASK self --- @param Wrapper.Group#GROUP TaskGroup --- @param #string MenuText The menu text. --- @param #number MenuTime --- @return #TASK self -function TASK:SetPlannedMenuForGroup( TaskGroup, MenuTime ) - self:F( TaskGroup:GetName() ) - - local Mission = self:GetMission() - local MissionName = Mission:GetName() - local MissionMenu = Mission:GetMenu( TaskGroup ) - - local TaskType = self:GetType() - local TaskPlayerCount = self:GetPlayerCount() - local TaskPlayerString = string.format( " (%dp)", TaskPlayerCount ) - local TaskText = string.format( "%s", self:GetName() ) - local TaskName = string.format( "%s", self:GetName() ) - - self.MenuPlanned = self.MenuPlanned or {} - self.MenuPlanned[TaskGroup] = MENU_GROUP_DELAYED:New( TaskGroup, "Join Planned Task", MissionMenu, Mission.MenuReportTasksPerStatus, Mission, TaskGroup, "Planned" ):SetTime( MenuTime ):SetTag( "Tasking" ) - local TaskTypeMenu = MENU_GROUP_DELAYED:New( TaskGroup, TaskType, self.MenuPlanned[TaskGroup] ):SetTime( MenuTime ):SetTag( "Tasking" ) - local TaskTypeMenu = MENU_GROUP_DELAYED:New( TaskGroup, TaskText, TaskTypeMenu ):SetTime( MenuTime ):SetTag( "Tasking" ) - - if not Mission:IsGroupAssigned( TaskGroup ) then - --self:F( { "Replacing Join Task menu" } ) - local JoinTaskMenu = MENU_GROUP_COMMAND_DELAYED:New( TaskGroup, string.format( "Join Task" ), TaskTypeMenu, self.MenuAssignToGroup, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" ) - local MarkTaskMenu = MENU_GROUP_COMMAND_DELAYED:New( TaskGroup, string.format( "Mark Task Location on Map" ), TaskTypeMenu, self.MenuMarkToGroup, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" ) - end - - local ReportTaskMenu = MENU_GROUP_COMMAND_DELAYED:New( TaskGroup, string.format( "Report Task Details" ), TaskTypeMenu, self.MenuTaskStatus, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" ) - - return self -end - ---- Set the assigned menu options of the @{Task}. --- @param #TASK self --- @param Wrapper.Group#GROUP TaskGroup --- @param #number MenuTime --- @return #TASK self -function TASK:SetAssignedMenuForGroup( TaskGroup, MenuTime ) - self:F( { TaskGroup:GetName(), MenuTime } ) - - local TaskType = self:GetType() - local TaskPlayerCount = self:GetPlayerCount() - local TaskPlayerString = string.format( " (%dp)", TaskPlayerCount ) - local TaskText = string.format( "%s%s", self:GetName(), TaskPlayerString ) --, TaskThreatLevelString ) - local TaskName = string.format( "%s", self:GetName() ) - - for UnitName, TaskUnit in pairs( TaskGroup:GetPlayerUnits() ) do - local TaskUnit = TaskUnit -- Wrapper.Unit#UNIT - if TaskUnit then - local MenuControl = self:GetTaskControlMenu( TaskUnit ) - local TaskControl = MENU_GROUP:New( TaskGroup, "Control Task", MenuControl ):SetTime( MenuTime ):SetTag( "Tasking" ) - if self:IsStateAssigned() then - local TaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Abort Task" ), TaskControl, self.MenuTaskAbort, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" ) - end - local MarkMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Mark Task Location on Map" ), TaskControl, self.MenuMarkToGroup, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" ) - local TaskTypeMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Report Task Details" ), TaskControl, self.MenuTaskStatus, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" ) - end - end - - return self -end - ---- Remove the menu options of the @{Task} to all the groups in the SetGroup. --- @param #TASK self --- @param #number MenuTime --- @return #TASK -function TASK:RemoveMenu( MenuTime ) - self:F( { self:GetName(), MenuTime } ) - - for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do - if TaskGroup:IsAlive() == true then - local TaskGroup = TaskGroup -- Wrapper.Group#GROUP - if TaskGroup:IsAlive() == true and TaskGroup:GetPlayerNames() then - self:RefreshMenus( TaskGroup, MenuTime ) - end - end - end -end - - ---- Remove the menu option of the @{Task} for a @{Wrapper.Group}. --- @param #TASK self --- @param Wrapper.Group#GROUP TaskGroup --- @param #number MenuTime --- @return #TASK self -function TASK:RefreshMenus( TaskGroup, MenuTime ) - self:F( { TaskGroup:GetName(), MenuTime } ) - - local Mission = self:GetMission() - local MissionName = Mission:GetName() - local MissionMenu = Mission:GetMenu( TaskGroup ) - - local TaskName = self:GetName() - self.MenuPlanned = self.MenuPlanned or {} - local PlannedMenu = self.MenuPlanned[TaskGroup] - - self.MenuAssigned = self.MenuAssigned or {} - local AssignedMenu = self.MenuAssigned[TaskGroup] - - if PlannedMenu then - self.MenuPlanned[TaskGroup] = PlannedMenu:Remove( MenuTime , "Tasking" ) - PlannedMenu:Set() - end - - if AssignedMenu then - self.MenuAssigned[TaskGroup] = AssignedMenu:Remove( MenuTime, "Tasking" ) - AssignedMenu:Set() - end - -end - ---- Remove the assigned menu option of the @{Task} for a @{Wrapper.Group}. --- @param #TASK self --- @param Wrapper.Group#GROUP TaskGroup --- @param #number MenuTime --- @return #TASK self -function TASK:RemoveAssignedMenuForGroup( TaskGroup ) - self:F() - - local Mission = self:GetMission() - local MissionName = Mission:GetName() - local MissionMenu = Mission:GetMenu( TaskGroup ) - - if MissionMenu then - MissionMenu:RemoveSubMenus() - end - -end - ---- @param #TASK self --- @param Wrapper.Group#GROUP TaskGroup -function TASK:MenuAssignToGroup( TaskGroup ) - - self:F( "Join Task menu selected") - - self:AssignToGroup( TaskGroup ) -end - ---- @param #TASK self --- @param Wrapper.Group#GROUP TaskGroup -function TASK:MenuMarkToGroup( TaskGroup ) - self:F() - - self:UpdateTaskInfo( self.DetectedItem ) - - local TargetCoordinates = self.TaskInfo:GetData( "Coordinates" ) -- Core.Point#COORDINATE - if TargetCoordinates then - for TargetCoordinateID, TargetCoordinate in pairs( TargetCoordinates ) do - local Report = REPORT:New():SetIndent( 0 ) - self.TaskInfo:Report( Report, "M", TaskGroup, self ) - local MarkText = Report:Text( ", " ) - self:F( { Coordinate = TargetCoordinate, MarkText = MarkText } ) - TargetCoordinate:MarkToGroup( MarkText, TaskGroup ) - --Coordinate:MarkToAll( Briefing ) - end - else - local TargetCoordinate = self.TaskInfo:GetData( "Coordinate" ) -- Core.Point#COORDINATE - if TargetCoordinate then - local Report = REPORT:New():SetIndent( 0 ) - self.TaskInfo:Report( Report, "M", TaskGroup, self ) - local MarkText = Report:Text( ", " ) - self:F( { Coordinate = TargetCoordinate, MarkText = MarkText } ) - TargetCoordinate:MarkToGroup( MarkText, TaskGroup ) - end - end - -end - ---- Report the task status. --- @param #TASK self -function TASK:MenuTaskStatus( TaskGroup ) - - local ReportText = self:ReportDetails( TaskGroup ) - - self:T( ReportText ) - self:GetMission():GetCommandCenter():MessageTypeToGroup( ReportText, TaskGroup, MESSAGE.Type.Detailed ) - -end - ---- Report the task status. --- @param #TASK self -function TASK:MenuTaskAbort( TaskGroup ) - - self:AbortGroup( TaskGroup ) -end - - - ---- Returns the @{Task} name. --- @param #TASK self --- @return #string TaskName -function TASK:GetTaskName() - return self.TaskName -end - ---- Returns the @{Task} briefing. --- @param #TASK self --- @return #string Task briefing. -function TASK:GetTaskBriefing() - return self.TaskBriefing -end - - - - ---- Get the default or currently assigned @{Process} template with key ProcessName. --- @param #TASK self --- @param #string ProcessName --- @return Core.Fsm#FSM_PROCESS -function TASK:GetProcessTemplate( ProcessName ) - - local ProcessTemplate = self.ProcessClasses[ProcessName] - - return ProcessTemplate -end - - - --- TODO: Obscolete? ---- Fail processes from @{Task} with key @{Wrapper.Unit} --- @param #TASK self --- @param #string TaskUnitName --- @return #TASK self -function TASK:FailProcesses( TaskUnitName ) - - for ProcessID, ProcessData in pairs( self.Processes[TaskUnitName] ) do - local Process = ProcessData - Process.Fsm:Fail() - end -end - ---- Add a FiniteStateMachine to @{Task} with key Task@{Wrapper.Unit} --- @param #TASK self --- @param Wrapper.Unit#UNIT TaskUnit --- @param Core.Fsm#FSM_PROCESS Fsm --- @return #TASK self -function TASK:SetStateMachine( TaskUnit, Fsm ) - self:F2( { TaskUnit, self.Fsm[TaskUnit] ~= nil, Fsm:GetClassNameAndID() } ) - - self.Fsm[TaskUnit] = Fsm - - return Fsm -end - ---- Gets the FiniteStateMachine of @{Task} with key Task@{Wrapper.Unit} --- @param #TASK self --- @param Wrapper.Unit#UNIT TaskUnit --- @return Core.Fsm#FSM_PROCESS -function TASK:GetStateMachine( TaskUnit ) - self:F2( { TaskUnit, self.Fsm[TaskUnit] ~= nil } ) - - return self.Fsm[TaskUnit] -end - ---- Remove FiniteStateMachines from @{Task} with key Task@{Wrapper.Unit} --- @param #TASK self --- @param Wrapper.Unit#UNIT TaskUnit --- @return #TASK self -function TASK:RemoveStateMachine( TaskUnit ) - self:F( { TaskUnit = TaskUnit:GetName(), HasFsm = ( self.Fsm[TaskUnit] ~= nil ) } ) - - --self:F( self.Fsm ) - --for TaskUnitT, Fsm in pairs( self.Fsm ) do - --local Fsm = Fsm -- Core.Fsm#FSM_PROCESS - --self:F( TaskUnitT ) - --self.Fsm[TaskUnit] = nil - --end - - if self.Fsm[TaskUnit] then - self.Fsm[TaskUnit]:Remove() - self.Fsm[TaskUnit] = nil - end - - collectgarbage() - self:F( "Garbage Collected, Processes should be finalized now ...") -end - - ---- Checks if there is a FiniteStateMachine assigned to Task@{Wrapper.Unit} for @{Task} --- @param #TASK self --- @param Wrapper.Unit#UNIT TaskUnit --- @return #TASK self -function TASK:HasStateMachine( TaskUnit ) - self:F( { TaskUnit, self.Fsm[TaskUnit] ~= nil } ) - - return ( self.Fsm[TaskUnit] ~= nil ) -end - - ---- Gets the Scoring of the task --- @param #TASK self --- @return Functional.Scoring#SCORING Scoring -function TASK:GetScoring() - return self.Mission:GetScoring() -end - - ---- Gets the Task Index, which is a combination of the Task type, the Task name. --- @param #TASK self --- @return #string The Task ID -function TASK:GetTaskIndex() - - local TaskType = self:GetType() - local TaskName = self:GetName() - - return TaskType .. "." .. TaskName -end - ---- Sets the Name of the Task --- @param #TASK self --- @param #string TaskName -function TASK:SetName( TaskName ) - self.TaskName = TaskName -end - ---- Gets the Name of the Task --- @param #TASK self --- @return #string The Task Name -function TASK:GetName() - return self.TaskName -end - ---- Sets the Type of the Task --- @param #TASK self --- @param #string TaskType -function TASK:SetType( TaskType ) - self.TaskType = TaskType -end - ---- Gets the Type of the Task --- @param #TASK self --- @return #string TaskType -function TASK:GetType() - return self.TaskType -end - ---- Sets the ID of the Task --- @param #TASK self --- @param #string TaskID -function TASK:SetID( TaskID ) - self.TaskID = TaskID -end - ---- Gets the ID of the Task --- @param #TASK self --- @return #string TaskID -function TASK:GetID() - return self.TaskID -end - - ---- Sets a @{Task} to status **Success**. --- @param #TASK self -function TASK:StateSuccess() - self:SetState( self, "State", "Success" ) - return self -end - ---- Is the @{Task} status **Success**. --- @param #TASK self -function TASK:IsStateSuccess() - return self:Is( "Success" ) -end - ---- Sets a @{Task} to status **Failed**. --- @param #TASK self -function TASK:StateFailed() - self:SetState( self, "State", "Failed" ) - return self -end - ---- Is the @{Task} status **Failed**. --- @param #TASK self -function TASK:IsStateFailed() - return self:Is( "Failed" ) -end - ---- Sets a @{Task} to status **Planned**. --- @param #TASK self -function TASK:StatePlanned() - self:SetState( self, "State", "Planned" ) - return self -end - ---- Is the @{Task} status **Planned**. --- @param #TASK self -function TASK:IsStatePlanned() - return self:Is( "Planned" ) -end - ---- Sets a @{Task} to status **Aborted**. --- @param #TASK self -function TASK:StateAborted() - self:SetState( self, "State", "Aborted" ) - return self -end - ---- Is the @{Task} status **Aborted**. --- @param #TASK self -function TASK:IsStateAborted() - return self:Is( "Aborted" ) -end - ---- Sets a @{Task} to status **Cancelled**. --- @param #TASK self -function TASK:StateCancelled() - self:SetState( self, "State", "Cancelled" ) - return self -end - ---- Is the @{Task} status **Cancelled**. --- @param #TASK self -function TASK:IsStateCancelled() - return self:Is( "Cancelled" ) -end - ---- Sets a @{Task} to status **Assigned**. --- @param #TASK self -function TASK:StateAssigned() - self:SetState( self, "State", "Assigned" ) - return self -end - ---- Is the @{Task} status **Assigned**. --- @param #TASK self -function TASK:IsStateAssigned() - return self:Is( "Assigned" ) -end - ---- Sets a @{Task} to status **Hold**. --- @param #TASK self -function TASK:StateHold() - self:SetState( self, "State", "Hold" ) - return self -end - ---- Is the @{Task} status **Hold**. --- @param #TASK self -function TASK:IsStateHold() - return self:Is( "Hold" ) -end - ---- Sets a @{Task} to status **Replanned**. --- @param #TASK self -function TASK:StateReplanned() - self:SetState( self, "State", "Replanned" ) - return self -end - ---- Is the @{Task} status **Replanned**. --- @param #TASK self -function TASK:IsStateReplanned() - return self:Is( "Replanned" ) -end - ---- Gets the @{Task} status. --- @param #TASK self -function TASK:GetStateString() - return self:GetState( self, "State" ) -end - ---- Sets a @{Task} briefing. --- @param #TASK self --- @param #string TaskBriefing --- @return #TASK self -function TASK:SetBriefing( TaskBriefing ) - self:F(TaskBriefing) - self.TaskBriefing = TaskBriefing - return self -end - ---- Gets the @{Task} briefing. --- @param #TASK self --- @return #string The briefing text. -function TASK:GetBriefing() - return self.TaskBriefing -end - - - - ---- FSM function for a TASK --- @param #TASK self --- @param #string Event --- @param #string From --- @param #string To -function TASK:onenterAssigned( From, Event, To, PlayerUnit, PlayerName ) - - --- This test is required, because the state transition will be fired also when the state does not change in case of an event. - if From ~= "Assigned" then - - local PlayerNames = self:GetPlayerNames() - local PlayerText = REPORT:New() - for PlayerName, TaskName in pairs( PlayerNames ) do - PlayerText:Add( PlayerName ) - end - - self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " is assigned to players " .. PlayerText:Text(",") .. ". Good Luck!" ) - - -- Set the total Progress to be achieved. - self:SetGoalTotal() -- Polymorphic to set the initial goal total! - - if self.Dispatcher then - self:F( "Firing Assign event " ) - self.Dispatcher:Assign( self, PlayerUnit, PlayerName ) - end - - self:GetMission():__Start( 1 ) - - -- When the task is assigned, the task goal needs to be checked of the derived classes. - self:__Goal( -10, PlayerUnit, PlayerName ) -- Polymorphic - - self:SetMenu() - - self:F( { "--> Task Assigned", TaskName = self:GetName(), Mission = self:GetMission():GetName() } ) - self:F( { "--> Task Player Names", PlayerNames = PlayerNames } ) - - end -end - - ---- FSM function for a TASK --- @param #TASK self --- @param #string Event --- @param #string From --- @param #string To -function TASK:onenterSuccess( From, Event, To ) - - self:F( { "<-> Task Replanned", TaskName = self:GetName(), Mission = self:GetMission():GetName() } ) - self:F( { "<-> Task Player Names", PlayerNames = self:GetPlayerNames() } ) - - self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " is successful! Good job!" ) - self:UnAssignFromGroups() - - self:GetMission():__MissionGoals( 1 ) - -end - - ---- FSM function for a TASK --- @param #TASK self --- @param #string From --- @param #string Event --- @param #string To -function TASK:onenterAborted( From, Event, To ) - - self:F( { "<-- Task Aborted", TaskName = self:GetName(), Mission = self:GetMission():GetName() } ) - self:F( { "<-- Task Player Names", PlayerNames = self:GetPlayerNames() } ) - - if From ~= "Aborted" then - self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " has been aborted! Task may be replanned." ) - self:__Replan( 5 ) - self:SetMenu() - end - -end - - ---- FSM function for a TASK --- @param #TASK self --- @param #string From --- @param #string Event --- @param #string To -function TASK:onenterCancelled( From, Event, To ) - - self:F( { "<-- Task Cancelled", TaskName = self:GetName(), Mission = self:GetMission():GetName() } ) - self:F( { "<-- Player Names", PlayerNames = self:GetPlayerNames() } ) - - if From ~= "Cancelled" then - self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " has been cancelled! The tactical situation has changed." ) - self:UnAssignFromGroups() - self:SetMenu() - end - -end - ---- FSM function for a TASK --- @param #TASK self --- @param #string From --- @param #string Event --- @param #string To -function TASK:onafterReplan( From, Event, To ) - - self:F( { "Task Replanned", TaskName = self:GetName(), Mission = self:GetMission():GetName() } ) - self:F( { "Task Player Names", PlayerNames = self:GetPlayerNames() } ) - - self:GetMission():GetCommandCenter():MessageToCoalition( "Replanning Task " .. self:GetName() .. "." ) - - self:SetMenu() - -end - ---- FSM function for a TASK --- @param #TASK self --- @param #string From --- @param #string Event --- @param #string To -function TASK:onenterFailed( From, Event, To ) - - self:F( { "Task Failed", TaskName = self:GetName(), Mission = self:GetMission():GetName() } ) - self:F( { "Task Player Names", PlayerNames = self:GetPlayerNames() } ) - - self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " has failed!" ) - - self:UnAssignFromGroups() -end - ---- FSM function for a TASK --- @param #TASK self --- @param #string Event --- @param #string From --- @param #string To -function TASK:onstatechange( From, Event, To ) - - if self:IsTrace() then - --MESSAGE:New( "@ Task " .. self.TaskName .. " : " .. From .. " changed to " .. To .. " by " .. Event, 2 ):ToAll() - end - - if self.Scores[To] then - local Scoring = self:GetScoring() - if Scoring then - self:F( { self.Scores[To].ScoreText, self.Scores[To].Score } ) - Scoring:_AddMissionScore( self.Mission, self.Scores[To].ScoreText, self.Scores[To].Score ) - end - end - -end - ---- FSM function for a TASK --- @param #TASK self --- @param #string Event --- @param #string From --- @param #string To -function TASK:onenterPlanned( From, Event, To) - if not self.TimeOut == 0 then - self.__TimeOut( self.TimeOut ) - end -end - ---- FSM function for a TASK --- @param #TASK self --- @param #string Event --- @param #string From --- @param #string To -function TASK:onbeforeTimeOut( From, Event, To ) - if From == "Planned" then - self:RemoveMenu() - return true - end - return false -end - -do -- Links - - --- Set dispatcher of a task - -- @param #TASK self - -- @param Tasking.DetectionManager#DETECTION_MANAGER Dispatcher - -- @return #TASK - function TASK:SetDispatcher( Dispatcher ) - self.Dispatcher = Dispatcher - end - - --- Set detection of a task - -- @param #TASK self - -- @param Function.Detection#DETECTION_BASE Detection - -- @param DetectedItem - -- @return #TASK - function TASK:SetDetection( Detection, DetectedItem ) - - self:F( { DetectedItem, Detection } ) - - self.Detection = Detection - self.DetectedItem = DetectedItem - end - -end - -do -- Reporting - ---- Create a summary report of the Task. --- List the Task Name and Status --- @param #TASK self --- @param Wrapper.Group#GROUP ReportGroup --- @return #string -function TASK:ReportSummary( ReportGroup ) - - self:UpdateTaskInfo( self.DetectedItem ) - - local Report = REPORT:New() - - -- List the name of the Task. - Report:Add( "Task " .. self:GetName() ) - - -- Determine the status of the Task. - Report:Add( "State: <" .. self:GetState() .. ">" ) - - self.TaskInfo:Report( Report, "S", ReportGroup, self ) - - return Report:Text( ', ' ) -end - ---- Create an overiew report of the Task. --- List the Task Name and Status --- @param #TASK self --- @return #string -function TASK:ReportOverview( ReportGroup ) - - self:UpdateTaskInfo( self.DetectedItem ) - - -- List the name of the Task. - local TaskName = self:GetName() - local Report = REPORT:New() - - self.TaskInfo:Report( Report, "O", ReportGroup, self ) - - return Report:Text() -end - ---- Create a count of the players in the Task. --- @param #TASK self --- @return #number The total number of players in the task. -function TASK:GetPlayerCount() --R2.1 Get a count of the players. - - local PlayerCount = 0 - - -- Loop each Unit active in the Task, and find Player Names. - for TaskGroupID, PlayerGroup in pairs( self:GetGroups():GetSet() ) do - local PlayerGroup = PlayerGroup -- Wrapper.Group#GROUP - if PlayerGroup:IsAlive() == true then - if self:IsGroupAssigned( PlayerGroup ) then - local PlayerNames = PlayerGroup:GetPlayerNames() - PlayerCount = PlayerCount + #PlayerNames - end - end - end - - return PlayerCount -end - - ---- Create a list of the players in the Task. --- @param #TASK self --- @return #map<#string,Wrapper.Group#GROUP> A map of the players -function TASK:GetPlayerNames() --R2.1 Get a map of the players. - - local PlayerNameMap = {} - - -- Loop each Unit active in the Task, and find Player Names. - for TaskGroupID, PlayerGroup in pairs( self:GetGroups():GetSet() ) do - local PlayerGroup = PlayerGroup -- Wrapper.Group#GROUP - if PlayerGroup:IsAlive() == true then - if self:IsGroupAssigned( PlayerGroup ) then - local PlayerNames = PlayerGroup:GetPlayerNames() - for PlayerNameID, PlayerName in pairs( PlayerNames ) do - PlayerNameMap[PlayerName] = PlayerGroup - end - end - end - end - - return PlayerNameMap -end - - ---- Create a detailed report of the Task. --- List the Task Status, and the Players assigned to the Task. --- @param #TASK self --- @param Wrapper.Group#GROUP TaskGroup --- @return #string -function TASK:ReportDetails( ReportGroup ) - - self:UpdateTaskInfo( self.DetectedItem ) - - local Report = REPORT:New():SetIndent( 3 ) - - -- List the name of the Task. - local Name = self:GetName() - - -- Determine the status of the Task. - local Status = "<" .. self:GetState() .. ">" - - Report:Add( "Task " .. Name .. " - " .. Status .. " - Detailed Report" ) - - -- Loop each Unit active in the Task, and find Player Names. - local PlayerNames = self:GetPlayerNames() - - local PlayerReport = REPORT:New() - for PlayerName, PlayerGroup in pairs( PlayerNames ) do - PlayerReport:Add( "Players group " .. PlayerGroup:GetCallsign() .. ": " .. PlayerName ) - end - local Players = PlayerReport:Text() - - if Players ~= "" then - Report:AddIndent( "Players assigned:", "-" ) - Report:AddIndent( Players ) - end - - self.TaskInfo:Report( Report, "D", ReportGroup, self ) - - return Report:Text() -end - - -end -- Reporting - - -do -- Additional Task Scoring and Task Progress - - --- Add Task Progress for a Player Name - -- @param #TASK self - -- @param #string PlayerName The name of the player. - -- @param #string ProgressText The text that explains the Progress achieved. - -- @param #number ProgressTime The time the progress was achieved. - -- @oaram #number ProgressPoints The amount of points of magnitude granted. This will determine the shared Mission Success scoring. - -- @return #TASK - function TASK:AddProgress( PlayerName, ProgressText, ProgressTime, ProgressPoints ) - self.TaskProgress = self.TaskProgress or {} - self.TaskProgress[ProgressTime] = self.TaskProgress[ProgressTime] or {} - self.TaskProgress[ProgressTime].PlayerName = PlayerName - self.TaskProgress[ProgressTime].ProgressText = ProgressText - self.TaskProgress[ProgressTime].ProgressPoints = ProgressPoints - self:GetMission():AddPlayerName( PlayerName ) - return self - end - - function TASK:GetPlayerProgress( PlayerName ) - local ProgressPlayer = 0 - for ProgressTime, ProgressData in pairs( self.TaskProgress ) do - if PlayerName == ProgressData.PlayerName then - ProgressPlayer = ProgressPlayer + ProgressData.ProgressPoints - end - end - return ProgressPlayer - end - - --- Set a score when progress has been made by the player. - -- @param #TASK self - -- @param #string PlayerName The name of the player. - -- @param #number Score The score in points to be granted when task process has been achieved. - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK - function TASK:SetScoreOnProgress( PlayerName, Score, TaskUnit ) - self:F( { PlayerName, Score, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountPlayer", "Player " .. PlayerName .. " has achieved progress.", Score ) - - return self - end - - --- Set a score when all the targets in scope of the A2A attack, have been destroyed. - -- @param #TASK self - -- @param #string PlayerName The name of the player. - -- @param #number Score The score in points. - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK - function TASK:SetScoreOnSuccess( PlayerName, Score, TaskUnit ) - self:F( { PlayerName, Score, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScore( "Success", "The task is a success!", Score ) - - return self - end - - --- Set a penalty when the A2A attack has failed. - -- @param #TASK self - -- @param #string PlayerName The name of the player. - -- @param #number Penalty The penalty in points, must be a negative value! - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK - function TASK:SetScoreOnFail( PlayerName, Penalty, TaskUnit ) - self:F( { PlayerName, Penalty, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScore( "Failed", "The task is a failure!", Penalty ) - - return self - end - -end - -do -- Task Control Menu - - -- The Task Control Menu is a menu attached to the task at the main menu to quickly be able to do actions in the task. - -- The Task Control Menu can only be shown when the task is assigned to the player. - -- The Task Control Menu is linked to the process executing the task, so no task menu can be set to the main static task definition. - - --- Init Task Control Menu - -- @param #TASK self - -- @param Wrapper.Unit#UNIT TaskUnit The @{Wrapper.Unit} that contains a player. - -- @return Task Control Menu Refresh ID - function TASK:InitTaskControlMenu( TaskUnit ) - - self.TaskControlMenuTime = timer.getTime() - - return self.TaskControlMenuTime - end - - --- Get Task Control Menu - -- @param #TASK self - -- @param Wrapper.Unit#UNIT TaskUnit The @{Wrapper.Unit} that contains a player. - -- @return Core.Menu#MENU_GROUP TaskControlMenu The Task Control Menu - function TASK:GetTaskControlMenu( TaskUnit, TaskName ) - - TaskName = TaskName or "" - - local TaskGroup = TaskUnit:GetGroup() - local TaskPlayerCount = TaskGroup:GetPlayerCount() - - if TaskPlayerCount <= 1 then - self.TaskControlMenu = MENU_GROUP:New( TaskUnit:GetGroup(), "Task " .. self:GetName() .. " control" ):SetTime( self.TaskControlMenuTime ) - else - self.TaskControlMenu = MENU_GROUP:New( TaskUnit:GetGroup(), "Task " .. self:GetName() .. " control for " .. TaskUnit:GetPlayerName() ):SetTime( self.TaskControlMenuTime ) - end - - return self.TaskControlMenu - end - - --- Remove Task Control Menu - -- @param #TASK self - -- @param Wrapper.Unit#UNIT TaskUnit The @{Wrapper.Unit} that contains a player. - function TASK:RemoveTaskControlMenu( TaskUnit ) - - if self.TaskControlMenu then - self.TaskControlMenu:Remove() - self.TaskControlMenu = nil - end - end - - --- Refresh Task Control Menu - -- @param #TASK self - -- @param Wrapper.Unit#UNIT TaskUnit The @{Wrapper.Unit} that contains a player. - -- @param MenuTime The refresh time that was used to refresh the Task Control Menu items. - -- @param MenuTag The tag. - function TASK:RefreshTaskControlMenu( TaskUnit, MenuTime, MenuTag ) - - if self.TaskControlMenu then - self.TaskControlMenu:Remove( MenuTime, MenuTag ) - end - end - -end ---- **Tasking** -- Controls the information of a Task. --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Tasking.TaskInfo --- @image MOOSE.JPG - ---- @type TASKINFO --- @extends Core.Base#BASE - ---- --- # TASKINFO class, extends @{Core.Base#BASE} --- --- ## The TASKINFO class implements the methods to contain information and display information of a task. --- --- @field #TASKINFO -TASKINFO = { - ClassName = "TASKINFO", -} - ---- @type #TASKINFO.Detail #string A string that flags to document which level of detail needs to be shown in the report. --- --- - "M" for Markings on the Map (F10). --- - "S" for Summary Reports. --- - "O" for Overview Reports. --- - "D" for Detailed Reports. -TASKINFO.Detail = "" - ---- Instantiates a new TASKINFO. --- @param #TASKINFO self --- @param Tasking.Task#TASK Task The task owning the information. --- @return #TASKINFO self -function TASKINFO:New( Task ) - - local self = BASE:Inherit( self, BASE:New() ) -- Core.Base#BASE - - self.Task = Task - self.VolatileInfo = SET_BASE:New() - self.PersistentInfo = SET_BASE:New() - - self.Info = self.VolatileInfo - - return self -end - - ---- Add taskinfo. --- @param #TASKINFO self --- @param #string The info key. --- @param Data The data of the info. --- @param #number Order The display order, which is a number from 0 to 100. --- @param #TASKINFO.Detail Detail The detail Level. --- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports. --- @return #TASKINFO self -function TASKINFO:AddInfo( Key, Data, Order, Detail, Keep ) - self.VolatileInfo:Add( Key, { Data = Data, Order = Order, Detail = Detail } ) - if Keep == true then - self.PersistentInfo:Add( Key, { Data = Data, Order = Order, Detail = Detail } ) - end - return self -end - - ---- Get taskinfo. --- @param #TASKINFO self --- @param #string The info key. --- @return Data The data of the info. --- @return #number Order The display order, which is a number from 0 to 100. --- @return #TASKINFO.Detail Detail The detail Level. -function TASKINFO:GetInfo( Key ) - local Object = self:Get( Key ) - return Object.Data, Object.Order, Object.Detail -end - - ---- Get data. --- @param #TASKINFO self --- @param #string The info key. --- @return Data The data of the info. -function TASKINFO:GetData( Key ) - local Object = self.Info:Get( Key ) - return Object and Object.Data -end - - ---- Add Text. --- @param #TASKINFO self --- @param #string Key The key. --- @param #string Text The text. --- @param #number Order The display order, which is a number from 0 to 100. --- @param #TASKINFO.Detail Detail The detail Level. --- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports. --- @return #TASKINFO self -function TASKINFO:AddText( Key, Text, Order, Detail, Keep ) - self:AddInfo( Key, Text, Order, Detail, Keep ) - return self -end - - ---- Add the task name. --- @param #TASKINFO self --- @param #number Order The display order, which is a number from 0 to 100. --- @param #TASKINFO.Detail Detail The detail Level. --- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports. --- @return #TASKINFO self -function TASKINFO:AddTaskName( Order, Detail, Keep ) - self:AddInfo( "TaskName", self.Task:GetName(), Order, Detail, Keep ) - return self -end - - - - ---- Add a Coordinate. --- @param #TASKINFO self --- @param Core.Point#COORDINATE Coordinate --- @param #number Order The display order, which is a number from 0 to 100. --- @param #TASKINFO.Detail Detail The detail Level. --- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports. --- @return #TASKINFO self -function TASKINFO:AddCoordinate( Coordinate, Order, Detail, Keep ) - self:AddInfo( "Coordinate", Coordinate, Order, Detail, Keep ) - return self -end - - ---- Add Coordinates. --- @param #TASKINFO self --- @param #list Coordinates --- @param #number Order The display order, which is a number from 0 to 100. --- @param #TASKINFO.Detail Detail The detail Level. --- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports. --- @return #TASKINFO self -function TASKINFO:AddCoordinates( Coordinates, Order, Detail, Keep ) - self:AddInfo( "Coordinates", Coordinates, Order, Detail, Keep ) - return self -end - - - ---- Add Threat. --- @param #TASKINFO self --- @param #string ThreatText The text of the Threat. --- @param #string ThreatLevel The level of the Threat. --- @param #number Order The display order, which is a number from 0 to 100. --- @param #TASKINFO.Detail Detail The detail Level. --- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports. --- @return #TASKINFO self -function TASKINFO:AddThreat( ThreatText, ThreatLevel, Order, Detail, Keep ) - self:AddInfo( "Threat", ThreatText .. " [" .. string.rep( "■", ThreatLevel ) .. string.rep( "□", 10 - ThreatLevel ) .. "]", Order, Detail, Keep ) - return self -end - - ---- Get Threat. --- @param #TASKINFO self --- @return #string The threat -function TASKINFO:GetThreat() - self:GetInfo( "Threat" ) - return self -end - - - ---- Add the Target count. --- @param #TASKINFO self --- @param #number TargetCount The amount of targets. --- @param #number Order The display order, which is a number from 0 to 100. --- @param #TASKINFO.Detail Detail The detail Level. --- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports. --- @return #TASKINFO self -function TASKINFO:AddTargetCount( TargetCount, Order, Detail, Keep ) - self:AddInfo( "Counting", string.format( "%d", TargetCount ), Order, Detail, Keep ) - return self -end - ---- Add the Targets. --- @param #TASKINFO self --- @param #number TargetCount The amount of targets. --- @param #string TargetTypes The text containing the target types. --- @param #number Order The display order, which is a number from 0 to 100. --- @param #TASKINFO.Detail Detail The detail Level. --- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports. --- @return #TASKINFO self -function TASKINFO:AddTargets( TargetCount, TargetTypes, Order, Detail, Keep ) - self:AddInfo( "Targets", string.format( "%d of %s", TargetCount, TargetTypes ), Order, Detail, Keep ) - return self -end - ---- Get Targets. --- @param #TASKINFO self --- @return #string The targets -function TASKINFO:GetTargets() - self:GetInfo( "Targets" ) - return self -end - - - - ---- Add the QFE at a Coordinate. --- @param #TASKINFO self --- @param Core.Point#COORDINATE Coordinate --- @param #number Order The display order, which is a number from 0 to 100. --- @param #TASKINFO.Detail Detail The detail Level. --- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports. --- @return #TASKINFO self -function TASKINFO:AddQFEAtCoordinate( Coordinate, Order, Detail, Keep ) - self:AddInfo( "QFE", Coordinate, Order, Detail, Keep ) - return self -end - ---- Add the Temperature at a Coordinate. --- @param #TASKINFO self --- @param Core.Point#COORDINATE Coordinate --- @param #number Order The display order, which is a number from 0 to 100. --- @param #TASKINFO.Detail Detail The detail Level. --- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports. --- @return #TASKINFO self -function TASKINFO:AddTemperatureAtCoordinate( Coordinate, Order, Detail, Keep ) - self:AddInfo( "Temperature", Coordinate, Order, Detail, Keep ) - return self -end - ---- Add the Wind at a Coordinate. --- @param #TASKINFO self --- @param Core.Point#COORDINATE Coordinate --- @param #number Order The display order, which is a number from 0 to 100. --- @param #TASKINFO.Detail Detail The detail Level. --- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports. --- @return #TASKINFO self -function TASKINFO:AddWindAtCoordinate( Coordinate, Order, Detail, Keep ) - self:AddInfo( "Wind", Coordinate, Order, Detail, Keep ) - return self -end - ---- Add Cargo. --- @param #TASKINFO self --- @param Core.Cargo#CARGO Cargo --- @param #number Order The display order, which is a number from 0 to 100. --- @param #TASKINFO.Detail Detail The detail Level. --- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports. --- @return #TASKINFO self -function TASKINFO:AddCargo( Cargo, Order, Detail, Keep ) - self:AddInfo( "Cargo", Cargo, Order, Detail, Keep ) - return self -end - - ---- Add Cargo set. --- @param #TASKINFO self --- @param Core.Set#SET_CARGO SetCargo --- @param #number Order The display order, which is a number from 0 to 100. --- @param #TASKINFO.Detail Detail The detail Level. --- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports. --- @return #TASKINFO self -function TASKINFO:AddCargoSet( SetCargo, Order, Detail, Keep ) - - local CargoReport = REPORT:New() - CargoReport:Add( "" ) - SetCargo:ForEachCargo( - --- @param Cargo.Cargo#CARGO Cargo - function( Cargo ) - CargoReport:Add( string.format( ' - %s (%s) %s - status %s ', Cargo:GetName(), Cargo:GetType(), Cargo:GetTransportationMethod(), Cargo:GetCurrentState() ) ) - end - ) - - self:AddInfo( "Cargo", CargoReport:Text(), Order, Detail, Keep ) - - - return self -end - - - ---- Create the taskinfo Report --- @param #TASKINFO self --- @param Core.Report#REPORT Report --- @param #TASKINFO.Detail Detail The detail Level. --- @param Wrapper.Group#GROUP ReportGroup --- @param Tasking.Task#TASK Task --- @return #TASKINFO self -function TASKINFO:Report( Report, Detail, ReportGroup, Task ) - - local Line = 0 - local LineReport = REPORT:New() - - if not self.Task:IsStatePlanned() and not self.Task:IsStateAssigned() then - self.Info = self.PersistentInfo - end - - for Key, Data in UTILS.spairs( self.Info.Set, function( t, a, b ) return t[a].Order < t[b].Order end ) do - - self:F( { Key = Key, Detail = Detail, Data = Data } ) - - if Data.Detail:find( Detail ) then - local Text = "" - if Key == "TaskName" then - Key = nil - Text = Data.Data - end - if Key == "Coordinate" then - local Coordinate = Data.Data -- Core.Point#COORDINATE - Text = Coordinate:ToString( ReportGroup:GetUnit(1), nil, Task ) - end - if Key == "Threat" then - local DataText = Data.Data -- #string - Text = DataText - end - if Key == "Counting" then - local DataText = Data.Data -- #string - Text = DataText - end - if Key == "Targets" then - local DataText = Data.Data -- #string - Text = DataText - end - if Key == "QFE" then - local Coordinate = Data.Data -- Core.Point#COORDINATE - Text = Coordinate:ToStringPressure( ReportGroup:GetUnit(1), nil, Task ) - end - if Key == "Temperature" then - local Coordinate = Data.Data -- Core.Point#COORDINATE - Text = Coordinate:ToStringTemperature( ReportGroup:GetUnit(1), nil, Task ) - end - if Key == "Wind" then - local Coordinate = Data.Data -- Core.Point#COORDINATE - Text = Coordinate:ToStringWind( ReportGroup:GetUnit(1), nil, Task ) - end - if Key == "Cargo" then - local DataText = Data.Data -- #string - Text = DataText - end - if Key == "Friendlies" then - local DataText = Data.Data -- #string - Text = DataText - end - if Key == "Players" then - local DataText = Data.Data -- #string - Text = DataText - end - - - if Line < math.floor( Data.Order / 10 ) then - if Line == 0 then - if Text ~= "" then - Report:AddIndent( LineReport:Text( ", " ), "-" ) - end - else - if Text ~= "" then - Report:AddIndent( LineReport:Text( ", " ) ) - end - end - LineReport = REPORT:New() - Line = math.floor( Data.Order / 10 ) - end - - if Text ~= "" then - LineReport:Add( ( Key and ( Key .. ":" ) or "" ) .. Text ) - end - end - end - Report:AddIndent( LineReport:Text( ", " ) ) - -end ---- This module contains the TASK_MANAGER class and derived classes. --- --- === --- --- 1) @{Tasking.Task_Manager#TASK_MANAGER} class, extends @{Core.Fsm#FSM} --- === --- The @{Tasking.Task_Manager#TASK_MANAGER} class defines the core functions to report tasks to groups. --- Reportings can be done in several manners, and it is up to the derived classes if TASK_MANAGER to model the reporting behaviour. --- --- 1.1) TASK_MANAGER constructor: --- ----------------------------------- --- * @{Tasking.Task_Manager#TASK_MANAGER.New}(): Create a new TASK_MANAGER instance. --- --- 1.2) TASK_MANAGER reporting: --- --------------------------------- --- Derived TASK_MANAGER classes will manage tasks using the method @{Tasking.Task_Manager#TASK_MANAGER.ManageTasks}(). This method implements polymorphic behaviour. --- --- The time interval in seconds of the task management can be changed using the methods @{Tasking.Task_Manager#TASK_MANAGER.SetRefreshTimeInterval}(). --- To control how long a reporting message is displayed, use @{Tasking.Task_Manager#TASK_MANAGER.SetReportDisplayTime}(). --- Derived classes need to implement the method @{Tasking.Task_Manager#TASK_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report. --- --- Task management can be started and stopped using the methods @{Tasking.Task_Manager#TASK_MANAGER.StartTasks}() and @{Tasking.Task_Manager#TASK_MANAGER.StopTasks}() respectively. --- If an ad-hoc report is requested, use the method @{Tasking.Task_Manager#TASK_MANAGER#ManageTasks}(). --- --- The default task management interval is every 60 seconds. --- --- === --- --- ### Contributions: Mechanist, Prof_Hilactic, FlightControl - Concept & Testing --- ### Author: FlightControl - Framework Design & Programming --- --- @module Tasking.Task_Manager --- @image MOOSE.JPG - -do -- TASK_MANAGER - - --- TASK_MANAGER class. - -- @type TASK_MANAGER - -- @field Core.Set#SET_GROUP SetGroup The set of group objects containing players for which tasks are managed. - -- @extends Core.Fsm#FSM - TASK_MANAGER = { - ClassName = "TASK_MANAGER", - SetGroup = nil, - } - - --- TASK\_MANAGER constructor. - -- @param #TASK_MANAGER self - -- @param Core.Set#SET_GROUP SetGroup The set of group objects containing players for which tasks are managed. - -- @return #TASK_MANAGER self - function TASK_MANAGER:New( SetGroup ) - - -- Inherits from BASE - local self = BASE:Inherit( self, FSM:New() ) -- #TASK_MANAGER - - self.SetGroup = SetGroup - - self:SetStartState( "Stopped" ) - self:AddTransition( "Stopped", "StartTasks", "Started" ) - - --- StartTasks Handler OnBefore for TASK_MANAGER - -- @function [parent=#TASK_MANAGER] OnBeforeStartTasks - -- @param #TASK_MANAGER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- StartTasks Handler OnAfter for TASK_MANAGER - -- @function [parent=#TASK_MANAGER] OnAfterStartTasks - -- @param #TASK_MANAGER self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- StartTasks Trigger for TASK_MANAGER - -- @function [parent=#TASK_MANAGER] StartTasks - -- @param #TASK_MANAGER self - - --- StartTasks Asynchronous Trigger for TASK_MANAGER - -- @function [parent=#TASK_MANAGER] __StartTasks - -- @param #TASK_MANAGER self - -- @param #number Delay - - - - self:AddTransition( "Started", "StopTasks", "Stopped" ) - - --- StopTasks Handler OnBefore for TASK_MANAGER - -- @function [parent=#TASK_MANAGER] OnBeforeStopTasks - -- @param #TASK_MANAGER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- StopTasks Handler OnAfter for TASK_MANAGER - -- @function [parent=#TASK_MANAGER] OnAfterStopTasks - -- @param #TASK_MANAGER self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- StopTasks Trigger for TASK_MANAGER - -- @function [parent=#TASK_MANAGER] StopTasks - -- @param #TASK_MANAGER self - - --- StopTasks Asynchronous Trigger for TASK_MANAGER - -- @function [parent=#TASK_MANAGER] __StopTasks - -- @param #TASK_MANAGER self - -- @param #number Delay - - - self:AddTransition( "Started", "Manage", "Started" ) - - self:AddTransition( "Started", "Success", "Started" ) - - --- Success Handler OnAfter for TASK_MANAGER - -- @function [parent=#TASK_MANAGER] OnAfterSuccess - -- @param #TASK_MANAGER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Tasking.Task#TASK Task - - - self:AddTransition( "Started", "Failed", "Started" ) - - --- Failed Handler OnAfter for TASK_MANAGER - -- @function [parent=#TASK_MANAGER] OnAfterFailed - -- @param #TASK_MANAGER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Tasking.Task#TASK Task - - - self:AddTransition( "Started", "Aborted", "Started" ) - - --- Aborted Handler OnAfter for TASK_MANAGER - -- @function [parent=#TASK_MANAGER] OnAfterAborted - -- @param #TASK_MANAGER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Tasking.Task#TASK Task - - self:AddTransition( "Started", "Cancelled", "Started" ) - - --- Cancelled Handler OnAfter for TASK_MANAGER - -- @function [parent=#TASK_MANAGER] OnAfterCancelled - -- @param #TASK_MANAGER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Tasking.Task#TASK Task - - self:SetRefreshTimeInterval( 30 ) - - return self - end - - function TASK_MANAGER:onafterStartTasks( From, Event, To ) - self:Manage() - end - - function TASK_MANAGER:onafterManage( From, Event, To ) - - self:__Manage( -self._RefreshTimeInterval ) - - self:ManageTasks() - end - - --- Set the refresh time interval in seconds when a new task management action needs to be done. - -- @param #TASK_MANAGER self - -- @param #number RefreshTimeInterval The refresh time interval in seconds when a new task management action needs to be done. - -- @return #TASK_MANAGER self - function TASK_MANAGER:SetRefreshTimeInterval( RefreshTimeInterval ) - self:F2() - - self._RefreshTimeInterval = RefreshTimeInterval - end - - - --- Manages the tasks for the @{Core.Set#SET_GROUP}. - -- @param #TASK_MANAGER self - -- @return #TASK_MANAGER self - function TASK_MANAGER:ManageTasks() - self:E() - - end - -end - ---- **Tasking** - This module contains the DETECTION_MANAGER class and derived classes. --- --- === --- --- The @{#DETECTION_MANAGER} class defines the core functions to report detected objects to groups. --- Reportings can be done in several manners, and it is up to the derived classes if DETECTION_MANAGER to model the reporting behaviour. --- --- 1.1) DETECTION_MANAGER constructor: --- ----------------------------------- --- * @{#DETECTION_MANAGER.New}(): Create a new DETECTION_MANAGER instance. --- --- 1.2) DETECTION_MANAGER reporting: --- --------------------------------- --- Derived DETECTION_MANAGER classes will reports detected units using the method @{#DETECTION_MANAGER.ReportDetected}(). This method implements polymorphic behaviour. --- --- The time interval in seconds of the reporting can be changed using the methods @{#DETECTION_MANAGER.SetRefreshTimeInterval}(). --- To control how long a reporting message is displayed, use @{#DETECTION_MANAGER.SetReportDisplayTime}(). --- Derived classes need to implement the method @{#DETECTION_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report. --- --- Reporting can be started and stopped using the methods @{#DETECTION_MANAGER.StartReporting}() and @{#DETECTION_MANAGER.StopReporting}() respectively. --- If an ad-hoc report is requested, use the method @{#DETECTION_MANAGER#ReportNow}(). --- --- The default reporting interval is every 60 seconds. The reporting messages are displayed 15 seconds. --- --- === --- --- 2) @{#DETECTION_REPORTING} class, extends @{#DETECTION_MANAGER} --- === --- The @{#DETECTION_REPORTING} class implements detected units reporting. Reporting can be controlled using the reporting methods available in the @{Tasking.DetectionManager#DETECTION_MANAGER} class. --- --- 2.1) DETECTION_REPORTING constructor: --- ------------------------------- --- The @{#DETECTION_REPORTING.New}() method creates a new DETECTION_REPORTING instance. --- --- --- === --- --- ### Contributions: Mechanist, Prof_Hilactic, FlightControl - Concept & Testing --- ### Author: FlightControl - Framework Design & Programming --- --- @module Tasking.DetectionManager --- @image Task_Detection_Manager.JPG - -do -- DETECTION MANAGER - - --- @type DETECTION_MANAGER - -- @field Core.Set#SET_GROUP SetGroup The groups to which the FAC will report to. - -- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects. - -- @extends Core.Fsm#FSM - - --- DETECTION_MANAGER class. - -- @field #DETECTION_MANAGER - DETECTION_MANAGER = { - ClassName = "DETECTION_MANAGER", - SetGroup = nil, - Detection = nil, - } - - --- FAC constructor. - -- @param #DETECTION_MANAGER self - -- @param Core.Set#SET_GROUP SetGroup - -- @param Functional.Detection#DETECTION_BASE Detection - -- @return #DETECTION_MANAGER self - function DETECTION_MANAGER:New( SetGroup, Detection ) - - -- Inherits from BASE - local self = BASE:Inherit( self, FSM:New() ) -- #DETECTION_MANAGER - - self.SetGroup = SetGroup - self.Detection = Detection - - self:SetStartState( "Stopped" ) - self:AddTransition( "Stopped", "Start", "Started" ) - - --- Start Handler OnBefore for DETECTION_MANAGER - -- @function [parent=#DETECTION_MANAGER] OnBeforeStart - -- @param #DETECTION_MANAGER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Start Handler OnAfter for DETECTION_MANAGER - -- @function [parent=#DETECTION_MANAGER] OnAfterStart - -- @param #DETECTION_MANAGER self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- Start Trigger for DETECTION_MANAGER - -- @function [parent=#DETECTION_MANAGER] Start - -- @param #DETECTION_MANAGER self - - --- Start Asynchronous Trigger for DETECTION_MANAGER - -- @function [parent=#DETECTION_MANAGER] __Start - -- @param #DETECTION_MANAGER self - -- @param #number Delay - - - - self:AddTransition( "Started", "Stop", "Stopped" ) - - --- Stop Handler OnBefore for DETECTION_MANAGER - -- @function [parent=#DETECTION_MANAGER] OnBeforeStop - -- @param #DETECTION_MANAGER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @return #boolean - - --- Stop Handler OnAfter for DETECTION_MANAGER - -- @function [parent=#DETECTION_MANAGER] OnAfterStop - -- @param #DETECTION_MANAGER self - -- @param #string From - -- @param #string Event - -- @param #string To - - --- Stop Trigger for DETECTION_MANAGER - -- @function [parent=#DETECTION_MANAGER] Stop - -- @param #DETECTION_MANAGER self - - --- Stop Asynchronous Trigger for DETECTION_MANAGER - -- @function [parent=#DETECTION_MANAGER] __Stop - -- @param #DETECTION_MANAGER self - -- @param #number Delay - - self:AddTransition( "Started", "Success", "Started" ) - - --- Success Handler OnAfter for DETECTION_MANAGER - -- @function [parent=#DETECTION_MANAGER] OnAfterSuccess - -- @param #DETECTION_MANAGER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Tasking.Task#TASK Task - - - self:AddTransition( "Started", "Failed", "Started" ) - - --- Failed Handler OnAfter for DETECTION_MANAGER - -- @function [parent=#DETECTION_MANAGER] OnAfterFailed - -- @param #DETECTION_MANAGER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Tasking.Task#TASK Task - - - self:AddTransition( "Started", "Aborted", "Started" ) - - --- Aborted Handler OnAfter for DETECTION_MANAGER - -- @function [parent=#DETECTION_MANAGER] OnAfterAborted - -- @param #DETECTION_MANAGER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Tasking.Task#TASK Task - - self:AddTransition( "Started", "Cancelled", "Started" ) - - --- Cancelled Handler OnAfter for DETECTION_MANAGER - -- @function [parent=#DETECTION_MANAGER] OnAfterCancelled - -- @param #DETECTION_MANAGER self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Tasking.Task#TASK Task - - - self:AddTransition( "Started", "Report", "Started" ) - - self:SetRefreshTimeInterval( 30 ) - self:SetReportDisplayTime( 25 ) - - Detection:__Start( 3 ) - - return self - end - - function DETECTION_MANAGER:onafterStart( From, Event, To ) - self:Report() - end - - function DETECTION_MANAGER:onafterReport( From, Event, To ) - - self:__Report( -self._RefreshTimeInterval ) - - self:ProcessDetected( self.Detection ) - end - - --- Set the reporting time interval. - -- @param #DETECTION_MANAGER self - -- @param #number RefreshTimeInterval The interval in seconds when a report needs to be done. - -- @return #DETECTION_MANAGER self - function DETECTION_MANAGER:SetRefreshTimeInterval( RefreshTimeInterval ) - self:F2() - - self._RefreshTimeInterval = RefreshTimeInterval - end - - - --- Set the reporting message display time. - -- @param #DETECTION_MANAGER self - -- @param #number ReportDisplayTime The display time in seconds when a report needs to be done. - -- @return #DETECTION_MANAGER self - function DETECTION_MANAGER:SetReportDisplayTime( ReportDisplayTime ) - self:F2() - - self._ReportDisplayTime = ReportDisplayTime - end - - --- Get the reporting message display time. - -- @param #DETECTION_MANAGER self - -- @return #number ReportDisplayTime The display time in seconds when a report needs to be done. - function DETECTION_MANAGER:GetReportDisplayTime() - self:F2() - - return self._ReportDisplayTime - end - - --- Reports the detected items to the @{Core.Set#SET_GROUP}. - -- @param #DETECTION_MANAGER self - -- @param Functional.Detection#DETECTION_BASE Detection - -- @return #DETECTION_MANAGER self - function DETECTION_MANAGER:ProcessDetected( Detection ) - self:E() - - end - -end - - -do -- DETECTION_REPORTING - - --- DETECTION_REPORTING class. - -- @type DETECTION_REPORTING - -- @field Core.Set#SET_GROUP SetGroup The groups to which the FAC will report to. - -- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects. - -- @extends #DETECTION_MANAGER - DETECTION_REPORTING = { - ClassName = "DETECTION_REPORTING", - } - - - --- DETECTION_REPORTING constructor. - -- @param #DETECTION_REPORTING self - -- @param Core.Set#SET_GROUP SetGroup - -- @param Functional.Detection#DETECTION_AREAS Detection - -- @return #DETECTION_REPORTING self - function DETECTION_REPORTING:New( SetGroup, Detection ) - - -- Inherits from DETECTION_MANAGER - local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #DETECTION_REPORTING - - self:Schedule( 1, 30 ) - return self - end - - --- Creates a string of the detected items in a @{Detection}. - -- @param #DETECTION_MANAGER self - -- @param Core.Set#SET_UNIT DetectedSet The detected Set created by the @{Functional.Detection#DETECTION_BASE} object. - -- @return #DETECTION_MANAGER self - function DETECTION_REPORTING:GetDetectedItemsText( DetectedSet ) - self:F2() - - local MT = {} -- Message Text - local UnitTypes = {} - - for DetectedUnitID, DetectedUnitData in pairs( DetectedSet:GetSet() ) do - local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT - if DetectedUnit:IsAlive() then - local UnitType = DetectedUnit:GetTypeName() - - if not UnitTypes[UnitType] then - UnitTypes[UnitType] = 1 - else - UnitTypes[UnitType] = UnitTypes[UnitType] + 1 - end - end - end - - for UnitTypeID, UnitType in pairs( UnitTypes ) do - MT[#MT+1] = UnitType .. " of " .. UnitTypeID - end - - return table.concat( MT, ", " ) - end - - - - --- Reports the detected items to the @{Core.Set#SET_GROUP}. - -- @param #DETECTION_REPORTING self - -- @param Wrapper.Group#GROUP Group The @{Wrapper.Group} object to where the report needs to go. - -- @param Functional.Detection#DETECTION_AREAS Detection The detection created by the @{Functional.Detection#DETECTION_BASE} object. - -- @return #boolean Return true if you want the reporting to continue... false will cancel the reporting loop. - function DETECTION_REPORTING:ProcessDetected( Group, Detection ) - self:F2( Group ) - - local DetectedMsg = {} - for DetectedAreaID, DetectedAreaData in pairs( Detection:GetDetectedAreas() ) do - local DetectedArea = DetectedAreaData -- Functional.Detection#DETECTION_AREAS.DetectedArea - DetectedMsg[#DetectedMsg+1] = " - Group #" .. DetectedAreaID .. ": " .. self:GetDetectedItemsText( DetectedArea.Set ) - end - local FACGroup = Detection:GetDetectionGroups() - FACGroup:MessageToGroup( "Reporting detected target groups:\n" .. table.concat( DetectedMsg, "\n" ), self:GetReportDisplayTime(), Group ) - - return true - end - -end - ---- **Tasking** -- Dynamically allocates A2G tasks to human players, based on detected ground targets through reconnaissance. --- --- **Features:** --- --- * Dynamically assign tasks to human players based on detected targets. --- * Dynamically change the tasks as the tactical situation evolves during the mission. --- * Dynamically assign (CAS) Close Air Support tasks for human players. --- * Dynamically assign (BAI) Battlefield Air Interdiction tasks for human players. --- * Dynamically assign (SEAD) Supression of Enemy Air Defense tasks for human players to eliminate G2A missile threats. --- * Define and use an EWR (Early Warning Radar) network. --- * Define different ranges to engage upon intruders. --- * Keep task achievements. --- * Score task achievements.-- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Tasking.Task_A2G_Dispatcher --- @image Task_A2G_Dispatcher.JPG - -do -- TASK_A2G_DISPATCHER - - --- TASK\_A2G\_DISPATCHER class. - -- @type TASK_A2G_DISPATCHER - -- @field Core.Set#SET_GROUP SetGroup The groups to which the FAC will report to. - -- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects. - -- @field Tasking.Mission#MISSION Mission - -- @extends Tasking.DetectionManager#DETECTION_MANAGER - - --- Orchestrates dynamic **A2G Task Dispatching** based on the detection results of a linked @{Detection} object. - -- - -- It uses the Tasking System within the MOOSE framework, which is a multi-player Tasking Orchestration system. - -- It provides a truly dynamic battle environment for pilots and ground commanders to engage upon, - -- in a true co-operation environment wherein **Multiple Teams** will collaborate in Missions to **achieve a common Mission Goal**. - -- - -- The A2G dispatcher will dispatch the A2G Tasks to a defined @{Set} of @{Wrapper.Group}s that will be manned by **Players**. - -- We call this the **AttackSet** of the A2G dispatcher. So, the Players are seated in the @{Client}s of the @{Wrapper.Group} @{Set}. - -- - -- Depending on the actions of the enemy, preventive tasks are dispatched to the players to orchestrate the engagement in a true co-operation. - -- The detection object will group the detected targets by its grouping method, and integrates a @{Set} of @{Wrapper.Group}s that are Recce vehicles or air units. - -- We call this the **RecceSet** of the A2G dispatcher. - -- - -- Depending on the current detected tactical situation, different task types will be dispatched to the Players seated in the AttackSet.. - -- There are currently 3 **Task Types** implemented in the TASK\_A2G\_DISPATCHER: - -- - -- - **SEAD Task**: Dispatched when there are ground based Radar Emitters detected within an area. - -- - **CAS Task**: Dispatched when there are no ground based Radar Emitters within the area, but there are friendly ground Units within 6 km from the enemy. - -- - **BAI Task**: Dispatched when there are no ground based Radar Emitters within the area, and there aren't friendly ground Units within 6 km from the enemy. - -- - -- # 0. Tactical Situations - -- - -- This chapters provides some insights in the tactical situations when certain Task Types are created. - -- The Task Types are depending on the enemy positions that were detected, and the current location of friendly units. - -- - -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia3.JPG) - -- - -- In the demonstration mission [TAD-A2G-000 - AREAS - Detection test], - -- the tactical situation is a demonstration how the A2G detection works. - -- This example will be taken further in the explanation in the following chapters. - -- - -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia4.JPG) - -- - -- The red coalition are the players, the blue coalition is the enemy. - -- - -- Red reconnaissance vehicles and airborne units are detecting the targets. - -- We call this the RecceSet as explained above, which is a Set of Groups that - -- have a group name starting with `Recce` (configured in the mission script). - -- - -- Red attack units are responsible for executing the mission for the command center. - -- We call this the AttackSet, which is a Set of Groups with a group name starting with `Attack` (configured in the mission script). - -- These units are setup in this demonstration mission to be ground vehicles and airplanes. - -- For demonstration purposes, the attack airplane is stationed on the ground to explain - -- the messages and the menus properly. - -- Further test missions demonstrate the A2G task dispatcher from within air. - -- - -- Depending upon the detection results, the A2G dispatcher will create different tasks. - -- - -- # 0.1. SEAD Task - -- - -- A SEAD Task is dispatched when there are ground based Radar Emitters detected within an area. - -- - -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia9.JPG) - -- - -- - Once all Radar Emitting Units have been destroyed, the Task will convert into a BAI or CAS task! - -- - A CAS and BAI task may be converted into a SEAD task, once a radar has been detected within the area! - -- - -- # 0.2. CAS Task - -- - -- A CAS Task is dispatched when there are no ground based Radar Emitters within the area, but there are friendly ground Units within 6 km from the enemy. - -- - -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia10.JPG) - -- - -- - After the detection of the CAS task, if the friendly Units are destroyed, the CAS task will convert into a BAI task! - -- - Only ground Units are taken into account. Airborne units are ships are not considered friendlies that require Close Air Support. - -- - -- # 0.3. BAI Task - -- - -- A BAI Task is dispatched when there are no ground based Radar Emitters within the area, and there aren't friendly ground Units within 6 km from the enemy. - -- - -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia11.JPG) - -- - -- - A BAI task may be converted into a CAS task if friendly Ground Units approach within 6 km range! - -- - -- # 1. Player Experience - -- - -- The A2G dispatcher is residing under a @{CommandCenter}, which is orchestrating a @{Mission}. - -- As a result, you'll find for DCS World missions that implement the A2G dispatcher a **Command Center Menu** and under this one or more **Mission Menus**. - -- - -- For example, if there are 2 Command Centers (CC). - -- Each CC is controlling a couple of Missions, the Radio Menu Structure could look like this: - -- - -- Radio MENU Structure (F10. Other) - -- - -- F1. Command Center [Gori] - -- F1. Mission "Alpha (Primary)" - -- F2. Mission "Beta (Secondary)" - -- F3. Mission "Gamma (Tactical)" - -- F1. Command Center [Lima] - -- F1. Mission "Overlord (High)" - -- - -- Command Center [Gori] is controlling Mission "Alpha", "Beta", "Gamma". Alpha is the Primary mission, Beta the Secondary and there is a Tacical mission Gamma. - -- Command Center [Lima] is controlling Missions "Overlord", which needs to be executed with High priority. - -- - -- ## 1.1. Mission Menu (Under the Command Center Menu) - -- - -- The Mission Menu controls the information of the mission, including the: - -- - -- - **Mission Briefing**: A briefing of the Mission in text, which will be shown as a message. - -- - **Mark Task Locations**: A summary of each Task will be shown on the map as a marker. - -- - **Create Task Reports**: A menu to create various reports of the current tasks dispatched by the A2G dispatcher. - -- - **Create Mission Reports**: A menu to create various reports on the current mission. - -- - -- For CC [Lima], Mission "Overlord", the menu structure could look like this: - -- - -- Radio MENU Structure (F10. Other) - -- - -- F1. Command Center [Lima] - -- F1. Mission "Overlord" - -- F1. Mission Briefing - -- F2. Mark Task Locations on Map - -- F3. Task Reports - -- F4. Mission Reports - -- - -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia5.JPG) - -- - -- ### 1.1.1. Mission Briefing Menu - -- - -- The Mission Briefing Menu will show in text a summary description of the overall mission objectives and expectations. - -- Note that the Mission Briefing is not the briefing of a specific task, but rather provides an overall strategy and tactical situation, - -- and explains the mission goals. - -- - -- - -- ### 1.1.2. Mark Task Locations Menu - -- - -- The Mark Task Locations Menu will mark the location indications of the Tasks on the map, if this intelligence is known by the Command Center. - -- For A2G tasks this information will always be know, but it can be that for other tasks a location intelligence will be less relevant. - -- Note that each Planned task and each Engaged task will be marked. Completed, Failed and Cancelled tasks are not marked. - -- Depending on the task type, a summary information is shown to bring to the player the relevant information for situational awareness. - -- - -- ### 1.1.3. Task Reports Menu - -- - -- The Task Reports Menu is a sub menu, that allows to create various reports: - -- - -- - **Tasks Summary**: This report will list all the Tasks that are or were active within the mission, indicating its status. - -- - **Planned Tasks**: This report will list all the Tasks that are in status Planned, which are Tasks not assigned to any player, and are ready to be executed. - -- - **Assigned Tasks**: This report will list all the Tasks that are in status Assigned, which are Tasks assigned to (a) player(s) and are currently executed. - -- - **Successful Tasks**: This report will list all the Tasks that are in status Success, which are Tasks executed by (a) player(s) and are completed successfully. - -- - **Failed Tasks**: This report will list all the Tasks that are in status Success, which are Tasks executed by (a) player(s) and that have failed. - -- - -- The information shown of the tasks will vary according the underlying task type, but are self explanatory. - -- - -- For CC [Gori], Mission "Alpha", the Task Reports menu structure could look like this: - -- - -- Radio MENU Structure (F10. Other) - -- - -- F1. Command Center [Gori] - -- F1. Mission "Alpha" - -- F1. Mission Briefing - -- F2. Mark Task Locations on Map - -- F3. Task Reports - -- F1. Tasks Summary - -- F2. Planned Tasks - -- F3. Assigned Tasks - -- F4. Successful Tasks - -- F5. Failed Tasks - -- F4. Mission Reports - -- - -- Note that these reports provide an "overview" of the tasks. Detailed information of the task can be retrieved using the Detailed Report on the Task Menu. - -- (See later). - -- - -- ### 1.1.4. Mission Reports Menu - -- - -- The Mission Reports Menu is a sub menu, that provides options to retrieve further information on the current Mission: - -- - -- - **Report Mission Progress**: Shows the progress of the current Mission. Each Task has a %-tage of completion. - -- - **Report Players per Task**: Show which players are engaged on which Task within the Mission. - -- - -- For CC |Gori|, Mission "Alpha", the Mission Reports menu structure could look like this: - -- - -- Radio MENU Structure (F10. Other) - -- - -- F1. Command Center [Gori] - -- F1. Mission "Alpha" - -- F1. Mission Briefing - -- F2. Mark Task Locations on Map - -- F3. Task Reports - -- F4. Mission Reports - -- F1. Report Mission Progress - -- F2. Report Players per Task - -- - -- - -- ## 1.2. Task Management Menus - -- - -- Very important to remember is: **Multiple Players can be assigned to the same Task, but from the player perspective, the Player can only be assigned to one Task per Mission at the same time!** - -- Consider this like the two major modes in which a player can be in. He can be free of tasks or he can be assigned to a Task. - -- Depending on whether a Task has been Planned or Assigned to a Player (Group), - -- **the Mission Menu will contain extra Menus to control specific Tasks.** - -- - -- #### 1.2.1. Join a Planned Task - -- - -- If the Player has not yet been assigned to a Task within the Mission, the Mission Menu will contain additionally a: - -- - -- - Join Planned Task Menu: This menu structure allows the player to join a planned task (a Task with status Planned). - -- - -- For CC |Gori|, Mission "Alpha", the menu structure could look like this: - -- - -- Radio MENU Structure (F10. Other) - -- - -- F1. Command Center [Gori] - -- F1. Mission "Alpha" - -- F1. Mission Briefing - -- F2. Mark Task Locations on Map - -- F3. Task Reports - -- F4. Mission Reports - -- F5. Join Planned Task - -- - -- **The F5. Join Planned Task allows the player to join a Planned Task and take an engagement in the running Mission.** - -- - -- #### 1.2.2. Manage an Assigned Task - -- - -- If the Player has been assigned to one Task within the Mission, the Mission Menu will contain an extra: - -- - -- - Assigned Task __TaskName__ Menu: This menu structure allows the player to take actions on the currently engaged task. - -- - -- In this example, the Group currently seated by the player is not assigned yet to a Task. - -- The Player has the option to assign itself to a Planned Task using menu option F5 under the Mission Menu "Alpha". - -- - -- This would be an example menu structure, - -- for CC |Gori|, Mission "Alpha", when a player would have joined Task CAS.001: - -- - -- Radio MENU Structure (F10. Other) - -- - -- F1. Command Center [Gori] - -- F1. Mission "Alpha" - -- F1. Mission Briefing - -- F2. Mark Task Locations on Map - -- F3. Task Reports - -- F4. Mission Reports - -- F5. Assigned Task CAS.001 - -- - -- **The F5. Assigned Task __TaskName__ allows the player to control the current Assigned Task and take further actions.** - -- - -- - -- ## 1.3. Join Planned Task Menu - -- - -- The Join Planned Task Menu contains the different Planned A2G Tasks **in a structured Menu Hierarchy**. - -- The Menu Hierarchy is structuring the Tasks per **Task Type**, and then by **Task Name (ID)**. - -- - -- For example, for CC [Gori], Mission "Alpha", - -- if a Mission "ALpha" contains 5 Planned Tasks, which would be: - -- - -- - 2 CAS Tasks - -- - 1 BAI Task - -- - 2 SEAD Tasks - -- - -- the Join Planned Task Menu Hierarchy could look like this: - -- - -- Radio MENU Structure (F10. Other) - -- - -- F1. Command Center [Gori] - -- F1. Mission "Alpha" - -- F1. Mission Briefing - -- F2. Mark Task Locations on Map - -- F3. Task Reports - -- F4. Mission Reports - -- F5. Join Planned Task - -- F2. BAI - -- F1. BAI.001 - -- F1. CAS - -- F1. CAS.002 - -- F3. SEAD - -- F1. SEAD.003 - -- F2. SEAD.004 - -- F3. SEAD.005 - -- - -- An example from within a running simulation: - -- - -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia6.JPG) - -- - -- Each Task Type Menu would have a list of the Task Menus underneath. - -- Each Task Menu (eg. `CAS.001`) has a **detailed Task Menu structure to control the specific task**! - -- - -- ### 1.3.1. Planned Task Menu - -- - -- Each Planned Task Menu will allow for the following actions: - -- - -- - Report Task Details: Provides a detailed report on the Planned Task. - -- - Mark Task Location on Map: Mark the approximate location of the Task on the Map, if relevant. - -- - Join Task: Join the Task. This is THE menu option to let a Player join the Task, and to engage within the Mission. - -- - -- The Join Planned Task Menu could look like this for for CC |Gori|, Mission "Alpha": - -- - -- Radio MENU Structure (F10. Other) - -- - -- F1. Command Center |Gori| - -- F1. Mission "Alpha" - -- F1. Mission Briefing - -- F2. Mark Task Locations on Map - -- F3. Task Reports - -- F4. Mission Reports - -- F5. Join Planned Task - -- F1. CAS - -- F1. CAS.001 - -- F1. Report Task Details - -- F2. Mark Task Location on Map - -- F3. Join Task - -- - -- **The Join Task is THE menu option to let a Player join the Task, and to engage within the Mission.** - -- - -- - -- ## 1.4. Assigned Task Menu - -- - -- The Assigned Task Menu allows to control the **current assigned task** within the Mission. - -- - -- Depending on the Type of Task, the following menu options will be available: - -- - -- - **Report Task Details**: Provides a detailed report on the Planned Task. - -- - **Mark Task Location on Map**: Mark the approximate location of the Task on the Map, if relevant. - -- - **Abort Task: Abort the current assigned Task:** This menu option lets the player abort the Task. - -- - -- For example, for CC |Gori|, Mission "Alpha", the Assigned Menu could be: - -- - -- F1. Command Center |Gori| - -- F1. Mission "Alpha" - -- F1. Mission Briefing - -- F2. Mark Task Locations on Map - -- F3. Task Reports - -- F4. Mission Reports - -- F5. Assigned Task - -- F1. Report Task Details - -- F2. Mark Task Location on Map - -- F3. Abort Task - -- - -- Task abortion will result in the Task to be Cancelled, and the Task **may** be **Replanned**. - -- However, this will depend on the setup of each Mission. - -- - -- ## 1.5. Messages - -- - -- During game play, different messages are displayed. - -- These messages provide an update of the achievements made, and the state wherein the task is. - -- - -- The various reports can be used also to retrieve the current status of the mission and its tasks. - -- - -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia7.JPG) - -- - -- The @{Settings} menu provides additional options to control the timing of the messages. - -- There are: - -- - -- - Status messages, which are quick status updates. The settings menu allows to switch off these messages. - -- - Information messages, which are shown a bit longer, as they contain important information. - -- - Summary reports, which are quick reports showing a high level summary. - -- - Overview reports, which are providing the essential information. It provides an overview of a greater thing, and may take a bit of time to read. - -- - Detailed reports, which provide with very detailed information. It takes a bit longer to read those reports, so the display of those could be a bit longer. - -- - -- # 2. TASK\_A2G\_DISPATCHER constructor - -- - -- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK\_A2G\_DISPATCHER instance. - -- - -- # 3. Usage - -- - -- To use the TASK\_A2G\_DISPATCHER class, you need: - -- - -- - A @{CommandCenter} object. The master communication channel. - -- - A @{Mission} object. Each task belongs to a Mission. - -- - A @{Detection} object. There are several detection grouping methods to choose from. - -- - A @{Task_A2G_Dispatcher} object. The master A2G task dispatcher. - -- - A @{Set} of @{Wrapper.Group} objects that will detect the emeny, the RecceSet. This is attached to the @{Detection} object. - -- - A @{Set} ob @{Wrapper.Group} objects that will attack the enemy, the AttackSet. This is attached to the @{Task_A2G_Dispatcher} object. - -- - -- Below an example mission declaration that is defines a Task A2G Dispatcher object. - -- - -- -- Declare the Command Center - -- local HQ = GROUP - -- :FindByName( "HQ", "Bravo HQ" ) - -- - -- local CommandCenter = COMMANDCENTER - -- :New( HQ, "Lima" ) - -- - -- -- Declare the Mission for the Command Center. - -- local Mission = MISSION - -- :New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED ) - -- - -- -- Define the RecceSet that will detect the enemy. - -- local RecceSet = SET_GROUP - -- :New() - -- :FilterPrefixes( "FAC" ) - -- :FilterCoalitions("red") - -- :FilterStart() - -- - -- -- Setup the detection. We use DETECTION_AREAS to detect and group the enemies within areas of 3 km radius. - -- local DetectionAreas = DETECTION_AREAS - -- :New( RecceSet, 3000 ) -- The RecceSet will detect the enemies. - -- - -- -- Setup the AttackSet, which is a SET_GROUP. - -- -- The SET_GROUP is a dynamic collection of GROUP objects. - -- local AttackSet = SET_GROUP - -- :New() -- Create the SET_GROUP object. - -- :FilterCoalitions( "red" ) -- Only incorporate the RED coalitions. - -- :FilterPrefixes( "Attack" ) -- Only incorporate groups that start with the name Attack. - -- :FilterStart() -- Enable the dynamic filtering. From this moment the AttackSet will contain all groups that are red and start with the name Attack. - -- - -- -- Now we have everything to setup the main A2G TaskDispatcher. - -- TaskDispatcher = TASK_A2G_DISPATCHER - -- :New( Mission, AttackSet, DetectionAreas ) -- We assign the TaskDispatcher under Mission. The AttackSet will engage the enemy and will recieve the dispatched Tasks. The DetectionAreas will report any detected enemies to the TaskDispatcher. - -- - -- - -- - -- @field #TASK_A2G_DISPATCHER - TASK_A2G_DISPATCHER = { - ClassName = "TASK_A2G_DISPATCHER", - Mission = nil, - Detection = nil, - Tasks = {}, - } - - - --- TASK_A2G_DISPATCHER constructor. - -- @param #TASK_A2G_DISPATCHER self - -- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done. - -- @param Core.Set#SET_GROUP SetGroup The set of groups that can join the tasks within the mission. - -- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks to human players. - -- @return #TASK_A2G_DISPATCHER self - function TASK_A2G_DISPATCHER:New( Mission, SetGroup, Detection ) - - -- Inherits from DETECTION_MANAGER - local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2G_DISPATCHER - - self.Detection = Detection - self.Mission = Mission - - self.Detection:FilterCategories( { Unit.Category.GROUND_UNIT } ) - - self:AddTransition( "Started", "Assign", "Started" ) - - --- OnAfter Transition Handler for Event Assign. - -- @function [parent=#TASK_A2G_DISPATCHER] OnAfterAssign - -- @param #TASK_A2G_DISPATCHER self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @param Tasking.Task_A2G#TASK_A2G Task - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param #string PlayerName - - self:__Start( 5 ) - - return self - end - - - --- Creates a SEAD task when there are targets for it. - -- @param #TASK_A2G_DISPATCHER self - -- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem - -- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units. - -- @return #nil If there are no targets to be set. - function TASK_A2G_DISPATCHER:EvaluateSEAD( DetectedItem ) - self:F( { DetectedItem.ItemID } ) - - local DetectedSet = DetectedItem.Set - local DetectedZone = DetectedItem.Zone - - -- Determine if the set has radar targets. If it does, construct a SEAD task. - local RadarCount = DetectedSet:HasSEAD() - - if RadarCount > 0 then - - -- Here we're doing something advanced... We're copying the DetectedSet, but making a new Set only with SEADable Radar units in it. - local TargetSetUnit = SET_UNIT:New() - TargetSetUnit:SetDatabase( DetectedSet ) - TargetSetUnit:FilterHasSEAD() - TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. - - return TargetSetUnit - end - - return nil - end - - --- Creates a CAS task when there are targets for it. - -- @param #TASK_A2G_DISPATCHER self - -- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem - -- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units. - -- @return #nil If there are no targets to be set. - function TASK_A2G_DISPATCHER:EvaluateCAS( DetectedItem ) - self:F( { DetectedItem.ItemID } ) - - local DetectedSet = DetectedItem.Set - local DetectedZone = DetectedItem.Zone - - - -- Determine if the set has ground units. - -- There should be ground unit friendlies nearby. Airborne units are valid friendlies types. - -- And there shouldn't be any radar. - local GroundUnitCount = DetectedSet:HasGroundUnits() - local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT ) -- Are there friendlies nearby of type GROUND_UNIT? - local RadarCount = DetectedSet:HasSEAD() - - if RadarCount == 0 and GroundUnitCount > 0 and FriendliesNearBy == true then - - -- Copy the Set - local TargetSetUnit = SET_UNIT:New() - TargetSetUnit:SetDatabase( DetectedSet ) - TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. - - return TargetSetUnit - end - - return nil - end - - --- Creates a BAI task when there are targets for it. - -- @param #TASK_A2G_DISPATCHER self - -- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem - -- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units. - -- @return #nil If there are no targets to be set. - function TASK_A2G_DISPATCHER:EvaluateBAI( DetectedItem, FriendlyCoalition ) - self:F( { DetectedItem.ItemID } ) - - local DetectedSet = DetectedItem.Set - local DetectedZone = DetectedItem.Zone - - - -- Determine if the set has ground units. - -- There shouldn't be any ground unit friendlies nearby. - -- And there shouldn't be any radar. - local GroundUnitCount = DetectedSet:HasGroundUnits() - local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT ) -- Are there friendlies nearby of type GROUND_UNIT? - local RadarCount = DetectedSet:HasSEAD() - - if RadarCount == 0 and GroundUnitCount > 0 and FriendliesNearBy == false then - - -- Copy the Set - local TargetSetUnit = SET_UNIT:New() - TargetSetUnit:SetDatabase( DetectedSet ) - TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. - - return TargetSetUnit - end - - return nil - end - - - function TASK_A2G_DISPATCHER:RemoveTask( TaskIndex ) - self.Mission:RemoveTask( self.Tasks[TaskIndex] ) - self.Tasks[TaskIndex] = nil - end - - --- Evaluates the removal of the Task from the Mission. - -- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned". - -- @param #TASK_A2G_DISPATCHER self - -- @param Tasking.Mission#MISSION Mission - -- @param Tasking.Task#TASK Task - -- @param #boolean DetectedItemID - -- @param #boolean DetectedItemChange - -- @return Tasking.Task#TASK - function TASK_A2G_DISPATCHER:EvaluateRemoveTask( Mission, Task, TaskIndex, DetectedItemChanged ) - - if Task then - if ( Task:IsStatePlanned() and DetectedItemChanged == true ) or Task:IsStateCancelled() then - --self:F( "Removing Tasking: " .. Task:GetTaskName() ) - self:RemoveTask( TaskIndex ) - end - end - - return Task - end - - - --- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}. - -- @param #TASK_A2G_DISPATCHER self - -- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object. - -- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop. - function TASK_A2G_DISPATCHER:ProcessDetected( Detection ) - self:F() - - local AreaMsg = {} - local TaskMsg = {} - local ChangeMsg = {} - - local Mission = self.Mission - - if Mission:IsIDLE() or Mission:IsENGAGED() then - - local TaskReport = REPORT:New() - - -- Checking the task queue for the dispatcher, and removing any obsolete task! - for TaskIndex, TaskData in pairs( self.Tasks ) do - local Task = TaskData -- Tasking.Task#TASK - if Task:IsStatePlanned() then - local DetectedItem = Detection:GetDetectedItemByIndex( TaskIndex ) - if not DetectedItem then - local TaskText = Task:GetName() - for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do - Mission:GetCommandCenter():MessageToGroup( string.format( "Obsolete A2G task %s for %s removed.", TaskText, Mission:GetShortText() ), TaskGroup ) - end - Task = self:RemoveTask( TaskIndex ) - end - end - end - - --- First we need to the detected targets. - for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do - - local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem - local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT - local DetectedZone = DetectedItem.Zone - --self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } ) - --DetectedSet:Flush( self ) - - local DetectedItemID = DetectedItem.ID - local TaskIndex = DetectedItem.ID - local DetectedItemChanged = DetectedItem.Changed - - self:F( { DetectedItemChanged = DetectedItemChanged, DetectedItemID = DetectedItemID, TaskIndex = TaskIndex } ) - - local Task = self.Tasks[TaskIndex] -- Tasking.Task_A2G#TASK_A2G - - if Task then - -- If there is a Task and the task was assigned, then we check if the task was changed ... If it was, we need to reevaluate the targets. - if Task:IsStateAssigned() then - if DetectedItemChanged == true then -- The detection has changed, thus a new TargetSet is to be evaluated and set - local TargetsReport = REPORT:New() - local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed... - if TargetSetUnit then - if Task:IsInstanceOf( TASK_A2G_SEAD ) then - Task:SetTargetSetUnit( TargetSetUnit ) - Task:UpdateTaskInfo( DetectedItem ) - TargetsReport:Add( Detection:GetChangeText( DetectedItem ) ) - else - Task:Cancel() - end - else - local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed... - if TargetSetUnit then - if Task:IsInstanceOf( TASK_A2G_CAS ) then - Task:SetTargetSetUnit( TargetSetUnit ) - Task:SetDetection( Detection, TaskIndex ) - Task:UpdateTaskInfo( DetectedItem ) - TargetsReport:Add( Detection:GetChangeText( DetectedItem ) ) - else - Task:Cancel() - Task = self:RemoveTask( TaskIndex ) - end - else - local TargetSetUnit = self:EvaluateBAI( DetectedItem ) -- Returns a SetUnit if there are targets to be BAIed... - if TargetSetUnit then - if Task:IsInstanceOf( TASK_A2G_BAI ) then - Task:SetTargetSetUnit( TargetSetUnit ) - Task:SetDetection( Detection, TaskIndex ) - Task:UpdateTaskInfo( DetectedItem ) - TargetsReport:Add( Detection:GetChangeText( DetectedItem ) ) - else - Task:Cancel() - Task = self:RemoveTask( TaskIndex ) - end - end - end - end - - -- Now we send to each group the changes, if any. - for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do - local TargetsText = TargetsReport:Text(", ") - if ( Mission:IsGroupAssigned(TaskGroup) ) and TargetsText ~= "" then - Mission:GetCommandCenter():MessageToGroup( string.format( "Task %s has change of targets:\n %s", Task:GetName(), TargetsText ), TaskGroup ) - end - end - end - end - end - - if Task then - if Task:IsStatePlanned() then - if DetectedItemChanged == true then -- The detection has changed, thus a new TargetSet is to be evaluated and set - if Task:IsInstanceOf( TASK_A2G_SEAD ) then - local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed... - if TargetSetUnit then - Task:SetTargetSetUnit( TargetSetUnit ) - Task:SetDetection( Detection, DetectedItem ) - Task:UpdateTaskInfo( DetectedItem ) - else - Task:Cancel() - Task = self:RemoveTask( TaskIndex ) - end - else - if Task:IsInstanceOf( TASK_A2G_CAS ) then - local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed... - if TargetSetUnit then - Task:SetTargetSetUnit( TargetSetUnit ) - Task:SetDetection( Detection, DetectedItem ) - Task:UpdateTaskInfo( DetectedItem ) - else - Task:Cancel() - Task = self:RemoveTask( TaskIndex ) - end - else - if Task:IsInstanceOf( TASK_A2G_BAI ) then - local TargetSetUnit = self:EvaluateBAI( DetectedItem ) -- Returns a SetUnit if there are targets to be BAIed... - if TargetSetUnit then - Task:SetTargetSetUnit( TargetSetUnit ) - Task:SetDetection( Detection, DetectedItem ) - Task:UpdateTaskInfo( DetectedItem ) - else - Task:Cancel() - Task = self:RemoveTask( TaskIndex ) - end - else - Task:Cancel() - Task = self:RemoveTask( TaskIndex ) - end - end - end - end - end - end - - -- Evaluate SEAD - if not Task then - local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed... - if TargetSetUnit then - Task = TASK_A2G_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", DetectedItemID ), TargetSetUnit ) - Task:SetDetection( Detection, DetectedItem ) - end - - -- Evaluate CAS - if not Task then - local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed... - if TargetSetUnit then - Task = TASK_A2G_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", DetectedItemID ), TargetSetUnit ) - Task:SetDetection( Detection, DetectedItem ) - end - - -- Evaluate BAI - if not Task then - local TargetSetUnit = self:EvaluateBAI( DetectedItem, self.Mission:GetCommandCenter():GetPositionable():GetCoalition() ) -- Returns a SetUnit if there are targets to be BAIed... - if TargetSetUnit then - Task = TASK_A2G_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", DetectedItemID ), TargetSetUnit ) - Task:SetDetection( Detection, DetectedItem ) - end - end - end - - if Task then - self.Tasks[TaskIndex] = Task - Task:SetTargetZone( DetectedZone ) - Task:SetDispatcher( self ) - Task:UpdateTaskInfo( DetectedItem ) - Mission:AddTask( Task ) - - function Task.OnEnterSuccess( Task, From, Event, To ) - self:Success( Task ) - end - - function Task.OnEnterCancelled( Task, From, Event, To ) - self:Cancelled( Task ) - end - - function Task.OnEnterFailed( Task, From, Event, To ) - self:Failed( Task ) - end - - function Task.OnEnterAborted( Task, From, Event, To ) - self:Aborted( Task ) - end - - - TaskReport:Add( Task:GetName() ) - else - self:F("This should not happen") - end - end - - - -- OK, so the tasking has been done, now delete the changes reported for the area. - Detection:AcceptChanges( DetectedItem ) - end - - -- TODO set menus using the HQ coordinator - Mission:GetCommandCenter():SetMenu() - - local TaskText = TaskReport:Text(", ") - for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do - if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" then - Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup ) - end - end - - end - - return true - end - -end--- **Tasking** - The TASK_A2G models tasks for players in Air to Ground engagements. --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Tasking.Task_A2G --- @image MOOSE.JPG - -do -- TASK_A2G - - --- The TASK_A2G class - -- @type TASK_A2G - -- @field Core.Set#SET_UNIT TargetSetUnit - -- @extends Tasking.Task#TASK - - --- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units, - -- based on the tasking capabilities defined in @{Tasking.Task#TASK}. - -- The TASK_A2G is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses: - -- - -- * **None**: Start of the process - -- * **Planned**: The A2G task is planned. - -- * **Assigned**: The A2G task is assigned to a @{Wrapper.Group#GROUP}. - -- * **Success**: The A2G task is successfully completed. - -- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ. - -- - -- ## 1) Set the scoring of achievements in an A2G attack. - -- - -- Scoring or penalties can be given in the following circumstances: - -- - -- * @{#TASK_A2G.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed. - -- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed. - -- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed. - -- - -- @field #TASK_A2G - TASK_A2G = { - ClassName = "TASK_A2G", - } - - --- Instantiates a new TASK_A2G. - -- @param #TASK_A2G self - -- @param Tasking.Mission#MISSION Mission - -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. - -- @param #string TaskName The name of the Task. - -- @param Core.Set#SET_UNIT UnitSetTargets - -- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range. - -- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known. - -- If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be. - -- @return #TASK_A2G self - function TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskType, TaskBriefing ) - local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- Tasking.Task#TASK_A2G - self:F() - - self.TargetSetUnit = TargetSetUnit - self.TaskType = TaskType - - local Fsm = self:GetUnitProcess() - - Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" ) - Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } ) - Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } ) - - Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" ) - - Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" ) - Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" ) - - Fsm:AddProcess ( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} ) - Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" ) - Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} ) - Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} ) - Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" ) - - --Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" ) - --Fsm:AddTransition( "Accounted", "Success", "Success" ) - Fsm:AddTransition( "Rejected", "Reject", "Aborted" ) - Fsm:AddTransition( "Failed", "Fail", "Failed" ) - - - - --- Test - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_A2G#TASK_A2G Task - function Fsm:onafterAssigned( TaskUnit, Task ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - -- Determine the first Unit from the self.RendezVousSetUnit - - self:RouteToRendezVous() - end - - --- Test - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_A2G#TASK_A2G Task - function Fsm:onafterRouteToRendezVous( TaskUnit, Task ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - -- Determine the first Unit from the self.RendezVousSetUnit - - if Task:GetRendezVousZone( TaskUnit ) then - self:__RouteToRendezVousZone( 0.1 ) - else - if Task:GetRendezVousCoordinate( TaskUnit ) then - self:__RouteToRendezVousPoint( 0.1 ) - else - self:__ArriveAtRendezVous( 0.1 ) - end - end - end - - --- Test - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task#TASK_A2G Task - function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - -- Determine the first Unit from the self.TargetSetUnit - - self:__Engage( 0.1 ) - end - - --- Test - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task#TASK_A2G Task - function Fsm:onafterEngage( TaskUnit, Task ) - self:F( { self } ) - self:__Account( 0.1 ) - self:__RouteToTarget(0.1 ) - self:__RouteToTargets( -10 ) - end - - --- Test - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_A2G#TASK_A2G Task - function Fsm:onafterRouteToTarget( TaskUnit, Task ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - -- Determine the first Unit from the self.TargetSetUnit - - if Task:GetTargetZone( TaskUnit ) then - self:__RouteToTargetZone( 0.1 ) - else - local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT - if TargetUnit then - local Coordinate = TargetUnit:GetPointVec3() - self:T( { TargetCoordinate = Coordinate, Coordinate:GetX(), Coordinate:GetY(), Coordinate:GetZ() } ) - Task:SetTargetCoordinate( Coordinate, TaskUnit ) - end - self:__RouteToTargetPoint( 0.1 ) - end - end - - --- Test - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_A2G#TASK_A2G Task - function Fsm:onafterRouteToTargets( TaskUnit, Task ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT - if TargetUnit then - Task:SetTargetCoordinate( TargetUnit:GetCoordinate(), TaskUnit ) - end - self:__RouteToTargets( -10 ) - end - - return self - - end - - --- @param #TASK_A2G self - -- @param Core.Set#SET_UNIT TargetSetUnit The set of targets. - function TASK_A2G:SetTargetSetUnit( TargetSetUnit ) - - self.TargetSetUnit = TargetSetUnit - end - - - - --- @param #TASK_A2G self - function TASK_A2G:GetPlannedMenuText() - return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )" - end - - --- @param #TASK_A2G self - -- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map. - -- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point. - -- @param Wrapper.Unit#UNIT TaskUnit - function TASK_A2G:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT - ActRouteRendezVous:SetCoordinate( RendezVousCoordinate ) - ActRouteRendezVous:SetRange( RendezVousRange ) - end - - --- @param #TASK_A2G self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return Core.Point#COORDINATE The Coordinate object referencing to the 2D point where the RendezVous point is located on the map. - -- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point. - function TASK_A2G:GetRendezVousCoordinate( TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT - return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange() - end - - - - --- @param #TASK_A2G self - -- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map. - -- @param Wrapper.Unit#UNIT TaskUnit - function TASK_A2G:SetRendezVousZone( RendezVousZone, TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE - ActRouteRendezVous:SetZone( RendezVousZone ) - end - - --- @param #TASK_A2G self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return Core.Zone#ZONE_BASE The Zone object where the RendezVous is located on the map. - function TASK_A2G:GetRendezVousZone( TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE - return ActRouteRendezVous:GetZone() - end - - --- @param #TASK_A2G self - -- @param Core.Point#COORDINATE TargetCoordinate The Coordinate object where the Target is located on the map. - -- @param Wrapper.Unit#UNIT TaskUnit - function TASK_A2G:SetTargetCoordinate( TargetCoordinate, TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT - ActRouteTarget:SetCoordinate( TargetCoordinate ) - end - - - --- @param #TASK_A2G self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return Core.Point#COORDINATE The Coordinate object where the Target is located on the map. - function TASK_A2G:GetTargetCoordinate( TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT - return ActRouteTarget:GetCoordinate() - end - - - --- @param #TASK_A2G self - -- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map. - -- @param Wrapper.Unit#UNIT TaskUnit - function TASK_A2G:SetTargetZone( TargetZone, TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE - ActRouteTarget:SetZone( TargetZone ) - end - - - --- @param #TASK_A2G self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map. - function TASK_A2G:GetTargetZone( TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE - return ActRouteTarget:GetZone() - end - - function TASK_A2G:SetGoalTotal() - - self.GoalTotal = self.TargetSetUnit:Count() - end - - function TASK_A2G:GetGoalTotal() - - return self.GoalTotal - end - - --- Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats. - -- @param #TASK_A2G self - function TASK_A2G:ReportOrder( ReportGroup ) - local Coordinate = self.TaskInfo:GetData( "Coordinate" ) - local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate ) - - return Distance - end - - - --- This method checks every 10 seconds if the goal has been reached of the task. - -- @param #TASK_A2G self - function TASK_A2G:onafterGoal( TaskUnit, From, Event, To ) - local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT - - if TargetSetUnit:Count() == 0 then - self:Success() - end - - self:__Goal( -10 ) - end - - --- @param #TASK_A2G self - function TASK_A2G:UpdateTaskInfo( DetectedItem ) - - if self:IsStatePlanned() or self:IsStateAssigned() then - local TargetCoordinate = DetectedItem and self.Detection:GetDetectedItemCoordinate( DetectedItem ) or self.TargetSetUnit:GetFirst():GetCoordinate() - self.TaskInfo:AddTaskName( 0, "MSOD" ) - self.TaskInfo:AddCoordinate( TargetCoordinate, 1, "SOD" ) - - local ThreatLevel, ThreatText - if DetectedItem then - ThreatLevel, ThreatText = self.Detection:GetDetectedItemThreatLevel( DetectedItem ) - else - ThreatLevel, ThreatText = self.TargetSetUnit:CalculateThreatLevelA2G() - end - self.TaskInfo:AddThreat( ThreatText, ThreatLevel, 10, "MOD", true ) - - if self.Detection then - local DetectedItemsCount = self.TargetSetUnit:Count() - local ReportTypes = REPORT:New() - local TargetTypes = {} - for TargetUnitName, TargetUnit in pairs( self.TargetSetUnit:GetSet() ) do - local TargetType = self.Detection:GetDetectedUnitTypeName( TargetUnit ) - if not TargetTypes[TargetType] then - TargetTypes[TargetType] = TargetType - ReportTypes:Add( TargetType ) - end - end - self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true ) - self.TaskInfo:AddTargets( DetectedItemsCount, ReportTypes:Text( ", " ), 20, "D", true ) - else - local DetectedItemsCount = self.TargetSetUnit:Count() - local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames() - self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true ) - self.TaskInfo:AddTargets( DetectedItemsCount, DetectedItemsTypes, 20, "D", true ) - end - self.TaskInfo:AddQFEAtCoordinate( TargetCoordinate, 30, "MOD" ) - self.TaskInfo:AddTemperatureAtCoordinate( TargetCoordinate, 31, "MD" ) - self.TaskInfo:AddWindAtCoordinate( TargetCoordinate, 32, "MD" ) - end - - end - -end - - -do -- TASK_A2G_SEAD - - --- The TASK_A2G_SEAD class - -- @type TASK_A2G_SEAD - -- @field Core.Set#SET_UNIT TargetSetUnit - -- @extends Tasking.Task#TASK - - --- Defines an Suppression or Extermination of Air Defenses task for a human player to be executed. - -- These tasks are important to be executed as they will help to achieve air superiority at the vicinity. - -- - -- The TASK_A2G_SEAD is used by the @{Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create SEAD tasks - -- based on detected enemy ground targets. - -- - -- @field #TASK_A2G_SEAD - TASK_A2G_SEAD = { - ClassName = "TASK_A2G_SEAD", - } - - --- Instantiates a new TASK_A2G_SEAD. - -- @param #TASK_A2G_SEAD self - -- @param Tasking.Mission#MISSION Mission - -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. - -- @param #string TaskName The name of the Task. - -- @param Core.Set#SET_UNIT TargetSetUnit - -- @param #string TaskBriefing The briefing of the task. - -- @return #TASK_A2G_SEAD self - function TASK_A2G_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing) - local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_A2G_SEAD - self:F() - - Mission:AddTask( self ) - - self:SetBriefing( - TaskBriefing or - "Execute a Suppression of Enemy Air Defenses." - ) - - return self - end - - --- Set a score when a target in scope of the A2G attack, has been destroyed . - -- @param #TASK_A2G_SEAD self - -- @param #string PlayerName The name of the player. - -- @param #number Score The score in points to be granted when task process has been achieved. - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_A2G_SEAD - function TASK_A2G_SEAD:SetScoreOnProgress( PlayerName, Score, TaskUnit ) - self:F( { PlayerName, Score, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has SEADed a target.", Score ) - - return self - end - - --- Set a score when all the targets in scope of the A2G attack, have been destroyed. - -- @param #TASK_A2G_SEAD self - -- @param #string PlayerName The name of the player. - -- @param #number Score The score in points. - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_A2G_SEAD - function TASK_A2G_SEAD:SetScoreOnSuccess( PlayerName, Score, TaskUnit ) - self:F( { PlayerName, Score, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScore( "Success", "All radar emitting targets have been successfully SEADed!", Score ) - - return self - end - - --- Set a penalty when the A2G attack has failed. - -- @param #TASK_A2G_SEAD self - -- @param #string PlayerName The name of the player. - -- @param #number Penalty The penalty in points, must be a negative value! - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_A2G_SEAD - function TASK_A2G_SEAD:SetScoreOnFail( PlayerName, Penalty, TaskUnit ) - self:F( { PlayerName, Penalty, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScore( "Failed", "The SEADing has failed!", Penalty ) - - return self - end - - -end - -do -- TASK_A2G_BAI - - --- The TASK_A2G_BAI class - -- @type TASK_A2G_BAI - -- @field Core.Set#SET_UNIT TargetSetUnit - -- @extends Tasking.Task#TASK - - --- Defines a Battlefield Air Interdiction task for a human player to be executed. - -- These tasks are more strategic in nature and are most of the time further away from friendly forces. - -- BAI tasks can also be used to express the abscence of friendly forces near the vicinity. - -- - -- The TASK_A2G_BAI is used by the @{Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create BAI tasks - -- based on detected enemy ground targets. - -- - -- @field #TASK_A2G_BAI - TASK_A2G_BAI = { - ClassName = "TASK_A2G_BAI", - } - - --- Instantiates a new TASK_A2G_BAI. - -- @param #TASK_A2G_BAI self - -- @param Tasking.Mission#MISSION Mission - -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. - -- @param #string TaskName The name of the Task. - -- @param Core.Set#SET_UNIT TargetSetUnit - -- @param #string TaskBriefing The briefing of the task. - -- @return #TASK_A2G_BAI self - function TASK_A2G_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing ) - local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "BAI", TaskBriefing ) ) -- #TASK_A2G_BAI - self:F() - - Mission:AddTask( self ) - - self:SetBriefing( - TaskBriefing or - "Execute a Battlefield Air Interdiction of a group of enemy targets." - ) - - return self - end - - --- Set a score when a target in scope of the A2G attack, has been destroyed . - -- @param #TASK_A2G_BAI self - -- @param #string PlayerName The name of the player. - -- @param #number Score The score in points to be granted when task process has been achieved. - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_A2G_BAI - function TASK_A2G_BAI:SetScoreOnProgress( PlayerName, Score, TaskUnit ) - self:F( { PlayerName, Score, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has destroyed a target in Battlefield Air Interdiction (BAI).", Score ) - - return self - end - - --- Set a score when all the targets in scope of the A2G attack, have been destroyed. - -- @param #TASK_A2G_BAI self - -- @param #string PlayerName The name of the player. - -- @param #number Score The score in points. - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_A2G_BAI - function TASK_A2G_BAI:SetScoreOnSuccess( PlayerName, Score, TaskUnit ) - self:F( { PlayerName, Score, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScore( "Success", "All targets have been successfully destroyed! The Battlefield Air Interdiction (BAI) is a success!", Score ) - - return self - end - - --- Set a penalty when the A2G attack has failed. - -- @param #TASK_A2G_BAI self - -- @param #string PlayerName The name of the player. - -- @param #number Penalty The penalty in points, must be a negative value! - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_A2G_BAI - function TASK_A2G_BAI:SetScoreOnFail( PlayerName, Penalty, TaskUnit ) - self:F( { PlayerName, Penalty, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScore( "Failed", "The Battlefield Air Interdiction (BAI) has failed!", Penalty ) - - return self - end - -end - - - - -do -- TASK_A2G_CAS - - --- The TASK_A2G_CAS class - -- @type TASK_A2G_CAS - -- @field Core.Set#SET_UNIT TargetSetUnit - -- @extends Tasking.Task#TASK - - --- Defines an Close Air Support task for a human player to be executed. - -- Friendly forces will be in the vicinity within 6km from the enemy. - -- - -- The TASK_A2G_CAS is used by the @{Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create CAS tasks - -- based on detected enemy ground targets. - -- - -- @field #TASK_A2G_CAS - TASK_A2G_CAS = { - ClassName = "TASK_A2G_CAS", - } - - --- Instantiates a new TASK_A2G_CAS. - -- @param #TASK_A2G_CAS self - -- @param Tasking.Mission#MISSION Mission - -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. - -- @param #string TaskName The name of the Task. - -- @param Core.Set#SET_UNIT TargetSetUnit - -- @param #string TaskBriefing The briefing of the task. - -- @return #TASK_A2G_CAS self - function TASK_A2G_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing ) - local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "CAS", TaskBriefing ) ) -- #TASK_A2G_CAS - self:F() - - Mission:AddTask( self ) - - self:SetBriefing( - TaskBriefing or - "Execute a Close Air Support for a group of enemy targets. " .. - "Beware of friendlies at the vicinity! " - ) - - - return self - end - - - --- Set a score when a target in scope of the A2G attack, has been destroyed . - -- @param #TASK_A2G_CAS self - -- @param #string PlayerName The name of the player. - -- @param #number Score The score in points to be granted when task process has been achieved. - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_A2G_CAS - function TASK_A2G_CAS:SetScoreOnProgress( PlayerName, Score, TaskUnit ) - self:F( { PlayerName, Score, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has destroyed a target in Close Air Support (CAS).", Score ) - - return self - end - - --- Set a score when all the targets in scope of the A2G attack, have been destroyed. - -- @param #TASK_A2G_CAS self - -- @param #string PlayerName The name of the player. - -- @param #number Score The score in points. - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_A2G_CAS - function TASK_A2G_CAS:SetScoreOnSuccess( PlayerName, Score, TaskUnit ) - self:F( { PlayerName, Score, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScore( "Success", "All targets have been successfully destroyed! The Close Air Support (CAS) was a success!", Score ) - - return self - end - - --- Set a penalty when the A2G attack has failed. - -- @param #TASK_A2G_CAS self - -- @param #string PlayerName The name of the player. - -- @param #number Penalty The penalty in points, must be a negative value! - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_A2G_CAS - function TASK_A2G_CAS:SetScoreOnFail( PlayerName, Penalty, TaskUnit ) - self:F( { PlayerName, Penalty, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScore( "Failed", "The Close Air Support (CAS) has failed!", Penalty ) - - return self - end - - -end ---- **Tasking** - Dynamically allocates A2A tasks to human players, based on detected airborne targets through an EWR network. --- --- **Features:** --- --- * Dynamically assign tasks to human players based on detected targets. --- * Dynamically change the tasks as the tactical situation evolves during the mission. --- * Dynamically assign (CAP) Control Air Patrols tasks for human players to perform CAP. --- * Dynamically assign (GCI) Ground Control Intercept tasks for human players to perform GCI. --- * Dynamically assign Engage tasks for human players to engage on close-by airborne bogeys. --- * Define and use an EWR (Early Warning Radar) network. --- * Define different ranges to engage upon intruders. --- * Keep task achievements. --- * Score task achievements. --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Tasking.Task_A2A_Dispatcher --- @image Task_A2A_Dispatcher.JPG - -do -- TASK_A2A_DISPATCHER - - --- TASK_A2A_DISPATCHER class. - -- @type TASK_A2A_DISPATCHER - -- @extends Tasking.DetectionManager#DETECTION_MANAGER - - --- Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups. - -- - -- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia3.JPG) - -- - -- The EWR will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched. - -- Find a summary below describing for which situation a task type is created: - -- - -- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia9.JPG) - -- - -- * **INTERCEPT Task**: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range. - -- * **SWEEP Task**: Is created when the target is unknown, was detected and the last position is only known, and within a danger zone, and there is no friendly airborne in range. - -- * **ENGAGE Task**: Is created when the target is known, is detected and within a danger zone, and there is a friendly airborne in range, that will receive this task. - -- - -- ## 1. TASK\_A2A\_DISPATCHER constructor: - -- - -- The @{#TASK_A2A_DISPATCHER.New}() method creates a new TASK\_A2A\_DISPATCHER instance. - -- - -- ### 1.1. Define or set the **Mission**: - -- - -- Tasking is executed to accomplish missions. Therefore, a MISSION object needs to be given as the first parameter. - -- - -- local HQ = GROUP:FindByName( "HQ", "Bravo" ) - -- local CommandCenter = COMMANDCENTER:New( HQ, "Lima" ) - -- local Mission = MISSION:New( CommandCenter, "A2A Mission", "High", "Watch the air enemy units being detected.", coalition.side.RED ) - -- - -- Missions are governed by COMMANDCENTERS, so, ensure you have a COMMANDCENTER object installed and setup within your mission. - -- Create the MISSION object, and hook it under the command center. - -- - -- ### 1.2. Build a set of the groups seated by human players: - -- - -- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia6.JPG) - -- - -- A set or collection of the groups wherein human players can be seated, these can be clients or units that can be joined as a slot or jumping into. - -- - -- local AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Defender" ):FilterStart() - -- - -- The set is built using the SET_GROUP class. Apply any filter criteria to identify the correct groups for your mission. - -- Only these slots or units will be able to execute the mission and will receive tasks for this mission, once available. - -- - -- ### 1.3. Define the **EWR network**: - -- - -- As part of the TASK\_A2A\_DISPATCHER constructor, an EWR network must be given as the third parameter. - -- An EWR network, or, Early Warning Radar network, is used to early detect potential airborne targets and to understand the position of patrolling targets of the enemy. - -- - -- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia5.JPG) - -- - -- Typically EWR networks are setup using 55G6 EWR, 1L13 EWR, Hawk sr and Patriot str ground based radar units. - -- These radars have different ranges and 55G6 EWR and 1L13 EWR radars are Eastern Bloc units (eg Russia, Ukraine, Georgia) while the Hawk and Patriot radars are Western (eg US). - -- Additionally, ANY other radar capable unit can be part of the EWR network! Also AWACS airborne units, planes, helicopters can help to detect targets, as long as they have radar. - -- The position of these units is very important as they need to provide enough coverage - -- to pick up enemy aircraft as they approach so that CAP and GCI flights can be tasked to intercept them. - -- - -- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia7.JPG) - -- - -- Additionally in a hot war situation where the border is no longer respected the placement of radars has a big effect on how fast the war escalates. - -- For example if they are a long way forward and can detect enemy planes on the ground and taking off - -- they will start to vector CAP and GCI flights to attack them straight away which will immediately draw a response from the other coalition. - -- Having the radars further back will mean a slower escalation because fewer targets will be detected and - -- therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map. - -- It all depends on what the desired effect is. - -- - -- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional.Detection#DETECTION_BASE} object that is given as the input parameter of the TASK\_A2A\_DISPATCHER class. - -- By defining in a **smart way the names or name prefixes of the groups** with EWR capable units, these groups will be **automatically added or deleted** from the EWR network, - -- increasing or decreasing the radar coverage of the Early Warning System. - -- - -- See the following example to setup an EWR network containing EWR stations and AWACS. - -- - -- local EWRSet = SET_GROUP:New():FilterPrefixes( "EWR" ):FilterCoalitions("red"):FilterStart() - -- - -- local EWRDetection = DETECTION_AREAS:New( EWRSet, 6000 ) - -- EWRDetection:SetFriendliesRange( 10000 ) - -- EWRDetection:SetRefreshTimeInterval(30) - -- - -- -- Setup the A2A dispatcher, and initialize it. - -- A2ADispatcher = TASK_A2A_DISPATCHER:New( Mission, AttackGroups, EWRDetection ) - -- - -- The above example creates a SET_GROUP instance, and stores this in the variable (object) **EWRSet**. - -- **EWRSet** is then being configured to filter all active groups with a group name starting with **EWR** to be included in the Set. - -- **EWRSet** is then being ordered to start the dynamic filtering. Note that any destroy or new spawn of a group with the above names will be removed or added to the Set. - -- Then a new **EWRDetection** object is created from the class DETECTION_AREAS. A grouping radius of 6000 is choosen, which is 6km. - -- The **EWRDetection** object is then passed to the @{#TASK_A2A_DISPATCHER.New}() method to indicate the EWR network configuration and setup the A2A tasking and detection mechanism. - -- - -- ### 2. Define the detected **target grouping radius**: - -- - -- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia8.JPG) - -- - -- The target grouping radius is a property of the Detection object, that was passed to the AI\_A2A\_DISPATCHER object, but can be changed. - -- The grouping radius should not be too small, but also depends on the types of planes and the era of the simulation. - -- Fast planes like in the 80s, need a larger radius than WWII planes. - -- Typically I suggest to use 30000 for new generation planes and 10000 for older era aircraft. - -- - -- Note that detected targets are constantly re-grouped, that is, when certain detected aircraft are moving further than the group radius, then these aircraft will become a separate - -- group being detected. This may result in additional GCI being started by the dispatcher! So don't make this value too small! - -- - -- ## 3. Set the **Engage radius**: - -- - -- Define the radius to engage any target by airborne friendlies, which are executing cap or returning from an intercept mission. - -- - -- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia11.JPG) - -- - -- So, if there is a target area detected and reported, - -- then any friendlies that are airborne near this target area, - -- will be commanded to (re-)engage that target when available (if no other tasks were commanded). - -- For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target, - -- will be considered to receive the command to engage that target area. - -- You need to evaluate the value of this parameter carefully. - -- If too small, more intercept missions may be triggered upon detected target areas. - -- If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far. - -- - -- ## 4. Set **Scoring** and **Messages**: - -- - -- The TASK\_A2A\_DISPATCHER is a state machine. It triggers the event Assign when a new player joins a @{Task} dispatched by the TASK\_A2A\_DISPATCHER. - -- An _event handler_ can be defined to catch the **Assign** event, and add **additional processing** to set _scoring_ and to _define messages_, - -- when the player reaches certain achievements in the task. - -- - -- The prototype to handle the **Assign** event needs to be developed as follows: - -- - -- TaskDispatcher = TASK_A2A_DISPATCHER:New( ... ) - -- - -- --- @param #TaskDispatcher self - -- -- @param #string From Contains the name of the state from where the Event was triggered. - -- -- @param #string Event Contains the name of the event that was triggered. In this case Assign. - -- -- @param #string To Contains the name of the state that will be transitioned to. - -- -- @param Tasking.Task_A2A#TASK_A2A Task The Task object, which is any derived object from TASK_A2A. - -- -- @param Wrapper.Unit#UNIT TaskUnit The Unit or Client that contains the Player. - -- -- @param #string PlayerName The name of the Player that joined the TaskUnit. - -- function TaskDispatcher:OnAfterAssign( From, Event, To, Task, TaskUnit, PlayerName ) - -- Task:SetScoreOnProgress( PlayerName, 20, TaskUnit ) - -- Task:SetScoreOnSuccess( PlayerName, 200, TaskUnit ) - -- Task:SetScoreOnFail( PlayerName, -100, TaskUnit ) - -- end - -- - -- The **OnAfterAssign** method (function) is added to the TaskDispatcher object. - -- This method will be called when a new player joins a unit in the set of groups in scope of the dispatcher. - -- So, this method will be called only **ONCE** when a player joins a unit in scope of the task. - -- - -- The TASK class implements various methods to additional **set scoring** for player achievements: - -- - -- * @{Tasking.Task#TASK.SetScoreOnProgress}() will add additional scores when a player achieves **Progress** while executing the task. - -- Examples of **task progress** can be destroying units, arriving at zones etc. - -- - -- * @{Tasking.Task#TASK.SetScoreOnSuccess}() will add additional scores when the task goes into **Success** state. - -- This means the **task has been successfully completed**. - -- - -- * @{Tasking.Task#TASK.SetScoreOnSuccess}() will add additional (negative) scores when the task goes into **Failed** state. - -- This means the **task has not been successfully completed**, and the scores must be given with a negative value! - -- - -- @field #TASK_A2A_DISPATCHER - TASK_A2A_DISPATCHER = { - ClassName = "TASK_A2A_DISPATCHER", - Mission = nil, - Detection = nil, - Tasks = {}, - SweepZones = {}, - } - - - --- TASK_A2A_DISPATCHER constructor. - -- @param #TASK_A2A_DISPATCHER self - -- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done. - -- @param Core.Set#SET_GROUP SetGroup The set of groups that can join the tasks within the mission. - -- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks to human players. - -- @return #TASK_A2A_DISPATCHER self - function TASK_A2A_DISPATCHER:New( Mission, SetGroup, Detection ) - - -- Inherits from DETECTION_MANAGER - local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2A_DISPATCHER - - self.Detection = Detection - self.Mission = Mission - - - -- TODO: Check detection through radar. - self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER ) - self.Detection:InitDetectRadar( true ) - self.Detection:SetRefreshTimeInterval( 30 ) - - self:AddTransition( "Started", "Assign", "Started" ) - - - --- OnAfter Transition Handler for Event Assign. - -- @function [parent=#TASK_A2A_DISPATCHER] OnAfterAssign - -- @param #TASK_A2A_DISPATCHER self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @param Tasking.Task_A2A#TASK_A2A Task - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param #string PlayerName - - self:__Start( 5 ) - - return self - end - - - --- Define the radius to when an ENGAGE task will be generated for any nearby by airborne friendlies, which are executing cap or returning from an intercept mission. - -- So, if there is a target area detected and reported, - -- then any friendlies that are airborne near this target area, - -- will be commanded to (re-)engage that target when available (if no other tasks were commanded). - -- An ENGAGE task will be created for those pilots. - -- For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target, - -- will be considered to receive the command to engage that target area. - -- You need to evaluate the value of this parameter carefully. - -- If too small, more intercept missions may be triggered upon detected target areas. - -- If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far. - -- @param #TASK_A2A_DISPATCHER self - -- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target. - -- @return #TASK_A2A_DISPATCHER - -- @usage - -- - -- -- Set 50km as the radius to engage any target by airborne friendlies. - -- TaskA2ADispatcher:SetEngageRadius( 50000 ) - -- - -- -- Set 100km as the radius to engage any target by airborne friendlies. - -- TaskA2ADispatcher:SetEngageRadius() -- 100000 is the default value. - -- - function TASK_A2A_DISPATCHER:SetEngageRadius( EngageRadius ) - - self.Detection:SetFriendliesRange( EngageRadius or 100000 ) - - return self - end - - - - --- Creates an INTERCEPT task when there are targets for it. - -- @param #TASK_A2A_DISPATCHER self - -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem - -- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units. - -- @return #nil If there are no targets to be set. - function TASK_A2A_DISPATCHER:EvaluateINTERCEPT( DetectedItem ) - self:F( { DetectedItem.ItemID } ) - - local DetectedSet = DetectedItem.Set - local DetectedZone = DetectedItem.Zone - - -- Check if there is at least one UNIT in the DetectedSet is visible. - - if DetectedItem.IsDetected == true then - - -- Here we're doing something advanced... We're copying the DetectedSet. - local TargetSetUnit = SET_UNIT:New() - TargetSetUnit:SetDatabase( DetectedSet ) - TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. - - return TargetSetUnit - end - - return nil - end - - - --- Creates an SWEEP task when there are targets for it. - -- @param #TASK_A2A_DISPATCHER self - -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem - -- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units. - -- @return #nil If there are no targets to be set. - function TASK_A2A_DISPATCHER:EvaluateSWEEP( DetectedItem ) - self:F( { DetectedItem.ItemID } ) - - local DetectedSet = DetectedItem.Set - local DetectedZone = DetectedItem.Zone - - - if DetectedItem.IsDetected == false then - - -- Here we're doing something advanced... We're copying the DetectedSet. - local TargetSetUnit = SET_UNIT:New() - TargetSetUnit:SetDatabase( DetectedSet ) - TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. - - return TargetSetUnit - end - - return nil - end - - - --- Creates an ENGAGE task when there are human friendlies airborne near the targets. - -- @param #TASK_A2A_DISPATCHER self - -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem - -- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units. - -- @return #nil If there are no targets to be set. - function TASK_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem ) - self:F( { DetectedItem.ItemID } ) - - local DetectedSet = DetectedItem.Set - local DetectedZone = DetectedItem.Zone - - local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem ) - - - -- Only allow ENGAGE when there are Players near the zone, and when the Area has detected items since the last run in a 60 seconds time zone. - if PlayersCount > 0 and DetectedItem.IsDetected == true then - - -- Here we're doing something advanced... We're copying the DetectedSet. - local TargetSetUnit = SET_UNIT:New() - TargetSetUnit:SetDatabase( DetectedSet ) - TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. - - return TargetSetUnit - end - - return nil - end - - - - - --- Evaluates the removal of the Task from the Mission. - -- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned". - -- @param #TASK_A2A_DISPATCHER self - -- @param Tasking.Mission#MISSION Mission - -- @param Tasking.Task#TASK Task - -- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object. - -- @param #boolean DetectedItemID - -- @param #boolean DetectedItemChange - -- @return Tasking.Task#TASK - function TASK_A2A_DISPATCHER:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, DetectedItemIndex, DetectedItemChanged ) - - if Task then - - if Task:IsStatePlanned() then - local TaskName = Task:GetName() - local TaskType = TaskName:match( "(%u+)%.%d+" ) - - self:T2( { TaskType = TaskType } ) - - local Remove = false - - local IsPlayers = Detection:IsPlayersNearBy( DetectedItem ) - if TaskType == "ENGAGE" then - if IsPlayers == false then - Remove = true - end - end - - if TaskType == "INTERCEPT" then - if IsPlayers == true then - Remove = true - end - if DetectedItem.IsDetected == false then - Remove = true - end - end - - if TaskType == "SWEEP" then - if DetectedItem.IsDetected == true then - Remove = true - end - end - - local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT - --DetectedSet:Flush( self ) - --self:F( { DetectedSetCount = DetectedSet:Count() } ) - if DetectedSet:Count() == 0 then - Remove = true - end - - if DetectedItemChanged == true or Remove then - Task = self:RemoveTask( DetectedItemIndex ) - end - end - end - - return Task - end - - --- Calculates which friendlies are nearby the area - -- @param #TASK_A2A_DISPATCHER self - -- @param DetectedItem - -- @return #number, Core.CommandCenter#REPORT - function TASK_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem ) - - local DetectedSet = DetectedItem.Set - local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( DetectedItem, Unit.Category.AIRPLANE ) - - local FriendlyTypes = {} - local FriendliesCount = 0 - - if FriendlyUnitsNearBy then - local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G() - for FriendlyUnitName, FriendlyUnitData in pairs( FriendlyUnitsNearBy ) do - local FriendlyUnit = FriendlyUnitData -- Wrapper.Unit#UNIT - if FriendlyUnit:IsAirPlane() then - local FriendlyUnitThreatLevel = FriendlyUnit:GetThreatLevel() - FriendliesCount = FriendliesCount + 1 - local FriendlyType = FriendlyUnit:GetTypeName() - FriendlyTypes[FriendlyType] = FriendlyTypes[FriendlyType] and ( FriendlyTypes[FriendlyType] + 1 ) or 1 - if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then - end - end - end - - end - - --self:F( { FriendliesCount = FriendliesCount } ) - - local FriendlyTypesReport = REPORT:New() - - if FriendliesCount > 0 then - for FriendlyType, FriendlyTypeCount in pairs( FriendlyTypes ) do - FriendlyTypesReport:Add( string.format("%d of %s", FriendlyTypeCount, FriendlyType ) ) - end - else - FriendlyTypesReport:Add( "-" ) - end - - - return FriendliesCount, FriendlyTypesReport - end - - --- Calculates which HUMAN friendlies are nearby the area - -- @param #TASK_A2A_DISPATCHER self - -- @param DetectedItem - -- @return #number, Core.CommandCenter#REPORT - function TASK_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem ) - - local DetectedSet = DetectedItem.Set - local PlayersNearBy = self.Detection:GetPlayersNearBy( DetectedItem ) - - local PlayerTypes = {} - local PlayersCount = 0 - - if PlayersNearBy then - local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G() - for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do - local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT - local PlayerName = PlayerUnit:GetPlayerName() - --self:F( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } ) - if PlayerUnit:IsAirPlane() and PlayerName ~= nil then - local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel() - PlayersCount = PlayersCount + 1 - local PlayerType = PlayerUnit:GetTypeName() - PlayerTypes[PlayerName] = PlayerType - if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then - end - end - end - - end - - local PlayerTypesReport = REPORT:New() - - if PlayersCount > 0 then - for PlayerName, PlayerType in pairs( PlayerTypes ) do - PlayerTypesReport:Add( string.format('"%s" in %s', PlayerName, PlayerType ) ) - end - else - PlayerTypesReport:Add( "-" ) - end - - - return PlayersCount, PlayerTypesReport - end - - function TASK_A2A_DISPATCHER:RemoveTask( TaskIndex ) - self.Mission:RemoveTask( self.Tasks[TaskIndex] ) - self.Tasks[TaskIndex] = nil - end - - - --- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}. - -- @param #TASK_A2A_DISPATCHER self - -- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object. - -- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop. - function TASK_A2A_DISPATCHER:ProcessDetected( Detection ) - self:F() - - local AreaMsg = {} - local TaskMsg = {} - local ChangeMsg = {} - - local Mission = self.Mission - - if Mission:IsIDLE() or Mission:IsENGAGED() then - - local TaskReport = REPORT:New() - - -- Checking the task queue for the dispatcher, and removing any obsolete task! - for TaskIndex, TaskData in pairs( self.Tasks ) do - local Task = TaskData -- Tasking.Task#TASK - if Task:IsStatePlanned() then - local DetectedItem = Detection:GetDetectedItemByIndex( TaskIndex ) - if not DetectedItem then - local TaskText = Task:GetName() - for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do - Mission:GetCommandCenter():MessageToGroup( string.format( "Obsolete A2A task %s for %s removed.", TaskText, Mission:GetShortText() ), TaskGroup ) - end - Task = self:RemoveTask( TaskIndex ) - end - end - end - - -- Now that all obsolete tasks are removed, loop through the detected targets. - for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do - - local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem - local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT - local DetectedCount = DetectedSet:Count() - local DetectedZone = DetectedItem.Zone - --self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } ) - --DetectedSet:Flush( self ) - - local DetectedID = DetectedItem.ID - local TaskIndex = DetectedItem.Index - local DetectedItemChanged = DetectedItem.Changed - - local Task = self.Tasks[TaskIndex] - Task = self:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, TaskIndex, DetectedItemChanged ) -- Task will be removed if it is planned and changed. - - -- Evaluate INTERCEPT - if not Task and DetectedCount > 0 then - local TargetSetUnit = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed... - if TargetSetUnit then - Task = TASK_A2A_ENGAGE:New( Mission, self.SetGroup, string.format( "ENGAGE.%03d", DetectedID ), TargetSetUnit ) - Task:SetDetection( Detection, DetectedItem ) - Task:UpdateTaskInfo( DetectedItem ) - else - local TargetSetUnit = self:EvaluateINTERCEPT( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed... - if TargetSetUnit then - Task = TASK_A2A_INTERCEPT:New( Mission, self.SetGroup, string.format( "INTERCEPT.%03d", DetectedID ), TargetSetUnit ) - Task:SetDetection( Detection, DetectedItem ) - Task:UpdateTaskInfo( DetectedItem ) - else - local TargetSetUnit = self:EvaluateSWEEP( DetectedItem ) -- Returns a SetUnit - if TargetSetUnit then - Task = TASK_A2A_SWEEP:New( Mission, self.SetGroup, string.format( "SWEEP.%03d", DetectedID ), TargetSetUnit ) - Task:SetDetection( Detection, DetectedItem ) - Task:UpdateTaskInfo( DetectedItem ) - end - end - end - - if Task then - self.Tasks[TaskIndex] = Task - Task:SetTargetZone( DetectedZone, DetectedItem.Coordinate.y, DetectedItem.Coordinate.Heading ) - Task:SetDispatcher( self ) - Mission:AddTask( Task ) - - function Task.OnEnterSuccess( Task, From, Event, To ) - self:Success( Task ) - end - - function Task.OnEnterCancelled( Task, From, Event, To ) - self:Cancelled( Task ) - end - - function Task.OnEnterFailed( Task, From, Event, To ) - self:Failed( Task ) - end - - function Task.OnEnterAborted( Task, From, Event, To ) - self:Aborted( Task ) - end - - TaskReport:Add( Task:GetName() ) - else - self:F("This should not happen") - end - - end - - if Task then - local FriendliesCount, FriendliesReport = self:GetFriendliesNearBy( DetectedItem, Unit.Category.AIRPLANE ) - Task.TaskInfo:AddText( "Friendlies", string.format( "%d ( %s )", FriendliesCount, FriendliesReport:Text( "," ) ), 40, "MOD" ) - local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem ) - Task.TaskInfo:AddText( "Players", string.format( "%d ( %s )", PlayersCount, PlayersReport:Text( "," ) ), 40, "MOD" ) - end - - -- OK, so the tasking has been done, now delete the changes reported for the area. - Detection:AcceptChanges( DetectedItem ) - end - - -- TODO set menus using the HQ coordinator - Mission:GetCommandCenter():SetMenu() - - local TaskText = TaskReport:Text(", ") - - for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do - if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" then - Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup ) - end - end - - end - - return true - end - -end ---- **Tasking** - The TASK_A2A models tasks for players in Air to Air engagements. --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Tasking.Task_A2A --- @image MOOSE.JPG - -do -- TASK_A2A - - --- The TASK_A2A class - -- @type TASK_A2A - -- @field Core.Set#SET_UNIT TargetSetUnit - -- @extends Tasking.Task#TASK - - --- Defines Air To Air tasks for a @{Set} of Target Units, - -- based on the tasking capabilities defined in @{Tasking.Task#TASK}. - -- The TASK_A2A is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses: - -- - -- * **None**: Start of the process - -- * **Planned**: The A2A task is planned. - -- * **Assigned**: The A2A task is assigned to a @{Wrapper.Group#GROUP}. - -- * **Success**: The A2A task is successfully completed. - -- * **Failed**: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ. - -- - -- # 1) Set the scoring of achievements in an A2A attack. - -- - -- Scoring or penalties can be given in the following circumstances: - -- - -- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed. - -- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed. - -- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed. - -- - -- @field #TASK_A2A - TASK_A2A = { - ClassName = "TASK_A2A", - } - - --- Instantiates a new TASK_A2A. - -- @param #TASK_A2A self - -- @param Tasking.Mission#MISSION Mission - -- @param Core.Set#SET_GROUP SetAttack The set of groups for which the Task can be assigned. - -- @param #string TaskName The name of the Task. - -- @param Core.Set#SET_UNIT UnitSetTargets - -- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range. - -- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known. - -- If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be. - -- @return #TASK_A2A self - function TASK_A2A:New( Mission, SetAttack, TaskName, TargetSetUnit, TaskType, TaskBriefing ) - local self = BASE:Inherit( self, TASK:New( Mission, SetAttack, TaskName, TaskType, TaskBriefing ) ) -- Tasking.Task#TASK_A2A - self:F() - - self.TargetSetUnit = TargetSetUnit - self.TaskType = TaskType - - local Fsm = self:GetUnitProcess() - - - Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" ) - Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } ) - Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } ) - - Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" ) - - Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" ) - Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" ) - - Fsm:AddProcess ( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} ) - Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" ) - Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} ) - Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} ) - Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" ) - --- Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" ) --- Fsm:AddTransition( "Accounted", "Success", "Success" ) - Fsm:AddTransition( "Rejected", "Reject", "Aborted" ) - Fsm:AddTransition( "Failed", "Fail", "Failed" ) - - - ---- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param #TASK_CARGO Task - function Fsm:OnLeaveAssigned( TaskUnit, Task ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - - self:SelectAction() - end - - --- Test - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_A2A#TASK_A2A Task - function Fsm:onafterRouteToRendezVous( TaskUnit, Task ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - -- Determine the first Unit from the self.RendezVousSetUnit - - if Task:GetRendezVousZone( TaskUnit ) then - self:__RouteToRendezVousZone( 0.1 ) - else - if Task:GetRendezVousCoordinate( TaskUnit ) then - self:__RouteToRendezVousPoint( 0.1 ) - else - self:__ArriveAtRendezVous( 0.1 ) - end - end - end - - --- Test - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task#TASK_A2A Task - function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - -- Determine the first Unit from the self.TargetSetUnit - - self:__Engage( 0.1 ) - end - - --- Test - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task#TASK_A2A Task - function Fsm:onafterEngage( TaskUnit, Task ) - self:F( { self } ) - self:__Account( 0.1 ) - self:__RouteToTarget(0.1 ) - self:__RouteToTargets( -10 ) - end - - --- Test - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_A2A#TASK_A2A Task - function Fsm:onafterRouteToTarget( TaskUnit, Task ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - -- Determine the first Unit from the self.TargetSetUnit - - if Task:GetTargetZone( TaskUnit ) then - self:__RouteToTargetZone( 0.1 ) - else - local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT - if TargetUnit then - local Coordinate = TargetUnit:GetPointVec3() - self:T( { TargetCoordinate = Coordinate, Coordinate:GetX(), Coordinate:GetAlt(), Coordinate:GetZ() } ) - Task:SetTargetCoordinate( Coordinate, TaskUnit ) - end - self:__RouteToTargetPoint( 0.1 ) - end - end - - --- Test - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_A2A#TASK_A2A Task - function Fsm:onafterRouteToTargets( TaskUnit, Task ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT - if TargetUnit then - Task:SetTargetCoordinate( TargetUnit:GetCoordinate(), TaskUnit ) - end - self:__RouteToTargets( -10 ) - end - - return self - - end - - --- @param #TASK_A2A self - -- @param Core.Set#SET_UNIT TargetSetUnit The set of targets. - function TASK_A2A:SetTargetSetUnit( TargetSetUnit ) - - self.TargetSetUnit = TargetSetUnit - end - - - - --- @param #TASK_A2A self - function TASK_A2A:GetPlannedMenuText() - return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )" - end - - --- @param #TASK_A2A self - -- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map. - -- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point. - -- @param Wrapper.Unit#UNIT TaskUnit - function TASK_A2A:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT - ActRouteRendezVous:SetCoordinate( RendezVousCoordinate ) - ActRouteRendezVous:SetRange( RendezVousRange ) - end - - --- @param #TASK_A2A self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return Core.Point#COORDINATE The Coordinate object referencing to the 2D point where the RendezVous point is located on the map. - -- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point. - function TASK_A2A:GetRendezVousCoordinate( TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT - return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange() - end - - - - --- @param #TASK_A2A self - -- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map. - -- @param Wrapper.Unit#UNIT TaskUnit - function TASK_A2A:SetRendezVousZone( RendezVousZone, TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE - ActRouteRendezVous:SetZone( RendezVousZone ) - end - - --- @param #TASK_A2A self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return Core.Zone#ZONE_BASE The Zone object where the RendezVous is located on the map. - function TASK_A2A:GetRendezVousZone( TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE - return ActRouteRendezVous:GetZone() - end - - --- @param #TASK_A2A self - -- @param Core.Point#COORDINATE TargetCoordinate The Coordinate object where the Target is located on the map. - -- @param Wrapper.Unit#UNIT TaskUnit - function TASK_A2A:SetTargetCoordinate( TargetCoordinate, TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT - ActRouteTarget:SetCoordinate( TargetCoordinate ) - end - - - --- @param #TASK_A2A self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return Core.Point#COORDINATE The Coordinate object where the Target is located on the map. - function TASK_A2A:GetTargetCoordinate( TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT - return ActRouteTarget:GetCoordinate() - end - - - --- @param #TASK_A2A self - -- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map. - -- @param Wrapper.Unit#UNIT TaskUnit - function TASK_A2A:SetTargetZone( TargetZone, Altitude, Heading, TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE - ActRouteTarget:SetZone( TargetZone, Altitude, Heading ) - end - - - --- @param #TASK_A2A self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map. - function TASK_A2A:GetTargetZone( TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE - return ActRouteTarget:GetZone() - end - - function TASK_A2A:SetGoalTotal() - - self.GoalTotal = self.TargetSetUnit:Count() - end - - function TASK_A2A:GetGoalTotal() - - return self.GoalTotal - end - - --- Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats. - -- @param #TASK_A2A self - function TASK_A2A:ReportOrder( ReportGroup ) - local Coordinate = self.TaskInfo:GetData( "Coordinate" ) - local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate ) - - return Distance - end - - - --- This method checks every 10 seconds if the goal has been reached of the task. - -- @param #TASK_A2A self - function TASK_A2A:onafterGoal( TaskUnit, From, Event, To ) - local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT - - if TargetSetUnit:Count() == 0 then - self:Success() - end - - self:__Goal( -10 ) - end - - - --- @param #TASK_A2A self - function TASK_A2A:UpdateTaskInfo( DetectedItem ) - - if self:IsStatePlanned() or self:IsStateAssigned() then - local TargetCoordinate = DetectedItem and self.Detection:GetDetectedItemCoordinate( DetectedItem ) or self.TargetSetUnit:GetFirst():GetCoordinate() - self.TaskInfo:AddTaskName( 0, "MSOD" ) - self.TaskInfo:AddCoordinate( TargetCoordinate, 1, "SOD" ) - - local ThreatLevel, ThreatText - if DetectedItem then - ThreatLevel, ThreatText = self.Detection:GetDetectedItemThreatLevel( DetectedItem ) - else - ThreatLevel, ThreatText = self.TargetSetUnit:CalculateThreatLevelA2G() - end - self.TaskInfo:AddThreat( ThreatText, ThreatLevel, 10, "MOD", true ) - - if self.Detection then - local DetectedItemsCount = self.TargetSetUnit:Count() - local ReportTypes = REPORT:New() - local TargetTypes = {} - for TargetUnitName, TargetUnit in pairs( self.TargetSetUnit:GetSet() ) do - local TargetType = self.Detection:GetDetectedUnitTypeName( TargetUnit ) - if not TargetTypes[TargetType] then - TargetTypes[TargetType] = TargetType - ReportTypes:Add( TargetType ) - end - end - self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true ) - self.TaskInfo:AddTargets( DetectedItemsCount, ReportTypes:Text( ", " ), 20, "D", true ) - else - local DetectedItemsCount = self.TargetSetUnit:Count() - local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames() - self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true ) - self.TaskInfo:AddTargets( DetectedItemsCount, DetectedItemsTypes, 20, "D", true ) - end - end - end - -end - - -do -- TASK_A2A_INTERCEPT - - --- The TASK_A2A_INTERCEPT class - -- @type TASK_A2A_INTERCEPT - -- @field Core.Set#SET_UNIT TargetSetUnit - -- @extends Tasking.Task#TASK - - --- Defines an intercept task for a human player to be executed. - -- When enemy planes need to be intercepted by human players, use this task type to urgen the players to get out there! - -- - -- The TASK_A2A_INTERCEPT is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create intercept tasks - -- based on detected airborne enemy targets intruding friendly airspace. - -- - -- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is intercepting the targets. - -- The task is given a name and a briefing, that is used in the menu structure and in the reporting. - -- - -- @field #TASK_A2A_INTERCEPT - TASK_A2A_INTERCEPT = { - ClassName = "TASK_A2A_INTERCEPT", - } - - - - --- Instantiates a new TASK_A2A_INTERCEPT. - -- @param #TASK_A2A_INTERCEPT self - -- @param Tasking.Mission#MISSION Mission - -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. - -- @param #string TaskName The name of the Task. - -- @param Core.Set#SET_UNIT TargetSetUnit - -- @param #string TaskBriefing The briefing of the task. - -- @return #TASK_A2A_INTERCEPT - function TASK_A2A_INTERCEPT:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing ) - local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "INTERCEPT", TaskBriefing ) ) -- #TASK_A2A_INTERCEPT - self:F() - - Mission:AddTask( self ) - - self:SetBriefing( - TaskBriefing or - "Intercept incoming intruders.\n" - ) - - return self - end - - --- Set a score when a target in scope of the A2A attack, has been destroyed . - -- @param #TASK_A2A_INTERCEPT self - -- @param #string PlayerName The name of the player. - -- @param #number Score The score in points to be granted when task process has been achieved. - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_A2A_INTERCEPT - function TASK_A2A_INTERCEPT:SetScoreOnProgress( PlayerName, Score, TaskUnit ) - self:F( { PlayerName, Score, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has intercepted a target.", Score ) - - return self - end - - --- Set a score when all the targets in scope of the A2A attack, have been destroyed. - -- @param #TASK_A2A_INTERCEPT self - -- @param #string PlayerName The name of the player. - -- @param #number Score The score in points. - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_A2A_INTERCEPT - function TASK_A2A_INTERCEPT:SetScoreOnSuccess( PlayerName, Score, TaskUnit ) - self:F( { PlayerName, Score, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScore( "Success", "All targets have been successfully intercepted!", Score ) - - return self - end - - --- Set a penalty when the A2A attack has failed. - -- @param #TASK_A2A_INTERCEPT self - -- @param #string PlayerName The name of the player. - -- @param #number Penalty The penalty in points, must be a negative value! - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_A2A_INTERCEPT - function TASK_A2A_INTERCEPT:SetScoreOnFail( PlayerName, Penalty, TaskUnit ) - self:F( { PlayerName, Penalty, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScore( "Failed", "The intercept has failed!", Penalty ) - - return self - end - - -end - - -do -- TASK_A2A_SWEEP - - --- The TASK_A2A_SWEEP class - -- @type TASK_A2A_SWEEP - -- @field Core.Set#SET_UNIT TargetSetUnit - -- @extends Tasking.Task#TASK - - --- Defines a sweep task for a human player to be executed. - -- A sweep task needs to be given when targets were detected but somehow the detection was lost. - -- Most likely, these enemy planes are hidden in the mountains or are flying under radar. - -- These enemy planes need to be sweeped by human players, and use this task type to urge the players to get out there and find those enemy fighters. - -- - -- The TASK_A2A_SWEEP is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create sweep tasks - -- based on detected airborne enemy targets intruding friendly airspace, for which the detection has been lost for more than 60 seconds. - -- - -- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is sweeping the targets. - -- The task is given a name and a briefing, that is used in the menu structure and in the reporting. - -- - -- @field #TASK_A2A_SWEEP - TASK_A2A_SWEEP = { - ClassName = "TASK_A2A_SWEEP", - } - - - - --- Instantiates a new TASK_A2A_SWEEP. - -- @param #TASK_A2A_SWEEP self - -- @param Tasking.Mission#MISSION Mission - -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. - -- @param #string TaskName The name of the Task. - -- @param Core.Set#SET_UNIT TargetSetUnit - -- @param #string TaskBriefing The briefing of the task. - -- @return #TASK_A2A_SWEEP self - function TASK_A2A_SWEEP:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing ) - local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "SWEEP", TaskBriefing ) ) -- #TASK_A2A_SWEEP - self:F() - - Mission:AddTask( self ) - - self:SetBriefing( - TaskBriefing or - "Perform a fighter sweep. Incoming intruders were detected and could be hiding at the location.\n" - ) - - return self - end - - --- @param #TASK_A2A_SWEEP self - function TASK_A2A_SWEEP:onafterGoal( TaskUnit, From, Event, To ) - local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT - - if TargetSetUnit:Count() == 0 then - self:Success() - end - - self:__Goal( -10 ) - end - - --- Set a score when a target in scope of the A2A attack, has been destroyed . - -- @param #TASK_A2A_SWEEP self - -- @param #string PlayerName The name of the player. - -- @param #number Score The score in points to be granted when task process has been achieved. - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_A2A_SWEEP - function TASK_A2A_SWEEP:SetScoreOnProgress( PlayerName, Score, TaskUnit ) - self:F( { PlayerName, Score, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has sweeped a target.", Score ) - - return self - end - - --- Set a score when all the targets in scope of the A2A attack, have been destroyed. - -- @param #TASK_A2A_SWEEP self - -- @param #string PlayerName The name of the player. - -- @param #number Score The score in points. - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_A2A_SWEEP - function TASK_A2A_SWEEP:SetScoreOnSuccess( PlayerName, Score, TaskUnit ) - self:F( { PlayerName, Score, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScore( "Success", "All targets have been successfully sweeped!", Score ) - - return self - end - - --- Set a penalty when the A2A attack has failed. - -- @param #TASK_A2A_SWEEP self - -- @param #string PlayerName The name of the player. - -- @param #number Penalty The penalty in points, must be a negative value! - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_A2A_SWEEP - function TASK_A2A_SWEEP:SetScoreOnFail( PlayerName, Penalty, TaskUnit ) - self:F( { PlayerName, Penalty, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScore( "Failed", "The sweep has failed!", Penalty ) - - return self - end - -end - - -do -- TASK_A2A_ENGAGE - - --- The TASK_A2A_ENGAGE class - -- @type TASK_A2A_ENGAGE - -- @field Core.Set#SET_UNIT TargetSetUnit - -- @extends Tasking.Task#TASK - - --- Defines an engage task for a human player to be executed. - -- When enemy planes are close to human players, use this task type is used urge the players to get out there! - -- - -- The TASK_A2A_ENGAGE is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create engage tasks - -- based on detected airborne enemy targets intruding friendly airspace. - -- - -- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is engaging the targets. - -- The task is given a name and a briefing, that is used in the menu structure and in the reporting. - -- - -- @field #TASK_A2A_ENGAGE - TASK_A2A_ENGAGE = { - ClassName = "TASK_A2A_ENGAGE", - } - - - - --- Instantiates a new TASK_A2A_ENGAGE. - -- @param #TASK_A2A_ENGAGE self - -- @param Tasking.Mission#MISSION Mission - -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. - -- @param #string TaskName The name of the Task. - -- @param Core.Set#SET_UNIT TargetSetUnit - -- @param #string TaskBriefing The briefing of the task. - -- @return #TASK_A2A_ENGAGE self - function TASK_A2A_ENGAGE:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing ) - local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "ENGAGE", TaskBriefing ) ) -- #TASK_A2A_ENGAGE - self:F() - - Mission:AddTask( self ) - - self:SetBriefing( - TaskBriefing or - "Bogeys are nearby! Players close by are ordered to ENGAGE the intruders!\n" - ) - - return self - end - - --- Set a score when a target in scope of the A2A attack, has been destroyed . - -- @param #TASK_A2A_ENGAGE self - -- @param #string PlayerName The name of the player. - -- @param #number Score The score in points to be granted when task process has been achieved. - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_A2A_ENGAGE - function TASK_A2A_ENGAGE:SetScoreOnProgress( PlayerName, Score, TaskUnit ) - self:F( { PlayerName, Score, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has engaged and destroyed a target.", Score ) - - return self - end - - --- Set a score when all the targets in scope of the A2A attack, have been destroyed. - -- @param #TASK_A2A_ENGAGE self - -- @param #string PlayerName The name of the player. - -- @param #number Score The score in points. - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_A2A_ENGAGE - function TASK_A2A_ENGAGE:SetScoreOnSuccess( PlayerName, Score, TaskUnit ) - self:F( { PlayerName, Score, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScore( "Success", "All targets have been successfully engaged!", Score ) - - return self - end - - --- Set a penalty when the A2A attack has failed. - -- @param #TASK_A2A_ENGAGE self - -- @param #string PlayerName The name of the player. - -- @param #number Penalty The penalty in points, must be a negative value! - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_A2A_ENGAGE - function TASK_A2A_ENGAGE:SetScoreOnFail( PlayerName, Penalty, TaskUnit ) - self:F( { PlayerName, Penalty, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScore( "Failed", "The target engagement has failed!", Penalty ) - - return self - end - -end - ---- **Tasking** -- Base class to model tasks for players to transport cargo. --- --- ## Features: --- --- * TASK_CARGO is the **base class** for: --- --- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} --- * @{Tasking.Task_Cargo_CSAR#TASK_CARGO_CSAR} --- --- --- === --- --- ## Test Missions: --- --- Test missions can be located on the main GITHUB site. --- --- [FlightControl-Master/MOOSE_MISSIONS/TAD - Task Dispatching/CGO - Cargo Dispatching/](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/TAD%20-%20Task%20Dispatching/CGO%20-%20Cargo%20Dispatching) --- --- === --- --- ## Tasking system. --- --- #### If you are not yet aware what the MOOSE tasking system is about, read FIRST the explanation on the @{Tasking.Task} module. --- --- === --- --- ## Context of cargo tasking. --- --- The Moose framework provides various CARGO classes that allow DCS physical or logical objects to be transported or sling loaded by Carriers. --- The CARGO_ classes, as part of the MOOSE core, are able to Board, Load, UnBoard and UnLoad cargo between Carrier units. --- --- The TASK_CARGO class is not meant to use within your missions as a mission designer. It is a base class, and other classes are derived from it. --- --- The following TASK_CARGO_ classes are important, as they implement the CONCRETE tasks: --- --- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones. --- * @{Tasking.Task_Cargo_CSAR#TASK_CARGO_CSAR}: Defines a task for a human player to Search and Rescue wounded pilots. --- --- However! The menu system and basic usage of the TASK_CARGO classes is explained in the @{#TASK_CARGO} class description. --- So please browse further below to understand how to use it from a player perspective! --- --- === --- --- ## Cargo tasking from a player perspective. --- --- A human player can join the battle field in a client airborne slot or a ground vehicle within the CA module (ALT-J). --- The player needs to accept the task from the task overview list within the mission, using the menus. --- --- Once the task is assigned to the player and accepted by the player, the player will obtain --- an extra **Cargo (Radio) Menu** that contains the CARGO objects that need to be transported. --- --- Each @{Cargo.Cargo} object has a certain state: --- --- * **UnLoaded**: The cargo is located within the battlefield. It may still need to be transported. --- * **Loaded**: The cargo is loaded within a Carrier. This can be your air unit, or another air unit, or even a vehicle. --- * **Boarding**: The cargo is running or moving towards your Carrier for loading. --- * **UnBoarding**: The cargo is driving or jumping out of your Carrier and moves to a location in the Deployment Zone. --- --- Cargo must be transported towards different Deployment @{Core.Zone}s. --- --- The Cargo Menu system allows to execute **various actions** to transport the cargo. --- In the menu, you'll find for each CARGO, that is part of the scope of the task, various actions that can be completed. --- Depending on the location of your Carrier unit, the menu options will vary. --- --- ### Joining a Cargo Transport Task --- --- Once you've joined a task, using the **Join Planned Task Menu**, --- you can Pickup cargo from a pickup location and Deploy cargo in deployment zones, using the **Task Action Menu**. --- --- ### Task Action Menu. --- --- When a player has joined a **`CARGO`** task (type), for that player only, --- it's **Task Action Menu** will show an additional menu options. --- --- From within this menu, you will be able to route to a cargo location, deploy zone, and load/unload cargo. --- --- ### Pickup cargo by Boarding, Loading and Sling Loading. --- --- There are three different ways how cargo can be picked up: --- --- - **Boarding**: Moveable cargo (like infantry or vehicles), can be boarded, that means, the cargo will move towards your carrier to board. --- However, it can only execute the boarding actions if it is within the foreseen **Reporting Range**. --- Therefore, it is important that you steer your Carrier within the Reporting Range around the cargo, --- so that boarding actions can be executed on the cargo. The reporting range is set by the mission designer. --- Fortunately, the cargo is reporting to you when it is within reporting range. --- --- - **Loading**: Stationary cargo (like crates), which are heavy, can only be loaded or sling loaded, meaning, --- your carrier must be close enough to the cargo to be able to load the cargo within the carrier bays. --- Moose provides you with an additional menu system to load stationary cargo into your carrier bays using the menu. --- These menu options will become available, when the carrier is within loading range. --- The Moose cargo will report to the carrier when the range is close enough. The load range is set by the mission designer. --- --- - **Sling Loading**: Stationary cargo (like crates), which are heavy, can only be loaded or sling loaded, meaning, --- your carrier must be close enough to the cargo to be able to load the cargo within the carrier bays. --- Sling loading cargo is done using the default DCS menu system. However, Moose cargo will report to the carrier that --- it is within sling loading range. --- --- In order to be able to pickup cargo, you'll need to know where the cargo is located, right? --- --- Fortunately, if your Carrier is not within the reporting range of the cargo, --- **the HQ can help to route you to the locations of cargo**. --- --- ![Task_Types](../Tasking/Task_Cargo_Main_Menu.JPG) --- --- Use the task action menu to receive HQ help for this. --- --- ![Task_Types](../Tasking/Task_Cargo_Action_Menu.JPG) --- --- Depending on the location within the battlefield, the task action menu will contain **Route options** that can be selected --- to start the HQ sending you routing messages. --- The **route options will vary**, depending on the position of your carrier, and the location of the cargo and the deploy zones. --- Note that the route options will **only be created** for cargo that is **in scope of your cargo transportation task**, --- so there may be other cargo objects within the DCS simulation, but if those belong to other cargo transportations tasks, --- then no routing options will be shown for these cargo. --- This is done to ensure that **different teams** have a **defined scope** for defined cargo, and that **multiple teams** can join --- **multiple tasks**, transporting cargo **simultaneously** in a **cooperation**. --- --- In this example, there is a menu option to **Route to pickup cargo...**. --- Use this menu to route towards cargo locations for pickup into your carrier. --- --- ![Task_Types](../Tasking/Task_Cargo_Types_Menu.JPG) --- --- When you select this menu, you'll see a new menu listing the different cargo types that are out there in the dcs simulator. --- These cargo types are symbolic names that are assigned by the mission designer, like oil, liquid, engineers, food, workers etc. --- MOOSE has introduced this concept to allow mission designers to make different cargo types for different purposes. --- Only the creativity of the mission designer limits now the things that can be done with cargo ... --- Okay, let's continue ..., and let's select Oil ... --- --- When selected, the HQ will send you routing messages. --- --- ![Task_Types](../Tasking/Task_Cargo_Routing_BR.JPG) --- --- An example of routing in BR mode. --- --- Note that the coordinate display format in the message can be switched between LL DMS, LL DDM, MGRS and BR. --- --- ![Task_Types](../Tasking/Main_Settings.JPG) --- --- Use the @{Core.Settings} menu to change your display format preferences. --- --- ![Task_Types](../Tasking/Settings_A2G_Coordinate.JPG) --- --- There you can change the display format to another format that suits your need. --- Because cargo transportation is Air 2 Ground oriented, you need to select the A2G coordinate format display options. --- Note that the main settings menu contains much more --- options to control your display formats, like switch to metric and imperial, or change the duration of the display messages. --- --- ![Task_Types](../Tasking/Task_Cargo_Routing_LL.JPG) --- --- Here I changed the routing display format to LL DMS. --- --- One important thing to know, is that the routing messages will flash at regular time intervals. --- When using BR coordinate display format, the **distance and angle will change accordingly** from your carrier position and the location of the cargo. --- --- Another important note is the routing towards deploy zones. --- These routing options will only be shown, when your carrier bays have cargo loaded. --- So, only when there is something to be deployed from your carrier, the deploy options will be shown. --- --- #### Pickup Cargo. --- --- In order to pickup cargo, use the **task action menu** to **route to a specific cargo**. --- When a cargo route is selected, the HQ will send you routing messages indicating the location of the cargo. --- --- Upon arrival at the cargo, and when the cargo is within **reporting range**, the cargo will contact you and **further instructions will be given**. --- --- - When your Carrier is airborne, you will receive instructions to land your Carrier. --- The action will not be completed until you've landed your Carrier. --- --- - For ground carriers, you can just drive to the optimal cargo board or load position. --- --- It takes a bit of skill to land a helicopter near a cargo to be loaded, but that is part of the game, isn't it? --- Expecially when you are landing in a "hot" zone, so when cargo is under immediate threat of fire. --- --- #### Board Cargo (infantry). --- --- ![](../Tasking/Boarding_Ready.png) --- --- If your Carrier is within the **Reporting Range of the cargo**, and the cargo is **moveable**, the **cargo can be boarded**! --- This type of cargo will be most of the time be infantry. --- --- ![](../Tasking/Boarding_Menu.png) --- --- A **Board cargo...** sub menu has appeared, because your carrier is in boarding range of the cargo (infantry). --- Select the **Board cargo...** menu. --- --- ![](../Tasking/Boarding_Menu_Engineers.png) --- --- Any cargo that can be boarded (thus movable cargo), within boarding range of the carrier, will be listed here! --- In this example, the cargo **Engineers** can be boarded, by selecting the menu option. --- --- ![](../Tasking/Boarding_Started.png) --- --- After the menu option to board the cargo has been selected, the boarding process is started. --- A message from the cargo is communicated to the pilot, that boarding is started. --- --- ![](../Tasking/Boarding_Ongoing.png) --- --- **The pilot must wait at the exact position until all cargo has been boarded!** --- --- The moveable cargo will run in formation to your carrier, and will board one by one, depending on the near range set by the mission designer. --- The near range as added because carriers can be large or small, depending on the object size of the carrier. --- --- ![](../Tasking/Boarding_In_Progress.png) --- --- ![](../Tasking/Boarding_Almost_Done.png) --- --- Note that multiple units may need to board your Carrier, so it is required to await the full boarding process. --- --- ![](../Tasking/Boarding_Done.png) --- --- Once the cargo is fully boarded within your Carrier, you will be notified of this. --- --- **Remarks:** --- --- * For airborne Carriers, it is required to land first before the Boarding process can be initiated. --- If during boarding the Carrier gets airborne, the boarding process will be cancelled. --- * The carrier must remain stationary when the boarding sequence has started until further notified. --- --- #### Load Cargo. --- --- Cargo can be loaded into vehicles or helicopters or airplanes, as long as the carrier is sufficiently near to the cargo object. --- --- ![](../Tasking/Loading_Ready.png) --- --- If your Carrier is within the **Loading Range of the cargo**, thus, sufficiently near to the cargo, and the cargo is **stationary**, the **cargo can be loaded**, but not boarded! --- --- ![](../Tasking/Loading_Menu.png) --- --- Select the task action menu and now a **Load cargo...** sub menu will be listed. --- Select the **Load cargo...** sub menu, and a further detailed menu will be shown. --- --- ![](../Tasking/Loading_Menu_Crate.png) --- --- For each non-moveable cargo object (crates etc), **within loading range of the carrier**, the cargo will be listed and can be loaded into the carrier! --- --- ![](../Tasking/Loading_Cargo_Loaded.png) --- --- Once the cargo is loaded within your Carrier, you will be notified of this. --- --- **Remarks:** --- --- * For airborne Carriers, it is required to **land first right near the cargo**, before the loading process can be initiated. --- As stated, this requires some pilot skills :-) --- --- #### Sling Load Cargo (helicopters only). --- --- If your Carrier is within the **Loading Range of the cargo**, and the cargo is **stationary**, the **cargo can also be sling loaded**! --- Note that this is only possible for helicopters. --- --- To sling load cargo, there is no task action menu required. Just follow the normal sling loading procedure and the cargo will report. --- Use the normal DCS sling loading menu system to hook the cargo you the cable attached on your helicopter. --- --- Again note that you may land firstly right next to the cargo, before the loading process can be initiated. --- As stated, this requires some pilot skills :-) --- --- --- ### Deploy cargo by Unboarding, Unloading and Sling Deploying. --- --- #### **Deploying the relevant cargo within deploy zones, will make you achieve cargo transportation tasks!!!** --- --- There are two different ways how cargo can be deployed: --- --- - **Unboarding**: Moveable cargo (like infantry or vehicles), can be unboarded, that means, --- the cargo will step out of the carrier and will run to a group location. --- Moose provides you with an additional menu system to unload stationary cargo from the carrier bays, --- using the menu. These menu options will become available, when the carrier is within the deploy zone. --- --- - **Unloading**: Stationary cargo (like crates), which are heavy, can only be unloaded or sling loaded. --- Moose provides you with an additional menu system to unload stationary cargo from the carrier bays, --- using the menu. These menu options will become available, when the carrier is within the deploy zone. --- --- - **Sling Deploying**: Stationary cargo (like crates), which are heavy, can also be sling deployed. --- Once the cargo is within the deploy zone, the cargo can be deployed from the sling onto the ground. --- --- In order to be able to deploy cargo, you'll need to know where the deploy zone is located, right? --- Fortunately, the HQ can help to route you to the locations of deploy zone. --- Use the task action menu to receive HQ help for this. --- --- ![](../Tasking/Routing_Deploy_Zone_Menu.png) --- --- Depending on the location within the battlefield, the task action menu will contain **Route options** that can be selected --- to start the HQ sending you routing messages. Also, if the carrier cargo bays contain cargo, --- then beside **Route options** there will also be **Deploy options** listed. --- These **Deploy options** are meant to route you to the deploy zone locations. --- --- ![](../Tasking/Routing_Deploy_Zone_Menu_Workplace.png) --- --- Depending on the task that you have selected, the deploy zones will be listed. --- **There may be multiple deploy zones within the mission, but only the deploy zones relevant for your task will be available in the menu!** --- --- ![](../Tasking/Routing_Deploy_Zone_Message.png) --- --- When a routing option is selected, you are sent routing messages in a selected coordinate format. --- Possible routing coordinate formats are: Bearing Range (BR), Lattitude Longitude (LL) or Military Grid System (MGRS). --- Note that for LL, there are two sub formats. (See pickup). --- --- ![](../Tasking/Routing_Deploy_Zone_Arrived.png) --- --- When you are within the range of the deploy zone (can be also a polygon!), a message is communicated by HQ that you have arrived within the zone! --- --- The routing messages are formulated in the coordinate format that is currently active as configured in your settings profile. --- ![Task_Types](../Tasking/Task_Cargo_Settings.JPG) --- Use the **Settings Menu** to select the coordinate format that you would like to use for location determination. --- --- #### Unboard Cargo. --- --- If your carrier contains cargo, and the cargo is **moveable**, the **cargo can be unboarded**! --- You can only unload cargo if there is cargo within your cargo bays within the carrier. --- --- ![](../Tasking/Unboarding_Menu.png) --- --- Select the task action menu and now an **Unboard cargo...** sub menu will be listed! --- Again, this option will only be listed if there is a non moveable cargo within your cargo bays. --- --- ![](../Tasking/Unboarding_Menu_Engineers.png) --- --- Now you will see a menu option to unload the non-moveable cargo. --- In this example, you can unload the **Engineers** that was loaded within your carrier cargo bays. --- Depending on the cargo loaded within your cargo bays, you will see other options here! --- Select the relevant menu option from the cargo unload menu, and the cargo will unloaded from your carrier. --- --- ![](../Tasking/Unboarding_Started.png) --- --- **The cargo will step out of your carrier and will move towards a grouping point.** --- When the unboarding process has started, you will be notified by a message to your carrier. --- --- ![](../Tasking/Unboarding_In_Progress.png) --- --- The moveable cargo will unboard one by one, so note that multiple units may need to unboard your Carrier, --- so it is required to await the full completion of the unboarding process. --- --- ![](../Tasking/Unboarding_Done.png) --- --- Once the cargo is fully unboarded from your carrier, you will be notified of this. --- --- **Remarks:** --- --- * For airborne carriers, it is required to land first before the unboarding process can be initiated. --- If during unboarding the Carrier gets airborne, the unboarding process will be cancelled. --- * Once the moveable cargo is unboarded, they will start moving towards a specified gathering point. --- * The moveable cargo will send a message to your carrier with unboarding status updates. --- --- **Deploying a cargo within a deployment zone, may complete a deployment task! So ensure that you deploy the right cargo at the right deployment zone!** --- --- #### Unload Cargo. --- --- If your carrier contains cargo, and the cargo is **stationary**, the **cargo can be unloaded**, but not unboarded! --- You can only unload cargo if there is cargo within your cargo bays within the carrier. --- --- ![](../Tasking/Unloading_Menu.png) --- --- Select the task action menu and now an **Unload cargo...** sub menu will be listed! --- Again, this option will only be listed if there is a non moveable cargo within your cargo bays. --- --- ![](../Tasking/Unloading_Menu_Crate.png) --- --- Now you will see a menu option to unload the non-moveable cargo. --- In this example, you can unload the **Crate** that was loaded within your carrier cargo bays. --- Depending on the cargo loaded within your cargo bays, you will see other options here! --- Select the relevant menu option from the cargo unload menu, and the cargo will unloaded from your carrier. --- --- ![](../Tasking/Unloading_Done.png) --- --- Once the cargo is unloaded fom your Carrier, you may be notified of this, when there is a truck near to the cargo. --- If there is no truck near to the unload area, no message will be sent to your carrier! --- --- **Remarks:** --- --- * For airborne Carriers, it is required to land first, before the unloading process can be initiated. --- * A truck must be near the unload area to get messages to your carrier of the unload event! --- * Unloading is only for non-moveable cargo. --- * The non-moveable cargo must be within your cargo bays, or no unload option will be available. --- --- **Deploying a cargo within a deployment zone, may complete a deployment task! So ensure that you deploy the right cargo at the right deployment zone!** --- --- --- #### Sling Deploy Cargo (helicopters only). --- --- If your Carrier is within the **deploy zone**, and the cargo is **stationary**, the **cargo can also be sling deploying**! --- Note that this is only possible for helicopters. --- --- To sling deploy cargo, there is no task action menu required. Just follow the normal sling deploying procedure. --- --- **Deploying a cargo within a deployment zone, may complete a deployment task! So ensure that you deploy the right cargo at the right deployment zone!** --- --- ## Cargo tasking from a mission designer perspective. --- --- Please consult the documentation how to implement the derived classes of SET_CARGO in: --- --- - @{Tasking.Task_Cargo#TASK_CARGO}: Documents the main methods how to handle the cargo tasking from a mission designer perspective. --- - @{Tasking.Task_Cargo#TASK_CARGO_TRANSPORT}: Documents the specific methods how to handle the cargo transportation tasking from a mission designer perspective. --- - @{Tasking.Task_Cargo#TASK_CARGO_CSAR}: Documents the specific methods how to handle the cargo CSAR tasking from a mission designer perspective. --- --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Tasking.Task_Cargo --- @image MOOSE.JPG - -do -- TASK_CARGO - - --- @type TASK_CARGO - -- @extends Tasking.Task#TASK - - --- Model tasks for players to transport Cargo. - -- - -- This models the process of a flexible transporation tasking system of cargo. - -- - -- # 1) A flexible tasking system. - -- - -- The TASK_CARGO classes provide you with a flexible tasking sytem, - -- that allows you to transport cargo of various types between various locations - -- and various dedicated deployment zones. - -- - -- The cargo in scope of the TASK\_CARGO classes must be explicitly given, and is of type SET\_CARGO. - -- The SET_CARGO contains a collection of CARGO objects that must be handled by the players in the mission. - -- - -- # 2) Cargo Tasking from a mission designer perspective. - -- - -- A cargo task is governed by a @{Tasking.Mission} object. Tasks are of different types. - -- The @{#TASK} object is used or derived by more detailed tasking classes that will implement the task execution mechanisms - -- and goals. - -- - -- ## 2.1) Derived cargo task classes. - -- - -- The following TASK_CARGO classes are derived from @{#TASK}. - -- - -- TASK - -- TASK_CARGO - -- TASK_CARGO_TRANSPORT - -- TASK_CARGO_CSAR - -- - -- ### 2.1.1) Cargo Tasks - -- - -- - @{Tasking.Task_Cargo#TASK_CARGO_TRANSPORT} - Models the transportation of cargo to deployment zones. - -- - @{Tasking.Task_Cargo#TASK_CARGO_CSAR} - Models the rescue of downed friendly pilots from behind enemy lines. - -- - -- ## 2.2) Handle TASK_CARGO Events ... - -- - -- The TASK_CARGO classes define @{Cargo} transport tasks, - -- based on the tasking capabilities defined in @{Tasking.Task#TASK}. - -- - -- ### 2.2.1) Boarding events. - -- - -- Specific Cargo event can be captured, that allow to trigger specific actions! - -- - -- * **Boarded**: Triggered when the Cargo has been Boarded into your Carrier. - -- * **UnBoarded**: Triggered when the cargo has been Unboarded from your Carrier and has arrived at the Deployment Zone. - -- - -- ### 2.2.2) Loading events. - -- - -- Specific Cargo event can be captured, that allow to trigger specific actions! - -- - -- * **Loaded**: Triggered when the Cargo has been Loaded into your Carrier. - -- * **UnLoaded**: Triggered when the cargo has been Unloaded from your Carrier and has arrived at the Deployment Zone. - -- - -- ### 2.2.2) Standard TASK_CARGO Events - -- - -- The TASK_CARGO is implemented using a @{Core.Fsm#FSM_TASK}, and has the following standard statuses: - -- - -- * **None**: Start of the process. - -- * **Planned**: The cargo task is planned. - -- * **Assigned**: The cargo task is assigned to a @{Wrapper.Group#GROUP}. - -- * **Success**: The cargo task is successfully completed. - -- * **Failed**: The cargo task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ. - -- - -- - -- - -- === - -- - -- @field #TASK_CARGO - TASK_CARGO = { - ClassName = "TASK_CARGO", - } - - --- Instantiates a new TASK_CARGO. - -- @param #TASK_CARGO self - -- @param Tasking.Mission#MISSION Mission - -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. - -- @param #string TaskName The name of the Task. - -- @param Core.Set#SET_CARGO SetCargo The scope of the cargo to be transported. - -- @param #string TaskType The type of Cargo task. - -- @param #string TaskBriefing The Cargo Task briefing. - -- @return #TASK_CARGO self - function TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, TaskType, TaskBriefing ) - local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- #TASK_CARGO - self:F( {Mission, SetGroup, TaskName, SetCargo, TaskType}) - - self.SetCargo = SetCargo - self.TaskType = TaskType - self.SmokeColor = SMOKECOLOR.Red - - self.CargoItemCount = {} -- Map of Carriers having a cargo item count to check the cargo loading limits. - self.CargoLimit = 10 - - self.DeployZones = {} -- setmetatable( {}, { __mode = "v" } ) -- weak table on value - - self:AddTransition( "*", "CargoDeployed", "*" ) - - --- CargoDeployed Handler OnBefore for TASK_CARGO - -- @function [parent=#TASK_CARGO] OnBeforeCargoDeployed - -- @param #TASK_CARGO self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc. - -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. - -- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded. - -- @return #boolean - - --- CargoDeployed Handler OnAfter for TASK_CARGO - -- @function [parent=#TASK_CARGO] OnAfterCargoDeployed - -- @param #TASK_CARGO self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc. - -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. - -- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded. - -- @usage - -- - -- -- Add a Transport task to transport cargo of different types to a Transport Deployment Zone. - -- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, TransportGroups ) - -- - -- local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart() - -- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 ) - -- local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 ) - -- local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 ) - -- local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 ) - -- local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 ) - -- - -- -- Here we add the task. We name the task "Build a Workplace". - -- -- We provide the CargoSetWorkmaterials, and a briefing as the 2nd and 3rd parameter. - -- -- The :AddTransportTask() returns a Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT object, which we keep as a reference for further actions. - -- -- The WorkplaceTask holds the created and returned Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT object. - -- local WorkplaceTask = TaskDispatcher:AddTransportTask( "Build a Workplace", CargoSetWorkmaterials, "Transport the workers, engineers and the equipment near the Workplace." ) - -- - -- -- Here we set a TransportDeployZone. We use the WorkplaceTask as the reference, and provide a ZONE object. - -- TaskDispatcher:SetTransportDeployZone( WorkplaceTask, ZONE:New( "Workplace" ) ) - -- - -- Helos = { SPAWN:New( "Helicopters 1" ), SPAWN:New( "Helicopters 2" ), SPAWN:New( "Helicopters 3" ), SPAWN:New( "Helicopters 4" ), SPAWN:New( "Helicopters 5" ) } - -- EnemyHelos = { SPAWN:New( "Enemy Helicopters 1" ), SPAWN:New( "Enemy Helicopters 2" ), SPAWN:New( "Enemy Helicopters 3" ) } - -- - -- -- This is our worker method! So when a cargo is deployed within a deployment zone, this method will be called. - -- -- By example we are spawning here a random friendly helicopter and a random enemy helicopter. - -- function WorkplaceTask:OnAfterCargoDeployed( From, Event, To, TaskUnit, Cargo, DeployZone ) - -- Helos[ math.random(1,#Helos) ]:Spawn() - -- EnemyHelos[ math.random(1,#EnemyHelos) ]:Spawn() - -- end - - self:AddTransition( "*", "CargoPickedUp", "*" ) - - --- CargoPickedUp Handler OnBefore for TASK_CARGO - -- @function [parent=#TASK_CARGO] OnBeforeCargoPickedUp - -- @param #TASK_CARGO self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc. - -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. - -- @return #boolean - - --- CargoPickedUp Handler OnAfter for TASK_CARGO - -- @function [parent=#TASK_CARGO] OnAfterCargoPickedUp - -- @param #TASK_CARGO self - -- @param #string From - -- @param #string Event - -- @param #string To - -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc. - -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. - - - local Fsm = self:GetUnitProcess() - --- Fsm:SetStartState( "Planned" ) --- --- Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "SelectAction", Rejected = "Reject" } ) - - Fsm:AddTransition( { "Planned", "Assigned", "Cancelled", "WaitingForCommand", "ArrivedAtPickup", "ArrivedAtDeploy", "Boarded", "UnBoarded", "Loaded", "UnLoaded", "Landed", "Boarding" }, "SelectAction", "*" ) - - Fsm:AddTransition( "*", "RouteToPickup", "RoutingToPickup" ) - Fsm:AddProcess ( "RoutingToPickup", "RouteToPickupPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtPickup", Cancelled = "CancelRouteToPickup" } ) - Fsm:AddTransition( "Arrived", "ArriveAtPickup", "ArrivedAtPickup" ) - Fsm:AddTransition( "Cancelled", "CancelRouteToPickup", "Cancelled" ) - - Fsm:AddTransition( "*", "RouteToDeploy", "RoutingToDeploy" ) - Fsm:AddProcess ( "RoutingToDeploy", "RouteToDeployZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtDeploy", Cancelled = "CancelRouteToDeploy" } ) - Fsm:AddTransition( "Arrived", "ArriveAtDeploy", "ArrivedAtDeploy" ) - Fsm:AddTransition( "Cancelled", "CancelRouteToDeploy", "Cancelled" ) - - Fsm:AddTransition( { "ArrivedAtPickup", "ArrivedAtDeploy", "Landing" }, "Land", "Landing" ) - Fsm:AddTransition( "Landing", "Landed", "Landed" ) - - Fsm:AddTransition( "*", "PrepareBoarding", "AwaitBoarding" ) - Fsm:AddTransition( "AwaitBoarding", "Board", "Boarding" ) - Fsm:AddTransition( "Boarding", "Boarded", "Boarded" ) - - Fsm:AddTransition( "*", "Load", "Loaded" ) - - Fsm:AddTransition( "*", "PrepareUnBoarding", "AwaitUnBoarding" ) - Fsm:AddTransition( "AwaitUnBoarding", "UnBoard", "UnBoarding" ) - Fsm:AddTransition( "UnBoarding", "UnBoarded", "UnBoarded" ) - - Fsm:AddTransition( "*", "Unload", "Unloaded" ) - - Fsm:AddTransition( "*", "Planned", "Planned" ) - - - Fsm:AddTransition( "Deployed", "Success", "Success" ) - Fsm:AddTransition( "Rejected", "Reject", "Aborted" ) - Fsm:AddTransition( "Failed", "Fail", "Failed" ) - - ---- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param #TASK_CARGO Task - function Fsm:OnAfterAssigned( TaskUnit, Task ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - - self:SelectAction() - end - - - - --- - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param #TASK_CARGO Task - function Fsm:onafterSelectAction( TaskUnit, Task ) - - local TaskUnitName = TaskUnit:GetName() - local MenuTime = Task:InitTaskControlMenu( TaskUnit ) - local MenuControl = Task:GetTaskControlMenu( TaskUnit ) - - Task.SetCargo:ForEachCargo( - - --- @param Cargo.Cargo#CARGO Cargo - function( Cargo ) - - if Cargo:IsAlive() then - --- if Task:is( "RoutingToPickup" ) then --- MENU_GROUP_COMMAND:New( --- TaskUnit:GetGroup(), --- "Cancel Route " .. Cargo.Name, --- MenuControl, --- self.MenuRouteToPickupCancel, --- self, --- Cargo --- ):SetTime(MenuTime) --- end - - --self:F( { CargoUnloaded = Cargo:IsUnLoaded(), CargoLoaded = Cargo:IsLoaded(), CargoItemCount = CargoItemCount } ) - - local TaskGroup = TaskUnit:GetGroup() - - if Cargo:IsUnLoaded() then - local CargoBayFreeWeight = TaskUnit:GetCargoBayFreeWeight() - local CargoWeight = Cargo:GetWeight() - - self:F({CargoBayFreeWeight=CargoBayFreeWeight}) - - -- Only when there is space within the bay to load the next cargo item! - if CargoBayFreeWeight > CargoWeight then - if Cargo:IsInReportRadius( TaskUnit:GetPointVec2() ) then - local NotInDeployZones = true - for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do - if Cargo:IsInZone( DeployZone ) then - NotInDeployZones = false - end - end - if NotInDeployZones then - if not TaskUnit:InAir() then - if Cargo:CanBoard() == true then - if Cargo:IsInLoadRadius( TaskUnit:GetPointVec2() ) then - Cargo:Report( "Ready for boarding.", "board", TaskUnit:GetGroup() ) - local BoardMenu = MENU_GROUP:New( TaskGroup, "Board cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" ) - MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, BoardMenu, self.MenuBoardCargo, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() - else - Cargo:Report( "Board at " .. Cargo:GetCoordinate():ToString( TaskUnit:GetGroup() .. "." ), "reporting", TaskUnit:GetGroup() ) - end - else - if Cargo:CanLoad() == true then - if Cargo:IsInLoadRadius( TaskUnit:GetPointVec2() ) then - Cargo:Report( "Ready for loading.", "load", TaskUnit:GetGroup() ) - local LoadMenu = MENU_GROUP:New( TaskGroup, "Load cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" ) - MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, LoadMenu, self.MenuLoadCargo, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() - else - Cargo:Report( "Load at " .. Cargo:GetCoordinate():ToString( TaskUnit:GetGroup() ) .. " within " .. Cargo.NearRadius .. ".", "reporting", TaskUnit:GetGroup() ) - end - else - --local Cargo = Cargo -- Cargo.CargoSlingload#CARGO_SLINGLOAD - if Cargo:CanSlingload() == true then - if Cargo:IsInLoadRadius( TaskUnit:GetPointVec2() ) then - Cargo:Report( "Ready for sling loading.", "slingload", TaskUnit:GetGroup() ) - local SlingloadMenu = MENU_GROUP:New( TaskGroup, "Slingload cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" ) - MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, SlingloadMenu, self.MenuLoadCargo, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() - else - Cargo:Report( "Slingload at " .. Cargo:GetCoordinate():ToString( TaskUnit:GetGroup() ) .. ".", "reporting", TaskUnit:GetGroup() ) - end - end - end - end - else - Cargo:ReportResetAll( TaskUnit:GetGroup() ) - end - end - else - if not Cargo:IsDeployed() == true then - local RouteToPickupMenu = MENU_GROUP:New( TaskGroup, "Route to pickup cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" ) - --MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, RouteToPickupMenu, self.MenuRouteToPickup, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() - Cargo:ReportResetAll( TaskUnit:GetGroup() ) - if Cargo:CanBoard() == true then - if not Cargo:IsInLoadRadius( TaskUnit:GetPointVec2() ) then - local BoardMenu = MENU_GROUP:New( TaskGroup, "Board cargo", RouteToPickupMenu ):SetTime( MenuTime ):SetTag( "Cargo" ) - MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, BoardMenu, self.MenuRouteToPickup, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() - end - else - if Cargo:CanLoad() == true then - if not Cargo:IsInLoadRadius( TaskUnit:GetPointVec2() ) then - local LoadMenu = MENU_GROUP:New( TaskGroup, "Load cargo", RouteToPickupMenu ):SetTime( MenuTime ):SetTag( "Cargo" ) - MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, LoadMenu, self.MenuRouteToPickup, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() - end - else - --local Cargo = Cargo -- Cargo.CargoSlingload#CARGO_SLINGLOAD - if Cargo:CanSlingload() == true then - if not Cargo:IsInLoadRadius( TaskUnit:GetPointVec2() ) then - local SlingloadMenu = MENU_GROUP:New( TaskGroup, "Slingload cargo", RouteToPickupMenu ):SetTime( MenuTime ):SetTag( "Cargo" ) - MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, SlingloadMenu, self.MenuRouteToPickup, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() - end - end - end - end - end - end - end - - -- Cargo in deployzones are flagged as deployed. - for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do - if Cargo:IsInZone( DeployZone ) then - Task:I( { CargoIsDeployed = Task.CargoDeployed and "true" or "false" } ) - if Cargo:IsDeployed() == false then - Cargo:SetDeployed( true ) - -- Now we call a callback method to handle the CargoDeployed event. - Task:I( { CargoIsAlive = Cargo:IsAlive() and "true" or "false" } ) - if Cargo:IsAlive() then - Task:CargoDeployed( TaskUnit, Cargo, DeployZone ) - end - end - end - end - - end - - if Cargo:IsLoaded() == true and Cargo:IsLoadedInCarrier( TaskUnit ) == true then - if not TaskUnit:InAir() then - if Cargo:CanUnboard() == true then - local UnboardMenu = MENU_GROUP:New( TaskGroup, "Unboard cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" ) - MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, UnboardMenu, self.MenuUnboardCargo, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() - else - if Cargo:CanUnload() == true then - local UnloadMenu = MENU_GROUP:New( TaskGroup, "Unload cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" ) - MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), Cargo.Name, UnloadMenu, self.MenuUnloadCargo, self, Cargo ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() - end - end - end - end - - -- Deployzones are optional zones that can be selected to request routing information. - for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do - if not Cargo:IsInZone( DeployZone ) then - local RouteToDeployMenu = MENU_GROUP:New( TaskGroup, "Route to deploy cargo", MenuControl ):SetTime( MenuTime ):SetTag( "Cargo" ) - MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Zone " .. DeployZoneName, RouteToDeployMenu, self.MenuRouteToDeploy, self, DeployZone ):SetTime(MenuTime):SetTag("Cargo"):SetRemoveParent() - end - end - end - - end - ) - - Task:RefreshTaskControlMenu( TaskUnit, MenuTime, "Cargo" ) - - self:__SelectAction( -1 ) - - end - - - --- - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param #TASK_CARGO Task - function Fsm:OnLeaveWaitingForCommand( TaskUnit, Task ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - - --local MenuControl = Task:GetTaskControlMenu( TaskUnit ) - - --MenuControl:Remove() - end - - function Fsm:MenuBoardCargo( Cargo ) - self:__PrepareBoarding( 1.0, Cargo ) - end - - function Fsm:MenuLoadCargo( Cargo ) - self:__Load( 1.0, Cargo ) - end - - function Fsm:MenuUnboardCargo( Cargo, DeployZone ) - self:__PrepareUnBoarding( 1.0, Cargo, DeployZone ) - end - - function Fsm:MenuUnloadCargo( Cargo, DeployZone ) - self:__Unload( 1.0, Cargo, DeployZone ) - end - - function Fsm:MenuRouteToPickup( Cargo ) - self:__RouteToPickup( 1.0, Cargo ) - end - - function Fsm:MenuRouteToDeploy( DeployZone ) - self:__RouteToDeploy( 1.0, DeployZone ) - end - - - - --- - --#TASK_CAROG_TRANSPORT self - --#Wrapper.Unit#UNIT - - - --- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_Cargo#TASK_CARGO Task - -- @param From - -- @param Event - -- @param To - -- @param Core.Cargo#CARGO Cargo - function Fsm:onafterRouteToPickup( TaskUnit, Task, From, Event, To, Cargo ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - - if Cargo:IsAlive() then - self.Cargo = Cargo -- Cargo.Cargo#CARGO - Task:SetCargoPickup( self.Cargo, TaskUnit ) - self:__RouteToPickupPoint( -0.1 ) - end - - end - - - - --- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_Cargo#TASK_CARGO Task - function Fsm:onafterArriveAtPickup( TaskUnit, Task ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - if self.Cargo:IsAlive() then - if TaskUnit:IsAir() then - Task:GetMission():GetCommandCenter():MessageToGroup( "Land", TaskUnit:GetGroup() ) - self:__Land( -0.1, "Pickup" ) - else - self:__SelectAction( -0.1 ) - end - end - end - - - --- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_Cargo#TASK_CARGO Task - function Fsm:onafterCancelRouteToPickup( TaskUnit, Task ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - - Task:GetMission():GetCommandCenter():MessageToGroup( "Cancelled routing to Cargo " .. self.Cargo:GetName(), TaskUnit:GetGroup() ) - self:__SelectAction( -0.1 ) - end - - - --- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - function Fsm:onafterRouteToDeploy( TaskUnit, Task, From, Event, To, DeployZone ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - - self:F( DeployZone ) - self.DeployZone = DeployZone - Task:SetDeployZone( self.DeployZone, TaskUnit ) - self:__RouteToDeployZone( -0.1 ) - end - - - --- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_Cargo#TASK_CARGO Task - function Fsm:onafterArriveAtDeploy( TaskUnit, Task ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - - if TaskUnit:IsAir() then - Task:GetMission():GetCommandCenter():MessageToGroup( "Land", TaskUnit:GetGroup() ) - self:__Land( -0.1, "Deploy" ) - else - self:__SelectAction( -0.1 ) - end - end - - - --- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_Cargo#TASK_CARGO Task - function Fsm:onafterCancelRouteToDeploy( TaskUnit, Task ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - - Task:GetMission():GetCommandCenter():MessageToGroup( "Cancelled routing to deploy zone " .. self.DeployZone:GetName(), TaskUnit:GetGroup() ) - self:__SelectAction( -0.1 ) - end - - - - --- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_Cargo#TASK_CARGO Task - function Fsm:onafterLand( TaskUnit, Task, From, Event, To, Action ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - - if Action == "Pickup" then - if self.Cargo:IsAlive() then - if self.Cargo:IsInReportRadius( TaskUnit:GetPointVec2() ) then - if TaskUnit:InAir() then - self:__Land( -10, Action ) - else - Task:GetMission():GetCommandCenter():MessageToGroup( "Landed at pickup location...", TaskUnit:GetGroup() ) - self:__Landed( -0.1, Action ) - end - else - self:__RouteToPickup( -0.1, self.Cargo ) - end - end - else - if TaskUnit:IsAlive() then - if TaskUnit:IsInZone( self.DeployZone ) then - if TaskUnit:InAir() then - self:__Land( -10, Action ) - else - Task:GetMission():GetCommandCenter():MessageToGroup( "Landed at deploy zone " .. self.DeployZone:GetName(), TaskUnit:GetGroup() ) - self:__Landed( -0.1, Action ) - end - else - self:__RouteToDeploy( -0.1, self.Cargo ) - end - end - end - end - - --- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_Cargo#TASK_CARGO Task - function Fsm:onafterLanded( TaskUnit, Task, From, Event, To, Action ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - - if Action == "Pickup" then - if self.Cargo:IsAlive() then - if self.Cargo:IsInReportRadius( TaskUnit:GetPointVec2() ) then - if TaskUnit:InAir() then - self:__Land( -0.1, Action ) - else - self:__SelectAction( -0.1 ) - end - else - self:__RouteToPickup( -0.1, self.Cargo ) - end - end - else - if TaskUnit:IsAlive() then - if TaskUnit:IsInZone( self.DeployZone ) then - if TaskUnit:InAir() then - self:__Land( -10, Action ) - else - self:__SelectAction( -0.1 ) - end - else - self:__RouteToDeploy( -0.1, self.Cargo ) - end - end - end - end - - --- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_Cargo#TASK_CARGO Task - function Fsm:onafterPrepareBoarding( TaskUnit, Task, From, Event, To, Cargo ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - - if Cargo and Cargo:IsAlive() then - self:__Board( -0.1, Cargo ) - end - end - - - --- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_Cargo#TASK_CARGO Task - function Fsm:onafterBoard( TaskUnit, Task, From, Event, To, Cargo ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - - function Cargo:OnEnterLoaded( From, Event, To, TaskUnit, TaskProcess ) - self:F({From, Event, To, TaskUnit, TaskProcess }) - TaskProcess:__Boarded( 0.1, self ) - end - - if Cargo:IsAlive() then - if Cargo:IsInLoadRadius( TaskUnit:GetPointVec2() ) then - if TaskUnit:InAir() then - --- ABORT the boarding. Split group if any and go back to select action. - else - Cargo:MessageToGroup( "Boarding ...", TaskUnit:GetGroup() ) - if not Cargo:IsBoarding() then - Cargo:Board( TaskUnit, nil, self ) - end - end - else - --self:__ArriveAtCargo( -0.1 ) - end - end - end - - - --- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_Cargo#TASK_CARGO Task - function Fsm:onafterBoarded( TaskUnit, Task, From, Event, To, Cargo ) - - local TaskUnitName = TaskUnit:GetName() - self:F( { TaskUnit = TaskUnitName, Task = Task and Task:GetClassNameAndID() } ) - - Cargo:MessageToGroup( "Boarded cargo " .. Cargo:GetName(), TaskUnit:GetGroup() ) - - self:__Load( -0.1, Cargo ) - - end - - - --- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_Cargo#TASK_CARGO Task - function Fsm:onafterLoad( TaskUnit, Task, From, Event, To, Cargo ) - - local TaskUnitName = TaskUnit:GetName() - self:F( { TaskUnit = TaskUnitName, Task = Task and Task:GetClassNameAndID() } ) - - if not Cargo:IsLoaded() then - Cargo:Load( TaskUnit ) - end - - Cargo:MessageToGroup( "Loaded cargo " .. Cargo:GetName(), TaskUnit:GetGroup() ) - TaskUnit:AddCargo( Cargo ) - - Task:CargoPickedUp( TaskUnit, Cargo ) - - self:SelectAction( -1 ) - - end - - - --- - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_Cargo#TASK_CARGO Task - -- @param From - -- @param Event - -- @param To - -- @param Cargo - -- @param Core.Zone#ZONE_BASE DeployZone - function Fsm:onafterPrepareUnBoarding( TaskUnit, Task, From, Event, To, Cargo ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID(), From, Event, To, Cargo } ) - - self.Cargo = Cargo - self.DeployZone = nil - - -- Check if the Cargo is at a deployzone... If it is, provide it as a parameter! - if Cargo:IsAlive() then - for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do - if Cargo:IsInZone( DeployZone ) then - self.DeployZone = DeployZone -- Core.Zone#ZONE_BASE - break - end - end - self:__UnBoard( -0.1, Cargo, self.DeployZone ) - end - end - - --- - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_Cargo#TASK_CARGO Task - -- @param From - -- @param Event - -- @param To - -- @param Cargo - -- @param Core.Zone#ZONE_BASE DeployZone - function Fsm:onafterUnBoard( TaskUnit, Task, From, Event, To, Cargo, DeployZone ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID(), From, Event, To, Cargo, DeployZone } ) - - function self.Cargo:OnEnterUnLoaded( From, Event, To, DeployZone, TaskProcess ) - self:F({From, Event, To, DeployZone, TaskProcess }) - TaskProcess:__UnBoarded( -0.1 ) - end - - if self.Cargo:IsAlive() then - self.Cargo:MessageToGroup( "UnBoarding ...", TaskUnit:GetGroup() ) - if DeployZone then - self.Cargo:UnBoard( DeployZone:GetCoordinate():GetRandomCoordinateInRadius( 25, 10 ), 400, self ) - else - self.Cargo:UnBoard( TaskUnit:GetCoordinate():GetRandomCoordinateInRadius( 25, 10 ), 400, self ) - end - end - end - - - --- - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_Cargo#TASK_CARGO Task - function Fsm:onafterUnBoarded( TaskUnit, Task ) - - local TaskUnitName = TaskUnit:GetName() - self:F( { TaskUnit = TaskUnitName, Task = Task and Task:GetClassNameAndID() } ) - - self.Cargo:MessageToGroup( "UnBoarded cargo " .. self.Cargo:GetName(), TaskUnit:GetGroup() ) - - self:Unload( self.Cargo ) - end - - --- - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_Cargo#TASK_CARGO Task - function Fsm:onafterUnload( TaskUnit, Task, From, Event, To, Cargo, DeployZone ) - - local TaskUnitName = TaskUnit:GetName() - self:F( { TaskUnit = TaskUnitName, Task = Task and Task:GetClassNameAndID() } ) - - if not Cargo:IsUnLoaded() then - if DeployZone then - Cargo:UnLoad( DeployZone:GetCoordinate():GetRandomCoordinateInRadius( 25, 10 ), 400, self ) - else - Cargo:UnLoad( TaskUnit:GetCoordinate():GetRandomCoordinateInRadius( 25, 10 ), 400, self ) - end - end - TaskUnit:RemoveCargo( Cargo ) - - Cargo:MessageToGroup( "Unloaded cargo " .. Cargo:GetName(), TaskUnit:GetGroup() ) - - self:Planned() - self:__SelectAction( 1 ) - end - - return self - - end - - - --- Set a limit on the amount of cargo items that can be loaded into the Carriers. - -- @param #TASK_CARGO self - -- @param CargoLimit Specifies a number of cargo items that can be loaded in the helicopter. - -- @return #TASK_CARGO - function TASK_CARGO:SetCargoLimit( CargoLimit ) - self.CargoLimit = CargoLimit - return self - end - - - ---@param Color Might be SMOKECOLOR.Blue, SMOKECOLOR.Red SMOKECOLOR.Orange, SMOKECOLOR.White or SMOKECOLOR.Green - function TASK_CARGO:SetSmokeColor(SmokeColor) - -- Makes sure Coloe is set - if SmokeColor == nil then - self.SmokeColor = SMOKECOLOR.Red -- Make sure a default color is exist - - elseif type(SmokeColor) == "number" then - self:F2(SmokeColor) - if SmokeColor > 0 and SmokeColor <=5 then -- Make sure number is within ragne, assuming first enum is one - self.SmokeColor = SMOKECOLOR.SmokeColor - end - end - end - - --@return SmokeColor - function TASK_CARGO:GetSmokeColor() - return self.SmokeColor - end - - --- @param #TASK_CARGO self - function TASK_CARGO:GetPlannedMenuText() - return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )" - end - - --- @param #TASK_CARGO self - -- @return Core.Set#SET_CARGO The Cargo Set. - function TASK_CARGO:GetCargoSet() - - return self.SetCargo - end - - --- @param #TASK_CARGO self - -- @return #list The Deployment Zones. - function TASK_CARGO:GetDeployZones() - - return self.DeployZones - end - - --- @param #TASK_CARGO self - -- @param AI.AI_Cargo#AI_CARGO Cargo The cargo. - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_CARGO - function TASK_CARGO:SetCargoPickup( Cargo, TaskUnit ) - - self:F({Cargo, TaskUnit}) - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local MenuTime = self:InitTaskControlMenu( TaskUnit ) - local MenuControl = self:GetTaskControlMenu( TaskUnit ) - - local ActRouteCargo = ProcessUnit:GetProcess( "RoutingToPickup", "RouteToPickupPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT - ActRouteCargo:Reset() - ActRouteCargo:SetCoordinate( Cargo:GetCoordinate() ) - ActRouteCargo:SetRange( Cargo:GetLoadRadius() ) - ActRouteCargo:SetMenuCancel( TaskUnit:GetGroup(), "Cancel Routing to Cargo " .. Cargo:GetName(), MenuControl, MenuTime, "Cargo" ) - ActRouteCargo:Start() - - return self - end - - - --- @param #TASK_CARGO self - -- @param Core.Zone#ZONE DeployZone - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_CARGO - function TASK_CARGO:SetDeployZone( DeployZone, TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local MenuTime = self:InitTaskControlMenu( TaskUnit ) - local MenuControl = self:GetTaskControlMenu( TaskUnit ) - - local ActRouteDeployZone = ProcessUnit:GetProcess( "RoutingToDeploy", "RouteToDeployZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE - ActRouteDeployZone:Reset() - ActRouteDeployZone:SetZone( DeployZone ) - ActRouteDeployZone:SetMenuCancel( TaskUnit:GetGroup(), "Cancel Routing to Deploy Zone" .. DeployZone:GetName(), MenuControl, MenuTime, "Cargo" ) - ActRouteDeployZone:Start() - - return self - end - - - --- @param #TASK_CARGO self - -- @param Core.Zone#ZONE DeployZone - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_CARGO - function TASK_CARGO:AddDeployZone( DeployZone, TaskUnit ) - - self.DeployZones[DeployZone:GetName()] = DeployZone - - return self - end - - --- @param #TASK_CARGO self - -- @param Core.Zone#ZONE DeployZone - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_CARGO - function TASK_CARGO:RemoveDeployZone( DeployZone, TaskUnit ) - - self.DeployZones[DeployZone:GetName()] = nil - - return self - end - - --- @param #TASK_CARGO self - -- @param #list DeployZones - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_CARGO - function TASK_CARGO:SetDeployZones( DeployZones, TaskUnit ) - - for DeployZoneID, DeployZone in pairs( DeployZones or {} ) do - self.DeployZones[DeployZone:GetName()] = DeployZone - end - - return self - end - - - - --- @param #TASK_CARGO self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map. - function TASK_CARGO:GetTargetZone( TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE - return ActRouteTarget:GetZone() - end - - --- Set a score when progress is made. - -- @param #TASK_CARGO self - -- @param #string Text The text to display to the player, when there is progress on the task goals. - -- @param #number Score The score in points. - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_CARGO - function TASK_CARGO:SetScoreOnProgress( Text, Score, TaskUnit ) - self:F( { Text, Score, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", Text, Score ) - - return self - end - - --- Set a score when success is achieved. - -- @param #TASK_CARGO self - -- @param #string Text The text to display to the player, when the task goals have been achieved. - -- @param #number Score The score in points. - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_CARGO - function TASK_CARGO:SetScoreOnSuccess( Text, Score, TaskUnit ) - self:F( { Text, Score, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScore( "Success", Text, Score ) - - return self - end - - --- Set a penalty when the task goals have failed.. - -- @param #TASK_CARGO self - -- @param #string Text The text to display to the player, when the task goals has failed. - -- @param #number Penalty The penalty in points. - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return #TASK_CARGO - function TASK_CARGO:SetScoreOnFail( Text, Penalty, TaskUnit ) - self:F( { Text, Score, TaskUnit } ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - ProcessUnit:AddScore( "Failed", Text, Penalty ) - - return self - end - - function TASK_CARGO:SetGoalTotal() - - self.GoalTotal = self.SetCargo:Count() - end - - function TASK_CARGO:GetGoalTotal() - - return self.GoalTotal - end - - --- @param #TASK_CARGO self - function TASK_CARGO:UpdateTaskInfo() - - if self:IsStatePlanned() or self:IsStateAssigned() then - self.TaskInfo:AddTaskName( 0, "MSOD" ) - self.TaskInfo:AddCargoSet( self.SetCargo, 10, "SOD", true ) - local Coordinates = {} - for CargoName, Cargo in pairs( self.SetCargo:GetSet() ) do - local Cargo = Cargo -- Cargo.Cargo#CARGO - if not Cargo:IsLoaded() then - Coordinates[#Coordinates+1] = Cargo:GetCoordinate() - end - end - self.TaskInfo:AddCoordinates( Coordinates, 1, "M" ) - end - end - - function TASK_CARGO:ReportOrder( ReportGroup ) - - return 0 - end - - - -end - - ---- **Tasking** -- Models tasks for players to transport cargo. --- --- **Specific features:** --- --- * Creates a task to transport @{Cargo.Cargo} to and between deployment zones. --- * Derived from the TASK_CARGO class, which is derived from the TASK class. --- * Orchestrate the task flow, so go from Planned to Assigned to Success, Failed or Cancelled. --- * Co-operation tasking, so a player joins a group of players executing the same task. --- --- --- **A complete task menu system to allow players to:** --- --- * Join the task, abort the task. --- * Mark the task location on the map. --- * Provide details of the target. --- * Route to the cargo. --- * Route to the deploy zones. --- * Load/Unload cargo. --- * Board/Unboard cargo. --- * Slingload cargo. --- * Display the task briefing. --- --- --- **A complete mission menu system to allow players to:** --- --- * Join a task, abort the task. --- * Display task reports. --- * Display mission statistics. --- * Mark the task locations on the map. --- * Provide details of the targets. --- * Display the mission briefing. --- * Provide status updates as retrieved from the command center. --- * Automatically assign a random task as part of a mission. --- * Manually assign a specific task as part of a mission. --- --- --- **A settings system, using the settings menu:** --- --- * Tweak the duration of the display of messages. --- * Switch between metric and imperial measurement system. --- * Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS. --- * Different settings modes for A2G and A2A operations. --- * Various other options. --- --- === --- --- Please read through the @{Tasking.Task_Cargo} process to understand the mechanisms of tasking and cargo tasking and handling. --- --- Enjoy! --- FC --- --- === --- --- @module Tasking.Task_Cargo_Transport --- @image Task_Cargo_Transport.JPG - - -do -- TASK_CARGO_TRANSPORT - - --- @type TASK_CARGO_TRANSPORT - -- @extends Tasking.Task_CARGO#TASK_CARGO - - --- Orchestrates the task for players to transport cargo to or between deployment zones. - -- - -- Transport tasks are suited to govern the process of transporting cargo to specific deployment zones. - -- Typically, this task is executed by helicopter pilots, but it can also be executed by ground forces! - -- - -- === - -- - -- A transport task can be created manually. - -- - -- # 1) Create a transport task manually (code it). - -- - -- Although it is recommended to use the dispatcher, you can create a transport task yourself as a mission designer. - -- It is easy, as it works just like any other task setup. - -- - -- ## 1.1) Create a command center. - -- - -- First you need to create a command center using the @{Tasking.CommandCenter#COMMANDCENTER.New}() constructor. - -- - -- local CommandCenter = COMMANDCENTER - -- :New( HQ, "Lima" ) -- Create the CommandCenter. - -- - -- ## 1.2) Create a mission. - -- - -- Tasks work in a mission, which groups these tasks to achieve a joint mission goal. - -- A command center can govern multiple missions. - -- Create a new mission, using the @{Tasking.Mission#MISSION.New}() constructor. - -- - -- -- Declare the Mission for the Command Center. - -- local Mission = MISSION - -- :New( CommandCenter, - -- "Overlord", - -- "High", - -- "Transport the cargo to the deploy zones.", - -- coalition.side.RED - -- ) - -- - -- ## 1.3) Create the transport cargo task. - -- - -- So, now that we have a command center and a mission, we now create the transport task. - -- We create the transport task using the @{#TASK_CARGO_TRANSPORT.New}() constructor. - -- - -- Because a transport task will not generate the cargo itself, you'll need to create it first. - -- The cargo in this case will be the downed pilot! - -- - -- -- Here we define the "cargo set", which is a collection of cargo objects. - -- -- The cargo set will be the input for the cargo transportation task. - -- -- So a transportation object is handling a cargo set, which is automatically refreshed when new cargo is added/deleted. - -- local CargoSet = SET_CARGO:New():FilterTypes( "Cargo" ):FilterStart() - -- - -- -- Now we add cargo into the battle scene. - -- local PilotGroup = GROUP:FindByName( "Engineers" ) - -- - -- -- CARGO_GROUP can be used to setup cargo with a GROUP object underneath. - -- -- We name this group Engineers. - -- -- Note that the name of the cargo is "Engineers". - -- -- The cargoset "CargoSet" will embed all defined cargo of type "Pilots" (prefix) into its set. - -- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Cargo", "Engineer Team 1", 500 ) - -- - -- What is also needed, is to have a set of @{Core.Group}s defined that contains the clients of the players. - -- - -- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players. - -- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart() - -- - -- Now that we have a CargoSet and a GroupSet, we can now create the TransportTask manually. - -- - -- -- Declare the transport task. - -- local TransportTask = TASK_CARGO_TRANSPORT - -- :New( Mission, - -- GroupSet, - -- "Transport Engineers", - -- CargoSet, - -- "Fly behind enemy lines, and retrieve the downed pilot." - -- ) - -- - -- So you can see, setting up a transport task manually is a lot of work. - -- It is better you use the cargo dispatcher to create transport tasks and it will work as it is intended. - -- By doing this, cargo transport tasking will become a dynamic experience. - -- - -- - -- # 2) Create a task using the @{Tasking.Task_Cargo_Dispatcher} module. - -- - -- Actually, it is better to **GENERATE** these tasks using the @{Tasking.Task_Cargo_Dispatcher} module. - -- Using the dispatcher module, transport tasks can be created much more easy. - -- - -- Find below an example how to use the TASK_CARGO_DISPATCHER class: - -- - -- - -- -- Find the HQ group. - -- HQ = GROUP:FindByName( "HQ", "Bravo" ) - -- - -- -- Create the command center with the name "Lima". - -- CommandCenter = COMMANDCENTER - -- :New( HQ, "Lima" ) - -- - -- -- Create the mission, for the command center, with the name "Operation Cargo Fun", a "Tactical" mission, with the mission briefing "Transport Cargo", for the BLUE coalition. - -- Mission = MISSION - -- :New( CommandCenter, "Operation Cargo Fun", "Tactical", "Transport Cargo", coalition.side.BLUE ) - -- - -- -- Create the SET of GROUPs containing clients (players) that will transport the cargo. - -- -- These are have a name that start with "Transport" and are of the "blue" coalition. - -- TransportGroups = SET_GROUP:New():FilterCoalitions( "blue" ):FilterPrefixes( "Transport" ):FilterStart() - -- - -- - -- -- Here we create the TASK_CARGO_DISPATCHER object! This is where we assign the dispatcher to generate tasks in the Mission for the TransportGroups. - -- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, TransportGroups ) - -- - -- - -- -- Here we declare the SET of CARGOs called "Workmaterials". - -- local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart() - -- - -- -- Here we declare (add) CARGO_GROUP objects of various types, that are filtered and added in the CargoSetworkmaterials cargo set. - -- -- These cargo objects have the type "Workmaterials" which is exactly the type of cargo the CargoSetworkmaterials is filtering on. - -- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 ) - -- local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 ) - -- local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 ) - -- local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 ) - -- local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 ) - -- - -- -- And here we create a new WorkplaceTask, using the :AddTransportTask method of the TaskDispatcher. - -- local WorkplaceTask = TaskDispatcher:AddTransportTask( "Build a Workplace", CargoSetWorkmaterials, "Transport the workers, engineers and the equipment near the Workplace." ) - -- TaskDispatcher:SetTransportDeployZone( WorkplaceTask, ZONE:New( "Workplace" ) ) - -- - -- # 3) Handle cargo task events. - -- - -- When a player is picking up and deploying cargo using his carrier, events are generated by the tasks. These events can be captured and tailored with your own code. - -- - -- In order to properly capture the events and avoid mistakes using the documentation, it is advised that you execute the following actions: - -- - -- * **Copy / Paste** the code section into your script. - -- * **Change** the CLASS literal to the task object name you have in your script. - -- * Within the function, you can now **write your own code**! - -- * **IntelliSense** will recognize the type of the variables provided by the function. Note: the From, Event and To variables can be safely ignored, - -- but you need to declare them as they are automatically provided by the event handling system of MOOSE. - -- - -- You can send messages or fire off any other events within the code section. The sky is the limit! - -- - -- - -- ## 3.1) Handle the CargoPickedUp event. - -- - -- Find below an example how to tailor the **CargoPickedUp** event, generated by the WorkplaceTask: - -- - -- function WorkplaceTask:OnAfterCargoPickedUp( From, Event, To, TaskUnit, Cargo ) - -- - -- MESSAGE:NewType( "Unit " .. TaskUnit:GetName().. " has picked up cargo.", MESSAGE.Type.Information ):ToAll() - -- - -- end - -- - -- If you want to code your own event handler, use this code fragment to tailor the event when a player carrier has picked up a cargo object in the CarrierGroup. - -- You can use this event handler to post messages to players, or provide status updates etc. - -- - -- --- CargoPickedUp event handler OnAfter for CLASS. - -- -- @param #CLASS self - -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. - -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. - -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. - -- -- @param Wrapper.Unit#UNIT TaskUnit The unit (client) of the player that has picked up the cargo. - -- -- @param Cargo.Cargo#CARGO Cargo The cargo object that has been picked up. Note that this can be a CARGO_GROUP, CARGO_CRATE or CARGO_SLINGLOAD object! - -- function CLASS:OnAfterCargoPickedUp( From, Event, To, TaskUnit, Cargo ) - -- - -- -- Write here your own code. - -- - -- end - -- - -- - -- ## 3.2) Handle the CargoDeployed event. - -- - -- Find below an example how to tailor the **CargoDeployed** event, generated by the WorkplaceTask: - -- - -- function WorkplaceTask:OnAfterCargoDeployed( From, Event, To, TaskUnit, Cargo, DeployZone ) - -- - -- MESSAGE:NewType( "Unit " .. TaskUnit:GetName().. " has deployed cargo at zone " .. DeployZone:GetName(), MESSAGE.Type.Information ):ToAll() - -- - -- Helos[ math.random(1,#Helos) ]:Spawn() - -- EnemyHelos[ math.random(1,#EnemyHelos) ]:Spawn() - -- end - -- - -- If you want to code your own event handler, use this code fragment to tailor the event when a player carrier has deployed a cargo object from the CarrierGroup. - -- You can use this event handler to post messages to players, or provide status updates etc. - -- - -- - -- --- CargoDeployed event handler OnAfter for CLASS. - -- -- @param #CLASS self - -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. - -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. - -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. - -- -- @param Wrapper.Unit#UNIT TaskUnit The unit (client) of the player that has deployed the cargo. - -- -- @param Cargo.Cargo#CARGO Cargo The cargo object that has been deployed. Note that this can be a CARGO_GROUP, CARGO_CRATE or CARGO_SLINGLOAD object! - -- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. - -- function CLASS:OnAfterCargoDeployed( From, Event, To, TaskUnit, Cargo, DeployZone ) - -- - -- -- Write here your own code. - -- - -- end - -- - -- - -- - -- === - -- - -- @field #TASK_CARGO_TRANSPORT - TASK_CARGO_TRANSPORT = { - ClassName = "TASK_CARGO_TRANSPORT", - } - - --- Instantiates a new TASK_CARGO_TRANSPORT. - -- @param #TASK_CARGO_TRANSPORT self - -- @param Tasking.Mission#MISSION Mission - -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. - -- @param #string TaskName The name of the Task. - -- @param Core.Set#SET_CARGO SetCargo The scope of the cargo to be transported. - -- @param #string TaskBriefing The Cargo Task briefing. - -- @return #TASK_CARGO_TRANSPORT self - function TASK_CARGO_TRANSPORT:New( Mission, SetGroup, TaskName, SetCargo, TaskBriefing ) - local self = BASE:Inherit( self, TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, "Transport", TaskBriefing ) ) -- #TASK_CARGO_TRANSPORT - self:F() - - Mission:AddTask( self ) - - local Fsm = self:GetUnitProcess() - - local CargoReport = REPORT:New( "Transport Cargo. The following cargo needs to be transported including initial positions:") - - SetCargo:ForEachCargo( - --- @param Core.Cargo#CARGO Cargo - function( Cargo ) - local CargoType = Cargo:GetType() - local CargoName = Cargo:GetName() - local CargoCoordinate = Cargo:GetCoordinate() - CargoReport:Add( string.format( '- "%s" (%s) at %s', CargoName, CargoType, CargoCoordinate:ToStringMGRS() ) ) - end - ) - - self:SetBriefing( - TaskBriefing or - CargoReport:Text() - ) - - - return self - end - - function TASK_CARGO_TRANSPORT:ReportOrder( ReportGroup ) - - return 0 - end - - - --- - -- @param #TASK_CARGO_TRANSPORT self - -- @return #boolean - function TASK_CARGO_TRANSPORT:IsAllCargoTransported() - - local CargoSet = self:GetCargoSet() - local Set = CargoSet:GetSet() - - local DeployZones = self:GetDeployZones() - - local CargoDeployed = true - - -- Loop the CargoSet (so evaluate each Cargo in the SET_CARGO ). - for CargoID, CargoData in pairs( Set ) do - local Cargo = CargoData -- Core.Cargo#CARGO - - self:F( { Cargo = Cargo:GetName(), CargoDeployed = Cargo:IsDeployed() } ) - - if Cargo:IsDeployed() then - --- -- Loop the DeployZones set for the TASK_CARGO_TRANSPORT. --- for DeployZoneID, DeployZone in pairs( DeployZones ) do --- --- -- If all cargo is in one of the deploy zones, then all is good. --- self:T( { Cargo.CargoObject } ) --- if Cargo:IsInZone( DeployZone ) == false then --- CargoDeployed = false --- end --- end - else - CargoDeployed = false - end - end - - self:F( { CargoDeployed = CargoDeployed } ) - - return CargoDeployed - end - - --- @param #TASK_CARGO_TRANSPORT self - function TASK_CARGO_TRANSPORT:onafterGoal( TaskUnit, From, Event, To ) - local CargoSet = self.CargoSet - - if self:IsAllCargoTransported() then - self:Success() - end - - self:__Goal( -10 ) - end - -end - ---- **Tasking** -- Orchestrates the task for players to execute CSAR for downed pilots. --- --- **Specific features:** --- --- * Creates a task to retrieve a pilot @{Cargo.Cargo} from behind enemy lines. --- * Derived from the TASK_CARGO class, which is derived from the TASK class. --- * Orchestrate the task flow, so go from Planned to Assigned to Success, Failed or Cancelled. --- * Co-operation tasking, so a player joins a group of players executing the same task. --- --- --- **A complete task menu system to allow players to:** --- --- * Join the task, abort the task. --- * Mark the task location on the map. --- * Provide details of the target. --- * Route to the cargo. --- * Route to the deploy zones. --- * Load/Unload cargo. --- * Board/Unboard cargo. --- * Slingload cargo. --- * Display the task briefing. --- --- --- **A complete mission menu system to allow players to:** --- --- * Join a task, abort the task. --- * Display task reports. --- * Display mission statistics. --- * Mark the task locations on the map. --- * Provide details of the targets. --- * Display the mission briefing. --- * Provide status updates as retrieved from the command center. --- * Automatically assign a random task as part of a mission. --- * Manually assign a specific task as part of a mission. --- --- --- **A settings system, using the settings menu:** --- --- * Tweak the duration of the display of messages. --- * Switch between metric and imperial measurement system. --- * Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS. --- * Different settings modes for A2G and A2A operations. --- * Various other options. --- --- === --- --- Please read through the @{Tasking.Task_Cargo} process to understand the mechanisms of tasking and cargo tasking and handling. --- --- The cargo will be a downed pilot, which is located somwhere on the battlefield. Use the menus system and facilities to --- join the CSAR task, and retrieve the pilot from behind enemy lines. The menu system is generic, there is nothing --- specific on a CSAR task that requires further explanation, than reading the generic TASK_CARGO explanations. --- --- Enjoy! --- FC --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Tasking.Task_Cargo_CSAR --- @image Task_Cargo_CSAR.JPG - - -do -- TASK_CARGO_CSAR - - --- @type TASK_CARGO_CSAR - -- @extends Tasking.Task_Cargo#TASK_CARGO - - --- Orchestrates the task for players to execute CSAR for downed pilots. - -- - -- CSAR tasks are suited to govern the process of return downed pilots behind enemy lines back to safetly. - -- Typically, this task is executed by helicopter pilots, but it can also be executed by ground forces! - -- - -- === - -- - -- A CSAR task can be created manually, but actually, it is better to **GENERATE** these tasks using the - -- @{Tasking.Task_Cargo_Dispatcher} module. - -- - -- Using the dispatcher, CSAR tasks will be created **automatically** when a pilot ejects from a damaged AI aircraft. - -- When this happens, the pilot actually will survive, but needs to be retrieved from behind enemy lines. - -- - -- # 1) Create a CSAR task manually (code it). - -- - -- Although it is recommended to use the dispatcher, you can create a CSAR task yourself as a mission designer. - -- It is easy, as it works just like any other task setup. - -- - -- ## 1.1) Create a command center. - -- - -- First you need to create a command center using the @{Tasking.CommandCenter#COMMANDCENTER.New}() constructor. - -- - -- local CommandCenter = COMMANDCENTER - -- :New( HQ, "Lima" ) -- Create the CommandCenter. - -- - -- ## 1.2) Create a mission. - -- - -- Tasks work in a mission, which groups these tasks to achieve a joint mission goal. - -- A command center can govern multiple missions. - -- Create a new mission, using the @{Tasking.Mission#MISSION.New}() constructor. - -- - -- -- Declare the Mission for the Command Center. - -- local Mission = MISSION - -- :New( CommandCenter, - -- "Overlord", - -- "High", - -- "Retrieve the downed pilots.", - -- coalition.side.RED - -- ) - -- - -- ## 1.3) Create the CSAR cargo task. - -- - -- So, now that we have a command center and a mission, we now create the CSAR task. - -- We create the CSAR task using the @{#TASK_CARGO_CSAR.New}() constructor. - -- - -- Because a CSAR task will not generate the cargo itself, you'll need to create it first. - -- The cargo in this case will be the downed pilot! - -- - -- -- Here we define the "cargo set", which is a collection of cargo objects. - -- -- The cargo set will be the input for the cargo transportation task. - -- -- So a transportation object is handling a cargo set, which is automatically refreshed when new cargo is added/deleted. - -- local CargoSet = SET_CARGO:New():FilterTypes( "Pilots" ):FilterStart() - -- - -- -- Now we add cargo into the battle scene. - -- local PilotGroup = GROUP:FindByName( "Pilot" ) - -- - -- -- CARGO_GROUP can be used to setup cargo with a GROUP object underneath. - -- -- We name this group Engineers. - -- -- Note that the name of the cargo is "Engineers". - -- -- The cargoset "CargoSet" will embed all defined cargo of type "Pilots" (prefix) into its set. - -- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Pilots", "Downed Pilot", 500 ) - -- - -- What is also needed, is to have a set of @{Core.Group}s defined that contains the clients of the players. - -- - -- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players. - -- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart() - -- - -- Now that we have a CargoSet and a GroupSet, we can now create the CSARTask manually. - -- - -- -- Declare the CSAR task. - -- local CSARTask = TASK_CARGO_CSAR - -- :New( Mission, - -- GroupSet, - -- "CSAR Pilot", - -- CargoSet, - -- "Fly behind enemy lines, and retrieve the downed pilot." - -- ) - -- - -- So you can see, setting up a CSAR task manually is a lot of work. - -- It is better you use the cargo dispatcher to generate CSAR tasks and it will work as it is intended. - -- By doing this, CSAR tasking will become a dynamic experience. - -- - -- # 2) Create a task using the @{Tasking.Task_Cargo_Dispatcher} module. - -- - -- Actually, it is better to **GENERATE** these tasks using the @{Tasking.Task_Cargo_Dispatcher} module. - -- Using the dispatcher module, transport tasks can be created much more easy. - -- - -- Find below an example how to use the TASK_CARGO_DISPATCHER class: - -- - -- - -- -- Find the HQ group. - -- HQ = GROUP:FindByName( "HQ", "Bravo" ) - -- - -- -- Create the command center with the name "Lima". - -- CommandCenter = COMMANDCENTER - -- :New( HQ, "Lima" ) - -- - -- -- Create the mission, for the command center, with the name "CSAR Mission", a "Tactical" mission, with the mission briefing "Rescue downed pilots.", for the RED coalition. - -- Mission = MISSION - -- :New( CommandCenter, "CSAR Mission", "Tactical", "Rescue downed pilots.", coalition.side.RED ) - -- - -- -- Create the SET of GROUPs containing clients (players) that will transport the cargo. - -- -- These are have a name that start with "Rescue" and are of the "red" coalition. - -- AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Rescue" ):FilterStart() - -- - -- - -- -- Here we create the TASK_CARGO_DISPATCHER object! This is where we assign the dispatcher to generate tasks in the Mission for the AttackGroups. - -- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, AttackGroups ) - -- - -- - -- -- Here the task dispatcher will generate automatically CSAR tasks once a pilot ejects. - -- TaskDispatcher:StartCSARTasks( - -- "CSAR", - -- { ZONE_UNIT:New( "Hospital", STATIC:FindByName( "Hospital" ), 100 ) }, - -- "One of our pilots has ejected. Go out to Search and Rescue our pilot!\n" .. - -- "Use the radio menu to let the command center assist you with the CSAR tasking." - -- ) - -- - -- # 3) Handle cargo task events. - -- - -- When a player is picking up and deploying cargo using his carrier, events are generated by the tasks. These events can be captured and tailored with your own code. - -- - -- In order to properly capture the events and avoid mistakes using the documentation, it is advised that you execute the following actions: - -- - -- * **Copy / Paste** the code section into your script. - -- * **Change** the CLASS literal to the task object name you have in your script. - -- * Within the function, you can now **write your own code**! - -- * **IntelliSense** will recognize the type of the variables provided by the function. Note: the From, Event and To variables can be safely ignored, - -- but you need to declare them as they are automatically provided by the event handling system of MOOSE. - -- - -- You can send messages or fire off any other events within the code section. The sky is the limit! - -- - -- NOTE: CSAR tasks are actually automatically created by the TASK_CARGO_DISPATCHER. So the underlying is not really applicable for mission designers as they will use the dispatcher instead - -- of capturing these events from manually created CSAR tasks! - -- - -- ## 3.1) Handle the **CargoPickedUp** event. - -- - -- Find below an example how to tailor the **CargoPickedUp** event, generated by the CSARTask: - -- - -- function CSARTask:OnAfterCargoPickedUp( From, Event, To, TaskUnit, Cargo ) - -- - -- MESSAGE:NewType( "Unit " .. TaskUnit:GetName().. " has picked up cargo.", MESSAGE.Type.Information ):ToAll() - -- - -- end - -- - -- If you want to code your own event handler, use this code fragment to tailor the event when a player carrier has picked up a cargo object in the CarrierGroup. - -- You can use this event handler to post messages to players, or provide status updates etc. - -- - -- --- CargoPickedUp event handler OnAfter for CLASS. - -- -- @param #CLASS self - -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. - -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. - -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. - -- -- @param Wrapper.Unit#UNIT TaskUnit The unit (client) of the player that has picked up the cargo. - -- -- @param Cargo.Cargo#CARGO Cargo The cargo object that has been picked up. Note that this can be a CARGO_GROUP, CARGO_CRATE or CARGO_SLINGLOAD object! - -- function CLASS:OnAfterCargoPickedUp( From, Event, To, TaskUnit, Cargo ) - -- - -- -- Write here your own code. - -- - -- end - -- - -- - -- ## 3.2) Handle the **CargoDeployed** event. - -- - -- Find below an example how to tailor the **CargoDeployed** event, generated by the CSARTask: - -- - -- function CSARTask:OnAfterCargoDeployed( From, Event, To, TaskUnit, Cargo, DeployZone ) - -- - -- MESSAGE:NewType( "Unit " .. TaskUnit:GetName().. " has deployed cargo at zone " .. DeployZone:GetName(), MESSAGE.Type.Information ):ToAll() - -- - -- end - -- - -- If you want to code your own event handler, use this code fragment to tailor the event when a player carrier has deployed a cargo object from the CarrierGroup. - -- You can use this event handler to post messages to players, or provide status updates etc. - -- - -- - -- --- CargoDeployed event handler OnAfter for CLASS. - -- -- @param #CLASS self - -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. - -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. - -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. - -- -- @param Wrapper.Unit#UNIT TaskUnit The unit (client) of the player that has deployed the cargo. - -- -- @param Cargo.Cargo#CARGO Cargo The cargo object that has been deployed. Note that this can be a CARGO_GROUP, CARGO_CRATE or CARGO_SLINGLOAD object! - -- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. - -- function CLASS:OnAfterCargoDeployed( From, Event, To, TaskUnit, Cargo, DeployZone ) - -- - -- -- Write here your own code. - -- - -- end - -- - -- === - -- - -- @field #TASK_CARGO_CSAR - TASK_CARGO_CSAR = { - ClassName = "TASK_CARGO_CSAR", - } - - --- Instantiates a new TASK_CARGO_CSAR. - -- @param #TASK_CARGO_CSAR self - -- @param Tasking.Mission#MISSION Mission - -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. - -- @param #string TaskName The name of the Task. - -- @param Core.Set#SET_CARGO SetCargo The scope of the cargo to be transported. - -- @param #string TaskBriefing The Cargo Task briefing. - -- @return #TASK_CARGO_CSAR self - function TASK_CARGO_CSAR:New( Mission, SetGroup, TaskName, SetCargo, TaskBriefing ) - local self = BASE:Inherit( self, TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, "CSAR", TaskBriefing ) ) -- #TASK_CARGO_CSAR - self:F() - - Mission:AddTask( self ) - - - -- Events - - self:AddTransition( "*", "CargoPickedUp", "*" ) - self:AddTransition( "*", "CargoDeployed", "*" ) - - self:F( { CargoDeployed = self.CargoDeployed ~= nil and "true" or "false" } ) - - --- OnAfter Transition Handler for Event CargoPickedUp. - -- @function [parent=#TASK_CARGO_CSAR] OnAfterCargoPickedUp - -- @param #TASK_CARGO_CSAR self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc. - -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. - - --- OnAfter Transition Handler for Event CargoDeployed. - -- @function [parent=#TASK_CARGO_CSAR] OnAfterCargoDeployed - -- @param #TASK_CARGO_CSAR self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc. - -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. - -- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded. - - local Fsm = self:GetUnitProcess() - - local CargoReport = REPORT:New( "Rescue a downed pilot from the following position:") - - SetCargo:ForEachCargo( - --- @param Core.Cargo#CARGO Cargo - function( Cargo ) - local CargoType = Cargo:GetType() - local CargoName = Cargo:GetName() - local CargoCoordinate = Cargo:GetCoordinate() - CargoReport:Add( string.format( '- "%s" (%s) at %s', CargoName, CargoType, CargoCoordinate:ToStringMGRS() ) ) - end - ) - - self:SetBriefing( - TaskBriefing or - CargoReport:Text() - ) - - - return self - end - - - - function TASK_CARGO_CSAR:ReportOrder( ReportGroup ) - - return 0 - end - - - --- - -- @param #TASK_CARGO_CSAR self - -- @return #boolean - function TASK_CARGO_CSAR:IsAllCargoTransported() - - local CargoSet = self:GetCargoSet() - local Set = CargoSet:GetSet() - - local DeployZones = self:GetDeployZones() - - local CargoDeployed = true - - -- Loop the CargoSet (so evaluate each Cargo in the SET_CARGO ). - for CargoID, CargoData in pairs( Set ) do - local Cargo = CargoData -- Core.Cargo#CARGO - - self:F( { Cargo = Cargo:GetName(), CargoDeployed = Cargo:IsDeployed() } ) - - if Cargo:IsDeployed() then - --- -- Loop the DeployZones set for the TASK_CARGO_CSAR. --- for DeployZoneID, DeployZone in pairs( DeployZones ) do --- --- -- If all cargo is in one of the deploy zones, then all is good. --- self:T( { Cargo.CargoObject } ) --- if Cargo:IsInZone( DeployZone ) == false then --- CargoDeployed = false --- end --- end - else - CargoDeployed = false - end - end - - self:F( { CargoDeployed = CargoDeployed } ) - - return CargoDeployed - end - - --- @param #TASK_CARGO_CSAR self - function TASK_CARGO_CSAR:onafterGoal( TaskUnit, From, Event, To ) - local CargoSet = self.CargoSet - - if self:IsAllCargoTransported() then - self:Success() - end - - self:__Goal( -10 ) - end - -end - ---- **Tasking** - Creates and manages player TASK_CARGO tasks. --- --- The **TASK_CARGO_DISPATCHER** allows you to setup various tasks for let human --- players transport cargo as part of a task. --- --- The cargo dispatcher will implement for you mechanisms to create cargo transportation tasks: --- --- * As setup by the mission designer. --- * Dynamically create CSAR missions (when a pilot is downed as part of a downed plane). --- * Dynamically spawn new cargo and create cargo taskings! --- --- --- --- **Specific features:** --- --- * Creates a task to transport @{Cargo.Cargo} to and between deployment zones. --- * Derived from the TASK_CARGO class, which is derived from the TASK class. --- * Orchestrate the task flow, so go from Planned to Assigned to Success, Failed or Cancelled. --- * Co-operation tasking, so a player joins a group of players executing the same task. --- --- --- **A complete task menu system to allow players to:** --- --- * Join the task, abort the task. --- * Mark the task location on the map. --- * Provide details of the target. --- * Route to the cargo. --- * Route to the deploy zones. --- * Load/Unload cargo. --- * Board/Unboard cargo. --- * Slingload cargo. --- * Display the task briefing. --- --- --- **A complete mission menu system to allow players to:** --- --- * Join a task, abort the task. --- * Display task reports. --- * Display mission statistics. --- * Mark the task locations on the map. --- * Provide details of the targets. --- * Display the mission briefing. --- * Provide status updates as retrieved from the command center. --- * Automatically assign a random task as part of a mission. --- * Manually assign a specific task as part of a mission. --- --- --- **A settings system, using the settings menu:** --- --- * Tweak the duration of the display of messages. --- * Switch between metric and imperial measurement system. --- * Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS. --- * Different settings modes for A2G and A2A operations. --- * Various other options. --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: --- --- === --- --- @module Tasking.Task_Cargo_Dispatcher --- @image Task_Cargo_Dispatcher.JPG - -do -- TASK_CARGO_DISPATCHER - - --- TASK_CARGO_DISPATCHER class. - -- @type TASK_CARGO_DISPATCHER - -- @extends Tasking.Task_Manager#TASK_MANAGER - -- @field TASK_CARGO_DISPATCHER.CSAR CSAR - -- @field Core.Set#SET_ZONE SetZonesCSAR - - --- @type TASK_CARGO_DISPATCHER.CSAR - -- @field Wrapper.Unit#UNIT PilotUnit - -- @field Tasking.Task#TASK Task - - - --- Implements the dynamic dispatching of cargo tasks. - -- - -- The **TASK_CARGO_DISPATCHER** allows you to setup various tasks for let human - -- players transport cargo as part of a task. - -- - -- There are currently **two types of tasks** that can be constructed: - -- - -- * A **normal cargo transport** task, which tasks humans to transport cargo from a location towards a deploy zone. - -- * A **CSAR** cargo transport task. CSAR tasks are **automatically generated** when a friendly (AI) plane is downed and the friendly pilot ejects... - -- You as a player (the helo pilot) can go out in the battlefield, fly behind enemy lines, and rescue the pilot (back to a deploy zone). - -- - -- Let's explore **step by step** how to setup the task cargo dispatcher. - -- - -- # 1. Setup a mission environment. - -- - -- It is easy, as it works just like any other task setup, so setup a command center and a mission. - -- - -- ## 1.1. Create a command center. - -- - -- First you need to create a command center using the @{Tasking.CommandCenter#COMMANDCENTER.New}() constructor. - -- - -- local CommandCenter = COMMANDCENTER - -- :New( HQ, "Lima" ) -- Create the CommandCenter. - -- - -- ## 1.2. Create a mission. - -- - -- Tasks work in a mission, which groups these tasks to achieve a joint mission goal. - -- A command center can govern multiple missions. - -- Create a new mission, using the @{Tasking.Mission#MISSION.New}() constructor. - -- - -- -- Declare the Mission for the Command Center. - -- local Mission = MISSION - -- :New( CommandCenter, - -- "Overlord", - -- "High", - -- "Transport the cargo.", - -- coalition.side.RED - -- ) - -- - -- - -- # 2. Dispatch a **transport cargo** task. - -- - -- So, now that we have a command center and a mission, we now create the transport task. - -- We create the transport task using the @{#TASK_CARGO_DISPATCHER.AddTransportTask}() constructor. - -- - -- ## 2.1. Create the cargo in the mission. - -- - -- Because a transport task will not generate the cargo itself, you'll need to create it first. - -- - -- -- Here we define the "cargo set", which is a collection of cargo objects. - -- -- The cargo set will be the input for the cargo transportation task. - -- -- So a transportation object is handling a cargo set, which is automatically updated when new cargo is added/deleted. - -- local WorkmaterialsCargoSet = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart() - -- - -- -- Now we add cargo into the battle scene. - -- local PilotGroup = GROUP:FindByName( "Engineers" ) - -- - -- -- CARGO_GROUP can be used to setup cargo with a GROUP object underneath. - -- -- We name the type of this group "Workmaterials", so that this cargo group will be included within the WorkmaterialsCargoSet. - -- -- Note that the name of the cargo is "Engineer Team 1". - -- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Workmaterials", "Engineer Team 1", 500 ) - -- - -- What is also needed, is to have a set of @{Core.Group}s defined that contains the clients of the players. - -- - -- -- Allocate the Transport, which are the helicopters to retrieve the pilot, that can be manned by players. - -- -- The name of these helicopter groups containing one client begins with "Transport", as modelled within the mission editor. - -- local PilotGroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart() - -- - -- ## 2.2. Setup the cargo transport task. - -- - -- First, we need to create a TASK_CARGO_DISPATCHER object. - -- - -- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, PilotGroupSet ) - -- - -- So, the variable `TaskDispatcher` will contain the object of class TASK_CARGO_DISPATCHER, which will allow you to dispatch cargo transport tasks: - -- - -- * for mission `Mission`. - -- * for the group set `PilotGroupSet`. - -- - -- Now that we have `TaskDispatcher` object, we can now **create the TransportTask**, using the @{#TASK_CARGO_DISPATCHER.AddTransportTask}() method! - -- - -- local TransportTask = TaskDispatcher:AddTransportTask( - -- "Transport workmaterials", - -- WorkmaterialsCargoSet, - -- "Transport the workers, engineers and the equipment near the Workplace." ) - -- - -- As a result of this code, the `TransportTask` (returned) variable will contain an object of @{#TASK_CARGO_TRANSPORT}! - -- We pass to the method the title of the task, and the `WorkmaterialsCargoSet`, which is the set of cargo groups to be transported! - -- This object can also be used to setup additional things, or to control this specific task with special actions. - -- - -- And you're done! As you can see, it is a bit of work, but the reward is great. - -- And, because all this is done using program interfaces, you can build a mission with a **dynamic cargo transport task mechanism** yourself! - -- Based on events happening within your mission, you can use the above methods to create new cargo, and setup a new task for cargo transportation to a group of players! - -- - -- - -- # 3. Dispatch CSAR tasks. - -- - -- CSAR tasks can be dynamically created when a friendly pilot ejects, or can be created manually. - -- We'll explore both options. - -- - -- ## 3.1. CSAR task dynamic creation. - -- - -- Because there is an "event" in a running simulation that creates CSAR tasks, the method @{#TASK_CARGO_DISPATCHER.StartCSARTasks}() will create automatically: - -- - -- 1. a new downed pilot at the location where the plane was shot - -- 2. declare that pilot as cargo - -- 3. creates a CSAR task automatically to retrieve that pilot - -- 4. requires deploy zones to be specified where to transport the downed pilot to, in order to complete that task. - -- - -- You create a CSAR task dynamically in a very easy way: - -- - -- TaskDispatcher:StartCSARTasks( - -- "CSAR", - -- { ZONE_UNIT:New( "Hospital", STATIC:FindByName( "Hospital" ), 100 ) }, - -- "One of our pilots has ejected. Go out to Search and Rescue our pilot!\n" .. - -- "Use the radio menu to let the command center assist you with the CSAR tasking." - -- ) - -- - -- The method @{#TASK_CARGO_DISPATCHER.StopCSARTasks}() will automatically stop with the creation of CSAR tasks when friendly pilots eject. - -- - -- **Remarks:** - -- - -- * the ZONE_UNIT can also be a ZONE, or a ZONE_POLYGON object, or any other ZONE_ object! - -- * you can declare the array of zones in another variable, or course! - -- - -- - -- ## 3.2. CSAR task manual creation. - -- - -- We create the CSAR task using the @{#TASK_CARGO_DISPATCHER.AddCSARTask}() constructor. - -- - -- The method will create a new CSAR task, and will generate the pilots cargo itself, at the specified coordinate. - -- - -- What is first needed, is to have a set of @{Core.Group}s defined that contains the clients of the players. - -- - -- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players. - -- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart() - -- - -- We need to create a TASK_CARGO_DISPATCHER object. - -- - -- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, GroupSet ) - -- - -- So, the variable `TaskDispatcher` will contain the object of class TASK_CARGO_DISPATCHER, which will allow you to dispatch cargo CSAR tasks: - -- - -- * for mission `Mission`. - -- * for the group of players (pilots) captured within the `GroupSet` (those groups with a name starting with `"Transport"`). - -- - -- Now that we have a PilotsCargoSet and a GroupSet, we can now create the CSAR task manually. - -- - -- -- Declare the CSAR task. - -- local CSARTask = TaskDispatcher:AddCSARTask( - -- "CSAR Task", - -- Coordinate, - -- 270, - -- "Bring the pilot back!" - -- ) - -- - -- As a result of this code, the `CSARTask` (returned) variable will contain an object of @{#TASK_CARGO_CSAR}! - -- We pass to the method the title of the task, and the `WorkmaterialsCargoSet`, which is the set of cargo groups to be transported! - -- This object can also be used to setup additional things, or to control this specific task with special actions. - -- Note that when you declare a CSAR task manually, you'll still need to specify a deployment zone! - -- - -- # 4. Setup the deploy zone(s). - -- - -- The task cargo dispatcher also foresees methods to setup the deployment zones to where the cargo needs to be transported! - -- - -- There are two levels on which deployment zones can be configured: - -- - -- * Default deploy zones: The TASK_CARGO_DISPATCHER object can have default deployment zones, which will apply over all tasks active in the task dispatcher. - -- * Task specific deploy zones: The TASK_CARGO_DISPATCHER object can have specific deployment zones which apply to a specific task only! - -- - -- Note that for Task specific deployment zones, there are separate deployment zone creation methods per task type! - -- - -- ## 4.1. Setup default deploy zones. - -- - -- Use the @{#TASK_CARGO_DISPATCHER.SetDefaultDeployZone}() to setup one deployment zone, and @{#TASK_CARGO_DISPATCHER.SetDefaultDeployZones}() to setup multiple default deployment zones in one call. - -- - -- ## 4.2. Setup task specific deploy zones for a **transport task**. - -- - -- Use the @{#TASK_CARGO_DISPATCHER.SetTransportDeployZone}() to setup one deployment zone, and @{#TASK_CARGO_DISPATCHER.SetTransportDeployZones}() to setup multiple default deployment zones in one call. - -- - -- ## 4.3. Setup task specific deploy zones for a **CSAR task**. - -- - -- Use the @{#TASK_CARGO_DISPATCHER.SetCSARDeployZone}() to setup one deployment zone, and @{#TASK_CARGO_DISPATCHER.SetCSARDeployZones}() to setup multiple default deployment zones in one call. - -- - -- ## 4.4. **CSAR ejection zones**. - -- - -- Setup a set of zones where the pilots will only eject and a task is created for CSAR. When such a set of zones is given, any ejection outside those zones will not result in a pilot created for CSAR! - -- - -- Use the @{#TASK_CARGO_DISPATCHER.SetCSARZones}() to setup the set of zones. - -- - -- ## 4.5. **CSAR ejection maximum**. - -- - -- Setup how many pilots will eject the maximum. This to avoid an overload of CSAR tasks being created :-) The default is endless CSAR tasks. - -- - -- Use the @{#TASK_CARGO_DISPATCHER.SetMaxCSAR}() to setup the maximum of pilots that will eject for CSAR. - -- - -- - -- # 5) Handle cargo task events. - -- - -- When a player is picking up and deploying cargo using his carrier, events are generated by the dispatcher. These events can be captured and tailored with your own code. - -- - -- In order to properly capture the events and avoid mistakes using the documentation, it is advised that you execute the following actions: - -- - -- * **Copy / Paste** the code section into your script. - -- * **Change** the CLASS literal to the task object name you have in your script. - -- * Within the function, you can now **write your own code**! - -- * **IntelliSense** will recognize the type of the variables provided by the function. Note: the From, Event and To variables can be safely ignored, - -- but you need to declare them as they are automatically provided by the event handling system of MOOSE. - -- - -- You can send messages or fire off any other events within the code section. The sky is the limit! - -- - -- First, we need to create a TASK_CARGO_DISPATCHER object. - -- - -- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, PilotGroupSet ) - -- - -- Second, we create a new cargo transport task for the transportation of workmaterials. - -- - -- TaskDispatcher:AddTransportTask( - -- "Transport workmaterials", - -- WorkmaterialsCargoSet, - -- "Transport the workers, engineers and the equipment near the Workplace." ) - -- - -- Note that we don't really need to keep the resulting task, it is kept internally also in the dispatcher. - -- - -- Using the `TaskDispatcher` object, we can now cpature the CargoPickedUp and CargoDeployed events. - -- - -- ## 5.1) Handle the **CargoPickedUp** event. - -- - -- Find below an example how to tailor the **CargoPickedUp** event, generated by the `TaskDispatcher`: - -- - -- function TaskDispatcher:OnAfterCargoPickedUp( From, Event, To, Task, TaskPrefix, TaskUnit, Cargo ) - -- - -- MESSAGE:NewType( "Unit " .. TaskUnit:GetName().. " has picked up cargo for task " .. Task:GetName() .. ".", MESSAGE.Type.Information ):ToAll() - -- - -- end - -- - -- If you want to code your own event handler, use this code fragment to tailor the event when a player carrier has picked up a cargo object in the CarrierGroup. - -- You can use this event handler to post messages to players, or provide status updates etc. - -- - -- --- CargoPickedUp event handler OnAfter for CLASS. - -- -- @param #CLASS self - -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. - -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. - -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. - -- -- @param Tasking.Task_Cargo#TASK_CARGO Task The cargo task for which the cargo has been picked up. Note that this will be a derived TAKS_CARGO object! - -- -- @param #string TaskPrefix The prefix of the task that was provided when the task was created. - -- -- @param Wrapper.Unit#UNIT TaskUnit The unit (client) of the player that has picked up the cargo. - -- -- @param Cargo.Cargo#CARGO Cargo The cargo object that has been picked up. Note that this can be a CARGO_GROUP, CARGO_CRATE or CARGO_SLINGLOAD object! - -- function CLASS:OnAfterCargoPickedUp( From, Event, To, Task, TaskPrefix, TaskUnit, Cargo ) - -- - -- -- Write here your own code. - -- - -- end - -- - -- - -- ## 5.2) Handle the **CargoDeployed** event. - -- - -- Find below an example how to tailor the **CargoDeployed** event, generated by the `TaskDispatcher`: - -- - -- function WorkplaceTask:OnAfterCargoDeployed( From, Event, To, Task, TaskPrefix, TaskUnit, Cargo, DeployZone ) - -- - -- MESSAGE:NewType( "Unit " .. TaskUnit:GetName().. " has deployed cargo at zone " .. DeployZone:GetName() .. " for task " .. Task:GetName() .. ".", MESSAGE.Type.Information ):ToAll() - -- - -- Helos[ math.random(1,#Helos) ]:Spawn() - -- EnemyHelos[ math.random(1,#EnemyHelos) ]:Spawn() - -- end - -- - -- If you want to code your own event handler, use this code fragment to tailor the event when a player carrier has deployed a cargo object from the CarrierGroup. - -- You can use this event handler to post messages to players, or provide status updates etc. - -- - -- - -- --- CargoDeployed event handler OnAfter for CLASS. - -- -- @param #CLASS self - -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. - -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. - -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. - -- -- @param Tasking.Task_Cargo#TASK_CARGO Task The cargo task for which the cargo has been deployed. Note that this will be a derived TAKS_CARGO object! - -- -- @param #string TaskPrefix The prefix of the task that was provided when the task was created. - -- -- @param Wrapper.Unit#UNIT TaskUnit The unit (client) of the player that has deployed the cargo. - -- -- @param Cargo.Cargo#CARGO Cargo The cargo object that has been deployed. Note that this can be a CARGO_GROUP, CARGO_CRATE or CARGO_SLINGLOAD object! - -- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. - -- function CLASS:OnAfterCargoDeployed( From, Event, To, Task, TaskPrefix, TaskUnit, Cargo, DeployZone ) - -- - -- -- Write here your own code. - -- - -- end - -- - -- - -- - -- @field #TASK_CARGO_DISPATCHER - TASK_CARGO_DISPATCHER = { - ClassName = "TASK_CARGO_DISPATCHER", - Mission = nil, - Tasks = {}, - CSAR = {}, - CSARSpawned = 0, - - Transport = {}, - TransportCount = 0, - } - - - --- TASK_CARGO_DISPATCHER constructor. - -- @param #TASK_CARGO_DISPATCHER self - -- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done. - -- @param Core.Set#SET_GROUP SetGroup The set of groups that can join the tasks within the mission. - -- @return #TASK_CARGO_DISPATCHER self - function TASK_CARGO_DISPATCHER:New( Mission, SetGroup ) - - -- Inherits from DETECTION_MANAGER - local self = BASE:Inherit( self, TASK_MANAGER:New( SetGroup ) ) -- #TASK_CARGO_DISPATCHER - - self.Mission = Mission - - self:AddTransition( "Started", "Assign", "Started" ) - self:AddTransition( "Started", "CargoPickedUp", "Started" ) - self:AddTransition( "Started", "CargoDeployed", "Started" ) - - --- OnAfter Transition Handler for Event Assign. - -- @function [parent=#TASK_CARGO_DISPATCHER] OnAfterAssign - -- @param #TASK_CARGO_DISPATCHER self - -- @param #string From The From State string. - -- @param #string Event The Event string. - -- @param #string To The To State string. - -- @param Tasking.Task_A2A#TASK_A2A Task - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param #string PlayerName - - self:SetCSARRadius() - self:__StartTasks( 5 ) - - self.MaxCSAR = nil - self.CountCSAR = 0 - - -- For CSAR missions, we process the event when a pilot ejects. - - self:HandleEvent( EVENTS.Ejection ) - - return self - end - - - --- Sets the set of zones were pilots will only be spawned (eject) when the planes crash. - -- Note that because this is a set of zones, the MD can create the zones dynamically within his mission! - -- Just provide a set of zones, see usage, but find the tactical situation here: - -- - -- ![CSAR Zones](../Tasking/CSAR_Zones.JPG) - -- - -- @param #TASK_CARGO_DISPATCHER self - -- @param Core.Set#SET_ZONE SetZonesCSAR The set of zones where pilots will only be spawned for CSAR when they eject. - -- @usage - -- - -- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, AttackGroups ) - -- - -- -- Use this call to pass the set of zones. - -- -- Note that you can create the set of zones inline, because the FilterOnce method (and other SET_ZONE methods return self). - -- -- So here the zones can be created as normal trigger zones (MOOSE creates a collection of ZONE objects when teh mission starts of all trigger zones). - -- -- Just name them as CSAR zones here. - -- TaskDispatcher:SetCSARZones( SET_ZONE:New():FilterPrefixes("CSAR"):FilterOnce() ) - -- - function TASK_CARGO_DISPATCHER:SetCSARZones( SetZonesCSAR ) - - self.SetZonesCSAR = SetZonesCSAR - - end - - - --- Sets the maximum of pilots that will be spawned (eject) when the planes crash. - -- @param #TASK_CARGO_DISPATCHER self - -- @param #number MaxCSAR The maximum of pilots that will eject for CSAR. - -- @usage - -- - -- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, AttackGroups ) - -- - -- -- Use this call to the maximum of CSAR to 10. - -- TaskDispatcher:SetMaxCSAR( 10 ) - -- - function TASK_CARGO_DISPATCHER:SetMaxCSAR( MaxCSAR ) - - self.MaxCSAR = MaxCSAR - - end - - - - --- Handle the event when a pilot ejects. - -- @param #TASK_CARGO_DISPATCHER self - -- @param Core.Event#EVENTDATA EventData - function TASK_CARGO_DISPATCHER:OnEventEjection( EventData ) - self:F( { EventData = EventData } ) - - if self.CSARTasks == true then - - local CSARCoordinate = EventData.IniUnit:GetCoordinate() - local CSARCoalition = EventData.IniUnit:GetCoalition() - local CSARCountry = EventData.IniUnit:GetCountry() - local CSARHeading = EventData.IniUnit:GetHeading() - - -- Only add a CSAR task if the coalition of the mission is equal to the coalition of the ejected unit. - if CSARCoalition == self.Mission:GetCommandCenter():GetCoalition() then - -- And only add if the eject is in one of the zones, if defined. - if not self.SetZonesCSAR or ( self.SetZonesCSAR and self.SetZonesCSAR:IsCoordinateInZone( CSARCoordinate ) ) then - -- And only if the maximum of pilots is not reached that ejected! - if not self.MaxCSAR or ( self.MaxCSAR and self.CountCSAR < self.MaxCSAR ) then - local CSARTaskName = self:AddCSARTask( self.CSARTaskName, CSARCoordinate, CSARHeading, CSARCountry, self.CSARBriefing ) - self:SetCSARDeployZones( CSARTaskName, self.CSARDeployZones ) - self.CountCSAR = self.CountCSAR + 1 - end - end - end - end - - return self - end - - - --- Define one default deploy zone for all the cargo tasks. - -- @param #TASK_CARGO_DISPATCHER self - -- @param DefaultDeployZone A default deploy zone. - -- @return #TASK_CARGO_DISPATCHER - function TASK_CARGO_DISPATCHER:SetDefaultDeployZone( DefaultDeployZone ) - - self.DefaultDeployZones = { DefaultDeployZone } - - return self - end - - - --- Define the deploy zones for all the cargo tasks. - -- @param #TASK_CARGO_DISPATCHER self - -- @param DefaultDeployZones A list of the deploy zones. - -- @return #TASK_CARGO_DISPATCHER - -- - function TASK_CARGO_DISPATCHER:SetDefaultDeployZones( DefaultDeployZones ) - - self.DefaultDeployZones = DefaultDeployZones - - return self - end - - - --- Start the generation of CSAR tasks to retrieve a downed pilots. - -- You need to specify a task briefing, a task name, default deployment zone(s). - -- This method can only be used once! - -- @param #TASK_CARGO_DISPATCHER self - -- @param #string CSARTaskName The CSAR task name. - -- @param #string CSARDeployZones The zones to where the CSAR deployment should be directed. - -- @param #string CSARBriefing The briefing of the CSAR tasks. - -- @return #TASK_CARGO_DISPATCHER - function TASK_CARGO_DISPATCHER:StartCSARTasks( CSARTaskName, CSARDeployZones, CSARBriefing) - - if not self.CSARTasks then - self.CSARTasks = true - self.CSARTaskName = CSARTaskName - self.CSARDeployZones = CSARDeployZones - self.CSARBriefing = CSARBriefing - else - error( "TASK_CARGO_DISPATCHER: The generation of CSAR tasks has already started." ) - end - - return self - end - - - --- Stop the generation of CSAR tasks to retrieve a downed pilots. - -- @param #TASK_CARGO_DISPATCHER self - -- @return #TASK_CARGO_DISPATCHER - function TASK_CARGO_DISPATCHER:StopCSARTasks() - - if self.CSARTasks then - self.CSARTasks = nil - self.CSARTaskName = nil - self.CSARDeployZones = nil - self.CSARBriefing = nil - else - error( "TASK_CARGO_DISPATCHER: The generation of CSAR tasks was not yet started." ) - end - - return self - end - - - --- Add a CSAR task to retrieve a downed pilot. - -- You need to specify a coordinate from where the pilot will be spawned to be rescued. - -- @param #TASK_CARGO_DISPATCHER self - -- @param #string CSARTaskPrefix (optional) The prefix of the CSAR task. - -- @param Core.Point#COORDINATE CSARCoordinate The coordinate where a downed pilot will be spawned. - -- @param #number CSARHeading The heading of the pilot in degrees. - -- @param DCSCountry#Country CSARCountry The country ID of the pilot that will be spawned. - -- @param #string CSARBriefing The briefing of the CSAR task. - -- @return #string The CSAR Task Name as a string. The Task Name is the main key and is shown in the task list of the Mission Tasking menu. - -- @usage - -- - -- -- Add a CSAR task to rescue a downed pilot from within a coordinate. - -- local Coordinate = PlaneUnit:GetPointVec2() - -- TaskA2ADispatcher:AddCSARTask( "CSAR Task", Coordinate ) - -- - -- -- Add a CSAR task to rescue a downed pilot from within a coordinate of country RUSSIA, which is pointing to the west (270°). - -- local Coordinate = PlaneUnit:GetPointVec2() - -- TaskA2ADispatcher:AddCSARTask( "CSAR Task", Coordinate, 270, Country.RUSSIA ) - -- - function TASK_CARGO_DISPATCHER:AddCSARTask( CSARTaskPrefix, CSARCoordinate, CSARHeading, CSARCountry, CSARBriefing ) - - local CSARCoalition = self.Mission:GetCommandCenter():GetCoalition() - - CSARHeading = CSARHeading or 0 - CSARCountry = CSARCountry or self.Mission:GetCommandCenter():GetCountry() - - self.CSARSpawned = self.CSARSpawned + 1 - - local CSARTaskName = string.format( ( CSARTaskPrefix or "CSAR" ) .. ".%03d", self.CSARSpawned ) - - -- Create the CSAR Pilot SPAWN object. - -- Let us create the Template for the replacement Pilot :-) - local Template = { - ["visible"] = false, - ["hidden"] = false, - ["task"] = "Ground Nothing", - ["name"] = string.format( "CSAR Pilot#%03d", self.CSARSpawned ), - ["x"] = CSARCoordinate.x, - ["y"] = CSARCoordinate.z, - ["units"] = - { - [1] = - { - ["type"] = ( CSARCoalition == coalition.side.BLUE ) and "Soldier M4" or "Infantry AK", - ["name"] = string.format( "CSAR Pilot#%03d-01", self.CSARSpawned ), - ["skill"] = "Excellent", - ["playerCanDrive"] = false, - ["x"] = CSARCoordinate.x, - ["y"] = CSARCoordinate.z, - ["heading"] = CSARHeading, - }, -- end of [1] - }, -- end of ["units"] - } - - local CSARGroup = GROUP:NewTemplate( Template, CSARCoalition, Group.Category.GROUND, CSARCountry ) - - self.CSAR[CSARTaskName] = {} - self.CSAR[CSARTaskName].PilotGroup = CSARGroup - self.CSAR[CSARTaskName].Briefing = CSARBriefing - self.CSAR[CSARTaskName].Task = nil - self.CSAR[CSARTaskName].TaskPrefix = CSARTaskPrefix - - return CSARTaskName - end - - - --- Define the radius to when a CSAR task will be generated for any downed pilot within range of the nearest CSAR airbase. - -- @param #TASK_CARGO_DISPATCHER self - -- @param #number CSARRadius (Optional, Default = 50000) The radius in meters to decide whether a CSAR needs to be created. - -- @return #TASK_CARGO_DISPATCHER - -- @usage - -- - -- -- Set 20km as the radius to CSAR any downed pilot within range of the nearest CSAR airbase. - -- TaskA2ADispatcher:SetEngageRadius( 20000 ) - -- - -- -- Set 50km as the radius to to CSAR any downed pilot within range of the nearest CSAR airbase. - -- TaskA2ADispatcher:SetEngageRadius() -- 50000 is the default value. - -- - function TASK_CARGO_DISPATCHER:SetCSARRadius( CSARRadius ) - - self.CSARRadius = CSARRadius or 50000 - - return self - end - - - --- Define one deploy zone for the CSAR tasks. - -- @param #TASK_CARGO_DISPATCHER self - -- @param #string CSARTaskName (optional) The name of the CSAR task. - -- @param CSARDeployZone A CSAR deploy zone. - -- @return #TASK_CARGO_DISPATCHER - function TASK_CARGO_DISPATCHER:SetCSARDeployZone( CSARTaskName, CSARDeployZone ) - - if CSARTaskName then - self.CSAR[CSARTaskName].DeployZones = { CSARDeployZone } - end - - return self - end - - - --- Define the deploy zones for the CSAR tasks. - -- @param #TASK_CARGO_DISPATCHER self - -- @param #string CSARTaskName (optional) The name of the CSAR task. - -- @param CSARDeployZones A list of the CSAR deploy zones. - -- @return #TASK_CARGO_DISPATCHER - -- - function TASK_CARGO_DISPATCHER:SetCSARDeployZones( CSARTaskName, CSARDeployZones ) - - if CSARTaskName and self.CSAR[CSARTaskName] then - self.CSAR[CSARTaskName].DeployZones = CSARDeployZones - end - - return self - end - - - --- Add a Transport task to transport cargo from fixed locations to a deployment zone. - -- @param #TASK_CARGO_DISPATCHER self - -- @param #string TaskPrefix (optional) The prefix of the transport task. - -- This prefix will be appended with a . + a number of 3 digits. - -- If no TaskPrefix is given, then "Transport" will be used as the prefix. - -- @param Core.SetCargo#SET_CARGO SetCargo The SetCargo to be transported. - -- @param #string Briefing The briefing of the task transport to be shown to the player. - -- @return Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT - -- @usage - -- - -- -- Add a Transport task to transport cargo of different types to a Transport Deployment Zone. - -- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, TransportGroups ) - -- - -- local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart() - -- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 ) - -- local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 ) - -- local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 ) - -- local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 ) - -- local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 ) - -- - -- -- Here we add the task. We name the task "Build a Workplace". - -- -- We provide the CargoSetWorkmaterials, and a briefing as the 2nd and 3rd parameter. - -- -- The :AddTransportTask() returns a Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT object, which we keep as a reference for further actions. - -- -- The WorkplaceTask holds the created and returned Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT object. - -- local WorkplaceTask = TaskDispatcher:AddTransportTask( "Build a Workplace", CargoSetWorkmaterials, "Transport the workers, engineers and the equipment near the Workplace." ) - -- - -- -- Here we set a TransportDeployZone. We use the WorkplaceTask as the reference, and provide a ZONE object. - -- TaskDispatcher:SetTransportDeployZone( WorkplaceTask, ZONE:New( "Workplace" ) ) - -- - function TASK_CARGO_DISPATCHER:AddTransportTask( TaskPrefix, SetCargo, Briefing ) - - self.TransportCount = self.TransportCount + 1 - - local TaskName = string.format( ( TaskPrefix or "Transport" ) .. ".%03d", self.TransportCount ) - - self.Transport[TaskName] = {} - self.Transport[TaskName].SetCargo = SetCargo - self.Transport[TaskName].Briefing = Briefing - self.Transport[TaskName].Task = nil - self.Transport[TaskName].TaskPrefix = TaskPrefix - - self:ManageTasks() - - return self.Transport[TaskName] and self.Transport[TaskName].Task - end - - - --- Define one deploy zone for the Transport tasks. - -- @param #TASK_CARGO_DISPATCHER self - -- @param Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT Task The name of the Transport task. - -- @param TransportDeployZone A Transport deploy zone. - -- @return #TASK_CARGO_DISPATCHER - -- @usage - -- - -- - function TASK_CARGO_DISPATCHER:SetTransportDeployZone( Task, TransportDeployZone ) - - if self.Transport[Task.TaskName] then - self.Transport[Task.TaskName].DeployZones = { TransportDeployZone } - else - error( "Task does not exist" ) - end - - self:ManageTasks() - - return self - end - - - --- Define the deploy zones for the Transport tasks. - -- @param #TASK_CARGO_DISPATCHER self - -- @param Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT Task The name of the Transport task. - -- @param TransportDeployZones A list of the Transport deploy zones. - -- @return #TASK_CARGO_DISPATCHER - -- - function TASK_CARGO_DISPATCHER:SetTransportDeployZones( Task, TransportDeployZones ) - - if self.Transport[Task.TaskName] then - self.Transport[Task.TaskName].DeployZones = TransportDeployZones - else - error( "Task does not exist" ) - end - - self:ManageTasks() - - return self - end - - --- Evaluates of a CSAR task needs to be started. - -- @param #TASK_CARGO_DISPATCHER self - -- @return Core.Set#SET_CARGO The SetCargo to be rescued. - -- @return #nil If there is no CSAR task required. - function TASK_CARGO_DISPATCHER:EvaluateCSAR( CSARUnit ) - - local CSARCargo = CARGO_GROUP:New( CSARUnit, "Pilot", CSARUnit:GetName(), 80, 1500, 10 ) - - local SetCargo = SET_CARGO:New() - SetCargo:AddCargosByName( CSARUnit:GetName() ) - - SetCargo:Flush(self) - - return SetCargo - - end - - - - --- Assigns tasks to the @{Core.Set#SET_GROUP}. - -- @param #TASK_CARGO_DISPATCHER self - -- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop. - function TASK_CARGO_DISPATCHER:ManageTasks() - self:F() - - local AreaMsg = {} - local TaskMsg = {} - local ChangeMsg = {} - - local Mission = self.Mission - - if Mission:IsIDLE() or Mission:IsENGAGED() then - - local TaskReport = REPORT:New() - - -- Checking the task queue for the dispatcher, and removing any obsolete task! - for TaskIndex, TaskData in pairs( self.Tasks ) do - local Task = TaskData -- Tasking.Task#TASK - if Task:IsStatePlanned() then - -- Here we need to check if the pilot is still existing. --- local DetectedItem = Detection:GetDetectedItemByIndex( TaskIndex ) --- if not DetectedItem then --- local TaskText = Task:GetName() --- for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do --- Mission:GetCommandCenter():MessageToGroup( string.format( "Obsolete A2A task %s for %s removed.", TaskText, Mission:GetShortText() ), TaskGroup ) --- end --- Task = self:RemoveTask( TaskIndex ) --- end - end - end - - -- Now that all obsolete tasks are removed, loop through the CSAR pilots. - for CSARName, CSAR in pairs( self.CSAR ) do - - if not CSAR.Task then - -- New CSAR Task - local SetCargo = self:EvaluateCSAR( CSAR.PilotGroup ) - CSAR.Task = TASK_CARGO_CSAR:New( Mission, self.SetGroup, CSARName, SetCargo, CSAR.Briefing ) - CSAR.Task.TaskPrefix = CSAR.TaskPrefix -- We keep the TaskPrefix for further reference! - Mission:AddTask( CSAR.Task ) - TaskReport:Add( CSARName ) - if CSAR.DeployZones then - CSAR.Task:SetDeployZones( CSAR.DeployZones or {} ) - else - CSAR.Task:SetDeployZones( self.DefaultDeployZones or {} ) - end - - -- Now broadcast the onafterCargoPickedUp event to the Task Cargo Dispatcher. - function CSAR.Task.OnAfterCargoPickedUp( Task, From, Event, To, TaskUnit, Cargo ) - self:CargoPickedUp( Task, Task.TaskPrefix, TaskUnit, Cargo ) - end - - -- Now broadcast the onafterCargoDeployed event to the Task Cargo Dispatcher. - function CSAR.Task.OnAfterCargoDeployed( Task, From, Event, To, TaskUnit, Cargo, DeployZone ) - self:CargoDeployed( Task, Task.TaskPrefix, TaskUnit, Cargo, DeployZone ) - end - - end - end - - - -- Now that all obsolete tasks are removed, loop through the Transport tasks. - for TransportName, Transport in pairs( self.Transport ) do - - if not Transport.Task then - -- New Transport Task - Transport.Task = TASK_CARGO_TRANSPORT:New( Mission, self.SetGroup, TransportName, Transport.SetCargo, Transport.Briefing ) - Transport.Task.TaskPrefix = Transport.TaskPrefix -- We keep the TaskPrefix for further reference! - Mission:AddTask( Transport.Task ) - TaskReport:Add( TransportName ) - function Transport.Task.OnEnterSuccess( Task, From, Event, To ) - self:Success( Task ) - end - - function Transport.Task.OnEnterCancelled( Task, From, Event, To ) - self:Cancelled( Task ) - end - - function Transport.Task.OnEnterFailed( Task, From, Event, To ) - self:Failed( Task ) - end - - function Transport.Task.OnEnterAborted( Task, From, Event, To ) - self:Aborted( Task ) - end - - -- Now broadcast the onafterCargoPickedUp event to the Task Cargo Dispatcher. - function Transport.Task.OnAfterCargoPickedUp( Task, From, Event, To, TaskUnit, Cargo ) - self:CargoPickedUp( Task, Task.TaskPrefix, TaskUnit, Cargo ) - end - - -- Now broadcast the onafterCargoDeployed event to the Task Cargo Dispatcher. - function Transport.Task.OnAfterCargoDeployed( Task, From, Event, To, TaskUnit, Cargo, DeployZone ) - self:CargoDeployed( Task, Task.TaskPrefix, TaskUnit, Cargo, DeployZone ) - end - - end - - if Transport.DeployZones then - Transport.Task:SetDeployZones( Transport.DeployZones or {} ) - else - Transport.Task:SetDeployZones( self.DefaultDeployZones or {} ) - end - - end - - - -- TODO set menus using the HQ coordinator - Mission:GetCommandCenter():SetMenu() - - local TaskText = TaskReport:Text(", ") - - for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do - if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" then - Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup ) - end - end - - end - - return true - end - -end ---- **Tasking** - The TASK_Protect models tasks for players to protect or capture specific zones. --- --- === --- --- ### Author: **FlightControl** --- --- ### Contributions: MillerTime --- --- === --- --- @module Tasking.TaskZoneCapture --- @image MOOSE.JPG - -do -- TASK_ZONE_GOAL - - --- The TASK_ZONE_GOAL class - -- @type TASK_ZONE_GOAL - -- @field Core.ZoneGoal#ZONE_GOAL ZoneGoal - -- @extends Tasking.Task#TASK - - --- # TASK_ZONE_GOAL class, extends @{Tasking.Task#TASK} - -- - -- The TASK_ZONE_GOAL class defines the task to protect or capture a protection zone. - -- The TASK_ZONE_GOAL is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses: - -- - -- * **None**: Start of the process - -- * **Planned**: The A2G task is planned. - -- * **Assigned**: The A2G task is assigned to a @{Wrapper.Group#GROUP}. - -- * **Success**: The A2G task is successfully completed. - -- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ. - -- - -- ## Set the scoring of achievements in an A2G attack. - -- - -- Scoring or penalties can be given in the following circumstances: - -- - -- * @{#TASK_ZONE_GOAL.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed. - -- * @{#TASK_ZONE_GOAL.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed. - -- * @{#TASK_ZONE_GOAL.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed. - -- - -- @field #TASK_ZONE_GOAL - TASK_ZONE_GOAL = { - ClassName = "TASK_ZONE_GOAL", - } - - --- Instantiates a new TASK_ZONE_GOAL. - -- @param #TASK_ZONE_GOAL self - -- @param Tasking.Mission#MISSION Mission - -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. - -- @param #string TaskName The name of the Task. - -- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal - -- @return #TASK_ZONE_GOAL self - function TASK_ZONE_GOAL:New( Mission, SetGroup, TaskName, ZoneGoal, TaskType, TaskBriefing ) - local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- #TASK_ZONE_GOAL - self:F() - - self.ZoneGoal = ZoneGoal - self.TaskType = TaskType - - local Fsm = self:GetUnitProcess() - - - Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "StartMonitoring", Rejected = "Reject" } ) - - Fsm:AddTransition( "Assigned", "StartMonitoring", "Monitoring" ) - Fsm:AddTransition( "Monitoring", "Monitor", "Monitoring", {} ) - Fsm:AddTransition( "Monitoring", "RouteTo", "Monitoring" ) - Fsm:AddProcess( "Monitoring", "RouteToZone", ACT_ROUTE_ZONE:New(), {} ) - - --Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" ) - --Fsm:AddTransition( "Accounted", "Success", "Success" ) - Fsm:AddTransition( "Rejected", "Reject", "Aborted" ) - Fsm:AddTransition( "Failed", "Fail", "Failed" ) - - self:SetTargetZone( self.ZoneGoal:GetZone() ) - - --- Test - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task#TASK_ZONE_GOAL Task - function Fsm:onafterStartMonitoring( TaskUnit, Task ) - self:F( { self } ) - self:__Monitor( 0.1 ) - self:__RouteTo( 0.1 ) - end - - --- Monitor Loop - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task#TASK_ZONE_GOAL Task - function Fsm:onafterMonitor( TaskUnit, Task ) - self:F( { self } ) - self:__Monitor( 15 ) - end - - --- Test - -- @param #FSM_PROCESS self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @param Tasking.Task_A2G#TASK_ZONE_GOAL Task - function Fsm:onafterRouteTo( TaskUnit, Task ) - self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) - -- Determine the first Unit from the self.TargetSetUnit - - if Task:GetTargetZone( TaskUnit ) then - self:__RouteTo( 0.1 ) - end - end - - return self - - end - - --- @param #TASK_ZONE_GOAL self - -- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal Engine. - function TASK_ZONE_GOAL:SetProtect( ZoneGoal ) - - self.ZoneGoal = ZoneGoal -- Core.ZoneGoal#ZONE_GOAL - end - - - - --- @param #TASK_ZONE_GOAL self - function TASK_ZONE_GOAL:GetPlannedMenuText() - return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.ZoneGoal:GetZoneName() .. " )" - end - - - --- @param #TASK_ZONE_GOAL self - -- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map. - -- @param Wrapper.Unit#UNIT TaskUnit - function TASK_ZONE_GOAL:SetTargetZone( TargetZone, TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteZone = ProcessUnit:GetProcess( "Monitoring", "RouteToZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE - ActRouteZone:SetZone( TargetZone ) - end - - - --- @param #TASK_ZONE_GOAL self - -- @param Wrapper.Unit#UNIT TaskUnit - -- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map. - function TASK_ZONE_GOAL:GetTargetZone( TaskUnit ) - - local ProcessUnit = self:GetUnitProcess( TaskUnit ) - - local ActRouteZone = ProcessUnit:GetProcess( "Monitoring", "RouteToZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE - return ActRouteZone:GetZone() - end - - function TASK_ZONE_GOAL:SetGoalTotal( GoalTotal ) - - self.GoalTotal = GoalTotal - end - - function TASK_ZONE_GOAL:GetGoalTotal() - - return self.GoalTotal - end - -end - - -do -- TASK_ZONE_CAPTURE - - --- The TASK_ZONE_CAPTURE class - -- @type TASK_ZONE_CAPTURE - -- @field Core.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoal - -- @extends #TASK_ZONE_GOAL - - --- # TASK_ZONE_CAPTURE class, extends @{Tasking.TaskZoneGoal#TASK_ZONE_GOAL} - -- - -- The TASK_ZONE_CAPTURE class defines an Suppression or Extermination of Air Defenses task for a human player to be executed. - -- These tasks are important to be executed as they will help to achieve air superiority at the vicinity. - -- - -- The TASK_ZONE_CAPTURE is used by the @{Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create SEAD tasks - -- based on detected enemy ground targets. - -- - -- @field #TASK_ZONE_CAPTURE - TASK_ZONE_CAPTURE = { - ClassName = "TASK_ZONE_CAPTURE", - } - - - --- Instantiates a new TASK_ZONE_CAPTURE. - -- @param #TASK_ZONE_CAPTURE self - -- @param Tasking.Mission#MISSION Mission - -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. - -- @param #string TaskName The name of the Task. - -- @param Core.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoalCoalition - -- @param #string TaskBriefing The briefing of the task. - -- @return #TASK_ZONE_CAPTURE self - function TASK_ZONE_CAPTURE:New( Mission, SetGroup, TaskName, ZoneGoalCoalition, TaskBriefing) - local self = BASE:Inherit( self, TASK_ZONE_GOAL:New( Mission, SetGroup, TaskName, ZoneGoalCoalition, "CAPTURE", TaskBriefing ) ) -- #TASK_ZONE_CAPTURE - self:F() - - Mission:AddTask( self ) - - self.TaskCoalition = ZoneGoalCoalition:GetCoalition() - self.TaskCoalitionName = ZoneGoalCoalition:GetCoalitionName() - self.TaskZoneName = ZoneGoalCoalition:GetZoneName() - - ZoneGoalCoalition:MonitorDestroyedUnits() - - self:SetBriefing( - TaskBriefing or - "Capture Zone " .. self.TaskZoneName - ) - - self:UpdateTaskInfo() - - return self - end - - - --- Instantiates a new TASK_ZONE_CAPTURE. - -- @param #TASK_ZONE_CAPTURE self - function TASK_ZONE_CAPTURE:UpdateTaskInfo() - - - local ZoneCoordinate = self.ZoneGoal:GetZone():GetCoordinate() - self.TaskInfo:AddCoordinate( ZoneCoordinate, 0, "SOD" ) - self.TaskInfo:AddText( "Zone Name", self.ZoneGoal:GetZoneName(), 10, "MOD" ) - self.TaskInfo:AddText( "Zone Coalition", self.ZoneGoal:GetCoalitionName(), 11, "MOD" ) - end - - - function TASK_ZONE_CAPTURE:ReportOrder( ReportGroup ) - local Coordinate = self:GetData( "Coordinate" ) - --local Coordinate = self.TaskInfo.Coordinates.TaskInfoText - local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate ) - - return Distance - end - - - --- @param #TASK_ZONE_CAPTURE self - -- @param Wrapper.Unit#UNIT TaskUnit - function TASK_ZONE_CAPTURE:OnAfterGoal( From, Event, To, PlayerUnit, PlayerName ) - - self:F( { PlayerUnit = PlayerUnit } ) - - if self.ZoneGoal then - if self.ZoneGoal.Goal:IsAchieved() then - self:Success() - local TotalContributions = self.ZoneGoal.Goal:GetTotalContributions() - local PlayerContributions = self.ZoneGoal.Goal:GetPlayerContributions() - self:F( { TotalContributions = TotalContributions, PlayerContributions = PlayerContributions } ) - for PlayerName, PlayerContribution in pairs( PlayerContributions ) do - local Scoring = self:GetScoring() - if Scoring then - Scoring:_AddMissionGoalScore( self.Mission, PlayerName, "Zone " .. self.ZoneGoal:GetZoneName() .." captured", PlayerContribution * 200 / TotalContributions ) - end - end - end - end - - self:__Goal( -10, PlayerUnit, PlayerName ) - end - -end - --- The order of the declarations is important here. Don't touch it. - - ---- Declare the event dispatcher based on the EVENT class -_EVENTDISPATCHER = EVENT:New() -- Core.Event#EVENT - ---- Declare the timer dispatcher based on the SCHEDULEDISPATCHER class -_SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.Timer#SCHEDULEDISPATCHER - ---- Declare the main database object, which is used internally by the MOOSE classes. -_DATABASE = DATABASE:New() -- Core.Database#DATABASE - -_SETTINGS = SETTINGS:Set() -_SETTINGS:SetPlayerMenuOn() - -_DATABASE:_RegisterCargos() -_DATABASE:_RegisterZones() - -BASE:TraceOnOff( false ) -env.info( '*** MOOSE INCLUDE END *** ' ) diff --git a/src/scripts/veafAirAirTraining.lua b/src/scripts/veafAirAirTraining.lua deleted file mode 100644 index 08c1454..0000000 --- a/src/scripts/veafAirAirTraining.lua +++ /dev/null @@ -1,131 +0,0 @@ -------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Air-air training script - based on CoubyStark's work on TR_AD --- By zip (2020) --- --- Features: --- --------- --- Waves of bombers can be spawned by selecting a command in a radio menu --- --- Prerequisite: --- ------------ --- * This script requires DCS 2.5.1 or higher and MIST 4.3.74 or higher. --- * It also requires Moose.lua --- * It also requires veafRadio.lua --- --- Load the script: --- ---------------- --- load it in a trigger after loading veafRadio -------------------------------------------------------------------------------------------------------------------------------------------------------------- - -airAirTraining = {} - -------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Global settings. Stores the script constants -------------------------------------------------------------------------------------------------------------------------------------------------------------- - ---- Identifier. All output in DCS.log will start with this. -airAirTraining.Id = "AIR-AIR - " - ---- Version. -airAirTraining.Version = "0.0.1" - --- trace level, specific to this module -airAirTraining.Trace = true - -airAirTraining.RadioMenuName = "AIR-AIR" - -------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Do not change anything below unless you know what you are doing! -------------------------------------------------------------------------------------------------------------------------------------------------------------- - -airAirTraining.rootPath = nil - -------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Utility methods -------------------------------------------------------------------------------------------------------------------------------------------------------------- - -function airAirTraining.logInfo(message) - veaf.logInfo(airAirTraining.Id .. message) -end - -function airAirTraining.logDebug(message) - veaf.logDebug(airAirTraining.Id .. message) -end - -function airAirTraining.logTrace(message) - if message and airAirTraining.Trace then - veaf.logTrace(airAirTraining.Id .. message) - end -end - -airAirTraining.logInfo("Loading configuration") - --- Function to activate BFM Area Tu-160 Bomber Wave 1 / 8 slow Tu-160 -function airAirTraining.BFM_Bomber_Activate_Scenario1(unitName) - veaf.outTextForUnit(unitName, "Tu-160 Bomber wave scenario 1 - activated\nYou have 10 minutes to destroy bombers", 30) - local BFM_Wave11 = SPAWN:New("Red Tu-160 Bomber Wave1-1"):Spawn() - local BFM_Wave12 = SPAWN:New("Red Tu-160 Bomber Wave1-2"):Spawn() - local BFM_Wave13 = SPAWN:New("Red Tu-160 Bomber Wave1-3"):Spawn() - local BFM_Wave14 = SPAWN:New("Red Tu-160 Bomber Wave1-4"):Spawn() - local BFM_Wave15 = SPAWN:New("Red Tu-160 Bomber Wave1-5"):Spawn() - local BFM_Wave16 = SPAWN:New("Red Tu-160 Bomber Wave1-6"):Spawn() - local BFM_Wave17 = SPAWN:New("Red Tu-160 Bomber Wave1-7"):Spawn() - local BFM_Wave18 = SPAWN:New("Red Tu-160 Bomber Wave1-8"):Spawn() - local BFM_Wave19 = SPAWN:New("Red Tu-160 Bomber Wave1-9"):Spawn() - SCHEDULER:New( nil, - function() - veaf.outTextForUnit(unitName, "Tu-160 Bomber wave scenario 1 - terminated", 30) - BFM_Wave11:Destroy() - BFM_Wave12:Destroy() - BFM_Wave13:Destroy() - BFM_Wave14:Destroy() - BFM_Wave15:Destroy() - BFM_Wave16:Destroy() - BFM_Wave17:Destroy() - BFM_Wave18:Destroy() - BFM_Wave19:Destroy() - end, {}, 605) -end - --- Function to activate Red attack On Gudauta -function airAirTraining.Red_Attack_On_Gudauta_Activate() - trigger.action.outText("Red attack detected on Gudauta !\nDestroy the bombers before they hit the base.", 30) - local BFM_Wave11 = SPAWN:New("Red Attack On Gudauta - Wave 1-1"):Spawn() - local BFM_Wave12 = SPAWN:New("Red Attack On Gudauta - Wave 1-2"):Spawn() - local BFM_Wave13 = SPAWN:New("Red Attack On Gudauta - Wave 1-3"):Spawn() - local BFM_Wave14 = SPAWN:New("Red Attack On Gudauta - Wave 1-4"):Spawn() - local BFM_Wave21 = SPAWN:New("Red Attack On Gudauta - Wave 2-1"):Spawn() - local BFM_Wave22 = SPAWN:New("Red Attack On Gudauta - Wave 2-2"):Spawn() - local BFM_Wave23 = SPAWN:New("Red Attack On Gudauta - Wave 2-3"):Spawn() - SCHEDULER:New( nil, - function() - trigger.action.outText("Red attack On Gudauta - terminated", 30) - BFM_Wave11:Destroy() - BFM_Wave12:Destroy() - BFM_Wave13:Destroy() - BFM_Wave14:Destroy() - BFM_Wave21:Destroy() - BFM_Wave22:Destroy() - BFM_Wave23:Destroy() - end, {}, 3600) -end - ---- Build the initial radio menu -function airAirTraining.buildRadioMenu() - airAirTraining.rootPath = veafRadio.addSubMenu(airAirTraining.RadioMenuName) - - veafRadio.addCommandToSubmenu("Training - Bomber Scenario 1 - slow Tu-160", airAirTraining.rootPath, airAirTraining.BFM_Bomber_Activate_Scenario1, nil, veafRadio.USAGE_ForGroup) - veafRadio.addCommandToSubmenu("Mission - Red attack On Gudauta", airAirTraining.rootPath, airAirTraining.Red_Attack_On_Gudauta_Activate, nil, veafRadio.USAGE_ForAll) - - veafRadio.refreshRadioMenu() -end - -function airAirTraining.initialize() - airAirTraining.buildRadioMenu() -end - -airAirTraining.logInfo(string.format("Loading version %s", airAirTraining.Version)) - ---- Enable/Disable error boxes displayed on screen. -env.setErrorMessageBoxEnabled(false) - diff --git a/src/scripts/veafCombatMissionConfig.lua b/src/scripts/veafCombatMissionConfig.lua new file mode 100644 index 0000000..97075d2 --- /dev/null +++ b/src/scripts/veafCombatMissionConfig.lua @@ -0,0 +1,117 @@ +------------------------------------------------------------------------------------------------------------------------------------------------------------- +-- VEAF COMBAT MISSION configuration script +-- By zip (2020) +-- +-- Load the script: +-- ---------------- +-- load it in a trigger after loading veafCombatMission and before calling veafCombatMission.initialize() +------------------------------------------------------------------------------------------------------------------------------------------------------------- +if veafCombatMission then + veafCombatMission.logInfo("Loading configuration") + + veafCombatMission.AddMission( + VeafCombatMission.new() + :setSecured(true) + :setName("Red attack On Gudauta") + :setFriendlyName("Red attack On Gudauta") + :setBriefing([[ +Alert ! This is not a drill ! +Tactical and strategic bombers have been detected at the russian border, to the north of Gudauta. +Their course will lead them to the Gudauta airbase, which is probably their mission. +Destroy all the bombers before they hit the base ! +]] +) + :addElement( + VeafCombatMissionElement.new() + :setName("SEAD") + :setGroups({ + "Red Attack On Gudauta - Wave 1-1", + "Red Attack On Gudauta - Wave 1-2", + "Red Attack On Gudauta - Wave 1-3", + "Red Attack On Gudauta - Wave 1-4" }) + :setSkill("Random") + :setSpawnRadius(50000) + ) + :addElement( + VeafCombatMissionElement.new() + :setName("Bombers") + :setGroups({ + "Red Attack On Gudauta - Wave 2-1", + "Red Attack On Gudauta - Wave 2-2", + "Red Attack On Gudauta - Wave 2-3" }) + :setSkill("Random") + :setSpawnRadius(50000) + ) + :addObjective( + VeafCombatMissionObjective.new() + :setName("HVT Gudauta") + :setDescription("the mission will be failed if any of the HVT on Gudauta are destroyed") + :setMessage("HVT target(s) destroyed : %s !") + :configureAsPreventDestructionOfSceneryObjectsInZone( + { + "Gudauta - Tower", + "Gudauta - Kerosen", + "Gudauta - Mess"}, + { + [156696667] = "Gudauta Tower", + [156735615] = "Gudauta Kerosen tankers", + [156729386] = "Gudauta mess" + } + ) + ) + :addObjective( + VeafCombatMissionObjective.new() + :setName("Kill all the bombers") + :setDescription("you must kill all of the bombers") + :setMessage("%d bombers destroyed !") + :configureAsKillEnemiesObjective() + ) +--[[ :addObjective( + VeafCombatMissionObjective.new() + :setName("Kill everyone") + :setDescription("you must kill all the bombers") + :configureAsKillEnemiesObjective() + ) + ]] :initialize() + ) + + veafCombatMission.AddMission( + VeafCombatMission.new() + :setName("Training - Bomber Scenario 1 - slow Tu-160") + :setFriendlyName("Training - Bomber Scenario 1 - slow Tu-160") + :setBriefing([[ +You're head-on at 25nm with 9 Tu-160, FL200, Mach 0.8. +Destroy them as quickly as possible !]]) + :addElement( + VeafCombatMissionElement.new() + :setName("SEAD") + :setGroups({ + "Red Tu-160 Bomber Wave1-1", + "Red Tu-160 Bomber Wave1-2", + "Red Tu-160 Bomber Wave1-3", + "Red Tu-160 Bomber Wave1-4", + "Red Tu-160 Bomber Wave1-5", + "Red Tu-160 Bomber Wave1-6", + "Red Tu-160 Bomber Wave1-7", + "Red Tu-160 Bomber Wave1-8", + "Red Tu-160 Bomber Wave1-9" }) + :setSkill("Good") + ) + :addObjective( + VeafCombatMissionObjective.new() + :setName("< 15 minutes") + :setDescription("the mission will be over after 15 minutes") + :setMessage("the 15 minutes have passed !") + :configureAsTimedObjective(900) + ) + :addObjective( + VeafCombatMissionObjective.new() + :setName("Kill 5 bombers") + :setDescription("you must kill 5 bombers") + :setMessage("%d bombers destroyed !") + :configureAsKillEnemiesObjective(5) + ) + :initialize() + ) + +end \ No newline at end of file