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Module Core.Astar

Core - A* Pathfinding.

Main Features:

  • Find path from A to B.
  • Pre-defined as well as custom valid neighbour functions.
  • Pre-defined as well as custom cost functions.
  • Easy rectangular grid setup.

Author: funkyfranky


Global(s)

Global ASTAR

*When nothing goes right...

#ASTAR ASTAR

*When nothing goes right...

Go left!*


The ASTAR Concept

Pathfinding algorithm.

Start and Goal

The first thing we need to define is obviously the place where we want to start and where we want to go eventually.

Start

The start

Goal

Nodes

Rectangular Grid

A rectangular grid can be created using the ASTAR.CreateGrid(ValidSurfaceTypes, BoxHY, SpaceX, deltaX, deltaY, MarkGrid), where

  • ValidSurfaceTypes is a table of valid surface types. By default all surface types are valid.
  • BoxXY is the width of the grid perpendicular the the line between start and end node. Default is 40,000 meters (40 km).
  • SpaceX is the additional space behind the start and end nodes. Default is 20,000 meters (20 km).
  • deltaX is the grid spacing between nodes in the direction of start and end node. Default is 2,000 meters (2 km).
  • deltaY is the grid spacing perpendicular to the direction of start and end node. Default is the same as deltaX.
  • MarkGrid If set to true, this places marker on the F10 map on each grid node. Note that this can stall DCS if too many nodes are created.

Valid Surfaces

Certain unit types can only travel on certain surfaces types, for example

  • Naval units can only travel on water (that also excludes shallow water in DCS currently),
  • Ground units can only traval on land.

By restricting the surface type in the grid construction, we also reduce the number of nodes, which makes the algorithm more efficient.

Box Width (BoxHY)

The box width needs to be large enough to capture all paths you want to consider.

Space in X

The space in X value is important if the algorithm needs to to backwards from the start node or needs to extend even further than the end node.

Grid Spacing

The grid spacing is an important factor as it determines the number of nodes and hence the performance of the algorithm. It should be as large as possible. However, if the value is too large, the algorithm might fail to get a valid path.

A good estimate of the grid spacing is to set it to be smaller (~ half the size) of the smallest gap you need to path.

Valid Neighbours

The A* algorithm needs to know if a transition from one node to another is allowed or not. By default, hopping from one node to another is always possible.

Line of Sight

For naval

Heuristic Cost

In order to determine the optimal path, the pathfinding algorithm needs to know, how costly it is to go from one node to another. Often, this can simply be determined by the distance between two nodes. Therefore, the default cost function is set to be the 2D distance between two nodes.

Calculate the Path

Finally, we have to calculate the path. This is done by the #GetPath(ExcludeStart, ExcludeEnd) function. This function returns a table of nodes, which describe the optimal path from the start node to the end node.

By default, the start and end node are include in the table that is returned.

Note that a valid path must not always exist. So you should check if the function returns nil.

Common reasons that a path cannot be found are:

  • The grid is too small ==> increase grid size, e.g. BoxHY and/or SpaceX if you use a rectangular grid.
  • The grid spacing is too large ==> decrease deltaX and/or deltaY
  • There simply is no valid path ==> you are screwed :(

Examples

Strait of Hormuz

Carrier Group finds its way through the Stait of Hormuz.

Type(s)

ASTAR , extends Core.Base#BASE
Fields and Methods inherited from ASTAR Description

ASTAR:AddNode(Node)

Add a node to the table of grid nodes.

ASTAR:AddNodeFromCoordinate(Coordinate)

Add a node to the table of grid nodes specifying its coordinate.

ASTAR:CheckValidSurfaceType(Node, SurfaceTypes)

Check if the coordinate of a node has is at a valid surface type.

ASTAR.ClassName

Name of the class.

ASTAR.CostArg

Optional arguments passed to the cost function.

ASTAR.CostFunc

Function to calculate the heuristic "cost" to go from one node to another.

ASTAR:CreateGrid(ValidSurfaceTypes, BoxHY, SpaceX, deltaX, deltaY, MarkGrid)

Create a rectangular grid of nodes between star and end coordinate.

ASTAR.Debug

Debug mode. Messages to all about status.

ASTAR.Dist2D(nodeA, nodeB)

Heuristic cost is given by the 2D distance between the nodes.

ASTAR.Dist3D(nodeA, nodeB)

Heuristic cost is given by the 3D distance between the nodes.

ASTAR.DistMax(nodeA, nodeB, distmax)

Function to check if distance between two nodes is less than a threshold distance.

ASTAR.DistRoad(nodeA, nodeB)

Heuristic cost is given by the distance between the nodes on road.

ASTAR:FindClosestNode(Coordinate)

Find the closest node from a given coordinate.

ASTAR:FindEndNode(Node)

Add a node.

ASTAR:FindStartNode(Node)

Find the start node.

ASTAR:GetNodeFromCoordinate(Coordinate)

Create a node from a given coordinate.

ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)

A* pathfinding function.

ASTAR.INF

ASTAR infinity.

ASTAR.LoS(nodeA, nodeB, corridor)

Function to check if two nodes have line of sight (LoS).

ASTAR:New()

Create a new ASTAR object.

ASTAR.Nnodes

Number of nodes.

ASTAR.Road(nodeA, nodeB)

Function to check if two nodes have a road connection.

ASTAR:SetCostDist2D()

Set heuristic cost to go from one node to another to be their 2D distance.

ASTAR:SetCostDist3D()

Set heuristic cost to go from one node to another to be their 3D distance.

ASTAR:SetCostFunction(CostFunction, ...)

Set the function which calculates the "cost" to go from one to another node.

ASTAR:SetCostRoad()

Set heuristic cost to go from one node to another to be their 3D distance.

ASTAR:SetEndCoordinate(Coordinate)

Set coordinate where you want to go.

ASTAR:SetStartCoordinate(Coordinate)

Set coordinate from where to start.

ASTAR:SetValidNeighbourDistance(MaxDistance)

Set valid neighbours to be in a certain distance.

ASTAR:SetValidNeighbourFunction(NeighbourFunction, ...)

Add a function to determine if a neighbour of a node is valid.

ASTAR:SetValidNeighbourLoS(CorridorWidth)

Set valid neighbours to require line of sight between two nodes.

ASTAR:SetValidNeighbourRoad(MaxDistance)

Set valid neighbours to be in a certain distance.

ASTAR.ValidNeighbourArg

Optional arguments passed to the valid neighbour function.

ASTAR.ValidNeighbourFunc

Function to check if a node is valid.

ASTAR:_DistNodes(nodeA, nodeB)

Calculate 2D distance between two nodes.

ASTAR:_HeuristicCost(nodeA, nodeB)

Heuristic "cost" function to go from node A to node B.

ASTAR:_IsValidNeighbour(node, neighbor)

Check if going from a node to a neighbour is possible.

ASTAR:_LowestFscore(set, f_score)

Function that calculates the lowest F score.

ASTAR:_NeighbourNodes(theNode, nodes, Valid)

Function to get valid neighbours of a node.

ASTAR:_NotIn(set, theNode)

Function to check if a node is not in a set.

ASTAR:_UnwindPath(flat_path, map, current_node)

Unwind path function.

ASTAR.counter

Node counter.

ASTAR.endCoord

End coordinate.

ASTAR.endNode

End node.

ASTAR.lid

Class id string for output to DCS log file.

ASTAR.ncost

Number of cost evaluations.

ASTAR.ncostcache

Number of cached cost evals.

ASTAR.nodes

Table of nodes.

ASTAR.nvalid

Number of nvalid calls.

ASTAR.nvalidcache

Number of cached valid evals.

ASTAR.startCoord

Start coordinate.

ASTAR.startNode

Start node.

ASTAR.version

ASTAR class version.

Fields and Methods inherited from BASE Description

ASTAR.ClassID

The ID number of the class.

ASTAR.ClassName

The name of the class.

ASTAR.ClassNameAndID

The name of the class concatenated with the ID number of the class.

ASTAR:ClearState(Object, StateName)

Clear the state of an object.

ASTAR:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

Creation of a Birth Event.

ASTAR:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

ASTAR:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

ASTAR:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

ASTAR:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

ASTAR:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

ASTAR:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

ASTAR:E(Arguments)

Log an exception which will be traced always.

ASTAR:EventDispatcher()

Returns the event dispatcher

ASTAR:EventRemoveAll()

Remove all subscribed events

ASTAR:F(Arguments)

Trace a function call.

ASTAR:F2(Arguments)

Trace a function call level 2.

ASTAR:F3(Arguments)

Trace a function call level 3.

ASTAR:GetClassID()

Get the ClassID of the class instance.

ASTAR:GetClassName()

Get the ClassName of the class instance.

ASTAR:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

ASTAR:GetEventPriority()

Get the Class Core.Event processing Priority.

ASTAR:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

ASTAR:GetState(Object, Key)

Get a Value given a Key from the Object.

ASTAR:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

ASTAR:I(Arguments)

Log an information which will be traced always.

ASTAR:Inherit(Child, Parent)

This is the worker method to inherit from a parent class.

ASTAR:IsInstanceOf(ClassName)

This is the worker method to check if an object is an (sub)instance of a class.

ASTAR:IsTrace()

Enquires if tracing is on (for the class).

ASTAR:New()

BASE constructor.

ASTAR:OnEvent(EventData)

Occurs when an Event for an object is triggered.

ASTAR:OnEventBDA(EventData)

BDA.

ASTAR:OnEventBaseCaptured(EventData)

Occurs when a ground unit captures either an airbase or a farp.

ASTAR:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

ASTAR:OnEventCrash(EventData)

Occurs when any aircraft crashes into the ground and is completely destroyed.

ASTAR:OnEventDead(EventData)

Occurs when an object is dead.

ASTAR:OnEventDetailedFailure(EventData)

Unknown precisely what creates this event, likely tied into newer damage model.

ASTAR:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

ASTAR:OnEventEjection(EventData)

Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes.

ASTAR:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

ASTAR:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

ASTAR:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

ASTAR:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

ASTAR:OnEventKill(EventData)

Occurs on the death of a unit.

ASTAR:OnEventLand(EventData)

Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes.

ASTAR:OnEventLandingAfterEjection(EventData)

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

ASTAR:OnEventLandingQualityMark(EventData)

Landing quality mark.

ASTAR:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

ASTAR:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

ASTAR:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

ASTAR:OnEventMissionEnd(EventData)

Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes.

ASTAR:OnEventMissionStart(EventData)

Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes.

ASTAR:OnEventParatrooperLanding(EventData)

Weapon add.

ASTAR:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

ASTAR:OnEventPlayerEnterAircraft(EventData)

Occurs when a player enters a slot and takes control of an aircraft.

ASTAR:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

ASTAR:OnEventPlayerLeaveUnit(EventData)

Occurs when any player relieves control of a unit to the AI.

ASTAR:OnEventRefueling(EventData)

Occurs when an aircraft connects with a tanker and begins taking on fuel.

ASTAR:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

ASTAR:OnEventScore(EventData)

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

ASTAR:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

ASTAR:OnEventShootingStart(EventData)

Occurs when any unit begins firing a weapon that has a high rate of fire.

ASTAR:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

ASTAR:OnEventTakeoff(EventData)

Occurs when an aircraft takes off from an airbase, farp, or ship.

ASTAR:OnEventTriggerZone(EventData)

Trigger zone.

ASTAR:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

ASTAR:ScheduleOnce(Start, SchedulerFunction, ...)

Schedule a new time event.

ASTAR:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

Schedule a new time event.

ASTAR:ScheduleStop(SchedulerID)

Stops the Schedule.

ASTAR.Scheduler

ASTAR:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

ASTAR:SetState(Object, Key, Value)

Set a state or property of the Object given a Key and a Value.

ASTAR:T(Arguments)

Trace a function logic level 1.

ASTAR:T2(Arguments)

Trace a function logic level 2.

ASTAR:T3(Arguments)

Trace a function logic level 3.

ASTAR:TraceAll(TraceAll)

Trace all methods in MOOSE

ASTAR:TraceClass(Class)

Set tracing for a class

ASTAR:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

ASTAR:TraceLevel(Level)

Set trace level

ASTAR:TraceOff()

Set trace off.

ASTAR:TraceOn()

Set trace on.

ASTAR:TraceOnOff(TraceOnOff)

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.

ASTAR:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

ASTAR._

ASTAR:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

ASTAR:_Serialize(Arguments)

(Internal) Serialize arguments

ASTAR:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

ASTAR.__

ASTAR:onEvent(event)

The main event handling function...

Fields and Methods inherited from ASTAR.Node Description

ASTAR.Node.coordinate

Coordinate of the node.

ASTAR.Node.cost

Cached cost.

ASTAR.Node.id

Node id.

ASTAR.Node.surfacetype

Surface type.

ASTAR.Node.valid

Cached valid/invalid nodes.

ASTAR class.

Field(s)

#string ASTAR.ClassName

Name of the class.

#table ASTAR.CostArg

Optional arguments passed to the cost function.

#function ASTAR.CostFunc

Function to calculate the heuristic "cost" to go from one node to another.

#boolean ASTAR.Debug

Debug mode. Messages to all about status.

#number ASTAR.INF

ASTAR infinity.

#number ASTAR.Nnodes

Number of nodes.

#table ASTAR.ValidNeighbourArg

Optional arguments passed to the valid neighbour function.

#function ASTAR.ValidNeighbourFunc

Function to check if a node is valid.

#number ASTAR.counter

Node counter.

#string ASTAR.lid

Class id string for output to DCS log file.

#number ASTAR.ncost

Number of cost evaluations.

#number ASTAR.ncostcache

Number of cached cost evals.

#table ASTAR.nodes

Table of nodes.

#number ASTAR.nvalid

Number of nvalid calls.

#number ASTAR.nvalidcache

Number of cached valid evals.

#string ASTAR.version

ASTAR class version.

Function(s)

Add a node to the table of grid nodes.

Defined in:

ASTAR

Parameter:

The node to be added.

Return value:

self

Add a node to the table of grid nodes specifying its coordinate.

Defined in:

ASTAR

Parameter:

The coordinate where the node is created.

Return value:

The node.

Check if the coordinate of a node has is at a valid surface type.

Defined in:

ASTAR

Parameters:

The node to be added.

#table SurfaceTypes

Surface types, for example {land.SurfaceType.WATER}. By default all surface types are valid.

Return value:

#boolean:

If true, surface type of node is valid.

Create a rectangular grid of nodes between star and end coordinate.

The coordinate system is oriented along the line between start and end point.

Defined in:

ASTAR

Parameters:

#table ValidSurfaceTypes

Valid surface types. By default is all surfaces are allowed.

#number BoxHY

Box "height" in meters along the y-coordinate. Default 40000 meters (40 km).

#number SpaceX

Additional space in meters before start and after end coordinate. Default 10000 meters (10 km).

#number deltaX

Increment in the direction of start to end coordinate in meters. Default 2000 meters.

#number deltaY

Increment perpendicular to the direction of start to end coordinate in meters. Default is same as deltaX.

#boolean MarkGrid

If true, create F10 map markers at grid nodes.

Return value:

self

Heuristic cost is given by the 2D distance between the nodes.

Defined in:

ASTAR

Parameters:

#ASTAR.Node nodeA

First node.

#ASTAR.Node nodeB

Other node.

Return value:

#number:

Distance between the two nodes.

Heuristic cost is given by the 3D distance between the nodes.

Defined in:

ASTAR

Parameters:

#ASTAR.Node nodeA

First node.

#ASTAR.Node nodeB

Other node.

Return value:

#number:

Distance between the two nodes.

Function to check if distance between two nodes is less than a threshold distance.

Defined in:

ASTAR

Parameters:

#ASTAR.Node nodeA

First node.

#ASTAR.Node nodeB

Other node.

#number distmax

Max distance in meters. Default is 2000 m.

Return value:

#boolean:

If true, distance between the two nodes is below threshold.

Heuristic cost is given by the distance between the nodes on road.

Defined in:

ASTAR

Parameters:

#ASTAR.Node nodeA

First node.

#ASTAR.Node nodeB

Other node.

Return value:

#number:

Distance between the two nodes.

Find the closest node from a given coordinate.

Defined in:

ASTAR

Parameter:

Return values:

Cloest node to the coordinate.

#number:

Distance to closest node in meters.

Add a node.

Defined in:

ASTAR

Parameter:

The node to be added to the nodes table.

Return value:

self

Find the start node.

Defined in:

ASTAR

Parameter:

The node to be added to the nodes table.

Return value:

self

Create a node from a given coordinate.

Defined in:

ASTAR

Parameter:

The coordinate where to create the node.

Return value:

The node.

A* pathfinding function.

This seaches the path along nodes between start and end nodes/coordinates.

Defined in:

ASTAR

Parameters:

#boolean ExcludeStartNode

If true, do not include start node in found path. Default is to include it.

#boolean ExcludeEndNode

If true, do not include end node in found path. Default is to include it.

Return value:

#table:

Table of nodes from start to finish.

Function to check if two nodes have line of sight (LoS).

Defined in:

ASTAR

Parameters:

#ASTAR.Node nodeA

First node.

#ASTAR.Node nodeB

Other node.

#number corridor

(Optional) Width of corridor in meters.

Return value:

#boolean:

If true, two nodes have LoS.

Create a new ASTAR object.

Defined in:

ASTAR

Return value:

self

Function to check if two nodes have a road connection.

Defined in:

ASTAR

Parameters:

#ASTAR.Node nodeA

First node.

#ASTAR.Node nodeB

Other node.

Return value:

#boolean:

If true, two nodes are connected via a road.

Set heuristic cost to go from one node to another to be their 2D distance.

Defined in:

ASTAR

Return value:

self

Set heuristic cost to go from one node to another to be their 3D distance.

Defined in:

ASTAR

Return value:

self

Set the function which calculates the "cost" to go from one to another node.

The first to arguments of this function are always the two nodes under consideration. But you can add optional arguments. Very often the distance between nodes is a good measure for the cost.

Defined in:

ASTAR

Parameters:

#function CostFunction

Function that returns the "cost".

...

Condition function arguments if any.

Return value:

self

Set heuristic cost to go from one node to another to be their 3D distance.

Defined in:

ASTAR

Return value:

self

Set coordinate where you want to go.

Defined in:

ASTAR

Parameter:

end coordinate.

Return value:

self

Set coordinate from where to start.

Defined in:

ASTAR

Parameter:

Start coordinate.

Return value:

self

Set valid neighbours to be in a certain distance.

Defined in:

ASTAR

Parameter:

#number MaxDistance

Max distance between nodes in meters. Default is 2000 m.

Return value:

self

Add a function to determine if a neighbour of a node is valid.

Defined in:

ASTAR

Parameters:

#function NeighbourFunction

Function that needs to return true for a neighbour to be valid.

...

Condition function arguments if any.

Return value:

self

Set valid neighbours to require line of sight between two nodes.

Defined in:

ASTAR

Parameter:

#number CorridorWidth

Width of LoS corridor in meters.

Return value:

self

Set valid neighbours to be in a certain distance.

Defined in:

ASTAR

Parameter:

#number MaxDistance

Max distance between nodes in meters. Default is 2000 m.

Return value:

self

Calculate 2D distance between two nodes.

Defined in:

ASTAR

Parameters:

#ASTAR.Node nodeA

Node A.

#ASTAR.Node nodeB

Node B.

Return value:

#number:

Distance between nodes in meters.

Heuristic "cost" function to go from node A to node B.

Default is the distance between the nodes.

Defined in:

ASTAR

Parameters:

#ASTAR.Node nodeA

Node A.

#ASTAR.Node nodeB

Node B.

Return value:

#number:

"Cost" to go from node A to node B.

Check if going from a node to a neighbour is possible.

Defined in:

ASTAR

Parameters:

A node.

#ASTAR.Node neighbor

Neighbour node.

Return value:

#boolean:

If true, transition between nodes is possible.

Function that calculates the lowest F score.

Defined in:

ASTAR

Parameters:

#table set

The set of nodes IDs.

#number f_score

F score.

Return value:

Best node.

Function to get valid neighbours of a node.

Defined in:

ASTAR

Parameters:

#ASTAR.Node theNode

The node.

#table nodes

Possible neighbours.

#table Valid

neighbour nodes.

Function to check if a node is not in a set.

Defined in:

ASTAR

Parameters:

#table set

Set of nodes.

#ASTAR.Node theNode

The node to check.

Return value:

#boolean:

If true, the node is not in the set.

Unwind path function.

Defined in:

ASTAR

Parameters:

#table flat_path

Flat path.

#table map

Map.

#ASTAR.Node current_node

The current node.

Return value:

#table:

Unwinded path.

Field(s)

#string ASTAR.ClassName

Name of the class.

#table ASTAR.CostArg

Optional arguments passed to the cost function.

#function ASTAR.CostFunc

Function to calculate the heuristic "cost" to go from one node to another.

#boolean ASTAR.Debug

Debug mode. Messages to all about status.

#number ASTAR.INF

ASTAR infinity.

#number ASTAR.Nnodes

Number of nodes.

#table ASTAR.ValidNeighbourArg

Optional arguments passed to the valid neighbour function.

#function ASTAR.ValidNeighbourFunc

Function to check if a node is valid.

#number ASTAR.counter

Node counter.

#string ASTAR.lid

Class id string for output to DCS log file.

#number ASTAR.ncost

Number of cost evaluations.

#number ASTAR.ncostcache

Number of cached cost evals.

#table ASTAR.nodes

Table of nodes.

#number ASTAR.nvalid

Number of nvalid calls.

#number ASTAR.nvalidcache

Number of cached valid evals.

#string ASTAR.version

ASTAR class version.

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

The ClassName + ClassID is formatted as '%s#%09d'.

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.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.

Defined in:

Return value:

#number:

The Core.Event processing Priority.

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()

Defined in:

Parameters:

#BASE Child

This is the Child class from which the Parent class needs to be retrieved.

#BASE FromClass

(Optional) The class from which to get the parent.

Return value:

Get a Value given a Key from the Object.

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

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 value:

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

(optional) The function to be called when the event occurs for the unit.

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

This is the worker method to inherit from a parent class.

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Defined in:

Parameter:

ClassName

is the name of the class or the class itself to run the check against

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

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

Defined in:

Return value:

Occurs when an Event for an object is triggered.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that triggered the event.

Defined in:

Parameter:

The EventData structure.

BDA.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a ground unit captures either an airbase or a farp.

Have a look at the class Core.Event#EVENT as these are just the prototypes. 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.

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was spawned

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft crashes into the ground and is completely destroyed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that has crashed

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is dead.

Defined in:

Parameter:

The EventData structure.

Unknown precisely what creates this event, likely tied into newer damage model.

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes.

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is stopping its engines.

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is starting its engines.

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that had the failure

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: The unit that killed the target
  • target: Target Object
  • weapon: Weapon Object

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes.

initiator : The unit that has landed place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
  • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
  • subplace: is always 0 for unknown reasons.

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Weapon add.

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

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. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the pilot has died in.

Defined in:

Parameter:

The EventData structure.

Occurs when a player enters a slot and takes control of an aircraft.

Have a look at the class Core.Event#EVENT as these are just the prototypes. NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

Note - not Mulitplayer safe. Use PlayerEnterAircraft. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

Occurs when any player relieves control of a unit to the AI.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the player left.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft connects with a tanker and begins taking on fuel.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

Event will always correspond with a shooting start event. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was doing the shooting.

Defined in:

Parameter:

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. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is doing the shooting. target: The unit that is being targeted.

Defined in:

Parameter:

The EventData structure.

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. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft takes off from an airbase, farp, or ship.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

Trigger zone.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#function SchedulerFunction

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#string:

The Schedule ID of the planned schedule.

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.

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#number Repeat

Specifies the interval in seconds when the scheduler will call the event function.

#number RandomizeFactor

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

#number Stop

Specifies the amount of seconds when the scheduler will be stopped.

#function SchedulerFunction

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

Set the Class Core.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.

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

Set a state or property of the Object given a Key and a Value.

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that will hold the Value set by the Key.

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!

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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.

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


  -- Switch the tracing On
  BASE:TraceOnOff( true )

  -- Switch the tracing Off
  BASE:TraceOnOff( false )

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event

Node data.

Field(s)

#table ASTAR.Node.cost

Cached cost.

#number ASTAR.Node.id

Node id.

#number ASTAR.Node.surfacetype

Surface type.

#table ASTAR.Node.valid

Cached valid/invalid nodes.

Function(s)