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https://github.com/FlightControl-Master/MOOSE.git
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CT v0.0.3
This commit is contained in:
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eda359e20f
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33509a49e0
@ -55,7 +55,7 @@ CARRIERTRAINER = {
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--- Carrier trainer class version.
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-- @field #string version
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CARRIERTRAINER.version="0.0.2"
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CARRIERTRAINER.version="0.0.3"
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--- Player data table holding all important parameters for each player.
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-- @type CARRIERTRAINER.PlayerData
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@ -72,6 +72,7 @@ CARRIERTRAINER.version="0.0.2"
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-- @field #string summary Result summary text.
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-- @field Wrapper.Client#CLIENT Client object of player.
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Constructor
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -281,11 +282,6 @@ end
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-- @param #CARRIERTRAINER self
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function CARRIERTRAINER:_CheckPlayerStatus()
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if self.players==nil then
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self:I(self.lid.."No players yet.")
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return
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end
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-- Loop over all players.
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for _playerName,_playerData in pairs(self.players) do
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local playerData = _playerData --#CARRIERTRAINER.PlayerData
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@ -303,11 +299,6 @@ function CARRIERTRAINER:_CheckPlayerStatus()
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self:_DetailedPlayerStatus(playerData)
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end
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-- Check long down wind leg.
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if playerData.step == 6 and not playerData.longDownwindDone and unit:IsInZone(self.giantZone) then
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self:_CheckForLongDownwind(playerData)
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end
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if playerData.step==0 and unit:IsInZone(self.giantZone) and unit:InAir() then
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self:_NewRound(playerData)
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elseif playerData.step == 1 and unit:IsInZone(self.startZone) then
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@ -321,6 +312,10 @@ function CARRIERTRAINER:_CheckPlayerStatus()
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elseif playerData.step == 5 and unit:IsInZone(self.giantZone) then
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self:_Abeam(playerData)
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elseif playerData.step == 6 and unit:IsInZone(self.giantZone) then
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-- Check long down wind leg.
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if not playerData.longDownwindDone then
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self:_CheckForLongDownwind(playerData)
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end
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self:_Ninety(playerData)
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elseif playerData.step == 7 and unit:IsInZone(self.giantZone) then
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self:_Wake(playerData)
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@ -337,6 +332,37 @@ function CARRIERTRAINER:_CheckPlayerStatus()
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end
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--- Get name of the current pattern step.
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-- @param #CARRIERTRAINER self
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-- @param #number step Step
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-- @return #string Name of the step
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function CARRIERTRAINER:_StepName(step)
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local name="unknown"
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if step==0 then
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name="Unregistered"
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elseif step==1 then
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name="entering pattern"
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elseif step==2 then
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name="on upwind leg"
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elseif step==3 then
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name="early break"
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elseif step==4 then
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name="late break"
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elseif step==5 then
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name="abeam"
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elseif step==6 then
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name="at the wake"
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elseif step==7 then
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name="at the ninety"
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elseif step==8 then
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name="in the groove"
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elseif step==9 then
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name="trapped"
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end
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end
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--- Provide info about player status on the fly.
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-- @param #CARRIERTRAINER self
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-- @param #CARRIERTRAINER.PlayerData playerData Player data.
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@ -345,12 +371,11 @@ function CARRIERTRAINER:_DetailedPlayerStatus(playerData)
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local unit=playerData.unit
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local aoa=unit:GetAoA()
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local yaw=unit:GetYaw()
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local roll=unit:GetRoll()
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local pitch=unit:GetPitch()
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local dist=playerData.unit:GetCoordinate():Get2DDistance(self.carrier:GetCoordinate())
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local dz,dx=self:_GetDistances(unit)
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local text=string.format("%s, current AoA=%.1f\n", playerData.callsign, aoa)
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text=text..string.format("Carrier distance: d=%d m\n", dist)
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text=text..string.format("Carrier distance: z=%d m x=%d m sum=%d", dz, dx, math.abs(dz)+math.abs(dx))
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local dx,dz=self:_GetDistances(unit)
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-- Player and carrier position vector.
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local playerPosition = playerData.unit:GetVec3()
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@ -358,11 +383,17 @@ function CARRIERTRAINER:_DetailedPlayerStatus(playerData)
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local diffZ = playerPosition.z - carrierPosition.z
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local diffX = playerPosition.x - carrierPosition.x
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-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
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diffZ, diffX = self:_GetDistances(playerData.unit)
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MESSAGE:New(text, 5, nil ,true):ToClient(playerData.client)
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local heading=unit:GetCoordinate():HeadingTo(self.startZone:GetCoordinate())
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local text=string.format("%s, current AoA=%.1f\n", playerData.callsign, aoa)
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text=text..string.format("roll=%.1f yaw=%.1f pitch=%.1f\n", roll, yaw, pitch)
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text=text..string.format("current step = %d %s\n", playerData.step, self:_StepName(playerData.step))
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text=text..string.format("Carrier distance: d=%d m\n", dist)
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text=text..string.format("Carrier distance: x=%d m z=%d m sum=%d (old)", diffX, diffZ, math.abs(diffX)+math.abs(diffZ))
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text=text..string.format("Carrier distance: x=%d m z=%d m sum=%d (new)", dx, dz, math.abs(dz)+math.abs(dx))
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MESSAGE:New(text, 1, nil ,true):ToClient(playerData.client)
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -386,7 +417,7 @@ end
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-- @param #CARRIERTRAINER self
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-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
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function CARRIERTRAINER:_Start(playerData)
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local hint = "Entering the pattern, " .. playerData.callsign .. "! Aim for 800 feet and 350-400 kts on the upwind."
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local hint = string.format("Entering the pattern, %s! Aim for 800 feet and 350-400 kts on the upwind.", playerData.callsign)
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self:_SendMessageToPlayer(hint, 8, playerData)
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playerData.score = 0
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playerData.step = 2
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@ -405,52 +436,56 @@ function CARRIERTRAINER:_Upwind(playerData)
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local diffX = position.x - carrierPosition.x
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-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
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diffZ, diffX = self:_GetDistances(playerData.unit)
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diffX, diffZ = self:_GetDistances(playerData.unit)
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if(diffZ > 500 or diffZ < 0 or diffX < -4000) then
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-- Too far away.
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-- Should be between 0-500 meters right of carrier.
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-- TODO Should be withing 4 km behind carrier. Why?
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if (diffZ > 500 or diffZ < 0 or diffX < -4000) then
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self:_AbortPattern(playerData)
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return
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end
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if (diffX < 0) then
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return
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end
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-- Now before the boat.
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if diffX > 0 then
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local idealAltitude = 800
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local altitude = UTILS.Round( UTILS.MetersToFeet( position.y ) )
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local hint = ""
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local score = 0
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if (altitude > 850) then
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score = 5
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hint = "You're high on the upwind."
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elseif (altitude > 830) then
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score = 7
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hint = "You're slightly high on the upwind."
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elseif (altitude < 750) then
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score = 5
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hint = "You're low on the upwind."
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elseif (altitude < 770) then
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score = 7
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hint = "You're slightly low on the upwind."
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else
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score = 10
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hint = "Good altitude on the upwind."
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end
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-- Increase score.
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self:_IncreaseScore(playerData, score)
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self:_SendMessageToPlayer(hint, 8, playerData)
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self:_PrintAltitudeFeedback(altitude, idealAltitude, playerData)
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self:_PrintScore(score, playerData, true)
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local idealAltitude = 800
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local altitude = UTILS.MetersToFeet(position.y)
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self:_AddToSummary(playerData, hint)
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-- Set step.
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playerData.step = 3
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local hint = ""
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local score = 0
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if (altitude > 850) then
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score = 5
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hint = "You're high on the upwind."
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elseif (altitude > 830) then
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score = 7
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hint = "You're slightly high on the upwind."
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elseif (altitude < 750) then
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score = 5
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hint = "You're low on the upwind."
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elseif (altitude < 770) then
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score = 7
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hint = "You're slightly low on the upwind."
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else
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score = 10
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hint = "Good altitude on the upwind."
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end
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-- Increase score.
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self:_IncreaseScore(playerData, score)
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self:_SendMessageToPlayer(hint, 8, playerData)
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self:_PrintAltitudeFeedback(altitude, idealAltitude, playerData)
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self:_PrintScore(score, playerData, true)
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self:_AddToSummary(playerData, hint)
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-- Set step.
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playerData.step = 3
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end
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end
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--- Calculate distances between carrier and player unit.
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@ -482,20 +517,31 @@ function CARRIERTRAINER:_Break(playerData, part)
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local diffX = playerPosition.x - carrierPosition.x
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-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
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diffZ, diffX = self:_GetDistances(playerData.unit)
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diffX, diffZ = self:_GetDistances(playerData.unit)
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if(diffZ > 1500 or diffZ < -3700 or diffX < -500) then
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-- Abort when
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-- > 1.5 km right of carrier
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-- > 3.7 km left of carrier
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-- > 0.5 km behind carrier
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if (diffZ > 1500 or diffZ < -3700 or diffX < -500) then
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self:_AbortPattern(playerData)
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return
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end
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-- Break
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-- z= -370
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-- y= 800
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-- x> -500
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local limit = -370
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local limit = -370 --0.2 NM
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if part == "late" then
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limit = -1470
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limit = -1470 -- 0.8 NM
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end
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--
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if diffZ < limit then
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local idealAltitude = 800
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local altitude = UTILS.Round( UTILS.MetersToFeet( playerPosition.y ) )
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@ -546,17 +592,27 @@ function CARRIERTRAINER:_Abeam(playerData)
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local diffX = playerPosition.x - carrierPosition.x
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-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
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diffZ, diffX = self:_GetDistances(playerData.unit)
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diffX, diffZ = self:_GetDistances(playerData.unit)
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-- Abort if
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-- less than 1.0 km left of boat (no closer than 1 km to boat
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-- more than 3.7 km left of boat
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if (diffZ > -1000 or diffZ < -3700) then
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self:_AbortPattern(playerData)
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return
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end
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-- Abeam pos:
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-- x= -200
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-- z=-2160
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-- y= 600
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-- Abeam pos 200 meters behind ship
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local limit = -200
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if diffX < limit then
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--local aoa = math.deg(mist.getAoA(playerData.mistUnit))
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-- Get AoA.
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local aoa = playerData.unit:GetAoA()
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local aoaFeedback = self:_PrintAoAFeedback(aoa, 8.1, playerData)
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@ -594,7 +650,7 @@ function CARRIERTRAINER:_Abeam(playerData)
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local roundedNm = UTILS.Round(nm, 2)
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if(nm < 1.0) then
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if (nm < 1.0) then
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distanceScore = 0
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distanceHint = "too close to the boat (" .. roundedNm .. " nm)"
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elseif(nm < 1.1) then
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@ -628,21 +684,23 @@ end
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-- @param #CARRIERTRAINER self
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-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
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function CARRIERTRAINER:_CheckForLongDownwind(playerData)
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local playerPosition = playerData.unit:GetVec3()
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local carrierPosition = self.carrier:GetVec3()
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local limit = 1500
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local limit = -1500
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-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
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local diffZ, diffX = self:_GetDistances(playerData.unit)
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local diffX, diffZ = self:_GetDistances(playerData.unit)
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--TODO if diffX
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--if carrierPosition.x - playerPosition.x > limit then
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if diffX > limit then
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if carrierPosition.x - playerPosition.x > limit then
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local heading = playerData.unit:GetHeading()
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local headingPlayer = playerData.unit:GetHeading()
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local headingCarrier = self.carrier:GetHeading()
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--TODO: Take carrier heading != 0 into account!
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if (headingPlayer > 170) then
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if (heading > 170) then
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local hint = "Too long downwind. Turn final earlier next time."
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self:_SendMessageToPlayer( hint, 8, playerData )
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local score = -40
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@ -651,6 +709,7 @@ function CARRIERTRAINER:_CheckForLongDownwind(playerData)
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self:_AddToSummary(playerData, hint)
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playerData.longDownwindDone = true
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end
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end
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end
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@ -665,7 +724,7 @@ function CARRIERTRAINER:_Ninety(playerData)
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local diffX = playerPosition.x - carrierPosition.x
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-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
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diffZ, diffX = self:_GetDistances(playerData.unit)
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diffX, diffZ = self:_GetDistances(playerData.unit)
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if(diffZ < -3700 or diffX < -3700 or diffX > 0) then
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self:_AbortPattern(playerData)
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@ -728,7 +787,7 @@ function CARRIERTRAINER:_Wake(playerData)
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local diffX = playerPosition.x - carrierPosition.x
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-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
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diffZ, diffX = self:_GetDistances(playerData.unit)
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diffX, diffZ = self:_GetDistances(playerData.unit)
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if(diffZ < -2000 or diffX < -4000 or diffX > 0) then
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self:_AbortPattern(playerData)
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@ -788,20 +847,25 @@ function CARRIERTRAINER:_Groove(playerData)
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--TODO -100?!
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-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
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diffZ, diffX = self:_GetDistances(playerData.unit)
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diffX, diffZ = self:_GetDistances(playerData.unit)
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if(diffX > 0 or diffX < -4000) then
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diffX=diffX+100
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-- In front of carrier or more than 4 km behind carrier.
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if (diffX > 0 or diffX < -4000) then
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self:_AbortPattern(playerData)
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return
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end
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if(diffX > -500) then --Reached in close before groove
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--TODO:
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if (diffX > -500) then --Reached in close before groove
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local hint = "You're too far left and never reached the groove."
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self:_SendMessageToPlayer( hint, 8, playerData )
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self:_PrintScore(0, playerData, true)
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self:_AddToSummary(playerData, hint)
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playerData.step = 9
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else
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else
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local limitDeg = 8.0
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local fraction = diffZ / (-diffX)
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@ -958,7 +1022,8 @@ end
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-- @param #number idealAltitude Ideal altitude.
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-- @param #CARRIERTRAINER.PlayerData playerData Player data.
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function CARRIERTRAINER:_PrintAltitudeFeedback(altitude, idealAltitude, playerData)
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self:_SendMessageToPlayer( "Alt: " .. altitude .. " (Target: " .. idealAltitude .. ")", 8, playerData )
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local text=string.format("Alt: %d feet (Target: %d feet)", altitude, idealAltitude)
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self:_SendMessageToPlayer(text, 8, playerData)
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end
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--- Score for correct AoA.
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@ -696,6 +696,105 @@ function POSITIONABLE:GetAoA()
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return nil
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end
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--- Returns the unit's climb or descent angle.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @return #number Climb or descent angle in degrees.
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function POSITIONABLE:GetAoA()
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-- Get position of the unit.
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local unitpos = self:GetPosition()
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if unitpos then
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-- Get velocity vector of the unit.
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local unitvel = self:GetVelocityVec3()
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if unitvel and UTILS.VecNorm(unitvel)~=0 then
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return math.asin(unitvel.y/UTILS.VecNorm(unitvel))
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end
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end
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end
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--- Returns the pitch angle of a unit.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @return #number Pitch ange in degrees.
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function POSITIONABLE:GetPitch()
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-- Get position of the unit.
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local unitpos = self:GetPosition()
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if unitpos then
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return math.deg(math.asin(unitpos.x.y))
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end
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return nil
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end
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--- Returns the roll angle of a unit.
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-- @param Wrapper.Positionable#POSITIONABLE self
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-- @return #number Pitch ange in degrees.
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function POSITIONABLE:GetRoll()
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-- Get position of the unit.
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local unitpos = self:GetPosition()
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if unitpos then
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--first, make a vector that is perpendicular to y and unitpos.x with cross product
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local cp = UTILS.VecCross(unitpos.x, {x = 0, y = 1, z = 0})
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--now, get dot product of of this cross product with unitpos.z
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local dp = UTILS.VecDot(cp, unitpos.z)
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--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
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user