AI_FORMATION:
* added stop possibility ad interval input
WAREHOUSE
* added autodefence assignment
UNIT:
* improved  InAir() check function
This commit is contained in:
Frank 2018-10-24 21:32:07 +02:00
parent d9374f0389
commit 4434d1da21
6 changed files with 143 additions and 47 deletions

View File

@ -36,6 +36,7 @@
-- @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.
-- @field #number dtFollow Time step between position updates.
--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader.
@ -106,6 +107,7 @@ AI_FORMATION = {
FollowScheduler = nil,
OptionROE = AI.Option.Air.val.ROE.OPEN_FIRE,
OptionReactionOnThreat = AI.Option.Air.val.REACTION_ON_THREAT.ALLOW_ABORT_MISSION,
dtFollow = 0.5,
}
--- AI_FORMATION.Mode class
@ -139,7 +141,7 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
self:AddTransition( "*", "Stop", "Stopped" )
self:AddTransition( "None", "Start", "Following" )
self:AddTransition( {"None", "Stopped"}, "Start", "Following" )
self:AddTransition( "*", "FormationLine", "*" )
--- FormationLine Handler OnBefore for AI_FORMATION
@ -620,6 +622,16 @@ function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefin
return self
end
--- Set time interval between updates of the formation.
-- @param #AI_FORMATION self
-- @param #number dt Time step in seconds between formation updates. Default is every 0.5 seconds.
-- @return #AI_FORMATION
function AI_FORMATION:SetFollowTimeInterval(dt) --R2.1
self.dtFollow=dt or 0.5
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
@ -893,7 +905,20 @@ function AI_FORMATION:SetFlightRandomization( FlightRandomization ) --R2.1
end
--- @param Follow#AI_FORMATION self
--- Follow event fuction. Check if coming from state "stopped". If so the transition is rejected.
-- @param #AI_FORMATION self
-- @param Core.Set#SET_GROUP FollowGroupSet The following set of groups.
-- @param #string From From state.
-- @param #string Event Event.
-- @pram #string To The to state.
function AI_FORMATION:onbeforeFollowing( FollowGroupSet, From, Event, To ) --R2.1
if From=="Stopped" then
return false -- Deny transition.
end
return true
end
--- @param #AI_FORMATION self
function AI_FORMATION:onenterFollowing( FollowGroupSet ) --R2.1
self:F( )
@ -1032,8 +1057,8 @@ function AI_FORMATION:onenterFollowing( FollowGroupSet ) --R2.1
end,
self, ClientUnit, CT1, CV1, CT2, CV2
)
self:__Follow( -0.5 )
self:__Follow( -self.dtFollow )
end
end

View File

@ -26,6 +26,7 @@
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field Wrapper.Unit#UNIT carrier Aircraft carrier unit on which we want to practice.
-- @field #string carriertype Type name of aircraft carrier.
-- @field #string alias Alias of the carrier trainer.
-- @field Core.Zone#ZONE_UNIT startZone Zone in which the pattern approach starts.
-- @field Core.Zone#ZONE_UNIT giantZone Large zone around the carrier to welcome players.
-- @field Core.Zone#ZONE_UNIT registerZone Zone behind the carrier to register for a new approach.
@ -39,6 +40,7 @@
-- @field #CARRIERTRAINER.Checkpoint Wake Right behind the carrier.
-- @field #CARRIERTRAINER.Checkpoint Groove In the groove checkpoint.
-- @field #CARRIERTRAINER.Checkpoint Trap Landing checkpoint.
-- @field
-- @extends Core.Fsm#FSM
--- Practice Carrier Landings
@ -73,6 +75,8 @@ CARRIERTRAINER = {
Wake = {},
Groove = {},
Trap = {},
TACAN = nil,
ICLS = nil,
}
--- Aircraft types.
@ -148,7 +152,7 @@ CARRIERTRAINER.MenuF10={}
--- Carrier trainer class version.
-- @field #string version
CARRIERTRAINER.version="0.1.0"
CARRIERTRAINER.version="0.1.0w"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
@ -353,8 +357,11 @@ function CARRIERTRAINER:OnEventLand(EventData)
-- Check if we caught a wire after one second.
-- TODO: test this!
local playerData=self.players[_playername]
SCHEDULER:New(nil, self._Trapped,{self, playerData}, 1)
local playerData=self.players[_playername] --#CARRIERTRAINER.PlayerData
local coord=playerData.unit:GetCoordinate()
-- Call trapped function in 5 seconds to make sure we did not bolter.
SCHEDULER:New(nil, self._Trapped,{self, playerData, coord}, 5)
end
end
@ -1287,18 +1294,19 @@ end
--- Trapped?
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
function CARRIERTRAINER:_Trapped(playerData)
-- @param Core.Point#COORDINATE pos Position of aircraft on landing event.
function CARRIERTRAINER:_Trapped(playerData, pos)
-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
local diffX, diffZ, rho, phi = self:_GetDistances(playerData.unit)
local diffX, diffZ, rho, phi = self:_GetDistances(pos)
-- Get velocities.
local playerVelocity = playerData.unit:GetVelocityKMH()
local carrierVelocity = self.carrier:GetVelocityKMH()
local carrierVelocity = self.carrier:GetVelocityKMH()
if math.abs(playerVelocity-carrierVelocity) < 0.01 then
env.info("Trap identified! diff " .. diffX .. ", highestCarrierXDiff" .. playerData.highestCarrierXDiff .. ", secondsStandingStill: " .. playerData.secondsStandingStill)
if playerData.unit:InAir()==false then
-- Seems we have successfully landed.
local wire = 1
local score = -10
@ -1317,13 +1325,19 @@ function CARRIERTRAINER:_Trapped(playerData)
score = 7
end
self:_SendMessageToPlayer( "TRAPPED! " .. wire .. "-wire!", 30, playerData )
self:_PrintScore(score, playerData, false)
local text=string.format("TRAPPED! %d-wire.", wire)
self:_SendMessageToPlayer(text, 30, playerData)
env.info("Distance! " .. diffX .. " meters resulted in a " .. wire .. "-wire estimation.");
local text2=string.format("Distance %.1f meters resulted in a %d-wire estimate.", diffX, wire)
MESSAGE:New(text,30):ToAllIf(self.Debug)
env.info(text2)
local fullHint = "Trapped catching the " .. wire .. "-wire."
local fullHint = string.format("Trapped catching the %d-wire.", wire)
self:_AddToSummary(playerData, fullHint)
else
--Boltered!
end
end
@ -1358,24 +1372,35 @@ function CARRIERTRAINER:_AddF10Commands(_unitName)
if CARRIERTRAINER.MenuF10[_gid] == nil then
CARRIERTRAINER.MenuF10[_gid]=missionCommands.addSubMenuForGroup(_gid, "Carrier Trainer")
end
local _rangePath = missionCommands.addSubMenuForGroup(_gid, self.alias, CARRIERTRAINER.MenuF10[_gid])
local _statsPath = missionCommands.addSubMenuForGroup(_gid, "Results", _rangePath)
local _settingsPath = missionCommands.addSubMenuForGroup(_gid, "My Settings", _rangePath)
local _infoPath = missionCommands.addSubMenuForGroup(_gid, "Carrier Info", _rangePath)
local playerData=self.players[playername]
-- F10/Carrier Trainer/<Carrier Name>
local _trainPath = missionCommands.addSubMenuForGroup(_gid, self.alias, CARRIERTRAINER.MenuF10[_gid])
-- F10/Carrier Trainer/<Carrier Name>/Results
--local _statsPath = missionCommands.addSubMenuForGroup(_gid, "Results", _trainPath)
-- F10/Carrier Trainer/<Carrier Name>/My Settings
local _settingsPath = missionCommands.addSubMenuForGroup(_gid, "My Settings", _trainPath)
-- F10/Carrier Trainer/<Carrier Name>/My Settings/Difficulty
local _difficulPath = missionCommands.addSubMenuForGroup(_gid, "Difficulty", _settingsPath)
-- F10/Carrier Trainer/<Carrier Name>/Carrier Info
local _infoPath = missionCommands.addSubMenuForGroup(_gid, "Carrier Info", _trainPath)
-- F10/On the Range/<Range Name>/Stats/
-- F10/Carrier Trainer/<Carrier Name>/Stats/
--missionCommands.addCommandForGroup(_gid, "All Results", _statsPath, self._DisplayStrafePitResults, self, _unitName)
--missionCommands.addCommandForGroup(_gid, "My Results", _statsPath, self._DisplayBombingResults, self, _unitName)
--missionCommands.addCommandForGroup(_gid, "Reset All Results", _statsPath, self._ResetRangeStats, self, _unitName)
-- F10/On the Range/<Range Name>/My Settings/
-- F10/Carrier Trainer/<Carrier Name>/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 Name>/Range Information
--missionCommands.addCommandForGroup(_gid, "General Info", _infoPath, self._DisplayRangeInfo, self, _unitName)
--missionCommands.addCommandForGroup(_gid, "Flare Hits On/Off", _settingsPath, self._FlareDirectHitsOnOff, self, _unitName)
-- F10/Carrier Trainer/<Carrier Name>/My Settings/Difficulty
missionCommands.addCommandForGroup(_gid, "Flight Student", _difficulPath, self.SetDifficulty, self, playerData, CARRIERTRAINER.Difficulty.EASY)
missionCommands.addCommandForGroup(_gid, "Naval Aviator", _difficulPath, self.SetDifficulty, self, playerData, CARRIERTRAINER.Difficulty.NORMAL)
missionCommands.addCommandForGroup(_gid, "TOPGUN Graduate", _difficulPath, self.SetDifficulty, self, playerData, CARRIERTRAINER.Difficulty.HARD)
-- F10/Carrier Trainer/<Carrier Name>/Carrier Info/
missionCommands.addCommandForGroup(_gid, "Carrier Info", _infoPath, self._DisplayCarrierInfo, self, _unitName)
missionCommands.addCommandForGroup(_gid, "Weather Report", _infoPath, self._DisplayCarrierWeather, 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(self.lid.."Could not find group or group ID in AddF10Menu() function. Unit name: ".._unitName)
@ -1386,11 +1411,55 @@ function CARRIERTRAINER:_AddF10Commands(_unitName)
end
--- Report weather conditions at range. Temperature, QFE pressure and wind data.
--- Report information about carrier.
-- @param #CARRIERTRAINER self
-- @param #string _unitname Name of the player unit.
function CARRIERTRAINER:_DisplayCarrierInfo(_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=string.format("%s info:\n", self.alias)
-- Current coordinates.
local coord=self.carrier:GetCoordinate()
local playerData=self.players[playername] --#CARRIERTRAINER.PlayerData
local carrierheading=self.carrier:GetHeading()
local carrierspeed=UTILS.MpsToKnots(self.carrier:GetVelocity())
text=text..string.format("BRC %d\n", carrierheading)
text=text..string.format("Speed %d kts\n", carrierspeed)
local tacan="unknown"
local icls="unknown"
if self.TACAN~=nil then
tacan=tostring(self.TACAN)
end
if self.ICLS~=nil then
icls=tostring(self.ICLS)
end
text=text..string.format("TACAN Channel %s", tacan)
text=text..string.format("ICLS Channel %s", icls)
end
end
--- Report weather conditions at the carrier location. Temperature, QFE pressure and wind data.
-- @param #CARRIERTRAINER self
-- @param #string _unitname Name of the player unit.
function CARRIERTRAINER:_DisplayCarrierWeather(_unitname)
self:E(_unitname)
self:F(_unitname)
-- Get player unit and player name.
local unit, playername = self:_GetPlayerUnitAndName(_unitname)
@ -1677,7 +1746,7 @@ function CARRIERTRAINER:_HandleCollectedResult(playerData, wire)
playerData.collectedResultString = newString
else
playerData.collectedResultString = playerData.collectedResultString .. ", " .. newString
MessageToAll( playerData.callsign .. "'s " .. playerData.passes .. " passes: " .. playerData.collectedResultString .. " (TOTAL: " .. playerData.totalScore .. ")" , 30, "CollectedResult" )
MessageToAll( playerData.callsign .. "'s " .. playerData.passes .. " passes: " .. playerData.collectedResultString .. " (TOTAL: " .. playerData.totalscore .. ")" , 30, "CollectedResult" )
end
local heading=playerData.unit:GetCoordinate():HeadingTo(self.startZone:GetCoordinate())

View File

@ -4620,7 +4620,7 @@ function WAREHOUSE:onafterAttacked(From, Event, To, Coalition, Country)
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)
self:AddRequest(self, WAREHOUSE.Descriptor.CATEGORY, Group.Category.GROUND, WAREHOUSE.Quantity.ALL, nil, nil , 0, "AutoDefence")
else
text=text..string.format("No ground assets currently available.")
end

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@ -3034,6 +3034,3 @@ function CONTROLLABLE:IsAirPlane()
return nil
end
-- Message APIs

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@ -325,7 +325,7 @@ end
-- 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.
-- @param #boolean GenerateEvent If true, a crash or dead event for each unit is generated. If false, if no event is triggered. If nil, a RemoveUnit event is triggered.
-- @usage
-- -- Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group.
-- Helicopter = GROUP:FindByName( "Helicopter" )

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@ -902,22 +902,27 @@ end
function UNIT:InAir()
self:F2( self.UnitName )
-- Get DCS unit object.
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 = DCSUnit:inAir()
local UnitInAir = true
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
-- Get DCS result of whether unit is in air or not.
local UnitInAir = DCSUnit:inAir()
-- If DCS says that it is in air, check if this is really the case, since we might have landed on a building where inAir()=true but actually is not.
if UnitInAir==true then
local VelocityVec3 = DCSUnit:getVelocity()
--local Velocity = ( VelocityVec3.x ^ 2 + VelocityVec3.y ^ 2 + VelocityVec3.z ^ 2 ) ^ 0.5 -- in meters / sec
local Velocity = UTILS.VecNorm(VelocityVec3)
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
end
self:T3( UnitInAir )
return UnitInAir
end