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Weapon
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@ -679,10 +679,11 @@ do -- Weapon
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--- Weapon.Category enum that stores weapon categories.
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-- @type Weapon.Category
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-- @field SHELL
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-- @field MISSILE
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-- @field ROCKET
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-- @field BOMB
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-- @field #number SHELL Shell.
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-- @field #number MISSILE Missile
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-- @field #number ROCKET Rocket.
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-- @field #number BOMB Bomb.
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-- @field #number TORPEDO Torpedo.
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--- Weapon.GuidanceType enum that stores guidance methods. Available only for guided weapon (Weapon.Category.MISSILE and some Weapon.Category.BOMB).
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@ -168,7 +168,7 @@ FOX = {
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--- Missile data table.
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-- @type FOX.MissileData
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-- @field Wrapper.Unit#UNIT weapon Missile weapon unit.
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-- @field DCS#Weapon weapon Missile weapon object.
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-- @field #boolean active If true the missile is active.
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-- @field #string missileType Type of missile.
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-- @field #string missileName Name of missile.
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@ -196,7 +196,7 @@ FOX.MenuF10Root=nil
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--- FOX class version.
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-- @field #string version
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FOX.version="0.6.1"
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FOX.version="0.7.0"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- ToDo list
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@ -762,6 +762,276 @@ function FOX:_IsProtected(targetunit)
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return false
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end
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--- Missle launch event.
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-- @param #FOX self
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-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
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-- @param #FOX.MissileData missile Fired missile
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function FOX:_FuncTrack(weapon, missile)
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-- Missile coordinate.
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missileCoord=COORDINATE:NewFromVec3(_lastBombPos)
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-- Missile velocity in m/s.
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local missileVelocity=UTILS.VecNorm(_ordnance:getVelocity())
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-- Update missile target if necessary.
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self:GetMissileTarget(missile)
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if missile.targetUnit then
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-----------------------------------
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-- Missile has a specific target --
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-----------------------------------
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if missile.targetPlayer then
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-- Target is a player.
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if missile.targetPlayer.destroy==true then
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target=missile.targetUnit
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end
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else
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-- Check if unit is protected.
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if self:_IsProtected(missile.targetUnit) then
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target=missile.targetUnit
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end
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end
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else
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------------------------------------
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-- Missile has NO specific target --
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------------------------------------
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-- TODO: This might cause a problem with wingman. Even if the shooter itself is excluded from the check, it's wingmen are not.
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-- That would trigger the distance check right after missile launch if things to wrong.
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--
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-- Possible solutions:
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-- * Time check: enable this check after X seconds after missile was fired. What is X?
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-- * Coalition check. But would not work in training situations where blue on blue is valid!
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-- * At least enable it for surface-to-air missiles.
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local function _GetTarget(_unit)
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local unit=_unit --Wrapper.Unit#UNIT
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-- Player position.
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local playerCoord=unit:GetCoordinate()
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-- Distance.
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local dist=missileCoord:Get3DDistance(playerCoord)
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-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
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if dist<=self.explosiondist then
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return unit
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end
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end
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-- Distance to closest player.
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local mindist=nil
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-- Loop over players.
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for _,_player in pairs(self.players) do
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local player=_player --#FOX.PlayerData
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-- Check that player was not the one who launched the missile.
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if player.unitname~=missile.shooterName then
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-- Player position.
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local playerCoord=player.unit:GetCoordinate()
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-- Distance.
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local dist=missileCoord:Get3DDistance(playerCoord)
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-- Distance from shooter to player.
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local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
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-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
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if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
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mindist=dist
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target=player.unit
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end
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end
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end
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if self.protectedset then
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-- Distance to closest protected unit.
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mindist=nil
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for _,_group in pairs(self.protectedset:GetSet()) do
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local group=_group --Wrapper.Group#GROUP
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for _,_unit in pairs(group:GetUnits()) do
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local unit=_unit --Wrapper.Unit#UNIT
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if unit and unit:IsAlive() then
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-- Check that player was not the one who launched the missile.
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if unit:GetName()~=missile.shooterName then
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-- Player position.
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local playerCoord=unit:GetCoordinate()
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-- Distance.
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local dist=missileCoord:Get3DDistance(playerCoord)
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-- Distance from shooter to player.
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local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
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-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
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if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
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mindist=dist
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target=unit
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end
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end
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end
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end
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end
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end
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if target then
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self:T(self.lid..string.format("Missile %s with NO explicit target got closest unit to missile as target %s. Dist=%s m", missile.missileType, target:GetName(), tostring(mindist)))
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end
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end
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-- Check if missile has a valid target.
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if target then
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-- Target coordinate.
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local targetCoord=target:GetCoordinate()
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-- Distance from missile to target.
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local distance=missileCoord:Get3DDistance(targetCoord)
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-- Distance missile to shooter.
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local distShooter=nil
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if missile.shooterUnit and missile.shooterUnit:IsAlive() then
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distShooter=missileCoord:Get3DDistance(missile.shooterUnit:GetCoordinate())
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end
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-- Debug output.
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if self.Debug then
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local bearing=targetCoord:HeadingTo(missileCoord)
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local eta=distance/missileVelocity
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-- Debug distance check.
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self:I(self.lid..string.format("Missile %s Target %s: Distance = %.1f m, v=%.1f m/s, bearing=%03d°, ETA=%.1f sec", missile.missileType, target:GetName(), distance, missileVelocity, bearing, eta))
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end
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-- Distroy missile if it's getting too close.
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local destroymissile=distance<=self.explosiondist
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-- Check BIG missiles.
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if self.explosiondist2 and distance<=self.explosiondist2 and not destroymissile then
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destroymissile=missile.explosive>=self.bigmissilemass
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end
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-- If missile is 150 m from target ==> destroy missile if in safe zone.
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if destroymissile and self:_CheckCoordSafe(targetCoord) then
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-- Destroy missile.
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self:I(self.lid..string.format("Destroying missile %s(%s) fired by %s aimed at %s [player=%s] at distance %.1f m",
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missile.missileType, missile.missileName, missile.shooterName, target:GetName(), tostring(missile.targetPlayer~=nil), distance))
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_ordnance:destroy()
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-- Missile is not active any more.
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missile.active=false
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-- Debug smoke.
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if self.Debug then
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missileCoord:SmokeRed()
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targetCoord:SmokeGreen()
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end
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-- Create event.
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self:MissileDestroyed(missile)
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-- Little explosion for the visual effect.
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if self.explosionpower>0 and distance>50 and (distShooter==nil or (distShooter and distShooter>50)) then
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missileCoord:Explosion(self.explosionpower)
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end
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-- Target was a player.
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if missile.targetPlayer then
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-- Message to target.
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local text=string.format("Destroying missile. %s", self:_DeadText())
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MESSAGE:New(text, 10):ToGroup(target:GetGroup())
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-- Increase dead counter.
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missile.targetPlayer.dead=missile.targetPlayer.dead+1
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end
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-- Terminate timer.
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return nil
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else
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-- Time step.
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local dt=1.0
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if distance>50000 then
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-- > 50 km
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dt=self.dt50 --=5.0
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elseif distance>10000 then
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-- 10-50 km
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dt=self.dt10 --=1.0
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elseif distance>5000 then
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-- 5-10 km
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dt=self.dt05 --0.5
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elseif distance>1000 then
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-- 1-5 km
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dt=self.dt01 --0.1
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else
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-- < 1 km
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dt=self.dt00 --0.01
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end
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-- Check again in dt seconds.
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return timer.getTime()+dt
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end
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else
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-- Destroy missile.
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self:T(self.lid..string.format("Missile %s(%s) fired by %s has no current target. Checking back in 0.1 sec.", missile.missileType, missile.missileName, missile.shooterName))
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return timer.getTime()+0.1
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end
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end
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--- Callback function on impact or destroy otherwise.
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-- @param #FOX self
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-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
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-- @param #FOX.MissileData missile Fired missile
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function FOX:_FuncImpact(weapon, missile)
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if target then
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-- Get human player.
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local player=self:_GetPlayerFromUnit(target)
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-- Check for player and distance < 10 km.
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if player and player.unit:IsAlive() then -- and missileCoord and player.unit:GetCoordinate():Get3DDistance(missileCoord)<10*1000 then
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local text=string.format("Missile defeated. Well done, %s!", player.name)
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MESSAGE:New(text, 10):ToClient(player.client)
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-- Increase defeated counter.
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player.defeated=player.defeated+1
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end
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end
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-- Missile is not active any more.
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missile.active=false
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--Terminate the timer.
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self:T(FOX.lid..string.format("Terminating missile track timer."))
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return nil
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end
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--- Missle launch event.
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-- @param #FOX self
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-- @param #string From From state.
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@ -818,304 +1088,20 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
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end
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end
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end
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end
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-- Init missile position.
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local _lastBombPos = {x=0,y=0,z=0}
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local weapon=WEAPON:New(missile.weapon)
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-- Missile coordinate.
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local missileCoord = nil --Core.Point#COORDINATE
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weapon:SetFuncTrack(FuncTrack)
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-- Target unit of the missile.
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local target=nil --Wrapper.Unit#UNIT
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--- Function monitoring the position of a bomb until impact.
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local function trackMissile(_ordnance)
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weapon:SetFuncImpact(FuncImpact)
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-- When the pcall returns a failure the weapon has hit.
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local _status,_bombPos = pcall(
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function()
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return _ordnance:getPoint()
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end)
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-- Check if status is not nil. If so, we have a valid point.
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if _status then
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----------------------------------------------
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-- Still in the air. Remember this position --
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----------------------------------------------
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-- Missile position.
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_lastBombPos = {x=_bombPos.x, y=_bombPos.y, z=_bombPos.z}
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-- Missile coordinate.
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missileCoord=COORDINATE:NewFromVec3(_lastBombPos)
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-- Missile velocity in m/s.
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local missileVelocity=UTILS.VecNorm(_ordnance:getVelocity())
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-- Update missile target if necessary.
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self:GetMissileTarget(missile)
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if missile.targetUnit then
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-----------------------------------
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-- Missile has a specific target --
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-----------------------------------
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if missile.targetPlayer then
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-- Target is a player.
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if missile.targetPlayer.destroy==true then
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target=missile.targetUnit
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end
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else
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-- Check if unit is protected.
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if self:_IsProtected(missile.targetUnit) then
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target=missile.targetUnit
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end
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end
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else
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------------------------------------
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-- Missile has NO specific target --
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------------------------------------
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-- TODO: This might cause a problem with wingman. Even if the shooter itself is excluded from the check, it's wingmen are not.
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-- That would trigger the distance check right after missile launch if things to wrong.
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--
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-- Possible solutions:
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-- * Time check: enable this check after X seconds after missile was fired. What is X?
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-- * Coalition check. But would not work in training situations where blue on blue is valid!
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-- * At least enable it for surface-to-air missiles.
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local function _GetTarget(_unit)
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local unit=_unit --Wrapper.Unit#UNIT
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-- Player position.
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local playerCoord=unit:GetCoordinate()
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-- Distance.
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local dist=missileCoord:Get3DDistance(playerCoord)
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-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
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if dist<=self.explosiondist then
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return unit
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end
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end
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-- Distance to closest player.
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local mindist=nil
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-- Loop over players.
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for _,_player in pairs(self.players) do
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local player=_player --#FOX.PlayerData
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-- Check that player was not the one who launched the missile.
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if player.unitname~=missile.shooterName then
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-- Player position.
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local playerCoord=player.unit:GetCoordinate()
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-- Distance.
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local dist=missileCoord:Get3DDistance(playerCoord)
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-- Distance from shooter to player.
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local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
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-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
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if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
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mindist=dist
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target=player.unit
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end
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end
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end
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if self.protectedset then
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-- Distance to closest protected unit.
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mindist=nil
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for _,_group in pairs(self.protectedset:GetSet()) do
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local group=_group --Wrapper.Group#GROUP
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for _,_unit in pairs(group:GetUnits()) do
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local unit=_unit --Wrapper.Unit#UNIT
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if unit and unit:IsAlive() then
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-- Check that player was not the one who launched the missile.
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if unit:GetName()~=missile.shooterName then
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-- Player position.
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local playerCoord=unit:GetCoordinate()
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-- Distance.
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local dist=missileCoord:Get3DDistance(playerCoord)
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-- Distance from shooter to player.
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local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
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-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
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if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
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mindist=dist
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target=unit
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end
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end
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end
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end
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end
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end
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if target then
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self:T(self.lid..string.format("Missile %s with NO explicit target got closest unit to missile as target %s. Dist=%s m", missile.missileType, target:GetName(), tostring(mindist)))
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end
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end
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-- Check if missile has a valid target.
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if target then
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-- Target coordinate.
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local targetCoord=target:GetCoordinate()
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-- Distance from missile to target.
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local distance=missileCoord:Get3DDistance(targetCoord)
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-- Distance missile to shooter.
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local distShooter=nil
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if missile.shooterUnit and missile.shooterUnit:IsAlive() then
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distShooter=missileCoord:Get3DDistance(missile.shooterUnit:GetCoordinate())
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end
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-- Debug output.
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if self.Debug then
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local bearing=targetCoord:HeadingTo(missileCoord)
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local eta=distance/missileVelocity
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-- Debug distance check.
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self:I(self.lid..string.format("Missile %s Target %s: Distance = %.1f m, v=%.1f m/s, bearing=%03d°, ETA=%.1f sec", missile.missileType, target:GetName(), distance, missileVelocity, bearing, eta))
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end
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-- Distroy missile if it's getting too close.
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local destroymissile=distance<=self.explosiondist
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-- Check BIG missiles.
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if self.explosiondist2 and distance<=self.explosiondist2 and not destroymissile then
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destroymissile=missile.explosive>=self.bigmissilemass
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end
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-- If missile is 150 m from target ==> destroy missile if in safe zone.
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if destroymissile and self:_CheckCoordSafe(targetCoord) then
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-- Destroy missile.
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self:I(self.lid..string.format("Destroying missile %s(%s) fired by %s aimed at %s [player=%s] at distance %.1f m",
|
||||
missile.missileType, missile.missileName, missile.shooterName, target:GetName(), tostring(missile.targetPlayer~=nil), distance))
|
||||
_ordnance:destroy()
|
||||
|
||||
-- Missile is not active any more.
|
||||
missile.active=false
|
||||
|
||||
-- Debug smoke.
|
||||
if self.Debug then
|
||||
missileCoord:SmokeRed()
|
||||
targetCoord:SmokeGreen()
|
||||
end
|
||||
|
||||
-- Create event.
|
||||
self:MissileDestroyed(missile)
|
||||
|
||||
-- Little explosion for the visual effect.
|
||||
if self.explosionpower>0 and distance>50 and (distShooter==nil or (distShooter and distShooter>50)) then
|
||||
missileCoord:Explosion(self.explosionpower)
|
||||
end
|
||||
|
||||
-- Target was a player.
|
||||
if missile.targetPlayer then
|
||||
|
||||
-- Message to target.
|
||||
local text=string.format("Destroying missile. %s", self:_DeadText())
|
||||
MESSAGE:New(text, 10):ToGroup(target:GetGroup())
|
||||
|
||||
-- Increase dead counter.
|
||||
missile.targetPlayer.dead=missile.targetPlayer.dead+1
|
||||
end
|
||||
|
||||
-- Terminate timer.
|
||||
return nil
|
||||
|
||||
else
|
||||
|
||||
-- Time step.
|
||||
local dt=1.0
|
||||
if distance>50000 then
|
||||
-- > 50 km
|
||||
dt=self.dt50 --=5.0
|
||||
elseif distance>10000 then
|
||||
-- 10-50 km
|
||||
dt=self.dt10 --=1.0
|
||||
elseif distance>5000 then
|
||||
-- 5-10 km
|
||||
dt=self.dt05 --0.5
|
||||
elseif distance>1000 then
|
||||
-- 1-5 km
|
||||
dt=self.dt01 --0.1
|
||||
else
|
||||
-- < 1 km
|
||||
dt=self.dt00 --0.01
|
||||
end
|
||||
|
||||
-- Check again in dt seconds.
|
||||
return timer.getTime()+dt
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-- Destroy missile.
|
||||
self:T(self.lid..string.format("Missile %s(%s) fired by %s has no current target. Checking back in 0.1 sec.", missile.missileType, missile.missileName, missile.shooterName))
|
||||
return timer.getTime()+0.1
|
||||
|
||||
-- No target ==> terminate timer.
|
||||
--return nil
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-------------------------------------
|
||||
-- Missile does not exist any more --
|
||||
-------------------------------------
|
||||
|
||||
if target then
|
||||
|
||||
-- Get human player.
|
||||
local player=self:_GetPlayerFromUnit(target)
|
||||
|
||||
-- Check for player and distance < 10 km.
|
||||
if player and player.unit:IsAlive() then -- and missileCoord and player.unit:GetCoordinate():Get3DDistance(missileCoord)<10*1000 then
|
||||
local text=string.format("Missile defeated. Well done, %s!", player.name)
|
||||
MESSAGE:New(text, 10):ToClient(player.client)
|
||||
|
||||
-- Increase defeated counter.
|
||||
player.defeated=player.defeated+1
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Missile is not active any more.
|
||||
missile.active=false
|
||||
|
||||
--Terminate the timer.
|
||||
self:T(FOX.lid..string.format("Terminating missile track timer."))
|
||||
return nil
|
||||
|
||||
end -- _status check
|
||||
|
||||
end -- end function trackBomb
|
||||
|
||||
-- Weapon is not yet "alife" just yet. Start timer with a little delay.
|
||||
self:T(FOX.lid..string.format("Tracking of missile starts in 0.0001 seconds."))
|
||||
timer.scheduleFunction(trackMissile, missile.weapon, timer.getTime()+0.0001)
|
||||
--timer.scheduleFunction(trackMissile, missile.weapon, timer.getTime()+0.0001)
|
||||
weapon:StartTrack(0.0001)
|
||||
|
||||
end
|
||||
|
||||
|
||||
@ -406,9 +406,11 @@ RANGE.TargetType = {
|
||||
-- @field #boolean messages Display info messages.
|
||||
-- @field Wrapper.Client#CLIENT client Client object of player.
|
||||
-- @field #string unitname Name of player aircraft unit.
|
||||
-- @field Wrapper.Unit#UNIT unit Player unit.
|
||||
-- @field #string playername Name of player.
|
||||
-- @field #string airframe Aircraft type name.
|
||||
-- @field #boolean inzone If true, player is inside the range zone.
|
||||
-- @field #boolean targeton Target on.
|
||||
|
||||
--- Bomb target data.
|
||||
-- @type RANGE.BombTarget
|
||||
@ -1721,6 +1723,7 @@ function RANGE:OnEventBirth( EventData )
|
||||
self.PlayerSettings[_playername].messages = true
|
||||
self.PlayerSettings[_playername].client = CLIENT:FindByName( _unitName, nil, true )
|
||||
self.PlayerSettings[_playername].unitname = _unitName
|
||||
self.PlayerSettings[_playername].unit = _unit
|
||||
self.PlayerSettings[_playername].playername = _playername
|
||||
self.PlayerSettings[_playername].airframe = EventData.IniUnit:GetTypeName()
|
||||
self.PlayerSettings[_playername].inzone = false
|
||||
@ -1829,10 +1832,141 @@ function RANGE:OnEventHit( EventData )
|
||||
end
|
||||
end
|
||||
|
||||
--- Range event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun).
|
||||
--- Function called on impact of a tracked weapon.
|
||||
-- @param #RANGE self
|
||||
-- @param #table weapon Weapon
|
||||
function RANGE:_TrackWeapon(weapon)
|
||||
-- @param Wrapper.Weapon#WEAPON weapon The weapon object.
|
||||
-- @param #RANGE.PlayerData playerData Player data table.
|
||||
-- @param #number attackHdg Attack heading.
|
||||
-- @param #number attackAlt Attack altitude.
|
||||
-- @param #number attackVel Attack velocity.
|
||||
function RANGE:_OnImpact(weapon, playerData, attackHdg, attackAlt, attackVel)
|
||||
|
||||
-- Get closet target to last position.
|
||||
local _closetTarget = nil -- #RANGE.BombTarget
|
||||
local _distance = nil
|
||||
local _closeCoord = nil --Core.Point#COORDINATE
|
||||
local _hitquality = "POOR"
|
||||
|
||||
-- Get callsign.
|
||||
local _callsign = self:_myname( playerData.unitname )
|
||||
|
||||
local _playername=playerData.playername
|
||||
|
||||
local _unit=playerData.unit
|
||||
|
||||
-- Coordinate of impact point.
|
||||
local impactcoord = weapon:GetImpactCoordinate()
|
||||
|
||||
-- Check if impact happened in range zone.
|
||||
local insidezone = self.rangezone:IsCoordinateInZone( impactcoord )
|
||||
|
||||
|
||||
-- Smoke impact point of bomb.
|
||||
if playerData.smokebombimpact and insidezone then
|
||||
if playerData.delaysmoke then
|
||||
timer.scheduleFunction( self._DelayedSmoke, { coord = impactcoord, color = playerData.smokecolor }, timer.getTime() + self.TdelaySmoke )
|
||||
else
|
||||
impactcoord:Smoke( playerData.smokecolor )
|
||||
end
|
||||
end
|
||||
|
||||
-- Loop over defined bombing targets.
|
||||
for _, _bombtarget in pairs( self.bombingTargets ) do
|
||||
local bombtarget=_bombtarget --#RANGE.BombTarget
|
||||
|
||||
-- Get target coordinate.
|
||||
local targetcoord = self:_GetBombTargetCoordinate( _bombtarget )
|
||||
|
||||
if targetcoord then
|
||||
|
||||
-- Distance between bomb and target.
|
||||
local _temp = impactcoord:Get2DDistance( targetcoord )
|
||||
|
||||
-- Find closest target to last known position of the bomb.
|
||||
if _distance == nil or _temp < _distance then
|
||||
_distance = _temp
|
||||
_closetTarget = bombtarget
|
||||
_closeCoord = targetcoord
|
||||
if _distance <= 1.53 then -- Rangeboss Edit
|
||||
_hitquality = "SHACK" -- Rangeboss Edit
|
||||
elseif _distance <= 0.5 * bombtarget.goodhitrange then -- Rangeboss Edit
|
||||
_hitquality = "EXCELLENT"
|
||||
elseif _distance <= bombtarget.goodhitrange then
|
||||
_hitquality = "GOOD"
|
||||
elseif _distance <= 2 * bombtarget.goodhitrange then
|
||||
_hitquality = "INEFFECTIVE"
|
||||
else
|
||||
_hitquality = "POOR"
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Count if bomb fell less than ~1 km away from the target.
|
||||
if _distance and _distance <= self.scorebombdistance then
|
||||
-- Init bomb player results.
|
||||
if not self.bombPlayerResults[_playername] then
|
||||
self.bombPlayerResults[_playername] = {}
|
||||
end
|
||||
|
||||
-- Local results.
|
||||
local _results = self.bombPlayerResults[_playername]
|
||||
|
||||
local result = {} -- #RANGE.BombResult
|
||||
result.command=SOCKET.DataType.BOMBRESULT
|
||||
result.name = _closetTarget.name or "unknown"
|
||||
result.distance = _distance
|
||||
result.radial = _closeCoord:HeadingTo( impactcoord )
|
||||
result.weapon = weapon:GetTypeName() or "unknown"
|
||||
result.quality = _hitquality
|
||||
result.player = playerData.playername
|
||||
result.time = timer.getAbsTime()
|
||||
result.clock = UTILS.SecondsToClock(result.time, true)
|
||||
result.midate = UTILS.GetDCSMissionDate()
|
||||
result.theatre = env.mission.theatre
|
||||
result.airframe = playerData.airframe
|
||||
result.roundsFired = 0 -- Rangeboss Edit
|
||||
result.roundsHit = 0 -- Rangeboss Edit
|
||||
result.roundsQuality = "N/A" -- Rangeboss Edit
|
||||
result.rangename = self.rangename
|
||||
result.attackHdg = attackHdg
|
||||
result.attackVel = attackVel
|
||||
result.attackAlt = attackAlt
|
||||
|
||||
-- Add to table.
|
||||
table.insert( _results, result )
|
||||
|
||||
-- Call impact.
|
||||
self:Impact( result, playerData )
|
||||
|
||||
elseif insidezone then
|
||||
|
||||
-- Send message.
|
||||
-- DONE SRS message
|
||||
local _message = string.format( "%s, weapon impacted too far from nearest range target (>%.1f km). No score!", _callsign, self.scorebombdistance / 1000 )
|
||||
if self.useSRS then
|
||||
local ttstext = string.format( "%s, weapon impacted too far from nearest range target, mor than %.1f kilometer. No score!", _callsign, self.scorebombdistance / 1000 )
|
||||
self.controlsrsQ:NewTransmission(ttstext,nil,self.controlmsrs,nil,2)
|
||||
end
|
||||
self:_DisplayMessageToGroup( _unit, _message, nil, false )
|
||||
|
||||
if self.rangecontrol then
|
||||
-- weapon impacted too far from the nearest target! No Score!
|
||||
if self.useSRS then
|
||||
self.controlsrsQ:NewTransmission(_message,nil,self.controlmsrs,nil,1)
|
||||
else
|
||||
self.rangecontrol:NewTransmission( RANGE.Sound.RCWeaponImpactedTooFar.filename, RANGE.Sound.RCWeaponImpactedTooFar.duration, self.soundpath, nil, nil, _message, self.subduration )
|
||||
end
|
||||
end
|
||||
|
||||
else
|
||||
self:T( self.lid .. "Weapon impacted outside range zone." )
|
||||
end
|
||||
|
||||
-- Terminate the timer
|
||||
self:T( self.lid .. string.format( "Range %s, player %s: Terminating bomb track timer.", self.rangename, _playername ) )
|
||||
return nil
|
||||
|
||||
end
|
||||
|
||||
@ -1847,32 +1981,11 @@ function RANGE:OnEventShot( EventData )
|
||||
return
|
||||
end
|
||||
|
||||
-- Weapon data.
|
||||
local _weapon = EventData.Weapon:getTypeName() -- should be the same as Event.WeaponTypeName
|
||||
local _weaponStrArray = UTILS.Split( _weapon, "%." )
|
||||
local _weaponName = _weaponStrArray[#_weaponStrArray]
|
||||
|
||||
-- Weapon descriptor.
|
||||
local desc = EventData.Weapon:getDesc()
|
||||
|
||||
-- Weapon category: 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB (Weapon.Category.X)
|
||||
local weaponcategory = desc.category
|
||||
|
||||
-- Debug info.
|
||||
self:T( self.lid .. "EVENT SHOT: Range " .. self.rangename )
|
||||
self:T( self.lid .. "EVENT SHOT: Ini unit = " .. EventData.IniUnitName )
|
||||
self:T( self.lid .. "EVENT SHOT: Ini group = " .. EventData.IniGroupName )
|
||||
self:T( self.lid .. "EVENT SHOT: Weapon type = " .. _weapon )
|
||||
self:T( self.lid .. "EVENT SHOT: Weapon name = " .. _weaponName )
|
||||
self:T( self.lid .. "EVENT SHOT: Weapon cate = " .. weaponcategory )
|
||||
|
||||
-- Tracking conditions for bombs, rockets and missiles.
|
||||
local _bombs = weaponcategory == Weapon.Category.BOMB -- string.match(_weapon, "weapons.bombs")
|
||||
local _rockets = weaponcategory == Weapon.Category.ROCKET -- string.match(_weapon, "weapons.nurs")
|
||||
local _missiles = weaponcategory == Weapon.Category.MISSILE -- string.match(_weapon, "weapons.missiles") or _viggen
|
||||
-- Create weapon object.
|
||||
local weapon=WEAPON:New(EventData.weapon)
|
||||
|
||||
-- Check if any condition applies here.
|
||||
local _track = (_bombs and self.trackbombs) or (_rockets and self.trackrockets) or (_missiles and self.trackmissiles)
|
||||
local _track = (weapon:IsBomb() and self.trackbombs) or (weapon:IsRocket() and self.trackrockets) or (weapon:IsMissile() and self.trackmissiles)
|
||||
|
||||
-- Get unit name.
|
||||
local _unitName = EventData.IniUnitName
|
||||
@ -1880,11 +1993,6 @@ function RANGE:OnEventShot( EventData )
|
||||
-- Get player unit and name.
|
||||
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
|
||||
|
||||
-- Attack parameters.
|
||||
local attackHdg=_unit:GetHeading()
|
||||
local attackAlt=_unit:GetHeight()
|
||||
local attackVel=_unit:GetVelocityKNOTS()
|
||||
|
||||
-- Set this to larger value than the threshold.
|
||||
local dPR = self.BombtrackThreshold * 2
|
||||
|
||||
@ -1899,175 +2007,23 @@ function RANGE:OnEventShot( EventData )
|
||||
|
||||
-- Player data.
|
||||
local playerData = self.PlayerSettings[_playername] -- #RANGE.PlayerData
|
||||
|
||||
-- Attack parameters.
|
||||
local attackHdg=_unit:GetHeading()
|
||||
local attackAlt=_unit:GetHeight()
|
||||
local attackVel=_unit:GetVelocityKNOTS()
|
||||
|
||||
-- Tracking info and init of last bomb position.
|
||||
self:T( self.lid .. string.format( "RANGE %s: Tracking %s - %s.", self.rangename, _weapon, EventData.weapon:getName() ) )
|
||||
self:T( self.lid .. string.format( "RANGE %s: Tracking %s - %s.", self.rangename, weapon:GetTypeName(), weapon:GetName()))
|
||||
|
||||
-- Set callback function on impact.
|
||||
weapon:SetFuncImpact(RANGE._OnImpact, self, playerData, attackHdg, attackAlt, attackVel)
|
||||
|
||||
-- Init bomb position.
|
||||
local _lastBombPos = { x = 0, y = 0, z = 0 } -- DCS#Vec3
|
||||
|
||||
-- Function monitoring the position of a bomb until impact.
|
||||
local function trackBomb( _ordnance )
|
||||
|
||||
-- When the pcall returns a failure the weapon has hit.
|
||||
local _status, _bombPos = pcall( function()
|
||||
return _ordnance:getPoint()
|
||||
end )
|
||||
|
||||
self:T2( self.lid .. string.format( "Range %s: Bomb still in air: %s", self.rangename, tostring( _status ) ) )
|
||||
if _status then
|
||||
|
||||
----------------------------
|
||||
-- Weapon is still in air --
|
||||
----------------------------
|
||||
|
||||
-- Remember this position.
|
||||
_lastBombPos = { x = _bombPos.x, y = _bombPos.y, z = _bombPos.z }
|
||||
|
||||
-- Check again in ~0.005 seconds ==> 200 checks per second.
|
||||
return timer.getTime() + self.dtBombtrack
|
||||
else
|
||||
|
||||
-----------------------------
|
||||
-- Bomb did hit the ground --
|
||||
-----------------------------
|
||||
|
||||
-- Get closet target to last position.
|
||||
local _closetTarget = nil -- #RANGE.BombTarget
|
||||
local _distance = nil
|
||||
local _closeCoord = nil --Core.Point#COORDINATE
|
||||
local _hitquality = "POOR"
|
||||
|
||||
-- Get callsign.
|
||||
local _callsign = self:_myname( _unitName )
|
||||
|
||||
-- Coordinate of impact point.
|
||||
local impactcoord = COORDINATE:NewFromVec3( _lastBombPos )
|
||||
|
||||
-- Check if impact happened in range zone.
|
||||
local insidezone = self.rangezone:IsCoordinateInZone( impactcoord )
|
||||
|
||||
-- Impact point of bomb.
|
||||
if self.Debug then
|
||||
impactcoord:MarkToAll( "Bomb impact point" )
|
||||
end
|
||||
|
||||
-- Smoke impact point of bomb.
|
||||
if playerData.smokebombimpact and insidezone then
|
||||
if playerData.delaysmoke then
|
||||
timer.scheduleFunction( self._DelayedSmoke, { coord = impactcoord, color = playerData.smokecolor }, timer.getTime() + self.TdelaySmoke )
|
||||
else
|
||||
impactcoord:Smoke( playerData.smokecolor )
|
||||
end
|
||||
end
|
||||
|
||||
-- Loop over defined bombing targets.
|
||||
for _, _bombtarget in pairs( self.bombingTargets ) do
|
||||
local bombtarget=_bombtarget --#RANGE.BombTarget
|
||||
|
||||
-- Get target coordinate.
|
||||
local targetcoord = self:_GetBombTargetCoordinate( _bombtarget )
|
||||
|
||||
if targetcoord then
|
||||
|
||||
-- Distance between bomb and target.
|
||||
local _temp = impactcoord:Get2DDistance( targetcoord )
|
||||
|
||||
-- Find closest target to last known position of the bomb.
|
||||
if _distance == nil or _temp < _distance then
|
||||
_distance = _temp
|
||||
_closetTarget = bombtarget
|
||||
_closeCoord = targetcoord
|
||||
if _distance <= 1.53 then -- Rangeboss Edit
|
||||
_hitquality = "SHACK" -- Rangeboss Edit
|
||||
elseif _distance <= 0.5 * bombtarget.goodhitrange then -- Rangeboss Edit
|
||||
_hitquality = "EXCELLENT"
|
||||
elseif _distance <= bombtarget.goodhitrange then
|
||||
_hitquality = "GOOD"
|
||||
elseif _distance <= 2 * bombtarget.goodhitrange then
|
||||
_hitquality = "INEFFECTIVE"
|
||||
else
|
||||
_hitquality = "POOR"
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Count if bomb fell less than ~1 km away from the target.
|
||||
if _distance and _distance <= self.scorebombdistance then
|
||||
-- Init bomb player results.
|
||||
if not self.bombPlayerResults[_playername] then
|
||||
self.bombPlayerResults[_playername] = {}
|
||||
end
|
||||
|
||||
-- Local results.
|
||||
local _results = self.bombPlayerResults[_playername]
|
||||
|
||||
local result = {} -- #RANGE.BombResult
|
||||
result.command=SOCKET.DataType.BOMBRESULT
|
||||
result.name = _closetTarget.name or "unknown"
|
||||
result.distance = _distance
|
||||
result.radial = _closeCoord:HeadingTo( impactcoord )
|
||||
result.weapon = _weaponName or "unknown"
|
||||
result.quality = _hitquality
|
||||
result.player = playerData.playername
|
||||
result.time = timer.getAbsTime()
|
||||
result.clock = UTILS.SecondsToClock(result.time, true)
|
||||
result.midate = UTILS.GetDCSMissionDate()
|
||||
result.theatre = env.mission.theatre
|
||||
result.airframe = playerData.airframe
|
||||
result.roundsFired = 0 -- Rangeboss Edit
|
||||
result.roundsHit = 0 -- Rangeboss Edit
|
||||
result.roundsQuality = "N/A" -- Rangeboss Edit
|
||||
result.rangename = self.rangename
|
||||
result.attackHdg = attackHdg
|
||||
result.attackVel = attackVel
|
||||
result.attackAlt = attackAlt
|
||||
|
||||
-- Add to table.
|
||||
table.insert( _results, result )
|
||||
|
||||
-- Call impact.
|
||||
self:Impact( result, playerData )
|
||||
|
||||
elseif insidezone then
|
||||
|
||||
-- Send message.
|
||||
-- DONE SRS message
|
||||
local _message = string.format( "%s, weapon impacted too far from nearest range target (>%.1f km). No score!", _callsign, self.scorebombdistance / 1000 )
|
||||
if self.useSRS then
|
||||
local ttstext = string.format( "%s, weapon impacted too far from nearest range target, mor than %.1f kilometer. No score!", _callsign, self.scorebombdistance / 1000 )
|
||||
self.controlsrsQ:NewTransmission(ttstext,nil,self.controlmsrs,nil,2)
|
||||
end
|
||||
self:_DisplayMessageToGroup( _unit, _message, nil, false )
|
||||
|
||||
if self.rangecontrol then
|
||||
-- weapon impacted too far from the nearest target! No Score!
|
||||
if self.useSRS then
|
||||
self.controlsrsQ:NewTransmission(_message,nil,self.controlmsrs,nil,1)
|
||||
else
|
||||
self.rangecontrol:NewTransmission( RANGE.Sound.RCWeaponImpactedTooFar.filename, RANGE.Sound.RCWeaponImpactedTooFar.duration, self.soundpath, nil, nil, _message, self.subduration )
|
||||
end
|
||||
end
|
||||
|
||||
else
|
||||
self:T( self.lid .. "Weapon impacted outside range zone." )
|
||||
end
|
||||
|
||||
-- Terminate the timer
|
||||
self:T( self.lid .. string.format( "Range %s, player %s: Terminating bomb track timer.", self.rangename, _playername ) )
|
||||
return nil
|
||||
|
||||
end -- _status check
|
||||
|
||||
end -- end function trackBomb
|
||||
|
||||
-- Weapon is not yet "alife" just yet. Start timer in one second.
|
||||
-- Weapon is not yet "alife" just yet. Start timer in 0.1 seconds.
|
||||
self:T( self.lid .. string.format( "Range %s, player %s: Tracking of weapon starts in 0.1 seconds.", self.rangename, _playername ) )
|
||||
timer.scheduleFunction( trackBomb, EventData.weapon, timer.getTime() + 0.1 )
|
||||
weapon:StartTrack(0.1)
|
||||
|
||||
end -- if _track (string.match) and player-range distance < threshold.
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
@ -1,10 +1,11 @@
|
||||
--- **Wrapper** - Weapon.
|
||||
--- **Wrapper** - Weapon functions.
|
||||
--
|
||||
-- ## Main Features:
|
||||
--
|
||||
-- * Convenient access to all DCS API functions
|
||||
-- * Convenient access to DCS API functions
|
||||
-- * Track weapon and get impact position
|
||||
-- * Get launcher and target of weapon
|
||||
-- * Define callback function when weapon impacts
|
||||
-- * Destroy weapon before impact
|
||||
--
|
||||
-- ===
|
||||
@ -28,13 +29,30 @@
|
||||
-- @field #number verbose Verbosity level.
|
||||
-- @field #string lid Class id string for output to DCS log file.
|
||||
-- @field DCS#Weapon weapon The DCS weapon object.
|
||||
-- @field #string name Name of the weapon object.
|
||||
-- @field #string typeName Type name of the weapon.
|
||||
-- @field #number category Weapon category 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB (Weapon.Category.X).
|
||||
-- @field #number coalition Coalition ID.
|
||||
-- @field #number country Country ID.
|
||||
-- @field DCS#Desc desc Descriptor table.
|
||||
-- @field DCS#Unit launcher Launcher DCS unit.
|
||||
-- @field Wrapper.Unit#UNIT launcherUnit Launcher Unit.
|
||||
-- @field #string launcherName Name of launcher unit.
|
||||
-- @field #number dtTrack Time step in seconds for tracking scheduler.
|
||||
-- @field #function impactFunc Callback function for weapon impact.
|
||||
-- @field #table impactArg Optional arguments for the impact callback function.
|
||||
-- @field #function trackFunc Callback function when weapon is tracked and alive.
|
||||
-- @field #table trackArg Optional arguments for the track callback function.
|
||||
-- @field DCS#Vec3 vec3 Last known 3D position vector of the tracked weapon.
|
||||
-- @field DCS#Position3 pos3 Last known 3D position and direction vector of the tracked weapon.
|
||||
-- @field DCS#Vec3 impactVec3 Impact 3D vector.
|
||||
-- @field Core.Point#COORDINATE impactCoord Impact coordinate.
|
||||
-- @field #number trackScheduleID Tracking scheduler ID. Can be used to remove/destroy the scheduler function.
|
||||
-- @field #boolean tracking If `true`, scheduler will keep tracking. Otherwise, function will return nil and stop tracking.
|
||||
-- @field #boolean markImpact If `true`, the impact point is marked on the F10 map. Requires tracking to be started.
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
|
||||
--- *Before this time tomorrow I shall have gained a peerage, or Westminster Abbey.* -- Horatio Nelson
|
||||
--- *In the long run, the sharpest weapon of all is a kind and gentle spirit.* -- Anne Frank
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@ -48,6 +66,26 @@
|
||||
-- **Note** that this wrapper class is different from most others as weapon objects cannot be found with a DCS API function like `getByName()`.
|
||||
-- They can only be found in DCS events like the "Shot" event, where the weapon object is contained in the event data.
|
||||
--
|
||||
-- # Tracking
|
||||
--
|
||||
-- The status of the weapon can be tracked with the @{#WEAPON.StartTrack}() function. This function will try to determin the position of the weapon in (normally) relatively
|
||||
-- small time steps. The time step can be set via the @{#WEAPON.SetTimeStepTrack} function and is by default set to 0.01 secons.
|
||||
--
|
||||
-- Once the position cannot be retrieved any more, the weapon has impacted (or was destroyed otherwise) and the last known position is safed as the impact point.
|
||||
-- The impact point can be accessed with the @{#WEAPON.GetImpactVec3} or @{#WEAPON.GetImpactCoordinate} functions.
|
||||
--
|
||||
-- ## Callback functions
|
||||
--
|
||||
-- It is possible to define functions that are called during the tracking of the weapon and upon impact.
|
||||
--
|
||||
-- ### Callback on Impact
|
||||
--
|
||||
-- The function called on impact can be set with @{#WEAPON.SetFuncImpact}
|
||||
--
|
||||
-- ### Callback when Tracking
|
||||
--
|
||||
-- The function called each time the weapon status is tracked can be set with @{#WEAPON.SetFuncTrack}
|
||||
--
|
||||
-- # Dependencies
|
||||
--
|
||||
-- This class is used (at least) in the MOOSE classes:
|
||||
@ -62,27 +100,6 @@ WEAPON = {
|
||||
verbose = 0,
|
||||
}
|
||||
|
||||
--- Target data.
|
||||
-- @type WEAPON.Target
|
||||
-- @field #number uid Unique ID of the phase.
|
||||
-- @field #string name Name of the phase.
|
||||
-- @field Core.Condition#CONDITION conditionOver Conditions when the phase is over.
|
||||
-- @field #string status Phase status.
|
||||
-- @field #number Tstart Abs. mission time when the phase was started.
|
||||
-- @field #number nActive Number of times the phase was active.
|
||||
-- @field #number duration Duration in seconds how long the phase should be active after it started.
|
||||
-- @field #WEAPON.Branch branch The branch this phase belongs to.
|
||||
|
||||
--- Operation phase.
|
||||
-- @type WEAPON.PhaseStatus
|
||||
-- @field #string PLANNED Planned.
|
||||
-- @field #string ACTIVE Active phase.
|
||||
-- @field #string OVER Phase is over.
|
||||
WEAPON.PhaseStatus={
|
||||
PLANNED="Planned",
|
||||
ACTIVE="Active",
|
||||
OVER="Over",
|
||||
}
|
||||
|
||||
--- WEAPON class version.
|
||||
-- @field #string version
|
||||
@ -115,27 +132,42 @@ function WEAPON:New(WeaponObject)
|
||||
-- Inherit everything from FSM class.
|
||||
local self=BASE:Inherit(self, POSITIONABLE:New("Weapon")) -- #WEAPON
|
||||
|
||||
-- Set DCS weapon object.
|
||||
self.weapon=WeaponObject
|
||||
|
||||
-- Descriptors containing a lot of info.
|
||||
self.desc=WeaponObject:getDesc()
|
||||
|
||||
-- This gives the object category which is always Object.Category.WEAPON!
|
||||
--self.category=WeaponObject:getCategory()
|
||||
|
||||
self.category=WeaponObject:getCategory()
|
||||
|
||||
-- Weapon category: 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB (Weapon.Category.X)
|
||||
self.category = self.desc.category
|
||||
|
||||
if self:IsMissile() and self.desc.missileCategory then
|
||||
self.categoryMissile=self.desc.missileCategory
|
||||
end
|
||||
|
||||
-- Get type name.
|
||||
self.typeName=WeaponObject:getTypeName()
|
||||
|
||||
-- Get name of object. Usually a number like "1234567".
|
||||
self.name=WeaponObject:getName()
|
||||
|
||||
-- Get coaliton of weapon.
|
||||
self.coalition=WeaponObject:getCoalition()
|
||||
|
||||
-- Get country of weapon.
|
||||
self.country=WeaponObject:getCountry()
|
||||
|
||||
-- Get DCS unit of the launcher.
|
||||
local launcher=WeaponObject:getLauncher()
|
||||
self.launcher=WeaponObject:getLauncher()
|
||||
|
||||
-- Get launcher of weapon.
|
||||
self.launcherName="Unknown Launcher"
|
||||
if launcher then
|
||||
self.launcherName=launcher:getName()
|
||||
self.launcher=UNIT:Find(launcher)
|
||||
if self.launcher then
|
||||
self.launcherName=self.launcher:getName()
|
||||
self.launcherUnit=UNIT:Find(self.launcher)
|
||||
end
|
||||
|
||||
-- Set log ID.
|
||||
@ -172,33 +204,108 @@ end
|
||||
-- @param #number TimeStep Time step in seconds when the position is updated. Default 0.01 sec ==> 100 evaluations per second.
|
||||
-- @return #WEAPON self
|
||||
function WEAPON:SetTimeStepTrack(TimeStep)
|
||||
self.dtTrackPos=TimeStep or 0.01
|
||||
self.dtTrack=TimeStep or 0.01
|
||||
return self
|
||||
end
|
||||
|
||||
--- Mark impact point on the F10 map. This requires that the tracking has been started.
|
||||
-- @param #WEAPON self
|
||||
-- @param #boolean Switch If `true` or nil, impact is marked.
|
||||
-- @return #WEAPON self
|
||||
function WEAPON:SetMarkImpact(Switch)
|
||||
|
||||
if Switch==false then
|
||||
self.markImpact=false
|
||||
else
|
||||
self.markImpact=true
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set callback function when weapon is tracked and still alive. The first argument will be the WEAPON object.
|
||||
-- Note that this can be called many times per second. So be careful for performance reasons.
|
||||
-- @param #WEAPON self
|
||||
-- @param #function FuncTrack Function called during tracking.
|
||||
-- @param ... Optional function arguments.
|
||||
-- @return #WEAPON self
|
||||
function WEAPON:SetFuncTrack(FuncTrack, ...)
|
||||
self.trackFunc=FuncTrack
|
||||
self.trackArg=arg or {}
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set callback function when weapon impacted or was destroyed otherwise, *i.e.* cannot be tracked any more.
|
||||
-- @param #WEAPON self
|
||||
-- @param #function FuncImpact Function called once the weapon impacted.
|
||||
-- @param ... Optional function arguments.
|
||||
-- @return #WEAPON self
|
||||
--
|
||||
-- @usage
|
||||
-- -- Function called on impact.
|
||||
-- local function OnImpact(Weapon)
|
||||
-- Weapon:GetImpactCoordinate():MarkToAll("Impact Coordinate of weapon")
|
||||
-- end
|
||||
--
|
||||
-- -- Set which function to call.
|
||||
-- myweapon:SetFuncImpact(OnImpact)
|
||||
--
|
||||
-- -- Start tracking.
|
||||
-- myweapon:Track()
|
||||
--
|
||||
function WEAPON:SetFuncImpact(FuncImpact, ...)
|
||||
self.impactFunc=FuncImpact
|
||||
self.impactArg=arg or {}
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Get the unit that launched the weapon.
|
||||
-- @param #WEAPON self
|
||||
-- @return Wrapper.Unit#UNIT Laucher
|
||||
-- @return Wrapper.Unit#UNIT Laucher unit.
|
||||
function WEAPON:GetLauncher()
|
||||
return self.launcherUnit
|
||||
end
|
||||
|
||||
--- Get the target, which the weapon is guiding to.
|
||||
-- @param #WEAPON self
|
||||
-- @return Wrapper.Unit#UNIT Laucher
|
||||
-- @return Wrapper.Object#OBJECT The target object, which can be a UNIT or STATIC object.
|
||||
function WEAPON:GetTarget()
|
||||
|
||||
local target=nil
|
||||
local target=nil --Wrapper.Object#OBJECT
|
||||
|
||||
if self.weapon then
|
||||
|
||||
-- Get the DCS target object, which can be a Unit, Weapon, Static, Scenery, Airbase.
|
||||
local object=self.weapon:getTarget()
|
||||
|
||||
DCStarget:getCategory()
|
||||
if object then
|
||||
|
||||
target=UNIT:Find(DCStarget)
|
||||
|
||||
-- Get object category.
|
||||
local category=object:getCategory()
|
||||
|
||||
-- Get object name.
|
||||
local name=object:getName()
|
||||
|
||||
-- Debug info.
|
||||
self:I(self.lid..string.format("Got Target Object %s, category=%d", name, category))
|
||||
|
||||
|
||||
if category==Object.Category.UNIT then
|
||||
|
||||
target=UNIT:Find(object)
|
||||
|
||||
elseif category==Object.Category.STATIC then
|
||||
|
||||
target=STATIC:Find(object)
|
||||
|
||||
elseif category==Object.Category.SCENERY then
|
||||
self:E(self.lid..string.format("ERROR: Scenery target not implemented yet!"))
|
||||
else
|
||||
self:E(self.lid..string.format("ERROR: Object category=%d is not implemented yet!", category))
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@ -212,7 +319,7 @@ end
|
||||
function WEAPON:GetVelocityVec3()
|
||||
local Vvec3=nil
|
||||
if self.weapon then
|
||||
Vvec3=self.weapon:getVelocity()
|
||||
Vvec3=self.weapon:getVelocity()
|
||||
end
|
||||
return Vvec3
|
||||
end
|
||||
@ -265,7 +372,7 @@ end
|
||||
--- Get country.
|
||||
-- @param #WEAPON self
|
||||
-- @return #number Country ID.
|
||||
function WEAPON:GetCoalition()
|
||||
function WEAPON:GetCountry()
|
||||
return self.country
|
||||
end
|
||||
|
||||
@ -277,13 +384,19 @@ function WEAPON:GetDCSObject()
|
||||
return self.weapon
|
||||
end
|
||||
|
||||
--- Get the impact position. Note that this might not exist if the weapon has not impacted yet!
|
||||
--- Get the impact position vector. Note that this might not exist if the weapon has not impacted yet!
|
||||
-- @param #WEAPON self
|
||||
-- @return DCS#Vec3 Impact position vector (if any).
|
||||
function WEAPON:GetImpactVec3()
|
||||
return self.impactVec3
|
||||
end
|
||||
|
||||
--- Get the impact coordinate. Note that this might not exist if the weapon has not impacted yet!
|
||||
-- @param #WEAPON self
|
||||
-- @return Core.Point#COORDINATE Impact coordinate (if any).
|
||||
function WEAPON:GetImpactCoordinate()
|
||||
return self.impactCoord
|
||||
end
|
||||
|
||||
--- Check if weapon is in the air. Obviously not really useful for torpedos. Well, then again, this is DCS...
|
||||
-- @param #WEAPON self
|
||||
@ -309,6 +422,41 @@ function WEAPON:IsExist()
|
||||
end
|
||||
|
||||
|
||||
--- Check if weapon is a bomb.
|
||||
-- @param #WEAPON self
|
||||
-- @return #boolean If `true`, is a bomb.
|
||||
function WEAPON:IsBomb()
|
||||
return self.category==Weapon.Category.BOMB
|
||||
end
|
||||
|
||||
--- Check if weapon is a missile.
|
||||
-- @param #WEAPON self
|
||||
-- @return #boolean If `true`, is a missile.
|
||||
function WEAPON:IsMissile()
|
||||
return self.category==Weapon.Category.MISSILE
|
||||
end
|
||||
|
||||
--- Check if weapon is a rocket.
|
||||
-- @param #WEAPON self
|
||||
-- @return #boolean If `true`, is a missile.
|
||||
function WEAPON:IsRocket()
|
||||
return self.category==Weapon.Category.ROCKET
|
||||
end
|
||||
|
||||
--- Check if weapon is a shell.
|
||||
-- @param #WEAPON self
|
||||
-- @return #boolean If `true`, is a shell.
|
||||
function WEAPON:IsShell()
|
||||
return self.category==Weapon.Category.SHELL
|
||||
end
|
||||
|
||||
--- Check if weapon is a torpedo.
|
||||
-- @param #WEAPON self
|
||||
-- @return #boolean If `true`, is a torpedo.
|
||||
function WEAPON:IsTorpedo()
|
||||
return self.category==Weapon.Category.TORPEDO
|
||||
end
|
||||
|
||||
|
||||
--- Destroy the weapon object.
|
||||
-- @param #WEAPON self
|
||||
@ -320,6 +468,7 @@ function WEAPON:Destroy(Delay)
|
||||
self:ScheduleOnce(Delay, WEAPON.Destroy, self, 0)
|
||||
else
|
||||
if self.weapon then
|
||||
self:T(self.lid.."Destroying Weapon NOW!")
|
||||
self.weapon:destroy()
|
||||
end
|
||||
end
|
||||
@ -327,34 +476,45 @@ function WEAPON:Destroy(Delay)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Start tracking the position of the weapon until it impacts.
|
||||
--- Start tracking the weapon until it impacts or is destroyed otherwise.
|
||||
-- The position of the weapon is monitored in small time steps. Once the position cannot be determined anymore, the monitoring is stopped and the last known position is
|
||||
-- the (approximate) impact point. Of course, the smaller the time step, the better the position can be determined. However, this can hit the performance as many
|
||||
-- calculations per second need to be carried out.
|
||||
-- @param #WEAPON self
|
||||
-- @param #function FuncImpact Function called when weapon has impacted. First argument is the impact coordinate Core.Point#COORDINATE.
|
||||
-- @param ... Optional arguments passed to the impact function after the impact coordinate.
|
||||
-- @param #number Delay Delay in seconds before the tracking starts. Default 0.001 sec. This is also the minimum.
|
||||
-- @return #WEAPON self
|
||||
--
|
||||
-- @usage
|
||||
-- -- Function called on impact.
|
||||
-- local function impactfunc(Coordinate, Weapon)
|
||||
-- Coordinate:MarkToAll("Impact Coordinate of weapon")
|
||||
-- end
|
||||
--
|
||||
-- myweapon:Track(impactfunc)
|
||||
--
|
||||
function WEAPON:TrackPosition(FuncImpact, ...)
|
||||
function WEAPON:StartTrack(Delay)
|
||||
|
||||
Delay=math.max(Delay or 0.001, 0.001)
|
||||
|
||||
-- Debug info.
|
||||
self:T(self.lid..string.format("Tracking weapon"))
|
||||
|
||||
-- Callback function on impact.
|
||||
self.impactFunc=FuncImpact
|
||||
self.impactArg=arg or {}
|
||||
self:T(self.lid..string.format("Start tracking weapon in %.4f sec", Delay))
|
||||
|
||||
-- Weapon is not yet "alife" just yet. Start timer in 0.001 seconds.
|
||||
timer.scheduleFunction(WEAPON._TrackPosition, self, timer.getTime() + 0.001)
|
||||
self.trackScheduleID=timer.scheduleFunction(WEAPON._TrackWeapon, self, timer.getTime() + Delay)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Stop tracking the weapon by removing the scheduler function.
|
||||
-- @param #WEAPON self
|
||||
-- @param #number Delay (Optional) Delay in seconds before the tracking is stopped.
|
||||
-- @return #WEAPON self
|
||||
function WEAPON:StopTrack(Delay)
|
||||
|
||||
if Delay and Delay>0 then
|
||||
-- Delayed call.
|
||||
self:ScheduleOnce(Delay, WEAPON.StopTrack, self, 0)
|
||||
else
|
||||
|
||||
if self.trackScheduleID then
|
||||
|
||||
timer.removeFunction(self.trackScheduleID)
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
@ -367,12 +527,12 @@ end
|
||||
-- @param #WEAPON self
|
||||
-- @param DCS#Time time Time in seconds.
|
||||
-- @return #number Time when called next or nil if not called again.
|
||||
function WEAPON:_TrackPosition(time)
|
||||
function WEAPON:_TrackWeapon(time)
|
||||
|
||||
-- Debug info.
|
||||
--self:I(string.format("Tracking at T=%.5f", time))
|
||||
self:T3(self.lid..string.format("Tracking at T=%.5f", time))
|
||||
|
||||
-- When the pcall returns a failure the weapon has hit.
|
||||
-- Protected call to get the weapon position. If the position cannot be determined any more, the weapon has impacted and status is nil.
|
||||
local status, pos3= pcall(
|
||||
function()
|
||||
local point=self.weapon:getPosition()
|
||||
@ -392,6 +552,14 @@ function WEAPON:_TrackPosition(time)
|
||||
-- Update last known vec3.
|
||||
self.vec3 = self.pos3.p
|
||||
|
||||
-- Keep on tracking by returning the next time below.
|
||||
self.tracking=true
|
||||
|
||||
-- Callback function.
|
||||
if self.trackFunc then
|
||||
self.trackFunc(self, unpack(self.trackArg or {}))
|
||||
end
|
||||
|
||||
if self.verbose>=5 then
|
||||
|
||||
local vec2={x=self.vec3.x, y=self.vec3.z}
|
||||
@ -413,16 +581,14 @@ function WEAPON:_TrackPosition(time)
|
||||
|
||||
end
|
||||
|
||||
-- Check again in ~0.01 seconds ==> 100 checks per second.
|
||||
return time+(self.dtTrackPos or 0.01)
|
||||
else
|
||||
|
||||
---------------------------
|
||||
-- Weapon does NOT exist --
|
||||
---------------------------
|
||||
|
||||
-- Get intercept point from position (p) and direction (x) in 20 meters.
|
||||
local ip = land.getIP(self.pos3.p, self.pos3.x, 20) --DCS#Vec3
|
||||
-- Get intercept point from position (p) and direction (x) in 50 meters.
|
||||
local ip = self:_GetIP(50)
|
||||
|
||||
if ip then
|
||||
env.info("FF Got intercept point!")
|
||||
@ -441,22 +607,37 @@ function WEAPON:_TrackPosition(time)
|
||||
|
||||
end
|
||||
|
||||
-- Set impact vec3.
|
||||
-- Safe impact vec3.
|
||||
self.impactVec3=ip or self.vec3
|
||||
|
||||
-- Set impact coordinate.
|
||||
-- Safe impact coordinate.
|
||||
self.impactCoord=COORDINATE:NewFromVec3(self.vec3)
|
||||
|
||||
--self.impactCoord:MarkToAll("Impact point")
|
||||
-- Mark impact point on F10 map.
|
||||
if self.markImpact then
|
||||
self.impactCoord:MarkToAll(string.format("Impact point of weapon %s\ntype=%s\nlauncher=%s", self.name, self.typeName, self.launcherName))
|
||||
end
|
||||
|
||||
-- Call callback function.
|
||||
if self.impactFunc then
|
||||
self.impactFunc(self.impactCoord, self, self.impactArg)
|
||||
self.impactFunc(self, unpack(self.impactArg or {}))
|
||||
end
|
||||
|
||||
-- Stop tracking by returning nil below.
|
||||
self.tracking=false
|
||||
|
||||
end
|
||||
|
||||
return nil
|
||||
-- Return next time the function is called or nil to stop the scheduler.
|
||||
if self.tracking then
|
||||
if self.dtTrack and self.dtTrack>0.001 then
|
||||
return time+self.dtTrack
|
||||
else
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Compute estimated intercept/impact point (IP) based on last known position and direction.
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user