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https://github.com/FlightControl-Master/MOOSE.git
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Weapon
This commit is contained in:
@@ -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!
|
||||
-- * 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.
|
||||
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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user