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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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user