This commit is contained in:
Frank
2023-02-02 23:50:00 +01:00
parent 9af242854a
commit 4b4708e2a8
4 changed files with 687 additions and 563 deletions

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@@ -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.