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Weapon
This commit is contained in:
@@ -1,10 +1,11 @@
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--- **Wrapper** - Weapon.
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--- **Wrapper** - Weapon functions.
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--
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-- ## Main Features:
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--
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-- * Convenient access to all DCS API functions
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-- * Convenient access to DCS API functions
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-- * Track weapon and get impact position
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-- * Get launcher and target of weapon
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-- * Define callback function when weapon impacts
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-- * Destroy weapon before impact
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--
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-- ===
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@@ -28,13 +29,30 @@
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-- @field #number verbose Verbosity level.
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-- @field #string lid Class id string for output to DCS log file.
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-- @field DCS#Weapon weapon The DCS weapon object.
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-- @field #string name Name of the weapon object.
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-- @field #string typeName Type name of the weapon.
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-- @field #number category Weapon category 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB (Weapon.Category.X).
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-- @field #number coalition Coalition ID.
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-- @field #number country Country ID.
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-- @field DCS#Desc desc Descriptor table.
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-- @field DCS#Unit launcher Launcher DCS unit.
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-- @field Wrapper.Unit#UNIT launcherUnit Launcher Unit.
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-- @field #string launcherName Name of launcher unit.
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-- @field #number dtTrack Time step in seconds for tracking scheduler.
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-- @field #function impactFunc Callback function for weapon impact.
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-- @field #table impactArg Optional arguments for the impact callback function.
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-- @field #function trackFunc Callback function when weapon is tracked and alive.
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-- @field #table trackArg Optional arguments for the track callback function.
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-- @field DCS#Vec3 vec3 Last known 3D position vector of the tracked weapon.
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-- @field DCS#Position3 pos3 Last known 3D position and direction vector of the tracked weapon.
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-- @field DCS#Vec3 impactVec3 Impact 3D vector.
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-- @field Core.Point#COORDINATE impactCoord Impact coordinate.
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-- @field #number trackScheduleID Tracking scheduler ID. Can be used to remove/destroy the scheduler function.
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-- @field #boolean tracking If `true`, scheduler will keep tracking. Otherwise, function will return nil and stop tracking.
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-- @field #boolean markImpact If `true`, the impact point is marked on the F10 map. Requires tracking to be started.
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-- @extends Wrapper.Positionable#POSITIONABLE
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--- *Before this time tomorrow I shall have gained a peerage, or Westminster Abbey.* -- Horatio Nelson
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--- *In the long run, the sharpest weapon of all is a kind and gentle spirit.* -- Anne Frank
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--
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-- ===
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--
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@@ -48,6 +66,26 @@
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-- **Note** that this wrapper class is different from most others as weapon objects cannot be found with a DCS API function like `getByName()`.
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-- They can only be found in DCS events like the "Shot" event, where the weapon object is contained in the event data.
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--
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-- # Tracking
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--
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-- 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
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-- small time steps. The time step can be set via the @{#WEAPON.SetTimeStepTrack} function and is by default set to 0.01 secons.
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--
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-- 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.
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-- The impact point can be accessed with the @{#WEAPON.GetImpactVec3} or @{#WEAPON.GetImpactCoordinate} functions.
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--
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-- ## Callback functions
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--
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-- It is possible to define functions that are called during the tracking of the weapon and upon impact.
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--
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-- ### Callback on Impact
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--
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-- The function called on impact can be set with @{#WEAPON.SetFuncImpact}
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--
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-- ### Callback when Tracking
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--
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-- The function called each time the weapon status is tracked can be set with @{#WEAPON.SetFuncTrack}
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--
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-- # Dependencies
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--
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-- This class is used (at least) in the MOOSE classes:
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@@ -62,27 +100,6 @@ WEAPON = {
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verbose = 0,
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}
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--- Target data.
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-- @type WEAPON.Target
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-- @field #number uid Unique ID of the phase.
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-- @field #string name Name of the phase.
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-- @field Core.Condition#CONDITION conditionOver Conditions when the phase is over.
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-- @field #string status Phase status.
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-- @field #number Tstart Abs. mission time when the phase was started.
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-- @field #number nActive Number of times the phase was active.
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-- @field #number duration Duration in seconds how long the phase should be active after it started.
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-- @field #WEAPON.Branch branch The branch this phase belongs to.
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--- Operation phase.
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-- @type WEAPON.PhaseStatus
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-- @field #string PLANNED Planned.
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-- @field #string ACTIVE Active phase.
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-- @field #string OVER Phase is over.
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WEAPON.PhaseStatus={
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PLANNED="Planned",
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ACTIVE="Active",
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OVER="Over",
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}
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--- WEAPON class version.
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-- @field #string version
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@@ -115,27 +132,42 @@ function WEAPON:New(WeaponObject)
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-- Inherit everything from FSM class.
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local self=BASE:Inherit(self, POSITIONABLE:New("Weapon")) -- #WEAPON
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-- Set DCS weapon object.
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self.weapon=WeaponObject
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-- Descriptors containing a lot of info.
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self.desc=WeaponObject:getDesc()
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-- This gives the object category which is always Object.Category.WEAPON!
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--self.category=WeaponObject:getCategory()
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self.category=WeaponObject:getCategory()
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-- Weapon category: 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB (Weapon.Category.X)
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self.category = self.desc.category
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if self:IsMissile() and self.desc.missileCategory then
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self.categoryMissile=self.desc.missileCategory
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end
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-- Get type name.
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self.typeName=WeaponObject:getTypeName()
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-- Get name of object. Usually a number like "1234567".
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self.name=WeaponObject:getName()
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-- Get coaliton of weapon.
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self.coalition=WeaponObject:getCoalition()
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-- Get country of weapon.
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self.country=WeaponObject:getCountry()
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-- Get DCS unit of the launcher.
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local launcher=WeaponObject:getLauncher()
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self.launcher=WeaponObject:getLauncher()
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-- Get launcher of weapon.
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self.launcherName="Unknown Launcher"
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if launcher then
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self.launcherName=launcher:getName()
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self.launcher=UNIT:Find(launcher)
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if self.launcher then
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self.launcherName=self.launcher:getName()
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self.launcherUnit=UNIT:Find(self.launcher)
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end
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-- Set log ID.
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@@ -172,33 +204,108 @@ end
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-- @param #number TimeStep Time step in seconds when the position is updated. Default 0.01 sec ==> 100 evaluations per second.
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-- @return #WEAPON self
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function WEAPON:SetTimeStepTrack(TimeStep)
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self.dtTrackPos=TimeStep or 0.01
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self.dtTrack=TimeStep or 0.01
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return self
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end
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--- Mark impact point on the F10 map. This requires that the tracking has been started.
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-- @param #WEAPON self
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-- @param #boolean Switch If `true` or nil, impact is marked.
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-- @return #WEAPON self
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function WEAPON:SetMarkImpact(Switch)
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if Switch==false then
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self.markImpact=false
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else
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self.markImpact=true
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end
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return self
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end
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--- Set callback function when weapon is tracked and still alive. The first argument will be the WEAPON object.
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-- Note that this can be called many times per second. So be careful for performance reasons.
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-- @param #WEAPON self
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-- @param #function FuncTrack Function called during tracking.
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-- @param ... Optional function arguments.
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-- @return #WEAPON self
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function WEAPON:SetFuncTrack(FuncTrack, ...)
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self.trackFunc=FuncTrack
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self.trackArg=arg or {}
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return self
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end
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--- Set callback function when weapon impacted or was destroyed otherwise, *i.e.* cannot be tracked any more.
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-- @param #WEAPON self
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-- @param #function FuncImpact Function called once the weapon impacted.
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-- @param ... Optional function arguments.
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-- @return #WEAPON self
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--
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-- @usage
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-- -- Function called on impact.
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-- local function OnImpact(Weapon)
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-- Weapon:GetImpactCoordinate():MarkToAll("Impact Coordinate of weapon")
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-- end
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--
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-- -- Set which function to call.
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-- myweapon:SetFuncImpact(OnImpact)
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--
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-- -- Start tracking.
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-- myweapon:Track()
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--
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function WEAPON:SetFuncImpact(FuncImpact, ...)
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self.impactFunc=FuncImpact
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self.impactArg=arg or {}
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return self
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end
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--- Get the unit that launched the weapon.
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-- @param #WEAPON self
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-- @return Wrapper.Unit#UNIT Laucher
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-- @return Wrapper.Unit#UNIT Laucher unit.
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function WEAPON:GetLauncher()
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return self.launcherUnit
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end
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--- Get the target, which the weapon is guiding to.
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-- @param #WEAPON self
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-- @return Wrapper.Unit#UNIT Laucher
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-- @return Wrapper.Object#OBJECT The target object, which can be a UNIT or STATIC object.
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function WEAPON:GetTarget()
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local target=nil
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local target=nil --Wrapper.Object#OBJECT
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if self.weapon then
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-- Get the DCS target object, which can be a Unit, Weapon, Static, Scenery, Airbase.
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local object=self.weapon:getTarget()
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DCStarget:getCategory()
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if object then
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target=UNIT:Find(DCStarget)
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-- Get object category.
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local category=object:getCategory()
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-- Get object name.
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local name=object:getName()
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-- Debug info.
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self:I(self.lid..string.format("Got Target Object %s, category=%d", name, category))
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if category==Object.Category.UNIT then
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target=UNIT:Find(object)
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elseif category==Object.Category.STATIC then
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target=STATIC:Find(object)
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elseif category==Object.Category.SCENERY then
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self:E(self.lid..string.format("ERROR: Scenery target not implemented yet!"))
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else
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self:E(self.lid..string.format("ERROR: Object category=%d is not implemented yet!", category))
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end
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end
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end
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@@ -212,7 +319,7 @@ end
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function WEAPON:GetVelocityVec3()
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local Vvec3=nil
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if self.weapon then
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Vvec3=self.weapon:getVelocity()
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Vvec3=self.weapon:getVelocity()
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end
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return Vvec3
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end
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@@ -265,7 +372,7 @@ end
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--- Get country.
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-- @param #WEAPON self
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-- @return #number Country ID.
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function WEAPON:GetCoalition()
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function WEAPON:GetCountry()
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return self.country
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end
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@@ -277,13 +384,19 @@ function WEAPON:GetDCSObject()
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return self.weapon
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end
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--- Get the impact position. Note that this might not exist if the weapon has not impacted yet!
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--- Get the impact position vector. Note that this might not exist if the weapon has not impacted yet!
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-- @param #WEAPON self
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-- @return DCS#Vec3 Impact position vector (if any).
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function WEAPON:GetImpactVec3()
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return self.impactVec3
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end
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--- Get the impact coordinate. Note that this might not exist if the weapon has not impacted yet!
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-- @param #WEAPON self
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-- @return Core.Point#COORDINATE Impact coordinate (if any).
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function WEAPON:GetImpactCoordinate()
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return self.impactCoord
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end
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--- Check if weapon is in the air. Obviously not really useful for torpedos. Well, then again, this is DCS...
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-- @param #WEAPON self
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@@ -309,6 +422,41 @@ function WEAPON:IsExist()
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end
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--- Check if weapon is a bomb.
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-- @param #WEAPON self
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-- @return #boolean If `true`, is a bomb.
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function WEAPON:IsBomb()
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return self.category==Weapon.Category.BOMB
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end
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--- Check if weapon is a missile.
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-- @param #WEAPON self
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-- @return #boolean If `true`, is a missile.
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function WEAPON:IsMissile()
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return self.category==Weapon.Category.MISSILE
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end
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--- Check if weapon is a rocket.
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-- @param #WEAPON self
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-- @return #boolean If `true`, is a missile.
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function WEAPON:IsRocket()
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return self.category==Weapon.Category.ROCKET
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end
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--- Check if weapon is a shell.
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-- @param #WEAPON self
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-- @return #boolean If `true`, is a shell.
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function WEAPON:IsShell()
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return self.category==Weapon.Category.SHELL
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end
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--- Check if weapon is a torpedo.
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-- @param #WEAPON self
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-- @return #boolean If `true`, is a torpedo.
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function WEAPON:IsTorpedo()
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return self.category==Weapon.Category.TORPEDO
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end
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--- Destroy the weapon object.
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-- @param #WEAPON self
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@@ -320,6 +468,7 @@ function WEAPON:Destroy(Delay)
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self:ScheduleOnce(Delay, WEAPON.Destroy, self, 0)
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else
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if self.weapon then
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self:T(self.lid.."Destroying Weapon NOW!")
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self.weapon:destroy()
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end
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end
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@@ -327,34 +476,45 @@ function WEAPON:Destroy(Delay)
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return self
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end
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--- Start tracking the position of the weapon until it impacts.
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--- Start tracking the weapon until it impacts or is destroyed otherwise.
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-- 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
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-- 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
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-- calculations per second need to be carried out.
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-- @param #WEAPON self
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-- @param #function FuncImpact Function called when weapon has impacted. First argument is the impact coordinate Core.Point#COORDINATE.
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-- @param ... Optional arguments passed to the impact function after the impact coordinate.
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-- @param #number Delay Delay in seconds before the tracking starts. Default 0.001 sec. This is also the minimum.
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-- @return #WEAPON self
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--
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-- @usage
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-- -- Function called on impact.
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-- local function impactfunc(Coordinate, Weapon)
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-- Coordinate:MarkToAll("Impact Coordinate of weapon")
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-- end
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--
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-- myweapon:Track(impactfunc)
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--
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function WEAPON:TrackPosition(FuncImpact, ...)
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function WEAPON:StartTrack(Delay)
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Delay=math.max(Delay or 0.001, 0.001)
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-- Debug info.
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self:T(self.lid..string.format("Tracking weapon"))
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-- Callback function on impact.
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self.impactFunc=FuncImpact
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self.impactArg=arg or {}
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self:T(self.lid..string.format("Start tracking weapon in %.4f sec", Delay))
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-- Weapon is not yet "alife" just yet. Start timer in 0.001 seconds.
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timer.scheduleFunction(WEAPON._TrackPosition, self, timer.getTime() + 0.001)
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self.trackScheduleID=timer.scheduleFunction(WEAPON._TrackWeapon, self, timer.getTime() + Delay)
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return self
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end
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--- Stop tracking the weapon by removing the scheduler function.
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-- @param #WEAPON self
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-- @param #number Delay (Optional) Delay in seconds before the tracking is stopped.
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-- @return #WEAPON self
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function WEAPON:StopTrack(Delay)
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if Delay and Delay>0 then
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-- Delayed call.
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self:ScheduleOnce(Delay, WEAPON.StopTrack, self, 0)
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else
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if self.trackScheduleID then
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timer.removeFunction(self.trackScheduleID)
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end
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end
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return self
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end
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@@ -367,12 +527,12 @@ end
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-- @param #WEAPON self
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-- @param DCS#Time time Time in seconds.
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-- @return #number Time when called next or nil if not called again.
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function WEAPON:_TrackPosition(time)
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function WEAPON:_TrackWeapon(time)
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-- Debug info.
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--self:I(string.format("Tracking at T=%.5f", time))
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self:T3(self.lid..string.format("Tracking at T=%.5f", time))
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-- When the pcall returns a failure the weapon has hit.
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-- Protected call to get the weapon position. If the position cannot be determined any more, the weapon has impacted and status is nil.
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local status, pos3= pcall(
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function()
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local point=self.weapon:getPosition()
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@@ -392,6 +552,14 @@ function WEAPON:_TrackPosition(time)
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-- Update last known vec3.
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self.vec3 = self.pos3.p
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-- Keep on tracking by returning the next time below.
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self.tracking=true
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-- Callback function.
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if self.trackFunc then
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self.trackFunc(self, unpack(self.trackArg or {}))
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end
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if self.verbose>=5 then
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local vec2={x=self.vec3.x, y=self.vec3.z}
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@@ -413,16 +581,14 @@ function WEAPON:_TrackPosition(time)
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end
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-- Check again in ~0.01 seconds ==> 100 checks per second.
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return time+(self.dtTrackPos or 0.01)
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else
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---------------------------
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-- Weapon does NOT exist --
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---------------------------
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-- Get intercept point from position (p) and direction (x) in 20 meters.
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local ip = land.getIP(self.pos3.p, self.pos3.x, 20) --DCS#Vec3
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-- Get intercept point from position (p) and direction (x) in 50 meters.
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local ip = self:_GetIP(50)
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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.
|
||||
|
||||
Reference in New Issue
Block a user