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https://github.com/FlightControl-Master/MOOSE.git
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WEAPON v0.1.0
**WEAPON** - Improments of class - ARTY works - FOX works - RANGE should work, not tested.
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@@ -103,6 +103,7 @@
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-- @field #number coalition The coalition of the arty group.
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-- @field #boolean respawnafterdeath Respawn arty group after all units are dead.
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-- @field #number respawndelay Respawn delay in seconds.
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-- @field #number dtTrack Time interval in seconds for weapon tracking.
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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--- Enables mission designers easily to assign targets for artillery units. Since the implementation is based on a Finite State Model (FSM), the mission designer can
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@@ -693,7 +694,7 @@ ARTY.db={
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--- Arty script version.
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-- @field #string version
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ARTY.version="1.2.0"
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ARTY.version="1.3.0"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@@ -801,6 +802,9 @@ function ARTY:New(group, alias)
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else
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self.ismobile=false
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end
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-- Set track time interval.
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self.dtTrack=0.2
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-- Set speed to 0.7 of maximum.
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self.Speed=self.SpeedMax * 0.7
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@@ -1497,6 +1501,15 @@ function ARTY:SetStatusInterval(interval)
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return self
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end
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--- Set time interval for weapon tracking.
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-- @param #ARTY self
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-- @param #number interval Time interval in seconds. Default 0.2 seconds.
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-- @return self
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function ARTY:SetTrackInterval(interval)
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self.dtTrack=interval or 0.2
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return self
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end
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--- Set time how it is waited a unit the first shot event happens. If no shot is fired after this time, the task to fire is aborted and the target removed.
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-- @param #ARTY self
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-- @param #number waittime Time in seconds. Default 300 seconds.
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@@ -2129,6 +2142,95 @@ end
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-- Event Handling
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Function called during tracking of weapon.
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-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
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-- @param #ARTY self ARTY object.
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-- @param #ARTY.Target target Target of the weapon.
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function ARTY._FuncTrack(weapon, self, target)
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-- Coordinate and distance to target.
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local _coord=weapon.coordinate
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local _dist=_coord:Get2DDistance(target.coord)
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local _destroyweapon=false
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-- Debug
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self:T3(self.lid..string.format("ARTY %s weapon to target dist = %d m", self.groupname,_dist))
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if target.weapontype==ARTY.WeaponType.IlluminationShells then
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-- Check if within distace.
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if _dist<target.radius then
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-- Get random coordinate within certain radius of the target.
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local _cr=target.coord:GetRandomCoordinateInRadius(target.radius)
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-- Get random altitude over target.
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local _alt=_cr:GetLandHeight()+math.random(self.illuMinalt, self.illuMaxalt)
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-- Adjust explosion height of coordinate.
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local _ci=COORDINATE:New(_cr.x,_alt,_cr.z)
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-- Create illumination flare.
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_ci:IlluminationBomb(self.illuPower)
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-- Destroy actual shell.
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_destroyweapon=true
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end
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elseif target.weapontype==ARTY.WeaponType.SmokeShells then
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if _dist<target.radius then
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-- Get random coordinate within a certain radius.
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local _cr=_coord:GetRandomCoordinateInRadius(_data.target.radius)
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-- Fire smoke at this coordinate.
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_cr:Smoke(self.smokeColor)
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-- Destroy actual shell.
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_destroyweapon=true
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end
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end
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if _destroyweapon then
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self:T2(self.lid..string.format("ARTY %s destroying shell, stopping timer.", self.groupname))
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-- Destroy weapon and stop timer.
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weapon:Destroy()
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-- No more tracking.
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weapon.tracking=false
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end
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end
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--- Function called after impact of weapon.
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-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
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-- @param #ARTY self ARTY object.
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-- @param #ARTY.Target target Target of the weapon.
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function ARTY._FuncImpact(weapon, self, target)
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-- Debug info.
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self:I(self.lid..string.format("ARTY %s weapon NOT ALIVE any more.", self.groupname))
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-- Get impact coordinate.
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local _impactcoord=weapon:GetImpactCoordinate()
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-- Create a "nuclear" explosion and blast at the impact point.
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if target.weapontype==ARTY.WeaponType.TacticalNukes then
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self:T(self.lid..string.format("ARTY %s triggering nuclear explosion in one second.", self.groupname))
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--SCHEDULER:New(nil, ARTY._NuclearBlast, {self,_impactcoord}, 1.0)
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self:ScheduleOnce(1.0, ARTY._NuclearBlast, self, _impactcoord)
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end
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end
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--- Eventhandler for shot event.
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-- @param #ARTY self
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-- @param Core.Event#EVENTDATA EventData
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@@ -2147,12 +2249,20 @@ function ARTY:OnEventShot(EventData)
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self:T3(self.lid.."EVENT SHOT: Weapon name = ".._weaponName)
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local group = EventData.IniGroup --Wrapper.Group#GROUP
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env.info("FF 100")
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if group and group:IsAlive() then
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env.info("FF 200")
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if EventData.IniGroupName == self.groupname then
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env.info("FF 300")
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if self.currentTarget then
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env.info("FF 400")
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-- Increase number of shots fired by this group on this target.
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self.Nshots=self.Nshots+1
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@@ -2162,128 +2272,32 @@ function ARTY:OnEventShot(EventData)
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self:T(self.lid..text)
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MESSAGE:New(text, 5):Clear():ToAllIf(self.report or self.Debug)
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-- Last known position of the weapon fired.
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local _lastpos={x=0, y=0, z=0}
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--- Track the position of the weapon if it is supposed to model a tac nuke, illumination or smoke shell.
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-- @param #table _weapon
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local function _TrackWeapon(_data)
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-- When the pcall status returns false the weapon has hit.
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local _weaponalive,_currpos = pcall(
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function()
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return _data.weapon:getPoint()
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end)
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-- Debug
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self:T3(self.lid..string.format("ARTY %s: Weapon still in air: %s", self.groupname, tostring(_weaponalive)))
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-- Destroy weapon before impact.
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local _destroyweapon=false
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if _weaponalive then
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-- Update last position.
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_lastpos={x=_currpos.x, y=_currpos.y, z=_currpos.z}
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-- Coordinate and distance to target.
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local _coord=COORDINATE:NewFromVec3(_lastpos)
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local _dist=_coord:Get2DDistance(_data.target.coord)
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-- Debug
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self:T3(self.lid..string.format("ARTY %s weapon to target dist = %d m", self.groupname,_dist))
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if _data.target.weapontype==ARTY.WeaponType.IlluminationShells then
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-- Check if within distace.
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if _dist<_data.target.radius then
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-- Get random coordinate within certain radius of the target.
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local _cr=_data.target.coord:GetRandomCoordinateInRadius(_data.target.radius)
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-- Get random altitude over target.
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local _alt=_cr:GetLandHeight()+math.random(self.illuMinalt, self.illuMaxalt)
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-- Adjust explosion height of coordinate.
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local _ci=COORDINATE:New(_cr.x,_alt,_cr.z)
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-- Create illumination flare.
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_ci:IlluminationBomb(self.illuPower)
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-- Destroy actual shell.
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_destroyweapon=true
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end
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elseif _data.target.weapontype==ARTY.WeaponType.SmokeShells then
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if _dist<_data.target.radius then
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-- Get random coordinate within a certain radius.
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local _cr=_coord:GetRandomCoordinateInRadius(_data.target.radius)
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-- Fire smoke at this coordinate.
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_cr:Smoke(self.smokeColor)
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-- Destroy actual shell.
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_destroyweapon=true
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end
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end
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if _destroyweapon then
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self:T2(self.lid..string.format("ARTY %s destroying shell, stopping timer.", self.groupname))
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-- Destroy weapon and stop timer.
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_data.weapon:destroy()
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return nil
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else
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-- TODO: Make dt input parameter.
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local dt=0.02
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self:T3(self.lid..string.format("ARTY %s tracking weapon again in %.3f seconds", self.groupname, dt))
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-- Check again in 0.05 seconds.
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return timer.getTime() + dt
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end
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else
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-- Get impact coordinate.
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local _impactcoord=COORDINATE:NewFromVec3(_lastpos)
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self:I(self.lid..string.format("ARTY %s weapon NOT ALIVE any more.", self.groupname))
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-- Create a "nuclear" explosion and blast at the impact point.
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if _data.target.weapontype==ARTY.WeaponType.TacticalNukes then
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self:T(self.lid..string.format("ARTY %s triggering nuclear explosion in one second.", self.groupname))
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SCHEDULER:New(nil, ARTY._NuclearBlast, {self,_impactcoord}, 1.0)
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end
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-- Stop timer.
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return nil
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end
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end
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-- Start track the shell if we want to model a tactical nuke.
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local _tracknuke = self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes and self.Nukes>0
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local _trackillu = self.currentTarget.weapontype==ARTY.WeaponType.IlluminationShells and self.Nillu>0
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local _tracksmoke = self.currentTarget.weapontype==ARTY.WeaponType.SmokeShells and self.Nsmoke>0
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if _tracknuke or _trackillu or _tracksmoke then
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self:T(self.lid..string.format("ARTY %s: Tracking of weapon starts in two seconds.", self.groupname))
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local _peter={}
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_peter.weapon=EventData.weapon
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_peter.target=UTILS.DeepCopy(self.currentTarget)
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timer.scheduleFunction(_TrackWeapon, _peter, timer.getTime() + 2.0)
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-- Debug info.
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self:T(self.lid..string.format("ARTY %s: Tracking of weapon starts in two seconds.", self.groupname))
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-- Create a weapon object.
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local weapon=WEAPON:New(EventData.weapon)
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-- Set time step for tracking.
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weapon:SetTimeStepTrack(self.dtTrack)
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-- Copy target. We need a copy because it might already be overwritten with the next target during flight of weapon.
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local target=UTILS.DeepCopy(self.currentTarget)
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-- Set callback functions.
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weapon:SetFuncTrack(ARTY._FuncTrack, self, target)
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weapon:SetFuncImpact(ARTY._FuncImpact, self, target)
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-- Start tracking in 2 sec (arty ammo should fly a bit).
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weapon:StartTrack(2)
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end
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-- Get current ammo.
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@@ -2842,6 +2856,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
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end
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for _,targetname in pairs(notpossible) do
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self:E(self.lid..string.format("%s: Removing target %s because requested weapon is not possible with this type of unit.", self.groupname, targetname))
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env.info("FF 1000",showMessageBox)
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self:RemoveTarget(targetname)
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end
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@@ -3931,9 +3946,10 @@ function ARTY:GetAmmo(display)
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return nammo, nshells, nrockets, nmissiles
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end
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for _,unit in pairs(units) do
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for _,_unit in pairs(units) 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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if unit then
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-- Output.
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local text=string.format("ARTY group %s - unit %s:\n", self.groupname, unit:GetName())
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