WEAPON v0.1.0

**WEAPON**
- Improments of class
- ARTY works
- FOX works
- RANGE should work, not tested.
This commit is contained in:
Frank
2023-02-04 23:28:45 +01:00
parent 4b4708e2a8
commit 6d967358da
7 changed files with 462 additions and 236 deletions

View File

@@ -26,6 +26,7 @@
--- FOX class.
-- @type FOX
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table menuadded Table of groups the menu was added for.
@@ -124,6 +125,7 @@
-- @field #FOX
FOX = {
ClassName = "FOX",
verbose = 0,
Debug = false,
lid = nil,
menuadded = {},
@@ -185,6 +187,8 @@ FOX = {
-- @field #string targetName Name of the target unit or "unknown".
-- @field #string targetOrig Name of the "original" target, i.e. the one right after launched.
-- @field #FOX.PlayerData targetPlayer Player that was targeted or nil.
-- @field Core.Point#COORDINATE missileCoord Missile coordinate during tracking.
-- @field Wrapper.Weapon#WEAPON Weapon Weapon object.
--- Main radio menu on group level.
-- @field #table MenuF10 Root menu table on group level.
@@ -196,7 +200,7 @@ FOX.MenuF10Root=nil
--- FOX class version.
-- @field #string version
FOX.version="0.7.0"
FOX.version="0.8.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
@@ -500,6 +504,7 @@ function FOX:SetDisableF10Menu()
return self
end
--- Enable F10 menu for all players.
-- @param #FOX self
-- @return #FOX self
@@ -510,6 +515,15 @@ function FOX:SetEnableF10Menu()
return self
end
--- Set verbosity level.
-- @param #FOX self
-- @param #number VerbosityLevel Level of output (higher=more). Default 0.
-- @return #FOX self
function FOX:SetVerbosity(VerbosityLevel)
self.verbose=VerbosityLevel or 0
return self
end
--- Set default player setting for missile destruction.
-- @param #FOX self
-- @param #boolean switch If true missiles are destroyed. If false/nil missiles are not destroyed.
@@ -605,7 +619,9 @@ function FOX:onafterStatus(From, Event, To)
local clock=UTILS.SecondsToClock(time)
-- Status.
self:I(self.lid..string.format("Missile trainer status %s: %s", clock, fsmstate))
if self.verbose>=1 then
self:I(self.lid..string.format("Missile trainer status %s: %s", clock, fsmstate))
end
-- Check missile status.
self:_CheckMissileStatus()
@@ -713,7 +729,9 @@ function FOX:_CheckMissileStatus()
if #self.missiles==0 then
text=text.." none"
end
self:I(self.lid..text)
if self.verbose>=2 then
self:I(self.lid..text)
end
-- Remove inactive missiles.
for i=#self.missiles,1,-1 do
@@ -743,7 +761,7 @@ function FOX:_IsProtected(targetunit)
if targetgroup then
local targetname=targetgroup:GetName()
for _,_group in pairs(self.protectedset:GetSetObjects()) do
for _,_group in pairs(self.protectedset:GetSet()) do
local group=_group --Wrapper.Group#GROUP
if group then
@@ -763,21 +781,24 @@ function FOX:_IsProtected(targetunit)
end
--- Missle launch event.
-- @param #FOX self
--- Function called from weapon tracking.
-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
-- @param #FOX self FOX object.
-- @param #FOX.MissileData missile Fired missile
function FOX:_FuncTrack(weapon, missile)
function FOX._FuncTrack(weapon, self, missile)
-- Missile coordinate.
missileCoord=COORDINATE:NewFromVec3(_lastBombPos)
local missileCoord= missile.missileCoord:UpdateFromVec3(weapon.vec3) --COORDINATE:NewFromVec3(_lastBombPos)
-- Missile velocity in m/s.
local missileVelocity=UTILS.VecNorm(_ordnance:getVelocity())
local missileVelocity=weapon:GetSpeed() --UTILS.VecNorm(_ordnance:getVelocity())
-- Update missile target if necessary.
self:GetMissileTarget(missile)
-- Target unit of the missile.
local target=nil --Wrapper.Unit#UNIT
if missile.targetUnit then
-----------------------------------
@@ -868,13 +889,13 @@ function FOX:_FuncTrack(weapon, missile)
if unit:GetName()~=missile.shooterName then
-- Player position.
local playerCoord=unit:GetCoordinate()
-- Distance.
local dist=missileCoord:Get3DDistance(playerCoord)
local playerVec3=unit:GetVec3()
-- Distance.
local dist=missileCoord:Get3DDistance(playerVec3)
-- Distance from shooter to player.
local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
local Dshooter2player=missile.shotCoord:Get3DDistance(playerVec3)
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
@@ -898,23 +919,22 @@ function FOX:_FuncTrack(weapon, missile)
if target then
-- Target coordinate.
local targetCoord=target:GetCoordinate()
local targetVec3=target:GetVec3() --target:GetCoordinate()
-- Distance from missile to target.
local distance=missileCoord:Get3DDistance(targetCoord)
local distance=missileCoord:Get3DDistance(targetVec3)
-- Distance missile to shooter.
local distShooter=nil
if missile.shooterUnit and missile.shooterUnit:IsAlive() then
distShooter=missileCoord:Get3DDistance(missile.shooterUnit:GetCoordinate())
distShooter=missileCoord:Get3DDistance(missile.shooterUnit:GetVec3())
end
-- Debug output.
if self.Debug then
local bearing=targetCoord:HeadingTo(missileCoord)
local eta=distance/missileVelocity
if self.Debug then
local bearing=missileCoord:HeadingTo(targetVec3)
local eta=distance/missileVelocity
-- Debug distance check.
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))
end
@@ -928,12 +948,12 @@ function FOX:_FuncTrack(weapon, missile)
end
-- If missile is 150 m from target ==> destroy missile if in safe zone.
if destroymissile and self:_CheckCoordSafe(targetCoord) then
if destroymissile and self:_CheckCoordSafe(targetVec3) then
-- Destroy missile.
self:I(self.lid..string.format("Destroying missile %s(%s) fired by %s aimed at %s [player=%s] at distance %.1f m",
missile.missileType, missile.missileName, missile.shooterName, target:GetName(), tostring(missile.targetPlayer~=nil), distance))
_ordnance:destroy()
weapon:Destroy()
-- Missile is not active any more.
missile.active=false
@@ -941,7 +961,6 @@ function FOX:_FuncTrack(weapon, missile)
-- Debug smoke.
if self.Debug then
missileCoord:SmokeRed()
targetCoord:SmokeGreen()
end
-- Create event.
@@ -962,9 +981,9 @@ function FOX:_FuncTrack(weapon, missile)
-- Increase dead counter.
missile.targetPlayer.dead=missile.targetPlayer.dead+1
end
-- Terminate timer.
return nil
-- We could disable the tracking here but then the impact function would not be called.
--weapon.tracking=false
else
@@ -987,30 +1006,30 @@ function FOX:_FuncTrack(weapon, missile)
dt=self.dt00 --0.01
end
-- Check again in dt seconds.
return timer.getTime()+dt
-- Set time step.
weapon:SetTimeStepTrack(dt)
end
else
-- Destroy missile.
-- No current target.
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
weapon:SetTimeStepTrack(0.1)
end
end
--- Callback function on impact or destroy otherwise.
-- @param #FOX self
-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
-- @param #FOX.MissileData missile Fired missile
function FOX:_FuncImpact(weapon, missile)
-- @param #FOX self FOX object.
-- @param #FOX.MissileData missile Fired missile.
function FOX._FuncImpact(weapon, self, missile)
if target then
if missile.targetPlayer then
-- Get human player.
local player=self:_GetPlayerFromUnit(target)
local player=missile.targetPlayer
-- 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
@@ -1028,7 +1047,7 @@ function FOX:_FuncImpact(weapon, missile)
--Terminate the timer.
self:T(FOX.lid..string.format("Terminating missile track timer."))
return nil
weapon.tracking=false
end
@@ -1090,18 +1109,17 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
end
end
local weapon=WEAPON:New(missile.weapon)
-- Set callback function for tracking.
missile.Weapon:SetFuncTrack(FOX._FuncTrack, self, missile)
weapon:SetFuncTrack(FuncTrack)
-- Set callback function for impact.
missile.Weapon:SetFuncImpact(FOX._FuncImpact, self, missile)
weapon:SetFuncImpact(FuncImpact)
-- 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)
weapon:StartTrack(0.0001)
missile.Weapon:StartTrack(0.0001)
end
@@ -1232,30 +1250,29 @@ end
-- @param Core.Event#EVENTDATA EventData
function FOX:OnEventShot(EventData)
self:T2({eventshot=EventData})
-- Nil checks.
if EventData.Weapon==nil or EventData.IniDCSUnit==nil or EventData.weapon==nil then
return
end
if EventData.Weapon==nil then
return
end
if EventData.IniDCSUnit==nil then
return
end
-- Create a weapon object.
local weapon=WEAPON:New(EventData.weapon)
-- Weapon data.
local _weapon = EventData.WeaponName
local _weapon = weapon:GetTypeName()
local _target = EventData.Weapon:getTarget()
local _targetName = "unknown"
local _targetUnit = nil --Wrapper.Unit#UNIT
-- Weapon descriptor.
local desc=EventData.Weapon:getDesc()
local desc=weapon.desc
self:T2({desc=desc})
-- Weapon category: 0=Shell, 1=Missile, 2=Rocket, 3=BOMB
local weaponcategory=desc.category
-- Missile category: 1=AAM, 2=SAM, 6=OTHER
local missilecategory=desc.missileCategory
-- Missile range.
local missilerange=nil
if missilecategory then
missilerange=desc.rangeMaxAltMax
@@ -1265,8 +1282,8 @@ function FOX:OnEventShot(EventData)
self:T2(FOX.lid.."EVENT SHOT: FOX")
self:T2(FOX.lid..string.format("EVENT SHOT: Ini unit = %s", tostring(EventData.IniUnitName)))
self:T2(FOX.lid..string.format("EVENT SHOT: Ini group = %s", tostring(EventData.IniGroupName)))
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon type = %s", tostring(_weapon)))
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon categ = %s", tostring(weaponcategory)))
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon type = %s", tostring(weapon:GetTypeName())))
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon categ = %s", tostring(weapon:GetCategory())))
self:T2(FOX.lid..string.format("EVENT SHOT: Missil categ = %s", tostring(missilecategory)))
self:T2(FOX.lid..string.format("EVENT SHOT: Missil range = %s", tostring(missilerange)))
@@ -1278,7 +1295,7 @@ function FOX:OnEventShot(EventData)
end
-- Track missiles of type AAM=1, SAM=2 or OTHER=6
local _track = weaponcategory==1 and missilecategory and (missilecategory==1 or missilecategory==2 or missilecategory==6)
local _track = weapon:IsMissile() and missilecategory and (missilecategory==1 or missilecategory==2 or missilecategory==6)
-- Only track missiles
if _track then
@@ -1287,6 +1304,7 @@ function FOX:OnEventShot(EventData)
missile.active=true
missile.weapon=EventData.weapon
missile.Weapon=weapon
missile.missileType=_weapon
missile.missileRange=missilerange
missile.missileName=EventData.weapon:getName()
@@ -1299,6 +1317,7 @@ function FOX:OnEventShot(EventData)
missile.fuseDist=desc.fuseDist
missile.explosive=desc.warhead.explosiveMass or desc.warhead.shapedExplosiveMass
missile.targetOrig=missile.targetName
missile.missileCoord=COORDINATE:New(0,0,0)
-- Set missile target name, unit and player.
self:GetMissileTarget(missile)
@@ -1617,7 +1636,7 @@ end
--- Check if a coordinate lies within a safe training zone.
-- @param #FOX self
-- @param Core.Point#COORDINATE coord Coordinate to check.
-- @param Core.Point#COORDINATE coord Coordinate to check. Can also be a DCS#Vec3.
-- @return #boolean True if safe.
function FOX:_CheckCoordSafe(coord)
@@ -1629,7 +1648,9 @@ function FOX:_CheckCoordSafe(coord)
-- Loop over all zones.
for _,_zone in pairs(self.safezones) do
local zone=_zone --Core.Zone#ZONE
local inzone=zone:IsCoordinateInZone(coord)
local Vec2={x=coord.x, y=coord.z}
local inzone=zone:IsVec2InZone(Vec2)
--local inzone=zone:IsCoordinateInZone(coord)
if inzone then
return true
end
@@ -1640,7 +1661,7 @@ end
--- Check if a coordinate lies within a launch zone.
-- @param #FOX self
-- @param Core.Point#COORDINATE coord Coordinate to check.
-- @param Core.Point#COORDINATE coord Coordinate to check. Can also be a DCS#Vec2.
-- @return #boolean True if in launch zone.
function FOX:_CheckCoordLaunch(coord)
@@ -1652,7 +1673,9 @@ function FOX:_CheckCoordLaunch(coord)
-- Loop over all zones.
for _,_zone in pairs(self.launchzones) do
local zone=_zone --Core.Zone#ZONE
local inzone=zone:IsCoordinateInZone(coord)
local Vec2={x=coord.x, y=coord.z}
local inzone=zone:IsVec2InZone(Vec2)
--local inzone=zone:IsCoordinateInZone(coord)
if inzone then
return true
end