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#Changes from Develop
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@@ -1,28 +1,28 @@
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--- **Functional** -- Train missile defence and deflection.
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--
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--
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-- ===
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--
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-- ## Features:
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--
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--
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-- * Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes.
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-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range °
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-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range
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-- * Provide alerts when a missile would have killed your aircraft.
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-- * Provide alerts when the missile self destructs.
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-- * Enable / Disable and Configure the Missile Trainer using the various menu options.
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--
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--
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-- ===
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--
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--
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-- ## Missions:
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--
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--
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-- [MIT - Missile Trainer](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/MIT%20-%20Missile%20Trainer)
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--
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--
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-- ===
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--
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--
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-- Uses the MOOSE messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
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-- the class will destroy the missile within a certain range, to avoid damage to your aircraft.
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--
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--
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-- When running a mission where the missile trainer is used, the following radio menu structure ( 'Radio Menu' -> 'Other (F10)' -> 'MissileTrainer' ) options are available for the players:
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--
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--
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-- * **Messages**: Menu to configure all messages.
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-- * **Messages On**: Show all messages.
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-- * **Messages Off**: Disable all messages.
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@@ -45,23 +45,23 @@
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-- * **Range Off**: Disable range information when a missile is fired to a target.
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-- * **Bearing On**: Shows bearing information when a missile is fired to a target.
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-- * **Bearing Off**: Disable bearing information when a missile is fired to a target.
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-- * **Distance**: Menu to configure the distance when a missile needs to be destroyed when near to a player, during tracking. This will improve/influence hit calculation accuracy, but has the risk of damaging the aircraft when the missile reaches the aircraft before the distance is measured.
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-- * **Distance**: Menu to configure the distance when a missile needs to be destroyed when near to a player, during tracking. This will improve/influence hit calculation accuracy, but has the risk of damaging the aircraft when the missile reaches the aircraft before the distance is measured.
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-- * **50 meter**: Destroys the missile when the distance to the aircraft is below or equal to 50 meter.
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-- * **100 meter**: Destroys the missile when the distance to the aircraft is below or equal to 100 meter.
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-- * **150 meter**: Destroys the missile when the distance to the aircraft is below or equal to 150 meter.
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-- * **200 meter**: Destroys the missile when the distance to the aircraft is below or equal to 200 meter.
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--
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--
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-- ===
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--
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--
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-- ### Authors: **FlightControl**
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--
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--
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-- ### Contributions:
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--
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-- * **Stuka (Danny)**: Who you can search on the Eagle Dynamics Forums. Working together with Danny has resulted in the MISSILETRAINER class.
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-- Danny has shared his ideas and together we made a design.
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--
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-- * **Stuka (Danny)**: Who you can search on the Eagle Dynamics Forums. Working together with Danny has resulted in the MISSILETRAINER class.
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-- Danny has shared his ideas and together we made a design.
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-- Together with the **476 virtual team**, we tested the MISSILETRAINER class, and got much positive feedback!
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-- * **132nd Squadron**: Testing and optimizing the logic.
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--
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--
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-- ===
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--
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-- @module Functional.MissileTrainer
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@@ -76,7 +76,7 @@
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---
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--
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-- # Constructor:
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--
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--
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-- Create a new MISSILETRAINER object with the @{#MISSILETRAINER.New} method:
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--
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-- * @{#MISSILETRAINER.New}: Creates a new MISSILETRAINER object taking the maximum distance to your aircraft to evaluate when a missile needs to be destroyed.
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@@ -84,7 +84,7 @@
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-- MISSILETRAINER will collect each unit declared in the mission with a skill level "Client" and "Player", and will monitor the missiles shot at those.
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--
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-- # Initialization:
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--
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--
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-- A MISSILETRAINER object will behave differently based on the usage of initialization methods:
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--
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-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
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@@ -97,8 +97,8 @@
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-- * @{#MISSILETRAINER.InitRangeOnOff}: Sets by default the display of range information of missiles ON of OFF.
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-- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF.
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-- * @{#MISSILETRAINER.InitMenusOnOff}: Allows to configure the options through the radio menu.
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--
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-- @field #MISSILETRAINER
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--
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-- @field #MISSILETRAINER
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MISSILETRAINER = {
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ClassName = "MISSILETRAINER",
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TrackingMissiles = {},
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@@ -167,7 +167,7 @@ end
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-- When a missile is fired a SCHEDULER is set off that follows the missile. When near a certain a client player, the missile will be destroyed.
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-- @param #MISSILETRAINER self
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-- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player.
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-- @param #string Briefing (Optional) Will show a text to the players when starting their mission. Can be used for briefing purposes.
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-- @param #string Briefing (Optional) Will show a text to the players when starting their mission. Can be used for briefing purposes.
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-- @return #MISSILETRAINER
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function MISSILETRAINER:New( Distance, Briefing )
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local self = BASE:Inherit( self, BASE:New() )
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@@ -194,8 +194,8 @@ function MISSILETRAINER:New( Distance, Briefing )
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-- self:F( "ForEach:" .. Client.UnitName )
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-- Client:Alive( self._Alive, self )
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-- end
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--
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self.DBClients:ForEachClient(
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--
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self.DBClients:ForEachClient(
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function( Client )
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self:F( "ForEach:" .. Client.UnitName )
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Client:Alive( self._Alive, self )
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@@ -207,9 +207,9 @@ function MISSILETRAINER:New( Distance, Briefing )
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-- self.DB:ForEachClient(
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-- --- @param Wrapper.Client#CLIENT Client
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-- function( Client )
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--
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--
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-- ... actions ...
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--
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--
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-- end
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-- )
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@@ -225,7 +225,7 @@ function MISSILETRAINER:New( Distance, Briefing )
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self.DetailsRangeOnOff = true
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self.DetailsBearingOnOff = true
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self.MenusOnOff = true
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self.TrackingMissiles = {}
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@@ -293,7 +293,7 @@ end
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--- Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
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-- The default frequency is a 3 second interval, so the Tracking Frequency parameter specifies the increase or decrease from the default 3 seconds or the last frequency update.
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-- @param #MISSILETRAINER self
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-- @param #number TrackingFrequency Provide a negative or positive value in seconds to incraese or decrease the display frequency.
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-- @param #number TrackingFrequency Provide a negative or positive value in seconds to incraese or decrease the display frequency.
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-- @return #MISSILETRAINER self
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function MISSILETRAINER:InitTrackingFrequency( TrackingFrequency )
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self:F( TrackingFrequency )
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@@ -478,30 +478,30 @@ function MISSILETRAINER:OnEventShot( EVentData )
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if TrainerTargetDCSUnit then
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local TrainerTargetDCSUnitName = Unit.getName( TrainerTargetDCSUnit )
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local TrainerTargetSkill = _DATABASE.Templates.Units[TrainerTargetDCSUnitName].Template.skill
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self:T(TrainerTargetDCSUnitName )
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local Client = self.DBClients:FindClient( TrainerTargetDCSUnitName )
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if Client then
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local TrainerSourceUnit = UNIT:Find( TrainerSourceDCSUnit )
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local TrainerTargetUnit = UNIT:Find( TrainerTargetDCSUnit )
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if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
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local Message = MESSAGE:New(
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string.format( "%s launched a %s",
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TrainerSourceUnit:GetTypeName(),
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TrainerWeaponName
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) .. self:_AddRange( Client, TrainerWeapon ) .. self:_AddBearing( Client, TrainerWeapon ), 5, "Launch Alert" )
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if self.AlertsToAll then
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Message:ToAll()
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else
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Message:ToClient( Client )
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end
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end
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local ClientID = Client:GetID()
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self:T( ClientID )
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local MissileData = {}
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@@ -579,52 +579,52 @@ function MISSILETRAINER:_TrackMissiles()
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end
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-- ALERTS PART
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-- Loop for all Player Clients to check the alerts and deletion of missiles.
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for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
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local Client = ClientData.Client
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if Client and Client:IsAlive() then
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for MissileDataID, MissileData in pairs( ClientData.MissileData ) do
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self:T3( MissileDataID )
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local TrainerSourceUnit = MissileData.TrainerSourceUnit
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local TrainerWeapon = MissileData.TrainerWeapon
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local TrainerTargetUnit = MissileData.TrainerTargetUnit
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local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
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local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
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if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
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local PositionMissile = TrainerWeapon:getPosition().p
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local TargetVec3 = Client:GetVec3()
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local Distance = ( ( PositionMissile.x - TargetVec3.x )^2 +
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( PositionMissile.y - TargetVec3.y )^2 +
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( PositionMissile.z - TargetVec3.z )^2
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) ^ 0.5 / 1000
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if Distance <= self.Distance then
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-- Hit alert
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TrainerWeapon:destroy()
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if self.MessagesOnOff == true and self.AlertsHitsOnOff == true then
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self:T( "killed" )
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local Message = MESSAGE:New(
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string.format( "%s launched by %s killed %s",
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TrainerWeapon:getTypeName(),
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TrainerSourceUnit:GetTypeName(),
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TrainerTargetUnit:GetPlayerName()
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), 15, "Hit Alert" )
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if self.AlertsToAll == true then
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Message:ToAll()
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else
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Message:ToClient( Client )
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end
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MissileData = nil
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table.remove( ClientData.MissileData, MissileDataID )
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self:T(ClientData.MissileData)
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@@ -639,7 +639,7 @@ function MISSILETRAINER:_TrackMissiles()
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TrainerWeaponTypeName,
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TrainerSourceUnit:GetTypeName()
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), 5, "Tracking" )
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if self.AlertsToAll == true then
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Message:ToAll()
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else
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@@ -660,41 +660,41 @@ function MISSILETRAINER:_TrackMissiles()
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if ShowMessages == true and self.MessagesOnOff == true and self.TrackingOnOff == true then -- Only do this when tracking information needs to be displayed.
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-- TRACKING PART
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-- For the current client, the missile range and bearing details are displayed To the Player Client.
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-- For the other clients, the missile range and bearing details are displayed To the other Player Clients.
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-- To achieve this, a cross loop is done for each Player Client <-> Other Player Client missile information.
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-- To achieve this, a cross loop is done for each Player Client <-> Other Player Client missile information.
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-- Main Player Client loop
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for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
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local Client = ClientData.Client
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--self:T2( { Client:GetName() } )
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ClientData.MessageToClient = ""
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ClientData.MessageToAll = ""
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-- Other Players Client loop
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for TrackingDataID, TrackingData in pairs( self.TrackingMissiles ) do
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for MissileDataID, MissileData in pairs( TrackingData.MissileData ) do
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--self:T3( MissileDataID )
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local TrainerSourceUnit = MissileData.TrainerSourceUnit
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local TrainerWeapon = MissileData.TrainerWeapon
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local TrainerTargetUnit = MissileData.TrainerTargetUnit
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local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
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local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
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if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
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if ShowMessages == true then
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local TrackingTo
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TrackingTo = string.format( " -> %s",
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TrainerWeaponTypeName
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)
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if ClientDataID == TrackingDataID then
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if ClientData.MessageToClient == "" then
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ClientData.MessageToClient = "Missiles to You:\n"
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@@ -712,7 +712,7 @@ function MISSILETRAINER:_TrackMissiles()
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end
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end
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end
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-- Once the Player Client and the Other Player Client tracking messages are prepared, show them.
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if ClientData.MessageToClient ~= "" or ClientData.MessageToAll ~= "" then
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local Message = MESSAGE:New( ClientData.MessageToClient .. ClientData.MessageToAll, 1, "Tracking" ):ToClient( Client )
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