Fix bug where missiles were deleted client to client

Bug solve of the early deletion of missiles fired from client to client
(air to air f.e.).
Updated documentation.
Added API to change the frequency of tracking.
This commit is contained in:
svenvandevelde 2016-05-17 10:57:51 +02:00
parent fe36e0ee2a
commit 9b0879626f
5 changed files with 336 additions and 282 deletions

View File

@ -55,88 +55,6 @@
<p>Provides missile training functions.</p>
<h1><a href="##(MISSILETRAINER)">#MISSILETRAINER</a> class</h1>
<p>The <a href="##(MISSILETRAINER)">#MISSILETRAINER</a> class uses the DCS world messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
the class will destroy the missile within a certain range, to avoid damage to your aircraft.
It suports the following functionality:</p>
<ul>
<li>Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes.</li>
<li>Provide alerts of missile launches, including detailed information of the units launching, including bearing, range …</li>
<li>Provide alerts when a missile would have killed your aircraft.</li>
<li>Provide alerts when the missile self destructs.</li>
<li>Enable / Disable and Configure the Missile Trainer using the various menu options.</li>
</ul>
<p> When running a mission where MISSILETRAINER is used, the following radio menu structure ( 'Radio Menu' -> 'Other (F10)' -> 'MissileTrainer' ) options are available for the players:</p>
<ul>
<li><strong>Messages</strong>: Menu to configure all messages.
<ul>
<li><strong>Messages On</strong>: Show all messages.</li>
<li><strong>Messages Off</strong>: Disable all messages.</li>
</ul></li>
<li><strong>Tracking</strong>: Menu to configure missile tracking messages.
<ul>
<li><strong>To All</strong>: Shows missile tracking messages to all players.</li>
<li><strong>To Target</strong>: Shows missile tracking messages only to the player where the missile is targetted at.</li>
<li><strong>Tracking On</strong>: Show missile tracking messages.</li>
<li><strong>Tracking Off</strong>: Disable missile tracking messages.</li>
</ul></li>
<li><strong>Alerts</strong>: Menu to configure alert messages.
<ul>
<li><strong>To All</strong>: Shows alert messages to all players.</li>
<li><strong>To Target</strong>: Shows alter messages only to the player where the missile is (was) targetted at.</li>
<li><strong>Hits On</strong>: Show missile hit alert messages.</li>
<li><strong>Hits Off</strong>: Disable missile hit altert messages.</li>
<li><strong>Launches On</strong>: Show missile launch messages.</li>
<li><strong>Launches Off</strong>: Disable missile launch messages.</li>
</ul></li>
<li><strong>Details</strong>: Menu to configure message details.
<ul>
<li><strong>Range On</strong>: Shows range information when a missile is fired to a target.</li>
<li><strong>Range Off</strong>: Disable range information when a missile is fired to a target.</li>
<li><strong>Bearing On</strong>: Shows bearing information when a missile is fired to a target.</li>
<li><strong>Bearing Off</strong>: Disable bearing information when a missile is fired to a target.</li>
</ul></li>
<li><strong>Distance</strong>: 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.
<ul>
<li><strong>50 meter</strong>: Destroys the missile when the distance to the aircraft is below or equal to 50 meter.</li>
<li><strong>100 meter</strong>: Destroys the missile when the distance to the aircraft is below or equal to 100 meter.</li>
<li><strong>150 meter</strong>: Destroys the missile when the distance to the aircraft is below or equal to 150 meter.</li>
<li><strong>200 meter</strong>: Destroys the missile when the distance to the aircraft is below or equal to 200 meter.</li>
</ul></li>
</ul>
<h1>MISSILETRAINER construction methods:</h1>
<p>Create a new MISSILETRAINER object with the <a href="##(MISSILETRAINER).New">MISSILETRAINER.New</a> method:</p>
<ul>
<li><a href="##(MISSILETRAINER).New">MISSILETRAINER.New</a>: Creates a new MISSILETRAINER object taking the maximum distance to your aircraft to evaluate when a missile needs to be destroyed.</li>
</ul>
<p>MISSILETRAINER will collect each unit declared in the mission with a skill level "Client" and "Player", and will monitor the missiles shot at those.</p>
<h1>MISSILETRAINER initialization methods:</h1>
<p>A MISSILETRAINER object will behave differently based on the usage of initialization methods:</p>
<ul>
<li><a href="##(MISSILETRAINER).InitMessagesOnOff">MISSILETRAINER.InitMessagesOnOff</a>: Sets by default the display of any message to be ON or OFF.</li>
<li><a href="##(MISSILETRAINER).InitTrackingToAll">MISSILETRAINER.InitTrackingToAll</a>: Sets by default the missile tracking report for all players or only for those missiles targetted to you.</li>
<li><a href="##(MISSILETRAINER).InitTrackingOnOff">MISSILETRAINER.InitTrackingOnOff</a>: Sets by default the display of missile tracking report to be ON or OFF.</li>
<li><a href="##(MISSILETRAINER).InitAlertsToAll">MISSILETRAINER.InitAlertsToAll</a>: Sets by default the display of alerts to be shown to all players or only to you.</li>
<li><a href="##(MISSILETRAINER).InitAlertsHitsOnOff">MISSILETRAINER.InitAlertsHitsOnOff</a>: Sets by default the display of hit alerts ON or OFF.</li>
<li><a href="##(MISSILETRAINER).InitAlertsLaunchesOnOff">MISSILETRAINER.InitAlertsLaunchesOnOff</a>: Sets by default the display of launch alerts ON or OFF.</li>
<li><a href="##(MISSILETRAINER).InitRangeOnOff">MISSILETRAINER.InitRangeOnOff</a>: Sets by default the display of range information of missiles ON of OFF.</li>
<li><a href="##(MISSILETRAINER).InitBearingOnOff">MISSILETRAINER.InitBearingOnOff</a>: Sets by default the display of bearing information of missiles ON of OFF.</li>
<li><a href="##(MISSILETRAINER).InitMenusOnOff">MISSILETRAINER.InitMenusOnOff</a>: Allows to configure the options through the radio menu.</li>
</ul>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
@ -224,6 +142,12 @@ It suports the following functionality:</p>
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).InitRangeOnOff">MISSILETRAINER:InitRangeOnOff(DetailsRangeOnOff)</a></td>
<td class="summary">
<p>Sets by default the display of range information of missiles ON of OFF.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).InitTrackingFrequency">MISSILETRAINER:InitTrackingFrequency(TrackingFrequency)</a></td>
<td class="summary">
<p>Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.</p>
</td>
</tr>
<tr>
@ -242,12 +166,6 @@ It suports the following functionality:</p>
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).MenusOnOff">MISSILETRAINER.MenusOnOff</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).MessageLastTime">MISSILETRAINER.MessageLastTime</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -257,9 +175,15 @@ It suports the following functionality:</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).New">MISSILETRAINER.New(#, Distance, self)</a></td>
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).New">MISSILETRAINER:New(Distance)</a></td>
<td class="summary">
<p>Creates the main object which is handling missile tracking.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(MISSILETRAINER).TrackingFrequency">MISSILETRAINER.TrackingFrequency</a></td>
<td class="summary">
</td>
</tr>
<tr>
@ -604,6 +528,36 @@ self</p>
<dl class="function">
<dt>
<a id="#(MISSILETRAINER).InitTrackingFrequency" >
<strong>MISSILETRAINER:InitTrackingFrequency(TrackingFrequency)</strong>
</a>
</dt>
<dd>
<p>Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.</p>
<p>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.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number TrackingFrequency </em></code>:
Provide a negative or positive value in seconds to incraese or decrease the display frequency. </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(MISSILETRAINER)">#MISSILETRAINER</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MISSILETRAINER).InitTrackingOnOff" >
<strong>MISSILETRAINER:InitTrackingOnOff(TrackingOnOff)</strong>
</a>
@ -667,20 +621,6 @@ self</p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(MISSILETRAINER).MessageLastTime" >
<strong>MISSILETRAINER.MessageLastTime</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
@ -701,7 +641,7 @@ self</p>
<dt>
<a id="#(MISSILETRAINER).New" >
<strong>MISSILETRAINER.New(#, Distance, self)</strong>
<strong>MISSILETRAINER:New(Distance)</strong>
</a>
</dt>
<dd>
@ -711,24 +651,13 @@ self</p>
<p>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.</p>
<h3>Parameters</h3>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> # </em></code>:
ISSILETRAINER</p>
</li>
<li>
<p><code><em>#number Distance </em></code>:
The distance in meters when a tracked missile needs to be destroyed when close to a player.</p>
</li>
<li>
<p><code><em> self </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
@ -736,6 +665,19 @@ The distance in meters when a tracked missile needs to be destroyed when close t
<p><em><a href="##(MISSILETRAINER)">#MISSILETRAINER</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(MISSILETRAINER).TrackingFrequency" >
<strong>MISSILETRAINER.TrackingFrequency</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">

View File

@ -15275,6 +15275,7 @@ function ESCORT:_ReportTargetsScheduler()
end
end
--- Provides missile training functions.
-- @module MissileTrainer
--
-- @{#MISSILETRAINER} class
-- ========================
@ -15298,6 +15299,8 @@ end
-- * **To Target**: Shows missile tracking messages only to the player where the missile is targetted at.
-- * **Tracking On**: Show missile tracking messages.
-- * **Tracking Off**: Disable missile tracking messages.
-- * **Frequency Increase**: Increases the missile tracking message frequency with one second.
-- * **Frequency Decrease**: Decreases the missile tracking message frequency with one second.
-- * **Alerts**: Menu to configure alert messages.
-- * **To All**: Shows alert messages to all players.
-- * **To Target**: Shows alter messages only to the player where the missile is (was) targetted at.
@ -15310,8 +15313,7 @@ end
-- * **Range Off**: Disable range information when a missile is fired to a target.
-- * **Bearing On**: Shows bearing information when a missile is fired to a target.
-- * **Bearing Off**: Disable bearing information when a missile is fired to a target.
-- * **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.
-- * **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.
-- * **50 meter**: Destroys the missile when the distance to the aircraft is below or equal to 50 meter.
-- * **100 meter**: Destroys the missile when the distance to the aircraft is below or equal to 100 meter.
-- * **150 meter**: Destroys the missile when the distance to the aircraft is below or equal to 150 meter.
@ -15333,6 +15335,7 @@ end
-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
-- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targetted to you.
-- * @{#MISSILETRAINER.InitTrackingOnOff}: Sets by default the display of missile tracking report to be ON or OFF.
-- * @{#MISSILETRAINER.InitTrackingFrequency}: Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
-- * @{#MISSILETRAINER.InitAlertsToAll}: Sets by default the display of alerts to be shown to all players or only to you.
-- * @{#MISSILETRAINER.InitAlertsHitsOnOff}: Sets by default the display of hit alerts ON or OFF.
-- * @{#MISSILETRAINER.InitAlertsLaunchesOnOff}: Sets by default the display of launch alerts ON or OFF.
@ -15340,9 +15343,9 @@ end
-- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitMenusOnOff}: Allows to configure the options through the radio menu.
--
-- @module MissileTrainer
-- @author FlightControl
Include.File( "Client" )
Include.File( "Scheduler" )
@ -15355,7 +15358,7 @@ MISSILETRAINER = {
--- Creates the main object which is handling missile tracking.
-- 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.
-- @param #MISSILETRAINER
-- @param #MISSILETRAINER self
-- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player.
-- @return #MISSILETRAINER
function MISSILETRAINER:New( Distance )
@ -15381,8 +15384,6 @@ function MISSILETRAINER:New( Distance )
local function _Alive( Client )
Client:Message( "Hello trainee, welcome to the Missile Trainer.\nGood luck!", 15, "HELLO WORLD", "Trainer" )
if self.MenusOnOff == true then
Client:Message( "Use the 'Radio Menu' -> 'Other (F10)' -> 'Missile Trainer' menu options to change the Missile Trainer settings (for all players).", 15, "MENU", "Trainer" )
@ -15398,6 +15399,8 @@ function MISSILETRAINER:New( Distance )
Client.MenuTrackingToTarget = MENU_CLIENT_COMMAND:New( Client, "To Target", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = false } )
Client.MenuTrackOn = MENU_CLIENT_COMMAND:New( Client, "Tracking On", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = true } )
Client.MenuTrackOff = MENU_CLIENT_COMMAND:New( Client, "Tracking Off", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = false } )
Client.MenuTrackIncrease = MENU_CLIENT_COMMAND:New( Client, "Frequency Increase", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingFrequency = -1 } )
Client.MenuTrackDecrease = MENU_CLIENT_COMMAND:New( Client, "Frequency Decrease", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingFrequency = 1 } )
Client.MenuAlerts = MENU_CLIENT:New( Client, "Alerts", Client.MainMenu )
Client.MenuAlertsToAll = MENU_CLIENT_COMMAND:New( Client, "To All", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = true } )
@ -15453,6 +15456,7 @@ function MISSILETRAINER:New( Distance )
self.TrackingToAll = false
self.TrackingOnOff = true
self.TrackingFrequency = 3
self.AlertsToAll = true
self.AlertsHitsOnOff = true
@ -15524,6 +15528,25 @@ function MISSILETRAINER:InitTrackingOnOff( TrackingOnOff )
return self
end
--- Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
-- 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.
-- @param #MISSILETRAINER self
-- @param #number TrackingFrequency Provide a negative or positive value in seconds to incraese or decrease the display frequency.
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitTrackingFrequency( TrackingFrequency )
self:F( TrackingFrequency )
self.TrackingFrequency = self.TrackingFrequency + TrackingFrequency
if self.TrackingFrequency < 0.5 then
self.TrackingFrequency = 0.5
end
if self.TrackingFrequency then
MESSAGE:New( "Missile tracking frequency is " .. self.TrackingFrequency .. " seconds.", "Menu", 15, "ID" ):ToAll()
end
return self
end
--- Sets by default the display of alerts to be shown to all players or only to you.
-- @param #MISSILETRAINER self
-- @param #boolean AlertsToAll true or false
@ -15645,6 +15668,10 @@ function MISSILETRAINER._MenuMessages( MenuParameters )
self:InitTrackingOnOff( MenuParameters.TrackingOnOff )
end
if MenuParameters.TrackingFrequency ~= nil then
self:InitTrackingFrequency( MenuParameters.TrackingFrequency )
end
if MenuParameters.AlertsToAll ~= nil then
self:InitAlertsToAll( MenuParameters.AlertsToAll )
end
@ -15770,78 +15797,129 @@ function MISSILETRAINER:_AddBearing( Client, TrainerWeapon )
end
---
-- @param #MISSILETRAINER self
function MISSILETRAINER:_TrackMissiles()
self:F2()
local ShowMessages = false
if self.MessagesOnOff and self.MessageLastTime + 3 <= timer.getTime() then
if self.MessagesOnOff and self.MessageLastTime + self.TrackingFrequency <= timer.getTime() then
self.MessageLastTime = timer.getTime()
ShowMessages = true
end
-- ALERTS PART
-- Loop for all Player Clients to check the alerts and deletion of missiles.
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
local Client = ClientData.Client
self:T2( { Client:GetName() } )
for MissileDataID, MissileData in pairs( ClientData.MissileData ) do
self:T3( MissileDataID )
ClientData.MessageToClient = ""
ClientData.MessageToAll = ""
for TrackingDataID, TrackingData in pairs( self.TrackingMissiles ) do
for MissileDataID, MissileData in pairs( TrackingData.MissileData ) do
self:T3( MissileDataID )
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
local PositionMissile = TrainerWeapon:getPosition().p
local PositionTarget = Client:GetPositionVec3()
local Distance = ( ( PositionMissile.x - PositionTarget.x )^2 +
( PositionMissile.y - PositionTarget.y )^2 +
( PositionMissile.z - PositionTarget.z )^2
) ^ 0.5 / 1000
if Distance <= self.Distance then
-- Hit alert
TrainerWeapon:destroy()
if self.MessagesOnOff == true and self.AlertsHitsOnOff == true then
self:T( "killed" )
local Message = MESSAGE:New(
string.format( "%s launched by %s killed %s",
TrainerWeapon:getTypeName(),
TrainerSourceUnit:GetTypeName(),
TrainerTargetUnit:GetPlayerName()
),"Hit Alert", 15, "ID" )
if self.AlertsToAll == true then
Message:ToAll()
else
Message:ToClient( Client )
end
MissileData = nil
table.remove( TrackingData.MissileData, MissileDataID )
self:T(TrackingData.MissileData)
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
local PositionMissile = TrainerWeapon:getPosition().p
local PositionTarget = Client:GetPositionVec3()
local Distance = ( ( PositionMissile.x - PositionTarget.x )^2 +
( PositionMissile.y - PositionTarget.y )^2 +
( PositionMissile.z - PositionTarget.z )^2
) ^ 0.5 / 1000
if Distance <= self.Distance then
-- Hit alert
TrainerWeapon:destroy()
if self.MessagesOnOff == true and self.AlertsHitsOnOff == true then
self:T( "killed" )
local Message = MESSAGE:New(
string.format( "%s launched by %s killed %s",
TrainerWeapon:getTypeName(),
TrainerSourceUnit:GetTypeName(),
TrainerTargetUnit:GetPlayerName()
),"Hit Alert", 15, "ID" )
if self.AlertsToAll == true then
Message:ToAll()
else
Message:ToClient( Client )
end
else
MissileData = nil
table.remove( ClientData.MissileData, MissileDataID )
self:T(ClientData.MissileData)
end
end
else
if not ( TrainerWeapon and TrainerWeapon:isExist() ) then
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
-- Weapon does not exist anymore. Delete from Table
local Message = MESSAGE:New(
string.format( "%s launched by %s self destructed!",
TrainerWeaponTypeName,
TrainerSourceUnit:GetTypeName()
),"Tracking", 5, "ID" )
if self.AlertsToAll == true then
Message:ToAll()
else
Message:ToClient( Client )
end
end
MissileData = nil
table.remove( ClientData.MissileData, MissileDataID )
self:T( ClientData.MissileData )
end
end
end
end
if ShowMessages == true and self.MessagesOnOff == true and self.TrackingOnOff == true then -- Only do this when tracking information needs to be displayed.
-- TRACKING PART
-- For the current client, the missile range and bearing details are displayed To the Player Client.
-- For the other clients, the missile range and bearing details are displayed To the other Player Clients.
-- To achieve this, a cross loop is done for each Player Client <-> Other Player Client missile information.
-- Main Player Client loop
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
local Client = ClientData.Client
self:T2( { Client:GetName() } )
ClientData.MessageToClient = ""
ClientData.MessageToAll = ""
-- Other Players Client loop
for TrackingDataID, TrackingData in pairs( self.TrackingMissiles ) do
for MissileDataID, MissileData in pairs( TrackingData.MissileData ) do
self:T3( MissileDataID )
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
if ShowMessages == true then
local TrackingTo
TrackingTo = string.format( " -> %s",
TrainerWeaponTypeName
)
if ClientDataID == TrackingDataID then
if ClientData.MessageToClient == "" then
ClientData.MessageToClient = "Missiles to You:\n"
@ -15857,36 +15935,14 @@ function MISSILETRAINER:_TrackMissiles()
end
end
end
else
if not ( TrainerWeapon and TrainerWeapon:isExist() ) then
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
-- Weapon does not exist anymore. Delete from Table
local Message = MESSAGE:New(
string.format( "%s launched by %s self destructed!",
TrainerWeaponTypeName,
TrainerSourceUnit:GetTypeName()
),"Tracking", 5, "ID" )
if self.AlertsToAll == true then
Message:ToAll()
else
Message:ToClient( Client )
end
end
MissileData = nil
table.remove( TrackingData.MissileData, MissileDataID )
self:T(TrackingData.MissileData)
end
end
end
end
if self.MessagesOnOff == true and self.TrackingOnOff == true and ShowMessages == true then
-- Once the Player Client and the Other Player Client tracking messages are prepared, show them.
if ClientData.MessageToClient ~= "" or ClientData.MessageToAll ~= "" then
local Message = MESSAGE:New( ClientData.MessageToClient .. ClientData.MessageToAll, "Tracking", 1, "ID" ):ToClient( Client )
end
end
end
return true

View File

@ -1,4 +1,5 @@
--- Provides missile training functions.
-- @module MissileTrainer
--
-- @{#MISSILETRAINER} class
-- ========================
@ -22,6 +23,8 @@
-- * **To Target**: Shows missile tracking messages only to the player where the missile is targetted at.
-- * **Tracking On**: Show missile tracking messages.
-- * **Tracking Off**: Disable missile tracking messages.
-- * **Frequency Increase**: Increases the missile tracking message frequency with one second.
-- * **Frequency Decrease**: Decreases the missile tracking message frequency with one second.
-- * **Alerts**: Menu to configure alert messages.
-- * **To All**: Shows alert messages to all players.
-- * **To Target**: Shows alter messages only to the player where the missile is (was) targetted at.
@ -34,8 +37,7 @@
-- * **Range Off**: Disable range information when a missile is fired to a target.
-- * **Bearing On**: Shows bearing information when a missile is fired to a target.
-- * **Bearing Off**: Disable bearing information when a missile is fired to a target.
-- * **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.
-- * **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.
-- * **50 meter**: Destroys the missile when the distance to the aircraft is below or equal to 50 meter.
-- * **100 meter**: Destroys the missile when the distance to the aircraft is below or equal to 100 meter.
-- * **150 meter**: Destroys the missile when the distance to the aircraft is below or equal to 150 meter.
@ -57,6 +59,7 @@
-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
-- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targetted to you.
-- * @{#MISSILETRAINER.InitTrackingOnOff}: Sets by default the display of missile tracking report to be ON or OFF.
-- * @{#MISSILETRAINER.InitTrackingFrequency}: Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
-- * @{#MISSILETRAINER.InitAlertsToAll}: Sets by default the display of alerts to be shown to all players or only to you.
-- * @{#MISSILETRAINER.InitAlertsHitsOnOff}: Sets by default the display of hit alerts ON or OFF.
-- * @{#MISSILETRAINER.InitAlertsLaunchesOnOff}: Sets by default the display of launch alerts ON or OFF.
@ -64,10 +67,9 @@
-- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitMenusOnOff}: Allows to configure the options through the radio menu.
--
--
-- @module MissileTrainer
-- @author FlightControl
Include.File( "Client" )
Include.File( "Scheduler" )
@ -80,7 +82,7 @@ MISSILETRAINER = {
--- Creates the main object which is handling missile tracking.
-- 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.
-- @param #MISSILETRAINER
-- @param #MISSILETRAINER self
-- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player.
-- @return #MISSILETRAINER
function MISSILETRAINER:New( Distance )
@ -106,8 +108,6 @@ function MISSILETRAINER:New( Distance )
local function _Alive( Client )
Client:Message( "Hello trainee, welcome to the Missile Trainer.\nGood luck!", 15, "HELLO WORLD", "Trainer" )
if self.MenusOnOff == true then
Client:Message( "Use the 'Radio Menu' -> 'Other (F10)' -> 'Missile Trainer' menu options to change the Missile Trainer settings (for all players).", 15, "MENU", "Trainer" )
@ -123,6 +123,8 @@ function MISSILETRAINER:New( Distance )
Client.MenuTrackingToTarget = MENU_CLIENT_COMMAND:New( Client, "To Target", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = false } )
Client.MenuTrackOn = MENU_CLIENT_COMMAND:New( Client, "Tracking On", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = true } )
Client.MenuTrackOff = MENU_CLIENT_COMMAND:New( Client, "Tracking Off", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = false } )
Client.MenuTrackIncrease = MENU_CLIENT_COMMAND:New( Client, "Frequency Increase", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingFrequency = -1 } )
Client.MenuTrackDecrease = MENU_CLIENT_COMMAND:New( Client, "Frequency Decrease", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingFrequency = 1 } )
Client.MenuAlerts = MENU_CLIENT:New( Client, "Alerts", Client.MainMenu )
Client.MenuAlertsToAll = MENU_CLIENT_COMMAND:New( Client, "To All", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = true } )
@ -178,6 +180,7 @@ function MISSILETRAINER:New( Distance )
self.TrackingToAll = false
self.TrackingOnOff = true
self.TrackingFrequency = 3
self.AlertsToAll = true
self.AlertsHitsOnOff = true
@ -249,6 +252,25 @@ function MISSILETRAINER:InitTrackingOnOff( TrackingOnOff )
return self
end
--- Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
-- 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.
-- @param #MISSILETRAINER self
-- @param #number TrackingFrequency Provide a negative or positive value in seconds to incraese or decrease the display frequency.
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitTrackingFrequency( TrackingFrequency )
self:F( TrackingFrequency )
self.TrackingFrequency = self.TrackingFrequency + TrackingFrequency
if self.TrackingFrequency < 0.5 then
self.TrackingFrequency = 0.5
end
if self.TrackingFrequency then
MESSAGE:New( "Missile tracking frequency is " .. self.TrackingFrequency .. " seconds.", "Menu", 15, "ID" ):ToAll()
end
return self
end
--- Sets by default the display of alerts to be shown to all players or only to you.
-- @param #MISSILETRAINER self
-- @param #boolean AlertsToAll true or false
@ -370,6 +392,10 @@ function MISSILETRAINER._MenuMessages( MenuParameters )
self:InitTrackingOnOff( MenuParameters.TrackingOnOff )
end
if MenuParameters.TrackingFrequency ~= nil then
self:InitTrackingFrequency( MenuParameters.TrackingFrequency )
end
if MenuParameters.AlertsToAll ~= nil then
self:InitAlertsToAll( MenuParameters.AlertsToAll )
end
@ -495,78 +521,129 @@ function MISSILETRAINER:_AddBearing( Client, TrainerWeapon )
end
---
-- @param #MISSILETRAINER self
function MISSILETRAINER:_TrackMissiles()
self:F2()
local ShowMessages = false
if self.MessagesOnOff and self.MessageLastTime + 3 <= timer.getTime() then
if self.MessagesOnOff and self.MessageLastTime + self.TrackingFrequency <= timer.getTime() then
self.MessageLastTime = timer.getTime()
ShowMessages = true
end
-- ALERTS PART
-- Loop for all Player Clients to check the alerts and deletion of missiles.
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
local Client = ClientData.Client
self:T2( { Client:GetName() } )
for MissileDataID, MissileData in pairs( ClientData.MissileData ) do
self:T3( MissileDataID )
ClientData.MessageToClient = ""
ClientData.MessageToAll = ""
for TrackingDataID, TrackingData in pairs( self.TrackingMissiles ) do
for MissileDataID, MissileData in pairs( TrackingData.MissileData ) do
self:T3( MissileDataID )
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
local PositionMissile = TrainerWeapon:getPosition().p
local PositionTarget = Client:GetPositionVec3()
local Distance = ( ( PositionMissile.x - PositionTarget.x )^2 +
( PositionMissile.y - PositionTarget.y )^2 +
( PositionMissile.z - PositionTarget.z )^2
) ^ 0.5 / 1000
if Distance <= self.Distance then
-- Hit alert
TrainerWeapon:destroy()
if self.MessagesOnOff == true and self.AlertsHitsOnOff == true then
self:T( "killed" )
local Message = MESSAGE:New(
string.format( "%s launched by %s killed %s",
TrainerWeapon:getTypeName(),
TrainerSourceUnit:GetTypeName(),
TrainerTargetUnit:GetPlayerName()
),"Hit Alert", 15, "ID" )
if self.AlertsToAll == true then
Message:ToAll()
else
Message:ToClient( Client )
end
MissileData = nil
table.remove( TrackingData.MissileData, MissileDataID )
self:T(TrackingData.MissileData)
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
local PositionMissile = TrainerWeapon:getPosition().p
local PositionTarget = Client:GetPositionVec3()
local Distance = ( ( PositionMissile.x - PositionTarget.x )^2 +
( PositionMissile.y - PositionTarget.y )^2 +
( PositionMissile.z - PositionTarget.z )^2
) ^ 0.5 / 1000
if Distance <= self.Distance then
-- Hit alert
TrainerWeapon:destroy()
if self.MessagesOnOff == true and self.AlertsHitsOnOff == true then
self:T( "killed" )
local Message = MESSAGE:New(
string.format( "%s launched by %s killed %s",
TrainerWeapon:getTypeName(),
TrainerSourceUnit:GetTypeName(),
TrainerTargetUnit:GetPlayerName()
),"Hit Alert", 15, "ID" )
if self.AlertsToAll == true then
Message:ToAll()
else
Message:ToClient( Client )
end
else
MissileData = nil
table.remove( ClientData.MissileData, MissileDataID )
self:T(ClientData.MissileData)
end
end
else
if not ( TrainerWeapon and TrainerWeapon:isExist() ) then
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
-- Weapon does not exist anymore. Delete from Table
local Message = MESSAGE:New(
string.format( "%s launched by %s self destructed!",
TrainerWeaponTypeName,
TrainerSourceUnit:GetTypeName()
),"Tracking", 5, "ID" )
if self.AlertsToAll == true then
Message:ToAll()
else
Message:ToClient( Client )
end
end
MissileData = nil
table.remove( ClientData.MissileData, MissileDataID )
self:T( ClientData.MissileData )
end
end
end
end
if ShowMessages == true and self.MessagesOnOff == true and self.TrackingOnOff == true then -- Only do this when tracking information needs to be displayed.
-- TRACKING PART
-- For the current client, the missile range and bearing details are displayed To the Player Client.
-- For the other clients, the missile range and bearing details are displayed To the other Player Clients.
-- To achieve this, a cross loop is done for each Player Client <-> Other Player Client missile information.
-- Main Player Client loop
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
local Client = ClientData.Client
self:T2( { Client:GetName() } )
ClientData.MessageToClient = ""
ClientData.MessageToAll = ""
-- Other Players Client loop
for TrackingDataID, TrackingData in pairs( self.TrackingMissiles ) do
for MissileDataID, MissileData in pairs( TrackingData.MissileData ) do
self:T3( MissileDataID )
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
if ShowMessages == true then
local TrackingTo
TrackingTo = string.format( " -> %s",
TrainerWeaponTypeName
)
if ClientDataID == TrackingDataID then
if ClientData.MessageToClient == "" then
ClientData.MessageToClient = "Missiles to You:\n"
@ -582,36 +659,14 @@ function MISSILETRAINER:_TrackMissiles()
end
end
end
else
if not ( TrainerWeapon and TrainerWeapon:isExist() ) then
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
-- Weapon does not exist anymore. Delete from Table
local Message = MESSAGE:New(
string.format( "%s launched by %s self destructed!",
TrainerWeaponTypeName,
TrainerSourceUnit:GetTypeName()
),"Tracking", 5, "ID" )
if self.AlertsToAll == true then
Message:ToAll()
else
Message:ToClient( Client )
end
end
MissileData = nil
table.remove( TrackingData.MissileData, MissileDataID )
self:T(TrackingData.MissileData)
end
end
end
end
if self.MessagesOnOff == true and self.TrackingOnOff == true and ShowMessages == true then
-- Once the Player Client and the Other Player Client tracking messages are prepared, show them.
if ClientData.MessageToClient ~= "" or ClientData.MessageToAll ~= "" then
local Message = MESSAGE:New( ClientData.MessageToClient .. ClientData.MessageToAll, "Tracking", 1, "ID" ):ToClient( Client )
end
end
end
return true

View File

@ -15,6 +15,7 @@ local Trainer = MISSILETRAINER
:InitRangeOnOff(true)
:InitTrackingOnOff(true)
:InitTrackingToAll(true)
:InitMenusOnOff(false)
--Trainer:InitAlertsToAll(true) -- Now alerts are also on
:InitMenusOnOff(false) -- Disable menus
:InitTrackingFrequency( 1 ) -- Make Tracking Frequency 4 seconds ...
-- Trainer:InitAlertsToAll(true) -- Now alerts are also on