RANGE v1.2 and other changes

RANGE:
-Optimized performance. Bombs are now only tracked if the player is within a certain distance of the range.

CONTROLLABLE:
- Added speed unit to @param description. Sometimes it was unclear if speed needs to be given in m/s or km/h.
- Fixed some default speed and conversions.
COORDINATE:
- Cleaned up some speed unit stuff.
- Reintroduced PathOnRoad function to contain the full path. Useful as interface to DCS API function.
- Fixed some default speed and conversions.

AI_CARGO_APC:
Speed is not fixed any more but set to 50% of the max speed a given unit can move at.
This commit is contained in:
funkyfranky
2018-05-26 14:46:23 +02:00
parent d98f207bcf
commit ad75a7ddb5
5 changed files with 212 additions and 190 deletions

View File

@@ -70,6 +70,7 @@
-- @field #table bombPlayerResults Table containing the bombing results of each player.
-- @field #table PlayerSettings Indiviual player settings.
-- @field #number dtBombtrack Time step [sec] used for tracking released bomb/rocket positions. Default 0.005 seconds.
-- @field #number BombtrackThreshold Bombs/rockets/missiles are only tracked if player-range distance is smaller than this threashold [m]. Default 25000 m.
-- @field #number Tmsg Time [sec] messages to players are displayed. Default 30 sec.
-- @field #number strafemaxalt Maximum altitude above ground for registering for a strafe run. Default is 914 m = 3000 ft.
-- @field #number ndisplayresult Number of (player) results that a displayed. Default is 10.
@@ -236,6 +237,7 @@ RANGE={
bombPlayerResults = {},
PlayerSettings = {},
dtBombtrack=0.005,
BombtrackThreshold=25000,
Tmsg=30,
strafemaxalt=914,
ndisplayresult=10,
@@ -283,7 +285,7 @@ RANGE.id="RANGE | "
--- Range script version.
-- @field #number version
RANGE.version="1.1.1"
RANGE.version="1.2.0"
--TODO list:
--TODO: Add custom weapons, which can be specified by the user.
@@ -451,6 +453,13 @@ function RANGE:SetRangeRadius(radius)
self.rangeradius=radius*1000 or RANGE.Defaults.rangeradius
end
--- Set bomb track threshold distance. Bombs/rockets/missiles are only tracked if player-range distance is less than this distance. Default 25 km.
-- @param #RANGE self
-- @param #number distance Threshold distance in km. Default 25 km.
function RANGE:SetBombtrackThreshold(distance)
self.BombtrackThreshold=distance*1000 or 25*1000
end
--- Set range location. If this is not done, one (random) unit position of the range is used to determine the center of the range.
-- @param #RANGE self
-- @param Core.Point#COORDINATE coordinate Coordinate of the center of the range.
@@ -1081,6 +1090,7 @@ function RANGE:OnEventShot(EventData)
local _weaponName = _weaponStrArray[#_weaponStrArray]
-- Debug info.
self:T(RANGE.id.."EVENT SHOT: Range "..self.rangename)
self:T(RANGE.id.."EVENT SHOT: Ini unit = "..EventData.IniUnitName)
self:T(RANGE.id.."EVENT SHOT: Ini group = "..EventData.IniGroupName)
self:T(RANGE.id.."EVENT SHOT: Weapon type = ".._weapon)
@@ -1097,129 +1107,141 @@ function RANGE:OnEventShot(EventData)
-- Check if any condition applies here.
local _track = (_bombs and self.trackbombs) or (_rockets and self.trackrockets) or (_missiles and self.trackmissiles)
if _track then
-- Get unit name.
local _unitName = EventData.IniUnitName
-- Get player unit and name.
local _unit, _playername = self:_GetPlayerUnitAndName(_unitName)
-- Weapon
local _ordnance = EventData.weapon
-- Set this to larger value than the threshold.
local dPR=self.BombtrackThreshold*2
-- Distance player to range.
if _unit and _playername then
dPR=_unit:GetCoordinate():Get2DDistance(self.location)
self:T(RANGE.id..string.format("Range %s, player %s, player-range distance = %d km.", self.rangename, _playername, dPR/1000))
end
-- Only track if distance player to range is < 25 km.
if _track and dPR<=self.BombtrackThreshold then
-- Tracking info and init of last bomb position.
self:T(RANGE.id..string.format("Tracking %s - %s.", _weapon, _ordnance:getName()))
self:T(RANGE.id..string.format("RANGE %s: Tracking %s - %s.", self.rangename, _weapon, EventData.weapon:getName()))
-- Init bomb position.
local _lastBombPos = {x=0,y=0,z=0}
-- Get unit name.
local _unitName = EventData.IniUnitName
-- Function monitoring the position of a bomb until impact.
local function trackBomb(_previousPos)
local function trackBomb(_ordnance)
-- When the pcall returns a failure the weapon has hit.
local _status,_bombPos = pcall(
function()
return _ordnance:getPoint()
end)
self:T3(RANGE.id..string.format("Range %s: Bomb still in air: %s", self.rangename, tostring(_status)))
if _status then
-- Get player unit and name.
local _unit, _playername = self:_GetPlayerUnitAndName(_unitName)
local _callsign=self:_myname(_unitName)
-- Still in the air. Remember this position.
_lastBombPos = {x = _bombPos.x, y = _bombPos.y, z= _bombPos.z }
if _unit and _playername then
-- When the pcall returns a failure the weapon has hit.
local _status,_bombPos = pcall(
function()
return _ordnance:getPoint()
end)
if _status then
-- Check again in 0.005 seconds.
return timer.getTime() + self.dtBombtrack
-- Still in the air. Remember this position.
_lastBombPos = {x = _bombPos.x, y = _bombPos.y, z= _bombPos.z }
-- Check again in 0.005 seconds.
return timer.getTime() + self.dtBombtrack
else
else
-- Bomb did hit the ground.
-- Get closet target to last position.
local _closetTarget = nil
local _distance = nil
local _hitquality = "POOR"
-- Bomb did hit the ground.
-- Get closet target to last position.
local _closetTarget = nil
local _distance = nil
local _hitquality = "POOR"
-- Coordinate of impact point.
local impactcoord=COORDINATE:NewFromVec3(_lastBombPos)
-- Distance from range. We dont want to smoke targets outside of the range.
local impactdist=impactcoord:Get2DDistance(self.location)
-- Smoke impact point of bomb.
if self.PlayerSettings[_playername].smokebombimpact and impactdist<self.rangeradius then
if self.PlayerSettings[_playername].delaysmoke then
timer.scheduleFunction(self._DelayedSmoke, {coord=impactcoord, color=self.PlayerSettings[_playername].smokecolor}, timer.getTime() + self.TdelaySmoke)
else
impactcoord:Smoke(self.PlayerSettings[_playername].smokecolor)
end
-- Get callsign.
local _callsign=self:_myname(_unitName)
-- Coordinate of impact point.
local impactcoord=COORDINATE:NewFromVec3(_lastBombPos)
-- Distance from range. We dont want to smoke targets outside of the range.
local impactdist=impactcoord:Get2DDistance(self.location)
-- Smoke impact point of bomb.
if self.PlayerSettings[_playername].smokebombimpact and impactdist<self.rangeradius then
if self.PlayerSettings[_playername].delaysmoke then
timer.scheduleFunction(self._DelayedSmoke, {coord=impactcoord, color=self.PlayerSettings[_playername].smokecolor}, timer.getTime() + self.TdelaySmoke)
else
impactcoord:Smoke(self.PlayerSettings[_playername].smokecolor)
end
-- Loop over defined bombing targets.
for _,_bombtarget in pairs(self.bombingTargets) do
end
-- Loop over defined bombing targets.
for _,_bombtarget in pairs(self.bombingTargets) do
local _target=_bombtarget.target --Wrapper.Positionable#POSITIONABLE
if _target and _target:IsAlive() then
-- Distance between bomb and target.
local _temp = impactcoord:Get2DDistance(_target:GetCoordinate())
local _target=_bombtarget.target --Wrapper.Positionable#POSITIONABLE
if _target and _target:IsAlive() then
-- Distance between bomb and target.
local _temp = impactcoord:Get2DDistance(_target:GetCoordinate())
-- Find closest target to last known position of the bomb.
if _distance == nil or _temp < _distance then
_distance = _temp
_closetTarget = _bombtarget
if _distance <= 0.5*_bombtarget.goodhitrange then
_hitquality = "EXCELLENT"
elseif _distance <= _bombtarget.goodhitrange then
_hitquality = "GOOD"
elseif _distance <= 2*_bombtarget.goodhitrange then
_hitquality = "INEFFECTIVE"
else
_hitquality = "POOR"
end
-- Find closest target to last known position of the bomb.
if _distance == nil or _temp < _distance then
_distance = _temp
_closetTarget = _bombtarget
if _distance <= 0.5*_bombtarget.goodhitrange then
_hitquality = "EXCELLENT"
elseif _distance <= _bombtarget.goodhitrange then
_hitquality = "GOOD"
elseif _distance <= 2*_bombtarget.goodhitrange then
_hitquality = "INEFFECTIVE"
else
_hitquality = "POOR"
end
end
end
end
-- Count if bomb fell less than 1 km away from the target.
if _distance <= self.scorebombdistance then
-- Init bomb player results.
if not self.bombPlayerResults[_playername] then
self.bombPlayerResults[_playername] = {}
end
-- Local results.
local _results = self.bombPlayerResults[_playername]
-- Add to table.
table.insert(_results, {name=_closetTarget.name, distance =_distance, weapon = _weaponName, quality=_hitquality })
-- Count if bomb fell less than 1 km away from the target.
if _distance <= self.scorebombdistance then
-- Send message to player.
local _message = string.format("%s, impact %d m from bullseye of target %s. %s hit.", _callsign, _distance, _closetTarget.name, _hitquality)
-- Send message.
self:_DisplayMessageToGroup(_unit, _message, nil, true)
elseif _distance <= self.rangeradius then
-- Send message
local _message=string.format("%s, weapon fell more than %.1f km away from nearest range target. No score!", _callsign, self.scorebombdistance/1000)
self:_DisplayMessageToGroup(_unit, _message, nil, true)
-- Init bomb player results.
if not self.bombPlayerResults[_playername] then
self.bombPlayerResults[_playername] = {}
end
end -- _status
-- Local results.
local _results = self.bombPlayerResults[_playername]
end -- end unit ~= nil
return nil --Terminate the timer
end -- end function bombtrack
-- Add to table.
table.insert(_results, {name=_closetTarget.name, distance =_distance, weapon = _weaponName, quality=_hitquality })
timer.scheduleFunction(trackBomb, nil, timer.getTime() + 1)
-- Send message to player.
local _message = string.format("%s, impact %d m from bullseye of target %s. %s hit.", _callsign, _distance, _closetTarget.name, _hitquality)
-- Send message.
self:_DisplayMessageToGroup(_unit, _message, nil, true)
elseif _distance <= self.rangeradius then
-- Send message
local _message=string.format("%s, weapon fell more than %.1f km away from nearest range target. No score!", _callsign, self.scorebombdistance/1000)
self:_DisplayMessageToGroup(_unit, _message, nil, true)
end
--Terminate the timer
self:T(RANGE.id..string.format("Range %s, player %s: Terminating bomb track timer.", self.rangename, _playername))
return nil
end -- _status check
end -- end function trackBomb
-- Weapon is not yet "alife" just yet. Start timer in one second.
self:T(RANGE.id..string.format("Range %s, player %s: Tracking of weapon starts in one second.", self.rangename, _playername))
timer.scheduleFunction(trackBomb, EventData.weapon, timer.getTime() + 1.0)
end --if string.match
end --if _track (string.match) and player-range distance < threshold.
end
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