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https://github.com/FlightControl-Master/MOOSE.git
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FOX v0.6.0
FOX v0.6.0 - Missile target constantly updated. - Increased safety distance to 200 m. - Added safety distance for BIG missiles > 50 kg TNT as 400 m. - More output to dcs.log file. SPAWN - enabled uncontrolled UTILS - LLDMS accurracy fix. AI_A2A_DISPATCHER - Squadron visible improvements ZONE - Added MarkZone function for F10 zone markings. AI_PATROL_ZONE - Some WP code improvements.
This commit is contained in:
@@ -40,7 +40,9 @@
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-- @field #table launchzones Table of launch zones.
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-- @field Core.Set#SET_GROUP protectedset Set of protected groups.
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-- @field #number explosionpower Power of explostion when destroying the missile in kg TNT. Default 5 kg TNT.
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-- @field #number explosiondist Missile player distance in meters for destroying the missile. Default 100 m.
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-- @field #number explosiondist Missile player distance in meters for destroying smaller missiles. Default 200 m.
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-- @field #number explosiondist2 Missile player distance in meters for destroying big missiles. Default 400 m.
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-- @field #number bigmissilemass Explosion power of big missiles. Default 50 kg TNT. Big missiles will be destroyed earlier.
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-- @field #number dt50 Time step [sec] for missile position updates if distance to target > 50 km. Default 5 sec.
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-- @field #number dt10 Time step [sec] for missile position updates if distance to target > 10 km and < 50 km. Default 1 sec.
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-- @field #number dt05 Time step [sec] for missile position updates if distance to target > 5 km and < 10 km. Default 0.5 sec.
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@@ -136,8 +138,10 @@ FOX = {
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safezones = {},
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launchzones = {},
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protectedset = nil,
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explosionpower = 5,
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explosiondist = 100,
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explosionpower = 0.5,
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explosiondist = 200,
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explosiondist2 = 400,
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bigmissilemass = 50,
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destroy = nil,
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dt50 = 5,
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dt10 = 1,
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@@ -169,14 +173,19 @@ FOX = {
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-- @field Wrapper.Unit#UNIT weapon Missile weapon unit.
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-- @field #boolean active If true the missile is active.
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-- @field #string missileType Type of missile.
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-- @field #string missileName Name of missile.
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-- @field #number missileRange Range of missile in meters.
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-- @field #number fuseDist Fuse distance in meters.
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-- @field #number explosive Explosive mass in kg TNT.
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-- @field Wrapper.Unit#UNIT shooterUnit Unit that shot the missile.
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-- @field Wrapper.Group#GROUP shooterGroup Group that shot the missile.
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-- @field #number shooterCoalition Coalition side of the shooter.
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-- @field #string shooterName Name of the shooter unit.
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-- @field #number shotTime Abs mission time in seconds the missile was fired.
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-- @field #number shotTime Abs. mission time in seconds the missile was fired.
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-- @field Core.Point#COORDINATE shotCoord Coordinate where the missile was fired.
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-- @field Wrapper.Unit#UNIT targetUnit Unit that was targeted.
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-- @field #string targetName Name of the target unit or "unknown".
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-- @field #string targetOrig Name of the "original" target, i.e. the one right after launched.
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-- @field #FOX.PlayerData targetPlayer Player that was targeted or nil.
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--- Main radio menu on group level.
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@@ -189,7 +198,7 @@ FOX.MenuF10Root=nil
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--- FOX class version.
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-- @field #string version
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FOX.version="0.5.1"
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FOX.version="0.6.0"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- ToDo list
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@@ -217,6 +226,10 @@ function FOX:New()
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self:SetDefaultMissileDestruction(true)
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self:SetDefaultLaunchAlerts(true)
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self:SetDefaultLaunchMarks(true)
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-- Explosion/destruction defaults.
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self:SetExplosionDistance()
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self:SetExplosionDistanceBigMissiles()
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self:SetExplosionPower()
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-- Start State.
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@@ -358,12 +371,14 @@ function FOX:onafterStart(From, Event, To)
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self:HandleEvent(EVENTS.Birth)
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self:HandleEvent(EVENTS.Shot)
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--self:HandleEvent(EVENTS.Hit)
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if self.Debug then
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self:TraceClass(self.ClassName)
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self:TraceLevel(2)
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end
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self:__Status(-10)
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self:__Status(-20)
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end
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--- On after Stop event. Stops the missile trainer and unhandles events.
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@@ -378,8 +393,10 @@ function FOX:onafterStop(From, Event, To)
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env.info(text)
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-- Handle events:
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self:UnhandleEvent(EVENTS.Birth)
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self:UnhandleEvent(EVENTS.Shot)
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self:UnHandleEvent(EVENTS.Birth)
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self:UnHandleEvent(EVENTS.Shot)
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--self:UnhandleEvent(EVENTS.Hit)
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end
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@@ -433,28 +450,42 @@ function FOX:AddProtectedGroup(group)
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return self
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end
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--- Set explosion power.
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--- Set explosion power. This is an "artificial" explosion generated when the missile is destroyed. Just for the visual effect.
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-- Don't set the explosion power too big or it will harm the aircraft in the vicinity.
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-- @param #FOX self
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-- @param #number power Explosion power in kg TNT. Default 5.
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-- @param #number power Explosion power in kg TNT. Default 0.5 kg.
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-- @return #FOX self
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function FOX:SetExplosionPower(power)
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self.explosionpower=power or 5
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self.explosionpower=power or 0.5
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return self
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end
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--- Set missile-player distance when missile is destroyed.
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-- @param #FOX self
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-- @param #number distance Distance in meters. Default 100 m.
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-- @param #number distance Distance in meters. Default 200 m.
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-- @return #FOX self
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function FOX:SetExplosionDistance(distance)
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self.explosiondist=distance or 100
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self.explosiondist=distance or 200
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return self
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end
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--- Set missile-player distance when BIG missiles are destroyed.
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-- @param #FOX self
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-- @param #number distance Distance in meters. Default 400 m.
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-- @param #number explosivemass Explosive mass of missile in kg TNT. Default 50 kg.
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-- @return #FOX self
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function FOX:SetExplosionDistanceBigMissiles(distance, explosivemass)
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self.explosiondist2=distance or 400
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self.bigmissilemass=explosivemass or 50
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return self
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end
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--- Disable F10 menu for all players.
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-- @param #FOX self
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@@ -558,8 +589,11 @@ function FOX:onafterStatus(From, Event, To)
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-- Get FSM state.
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local fsmstate=self:GetState()
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local time=timer.getAbsTime()
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local clock=UTILS.SecondsToClock(time)
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-- Status.
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self:I(self.lid..string.format("Missile trainer status: %s", fsmstate))
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self:I(self.lid..string.format("Missile trainer status %s: %s", clock, fsmstate))
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-- Check missile status.
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self:_CheckMissileStatus()
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@@ -664,6 +698,9 @@ function FOX:_CheckMissileStatus()
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text=text..string.format("\n[%d] %s: active=%s, range=%.1f NM, heading=%03d, target=%s, player=%s, missilename=%s", i, mtype, active, range, heading, targetname, playername, missile.missileName)
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end
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if #self.missiles==0 then
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text=text.." none"
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end
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self:I(self.lid..text)
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-- Remove inactive missiles.
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@@ -722,7 +759,7 @@ end
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function FOX:onafterMissileLaunch(From, Event, To, missile)
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-- Tracking info and init of last bomb position.
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self:I(FOX.lid..string.format("FOX: Tracking %s - %s.", missile.missileType, missile.missileName))
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self:I(FOX.lid..string.format("FOX: Tracking %s - %s - target %s", missile.missileType, missile.missileName, tostring(missile.targetName)))
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-- Loop over players.
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for _,_player in pairs(self.players) do
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@@ -803,6 +840,9 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
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-- Missile velocity in m/s.
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local missileVelocity=UTILS.VecNorm(_ordnance:getVelocity())
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-- Update missile target if necessary.
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self:GetMissileTarget(missile)
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if missile.targetUnit then
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-----------------------------------
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@@ -825,7 +865,31 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
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------------------------------------
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-- Missile has NO specific target --
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------------------------------------
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------------------------------------
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-- TODO: This might cause a problem with wingman. Even if the shooter itself is excluded from the check, it's wingmen are not.
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-- That would trigger the distance check right after missile launch if things to wrong.
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--
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-- Possible solutions:
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-- * Time check: enable this check after X seconds after missile was fired. What is X?
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-- * Coalition check. But would not work in training situations where blue on blue is valid!
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-- * At least enable it for surface-to-air missiles.
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--[[
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local function _GetTarget(_unit)
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local unit=_unit --Wrapper.Unit#UNIT
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-- Player position.
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local playerCoord=unit:GetCoordinate()
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-- Distance.
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local dist=missileCoord:Get3DDistance(playerCoord)
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-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
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if dist<=self.explosiondist then
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return unit
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end
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end
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-- Distance to closest player.
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local mindist=nil
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@@ -843,17 +907,59 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
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-- Distance.
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local dist=missileCoord:Get3DDistance(playerCoord)
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-- Maxrange from launch point to player.
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local maxrange=playerCoord:Get3DDistance(missile.shotCoord)
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-- Distance from shooter to player.
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local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
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-- Update mindist if necessary. Only include players in range of missile.
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if (mindist==nil or dist<mindist) and dist<=maxrange then
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-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
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if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
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mindist=dist
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target=player.unit
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end
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end
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end
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if self.protectedset then
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-- Distance to closest player.
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local mindist=nil
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for _,_group in pairs(self.protectedset:GetSet()) do
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local group=_group --Wrapper.Group#GROUP
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for _,_unit in pairs(group:GetUnits()) 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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-- Check that player was not the one who launched the missile.
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if unit:GetName()~=missile.shooterName then
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-- Player position.
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local playerCoord=unit:GetCoordinate()
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-- Distance.
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local dist=missileCoord:Get3DDistance(playerCoord)
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-- Distance from shooter to player.
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local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
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-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
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if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
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mindist=dist
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target=unit
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end
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end
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end
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end
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end
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end
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if target then
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self:I(self.lid..string.format("Missile %s with NO explicit target got closest unit to missile as target %s.", missile.missileType, target:GetName()))
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end
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--]]
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end
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-- Check if missile has a valid target.
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@@ -865,29 +971,48 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
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-- Distance from missile to target.
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local distance=missileCoord:Get3DDistance(targetCoord)
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local bearing=targetCoord:HeadingTo(missileCoord)
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local eta=distance/missileVelocity
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self:T2(self.lid..string.format("Distance = %.1f m, v=%.1f m/s, bearing=%03d°, eta=%.1f sec", distance, missileVelocity, bearing, eta))
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-- Debug output.
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if self.Debug then
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local bearing=targetCoord:HeadingTo(missileCoord)
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local eta=distance/missileVelocity
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-- Debug distance check.
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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))
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end
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-- Distroy missile if it's getting too close.
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local destroymissile=distance<=self.explosiondist
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-- Check BIG missiles.
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if self.explosiondist2 and distance<=self.explosiondist2 and not destroymissile then
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destroymissile=missile.explosive>=self.bigmissilemass
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end
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-- If missile is 100 m from target ==> destroy missile if in safe zone.
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if distance<=self.explosiondist and self:_CheckCoordSafe(targetCoord)then
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-- If missile is 150 m from target ==> destroy missile if in safe zone.
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if destroymissile and self:_CheckCoordSafe(targetCoord) then
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-- Destroy missile.
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self:T(self.lid..string.format("Destroying missile at distance %.1f m", distance))
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self:I(self.lid..string.format("Destroying missile %s(%s) fired by %s aimed at %s [player=%s] at distance %.1f m",
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missile.missileType, missile.missileName, missile.shooterName, target:GetName(), tostring(missile.targetPlayer~=nil), distance))
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_ordnance:destroy()
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-- Missile is not active any more.
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missile.active=false
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-- Debug smoke.
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missileCoord:SmokeRed()
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targetCoord:SmokeGreen()
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-- Create event.
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self:MissileDestroyed(missile)
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-- Little explosion for the visual effect.
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if self.explosionpower>0 then
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if self.explosionpower>0 and distance>=50 then
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missileCoord:Explosion(self.explosionpower)
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end
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-- Message to target.
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local text=string.format("Destroying missile. %s", self:_DeadText())
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MESSAGE:New(text, 10):ToGroup(target:GetGroup())
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@@ -898,6 +1023,7 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
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-- Terminate timer.
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return nil
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else
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-- Time step.
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@@ -922,10 +1048,15 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
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-- Check again in dt seconds.
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return timer.getTime()+dt
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end
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else
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-- Destroy missile.
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self:I(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))
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return timer.getTime()+0.1
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-- No target ==> terminate timer.
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return nil
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--return nil
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end
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else
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@@ -945,7 +1076,7 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
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MESSAGE:New(text, 10):ToClient(player.client)
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-- Increase defeated counter.
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player.defeated=player.defeated+1
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player.defeated=player.defeated+1
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end
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end
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@@ -1041,11 +1172,52 @@ function FOX:OnEventBirth(EventData)
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end
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end
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--- Get missile target.
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-- @param #FOX self
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-- @param #FOX.MissileData missile The missile data table.
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function FOX:GetMissileTarget(missile)
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local target=nil
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local targetName="unknown"
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local targetUnit=nil --Wrapper.Unit#UNIT
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if missile.weapon and missile.weapon:isExist() then
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-- Get target of missile.
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target=missile.weapon:getTarget()
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-- Get the target unit. Note if if _target is not nil, the unit can sometimes not be found!
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if target then
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self:T2({missiletarget=target})
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-- Get target unit.
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targetUnit=UNIT:Find(target)
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if targetUnit then
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targetName=targetUnit:GetName()
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missile.targetUnit=targetUnit
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missile.targetPlayer=self:_GetPlayerFromUnit(missile.targetUnit)
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end
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end
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end
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-- Missile got new target.
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if missile.targetName and missile.targetName~=targetName then
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self:I(self.lid..string.format("Missile %s(%s) changed target to %s. Previous target was %s.", missile.missileType, missile.missileName, targetName, missile.targetName))
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end
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-- Set target name.
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missile.targetName=targetName
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end
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--- FOX event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun).
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-- @param #FOX self
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-- @param Core.Event#EVENTDATA EventData
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function FOX:OnEventShot(EventData)
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self:I({eventshot = EventData})
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self:T2({eventshot=EventData})
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if EventData.Weapon==nil then
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return
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@@ -1062,7 +1234,7 @@ function FOX:OnEventShot(EventData)
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-- Weapon descriptor.
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local desc=EventData.Weapon:getDesc()
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self:E({desc=desc})
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self:T2({desc=desc})
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-- Weapon category: 0=Shell, 1=Missile, 2=Rocket, 3=BOMB
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local weaponcategory=desc.category
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@@ -1091,15 +1263,6 @@ function FOX:OnEventShot(EventData)
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return
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end
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-- Get the target unit. Note if if _target is not nil, the unit can sometimes not be found!
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if _target then
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self:E({target=_target})
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--_targetName=Unit.getName(_target)
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--_targetUnit=UNIT:FindByName(_targetName)
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_targetUnit=UNIT:Find(_target)
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end
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self:E(FOX.lid..string.format("EVENT SHOT: Target name = %s", tostring(_targetName)))
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-- Track missiles of type AAM=1, SAM=2 or OTHER=6
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local _track = weaponcategory==1 and missilecategory and (missilecategory==1 or missilecategory==2 or missilecategory==6)
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@@ -1119,8 +1282,13 @@ function FOX:OnEventShot(EventData)
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missile.shooterName=EventData.IniUnitName
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missile.shotTime=timer.getAbsTime()
|
||||
missile.shotCoord=EventData.IniUnit:GetCoordinate()
|
||||
missile.targetUnit=_targetUnit
|
||||
missile.targetPlayer=self:_GetPlayerFromUnit(missile.targetUnit)
|
||||
missile.fuseDist=desc.fuseDist
|
||||
missile.explosive=desc.warhead.explosiveMass or desc.warhead.shapedExplosiveMass
|
||||
|
||||
-- Set missile target name, unit and player.
|
||||
self:GetMissileTarget(missile)
|
||||
|
||||
self:I(FOX.lid..string.format("EVENT SHOT: Target name = %s, fuse dist=%s, explosive=%s", tostring(missile.targetName), tostring(missile.fuseDist), tostring(missile.explosive)))
|
||||
|
||||
-- Only track if target was a player or target is protected.
|
||||
if missile.targetPlayer or self:_IsProtected(missile.targetUnit) then
|
||||
@@ -1137,6 +1305,36 @@ function FOX:OnEventShot(EventData)
|
||||
|
||||
end
|
||||
|
||||
--- FOX event handler for event hit.
|
||||
-- @param #FOX self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function FOX:OnEventHit(EventData)
|
||||
self:T({eventhit = EventData})
|
||||
|
||||
-- Nil checks.
|
||||
if EventData.Weapon==nil then
|
||||
return
|
||||
end
|
||||
if EventData.IniUnit==nil then
|
||||
return
|
||||
end
|
||||
if EventData.TgtUnit==nil then
|
||||
return
|
||||
end
|
||||
|
||||
local weapon=EventData.Weapon
|
||||
local weaponname=weapon:getName()
|
||||
|
||||
for i,_missile in pairs(self.missiles) do
|
||||
local missile=_missile --#FOX.MissileData
|
||||
if missile.missileName==weaponname then
|
||||
self:I(self.lid..string.format("WARNING: Missile %s (%s) hit target %s. Missile trainer target was %s.", missile.missileType, missile.missileName, EventData.TgtUnitName, missile.targetName))
|
||||
self:I({missile=missile})
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- RADIO MENU Functions
|
||||
|
||||
Reference in New Issue
Block a user