Merge remote-tracking branch 'refs/remotes/origin/master' into MissileTrainer

This commit is contained in:
Sven Van de Velde 2016-05-18 11:00:54 +02:00
commit df783226cb
5 changed files with 336 additions and 282 deletions

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@ -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