mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
#Fixes from dev
This commit is contained in:
@@ -26,6 +26,7 @@
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--- FOX class.
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-- @type FOX
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-- @field #string ClassName Name of the class.
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-- @field #number verbose Verbosity level.
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-- @field #boolean Debug Debug mode. Messages to all about status.
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-- @field #string lid Class id string for output to DCS log file.
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-- @field #table menuadded Table of groups the menu was added for.
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@@ -124,6 +125,7 @@
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-- @field #FOX
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FOX = {
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ClassName = "FOX",
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verbose = 0,
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Debug = false,
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lid = nil,
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menuadded = {},
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@@ -168,7 +170,7 @@ FOX = {
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--- Missile data table.
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-- @type FOX.MissileData
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-- @field Wrapper.Unit#UNIT weapon Missile weapon unit.
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-- @field DCS#Weapon weapon Missile weapon object.
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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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@@ -185,6 +187,8 @@ FOX = {
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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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-- @field Core.Point#COORDINATE missileCoord Missile coordinate during tracking.
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-- @field Wrapper.Weapon#WEAPON Weapon Weapon object.
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--- Main radio menu on group level.
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-- @field #table MenuF10 Root menu table on group level.
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@@ -196,7 +200,7 @@ FOX.MenuF10Root=nil
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--- FOX class version.
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-- @field #string version
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FOX.version="0.6.1"
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FOX.version="0.8.0"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- ToDo list
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@@ -500,6 +504,7 @@ function FOX:SetDisableF10Menu()
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return self
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end
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--- Enable F10 menu for all players.
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-- @param #FOX self
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-- @return #FOX self
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@@ -510,6 +515,15 @@ function FOX:SetEnableF10Menu()
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return self
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end
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--- Set verbosity level.
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-- @param #FOX self
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-- @param #number VerbosityLevel Level of output (higher=more). Default 0.
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-- @return #FOX self
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function FOX:SetVerbosity(VerbosityLevel)
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self.verbose=VerbosityLevel or 0
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return self
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end
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--- Set default player setting for missile destruction.
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-- @param #FOX self
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-- @param #boolean switch If true missiles are destroyed. If false/nil missiles are not destroyed.
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@@ -605,7 +619,9 @@ function FOX:onafterStatus(From, Event, To)
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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: %s", clock, fsmstate))
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if self.verbose>=1 then
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self:I(self.lid..string.format("Missile trainer status %s: %s", clock, fsmstate))
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end
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-- Check missile status.
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self:_CheckMissileStatus()
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@@ -713,7 +729,9 @@ function FOX:_CheckMissileStatus()
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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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if self.verbose>=2 then
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self:I(self.lid..text)
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end
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-- Remove inactive missiles.
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for i=#self.missiles,1,-1 do
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@@ -743,7 +761,7 @@ function FOX:_IsProtected(targetunit)
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if targetgroup then
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local targetname=targetgroup:GetName()
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for _,_group in pairs(self.protectedset:GetSetObjects()) do
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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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if group then
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@@ -762,6 +780,277 @@ function FOX:_IsProtected(targetunit)
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return false
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end
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--- Function called from weapon tracking.
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-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
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-- @param #FOX self FOX object.
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-- @param #FOX.MissileData missile Fired missile
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function FOX._FuncTrack(weapon, self, missile)
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-- Missile coordinate.
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local missileCoord= missile.missileCoord:UpdateFromVec3(weapon.vec3) --COORDINATE:NewFromVec3(_lastBombPos)
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-- Missile velocity in m/s.
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local missileVelocity=weapon:GetSpeed() --UTILS.VecNorm(_ordnance:getVelocity())
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-- Update missile target if necessary.
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self:GetMissileTarget(missile)
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-- Target unit of the missile.
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local target=nil --Wrapper.Unit#UNIT
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if missile.targetUnit then
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-----------------------------------
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-- Missile has a specific target --
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-----------------------------------
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if missile.targetPlayer then
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-- Target is a player.
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if missile.targetPlayer.destroy==true then
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target=missile.targetUnit
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end
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else
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-- Check if unit is protected.
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if self:_IsProtected(missile.targetUnit) then
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target=missile.targetUnit
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end
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end
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else
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------------------------------------
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-- Missile has NO specific target --
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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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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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-- Loop over players.
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for _,_player in pairs(self.players) do
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local player=_player --#FOX.PlayerData
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-- Check that player was not the one who launched the missile.
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if player.unitname~=missile.shooterName then
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-- Player position.
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local playerCoord=player.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=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 protected unit.
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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 playerVec3=unit:GetVec3()
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-- Distance.
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local dist=missileCoord:Get3DDistance(playerVec3)
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-- Distance from shooter to player.
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local Dshooter2player=missile.shotCoord:Get3DDistance(playerVec3)
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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:T(self.lid..string.format("Missile %s with NO explicit target got closest unit to missile as target %s. Dist=%s m", missile.missileType, target:GetName(), tostring(mindist)))
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end
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end
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-- Check if missile has a valid target.
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if target then
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-- Target coordinate.
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local targetVec3=target:GetVec3() --target:GetCoordinate()
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-- Distance from missile to target.
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local distance=missileCoord:Get3DDistance(targetVec3)
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-- Distance missile to shooter.
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local distShooter=nil
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if missile.shooterUnit and missile.shooterUnit:IsAlive() then
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distShooter=missileCoord:Get3DDistance(missile.shooterUnit:GetVec3())
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end
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-- Debug output.
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if self.Debug then
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local bearing=missileCoord:HeadingTo(targetVec3)
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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 150 m from target ==> destroy missile if in safe zone.
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if destroymissile and self:_CheckCoordSafe(targetVec3) then
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-- Destroy missile.
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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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weapon: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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if self.Debug then
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missileCoord:SmokeRed()
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end
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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 and distance>50 and (distShooter==nil or (distShooter and distShooter>50)) then
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missileCoord:Explosion(self.explosionpower)
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end
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-- Target was a player.
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if missile.targetPlayer then
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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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-- Increase dead counter.
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missile.targetPlayer.dead=missile.targetPlayer.dead+1
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end
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-- We could disable the tracking here but then the impact function would not be called.
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--weapon.tracking=false
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else
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-- Time step.
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local dt=1.0
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if distance>50000 then
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-- > 50 km
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dt=self.dt50 --=5.0
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elseif distance>10000 then
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-- 10-50 km
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dt=self.dt10 --=1.0
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elseif distance>5000 then
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-- 5-10 km
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dt=self.dt05 --0.5
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elseif distance>1000 then
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-- 1-5 km
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dt=self.dt01 --0.1
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else
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-- < 1 km
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dt=self.dt00 --0.01
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end
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-- Set time step.
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weapon:SetTimeStepTrack(dt)
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end
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else
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-- No current target.
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self:T(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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weapon:SetTimeStepTrack(0.1)
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end
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end
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--- Callback function on impact or destroy otherwise.
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-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
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-- @param #FOX self FOX object.
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-- @param #FOX.MissileData missile Fired missile.
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function FOX._FuncImpact(weapon, self, missile)
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if missile.targetPlayer then
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-- Get human player.
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local player=missile.targetPlayer
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-- Check for player and distance < 10 km.
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if player and player.unit:IsAlive() then -- and missileCoord and player.unit:GetCoordinate():Get3DDistance(missileCoord)<10*1000 then
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local text=string.format("Missile defeated. Well done, %s!", player.name)
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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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end
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end
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-- Missile is not active any more.
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missile.active=false
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--Terminate the timer.
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self:T(FOX.lid..string.format("Terminating missile track timer."))
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weapon.tracking=false
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end
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--- Missle launch event.
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-- @param #FOX self
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-- @param #string From From state.
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@@ -818,304 +1107,19 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
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end
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end
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end
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end
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-- Init missile position.
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local _lastBombPos = {x=0,y=0,z=0}
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-- Set callback function for tracking.
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missile.Weapon:SetFuncTrack(FOX._FuncTrack, self, missile)
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-- Missile coordinate.
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local missileCoord = nil --Core.Point#COORDINATE
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-- Set callback function for impact.
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missile.Weapon:SetFuncImpact(FOX._FuncImpact, self, missile)
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-- Target unit of the missile.
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local target=nil --Wrapper.Unit#UNIT
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--- Function monitoring the position of a bomb until impact.
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local function trackMissile(_ordnance)
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-- When the pcall returns a failure the weapon has hit.
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local _status,_bombPos = pcall(
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function()
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return _ordnance:getPoint()
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end)
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-- Check if status is not nil. If so, we have a valid point.
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if _status then
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----------------------------------------------
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-- Still in the air. Remember this position --
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----------------------------------------------
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-- Missile position.
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_lastBombPos = {x=_bombPos.x, y=_bombPos.y, z=_bombPos.z}
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-- Missile coordinate.
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missileCoord=COORDINATE:NewFromVec3(_lastBombPos)
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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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-- Missile has a specific target --
|
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-----------------------------------
|
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if missile.targetPlayer then
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-- Target is a player.
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if missile.targetPlayer.destroy==true then
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target=missile.targetUnit
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end
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else
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-- Check if unit is protected.
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if self:_IsProtected(missile.targetUnit) then
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target=missile.targetUnit
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end
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end
|
||||
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else
|
||||
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||||
------------------------------------
|
||||
-- Missile has NO specific target --
|
||||
------------------------------------
|
||||
|
||||
-- TODO: This might cause a problem with wingman. Even if the shooter itself is excluded from the check, it's wingmen are not.
|
||||
-- That would trigger the distance check right after missile launch if things to wrong.
|
||||
--
|
||||
-- Possible solutions:
|
||||
-- * Time check: enable this check after X seconds after missile was fired. What is X?
|
||||
-- * Coalition check. But would not work in training situations where blue on blue is valid!
|
||||
-- * At least enable it for surface-to-air missiles.
|
||||
|
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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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||||
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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.
|
||||
local mindist=nil
|
||||
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||||
-- Loop over players.
|
||||
for _,_player in pairs(self.players) do
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local player=_player --#FOX.PlayerData
|
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|
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-- Check that player was not the one who launched the missile.
|
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if player.unitname~=missile.shooterName then
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-- Player position.
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local playerCoord=player.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.
|
||||
local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
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||||
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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
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if self.protectedset then
|
||||
|
||||
-- Distance to closest protected unit.
|
||||
mindist=nil
|
||||
|
||||
for _,_group in pairs(self.protectedset:GetSet()) do
|
||||
local group=_group --Wrapper.Group#GROUP
|
||||
for _,_unit in pairs(group:GetUnits()) do
|
||||
local unit=_unit --Wrapper.Unit#UNIT
|
||||
|
||||
if unit and unit:IsAlive() then
|
||||
|
||||
-- Check that player was not the one who launched the missile.
|
||||
if unit:GetName()~=missile.shooterName then
|
||||
|
||||
-- Player position.
|
||||
local playerCoord=unit:GetCoordinate()
|
||||
|
||||
-- Distance.
|
||||
local dist=missileCoord:Get3DDistance(playerCoord)
|
||||
|
||||
-- Distance from shooter to player.
|
||||
local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
|
||||
|
||||
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
|
||||
if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
|
||||
mindist=dist
|
||||
target=unit
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if target then
|
||||
self:T(self.lid..string.format("Missile %s with NO explicit target got closest unit to missile as target %s. Dist=%s m", missile.missileType, target:GetName(), tostring(mindist)))
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Check if missile has a valid target.
|
||||
if target then
|
||||
|
||||
-- Target coordinate.
|
||||
local targetCoord=target:GetCoordinate()
|
||||
|
||||
-- Distance from missile to target.
|
||||
local distance=missileCoord:Get3DDistance(targetCoord)
|
||||
|
||||
-- Distance missile to shooter.
|
||||
local distShooter=nil
|
||||
if missile.shooterUnit and missile.shooterUnit:IsAlive() then
|
||||
distShooter=missileCoord:Get3DDistance(missile.shooterUnit:GetCoordinate())
|
||||
end
|
||||
|
||||
|
||||
-- Debug output.
|
||||
if self.Debug then
|
||||
local bearing=targetCoord:HeadingTo(missileCoord)
|
||||
local eta=distance/missileVelocity
|
||||
|
||||
-- Debug distance check.
|
||||
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))
|
||||
end
|
||||
|
||||
-- Distroy missile if it's getting too close.
|
||||
local destroymissile=distance<=self.explosiondist
|
||||
|
||||
-- Check BIG missiles.
|
||||
if self.explosiondist2 and distance<=self.explosiondist2 and not destroymissile then
|
||||
destroymissile=missile.explosive>=self.bigmissilemass
|
||||
end
|
||||
|
||||
-- If missile is 150 m from target ==> destroy missile if in safe zone.
|
||||
if destroymissile and self:_CheckCoordSafe(targetCoord) then
|
||||
|
||||
-- Destroy missile.
|
||||
self:I(self.lid..string.format("Destroying missile %s(%s) fired by %s aimed at %s [player=%s] at distance %.1f m",
|
||||
missile.missileType, missile.missileName, missile.shooterName, target:GetName(), tostring(missile.targetPlayer~=nil), distance))
|
||||
_ordnance:destroy()
|
||||
|
||||
-- Missile is not active any more.
|
||||
missile.active=false
|
||||
|
||||
-- Debug smoke.
|
||||
if self.Debug then
|
||||
missileCoord:SmokeRed()
|
||||
targetCoord:SmokeGreen()
|
||||
end
|
||||
|
||||
-- Create event.
|
||||
self:MissileDestroyed(missile)
|
||||
|
||||
-- Little explosion for the visual effect.
|
||||
if self.explosionpower>0 and distance>50 and (distShooter==nil or (distShooter and distShooter>50)) then
|
||||
missileCoord:Explosion(self.explosionpower)
|
||||
end
|
||||
|
||||
-- Target was a player.
|
||||
if missile.targetPlayer then
|
||||
|
||||
-- Message to target.
|
||||
local text=string.format("Destroying missile. %s", self:_DeadText())
|
||||
MESSAGE:New(text, 10):ToGroup(target:GetGroup())
|
||||
|
||||
-- Increase dead counter.
|
||||
missile.targetPlayer.dead=missile.targetPlayer.dead+1
|
||||
end
|
||||
|
||||
-- Terminate timer.
|
||||
return nil
|
||||
|
||||
else
|
||||
|
||||
-- Time step.
|
||||
local dt=1.0
|
||||
if distance>50000 then
|
||||
-- > 50 km
|
||||
dt=self.dt50 --=5.0
|
||||
elseif distance>10000 then
|
||||
-- 10-50 km
|
||||
dt=self.dt10 --=1.0
|
||||
elseif distance>5000 then
|
||||
-- 5-10 km
|
||||
dt=self.dt05 --0.5
|
||||
elseif distance>1000 then
|
||||
-- 1-5 km
|
||||
dt=self.dt01 --0.1
|
||||
else
|
||||
-- < 1 km
|
||||
dt=self.dt00 --0.01
|
||||
end
|
||||
|
||||
-- Check again in dt seconds.
|
||||
return timer.getTime()+dt
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-- Destroy missile.
|
||||
self:T(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))
|
||||
return timer.getTime()+0.1
|
||||
|
||||
-- No target ==> terminate timer.
|
||||
--return nil
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-------------------------------------
|
||||
-- Missile does not exist any more --
|
||||
-------------------------------------
|
||||
|
||||
if target then
|
||||
|
||||
-- Get human player.
|
||||
local player=self:_GetPlayerFromUnit(target)
|
||||
|
||||
-- Check for player and distance < 10 km.
|
||||
if player and player.unit:IsAlive() then -- and missileCoord and player.unit:GetCoordinate():Get3DDistance(missileCoord)<10*1000 then
|
||||
local text=string.format("Missile defeated. Well done, %s!", player.name)
|
||||
MESSAGE:New(text, 10):ToClient(player.client)
|
||||
|
||||
-- Increase defeated counter.
|
||||
player.defeated=player.defeated+1
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Missile is not active any more.
|
||||
missile.active=false
|
||||
|
||||
--Terminate the timer.
|
||||
self:T(FOX.lid..string.format("Terminating missile track timer."))
|
||||
return nil
|
||||
|
||||
end -- _status check
|
||||
|
||||
end -- end function trackBomb
|
||||
|
||||
-- Weapon is not yet "alife" just yet. Start timer with a little delay.
|
||||
self:T(FOX.lid..string.format("Tracking of missile starts in 0.0001 seconds."))
|
||||
timer.scheduleFunction(trackMissile, missile.weapon, timer.getTime()+0.0001)
|
||||
--timer.scheduleFunction(trackMissile, missile.weapon, timer.getTime()+0.0001)
|
||||
missile.Weapon:StartTrack(0.0001)
|
||||
|
||||
end
|
||||
|
||||
@@ -1246,30 +1250,29 @@ end
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function FOX:OnEventShot(EventData)
|
||||
self:T2({eventshot=EventData})
|
||||
|
||||
-- Nil checks.
|
||||
if EventData.Weapon==nil or EventData.IniDCSUnit==nil or EventData.weapon==nil then
|
||||
return
|
||||
end
|
||||
|
||||
if EventData.Weapon==nil then
|
||||
return
|
||||
end
|
||||
if EventData.IniDCSUnit==nil then
|
||||
return
|
||||
end
|
||||
-- Create a weapon object.
|
||||
local weapon=WEAPON:New(EventData.weapon)
|
||||
|
||||
-- Weapon data.
|
||||
local _weapon = EventData.WeaponName
|
||||
local _weapon = weapon:GetTypeName()
|
||||
local _target = EventData.Weapon:getTarget()
|
||||
local _targetName = "unknown"
|
||||
local _targetUnit = nil --Wrapper.Unit#UNIT
|
||||
|
||||
-- Weapon descriptor.
|
||||
local desc=EventData.Weapon:getDesc()
|
||||
local desc=weapon.desc
|
||||
self:T2({desc=desc})
|
||||
|
||||
-- Weapon category: 0=Shell, 1=Missile, 2=Rocket, 3=BOMB
|
||||
local weaponcategory=desc.category
|
||||
|
||||
-- Missile category: 1=AAM, 2=SAM, 6=OTHER
|
||||
local missilecategory=desc.missileCategory
|
||||
|
||||
-- Missile range.
|
||||
local missilerange=nil
|
||||
if missilecategory then
|
||||
missilerange=desc.rangeMaxAltMax
|
||||
@@ -1279,8 +1282,8 @@ function FOX:OnEventShot(EventData)
|
||||
self:T2(FOX.lid.."EVENT SHOT: FOX")
|
||||
self:T2(FOX.lid..string.format("EVENT SHOT: Ini unit = %s", tostring(EventData.IniUnitName)))
|
||||
self:T2(FOX.lid..string.format("EVENT SHOT: Ini group = %s", tostring(EventData.IniGroupName)))
|
||||
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon type = %s", tostring(_weapon)))
|
||||
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon categ = %s", tostring(weaponcategory)))
|
||||
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon type = %s", tostring(weapon:GetTypeName())))
|
||||
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon categ = %s", tostring(weapon:GetCategory())))
|
||||
self:T2(FOX.lid..string.format("EVENT SHOT: Missil categ = %s", tostring(missilecategory)))
|
||||
self:T2(FOX.lid..string.format("EVENT SHOT: Missil range = %s", tostring(missilerange)))
|
||||
|
||||
@@ -1292,7 +1295,7 @@ function FOX:OnEventShot(EventData)
|
||||
end
|
||||
|
||||
-- Track missiles of type AAM=1, SAM=2 or OTHER=6
|
||||
local _track = weaponcategory==1 and missilecategory and (missilecategory==1 or missilecategory==2 or missilecategory==6)
|
||||
local _track = weapon:IsMissile() and missilecategory and (missilecategory==1 or missilecategory==2 or missilecategory==6)
|
||||
|
||||
-- Only track missiles
|
||||
if _track then
|
||||
@@ -1301,6 +1304,7 @@ function FOX:OnEventShot(EventData)
|
||||
|
||||
missile.active=true
|
||||
missile.weapon=EventData.weapon
|
||||
missile.Weapon=weapon
|
||||
missile.missileType=_weapon
|
||||
missile.missileRange=missilerange
|
||||
missile.missileName=EventData.weapon:getName()
|
||||
@@ -1313,6 +1317,7 @@ function FOX:OnEventShot(EventData)
|
||||
missile.fuseDist=desc.fuseDist
|
||||
missile.explosive=desc.warhead.explosiveMass or desc.warhead.shapedExplosiveMass
|
||||
missile.targetOrig=missile.targetName
|
||||
missile.missileCoord=COORDINATE:New(0,0,0)
|
||||
|
||||
-- Set missile target name, unit and player.
|
||||
self:GetMissileTarget(missile)
|
||||
@@ -1631,7 +1636,7 @@ end
|
||||
|
||||
--- Check if a coordinate lies within a safe training zone.
|
||||
-- @param #FOX self
|
||||
-- @param Core.Point#COORDINATE coord Coordinate to check.
|
||||
-- @param Core.Point#COORDINATE coord Coordinate to check. Can also be a DCS#Vec3.
|
||||
-- @return #boolean True if safe.
|
||||
function FOX:_CheckCoordSafe(coord)
|
||||
|
||||
@@ -1643,7 +1648,9 @@ function FOX:_CheckCoordSafe(coord)
|
||||
-- Loop over all zones.
|
||||
for _,_zone in pairs(self.safezones) do
|
||||
local zone=_zone --Core.Zone#ZONE
|
||||
local inzone=zone:IsCoordinateInZone(coord)
|
||||
local Vec2={x=coord.x, y=coord.z}
|
||||
local inzone=zone:IsVec2InZone(Vec2)
|
||||
--local inzone=zone:IsCoordinateInZone(coord)
|
||||
if inzone then
|
||||
return true
|
||||
end
|
||||
@@ -1654,7 +1661,7 @@ end
|
||||
|
||||
--- Check if a coordinate lies within a launch zone.
|
||||
-- @param #FOX self
|
||||
-- @param Core.Point#COORDINATE coord Coordinate to check.
|
||||
-- @param Core.Point#COORDINATE coord Coordinate to check. Can also be a DCS#Vec2.
|
||||
-- @return #boolean True if in launch zone.
|
||||
function FOX:_CheckCoordLaunch(coord)
|
||||
|
||||
@@ -1666,7 +1673,9 @@ function FOX:_CheckCoordLaunch(coord)
|
||||
-- Loop over all zones.
|
||||
for _,_zone in pairs(self.launchzones) do
|
||||
local zone=_zone --Core.Zone#ZONE
|
||||
local inzone=zone:IsCoordinateInZone(coord)
|
||||
local Vec2={x=coord.x, y=coord.z}
|
||||
local inzone=zone:IsVec2InZone(Vec2)
|
||||
--local inzone=zone:IsCoordinateInZone(coord)
|
||||
if inzone then
|
||||
return true
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user