minor fixes to grading, and BRC callout

This commit is contained in:
frankiep95 2025-10-05 12:50:56 -04:00
parent 0b37c909b3
commit fd4ea81e46

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@ -21,7 +21,7 @@
-- * Multiple carrier support due to object oriented approach.
-- * Unlimited number of players.
-- * Persistence of player results (optional). LSO grading data is saved to csv file.
-- * Trap sheet (optional).
-- * Trap sheet (optional).
-- * Finite State Machine (FSM) implementation.
--
-- **Supported Carriers:**
@ -6870,6 +6870,9 @@ function AIRBOSS:_AddMarshalGroup( flight, stack )
-- Convert to clock string.
local Ccharlie = UTILS.SecondsToClock( flight.Tcharlie )
-- Make sure brc is never above 360
brc = brc % 360
-- Combined marshal call.
self:_MarshalCallArrived( flight.onboard, flight.case, brc, alt, Ccharlie, P )
@ -8062,7 +8065,7 @@ end
--- Check current player status.
-- @param #AIRBOSS self
function AIRBOSS:_CheckPlayerStatus()
local tomcat = playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B
-- Loop over all players.
for _playerName, _playerData in pairs( self.players ) do
local playerData = _playerData -- #AIRBOSS.PlayerData
@ -8087,9 +8090,13 @@ function AIRBOSS:_CheckPlayerStatus()
playerData.wrappedUpAtWakeFull = true-- VNAO Edit - Added
elseif math.abs(playerData.unit:GetRoll()) >45 then-- VNAO Edit - Added
playerData.wrappedUpAtWakeUnderline = true -- VNAO Edit - Added
elseif math.abs(playerData.unit:GetRoll()) <20 and math.abs(playerData.unit:GetRoll()) >=10 then -- VNAO Edit - Added a new AA comment based on discussion with Lipps today, and going to replace the AA at the X with the original LUL comments
elseif math.abs(playerData.unit:GetRoll()) <20 and math.abs(playerData.unit:GetRoll()) >=10 and not tomcat then -- VNAO Edit - Added a new AA comment based on discussion with Lipps today, and going to replace the AA at the X with the original LUL comments
playerData.AAatWakeLittle = true -- VNAO Edit - Added
elseif math.abs(playerData.unit:GetRoll()) <10 and math.abs(playerData.unit:GetRoll()) >=2 then -- VNAO Edit - Added a new AA comment based on discussion with Lipps today, and going to replace the AA at the X with the original LUL comments
elseif math.abs(playerData.unit:GetRoll()) <10 and math.abs(playerData.unit:GetRoll()) >=2 and not tomcat then -- VNAO Edit - Added a new AA comment based on discussion with Lipps today, and going to replace the AA at the X with the original LUL comments
playerData.AAatWakeFull = true -- VNAO Edit - Added
elseif math.abs(playerData.unit:GetRoll()) <12 and math.abs(playerData.unit:GetRoll()) >=5 and tomcat then -- VNAO Edit - Added a new AA comment based on discussion with Lipps today, and going to replace the AA at the X with the original LUL comments
playerData.AAatWakeLittle = true -- VNAO Edit - Added
elseif math.abs(playerData.unit:GetRoll()) <5 and math.abs(playerData.unit:GetRoll()) >=2 and tomcat then -- VNAO Edit - Added a new AA comment based on discussion with Lipps today, and going to replace the AA at the X with the original LUL comments
playerData.AAatWakeFull = true -- VNAO Edit - Added
elseif math.abs(playerData.unit:GetRoll()) <2 then -- VNAO Edit - Added a new AA comment based on discussion with Lipps today, and going to replace the AA at the X with the original LUL comments
playerData.AAatWakeUnderline = true -- VNAO Edit - Added
@ -8335,7 +8342,7 @@ end
function AIRBOSS:_SetTimeInGroove( playerData )
-- Set time in the groove
if playerData.TIG0 then
if playerData.TIG0 > 2 then --circuit added to prevent negative groove time
playerData.Tgroove = timer.getTime() - playerData.TIG0 - 1.5 -- VNAO Edit - Subtracting an extra 1.5
else
playerData.Tgroove = 999
@ -12671,7 +12678,7 @@ function AIRBOSS:_LSOgrade( playerData )
local TIG = ""
-- Analyse flight data and convert to LSO text.
if playerData.Tgroove and playerData.Tgroove <= 360 and playerData.case < 3 then --Circuit Added
TIG = self:_EvalGrooveTime( playerData ) --Circuit Added
TIG = self:_EvalGrooveTime( playerData ) or "N/A" --Circuit Added
end --Circuit Added
local GXX, nXX = self:_Flightdata2Text( playerData, AIRBOSS.GroovePos.XX )
local GIM, nIM = self:_Flightdata2Text( playerData, AIRBOSS.GroovePos.IM )
@ -12865,16 +12872,21 @@ function AIRBOSS:_LSOgrade( playerData )
end
-- VNAO EDIT: Subtract 1pt from overall grade if it is a 1 wire. If it's already a 1pt pass, ignore.
if playerData.wire == 1 and points > 1 then -- VNAO EDIT: added
if points == 4 then -- VNAO EDIT: added
points = 3 -- VNAO EDIT: added
grade = "(OK)" -- VNAO EDIT: added
elseif points == 3 then -- VNAO EDIT: added
points = 2 -- VNAO EDIT: added
grade = "--" -- VNAO EDIT: added
end -- VNAO EDIT: added
end -- VNAO EDIT: added
-- -- VNAO EDIT: Subtract 1pt from overall grade if it is a 1 wire. If it's already a 1pt pass, ignore.
-- if playerData.wire == 1 and points > 1 then -- VNAO EDIT: added
-- if points == 4 then -- VNAO EDIT: added
-- points = 3 -- VNAO EDIT: added
-- grade = "(OK)" -- VNAO EDIT: added
-- elseif points == 3 then -- VNAO EDIT: added
-- points = 2 -- VNAO EDIT: added
-- grade = "--" -- VNAO EDIT: added
-- end -- VNAO EDIT: added
-- end -- VNAO EDIT: added
-- Circuit edit only take points awary from a 1 wire if there are more than 4 other deviations
if playerData.wire == 1 and points >= 3 and N > 4 then
points = points -1
end
env.info("Returning: " .. grade .. " " .. points .. " " .. G)
@ -12950,6 +12962,7 @@ function AIRBOSS:_Flightdata2Text( playerData, groovestep )
-- Speed via AoA. Depends on aircraft type.
local S = nil
local A = nil --circuit moved this line to be seen outside of this scope
if step~=AIRBOSS.PatternStep.GROOVE_IW then -- VNAO Edit - Added To avoid getting an AOA or GS grade in the wires... let's just check left or right in the wires
if AIRBOSS.PatternStep.GROOVE_AR and playerData.waveoff == true and playerData.owo == true then -- VNAO Edit - Added
-- env.info('Adam MOOSE Edit -AR and waved off so do not add AOA or GS errors to comments ') -- VNAO Edit - Added
@ -12970,7 +12983,7 @@ function AIRBOSS:_Flightdata2Text( playerData, groovestep )
end
-- Glideslope/altitude. Good [-0.3, 0.4] asymmetric!
local A = nil
if GSE > self.gle.HIGH then
A = underline( "H" )
elseif GSE > self.gle.High then