--- **Functional** - (R2.4) - Carrier CASE I Recovery Practice -- -- Practice carrier landings. -- -- Features: -- -- * CASE I recovery. -- * Performance evaluation. -- * Feedback about performance during flight. -- -- Please not that his class is work in progress and in an **alpha** stage. -- At the moment training parameters are optimized for F/A-18C Hornet as aircraft and USS Stennis as carrier. -- Other aircraft and carriers **might** be possible in future but would need a different set of parameters. -- -- === -- -- ### Author: **Bankler** (original idea and script) -- ### Co-author: **funkyfranky** (implementation as MOOSE class) -- -- @module Functional.CarrierTrainer -- @image MOOSE.JPG --- CARRIERTRAINER class. -- @type CARRIERTRAINER -- @field #string ClassName Name of the class. -- @field #string lid Class id string for output to DCS log file. -- @field #boolean Debug Debug mode. Messages to all about status. -- @field Wrapper.Unit#UNIT carrier Aircraft carrier unit on which we want to practice. -- @field Core.Zone#ZONE_UNIT startZone Zone in which the pattern approach starts. -- @field Core.Zone#ZONE_UNIT giantZone Zone around the carrier to register a new player. -- @field #table players Table of players. -- @extends Core.Fsm#FSM --- Practice Carrier Landings -- -- === -- -- ![Banner Image](..\Presentations\CARRIERTRAINER\CarrierTrainer_Main.png) -- -- # The Trainer Concept -- -- -- bla bla -- -- @field #CARRIERTRAINER CARRIERTRAINER = { ClassName = "CARRIERTRAINER", lid = nil, Debug = true, carrier = nil, startZone = nil, giantZone = nil, players = {}, } --- Carrier trainer class version. -- @field #string version CARRIERTRAINER.version="0.0.2" --- Player data table holding all important parameters for each player. -- @type CARRIERTRAINER.PlayerData -- @field #number id Player ID. -- @field #string callsign Callsign of player. -- @field #number score Player score. -- @field #number totalscore Score of all landing attempts. -- @field #number passes Number of passes. -- @field #string collectedResultString Results text of all passes. -- @field Wrapper.Unit#UNIT unit Aircraft unit of the player. -- @field #number lowestAltitude Lowest altitude. -- @field #number highestCarrierXDiff -- @field #number secondsStandingStill Time player does not move after a landing attempt. -- @field #string summary Result summary text. -- @field Wrapper.Client#CLIENT Client object of player. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create new carrier trainer. -- @param #CARRIERTRAINER self -- @param carriername Name of the aircraft carrier unit. -- @return #CARRIERTRAINER self function CARRIERTRAINER:New(carriername) -- Inherit everthing from FSM class. local self = BASE:Inherit(self, FSM:New()) -- #CARRIERTRAINER -- Set carrier unit. self.carrier=UNIT:FindByName(carriername) if self.carrier then self.startZone = ZONE_UNIT:New("startZone", self.carrier, 1000, { dx = -2000, dy = 100, relative_to_unit = true }) self.giantZone = ZONE_UNIT:New("giantZone", self.carrier, 30000, { dx = 0, dy = 0, relative_to_unit = true }) else self:E("ERROR: Carrier unit could not be found!") end -- Set some string id for output to DCS.log file. self.lid=string.format("CARRIERTRAINER %s | ", carriername) ----------------------- --- FSM Transitions --- ----------------------- -- Start State. self:SetStartState("Stopped") -- Add FSM transitions. -- From State --> Event --> To State self:AddTransition("Stopped", "Start", "Running") self:AddTransition("Running", "Status", "Running") self:AddTransition("Running", "Stop", "Stopped") --- Triggers the FSM event "Start" that starts the carrier trainer. Initializes parameters and starts event handlers. -- @function [parent=#CARRIERTRAINER] Start -- @param #CARRIERTRAINER self --- Triggers the FSM event "Start" after a delay that starts the carrier trainer. Initializes parameters and starts event handlers. -- @function [parent=#CARRIERTRAINER] __Start -- @param #CARRIERTRAINER self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Stop" that stops the carrier trainer. Event handlers are stopped. -- @function [parent=#CARRIERTRAINER] Stop -- @param #CARRIERTRAINER self --- Triggers the FSM event "Stop" that stops the carrier trainer after a delay. Event handlers are stopped. -- @function [parent=#CARRIERTRAINER] __Stop -- @param #CARRIERTRAINER self -- @param #number delay Delay in seconds. return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- FSM states ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after Start event. Starts the warehouse. Addes event handlers and schedules status updates of reqests and queue. -- @param #CARRIERTRAINER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function CARRIERTRAINER:onafterStart(From, Event, To) -- Events are handled my MOOSE. self:I(self.lid..string.format("Starting Carrier Training %s for carrier unit %s.", CARRIERTRAINER.version, self.carrier:GetName())) -- Handle events. self:HandleEvent(EVENTS.Birth) -- Init status check self:__Status(5) end --- On after Status event. Checks player status. -- @param #CARRIERTRAINER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function CARRIERTRAINER:onafterStatus(From, Event, To) -- Check player status. self:_CheckPlayerStatus() -- Call status again in one second. self:__Status(-1) end --- On after Stop event. Unhandle events and stop status updates. -- @param #CARRIERTRAINER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function CARRIERTRAINER:onafterStop(From, Event, To) self:UnHandleEvent(EVENTS.Birth) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- EVENT functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Carrier trainer event handler for event birth. -- @param #CARRIERTRAINER self -- @param Core.Event#EVENTDATA EventData function CARRIERTRAINER:OnEventBirth(EventData) self:F3({eventbirth = EventData}) local _unitName=EventData.IniUnitName local _unit, _playername=self:_GetPlayerUnitAndName(_unitName) self:T3(self.lid.."BIRTH: unit = "..tostring(EventData.IniUnitName)) self:T3(self.lid.."BIRTH: group = "..tostring(EventData.IniGroupName)) self:T3(self.lid.."BIRTH: player = "..tostring(_playername)) if _unit and _playername then local _uid=_unit:GetID() local _group=_unit:GetGroup() local _gid=_group:GetID() local _callsign=_unit:GetCallsign() -- Debug output. local text=string.format("Player %s, callsign %s entered unit %s (ID=%d) of group %s", _playername, _callsign, _unitName, _uid, _group:GetName()) self:T(self.lid..text) MESSAGE:New(text, 5):ToAllIf(self.Debug) -- if self.players[_playername]==nil then self.players[_playername]=self:_InitNewPlayer(_unitName) else self:_InitNewRound(self.players[_playername]) end end end --- Initialize player data. -- @param #CARRIERTRAINER self -- @param #string unitname Name of the player unit. -- @return #CARRIERTRAINER.PlayerData Player data. function CARRIERTRAINER:_InitNewPlayer(unitname) local playerData={} --#CARRIERTRAINER.PlayerData playerData.unit = UNIT:FindByName(unitname) playerData.client = CLIENT:FindByName(playerData.unit.UnitName, nil, true) playerData.callsign = playerData.unit:GetCallsign() playerData.totalScore = 0 playerData.passes = 0 playerData.collectedResultString = "" playerData=self:_InitNewRound(playerData) return playerData end --- Initialize new approach for player by resetting parmeters to initial values. -- @param #CARRIERTRAINER self -- @param #CARRIERTRAINER.PlayerData playerData Player data. -- @return #CARRIERTRAINER.PlayerData Initialized player data. function CARRIERTRAINER:_InitNewRound(playerData) playerData.score = 0 playerData.summary = "SUMMARY:\n" playerData.step = 0 playerData.longDownwindDone = false playerData.highestCarrierXDiff = -9999999 playerData.secondsStandingStill = 0 playerData.lowestAltitude = 999999 return playerData end --- Increase score for this approach. -- @param #CARRIERTRAINER self -- @param #CARRIERTRAINER.PlayerData playerData Player data. -- @param #number amount Amount by which the score is increased. function CARRIERTRAINER:_IncreaseScore(playerData, amount) playerData.score = playerData.score + amount end --- Append text to summary text. -- @param #CARRIERTRAINER self -- @param #CARRIERTRAINER.PlayerData playerData Player data. -- @param #string item Text item appeded to the summary. function CARRIERTRAINER:_AddToSummary(playerData, item) playerData.summary = playerData.summary .. item .. "\n" end --- Append text to result text. -- @param #CARRIERTRAINER self -- @param #CARRIERTRAINER.PlayerData playerData Player data. -- @param #string item Text item appeded to the result. function CARRIERTRAINER:_AddToCollectedResult(playerData, item) playerData.collectedResultString = playerData.collectedResultString .. item .. "\n" end --- Carrier trainer event handler for event birth. -- @param #CARRIERTRAINER self function CARRIERTRAINER:_CheckPlayerStatus() if self.players==nil then self:I(self.lid.."No players yet.") return end -- Loop over all players. for _playerName,_playerData in pairs(self.players) do local playerData = _playerData --#CARRIERTRAINER.PlayerData if playerData then self:I("player "..playerData.callsign) -- Player unit. local unit = playerData.unit if unit:IsAlive() then if unit:IsInZone(self.giantZone) then self:_DetailedPlayerStatus(playerData) end -- Check long down wind leg. if playerData.step == 6 and not playerData.longDownwindDone and unit:IsInZone(self.giantZone) then self:_CheckForLongDownwind(playerData) end if playerData.step==0 and unit:IsInZone(self.giantZone) and unit:InAir() then self:_NewRound(playerData) elseif playerData.step == 1 and unit:IsInZone(self.startZone) then self:_Start(playerData) elseif playerData.step == 2 and unit:IsInZone(self.giantZone) then self:_Upwind(playerData) elseif playerData.step == 3 and unit:IsInZone(self.giantZone) then self:_Break(playerData, "early") elseif playerData.step == 4 and unit:IsInZone(self.giantZone) then self:_Break(playerData, "late") elseif playerData.step == 5 and unit:IsInZone(self.giantZone) then self:_Abeam(playerData) elseif playerData.step == 6 and unit:IsInZone(self.giantZone) then self:_Ninety(playerData) elseif playerData.step == 7 and unit:IsInZone(self.giantZone) then self:_Wake(playerData) elseif playerData.step == 8 and unit:IsInZone(self.giantZone) then self:_Groove(playerData) elseif playerData.step == 9 and unit:IsInZone(self.giantZone) then self:_Trap(playerData) end else --playerDatas[i] = nil end end end end --- Provide info about player status on the fly. -- @param #CARRIERTRAINER self -- @param #CARRIERTRAINER.PlayerData playerData Player data. function CARRIERTRAINER:_DetailedPlayerStatus(playerData) local unit=playerData.unit local aoa=unit:GetAoA() local dist=playerData.unit:GetCoordinate():Get2DDistance(self.carrier:GetCoordinate()) local dz,dx=self:_GetDistances(unit) local text=string.format("%s, current AoA=%.1f\n", playerData.callsign, aoa) text=text..string.format("Carrier distance: d=%d m\n", dist) text=text..string.format("Carrier distance: z=%d m x=%d m sum=%d", dz, dx, math.abs(dz)+math.abs(dx)) -- Player and carrier position vector. local playerPosition = playerData.unit:GetVec3() local carrierPosition = self.carrier:GetVec3() local diffZ = playerPosition.z - carrierPosition.z local diffX = playerPosition.x - carrierPosition.x -- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier) diffZ, diffX = self:_GetDistances(playerData.unit) MESSAGE:New(text, 5, nil ,true):ToClient(playerData.client) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- CARRIER TRAINING functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Initialize player data. -- @param #CARRIERTRAINER self -- @param #CARRIERTRAINER.PlayerData playerData Player data. function CARRIERTRAINER:_NewRound(playerData) local text=string.format("Welcome back, %s! Cleared for approach. TCN 1X, BRC 354 (MAG HDG).", playerData.callsign) MESSAGE:New(text, 5):ToClient(playerData.client) --MessageToAll( "Welcome back, " .. playerData.callsign .. "! Cleared for approach! TCN 1X, BRC 354 (MAG HDG).", 5, "InitZoneMessage" ) self:_InitNewRound(playerData) playerData.step = 1 end --- Start landing pattern. -- @param #CARRIERTRAINER self -- @param #CARRIERTRAINER.PlayerData playerData Player data table. function CARRIERTRAINER:_Start(playerData) local hint = "Entering the pattern, " .. playerData.callsign .. "! Aim for 800 feet and 350-400 kts on the upwind." self:_SendMessageToPlayer(hint, 8, playerData) playerData.score = 0 playerData.step = 2 end --- Upwind leg. -- @param #CARRIERTRAINER self -- @param #CARRIERTRAINER.PlayerData playerData Player data table. function CARRIERTRAINER:_Upwind(playerData) -- Player and carrier position vector. local position = playerData.unit:GetVec3() local carrierPosition = self.carrier:GetVec3() local diffZ = position.z - carrierPosition.z local diffX = position.x - carrierPosition.x -- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier) diffZ, diffX = self:_GetDistances(playerData.unit) if(diffZ > 500 or diffZ < 0 or diffX < -4000) then self:_AbortPattern(playerData) return end if (diffX < 0) then return end local idealAltitude = 800 local altitude = UTILS.Round( UTILS.MetersToFeet( position.y ) ) local hint = "" local score = 0 if (altitude > 850) then score = 5 hint = "You're high on the upwind." elseif (altitude > 830) then score = 7 hint = "You're slightly high on the upwind." elseif (altitude < 750) then score = 5 hint = "You're low on the upwind." elseif (altitude < 770) then score = 7 hint = "You're slightly low on the upwind." else score = 10 hint = "Good altitude on the upwind." end -- Increase score. self:_IncreaseScore(playerData, score) self:_SendMessageToPlayer(hint, 8, playerData) self:_PrintAltitudeFeedback(altitude, idealAltitude, playerData) self:_PrintScore(score, playerData, true) self:_AddToSummary(playerData, hint) -- Set step. playerData.step = 3 end --- Calculate distances between carrier and player unit. -- @param #CARRIERTRAINER self -- @param Wrapper.Unit#UNIT unit Player unit -- @return #number Distance in the direction of the orientation of the carrier. -- @return #number Distance perpendicular to the orientation of the carrier. function CARRIERTRAINER:_GetDistances(unit) local a=self.carrier:GetVec3() local b=unit:GetVec3() local c={x=b.x-a.x, y=0, z=b.z-a.z} local x=self.carrier:GetOrientationX() local dz=UTILS.VecDot(x,c) local alpha=math.acos(UTILS.VecDot(c,x)/UTILS.VecNorm(c)) local dx=UTILS.VecNorm(c)*math.sin(alpha) return dz,dx end --- Break. -- @param #CARRIERTRAINER self -- @param #CARRIERTRAINER.PlayerData playerData Player data table. -- @param #string part Part of the break. function CARRIERTRAINER:_Break(playerData, part) local playerPosition = playerData.unit:GetVec3() local carrierPosition = self.carrier:GetVec3() local diffZ = playerPosition.z - carrierPosition.z local diffX = playerPosition.x - carrierPosition.x -- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier) diffZ, diffX = self:_GetDistances(playerData.unit) if(diffZ > 1500 or diffZ < -3700 or diffX < -500) then self:_AbortPattern(playerData) return end local limit = -370 if part == "late" then limit = -1470 end if diffZ < limit then local idealAltitude = 800 local altitude = UTILS.Round( UTILS.MetersToFeet( playerPosition.y ) ) local hint = "" local score = 0 if(altitude > 880) then score = 5 hint = "You're high in the " .. part .. " break." elseif(altitude > 850) then score = 7 hint = "You're slightly high in the " .. part .. " break." elseif (altitude < 720) then score = 5 hint = "You're low in the " .. part .. " break." elseif (altitude < 750) then score = 7 hint = "You're slightly low in the " .. part .. " break." else score = 10 hint = "Good altitude in the " .. part .. " break!" end self:_IncreaseScore(playerData, score) self:_SendMessageToPlayer( hint, 8, playerData ) self:_PrintAltitudeFeedback(altitude, idealAltitude, playerData) self:_PrintScore(score, playerData, true) self:_AddToSummary(playerData, hint) if (part == "early") then playerData.step = 4 else playerData.step = 5 end end end --- Break. -- @param #CARRIERTRAINER self -- @param #CARRIERTRAINER.PlayerData playerData Player data table. function CARRIERTRAINER:_Abeam(playerData) local playerPosition = playerData.unit:GetVec3() local carrierPosition = self.carrier:GetVec3() local diffZ = playerPosition.z - carrierPosition.z local diffX = playerPosition.x - carrierPosition.x -- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier) diffZ, diffX = self:_GetDistances(playerData.unit) if (diffZ > -1000 or diffZ < -3700) then self:_AbortPattern(playerData) return end local limit = -200 if diffX < limit then --local aoa = math.deg(mist.getAoA(playerData.mistUnit)) local aoa = playerData.unit:GetAoA() local aoaFeedback = self:_PrintAoAFeedback(aoa, 8.1, playerData) local onSpeedScore = self:_GetOnSpeedScore(aoa) local idealAltitude = 600 local altitude = UTILS.Round( UTILS.MetersToFeet( playerPosition.y ) ) local hint = "" local score = 0 if(altitude > 700) then score = 5 hint = "You're high (" .. altitude .. " ft) abeam" elseif(altitude > 650) then score = 7 hint = "You're slightly high (" .. altitude .. " ft) abeam" elseif (altitude < 540) then score = 5 hint = "You're low (" .. altitude .. " ft) abeam" elseif (altitude < 570) then score = 7 hint = "You're slightly low (" .. altitude .. " ft) abeam" else score = 10 hint = "Good altitude (" .. altitude .. " ft) abeam" end local distanceHint = "" local distanceScore local diffEast = carrierPosition.z - playerPosition.z local nm = diffEast / 1852 --nm conversion local idealDistance = 1.2 local roundedNm = UTILS.Round(nm, 2) if(nm < 1.0) then distanceScore = 0 distanceHint = "too close to the boat (" .. roundedNm .. " nm)" elseif(nm < 1.1) then distanceScore = 5 distanceHint = "slightly too close to the boat (" .. roundedNm .. " nm)" elseif(nm < 1.3) then distanceScore = 10 distanceHint = "with perfect distance to the boat (" .. roundedNm .. " nm)" elseif(nm < 1.4) then distanceScore = 5 distanceHint = "slightly too far from the boat (" .. roundedNm .. " nm)" else distanceScore = 0 distanceHint = "too far from the boat (" .. roundedNm .. " nm)" end local fullHint = hint .. ", " .. distanceHint self:_SendMessageToPlayer( fullHint, 8, playerData ) self:_SendMessageToPlayer( "(Target: 600 ft and 1.2 nm).", 8, playerData ) self:_IncreaseScore(playerData, score + distanceScore + onSpeedScore) self:_PrintScore(score + distanceScore + onSpeedScore, playerData, true) self:_AddToSummary(playerData, fullHint .. " (" .. aoaFeedback .. ")") playerData.step = 6 end end --- Down wind long check. -- @param #CARRIERTRAINER self -- @param #CARRIERTRAINER.PlayerData playerData Player data table. function CARRIERTRAINER:_CheckForLongDownwind(playerData) local playerPosition = playerData.unit:GetVec3() local carrierPosition = self.carrier:GetVec3() local limit = 1500 -- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier) local diffZ, diffX = self:_GetDistances(playerData.unit) --TODO if diffX if carrierPosition.x - playerPosition.x > limit then local heading = playerData.unit:GetHeading() if (heading > 170) then local hint = "Too long downwind. Turn final earlier next time." self:_SendMessageToPlayer( hint, 8, playerData ) local score = -40 self:_IncreaseScore(playerData, score) self:_PrintScore(score, playerData, true) self:_AddToSummary(playerData, hint) playerData.longDownwindDone = true end end end --- Ninety. -- @param #CARRIERTRAINER self -- @param #CARRIERTRAINER.PlayerData playerData Player data table. function CARRIERTRAINER:_Ninety(playerData) local playerPosition = playerData.unit:GetVec3() local carrierPosition = self.carrier:GetVec3() local diffZ = playerPosition.z - carrierPosition.z local diffX = playerPosition.x - carrierPosition.x -- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier) diffZ, diffX = self:_GetDistances(playerData.unit) if(diffZ < -3700 or diffX < -3700 or diffX > 0) then self:_AbortPattern(playerData) return end local limitEast = -1111 --0.6nm if diffZ > limitEast then local idealAltitude = 500 local altitude = UTILS.Round( UTILS.MetersToFeet( playerPosition.y ) ) local hint = "" local score = 0 if(altitude > 600) then score = 5 hint = "You're high at the 90." elseif(altitude > 550) then score = 7 hint = "You're slightly high at the 90." elseif (altitude < 380) then score = 5 hint = "You're low at the 90." elseif (altitude < 420) then score = 7 hint = "You're slightly low at the 90." else score = 10 hint = "Good altitude at the 90!" end self:_SendMessageToPlayer( hint, 8, playerData ) self:_PrintAltitudeFeedback(altitude, idealAltitude, playerData) --local aoa = math.deg(mist.getAoA(playerData.mistUnit)) local aoa = playerData.unit:GetAoA() local aoaFeedback = self:_PrintAoAFeedback(aoa, 8.1, playerData) local onSpeedScore = self:_GetOnSpeedScore(aoa) self:_IncreaseScore(playerData, score + onSpeedScore) self:_PrintScore(score + onSpeedScore, playerData, true) self:_AddToSummary(playerData, hint .. " (" .. aoaFeedback .. ")") playerData.longDownwindDone = true playerData.step = 7 end end --- Wake. -- @param #CARRIERTRAINER self -- @param #CARRIERTRAINER.PlayerData playerData Player data table. function CARRIERTRAINER:_Wake(playerData) local playerPosition = playerData.unit:GetVec3() local carrierPosition = self.carrier:GetVec3() local diffZ = playerPosition.z - carrierPosition.z local diffX = playerPosition.x - carrierPosition.x -- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier) diffZ, diffX = self:_GetDistances(playerData.unit) if(diffZ < -2000 or diffX < -4000 or diffX > 0) then self:_AbortPattern(playerData) return end if diffZ > 0 then local idealAltitude = 370 local altitude = UTILS.Round( UTILS.MetersToFeet( playerPosition.y ) ) local hint = "" local score = 0 if(altitude > 500) then score = 5 hint = "You're high at the wake." elseif(altitude > 450) then score = 7 hint = "You're slightly high at the wake." elseif (altitude < 300) then score = 5 hint = "You're low at the wake." elseif (altitude < 340) then score = 7 hint = "You're slightly low at the wake." else score = 10 hint = "Good altitude at the wake!" end self:_SendMessageToPlayer( hint, 8, playerData ) self:_PrintAltitudeFeedback(altitude, idealAltitude, playerData) --local aoa = math.deg(mist.getAoA(playerData.mistUnit)) local aoa = playerData.unit:GetAoA() local aoaFeedback = self:_PrintAoAFeedback(aoa, 8.1, playerData) local onSpeedScore = self:_GetOnSpeedScore(aoa) self:_IncreaseScore(playerData, score + onSpeedScore) self:_PrintScore(score + onSpeedScore, playerData, true) self:_AddToSummary(playerData, hint .. " (" .. aoaFeedback .. ")") playerData.step = 8 end end --- Groove. -- @param #CARRIERTRAINER self -- @param #CARRIERTRAINER.PlayerData playerData Player data table. function CARRIERTRAINER:_Groove(playerData) local playerPosition = playerData.unit:GetVec3() local carrierPosition = self.carrier:GetVec3() local diffX = playerPosition.x - (carrierPosition.x - 100) local diffZ = playerPosition.z - carrierPosition.z --TODO -100?! -- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier) diffZ, diffX = self:_GetDistances(playerData.unit) if(diffX > 0 or diffX < -4000) then self:_AbortPattern(playerData) return end if(diffX > -500) then --Reached in close before groove local hint = "You're too far left and never reached the groove." self:_SendMessageToPlayer( hint, 8, playerData ) self:_PrintScore(0, playerData, true) self:_AddToSummary(playerData, hint) playerData.step = 9 else local limitDeg = 8.0 local fraction = diffZ / (-diffX) local asinValue = math.asin(fraction) local angle = math.deg(asinValue) if diffZ > -1300 and angle > limitDeg then local idealAltitude = 300 local altitude = UTILS.Round( UTILS.MetersToFeet( playerPosition.y ) ) local hint = "" local score = 0 if (altitude > 450) then score = 5 hint = "You're high in the groove." elseif (altitude > 350) then score = 7 hint = "You're slightly high in the groove." elseif (altitude < 240) then score = 5 hint = "You're low in the groove." elseif (altitude < 270) then score = 7 hint = "You're slightly low in the groove." else score = 10 hint = "Good altitude in the groove!" end self:_SendMessageToPlayer(hint, 8, playerData) self:_PrintAltitudeFeedback(altitude, idealAltitude, playerData) --local aoa = math.deg(mist.getAoA(playerData.mistUnit)) local aoa = playerData.unit:GetAoA() local aoaFeedback = self:_PrintAoAFeedback(aoa, 8.1, playerData) local onSpeedScore = self:_GetOnSpeedScore(aoa) self:_IncreaseScore(playerData, score + onSpeedScore) self:_PrintScore(score + onSpeedScore, playerData, true) local fullHint = hint .. " (" .. aoaFeedback .. ")" self:_AddToSummary(playerData, fullHint) playerData.step = 9 end end end --- Trap. -- @param #CARRIERTRAINER self -- @param #CARRIERTRAINER.PlayerData playerData Player data table. function CARRIERTRAINER:_Trap(playerData) local playerPosition = playerData.unit:GetVec3() local carrierPosition = self.carrier:GetVec3() local playerVelocity = playerData.unit:GetVelocityKMH() local carrierVelocity = self.carrier:GetVelocityKMH() local diffZ = playerPosition.z - carrierPosition.z local diffX = playerPosition.x - carrierPosition.x -- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier) diffZ, diffX = self:_GetDistances(playerData.unit) if(diffZ < -2000 or diffZ > 2000 or diffX < -3000) then self:_AbortPattern(playerData) return end if(diffX > playerData.highestCarrierXDiff) then playerData.highestCarrierXDiff = diffX end if(playerPosition.y < playerData.lowestAltitude) then playerData.lowestAltitude = playerPosition.y end if math.abs(playerVelocity - carrierVelocity) < 0.01 then playerData.secondsStandingStill = playerData.secondsStandingStill + 1 if diffX < playerData.highestCarrierXDiff or playerData.secondsStandingStill > 5 then env.info("Trap identified! diff " .. diffX .. ", highestCarrierXDiff" .. playerData.highestCarrierXDiff .. ", secondsStandingStill: " .. playerData.secondsStandingStill); local wire = 1 local score = -10 if(diffX < -14) then wire = 1 score = -15 elseif(diffX < -3) then wire = 2 score = 10 elseif (diffX < 10) then wire = 3 score = 20 else wire = 4 score = 7 end self:_IncreaseScore(playerData, score) self:_SendMessageToPlayer( "TRAPPED! " .. wire .. "-wire!", 30, playerData ) self:_PrintScore(score, playerData, false) env.info("Distance! " .. diffX .. " meters resulted in a " .. wire .. "-wire estimation."); local fullHint = "Trapped catching the " .. wire .. "-wire." self:_AddToSummary(playerData, fullHint) self:_PrintFinalScore(playerData, 60, wire) self:_HandleCollectedResult(playerData, wire) playerData.step = 0 end elseif (diffX > 150) then local wire = 0 local hint = "" local score = 0 if (playerData.lowestAltitude < 23) then hint = "You boltered." else hint = "You were waved off." wire = -1 score = -10 end self:_SendMessageToPlayer( hint, 8, playerData ) self:_PrintScore(score, playerData, true) self:_AddToSummary(playerData, hint) self:_PrintFinalScore(playerData, 60, wire) self:_HandleCollectedResult(playerData, wire) playerData.step = 0 end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- MISC functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Send message about altitude feedback. -- @param #CARRIERTRAINER self -- @param #number altitude Current altitude of the player. -- @param #number idealAltitude Ideal altitude. -- @param #CARRIERTRAINER.PlayerData playerData Player data. function CARRIERTRAINER:_PrintAltitudeFeedback(altitude, idealAltitude, playerData) self:_SendMessageToPlayer( "Alt: " .. altitude .. " (Target: " .. idealAltitude .. ")", 8, playerData ) end --- Score for correct AoA. -- @param #CARRIERTRAINER self -- @param #number AoA Angle of attack. function CARRIERTRAINER:_GetOnSpeedScore(AoA) local score = 0 if(AoA > 9.5) then --Slow score = 0 elseif(AoA > 9) then --Slightly slow score = 5 elseif(AoA > 7.25) then --On speed score = 10 elseif(AoA > 6.7) then --Slightly fast score = 5 else --Fast score = 0 end return score end --- Print AoA feedback. -- @param #CARRIERTRAINER self -- @param #number AoA Angle of attack. -- @param #number idealAoA Ideal AoA. -- @param #CARRIERTRAINER.PlayerData playerData Player data. -- @return #string Feedback hint. function CARRIERTRAINER:_PrintAoAFeedback(AoA, idealAoA, playerData) local hint = "" if(AoA > 9.5) then hint = "You're slow." elseif(AoA > 9) then hint = "You're slightly slow." elseif(AoA > 7.25) then hint = "You're on speed!" elseif(AoA > 6.7) then hint = "You're slightly fast." else hint = "You're fast." end local roundedAoA = UTILS.Round(AoA, 2) self:_SendMessageToPlayer(hint .. " AOA: " .. roundedAoA .. " (Target: " .. idealAoA .. ")", 8, playerData) return hint end --- Send message to playe client. -- @param #CARRIERTRAINER self -- @param #string message The message to send. -- @param #number duration Display message duration. -- @param #CARRIERTRAINER.PlayerData playerData Player data. function CARRIERTRAINER:_SendMessageToPlayer(message, duration, playerData) if playerData.client then MESSAGE:New(message, duration):ToClient(playerData.client) end end --- Send message to playe client. -- @param #CARRIERTRAINER self -- @param #number score Score. -- @param #CARRIERTRAINER.PlayerData playerData Player data. function CARRIERTRAINER:_PrintScore(score, playerData, alsoPrintTotalScore) if(alsoPrintTotalScore) then self:_SendMessageToPlayer( "Score: " .. score .. " (Total: " .. playerData.score .. ")", 8, playerData ) else self:_SendMessageToPlayer( "Score: " .. score, 8, playerData ) end end --- Display final score. -- @param #CARRIERTRAINER self -- @param #CARRIERTRAINER.PlayerData playerData Player data. -- @param #number duration Duration for message display. function CARRIERTRAINER:_PrintFinalScore(playerData, duration, wire) local wireText = "" if(wire == -2) then wireText = "Aborted approach" elseif(wire == -1) then wireText = "Wave-off" elseif(wire == 0) then wireText = "Bolter" else wireText = wire .. "-wire" end MessageToAll( playerData.callsign .. " - Final score: " .. playerData.score .. " / 140 (" .. wireText .. ")", duration, "FinalScore" ) self:_SendMessageToPlayer( playerData.summary, duration, playerData ) end --- Collect result. -- @param #CARRIERTRAINER self -- @param #CARRIERTRAINER.PlayerData playerData Player data. -- @param #number wire Trapped wire. function CARRIERTRAINER:_HandleCollectedResult(playerData, wire) local newString = "" if(wire == -2) then newString = playerData.score .. " (Aborted)" elseif(wire == -1) then newString = playerData.score .. " (Wave-off)" elseif(wire == 0) then newString = playerData.score .. " (Bolter)" else newString = playerData.score .. " (" .. wire .."W)" end playerData.totalScore = playerData.totalScore + playerData.score playerData.passes = playerData.passes + 1 if(playerData.collectedResultString == "") then playerData.collectedResultString = newString else playerData.collectedResultString = playerData.collectedResultString .. ", " .. newString MessageToAll( playerData.callsign .. "'s " .. playerData.passes .. " passes: " .. playerData.collectedResultString .. " (TOTAL: " .. playerData.totalScore .. ")" , 30, "CollectedResult" ) end self:_SendMessageToPlayer( "Return south 4 nm (over the trailing ship), towards WP 1, to restart the pattern.", 20, playerData ) end --- Pattern aborted. -- @param #CARRIERTRAINER self -- @param #CARRIERTRAINER.PlayerData playerData Player data. function CARRIERTRAINER:_AbortPattern(playerData) self:_SendMessageToPlayer( "You're too far from where you should be. Abort approach!", 15, playerData ) self:_AddToSummary(playerData, "Approach aborted.") self:_PrintFinalScore(playerData, 30, -2) self:_HandleCollectedResult(playerData, -2) playerData.step = 0 end --- Get the formatted score. -- @param #CARRIERTRAINER self -- @param #number score Score of player. -- @param #number maxScore Max score possible. -- @return #string Formatted score text. function CARRIERTRAINER:_GetFormattedScore(score, maxScore) if(score < maxScore) then return " (" .. score .. " points)." else return " (" .. score .. " points)!" end end --- Get distance feedback. -- @param #CARRIERTRAINER self -- @param #number distance Distance to boat. -- @param #number idealDistance Ideal distance. -- @return #string Feedback text. function CARRIERTRAINER:_GetDistanceFeedback(distance, idealDistance) return distance .. " nm (Target: " .. idealDistance .. " nm)" end --- Returns the unit of a player and the player name. If the unit does not belong to a player, nil is returned. -- @param #CARRIERTRAINER self -- @param #string _unitName Name of the player unit. -- @return Wrapper.Unit#UNIT Unit of player or nil. -- @return #string Name of the player or nil. function CARRIERTRAINER:_GetPlayerUnitAndName(_unitName) self:F2(_unitName) if _unitName ~= nil then -- Get DCS unit from its name. local DCSunit=Unit.getByName(_unitName) if DCSunit then local playername=DCSunit:getPlayerName() local unit=UNIT:Find(DCSunit) self:T2({DCSunit=DCSunit, unit=unit, playername=playername}) if DCSunit and unit and playername then return unit, playername end end end -- Return nil if we could not find a player. return nil,nil end