--- Provides missile training functions. -- -- @{#MISSILETRAINER} class -- ======================== -- The @{#MISSILETRAINER} 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: -- -- * Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes. -- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range … -- * Provide alerts when a missile would have killed your aircraft. -- * Provide alerts when the missile self destructs. -- * Enable / Disable and Configure the Missile Trainer using the various menu options. -- -- MISSILETRAINER construction methods: -- ==================================== -- Create a new MISSILETRAINER object with the @{#MISSILETRAINER.New} method: -- -- * @{#MISSILETRAINER.New}: Creates a new MISSILETRAINER object taking the maximum distance to your aircraft to evaluate when a missile needs to be destroyed. -- -- MISSILETRAINER will collect each unit declared in the mission with a skill level "Client" and "Player", and will monitor the missiles shot at those. -- -- MISSILETRAINER initialization methods: -- ====================================== -- A MISSILETRAINER object will behave differently based on the usage of initialization methods: -- -- * @{#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.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. -- * @{#MISSILETRAINER.InitRangeOnOff}: Sets by default the display of range information of missiles ON of OFF. -- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF. -- -- @module MissileTrainer -- @author FlightControl Include.File( "Client" ) Include.File( "Scheduler" ) --- The MISSILETRAINER class -- @type MISSILETRAINER -- @extends Base#BASE MISSILETRAINER = { ClassName = "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 #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 ) local self = BASE:Inherit( self, BASE:New() ) self:F( Distance ) self.Schedulers = {} self.SchedulerID = 0 self.MessageInterval = 2 self.MessageLastTime = timer.getTime() self.Distance = Distance / 1000 _EVENTDISPATCHER:OnShot( self._EventShot, self ) self.DB = DATABASE:New():FilterStart() self.DBClients = self.DB.Clients self.DBUnits = self.DB.Units for ClientID, Client in pairs( self.DBClients ) do local function _Alive( Client ) Client:Message( "Hello trainee, welcome to the Missile Trainer.\nUse the F10->F2 menu options in the radio menu to change the Missile Trainer settings.\nGood luck!", 10, "ID", "Trainer" ) Client.MainMenu = MENU_CLIENT:New( Client, "Missile Trainer", nil ) Client.MenuMessages = MENU_CLIENT:New( Client, "Messages", Client.MainMenu ) Client.MenuOn = MENU_CLIENT_COMMAND:New( Client, "Messages On", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = true } ) Client.MenuOff = MENU_CLIENT_COMMAND:New( Client, "Messages Off", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = false } ) Client.MenuTracking = MENU_CLIENT:New( Client, "Tracking", Client.MainMenu ) Client.MenuTrackingToAll = MENU_CLIENT_COMMAND:New( Client, "To All", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = true } ) 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.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 } ) Client.MenuAlertsToTarget = MENU_CLIENT_COMMAND:New( Client, "To Target", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = false } ) Client.MenuHitsOn = MENU_CLIENT_COMMAND:New( Client, "Hits On", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsHitsOnOff = true } ) Client.MenuHitsOff = MENU_CLIENT_COMMAND:New( Client, "Hits Off", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsHitsOnOff = false } ) Client.MenuLaunchesOn = MENU_CLIENT_COMMAND:New( Client, "Launches On", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsLaunchesOnOff = true } ) Client.MenuLaunchesOff = MENU_CLIENT_COMMAND:New( Client, "Launches Off", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsLaunchesOnOff = false } ) Client.MenuDetails = MENU_CLIENT:New( Client, "Details", Client.MainMenu ) Client.MenuDetailsDistanceOn = MENU_CLIENT_COMMAND:New( Client, "Range On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = true } ) Client.MenuDetailsDistanceOff = MENU_CLIENT_COMMAND:New( Client, "Range Off", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = false } ) Client.MenuDetailsBearingOn = MENU_CLIENT_COMMAND:New( Client, "Bearing On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsBearingOnOff = true } ) Client.MenuDetailsBearingOff = MENU_CLIENT_COMMAND:New( Client, "Bearing Off", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsBearingOnOff = false } ) Client.MenuDistance = MENU_CLIENT:New( Client, "Set distance to plane", Client.MainMenu ) Client.MenuDistance50 = MENU_CLIENT_COMMAND:New( Client, "50 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 50 / 1000 } ) Client.MenuDistance100 = MENU_CLIENT_COMMAND:New( Client, "100 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 100 / 1000 } ) Client.MenuDistance150 = MENU_CLIENT_COMMAND:New( Client, "150 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 150 / 1000 } ) Client.MenuDistance200 = MENU_CLIENT_COMMAND:New( Client, "200 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 200 / 1000 } ) local ClientID = Client:GetID() self:T( ClientID ) if not self.TrackingMissiles[ClientID] then self.TrackingMissiles[ClientID] = {} end self.TrackingMissiles[ClientID].Client = Client if not self.TrackingMissiles[ClientID].MissileData then self.TrackingMissiles[ClientID].MissileData = {} end end Client:Alive( _Alive ) end -- self.DB:ForEachClient( -- --- @param Client#CLIENT Client -- function( Client ) -- -- ... actions ... -- -- end -- ) self.MessagesOnOff = true self.TrackingToAll = false self.TrackingOnOff = true self.AlertsToAll = true self.AlertsHitsOnOff = true self.AlertsLaunchesOnOff = true self.DetailsRangeOnOff = true self.DetailsBearingOnOff = true self.TrackingMissiles = {} self.TrackingScheduler = SCHEDULER:New( self, self._TrackMissiles, {}, 0.5, 0.05, 0 ) return self end -- Initialization methods. --- Sets by default the display of any message to be ON or OFF. -- @param #MISSILETRAINER self -- @param #boolean MessagesOnOff true or false -- @return #MISSILETRAINER self function MISSILETRAINER:InitMessagesOnOff( MessagesOnOff ) self:F( MessagesOnOff ) self.MessagesOnOff = MessagesOnOff if self.MessagesOnOff == true then MESSAGE:New( "Messages ON", "Menu", 15, "ID" ):ToAll() else MESSAGE:New( "Messages OFF", "Menu", 15, "ID" ):ToAll() end return self end --- Sets by default the missile tracking report for all players or only for those missiles targetted to you. -- @param #MISSILETRAINER self -- @param #boolean TrackingToAll true or false -- @return #MISSILETRAINER self function MISSILETRAINER:InitTrackingToAll( TrackingToAll ) self:F( TrackingToAll ) self.TrackingToAll = TrackingToAll if self.TrackingToAll == true then MESSAGE:New( "Missile tracking to all players ON", "Menu", 15, "ID" ):ToAll() else MESSAGE:New( "Missile tracking to all players OFF", "Menu", 15, "ID" ):ToAll() end return self end --- Sets by default the display of missile tracking report to be ON or OFF. -- @param #MISSILETRAINER self -- @param #boolean TrackingOnOff true or false -- @return #MISSILETRAINER self function MISSILETRAINER:InitTrackingOnOff( TrackingOnOff ) self:F( TrackingOnOff ) self.TrackingOnOff = TrackingOnOff if self.TrackingOnOff == true then MESSAGE:New( "Missile tracking ON", "Menu", 15, "ID" ):ToAll() else MESSAGE:New( "Missile tracking OFF", "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 -- @return #MISSILETRAINER self function MISSILETRAINER:InitAlertsToAll( AlertsToAll ) self:F( AlertsToAll ) self.AlertsToAll = AlertsToAll if self.AlertsToAll == true then MESSAGE:New( "Alerts to all players ON", "Menu", 15, "ID" ):ToAll() else MESSAGE:New( "Alerts to all players OFF", "Menu", 15, "ID" ):ToAll() end return self end --- Sets by default the display of hit alerts ON or OFF. -- @param #MISSILETRAINER self -- @param #boolean AlertsHitsOnOff true or false -- @return #MISSILETRAINER self function MISSILETRAINER:InitAlertsHitsOnOff( AlertsHitsOnOff ) self:F( AlertsHitsOnOff ) self.AlertsHitsOnOff = AlertsHitsOnOff if self.AlertsHitsOnOff == true then MESSAGE:New( "Alerts Hits ON", "Menu", 15, "ID" ):ToAll() else MESSAGE:New( "Alerts Hits OFF", "Menu", 15, "ID" ):ToAll() end return self end --- Sets by default the display of launch alerts ON or OFF. -- @param #MISSILETRAINER self -- @param #boolean AlertsLaunchesOnOff true or false -- @return #MISSILETRAINER self function MISSILETRAINER:InitAlertsLaunchesOnOff( AlertsLaunchesOnOff ) self:F( AlertsLaunchesOnOff ) self.AlertsLaunchesOnOff = AlertsLaunchesOnOff if self.AlertsLaunchesOnOff == true then MESSAGE:New( "Alerts Launches ON", "Menu", 15, "ID" ):ToAll() else MESSAGE:New( "Alerts Launches OFF", "Menu", 15, "ID" ):ToAll() end return self end --- Sets by default the display of range information of missiles ON of OFF. -- @param #MISSILETRAINER self -- @param #boolean DetailsRangeOnOff true or false -- @return #MISSILETRAINER self function MISSILETRAINER:InitRangeOnOff( DetailsRangeOnOff ) self:F( DetailsRangeOnOff ) self.DetailsRangeOnOff = DetailsRangeOnOff if self.DetailsRangeOnOff == true then MESSAGE:New( "Range display ON", "Menu", 15, "ID" ):ToAll() else MESSAGE:New( "Range display OFF", "Menu", 15, "ID" ):ToAll() end return self end --- Sets by default the display of bearing information of missiles ON of OFF. -- @param #MISSILETRAINER self -- @param #boolean DetailsBearingOnOff true or false -- @return #MISSILETRAINER self function MISSILETRAINER:InitBearingOnOff( DetailsBearingOnOff ) self:F( DetailsBearingOnOff ) self.DetailsBearingOnOff = DetailsBearingOnOff if self.DetailsBearingOnOff == true then MESSAGE:New( "Bearing display OFF", "Menu", 15, "ID" ):ToAll() else MESSAGE:New( "Bearing display OFF", "Menu", 15, "ID" ):ToAll() end return self end -- Menu functions function MISSILETRAINER._MenuMessages( MenuParameters ) local self = MenuParameters.MenuSelf if MenuParameters.MessagesOnOff ~= nil then self:InitMessagesOnOff( MenuParameters.MessagesOnOff ) end if MenuParameters.TrackingToAll ~= nil then self:InitTrackingToAll( MenuParameters.TrackingToAll ) end if MenuParameters.TrackingOnOff ~= nil then self:InitTrackingOnOff( MenuParameters.TrackingOnOff ) end if MenuParameters.AlertsToAll ~= nil then self:InitAlertsToAll( MenuParameters.AlertsToAll ) end if MenuParameters.AlertsHitsOnOff ~= nil then self:InitAlertsHitsOnOff( MenuParameters.AlertsHitsOnOff ) end if MenuParameters.AlertsLaunchesOnOff ~= nil then self:InitAlertsLaunchesOnOff( MenuParameters.AlertsLaunchesOnOff ) end if MenuParameters.DetailsRangeOnOff ~= nil then self:InitRangeOnOff( MenuParameters.DetailsRangeOnOff ) end if MenuParameters.DetailsBearingOnOff ~= nil then self:InitBearingOnOff( MenuParameters.DetailsBearingOnOff ) end if MenuParameters.Distance ~= nil then self.Distance = MenuParameters.Distance MESSAGE:New( "Hit detection distance set to " .. self.Distance .. " meters", "Menu", 15, "ID" ):ToAll() end end --- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME. -- @param #MISSILETRAINER self -- @param Event#EVENTDATA Event function MISSILETRAINER:_EventShot( Event ) self:F( { Event } ) local TrainerSourceDCSUnit = Event.IniDCSUnit local TrainerSourceDCSUnitName = Event.IniDCSUnitName local TrainerWeapon = Event.Weapon -- Identify the weapon fired local TrainerWeaponName = Event.WeaponName -- return weapon type self:T( "Missile Launched = " .. TrainerWeaponName ) local TrainerTargetDCSUnit = TrainerWeapon:getTarget() -- Identify target local TrainerTargetDCSUnitName = Unit.getName( TrainerTargetDCSUnit ) local TrainerTargetSkill = _DATABASE.Templates.Units[TrainerTargetDCSUnitName].Template.skill self:T(TrainerTargetDCSUnitName ) local Client = self.DBClients[TrainerTargetDCSUnitName] if Client then local TrainerSourceUnit = UNIT:New(TrainerSourceDCSUnit) local TrainerTargetUnit = UNIT:New(TrainerTargetDCSUnit) if self.MessagesOnOff and self.AlertsLaunchesOnOff then local Message = MESSAGE:New( string.format( "%s launched a %s", TrainerSourceUnit:GetTypeName(), TrainerWeaponName ) .. self:_AddRange( Client, TrainerWeapon ) .. self:_AddBearing( Client, TrainerWeapon ),"Launch Alert", 5, "ID" ) if self.AlertsToAll then Message:ToAll() else Message:ToClient( Client ) end end local ClientID = Client:GetID() local MissileData = {} MissileData.TrainerSourceUnit = TrainerSourceUnit MissileData.TrainerWeapon = TrainerWeapon MissileData.TrainerTargetUnit = TrainerTargetUnit MissileData.TrainerWeaponTypeName = TrainerWeapon:getTypeName() MissileData.TrainerWeaponLaunched = true table.insert( self.TrackingMissiles[ClientID].MissileData, MissileData ) --self:T( self.TrackingMissiles ) end end function MISSILETRAINER:_AddRange( Client, TrainerWeapon ) local RangeText = "" if self.DetailsRangeOnOff then local PositionMissile = TrainerWeapon:getPoint() local PositionTarget = Client:GetPositionVec3() local Range = ( ( PositionMissile.x - PositionTarget.x )^2 + ( PositionMissile.y - PositionTarget.y )^2 + ( PositionMissile.z - PositionTarget.z )^2 ) ^ 0.5 / 1000 RangeText = string.format( ", at %4.2fkm", Range ) end return RangeText end function MISSILETRAINER:_AddBearing( Client, TrainerWeapon ) local BearingText = "" if self.DetailsBearingOnOff then local PositionMissile = TrainerWeapon:getPoint() local PositionTarget = Client:GetPositionVec3() self:T2( { PositionTarget, PositionMissile }) local DirectionVector = { x = PositionMissile.x - PositionTarget.x, y = PositionMissile.y - PositionTarget.y, z = PositionMissile.z - PositionTarget.z } local DirectionRadians = math.atan2( DirectionVector.z, DirectionVector.x ) --DirectionRadians = DirectionRadians + routines.getNorthCorrection( PositionTarget ) if DirectionRadians < 0 then DirectionRadians = DirectionRadians + 2 * math.pi end local DirectionDegrees = DirectionRadians * 180 / math.pi BearingText = string.format( ", %d degrees", DirectionDegrees ) end return BearingText end --- -- @param #MISSILETRAINER self function MISSILETRAINER:_TrackMissiles() self:F2() local ShowMessages = false if self.MessagesOnOff and self.MessageLastTime + 3 <= timer.getTime() then self.MessageLastTime = timer.getTime() ShowMessages = true end for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do local Client = ClientData.Client self:T2( { Client:GetName() } ) 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 and self.AlertsHitsOnOff 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 then Message:ToAll() else Message:ToClient( Client ) end MissileData = nil table.remove( TrackingData.MissileData, MissileDataID ) self:T(TrackingData.MissileData) end else if ShowMessages then local TrackingTo TrackingTo = string.format( " -> %s", TrainerWeaponTypeName ) if ClientDataID == TrackingDataID then if ClientData.MessageToClient == "" then ClientData.MessageToClient = "Missiles to You:\n" end ClientData.MessageToClient = ClientData.MessageToClient .. TrackingTo .. self:_AddRange( ClientData.Client, TrainerWeapon ) .. self:_AddBearing( ClientData.Client, TrainerWeapon ) .. "\n" else if self.TrackingToAll then if ClientData.MessageToAll == "" then ClientData.MessageToAll = "Missiles to other Players:\n" end ClientData.MessageToAll = ClientData.MessageToAll .. TrackingTo .. self:_AddRange( ClientData.Client, TrainerWeapon ) .. self:_AddBearing( ClientData.Client, TrainerWeapon ) .. " ( " .. TrainerTargetUnit:GetPlayerName() .. " )\n" end end end end else if not ( TrainerWeapon and TrainerWeapon:isExist() ) then if self.MessagesOnOff and self.AlertsLaunchesOnOff 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 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 and self.TrackingOnOff and ShowMessages then 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 end