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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
#MANTIS/#SEAD/#SHORAD
* Added shoot and scoot for MANTIS and SHORAD * Added detection of TALD ADM-141A (all)
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@ -487,7 +487,11 @@ do
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-- mybluemantis:Start()
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--
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function MANTIS:New(name,samprefix,ewrprefix,hq,coalition,dynamic,awacs, EmOnOff, Padding, Zones)
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-- Inherit everything from BASE class.
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local self = BASE:Inherit(self, FSM:New()) -- #MANTIS
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-- DONE: Create some user functions for these
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-- DONE: Make HQ useful
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-- DONE: Set SAMs to auto if EWR dies
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@ -549,6 +553,10 @@ do
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self.ShoradGroupSet = SET_GROUP:New() -- Core.Set#SET_GROUP
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self.FilterZones = Zones
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self.SkateZones = nil
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self.SkateNumber = 3
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self.shootandscoot = false
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self.UseEmOnOff = true
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if EmOnOff == false then
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self.UseEmOnOff = false
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@ -560,9 +568,6 @@ do
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self.advAwacs = false
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end
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-- Inherit everything from BASE class.
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local self = BASE:Inherit(self, FSM:New()) -- #MANTIS
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-- Set the string id for output to DCS.log file.
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self.lid=string.format("MANTIS %s | ", self.name)
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@ -787,6 +792,19 @@ do
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return self
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end
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--- Add a SET_ZONE of zones for Shoot&Scoot - SHORAD units will move around
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-- @param #MANTIS self
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-- @param Core.Set#SET_ZONE ZoneSet Set of zones to be used. Units will move around to the next (random) zone between 100m and 3000m away.
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-- @param #number Number Number of closest zones to be considered, defaults to 3.
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-- @return #MANTIS self
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function MANTIS:AddScootZones(ZoneSet, Number)
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self:T(self.lid .. " AddScootZones")
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self.SkateZones = ZoneSet
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self.SkateNumber = Number or 3
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self.shootandscoot = true
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return self
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end
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--- Function to set accept and reject zones.
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-- @param #MANTIS self
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-- @param #table AcceptZones Table of @{Core.Zone#ZONE} objects
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@ -1786,6 +1804,10 @@ do
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self.Shorad:SetDefenseLimits(80,95)
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self.ShoradLink = true
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self.Shorad.Groupset=self.ShoradGroupSet
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self.Shorad.debug = self.debug
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end
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if self.shootandscoot and self.SkateZones then
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self.Shorad:AddScootZones(self.SkateZones,self.SkateNumber or 3)
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end
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self:__Status(-math.random(1,10))
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return self
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@ -34,7 +34,7 @@
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--
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-- This class is very easy to use. Just setup a SEAD object by using @{#SEAD.New}() and SAMs will evade and take defensive action when being fired upon.
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-- Once a HARM attack is detected, SEAD will shut down the radars of the attacked SAM site and take evasive action by moving the SAM
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-- vehicles around (*if* they are drivable, that is). There's a component of randomness in detection and evasion, which is based on the
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-- vehicles around (*if* they are driveable, that is). There's a component of randomness in detection and evasion, which is based on the
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-- skill set of the SAM set (the higher the skill, the more likely). When a missile is fired from far away, the SAM will stay active for a
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-- period of time to stay defensive, before it takes evasive actions.
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--
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@ -66,7 +66,6 @@ SEAD = {
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-- @field Harms
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SEAD.Harms = {
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["AGM_88"] = "AGM_88",
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--["AGM_45"] = "AGM_45",
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["AGM_122"] = "AGM_122",
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["AGM_84"] = "AGM_84",
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["AGM_45"] = "AGM_45",
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@ -21,6 +21,7 @@
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-- @image Functional.Shorad.jpg
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--
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-- Date: Nov 2021
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-- Last Update: Nov 2023
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-------------------------------------------------------------------------
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--- **SHORAD** class, extends Core.Base#BASE
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@ -39,8 +40,11 @@
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-- @field #boolean DefendHarms Default true, intercept incoming HARMS
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-- @field #boolean DefendMavs Default true, intercept incoming AG-Missiles
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-- @field #number DefenseLowProb Default 70, minimum detection limit
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-- @field #number DefenseHighProb Default 90, maximim detection limit
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-- @field #number DefenseHighProb Default 90, maximum detection limit
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-- @field #boolean UseEmOnOff Decide if we are using Emission on/off (default) or AlarmState red/green.
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-- @field #boolean shootandscoot
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-- @field #number SkateNumber
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-- @field Core.Set#SET_ZONE SkateZones
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-- @extends Core.Base#BASE
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@ -99,7 +103,10 @@ SHORAD = {
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DefendMavs = true,
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DefenseLowProb = 70,
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DefenseHighProb = 90,
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UseEmOnOff = false,
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UseEmOnOff = true,
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shootandscoot = false,
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SkateNumber = 3,
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SkateZones = nil,
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}
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-----------------------------------------------------------------------
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@ -112,7 +119,6 @@ do
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-- @field Harms
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SHORAD.Harms = {
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["AGM_88"] = "AGM_88",
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["AGM_45"] = "AGM_45",
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["AGM_122"] = "AGM_122",
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["AGM_84"] = "AGM_84",
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["AGM_45"] = "AGM_45",
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@ -123,6 +129,8 @@ do
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["X_25"] = "X_25",
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["X_31"] = "X_31",
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["Kh25"] = "Kh25",
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["HY-2"] = "HY-2",
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["ADM_141A"] = "ADM_141A",
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}
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--- TODO complete list?
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@ -134,7 +142,6 @@ do
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["Kh29"] = "Kh29",
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["Kh31"] = "Kh31",
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["Kh66"] = "Kh66",
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--["BGM_109"] = "BGM_109",
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}
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--- Instantiates a new SHORAD object
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@ -146,7 +153,7 @@ do
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-- @param #number ActiveTimer Determines how many seconds the systems stay on red alert after wake-up call
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-- @param #string Coalition Coalition, i.e. "blue", "red", or "neutral"
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-- @param #boolean UseEmOnOff Use Emissions On/Off rather than Alarm State Red/Green (default: use Emissions switch)
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-- @retunr #SHORAD self
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-- @return #SHORAD self
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function SHORAD:New(Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition, UseEmOnOff)
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local self = BASE:Inherit( self, FSM:New() )
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self:T({Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition})
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@ -165,8 +172,9 @@ do
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self.DefendMavs = true
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self.DefenseLowProb = 70 -- probability to detect a missile shot, low margin
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self.DefenseHighProb = 90 -- probability to detect a missile shot, high margin
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self.UseEmOnOff = UseEmOnOff or false -- Decide if we are using Emission on/off (default) or AlarmState red/green
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self:I("*** SHORAD - Started Version 0.3.1")
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self.UseEmOnOff = true -- Decide if we are using Emission on/off (default) or AlarmState red/green
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if UseEmOnOff == false then self.UseEmOnOff = UseEmOnOff end
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self:I("*** SHORAD - Started Version 0.3.2")
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-- Set the string id for output to DCS.log file.
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self.lid=string.format("SHORAD %s | ", self.name)
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self:_InitState()
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@ -176,12 +184,14 @@ do
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self:SetStartState("Running")
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self:AddTransition("*", "WakeUpShorad", "*")
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self:AddTransition("*", "CalculateHitZone", "*")
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self:AddTransition("*", "ShootAndScoot", "*")
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return self
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end
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--- Initially set all groups to alarm state GREEN
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-- @param #SHORAD self
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-- @return #SHORAD self
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function SHORAD:_InitState()
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self:T(self.lid .. " _InitState")
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local table = {}
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@ -205,21 +215,36 @@ do
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return self
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end
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--- Add a SET_ZONE of zones for Shoot&Scoot
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-- @param #SHORAD self
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-- @param Core.Set#SET_ZONE ZoneSet Set of zones to be used. Units will move around to the next (random) zone between 100m and 3000m away.
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-- @param #number Number Number of closest zones to be considered, defaults to 3.
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-- @return #SHORAD self
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function SHORAD:AddScootZones(ZoneSet, Number)
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self:T(self.lid .. " AddScootZones")
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self.SkateZones = ZoneSet
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self.SkateNumber = Number or 3
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self.shootandscoot = true
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return self
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end
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--- Switch debug state on
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-- @param #SHORAD self
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-- @param #boolean debug Switch debug on (true) or off (false)
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-- @return #SHORAD self
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function SHORAD:SwitchDebug(onoff)
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self:T( { onoff } )
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if onoff then
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self:SwitchDebugOn()
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else
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self.SwitchDebugOff()
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self:SwitchDebugOff()
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end
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return self
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end
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--- Switch debug state on
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-- @param #SHORAD self
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-- @return #SHORAD self
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function SHORAD:SwitchDebugOn()
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self.debug = true
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--tracing
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@ -230,6 +255,7 @@ do
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--- Switch debug state off
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-- @param #SHORAD self
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-- @return #SHORAD self
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function SHORAD:SwitchDebugOff()
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self.debug = false
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BASE:TraceOff()
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@ -239,6 +265,7 @@ do
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--- Switch defense for HARMs
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-- @param #SHORAD self
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-- @param #boolean onoff
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-- @return #SHORAD self
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function SHORAD:SwitchHARMDefense(onoff)
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self:T( { onoff } )
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local onoff = onoff or true
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@ -249,6 +276,7 @@ do
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--- Switch defense for AGMs
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-- @param #SHORAD self
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-- @param #boolean onoff
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-- @return #SHORAD self
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function SHORAD:SwitchAGMDefense(onoff)
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self:T( { onoff } )
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local onoff = onoff or true
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@ -260,6 +288,7 @@ do
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-- @param #SHORAD self
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-- @param #number low Minimum detection limit, integer 1-100
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-- @param #number high Maximum detection limit integer 1-100
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-- @return #SHORAD self
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function SHORAD:SetDefenseLimits(low,high)
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self:T( { low, high } )
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local low = low or 70
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@ -278,6 +307,7 @@ do
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--- Set the number of seconds a SHORAD site will stay active
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-- @param #SHORAD self
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-- @param #number seconds Number of seconds systems stay active
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-- @return #SHORAD self
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function SHORAD:SetActiveTimer(seconds)
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self:T(self.lid .. " SetActiveTimer")
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local timer = seconds or 600
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@ -291,6 +321,7 @@ do
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--- Set the number of meters for the SHORAD defense zone
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-- @param #SHORAD self
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-- @param #number meters Radius of the defense search zone in meters. #SHORADs in this range around a targeted group will go active
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-- @return #SHORAD self
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function SHORAD:SetDefenseRadius(meters)
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self:T(self.lid .. " SetDefenseRadius")
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local radius = meters or 20000
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@ -304,6 +335,7 @@ do
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--- Set using Emission on/off instead of changing alarm state
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-- @param #SHORAD self
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-- @param #boolean switch Decide if we are changing alarm state or AI state
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-- @return #SHORAD self
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function SHORAD:SetUsingEmOnOff(switch)
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self:T(self.lid .. " SetUsingEmOnOff")
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self.UseEmOnOff = switch or false
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@ -375,11 +407,11 @@ do
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local shorad = self.Groupset
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local shoradset = shorad:GetAliveSet() --#table
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local returnname = false
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--local TDiff = 1
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for _,_groups in pairs (shoradset) do
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local groupname = _groups:GetName()
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if string.find(groupname, tgtgrp, 1, true) then
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returnname = true
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--_groups:RelocateGroundRandomInRadius(7,100,false,false) -- be a bit evasive
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end
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end
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return returnname
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@ -426,6 +458,7 @@ do
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-- @param #number Radius Radius of the #ZONE
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-- @param #number ActiveTimer Number of seconds to stay active
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-- @param #number TargetCat (optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC
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-- @return #SHORAD self
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-- @usage Use this function to integrate with other systems, example
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--
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-- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
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@ -452,28 +485,35 @@ do
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local targetzone = ZONE_RADIUS:New("Shorad",targetvec2,Radius) -- create a defense zone to check
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local groupset = self.Groupset --Core.Set#SET_GROUP
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local shoradset = groupset:GetAliveSet() --#table
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-- local function to switch off shorad again
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local function SleepShorad(group)
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local groupname = group:GetName()
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self.ActiveGroups[groupname] = nil
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if self.UseEmOnOff then
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group:EnableEmission(false)
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--group:SetAIOff()
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else
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group:OptionAlarmStateGreen()
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if group and group:IsAlive() then
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local groupname = group:GetName()
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self.ActiveGroups[groupname] = nil
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if self.UseEmOnOff then
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group:EnableEmission(false)
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else
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group:OptionAlarmStateGreen()
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end
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local text = string.format("Sleeping SHORAD %s", group:GetName())
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self:T(text)
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local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
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--Shoot and Scoot
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if self.shootandscoot then
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self:__ShootAndScoot(1,group)
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end
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end
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local text = string.format("Sleeping SHORAD %s", group:GetName())
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self:T(text)
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local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
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end
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-- go through set and find the one(s) to activate
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local TDiff = 4
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for _,_group in pairs (shoradset) do
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if _group:IsAnyInZone(targetzone) then
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local text = string.format("Waking up SHORAD %s", _group:GetName())
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self:T(text)
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local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
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if self.UseEmOnOff then
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--_group:SetAIOn()
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_group:EnableEmission(true)
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end
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_group:OptionAlarmStateRed()
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@ -481,91 +521,128 @@ do
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if self.ActiveGroups[groupname] == nil then -- no timer yet for this group
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self.ActiveGroups[groupname] = { Timing = ActiveTimer }
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local endtime = timer.getTime() + (ActiveTimer * math.random(75,100) / 100 ) -- randomize wakeup a bit
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timer.scheduleFunction(SleepShorad, _group, endtime)
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self.ActiveGroups[groupname].Timer = TIMER:New(SleepShorad,_group):Start(endtime)
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--Shoot and Scoot
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if self.shootandscoot then
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self:__ShootAndScoot(TDiff,_group)
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TDiff=TDiff+1
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end
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end
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end
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end
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return self
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end
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--- (Internal) Calculate hit zone of an AGM-88
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-- @param #SHORAD self
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-- @param #table SEADWeapon DCS.Weapon object
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-- @param Core.Point#COORDINATE pos0 Position of the plane when it fired
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-- @param #number height Height when the missile was fired
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-- @param Wrapper.Group#GROUP SEADGroup Attacker group
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-- @return #SHORAD self
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function SHORAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADGroup)
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self:T("**** Calculating hit zone")
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if SEADWeapon and SEADWeapon:isExist() then
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--local pos = SEADWeapon:getPoint()
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--- (Internal) Calculate hit zone of an AGM-88
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-- @param #SHORAD self
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-- @param #table SEADWeapon DCS.Weapon object
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-- @param Core.Point#COORDINATE pos0 Position of the plane when it fired
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-- @param #number height Height when the missile was fired
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-- @param Wrapper.Group#GROUP SEADGroup Attacker group
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-- @return #SHORAD self
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function SHORAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADGroup)
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self:T("**** Calculating hit zone")
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if SEADWeapon and SEADWeapon:isExist() then
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--local pos = SEADWeapon:getPoint()
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-- postion and height
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local position = SEADWeapon:getPosition()
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local mheight = height
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-- heading
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local wph = math.atan2(position.x.z, position.x.x)
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if wph < 0 then
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wph=wph+2*math.pi
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end
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wph=math.deg(wph)
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-- velocity
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local wpndata = SEAD.HarmData["AGM_88"]
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local mveloc = math.floor(wpndata[2] * 340.29)
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local c1 = (2*mheight*9.81)/(mveloc^2)
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local c2 = (mveloc^2) / 9.81
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local Ropt = c2 * math.sqrt(c1+1)
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if height <= 5000 then
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Ropt = Ropt * 0.72
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elseif height <= 7500 then
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Ropt = Ropt * 0.82
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elseif height <= 10000 then
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Ropt = Ropt * 0.87
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elseif height <= 12500 then
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Ropt = Ropt * 0.98
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end
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-- look at a couple of zones across the trajectory
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for n=1,3 do
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local dist = Ropt - ((n-1)*20000)
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local predpos= pos0:Translate(dist,wph)
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if predpos then
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-- postion and height
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local position = SEADWeapon:getPosition()
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local mheight = height
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-- heading
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local wph = math.atan2(position.x.z, position.x.x)
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if wph < 0 then
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wph=wph+2*math.pi
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end
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wph=math.deg(wph)
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-- velocity
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local wpndata = SEAD.HarmData["AGM_88"]
|
||||
local mveloc = math.floor(wpndata[2] * 340.29)
|
||||
local c1 = (2*mheight*9.81)/(mveloc^2)
|
||||
local c2 = (mveloc^2) / 9.81
|
||||
local Ropt = c2 * math.sqrt(c1+1)
|
||||
if height <= 5000 then
|
||||
Ropt = Ropt * 0.72
|
||||
elseif height <= 7500 then
|
||||
Ropt = Ropt * 0.82
|
||||
elseif height <= 10000 then
|
||||
Ropt = Ropt * 0.87
|
||||
elseif height <= 12500 then
|
||||
Ropt = Ropt * 0.98
|
||||
local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000)
|
||||
|
||||
if self.debug then
|
||||
predpos:MarkToAll(string.format("height=%dm | heading=%d | velocity=%ddeg | Ropt=%dm",mheight,wph,mveloc,Ropt),false)
|
||||
targetzone:DrawZone(coalition.side.BLUE,{0,0,1},0.2,nil,nil,3,true)
|
||||
end
|
||||
|
||||
local seadset = self.Groupset
|
||||
local tgtcoord = targetzone:GetRandomPointVec2()
|
||||
local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
|
||||
local _targetgroup = nil
|
||||
local _targetgroupname = "none"
|
||||
local _targetskill = "Random"
|
||||
if tgtgrp and tgtgrp:IsAlive() then
|
||||
_targetgroup = tgtgrp
|
||||
_targetgroupname = tgtgrp:GetName() -- group name
|
||||
_targetskill = tgtgrp:GetUnit(1):GetSkill()
|
||||
self:T("*** Found Target = ".. _targetgroupname)
|
||||
self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- look at a couple of zones across the trajectory
|
||||
for n=1,3 do
|
||||
local dist = Ropt - ((n-1)*20000)
|
||||
local predpos= pos0:Translate(dist,wph)
|
||||
if predpos then
|
||||
return self
|
||||
end
|
||||
|
||||
local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000)
|
||||
|
||||
if self.debug then
|
||||
predpos:MarkToAll(string.format("height=%dm | heading=%d | velocity=%ddeg | Ropt=%dm",mheight,wph,mveloc,Ropt),false)
|
||||
targetzone:DrawZone(coalition.side.BLUE,{0,0,1},0.2,nil,nil,3,true)
|
||||
end
|
||||
|
||||
local seadset = self.Groupset
|
||||
local tgtcoord = targetzone:GetRandomPointVec2()
|
||||
local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
|
||||
local _targetgroup = nil
|
||||
local _targetgroupname = "none"
|
||||
local _targetskill = "Random"
|
||||
if tgtgrp and tgtgrp:IsAlive() then
|
||||
_targetgroup = tgtgrp
|
||||
_targetgroupname = tgtgrp:GetName() -- group name
|
||||
_targetskill = tgtgrp:GetUnit(1):GetSkill()
|
||||
self:T("*** Found Target = ".. _targetgroupname)
|
||||
self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT)
|
||||
--- (Internal) Shoot and Scoot
|
||||
-- @param #SHORAD self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Group#GROUP Shorad Shorad group
|
||||
-- @return #SHORAD self
|
||||
function SHORAD:onafterShootAndScoot(From,Event,To,Shorad)
|
||||
self:T( { From,Event,To } )
|
||||
local possibleZones = {}
|
||||
local mindist = 100
|
||||
local maxdist = 3000
|
||||
if Shorad and Shorad:IsAlive() then
|
||||
local NowCoord = Shorad:GetCoordinate()
|
||||
for _,_zone in pairs(self.SkateZones.Set) do
|
||||
local zone = _zone -- Core.Zone#ZONE_RADIUS
|
||||
local dist = NowCoord:Get2DDistance(zone:GetCoordinate())
|
||||
if dist >= mindist and dist <= maxdist then
|
||||
possibleZones[#possibleZones+1] = zone
|
||||
if #possibleZones == self.SkateNumber then break end
|
||||
end
|
||||
end
|
||||
end
|
||||
if #possibleZones > 0 and Shorad:GetVelocityKMH() < 2 then
|
||||
local rand = math.floor(math.random(1,#possibleZones*1000)/1000+0.5)
|
||||
if rand == 0 then rand = 1 end
|
||||
self:T(self.lid .. " ShootAndScoot to zone "..rand)
|
||||
local ToCoordinate = possibleZones[rand]:GetCoordinate()
|
||||
Shorad:RouteGroundTo(ToCoordinate,20,"Cone",1)
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Main function - work on the EventData
|
||||
-- @param #SHORAD self
|
||||
-- @param Core.Event#EVENTDATA EventData The event details table data set
|
||||
-- @return #SHORAD self
|
||||
function SHORAD:HandleEventShot( EventData )
|
||||
self:T( { EventData } )
|
||||
self:T(self.lid .. " HandleEventShot")
|
||||
--local ShootingUnit = EventData.IniDCSUnit
|
||||
--local ShootingUnitName = EventData.IniDCSUnitName
|
||||
local ShootingWeapon = EventData.Weapon -- Identify the weapon fired
|
||||
local ShootingWeaponName = EventData.WeaponName -- return weapon type
|
||||
-- get firing coalition
|
||||
@ -603,20 +680,11 @@ end
|
||||
if targetcat == Object.Category.UNIT then -- UNIT
|
||||
targetunit = UNIT:Find(targetdata)
|
||||
elseif targetcat == Object.Category.STATIC then -- STATIC
|
||||
--self:T("Static Target Data")
|
||||
--self:T({targetdata:isExist()})
|
||||
--self:T({targetdata:getPoint()})
|
||||
local tgtcoord = COORDINATE:NewFromVec3(targetdata:getPoint())
|
||||
--tgtcoord:MarkToAll("Missile Target",true)
|
||||
|
||||
local tgtgrp1 = self.Samset:FindNearestGroupFromPointVec2(tgtcoord)
|
||||
local tgtgrp1 = self.Samset:FindNearestGroupFromPointVec2(tgtcoord)
|
||||
local tgtcoord1 = tgtgrp1:GetCoordinate()
|
||||
--tgtcoord1:MarkToAll("Close target SAM",true)
|
||||
|
||||
local tgtgrp2 = self.Groupset:FindNearestGroupFromPointVec2(tgtcoord)
|
||||
local tgtcoord2 = tgtgrp2:GetCoordinate()
|
||||
--tgtcoord2:MarkToAll("Close target SHORAD",true)
|
||||
|
||||
local dist1 = tgtcoord:Get2DDistance(tgtcoord1)
|
||||
local dist2 = tgtcoord:Get2DDistance(tgtcoord2)
|
||||
|
||||
@ -628,10 +696,8 @@ end
|
||||
targetcat = Object.Category.UNIT
|
||||
end
|
||||
end
|
||||
--local targetunitname = Unit.getName(targetdata) -- Unit name
|
||||
if targetunit and targetunit:IsAlive() then
|
||||
local targetunitname = targetunit:GetName()
|
||||
--local targetgroup = Unit.getGroup(Weapon.getTarget(ShootingWeapon)) --targeted group
|
||||
local targetgroup = nil
|
||||
local targetgroupname = "none"
|
||||
if targetcat == Object.Category.UNIT then
|
||||
@ -649,7 +715,6 @@ end
|
||||
self:T( text )
|
||||
local m = MESSAGE:New(text,10,"Info"):ToAllIf(self.debug)
|
||||
-- check if we or a SAM site are the target
|
||||
--local TargetGroup = EventData.TgtGroup -- Wrapper.Group#GROUP
|
||||
local shotatus = self:_CheckShotAtShorad(targetgroupname) --#boolean
|
||||
local shotatsams = self:_CheckShotAtSams(targetgroupname) --#boolean
|
||||
-- if being shot at, find closest SHORADs to activate
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user