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Update Sead.lua
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--- **Functional** -- Make SAM sites execute evasive and defensive behaviour when being fired upon.
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--
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--
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-- ===
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--
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--
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-- ## Features:
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--
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--
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-- * When SAM sites are being fired upon, the SAMs will take evasive action will reposition themselves when possible.
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-- * When SAM sites are being fired upon, the SAMs will take defensive action by shutting down their radars.
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--
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--
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-- ===
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--
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--
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-- ## Missions:
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--
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--
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-- [SEV - SEAD Evasion](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SEV%20-%20SEAD%20Evasion)
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--
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--
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-- ===
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--
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--
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-- ### Authors: **FlightControl**, **applevangelist**
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--
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--
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-- Last Update: Feb 2021
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--
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--
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-- ===
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--
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--
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-- @module Functional.Sead
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-- @image SEAD.JPG
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@ -28,24 +28,24 @@
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-- @extends Core.Base#BASE
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--- Make SAM sites execute evasive and defensive behaviour when being fired upon.
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--
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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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--
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--
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-- # Constructor:
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--
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--
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-- Use the @{#SEAD.New}() constructor to create a new SEAD object.
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--
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--
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-- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )
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--
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--
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-- @field #SEAD
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SEAD = {
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ClassName = "SEAD",
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ClassName = "SEAD",
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TargetSkill = {
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Average = { Evade = 30, DelayOn = { 40, 60 } } ,
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Good = { Evade = 20, DelayOn = { 30, 50 } } ,
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High = { Evade = 15, DelayOn = { 20, 40 } } ,
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Excellent = { Evade = 10, DelayOn = { 10, 30 } }
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},
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Excellent = { Evade = 10, DelayOn = { 10, 30 } }
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},
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SEADGroupPrefixes = {},
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SuppressedGroups = {},
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EngagementRange = 75 -- default 75% engagement range Feature Request #1355
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@ -84,7 +84,7 @@ SEAD = {
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["X_31"] = "X_31",
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["Kh25"] = "Kh25",
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}
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--- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.
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-- When an anti radiation missile is fired (KH-58, KH-31P, KH-31A, KH-25MPU, HARM missiles), the SA will shut down their radars and will take evasive actions...
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-- Chances are big that the missile will miss.
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@ -99,7 +99,7 @@ function SEAD:New( SEADGroupPrefixes )
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local self = BASE:Inherit( self, BASE:New() )
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self:F( SEADGroupPrefixes )
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if type( SEADGroupPrefixes ) == 'table' then
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for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
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self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
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@ -107,7 +107,7 @@ function SEAD:New( SEADGroupPrefixes )
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else
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self.SEADGroupPrefixes[SEADGroupPrefixes] = SEADGroupPrefixes
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end
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self:HandleEvent( EVENTS.Shot )
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self:I("*** SEAD - Started Version 0.2.5")
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return self
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@ -120,7 +120,7 @@ end
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function SEAD:UpdateSet( SEADGroupPrefixes )
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self:F( SEADGroupPrefixes )
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if type( SEADGroupPrefixes ) == 'table' then
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for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
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self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
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@ -174,10 +174,10 @@ function SEAD:OnEventShot( EventData )
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self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
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self:T({ SEADWeapon })
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--[[check for SEAD missiles
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if SEADWeaponName == "weapons.missiles.X_58" --Kh-58U anti-radiation missiles fired
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or
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or
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SEADWeaponName == "weapons.missiles.Kh25MP_PRGS1VP" --Kh-25MP anti-radiation missiles fired
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or
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SEADWeaponName == "weapons.missiles.X_25MP" --Kh-25MPU anti-radiation missiles fired
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@ -205,7 +205,7 @@ function SEAD:OnEventShot( EventData )
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SEADWeaponName == "weapons.missiles.AGM_84H" --AGM84 anti-radiation missiles fired
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--]]
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if self:_CheckHarms(SEADWeaponName) then
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local _evade = math.random (1,100) -- random number for chance of evading action
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local _targetMim = EventData.Weapon:getTarget() -- Identify target
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local _targetMimname = Unit.getName(_targetMim) -- Unit name
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@ -222,7 +222,7 @@ function SEAD:OnEventShot( EventData )
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self:T( '*** SEAD - Group Found' )
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break
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end
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end
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end
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if SEADGroupFound == true then -- yes we are being attacked
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if _targetskill == "Random" then -- when skill is random, choose a skill
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local Skills = { "Average", "Good", "High", "Excellent" }
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@ -231,42 +231,26 @@ function SEAD:OnEventShot( EventData )
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self:T( _targetskill )
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if self.TargetSkill[_targetskill] then
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if (_evade > self.TargetSkill[_targetskill].Evade) then
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self:T( string.format("*** SEAD - Evading, target skill " ..string.format(_targetskill)) )
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local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
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local _targetMimcont= _targetMimgroup:getController()
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routines.groupRandomDistSelf(_targetMimgroup,300,'Diamond',250,20) -- move randomly
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--tracker ID table to switch groups off and on again
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local id = {
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local id = {
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groupName = _targetMimgroup,
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ctrl = _targetMimcont
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}
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local delay1 = math.random(self.TargetSkill[_targetskill].DelayOff[1], self.TargetSkill[_targetskill].DelayOff[2])
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if SuppressedGroups1[id.groupName] == nil then
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SuppressedGroups1[id.groupName] = {
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SuppressionEndTime1 = timer.getTime() + delay1,
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SuppressionEndN1 = SuppressionEndCounter1 --Store instance of SuppressionEnd() scheduled function
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}
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Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
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timer.scheduleFunction(SuppressionEnd1, id, SuppressedGroups1[id.groupName].SuppressionEndTime1) --Schedule the SuppressionEnd() function
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--trigger.action.outText( string.format("Radar Off " ..string.format(delay1)), 20)
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end
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local SuppressedGroups = {}
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local function SuppressionEnd(id)
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local function SuppressionEnd(id) --switch group back on
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local range = self.EngagementRange -- Feature Request #1355
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--env.info(string.format("*** SEAD - Engagement Range is %d", range))
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self:T(string.format("*** SEAD - Engagement Range is %d", range))
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id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.RED)
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id.ctrl:setOption(AI.Option.Ground.id.AC_ENGAGEMENT_RANGE_RESTRICTION,range) --Feature Request #1355
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SuppressedGroups[id.groupName] = nil
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self.SuppressedGroups[id.groupName] = nil --delete group id from table when done
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end
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-- randomize switch-on time
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local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
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