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https://github.com/FlightControl-Master/MOOSE.git
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Merge pull request #38 from FlightControl-Master/MissileTrainer
Missiletrainer
This commit is contained in:
commit
979de8901c
@ -9,7 +9,8 @@ copy /b Moose_Embedded.lua + ..\Moose\Group.lua Moose_Embedded.l
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copy /b Moose_Embedded.lua + ..\Moose\Unit.lua Moose_Embedded.lua
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copy /b Moose_Embedded.lua + ..\Moose\Zone.lua Moose_Embedded.lua
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copy /b Moose_Embedded.lua + ..\Moose\Database.lua Moose_Embedded.lua
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copy /b Moose_Embedded.lua + ..\Moose\Moose.lua Moose_Embedded.lua
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copy /b Moose_Embedded.lua + ..\Moose\Moose.lua Moose_Embedded.lua
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copy /b Moose_Embedded.lua + ..\Moose\TimeTrigger.lua Moose_Embedded.lua
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copy /b Moose_Embedded.lua + ..\Moose\Scoring.lua Moose_Embedded.lua
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copy /b Moose_Embedded.lua + ..\Moose\Cargo.lua Moose_Embedded.lua
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copy /b Moose_Embedded.lua + ..\Moose\Client.lua Moose_Embedded.lua
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@ -31,3 +32,4 @@ copy /b Moose_Embedded.lua + ..\Moose\Spawn.lua Moose_Embedded.l
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copy /b Moose_Embedded.lua + ..\Moose\Movement.lua Moose_Embedded.lua
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copy /b Moose_Embedded.lua + ..\Moose\Sead.lua Moose_Embedded.lua
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copy /b Moose_Embedded.lua + ..\Moose\Escort.lua Moose_Embedded.lua
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copy /b Moose_Embedded.lua + ..\Moose\MissileTrainer.lua Moose_Embedded.lua
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@ -5900,6 +5900,90 @@ _EVENTDISPATCHER = EVENT:New() -- #EVENT
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--- Declare the main database object, which is used internally by the MOOSE classes.
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_DATABASE = DATABASE:New():ScanEnvironment() -- Database#DATABASE
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--- Models time events calling event handing functions.
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-- @module TimeTrigger
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-- @author FlightControl
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Include.File( "Routines" )
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Include.File( "Base" )
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Include.File( "Cargo" )
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Include.File( "Message" )
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--- The TIMETRIGGER class
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-- @type TIMETRIGGER
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-- @extends Base#BASE
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TIMETRIGGER = {
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ClassName = "TIMETRIGGER",
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}
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--- TIMETRIGGER constructor.
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-- @param #TIMETRIGGER self
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-- @param #function TimeEventFunction
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-- @param #table TimeEventFunctionArguments
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-- @param #number StartSeconds
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-- @param #number RepeatSecondsInterval
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-- @param #number RandomizationFactor
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-- @param #number StopSeconds
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-- @return #TIMETRIGGER
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function TIMETRIGGER:New( TimeEventObject, TimeEventFunction, TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds )
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local self = BASE:Inherit( self, BASE:New() )
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self:F( { TimeEventObject, TimeEventFunction, TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds } )
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self.TimeEventObject = TimeEventObject
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self.TimeEventFunction = TimeEventFunction
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self.TimeEventFunctionArguments = TimeEventFunctionArguments
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self.StartSeconds = StartSeconds
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if RepeatSecondsInterval then
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self.RepeatSecondsInterval = RepeatSecondsInterval
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else
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self.RepeatSecondsInterval = 0
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end
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if RandomizationFactor then
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self.RandomizationFactor = RandomizationFactor
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else
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self.RandomizationFactor = 0
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end
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if StopSeconds then
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self.StopSeconds = StopSeconds
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end
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self.StartTime = timer.getTime()
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self:T("Calling function" .. timer.getTime() + self.StartSeconds )
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timer.scheduleFunction( self.Scheduler, self, timer.getTime() + self.StartSeconds + .01 )
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return self
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end
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function TIMETRIGGER:Scheduler()
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self:F( self.TimeEventFunctionArguments )
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local Result = self.TimeEventFunction( self.TimeEventObject, unpack( self.TimeEventFunctionArguments ) )
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if Result and Result == true then
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if not self.StopSeconds or ( self.StopSeconds and timer.getTime() <= self.StartTime + self.StopSeconds ) then
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timer.scheduleFunction(
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self.Scheduler,
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self,
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timer.getTime() + self.RepeatSecondsInterval * math.random( self.RandomizationFactor * self.RepeatSecondsInterval ) + 0.01
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)
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end
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end
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end
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--- Scoring system for MOOSE.
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-- This scoring class calculates the hits and kills that players make within a simulation session.
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-- Scoring is calculated using a defined algorithm.
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@ -14169,3 +14253,85 @@ function ESCORT:_ReportTargetsScheduler()
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self.ReportTargetsScheduler = nil
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end
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end
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--- Provides missile training functions.
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-- @module MissileTrainer
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-- @author FlightControl
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Include.File( "Client" )
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Include.File( "TimeTrigger" )
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--- The MISSILETRAINER class
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-- @type MISSILETRAINER
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-- @extends Base#BASE
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MISSILETRAINER = {
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ClassName = "MISSILETRAINER",
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}
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--- Creates the main object which is handling missile tracking.
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-- When a missile is fired a TIMETRIGGER is set off that follows the missile. When near a certain a client player, the missile will be destroyed.
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-- @param #MISSILETRAINER
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-- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player.
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-- @return #MISSILETRAINER
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function MISSILETRAINER:New( Distance )
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local self = BASE:Inherit( self, BASE:New() )
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self:F( Distance )
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self.TimeTriggers = {}
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self.TimeTriggerID = 0
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self.Distance = Distance
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_EVENTDISPATCHER:OnShot( self._EventShot, self )
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return self
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end
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--- 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.
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-- @see MISSILETRAINER
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function MISSILETRAINER:_EventShot( Event )
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self:F( { Event } )
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local TrainerSourceDCSUnit = Event.IniDCSUnit
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local TrainerSourceDCSUnitName = Event.IniDCSUnitName
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local TrainerWeapon = Event.Weapon -- Identify the weapon fired
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local TrainerWeaponName = Event.WeaponName -- return weapon type
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self:T( "Missile Launched = " .. TrainerWeaponName )
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local TrainerTargetDCSUnit = TrainerWeapon:getTarget() -- Identify target
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local TrainerTargetDCSUnitName = Unit.getName( TrainerTargetDCSUnit )
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local TrainerTargetDCSGroup = TrainerTargetDCSUnit:getGroup()
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local TrainerTargetDCSGroupName = TrainerTargetDCSGroup:getName()
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local TrainerTargetSkill = _DATABASE.Units[TrainerTargetDCSUnitName].Template.skill
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self:T( TrainerTargetSkill )
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if TrainerTargetSkill == "Client" or TrainerTargetSkill == "Player" then
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self.TimeTriggers[#self.TimeTriggers+1] = TIMETRIGGER:New( self, self._FollowMissile, { TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit }, 0.5, 0.05, 0 )
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end
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end
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function MISSILETRAINER:_FollowMissile( TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit )
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self:F( { TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit } )
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local TrainerSourceUnit = UNIT:New( TrainerSourceDCSUnit )
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local TrainerTargetUnit = UNIT:New( TrainerTargetDCSUnit )
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local PositionMissile = TrainerWeapon:getPoint()
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local PositionTarget = TrainerTargetUnit:GetPositionVec3()
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local Distance = ( ( PositionMissile.x - PositionTarget.x )^2 +
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( PositionMissile.y - PositionTarget.y )^2 +
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( PositionMissile.z - PositionTarget.z )^2
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) ^ 0.5
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MESSAGE:New( "Distance Missle = " .. Distance, nil, 0.2, "/Missile" ):ToAll()
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if Distance <= self.Distance then
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TrainerWeapon:destroy()
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MESSAGE:New( "Missle Destroyed", nil, 5, "/Missile" ):ToAll()
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return false
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end
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return true
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end
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@ -1,31 +0,0 @@
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rem Generate Moose_Embedded.lua
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copy Trace.lua ^
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+ Routines.lua ^
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+ Base.lua ^
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+ Menu.lua ^
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+ Group.lua ^
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+ Unit.lua ^
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+ Zone.lua ^
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+ Database.lua ^
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+ Cargo.lua ^
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+ Client.lua ^
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+ Message.lua ^
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+ Stage.lua ^
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+ Task.lua ^
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+ GoHomeTask.lua ^
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+ DestroyBaseTask.lua ^
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+ DestroyGroupsTask.lua ^
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+ DestroyRadarsTask.lua ^
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+ DestroyUnitTypesTask.lua ^
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+ PickupTask.lua ^
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+ DeployTask.lua ^
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+ NoTask.lua ^
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+ RouteTask.lua ^
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+ Mission.lua ^
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+ CleanUp.lua ^
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+ Spawn.lua ^
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+ Movement.lua ^
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+ Sead.lua ^
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Moose_Embedded.lua
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82
Moose/MissileTrainer.lua
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82
Moose/MissileTrainer.lua
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@ -0,0 +1,82 @@
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--- Provides missile training functions.
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-- @module MissileTrainer
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-- @author FlightControl
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Include.File( "Client" )
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Include.File( "TimeTrigger" )
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--- The MISSILETRAINER class
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-- @type MISSILETRAINER
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-- @extends Base#BASE
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MISSILETRAINER = {
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ClassName = "MISSILETRAINER",
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}
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--- Creates the main object which is handling missile tracking.
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-- When a missile is fired a TIMETRIGGER is set off that follows the missile. When near a certain a client player, the missile will be destroyed.
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-- @param #MISSILETRAINER
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-- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player.
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-- @return #MISSILETRAINER
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function MISSILETRAINER:New( Distance )
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local self = BASE:Inherit( self, BASE:New() )
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self:F( Distance )
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self.TimeTriggers = {}
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self.TimeTriggerID = 0
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self.Distance = Distance
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_EVENTDISPATCHER:OnShot( self._EventShot, self )
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return self
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end
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--- 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.
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-- @see MISSILETRAINER
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function MISSILETRAINER:_EventShot( Event )
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self:F( { Event } )
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local TrainerSourceDCSUnit = Event.IniDCSUnit
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local TrainerSourceDCSUnitName = Event.IniDCSUnitName
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local TrainerWeapon = Event.Weapon -- Identify the weapon fired
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local TrainerWeaponName = Event.WeaponName -- return weapon type
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self:T( "Missile Launched = " .. TrainerWeaponName )
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local TrainerTargetDCSUnit = TrainerWeapon:getTarget() -- Identify target
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local TrainerTargetDCSUnitName = Unit.getName( TrainerTargetDCSUnit )
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local TrainerTargetDCSGroup = TrainerTargetDCSUnit:getGroup()
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local TrainerTargetDCSGroupName = TrainerTargetDCSGroup:getName()
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local TrainerTargetSkill = _DATABASE.Units[TrainerTargetDCSUnitName].Template.skill
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self:T( TrainerTargetSkill )
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if TrainerTargetSkill == "Client" or TrainerTargetSkill == "Player" then
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self.TimeTriggers[#self.TimeTriggers+1] = TIMETRIGGER:New( self, self._FollowMissile, { TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit }, 0.5, 0.05, 0 )
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end
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end
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function MISSILETRAINER:_FollowMissile( TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit )
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self:F( { TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit } )
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local TrainerSourceUnit = UNIT:New( TrainerSourceDCSUnit )
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local TrainerTargetUnit = UNIT:New( TrainerTargetDCSUnit )
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local PositionMissile = TrainerWeapon:getPoint()
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local PositionTarget = TrainerTargetUnit:GetPositionVec3()
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local Distance = ( ( PositionMissile.x - PositionTarget.x )^2 +
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( PositionMissile.y - PositionTarget.y )^2 +
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( PositionMissile.z - PositionTarget.z )^2
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) ^ 0.5
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MESSAGE:New( "Distance Missle = " .. Distance, nil, 0.2, "/Missile" ):ToAll()
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if Distance <= self.Distance then
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TrainerWeapon:destroy()
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MESSAGE:New( "Missle Destroyed", nil, 5, "/Missile" ):ToAll()
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return false
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end
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return true
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end
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84
Moose/TimeTrigger.lua
Normal file
84
Moose/TimeTrigger.lua
Normal file
@ -0,0 +1,84 @@
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--- Models time events calling event handing functions.
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-- @module TimeTrigger
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-- @author FlightControl
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Include.File( "Routines" )
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Include.File( "Base" )
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Include.File( "Cargo" )
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Include.File( "Message" )
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--- The TIMETRIGGER class
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-- @type TIMETRIGGER
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-- @extends Base#BASE
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TIMETRIGGER = {
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ClassName = "TIMETRIGGER",
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}
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--- TIMETRIGGER constructor.
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-- @param #TIMETRIGGER self
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-- @param #function TimeEventFunction
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-- @param #table TimeEventFunctionArguments
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-- @param #number StartSeconds
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-- @param #number RepeatSecondsInterval
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-- @param #number RandomizationFactor
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-- @param #number StopSeconds
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-- @return #TIMETRIGGER
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function TIMETRIGGER:New( TimeEventObject, TimeEventFunction, TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds )
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local self = BASE:Inherit( self, BASE:New() )
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self:F( { TimeEventObject, TimeEventFunction, TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds } )
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self.TimeEventObject = TimeEventObject
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self.TimeEventFunction = TimeEventFunction
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self.TimeEventFunctionArguments = TimeEventFunctionArguments
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self.StartSeconds = StartSeconds
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if RepeatSecondsInterval then
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self.RepeatSecondsInterval = RepeatSecondsInterval
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else
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self.RepeatSecondsInterval = 0
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end
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if RandomizationFactor then
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self.RandomizationFactor = RandomizationFactor
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else
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self.RandomizationFactor = 0
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end
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if StopSeconds then
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self.StopSeconds = StopSeconds
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end
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self.StartTime = timer.getTime()
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self:T("Calling function" .. timer.getTime() + self.StartSeconds )
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timer.scheduleFunction( self.Scheduler, self, timer.getTime() + self.StartSeconds + .01 )
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return self
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end
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function TIMETRIGGER:Scheduler()
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self:F( self.TimeEventFunctionArguments )
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local Result = self.TimeEventFunction( self.TimeEventObject, unpack( self.TimeEventFunctionArguments ) )
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if Result and Result == true then
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if not self.StopSeconds or ( self.StopSeconds and timer.getTime() <= self.StartTime + self.StopSeconds ) then
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timer.scheduleFunction(
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self.Scheduler,
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self,
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timer.getTime() + self.RepeatSecondsInterval * math.random( self.RandomizationFactor * self.RepeatSecondsInterval ) + 0.01
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)
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end
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end
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end
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@ -0,0 +1,6 @@
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Include.File("Moose")
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Include.File("MissileTrainer")
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local Trainer = MISSILETRAINER:New( 200 )
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