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https://github.com/FlightControl-Master/MOOSE.git
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Update Sead.lua
Feature Request #1355 Added a couple of new missiles, SD-10 and AGM84 Cleaned up the logic
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@ -39,12 +39,14 @@
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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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TargetSkill = {
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Average = { Evade = 50, DelayOff = { 10, 25 }, DelayOn = { 10, 30 } } ,
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Average = { Evade = 30, DelayOn = { 40, 60 } } ,
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Good = { Evade = 30, DelayOff = { 8, 20 }, DelayOn = { 20, 40 } } ,
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Good = { Evade = 20, DelayOn = { 30, 50 } } ,
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High = { Evade = 15, DelayOff = { 5, 17 }, DelayOn = { 30, 50 } } ,
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High = { Evade = 15, DelayOn = { 20, 40 } } ,
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Excellent = { Evade = 10, DelayOff = { 3, 10 }, DelayOn = { 30, 60 } }
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Excellent = { Evade = 10, DelayOn = { 10, 30 } }
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},
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},
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SEADGroupPrefixes = {}
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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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}
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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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--- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.
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@ -70,7 +72,22 @@ function SEAD:New( SEADGroupPrefixes )
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end
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end
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self:HandleEvent( EVENTS.Shot )
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self:HandleEvent( EVENTS.Shot )
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self:I("*** SEAD - Started Version 0.2.0")
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return self
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end
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--- Sets the engagement range of the SAMs. Defaults to 75% to make it more deadly. Feature Request #1355
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-- @param #SEAD self
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-- @param #number range Set the engagement range in percent, e.g. 50
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-- @return self
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function SEAD:SetEngagementRange(range)
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self:F( { range } )
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range = range or 75
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if range < 0 or range > 100 then
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range = 75
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end
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self.EngagementRange = range
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self:T(string.format("*** SEAD - Engagement range set to %s",range))
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return self
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return self
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end
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end
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@ -79,16 +96,17 @@ end
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-- @param #SEAD
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-- @param #SEAD
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-- @param Core.Event#EVENTDATA EventData
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-- @param Core.Event#EVENTDATA EventData
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function SEAD:OnEventShot( EventData )
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function SEAD:OnEventShot( EventData )
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self:F( { EventData } )
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self:T( { EventData } )
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local SEADUnit = EventData.IniDCSUnit
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local SEADUnit = EventData.IniDCSUnit
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local SEADUnitName = EventData.IniDCSUnitName
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local SEADUnitName = EventData.IniDCSUnitName
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local SEADWeapon = EventData.Weapon -- Identify the weapon fired
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local SEADWeapon = EventData.Weapon -- Identify the weapon fired
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local SEADWeaponName = EventData.WeaponName -- return weapon type
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local SEADWeaponName = EventData.WeaponName -- return weapon type
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-- Start of the 2nd loop
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self:T( "Missile Launched = " .. SEADWeaponName )
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--if SEADWeaponName == "KH-58" or SEADWeaponName == "KH-25MPU" or SEADWeaponName == "AGM-88" or SEADWeaponName == "KH-31A" or SEADWeaponName == "KH-31P" then -- Check if the missile is a SEAD
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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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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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SEADWeaponName == "weapons.missiles.Kh25MP_PRGS1VP" --Kh-25MP anti-radiation missiles fired
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@ -107,27 +125,35 @@ function SEAD:OnEventShot( EventData )
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or
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or
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SEADWeaponName == "weapons.missiles.AGM_122" --AGM-122 Sidearm anti-radiation missiles fired
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SEADWeaponName == "weapons.missiles.AGM_122" --AGM-122 Sidearm anti-radiation missiles fired
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or
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or
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SEADWeaponName == "weapons.missiles.LD-10" --LD-10 anti-radiation missiles fired
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or
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SEADWeaponName == "weapons.missiles.ALARM" --ALARM anti-radiation missiles fired
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SEADWeaponName == "weapons.missiles.ALARM" --ALARM anti-radiation missiles fired
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or
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SEADWeaponName == "weapons.missiles.AGM_84E" --AGM84 anti-radiation missiles fired
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or
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SEADWeaponName == "weapons.missiles.AGM_84A" --AGM84 anti-radiation missiles fired
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or
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SEADWeaponName == "weapons.missiles.AGM_84H" --AGM84 anti-radiation missiles fired
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then
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then
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local _evade = math.random (1,100) -- random number for chance of evading action
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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 _targetMim = EventData.Weapon:getTarget() -- Identify target
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local _targetMimname = Unit.getName(_targetMim)
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local _targetMimname = Unit.getName(_targetMim) -- Unit name
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local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
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local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon)) --targeted grouo
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local _targetMimgroupName = _targetMimgroup:getName()
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local _targetMimgroupName = _targetMimgroup:getName() -- group name
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local _targetMimcont= _targetMimgroup:getController()
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local _targetskill = _DATABASE.Templates.Units[_targetMimname].Template.skill
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local _targetskill = _DATABASE.Templates.Units[_targetMimname].Template.skill
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self:T( self.SEADGroupPrefixes )
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self:T( self.SEADGroupPrefixes )
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self:T( _targetMimgroupName )
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self:T( _targetMimgroupName )
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-- see if we are shot at
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local SEADGroupFound = false
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local SEADGroupFound = false
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for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do
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for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do
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if string.find( _targetMimgroupName, SEADGroupPrefix, 1, true ) then
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if string.find( _targetMimgroupName, SEADGroupPrefix, 1, true ) then
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SEADGroupFound = true
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SEADGroupFound = true
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self:T( 'Group Found' )
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self:T( '*** SEAD - Group Found' )
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break
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break
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end
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end
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end
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end
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if SEADGroupFound == true then
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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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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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local Skills = { "Average", "Good", "High", "Excellent" }
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_targetskill = Skills[ math.random(1,4) ]
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_targetskill = Skills[ math.random(1,4) ]
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@ -136,63 +162,36 @@ function SEAD:OnEventShot( EventData )
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if self.TargetSkill[_targetskill] then
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if self.TargetSkill[_targetskill] then
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if (_evade > self.TargetSkill[_targetskill].Evade) then
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if (_evade > self.TargetSkill[_targetskill].Evade) then
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self:T( string.format("Evading, target skill " ..string.format(_targetskill)) )
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self:T( string.format("*** SEAD - Evading, target skill " ..string.format(_targetskill)) )
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local _targetMim = Weapon.getTarget(SEADWeapon)
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local _targetMimname = Unit.getName(_targetMim)
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local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
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local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
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local _targetMimcont= _targetMimgroup:getController()
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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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routines.groupRandomDistSelf(_targetMimgroup,300,'Diamond',250,20) -- move randomly
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local SuppressedGroups1 = {} -- unit suppressed radar off for a random time
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--tracker ID table to switch groups off and on again
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local function SuppressionEnd1(id)
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id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
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SuppressedGroups1[id.groupName] = nil
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end
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local id = {
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local id = {
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groupName = _targetMimgroup,
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groupName = _targetMimgroup,
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ctrl = _targetMimcont
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ctrl = _targetMimcont
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}
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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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local function SuppressionEnd(id) --switch group back on
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local range = self.EngagementRange -- Feature Request #1355
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if SuppressedGroups1[id.groupName] == nil then
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self:T(string.format("*** SEAD - Engagement Range is %d", range))
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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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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.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.RED)
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SuppressedGroups[id.groupName] = nil
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id.ctrl:setOption(AI.Option.Ground.id.AC_ENGAGEMENT_RANGE_RESTRICTION,range) --Feature Request #1355
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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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end
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-- randomize switch-on time
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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 delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
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local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
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local SuppressionEndTime = timer.getTime() + delay
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if SuppressedGroups[id.groupName] == nil then
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--create entry
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SuppressedGroups[id.groupName] = {
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if self.SuppressedGroups[id.groupName] == nil then --no timer entry for this group yet
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SuppressionEndTime = timer.getTime() + delay,
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self.SuppressedGroups[id.groupName] = {
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SuppressionEndN = SuppressionEndCounter --Store instance of SuppressionEnd() scheduled function
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SuppressionEndTime = delay
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}
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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(SuppressionEnd, id, SuppressedGroups[id.groupName].SuppressionEndTime) --Schedule the SuppressionEnd() function
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timer.scheduleFunction(SuppressionEnd, id, SuppressionEndTime) --Schedule the SuppressionEnd() function
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--trigger.action.outText( string.format("Radar On " ..string.format(delay)), 20)
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end
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end
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end
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end
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end
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end
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