mirror of
https://github.com/FlightControl-Master/MOOSE.git
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SEAD - calculate HARM impact point from firing position if no target data is given
SHORAD - ignore HARM AGM-88 is not fired at a specific target
This commit is contained in:
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@ -59,6 +59,7 @@ SEAD = {
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Padding = 10,
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Padding = 10,
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CallBack = nil,
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CallBack = nil,
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UseCallBack = false,
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UseCallBack = false,
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debug = false,
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}
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}
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--- Missile enumerators
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--- Missile enumerators
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@ -112,7 +113,7 @@ SEAD = {
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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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-- 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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function SEAD:New( SEADGroupPrefixes, Padding )
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function SEAD:New( SEADGroupPrefixes, Padding )
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local self = BASE:Inherit( self, BASE:New() )
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local self = BASE:Inherit( self, FSM:New() )
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self:T( SEADGroupPrefixes )
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self:T( SEADGroupPrefixes )
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if type( SEADGroupPrefixes ) == 'table' then
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if type( SEADGroupPrefixes ) == 'table' then
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@ -128,12 +129,20 @@ function SEAD:New( SEADGroupPrefixes, Padding )
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self.Padding = padding
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self.Padding = padding
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self.UseEmissionsOnOff = true
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self.UseEmissionsOnOff = true
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self.debug = false
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self.CallBack = nil
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self.CallBack = nil
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self.UseCallBack = false
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self.UseCallBack = false
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self:AddTransition("*", "ManageEvasion", "*")
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self:AddTransition("*", "CalculateHitZone", "*")
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self:HandleEvent( EVENTS.Shot, self.HandleEventShot )
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self:HandleEvent( EVENTS.Shot, self.HandleEventShot )
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self:I("*** SEAD - Started Version 0.3.6")
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-- Start State.
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self:SetStartState("Running")
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self:I("*** SEAD - Started Version 0.4.1")
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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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@ -253,6 +262,175 @@ function SEAD:_GetDistance(_point1, _point2)
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end
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end
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end
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end
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--- (Internal) Calculate hit zone of an AGM-88
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-- @param #SEAD 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 #SEAD self
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function SEAD: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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local predpos= pos0:Translate(Ropt,wph)
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if predpos then
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local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000)
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if self.debug then
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predpos:MarkToAll(string.format("height=%dm | heading=%d | velocity=%d | Ropt=%dm",mheight,wph,mveloc,Ropt),false)
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targetzone:DrawZone(coalition.side.BLUE,{0,0,1},0.2,nil,nil,3,true)
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end
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local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterOnce()
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local tgtcoord = targetzone:GetRandomPointVec2()
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local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
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local _targetgroup = nil
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local _targetgroupname = "none"
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local _targetskill = "Random"
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if tgtgrp and tgtgrp:IsAlive() then
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_targetgroup = tgtgrp
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_targetgroupname = tgtgrp:GetName() -- group name
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_targetskill = tgtgrp:GetUnit(1):GetSkill()
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self:T("*** Found Target = ".. _targetgroupname)
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self:ManageEvasion(_targetskill,_targetgroup,pos0,"AGM_88",SEADGroup, 20)
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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) Handle Evasion
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-- @param #SEAD self
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-- @param #string _targetskill
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-- @param Wrapper.Group#GROUP _targetgroup
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-- @param Core.Point#COORDINATE SEADPlanePos
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-- @param #string SEADWeaponName
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-- @param Wrapper.Group#GROUP SEADGroup Attacker Group
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-- @param #number timeoffset Offset for tti calc
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-- @return #SEAD self
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function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,timeoffset)
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local timeoffset = timeoffset or 0
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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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_targetskill = Skills[ math.random(1,4) ]
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end
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--self:T( _targetskill )
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if self.TargetSkill[_targetskill] then
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local _evade = math.random (1,100) -- random number for chance of evading action
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if (_evade > self.TargetSkill[_targetskill].Evade) then
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self:T("*** SEAD - Evading")
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-- calculate distance of attacker
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local _targetpos = _targetgroup:GetCoordinate()
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local _distance = self:_GetDistance(SEADPlanePos, _targetpos)
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-- weapon speed
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local hit, data = self:_CheckHarms(SEADWeaponName)
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local wpnspeed = 666 -- ;)
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local reach = 10
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if hit then
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local wpndata = SEAD.HarmData[data]
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reach = wpndata[1] * 1,1
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local mach = wpndata[2]
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wpnspeed = math.floor(mach * 340.29)
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end
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-- time to impact
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local _tti = math.floor(_distance / wpnspeed) - timeoffset -- estimated impact time
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if _distance > 0 then
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_distance = math.floor(_distance / 1000) -- km
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else
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_distance = 0
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end
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self:T( string.format("*** SEAD - target skill %s, distance %dkm, reach %dkm, tti %dsec", _targetskill, _distance,reach,_tti ))
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if reach >= _distance then
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self:T("*** SEAD - Shot in Reach")
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local function SuppressionStart(args)
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self:T(string.format("*** SEAD - %s Radar Off & Relocating",args[2]))
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local grp = args[1] -- Wrapper.Group#GROUP
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local name = args[2] -- #string Group Name
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local attacker = args[3] -- Wrapper.Group#GROUP
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if self.UseEmissionsOnOff then
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grp:EnableEmission(false)
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end
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grp:OptionAlarmStateGreen() -- needed else we cannot move around
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grp:RelocateGroundRandomInRadius(20,300,false,false,"Diamond")
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if self.UseCallBack then
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local object = self.CallBack
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object:SeadSuppressionStart(grp,name,attacker)
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end
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end
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local function SuppressionStop(args)
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self:T(string.format("*** SEAD - %s Radar On",args[2]))
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local grp = args[1] -- Wrapper.Group#GROUP
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local name = args[2] -- #string Group Nam
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if self.UseEmissionsOnOff then
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grp:EnableEmission(true)
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end
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grp:OptionAlarmStateRed()
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grp:OptionEngageRange(self.EngagementRange)
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self.SuppressedGroups[name] = false
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if self.UseCallBack then
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local object = self.CallBack
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object:SeadSuppressionEnd(grp,name)
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end
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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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if delay > _tti then delay = delay / 2 end -- speed up
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if _tti > 600 then delay = _tti - 90 end -- shot from afar, 600 is default shorad ontime
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local SuppressionStartTime = timer.getTime() + delay
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local SuppressionEndTime = timer.getTime() + _tti + self.Padding
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local _targetgroupname = _targetgroup:GetName()
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if not self.SuppressedGroups[_targetgroupname] then
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self:T(string.format("*** SEAD - %s | Parameters TTI %ds | Switch-Off in %ds",_targetgroupname,_tti,delay))
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timer.scheduleFunction(SuppressionStart,{_targetgroup,_targetgroupname, SEADGroup},SuppressionStartTime)
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timer.scheduleFunction(SuppressionStop,{_targetgroup,_targetgroupname},SuppressionEndTime)
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self.SuppressedGroups[_targetgroupname] = true
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if self.UseCallBack then
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local object = self.CallBack
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object:SeadSuppressionPlanned(_targetgroup,_targetgroupname,SuppressionStartTime,SuppressionEndTime, SEADGroup)
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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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return self
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end
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--- (Internal) Detects if an SAM 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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--- (Internal) Detects if an SAM 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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-- @param #SEAD self
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-- @param #SEAD self
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-- @param Core.Event#EVENTDATA EventData
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-- @param Core.Event#EVENTDATA EventData
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@ -275,6 +453,14 @@ function SEAD:HandleEventShot( EventData )
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local _targetskill = "Random"
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local _targetskill = "Random"
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local _targetgroupname = "none"
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local _targetgroupname = "none"
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local _target = EventData.Weapon:getTarget() -- Identify target
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local _target = EventData.Weapon:getTarget() -- Identify target
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if not _target then
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if string.find(SEADWeaponName,"AGM_88",1,true) then
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local pos0 = SEADPlane:GetCoordinate()
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local fheight = SEADPlane:GetHeight()
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self:__CalculateHitZone(20,SEADWeapon,pos0,fheight,SEADGroup)
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return self
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end
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end
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local targetcat = _target:getCategory() -- Identify category
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local targetcat = _target:getCategory() -- Identify category
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local _targetUnit = nil -- Wrapper.Unit#UNIT
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local _targetUnit = nil -- Wrapper.Unit#UNIT
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local _targetgroup = nil -- Wrapper.Group#GROUP
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local _targetgroup = nil -- Wrapper.Group#GROUP
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@ -312,95 +498,7 @@ function SEAD:HandleEventShot( EventData )
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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 -- yes we are being attacked
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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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self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup)
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local Skills = { "Average", "Good", "High", "Excellent" }
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_targetskill = Skills[ math.random(1,4) ]
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end
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--self:T( _targetskill )
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if self.TargetSkill[_targetskill] then
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local _evade = math.random (1,100) -- random number for chance of evading action
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if (_evade > self.TargetSkill[_targetskill].Evade) then
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self:T("*** SEAD - Evading")
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-- calculate distance of attacker
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local _targetpos = _targetgroup:GetCoordinate()
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local _distance = self:_GetDistance(SEADPlanePos, _targetpos)
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-- weapon speed
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local hit, data = self:_CheckHarms(SEADWeaponName)
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local wpnspeed = 666 -- ;)
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local reach = 10
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if hit then
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local wpndata = SEAD.HarmData[data]
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reach = wpndata[1] * 1,1
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local mach = wpndata[2]
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wpnspeed = math.floor(mach * 340.29)
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end
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-- time to impact
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local _tti = math.floor(_distance / wpnspeed) -- estimated impact time
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if _distance > 0 then
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_distance = math.floor(_distance / 1000) -- km
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else
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_distance = 0
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end
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self:T( string.format("*** SEAD - target skill %s, distance %dkm, reach %dkm, tti %dsec", _targetskill, _distance,reach,_tti ))
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if reach >= _distance then
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self:T("*** SEAD - Shot in Reach")
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local function SuppressionStart(args)
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self:T(string.format("*** SEAD - %s Radar Off & Relocating",args[2]))
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local grp = args[1] -- Wrapper.Group#GROUP
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local name = args[2] -- #string Group Name
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local attacker = args[3] -- Wrapper.Group#GROUP
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if self.UseEmissionsOnOff then
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grp:EnableEmission(false)
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end
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grp:OptionAlarmStateGreen() -- needed else we cannot move around
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grp:RelocateGroundRandomInRadius(20,300,false,false,"Diamond")
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if self.UseCallBack then
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local object = self.CallBack
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object:SeadSuppressionStart(grp,name,attacker)
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end
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end
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local function SuppressionStop(args)
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self:T(string.format("*** SEAD - %s Radar On",args[2]))
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local grp = args[1] -- Wrapper.Group#GROUP
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local name = args[2] -- #string Group Nam
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if self.UseEmissionsOnOff then
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grp:EnableEmission(true)
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end
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grp:OptionAlarmStateRed()
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grp:OptionEngageRange(self.EngagementRange)
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self.SuppressedGroups[name] = false
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if self.UseCallBack then
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local object = self.CallBack
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object:SeadSuppressionEnd(grp,name)
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end
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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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if delay > _tti then delay = delay / 2 end -- speed up
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if _tti > 600 then delay = _tti - 90 end -- shot from afar, 600 is default shorad ontime
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local SuppressionStartTime = timer.getTime() + delay
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local SuppressionEndTime = timer.getTime() + _tti + self.Padding
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if not self.SuppressedGroups[_targetgroupname] then
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self:T(string.format("*** SEAD - %s | Parameters TTI %ds | Switch-Off in %ds",_targetgroupname,_tti,delay))
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timer.scheduleFunction(SuppressionStart,{_targetgroup,_targetgroupname, SEADGroup},SuppressionStartTime)
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timer.scheduleFunction(SuppressionStop,{_targetgroup,_targetgroupname},SuppressionEndTime)
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self.SuppressedGroups[_targetgroupname] = true
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if self.UseCallBack then
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local object = self.CallBack
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object:SeadSuppressionPlanned(_targetgroup,_targetgroupname,SuppressionStartTime,SuppressionEndTime, SEADGroup)
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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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end
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end
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end
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return self
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return self
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@ -164,7 +164,7 @@ do
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self.DefenseLowProb = 70 -- probability to detect a missile shot, low margin
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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.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
|
self.UseEmOnOff = UseEmOnOff or false -- Decide if we are using Emission on/off (default) or AlarmState red/green
|
||||||
self:I("*** SHORAD - Started Version 0.2.9")
|
self:I("*** SHORAD - Started Version 0.2.10")
|
||||||
-- Set the string id for output to DCS.log file.
|
-- Set the string id for output to DCS.log file.
|
||||||
self.lid=string.format("SHORAD %s | ", self.name)
|
self.lid=string.format("SHORAD %s | ", self.name)
|
||||||
self:_InitState()
|
self:_InitState()
|
||||||
@ -506,6 +506,9 @@ do
|
|||||||
if (self:_CheckHarms(ShootingWeaponName) or self:_CheckMavs(ShootingWeaponName)) and IsDetected then
|
if (self:_CheckHarms(ShootingWeaponName) or self:_CheckMavs(ShootingWeaponName)) and IsDetected then
|
||||||
-- get target data
|
-- get target data
|
||||||
local targetdata = EventData.Weapon:getTarget() -- Identify target
|
local targetdata = EventData.Weapon:getTarget() -- Identify target
|
||||||
|
-- Is there target data?
|
||||||
|
if not targetdata then return end
|
||||||
|
|
||||||
local targetcat = targetdata:getCategory() -- Identify category
|
local targetcat = targetdata:getCategory() -- Identify category
|
||||||
self:T(string.format("Target Category (3=STATIC, 1=UNIT)= %s",tostring(targetcat)))
|
self:T(string.format("Target Category (3=STATIC, 1=UNIT)= %s",tostring(targetcat)))
|
||||||
self:T({targetdata})
|
self:T({targetdata})
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user