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UNIT/GROUP - added function to get the skill of a unit. SEAD - added functionality to calculate time-2-impact of HARMS and adjust behaviour accordingly
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@ -17,7 +17,7 @@
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--
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-- ### Authors: **FlightControl**, **applevangelist**
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--
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-- Last Update: July 2021
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-- Last Update: Aug 2021
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--
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-- ===
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--
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@ -59,7 +59,7 @@ SEAD = {
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["AGM_122"] = "AGM_122",
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["AGM_84"] = "AGM_84",
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["AGM_45"] = "AGM_45",
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["ALARN"] = "ALARM",
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["ALARM"] = "ALARM",
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["LD-10"] = "LD-10",
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["X_58"] = "X_58",
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["X_28"] = "X_28",
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@ -68,6 +68,23 @@ SEAD = {
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["Kh25"] = "Kh25",
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}
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--- Missile enumerators
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-- @field HarmData
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SEAD.HarmData = {
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-- km and mach
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["AGM_88"] = { 150, 3},
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["AGM_45"] = { 12, 2},
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["AGM_122"] = { 16.5, 2.3},
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["AGM_84"] = { 280, 0.85},
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["ALARM"] = { 45, 2},
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["LD-10"] = { 60, 4},
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["X_58"] = { 70, 4},
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["X_28"] = { 80, 2.5},
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["X_25"] = { 25, 0.76},
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["X_31"] = {150, 3},
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["Kh25"] = {25, 0.8},
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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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@ -92,7 +109,7 @@ function SEAD:New( SEADGroupPrefixes )
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end
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self:HandleEvent( EVENTS.Shot, self.HandleEventShot )
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self:I("*** SEAD - Started Version 0.2.9")
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self:I("*** SEAD - Started Version 0.2.10")
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return self
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end
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@ -134,22 +151,56 @@ end
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-- @param #SEAD self
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-- @param #string WeaponName
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-- @return #boolean Returns true for a match
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-- @return #string name Name of hit in table
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function SEAD:_CheckHarms(WeaponName)
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self:T( { WeaponName } )
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local hit = false
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local name = ""
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for _,_name in pairs (SEAD.Harms) do
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if string.find(WeaponName,_name,1) then hit = true end
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if string.find(WeaponName,_name,1) then
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hit = true
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name = _name
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break
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end
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end
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return hit
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return hit, name
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end
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--- (Internal) Return distance in meters between two coordinates or -1 on error.
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-- @param #SEAD self
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-- @param Core.Point#COORDINATE _point1 Coordinate one
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-- @param Core.Point#COORDINATE _point2 Coordinate two
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-- @return #number Distance in meters
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function SEAD:_GetDistance(_point1, _point2)
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self:T("_GetDistance")
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if _point1 and _point2 then
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local distance1 = _point1:Get2DDistance(_point2)
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local distance2 = _point1:DistanceFromPointVec2(_point2)
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self:I({dist1=distance1, dist2=distance2})
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if distance1 and type(distance1) == "number" then
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return distance1
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elseif distance2 and type(distance2) == "number" then
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return distance2
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else
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self:E("*****Cannot calculate distance!")
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self:E({_point1,_point2})
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return -1
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end
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else
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self:E("******Cannot calculate distance!")
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self:E({_point1,_point2})
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return -1
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end
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end
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--- 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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-- @see SEAD
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-- @param #SEAD
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-- @param Core.Event#EVENTDATA EventData
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function SEAD:HandleEventShot( EventData )
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self:T( { EventData } )
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local SEADPlane = EventData.IniUnit -- Wrapper.Unit#UNIT
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local SEADPlanePos = SEADPlane:GetCoordinate() -- Core.Point#COORDINATE
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local SEADUnit = EventData.IniDCSUnit
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local SEADUnitName = EventData.IniDCSUnitName
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local SEADWeapon = EventData.Weapon -- Identify the weapon fired
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@ -163,11 +214,14 @@ function SEAD:HandleEventShot( EventData )
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local _targetMimgroupName = "none"
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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 _targetUnit = UNIT:Find(_targetMim) -- Unit name by DCS Object
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local _targetUnit = UNIT:Find(_targetMim) -- Wrapper.Unit#UNIT
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local _targetMimgroup = nil -- Wrapper.Group#GROUP
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if _targetUnit and _targetUnit:IsAlive() then
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local _targetMimgroup = _targetUnit:GetGroup()
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_targetMimgroup = _targetUnit:GetGroup()
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_targetMimgroupName = _targetMimgroup:GetName() -- group name
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--local _targetskill = _DATABASE.Templates.Units[_targetUnit].Template.skill
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local _targetUnitName = _targetUnit:GetName()
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_targetUnit:GetSkill()
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_targetskill = _targetUnit:GetSkill()
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self:T( self.SEADGroupPrefixes )
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self:T( _targetMimgroupName )
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end
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@ -189,39 +243,67 @@ function SEAD:HandleEventShot( 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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groupName = _targetMimgroup,
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ctrl = _targetMimcont
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}
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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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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.groupName:enableEmission(true)
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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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-- calculate distance of attacker
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local _targetpos = _targetMimgroup: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 wpnpeed = 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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wpnpeed = math.floor(mach * 340.29)
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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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local SuppressionEndTime = timer.getTime() + delay
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--create entry
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if self.SuppressedGroups[id.groupName] == nil then --no timer entry for this group yet
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self.SuppressedGroups[id.groupName] = {
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SuppressionEndTime = delay
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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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--_targetMimgroup:enableEmission(false)
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timer.scheduleFunction(SuppressionEnd, id, SuppressionEndTime) --Schedule the SuppressionEnd() function
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-- time to impact
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local _tti = math.floor(_distance / wpnpeed) -- 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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local _targetMimgroup1 = Unit.getGroup(Weapon.getTarget(SEADWeapon))
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local _targetMimcont1 = _targetMimgroup1:getController()
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if reach >= _distance then
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self:T("*** SEAD - Relocating")
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_targetMimgroup:RelocateGroundRandomInRadius(20,300,false,false,"Diamond")
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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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groupName = _targetMimgroup1,
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ctrl = _targetMimcont1
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}
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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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--self:T(string.format("*** SEAD - Engagement Range is %d", range))
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self:T("*** SEAD - Radar On")
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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.groupName:enableEmission(true)
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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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-- 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 = _tti * 1,1 end
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local SuppressionEndTime = timer.getTime() + delay
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--create entry
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if self.SuppressedGroups[id.groupName] == nil then --no timer entry for this group yet
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self.SuppressedGroups[id.groupName] = {
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SuppressionEndTime = delay
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}
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self:T(string.format("*** SEAD - Radar Off for %dsecs",delay))
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Controller.setOption(_targetMimcont1, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
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--_targetMimgroup:enableEmission(false)
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timer.scheduleFunction(SuppressionEnd, id, SuppressionEndTime) --Schedule the SuppressionEnd() function
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end
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end
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end
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end
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@ -113,7 +113,7 @@ do
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["AGM_122"] = "AGM_122",
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["AGM_84"] = "AGM_84",
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["AGM_45"] = "AGM_45",
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["ALARN"] = "ALARM",
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["ALARM"] = "ALARM",
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["LD-10"] = "LD-10",
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["X_58"] = "X_58",
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["X_28"] = "X_28",
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@ -3775,12 +3775,13 @@ end
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--- (GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.
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-- @param #CONTROLLABLE self
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-- @param #number speed Speed of the controllable, default 20
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-- @param #number radius Radius of the relocation zone, default 500
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-- @param #boolean onroad If true, route on road (less problems with AI way finding), default true
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-- @param #boolean shortcut If true and onroad is set, take a shorter route - if available - off road, default false
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-- @param #number speed Speed of the controllable, default 20
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-- @param #number radius Radius of the relocation zone, default 500
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-- @param #boolean onroad If true, route on road (less problems with AI way finding), default true
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-- @param #boolean shortcut If true and onroad is set, take a shorter route - if available - off road, default false
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-- @param #string formation Formation string as in the mission editor, e.g. "Vee", "Diamond", "Line abreast", etc. Defaults to "Off Road"
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-- @return #CONTROLLABLE self
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function CONTROLLABLE:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut)
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function CONTROLLABLE:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut, formation)
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self:F2( { self.ControllableName } )
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local _coord = self:GetCoordinate()
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@ -3791,14 +3792,14 @@ function CONTROLLABLE:RelocateGroundRandomInRadius(speed, radius, onroad, shortc
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local _grptsk = {}
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local _candoroad = false
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local _shortcut = shortcut or false
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local _formation = formation or "Off Road"
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-- create a DCS Task an push it on the group
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-- TaskGroundOnRoad(ToCoordinate,Speed,OffRoadFormation,Shortcut,FromCoordinate,WaypointFunction,WaypointFunctionArguments)
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if onroad then
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_grptsk, _candoroad = self:TaskGroundOnRoad(_tocoord,_speed,"Off Road",_shortcut)
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_grptsk, _candoroad = self:TaskGroundOnRoad(_tocoord,_speed,_formation,_shortcut)
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self:Route(_grptsk,5)
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else
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self:TaskRouteToVec2(_tocoord:GetVec2(),_speed,"Off Road")
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self:TaskRouteToVec2(_tocoord:GetVec2(),_speed,_formation)
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end
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return self
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@ -2594,6 +2594,17 @@ function GROUP:SetCommandImmortal(switch)
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return self
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end
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--- Get skill from Group. Effectively gets the skill from Unit 1 as the group holds no skill value.
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-- @param #GROUP self
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-- @return #string Skill String of skill name.
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function GROUP:GetSkill()
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self:F2( self.GroupName )
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local unit = self:GetUnit(1)
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local name = unit:GetName()
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local skill = _DATABASE.Templates.Units[name].Template.skill or "Random"
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return skill
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end
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--do -- Smoke
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--
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----- Signal a flare at the position of the GROUP.
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@ -1426,3 +1426,13 @@ function UNIT:EnableEmission(switch)
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return self
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end
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--- Get skill from Unit.
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-- @param #UNIT self
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-- @return #string Skill String of skill name.
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function UNIT:GetSkill()
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self:F2( self.UnitName )
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local name = self.UnitName
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local skill = _DATABASE.Templates.Units[name].Template.skill or "Random"
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return skill
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end
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