--- **Functional** - (R2.5) - Manages aircraft operations on carriers. -- -- Practice carrier landings. -- -- Features: -- -- * CASE I recovery. -- * Performance evaluation. -- * Feedback about performance during flight. -- -- Please not that his class is work in progress and in an **alpha** stage. -- At the moment training parameters are optimized for F/A-18C Hornet as aircraft and USS Stennis as carrier. -- Other aircraft and carriers **might** be possible in future but would need a different set of parameters. -- -- === -- -- ### Authors: **funkyfranky** (MOOSE class implementation and enhancements), **Bankler** (original idea and script) -- -- @module Functional.Airboss -- @image MOOSE.JPG --- AIRBOSS class. -- @type AIRBOSS -- @field #string ClassName Name of the class. -- @field #string lid Class id string for output to DCS log file. -- @field #boolean Debug Debug mode. Messages to all about status. -- @field Wrapper.Unit#UNIT carrier Aircraft carrier unit on which we want to practice. -- @field #string carriertype Type name of aircraft carrier. -- @field #string alias Alias of the carrier trainer. -- @field Core.Radio#BEACON beacon Carrier beacon for TACAN and ICLS. -- @field #number TACANchannel TACAN channel. -- @field #string TACANmode TACAN mode, i.e. "X" or "Y". -- @field #number ICLSchannel ICLS channel. -- @field Core.Radio#RADIO LSOradio Radio for LSO calls. -- @field Core.Radio#RADIO Carrierradio Radio for carrier calls. -- @field Core.Zone#ZONE_UNIT startZone Zone in which the pattern approach starts. -- @field Core.Zone#ZONE_UNIT giantZone Large zone around the carrier to welcome players. -- @field Core.Zone#ZONE_UNIT registerZone Zone behind the carrier to register for a new approach. -- @field #table players Table of players. -- @field #table menuadded Table of units where the F10 radio menu was added. -- @field #AIRBOSS.Checkpoint Upwind Upwind checkpoint. -- @field #AIRBOSS.Checkpoint BreakEarly Early break checkpoint. -- @field #AIRBOSS.Checkpoint BreakLate Late brak checkpoint. -- @field #AIRBOSS.Checkpoint Abeam Abeam checkpoint. -- @field #AIRBOSS.Checkpoint Ninety At the ninety checkpoint. -- @field #AIRBOSS.Checkpoint Wake Right behind the carrier. -- @field #AIRBOSS.Checkpoint Groove In the groove checkpoint. -- @field #AIRBOSS.Checkpoint Trap Landing checkpoint. -- @field #number rwyangle Angle of the runway wrt to carrier "nose". For the Stennis ~ -10 degrees. -- @field #number sterndist Distance in meters from carrier coordinate to the end of the deck. -- @field #number deckheight Height of the deck in meters. -- @extends Core.Fsm#FSM --- Practice Carrier Landings -- -- === -- -- ![Banner Image](..\Presentations\AIRBOSS\CarrierTrainer_Main.png) -- -- # The Trainer Concept -- -- bla bla -- -- @field #AIRBOSS AIRBOSS = { ClassName = "AIRBOSS", lid = nil, Debug = true, carrier = nil, carriertype = nil, alias = nil, beacon = nil, TACANchannel = nil, TACANmode = nil, ICLSchannel = nil, LSOradio = nil, LSOfreq = nil, Carrierradio = nil, Carrierfreq = nil, registerZone = nil, startZone = nil, giantZone = nil, players = {}, menuadded = {}, Upwind = {}, Abeam = {}, BreakEarly = {}, BreakLate = {}, Ninety = {}, Wake = {}, Groove = {}, Trap = {}, rwyangle = -10, sterndist =-100, deckheight = 22, Qpattern = {}, Qmarshal = {}, } --- Aircraft types. -- @type AIRBOSS.AircraftType -- @field #string AV8B AV-8B Night Harrier. -- @field #string HORNET F/A-18C Lot 20 Hornet. AIRBOSS.AircraftType={ AV8B="AV8BNA", HORNET="FA-18C_hornet", } --- Carrier types. -- @type AIRBOSS.CarrierType -- @field #string STENNIS USS John C. Stennis (CVN-74) -- @field #string VINSON USS Carl Vinson (CVN-70) -- @field #string TARAWA USS Tarawa (LHA-1) -- @field #string KUZNETSOV Admiral Kuznetsov (CV 1143.5) AIRBOSS.CarrierType={ STENNIS="Stennis", VINSON="Vinson", TARAWA="LHA_Tarawa", KUZNETSOV="KUZNECOW" } --- Pattern steps. -- @type AIRBOSS.PatternStep AIRBOSS.PatternStep={ UNREGISTERED="Unregistered", PATTERNENTRY="Pattern Entry", EARLYBREAK="Early Break", LATEBREAK="Late Break", ABEAM="Abeam", NINETY="Ninety", WAKE="Wake", GROOVE_X0="Groove Entry", GROOVE_XX="Groove X", GROOVE_RB="Groove Roger Ball", GROOVE_IM="Groove In the Middle", GROOVE_IC="Groove In Close", GROOVE_AR="Groove At the Ramp", GROOVE_IW="Groove In the Wires", } --- LSO calls. -- @type AIRBOSS.LSOcall -- @field Core.UserSound#USERSOUND RIGHTFORLINEUPL "Right for line up!" call (loud). -- @field Core.UserSound#USERSOUND RIGHTFORLINEUPS "Right for line up." call. -- @field #string RIGHTFORLINEUPT "Right for line up" text. -- @field Core.UserSound#USERSOUND COMELEFTL "Come left!" call (loud). -- @field Core.UserSound#USERSOUND COMELEFTS "Come left." call. -- @field #string COMELEFTT "Come left" text. -- @field Core.UserSound#USERSOUND HIGHL "You're high!" call (loud). -- @field Core.UserSound#USERSOUND HIGHS "You're high." call. -- @field #string HIGHT "You're high" text. -- @field Core.UserSound#USERSOUND POWERL "Power!" call (loud). -- @field Core.UserSound#USERSOUND POWERS "Power." call. -- @field #string POWERT "Power" text. -- @field Core.UserSound#USERSOUND CALLTHEBALL "Call the ball." call. -- @field #string CALLTHEBALLT "Call the ball." text. -- @field Core.UserSound#USERSOUND ROGERBALL "Roger, ball." call. -- @field #string ROGERBALLT "Roger, ball." text. -- @field Core.UserSound#USERSOUND WAVEOFF "Wave off!" call. -- @field #string WAVEOFFT "Wave off!" text. -- @field Core.UserSound#USERSOUND BOLTER "Bolter, bolter!" call. -- @field #string BOLTERT "Bolter, bolter!" text. -- @field Core.UserSound#USERSOUND LONGGROOVE "You're long in the groove. Depart and re-enter." call. -- @field #string LONGGROOVET "You're long in the groove. Depart and re-enter." text. AIRBOSS.LSOcall={ RIGHTFORLINEUPL=USERSOUND:New("LSO - RightLineUp(L).ogg"), RIGHTFORLINEUPS=USERSOUND:New("LSO - RightLineUp(S).ogg"), RIGHTFORLINEUPT="Right for line up", COMELEFTL=USERSOUND:New("LSO - ComeLeft(L).ogg"), COMELEFTS=USERSOUND:New("LSO - ComeLeft(S).ogg"), COMELEFTT="Come left", HIGHL=USERSOUND:New("LSO - High(L).ogg"), HIGHS=USERSOUND:New("LSO - High(S).ogg"), HIGHT="You're high", POWERL=USERSOUND:New("LSO - Power(L).ogg"), POWERS=USERSOUND:New("LSO - Power(S).ogg"), POWERT="Power", CALLTHEBALL=USERSOUND:New("LSO - Call the Ball.ogg"), CALLTHEBALLT="Call the ball.", ROGERBALL=USERSOUND:New("LSO - Roger.ogg"), ROGERBALLT="Roger ball!", WAVEOFF=USERSOUND:New("LSO - WaveOff.ogg"), WAVEOFFT="Wave off!", BOLTER=USERSOUND:New("LSO - Bolter.ogg"), BOLTERT="Bolter, Bolter!", LONGGROOVE=USERSOUND:New("LSO - Long in Groove.ogg"), LONGGROOVET="You're long in the groove. Depart and re-enter.", } --- Difficulty level. -- @type AIRBOSS.Difficulty -- @field #string EASY Easy difficulty: error margin 10 for high score and 20 for low score. No score for deviation >20. -- @field #string NORMAL Normal difficulty: error margin 5 deviation from ideal for high score and 10 for low score. No score for deviation >10. -- @field #string HARD Hard difficulty: error margin 2.5 deviation from ideal value for high score and 5 for low score. No score for deviation >5. AIRBOSS.Difficulty={ EASY="Flight Student", NORMAL="Naval Aviator", HARD="TOPGUN Graduate", } --- Groove position. -- @type AIRBOSS.GroovePos -- @field #string X0 Entering the groove. -- @field #string XX At the start, i.e. 3/4 from the run down. -- @field #string RB Roger ball. -- @field #string IM In the middle. -- @field #string IC In close. -- @field #string AR At the ramp. -- @field #string IW In the wires. AIRBOSS.GroovePos={ X0="X0", XX="X", RB="RB", IM="IM", IC="IC", AR="AR", IW="IW", } --- Groove data. -- @type AIRBOSS.GrooveData -- @field #number Step Current step. -- @field #number AoA Angle of Attack. -- @field #number Alt Altitude in meters. -- @field #number GSE Glide slope error in degrees. -- @field #number LUE Lineup error in degrees. -- @field #number Roll Roll angle. --- LSO grade -- @type AIRBOSS.LSOgrade -- @field #string grade LSO grade, i.e. _OK_, OK, (OK), --, CUT -- @field #number points Points received. -- @field #string details Detailed flight analyis analysis. --- Player data table holding all important parameters of each player. -- @type AIRBOSS.PlayerData -- @field Wrapper.Client#CLIENT client Client object of player. -- @field Wrapper.Unit#UNIT unit Aircraft of the player. -- @field Wrapper.Group#GROUP group Aircraft group the player is in. -- @field #string callsign Callsign of player. -- @field #string difficulty Difficulty level. -- @field #number passes Number of passes. -- @field #boolean attitudemonitor If true, display aircraft attitude and other parameters constantly. -- @field #table debrief Debrief analysis of the current step of this pass. -- @field #table grades LSO grades of player passes. -- @field #boolean inbigzone If true, player is in the big zone. -- @field #boolean landed If true, player landed or attempted to land. -- @field #boolean bolter If true, LSO told player to bolter. -- @field #boolean boltered If true, player boltered. -- @field #boolean waveoff If true, player was waved off during final approach. -- @field #boolean patternwo If true, player was waved of during the pattern. -- @field #boolean lig If true, player was long in the groove. -- @field #number Tlso Last time the LSO gave an advice. -- @field #AIRBOSS.GroovePos groove Data table at each position in the groove. Elemets are of type @{#AIRBOSS.GrooveData}. --- Checkpoint parameters triggering the next step in the pattern. -- @type AIRBOSS.Checkpoint -- @field #string name Name of checkpoint. -- @field #number Xmin Minimum allowed longitual distance to carrier. -- @field #number Xmax Maximum allowed longitual distance to carrier. -- @field #number Zmin Minimum allowed latitudal distance to carrier. -- @field #number Zmax Maximum allowed latitudal distance to carrier. -- @field #number LimitXmin Latitudal threshold for triggering the next step if XXmax. -- @field #number LimitZmin Latitudal threshold for triggering the next step if ZZmax. -- @field #number Altitude Optimal altitude at this point. -- @field #number AoA Optimal AoA at this point. -- @field #number Distance Optimal distance at this point. -- @field #number Speed Optimal speed at this point. -- @field #table Checklist Table of checklist text items to display at this point. --- Main radio menu. -- @field #table MenuF10 AIRBOSS.MenuF10={} --- Carrier trainer class version. -- @field #string version AIRBOSS.version="0.2.1w" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- DONE: Add scoring to radio menu. -- DONE: Optimized debrief. -- DONE: Add automatic grading. -- TODO: Get board numbers. -- TODO: Get fuel state in pounds. -- TODO: Add user functions. -- TODO: Generalize parameters for other carriers. -- TODO: Generalize parameters for other aircraft. -- TODO: CASE II. -- TODO: CASE III. -- TODO: Foul deck check. -- DONE: Fix radio menu. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Constructor ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Create new carrier trainer. -- @param #AIRBOSS self -- @param carriername Name of the aircraft carrier unit as defined in the mission editor. -- @param alias (Optional) Alias for the carrier. This will be used for radio messages and the F10 radius menu. Default is the carrier name as defined in the mission editor. -- @return #AIRBOSS self or nil if carrier unit does not exist. function AIRBOSS:New(carriername, alias) -- Inherit everthing from FSM class. local self = BASE:Inherit(self, FSM:New()) -- #AIRBOSS -- Set carrier unit. self.carrier=UNIT:FindByName(carriername) if self.carrier then -- Carrier zones. self.registerZone = ZONE_UNIT:New("registerZone", self.carrier, 2500, {dx = -5000, dy = 100, relative_to_unit=true}) self.startZone = ZONE_UNIT:New("startZone", self.carrier, 1000, {dx = -2000, dy = 100, relative_to_unit=true}) self.giantZone = ZONE_UNIT:New("giantZone", self.carrier, 30000, {dx = 0, dy = 0, relative_to_unit=true}) else -- Carrier unit does not exist error. local text=string.format("ERROR: Carrier unit %s could not be found! Make sure this UNIT is defined in the mission editor and check the spelling of the unit name carefully.", carriername) MESSAGE:New(text, 120):ToAll() self:E(text) return nil end -- Set some string id for output to DCS.log file. self.lid=string.format("AIRBOSS %s | ", carriername) -- Get carrier type. self.carriertype=self.carrier:GetTypeName() -- Set alias. self.alias=alias or carriername -- Get carrier group template. local grouptemplate=self.carrier:GetGroup():GetTemplate() -- TODO: Now I need to get TACAN and ICLS if they were set in the ME. -- Create carrier beacon. self.beacon=BEACON:New(self.carrier) self.Carrierradio=RADIO:New(self.carrier) self.LSOradio=RADIO:New(self.carrier) if self.carriertype==AIRBOSS.CarrierType.STENNIS then self:_InitStennis() elseif self.carriertype==AIRBOSS.CarrierType.VINSON then -- TODO: Carl Vinson parameters. self:_InitStennis() elseif self.carriertype==AIRBOSS.CarrierType.TARAWA then -- TODO: Tarawa parameters. self:_InitStennis() elseif self.carriertype==AIRBOSS.CarrierType.KUZNETSOV then -- TODO: Kusnetsov parameters - maybe... self:_InitStennis() else self:E(self.lid.."ERROR: Unknown carrier type!") return nil end ----------------------- --- FSM Transitions --- ----------------------- -- Start State. self:SetStartState("Stopped") -- Add FSM transitions. -- From State --> Event --> To State self:AddTransition("Stopped", "Start", "Running") self:AddTransition("Running", "Status", "Running") self:AddTransition("Running", "Stop", "Stopped") --- Triggers the FSM event "Start" that starts the carrier trainer. Initializes parameters and starts event handlers. -- @function [parent=#AIRBOSS] Start -- @param #AIRBOSS self --- Triggers the FSM event "Start" after a delay that starts the carrier trainer. Initializes parameters and starts event handlers. -- @function [parent=#AIRBOSS] __Start -- @param #AIRBOSS self -- @param #number delay Delay in seconds. --- Triggers the FSM event "Stop" that stops the carrier trainer. Event handlers are stopped. -- @function [parent=#AIRBOSS] Stop -- @param #AIRBOSS self --- Triggers the FSM event "Stop" that stops the carrier trainer after a delay. Event handlers are stopped. -- @function [parent=#AIRBOSS] __Stop -- @param #AIRBOSS self -- @param #number delay Delay in seconds. return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- User functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Set TACAN channel of carrier. -- @param #AIRBOSS self -- @param #number channel TACAN channel. -- @param #string mode TACAN mode, i.e. "X" or "Y". -- @return #AIRBOSS self function AIRBOSS:SetTACAN(channel, mode) self.TACANchannel=channel self.TACANmode=mode or "X" return self end --- Set ICLS channel of carrier. -- @param #AIRBOSS self -- @param #number channel ICLS channel. -- @return #AIRBOSS self function AIRBOSS:SetICLS(channel) self.ICLSchannel=channel return self end --- Set LSO radio frequency. -- @param #AIRBOSS self -- @param #number freq Frequency in MHz. -- @return #AIRBOSS self function AIRBOSS:SetLSOradio(freq) self.LSOfreq=freq return self end --- Set carrier radio frequency. -- @param #AIRBOSS self -- @param #number freq Frequency in MHz. -- @return #AIRBOSS self function AIRBOSS:SetCarrierradio(freq) self.Carrierfreq=freq return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- FSM states ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- On after Start event. Starts the warehouse. Addes event handlers and schedules status updates of reqests and queue. -- @param #AIRBOSS self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function AIRBOSS:onafterStart(From, Event, To) -- Events are handled my MOOSE. self:I(self.lid..string.format("Starting Carrier Training %s for carrier unit %s of type %s.", AIRBOSS.version, self.carrier:GetName(), self.carriertype)) -- Activate TACAN. if self.TACANchannel~=nil and self.TACANmolde~=nil then self.beacon:ActivateTACAN(self.TACANchannel, self.TACANmode, "STN", true) end -- Activate ICLS. if self.ICLSchannel then self.beacon:ActivateICLS(self.ICLSchannel, "STN") end -- Handle events. self:HandleEvent(EVENTS.Birth) self:HandleEvent(EVENTS.Land) --self:HandleEvent(EVENTS.Crash) -- Init status check self:__Status(1) end --- On after Status event. Checks player status. -- @param #AIRBOSS self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function AIRBOSS:onafterStatus(From, Event, To) -- Check player status. self:_CheckPlayerStatus() -- Call status again in 0.25 seconds. self:__Status(-0.25) end --- On after Stop event. Unhandle events and stop status updates. -- @param #AIRBOSS self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. function AIRBOSS:onafterStop(From, Event, To) self:UnHandleEvent(EVENTS.Birth) self:UnHandleEvent(EVENTS.Land) end --- Carrier trainer event handler for event birth. -- @param #AIRBOSS self function AIRBOSS:_CheckPlayerStatus() -- Loop over all players. for _playerName,_playerData in pairs(self.players) do local playerData = _playerData --#AIRBOSS.PlayerData if playerData then -- Player unit. local unit = playerData.unit if unit:IsAlive() then -- Display aircraft attitude and other parameters as message text. if playerData.attitudemonitor then self:_DetailedPlayerStatus(playerData) end if unit:IsInZone(self.giantZone) then -- Check if player was previously not inside the zone. if playerData.inbigzone==false then -- Welcome player once he enters the carrier zone. local text=string.format("Welcome back, %s! TCN 74X, ICLS 1, BRC 354 (MAG HDG).\n", playerData.callsign) -- Heading and distance to register for approach. local heading=playerData.unit:GetCoordinate():HeadingTo(self.registerZone:GetCoordinate()) local distance=playerData.unit:GetCoordinate():Get2DDistance(self.registerZone:GetCoordinate()) -- Send message. text=text..string.format("Fly heading %d for %.1f NM and turn to BRC.", heading, distance) MESSAGE:New(text, 5):ToClient(playerData.client) end if playerData.step==0 and unit:InAir() then -- New approach. self:_NewRound(playerData) -- Jump to Groove for testing. if self.groovedebug then playerData.step=90 self.groovedebug=false end elseif playerData.step == 1 then -- Entering the pattern. self:_Start(playerData) elseif playerData.step == 2 then -- Upwind leg. self:_Upwind(playerData) elseif playerData.step == 3 then -- Early break. self:_Break(playerData, "early") elseif playerData.step == 4 then -- Late break. self:_Break(playerData, "late") elseif playerData.step == 5 then -- Abeam position. self:_Abeam(playerData) elseif playerData.step == 6 then -- Check long down wind leg. self:_CheckForLongDownwind(playerData) -- At the ninety. self:_Ninety(playerData) elseif playerData.step==7 then -- In the wake. self:_Wake(playerData) elseif playerData.step==90 then -- Entering the groove. self:_Groove(playerData) elseif playerData.step>=91 and playerData.step<=99 then -- In the groove. self:_CallTheBall(playerData) elseif playerData.step==999 then -- Debriefing. SCHEDULER:New(nil, self._Debrief, {self, playerData}, 10) playerData.step=-1 end else playerData.inbigzone=false end else -- Unit not alive. self:E(self.lid.."WARNING: Player unit is not alive!") end end end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- EVENT functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Carrier trainer event handler for event birth. -- @param #AIRBOSS self -- @param Core.Event#EVENTDATA EventData function AIRBOSS:OnEventBirth(EventData) self:F3({eventbirth = EventData}) local _unitName=EventData.IniUnitName local _unit, _playername=self:_GetPlayerUnitAndName(_unitName) self:T3(self.lid.."BIRTH: unit = "..tostring(EventData.IniUnitName)) self:T3(self.lid.."BIRTH: group = "..tostring(EventData.IniGroupName)) self:T3(self.lid.."BIRTH: player = "..tostring(_playername)) if _unit and _playername then local _uid=_unit:GetID() local _group=_unit:GetGroup() local _callsign=_unit:GetCallsign() -- Debug output. local text=string.format("Player %s, callsign %s entered unit %s (ID=%d) of group %s", _playername, _callsign, _unitName, _uid, _group:GetName()) self:T(self.lid..text) MESSAGE:New(text, 5):ToAllIf(self.Debug) local rightaircraft=false local aircraft=_unit:GetTypeName() for _,actype in pairs(AIRBOSS.AircraftType) do if actype==aircraft then rightaircraft=true end end if rightaircraft==false then self:E(string.format("Player aircraft %s not supported of CARRIERTRAINTER.", aircraft)) return end -- Add Menu commands. self:_AddF10Commands(_unitName) -- Init player data. self.players[_playername]=self:_InitPlayer(_unitName) -- Start in the groove for debugging. self.groovedebug=false end end --- Carrier trainer event handler for event land. -- @param #AIRBOSS self -- @param Core.Event#EVENTDATA EventData function AIRBOSS:OnEventLand(EventData) self:F3({eventland = EventData}) local _unitName=EventData.IniUnitName local _unit, _playername=self:_GetPlayerUnitAndName(_unitName) self:T3(self.lid.."LAND: unit = "..tostring(EventData.IniUnitName)) self:T3(self.lid.."LAND: group = "..tostring(EventData.IniGroupName)) self:T3(self.lid.."LAND: player = "..tostring(_playername)) if _unit and _playername then local _uid=_unit:GetID() local _group=_unit:GetGroup() local _callsign=_unit:GetCallsign() -- Debug output. local text=string.format("Player %s, callsign %s unit %s (ID=%d) of group %s landed.", _playername, _callsign, _unitName, _uid, _group:GetName()) self:T(self.lid..text) MESSAGE:New(text, 5):ToAllIf(self.Debug) -- Player data. local playerData=self.players[_playername] --#AIRBOSS.PlayerData -- Coordinate at landing event local coord=playerData.unit:GetCoordinate() -- Debug mark of player landing coord. local lp=coord:MarkToAll("Landing coord.") coord:SmokeGreen() -- Debug marks of wires. local w1=self.carrier:GetCoordinate():Translate(-104, 0):MarkToAll("Wire 1") local w2=self.carrier:GetCoordinate():Translate( -92, 0):MarkToAll("Wire 2") local w3=self.carrier:GetCoordinate():Translate( -80, 0):MarkToAll("Wire 3") local w4=self.carrier:GetCoordinate():Translate( -68, 0):MarkToAll("Wire 4") -- We did land. env.info("FF landed") playerData.landed=true playerData.step=-1 --TODO: maybe check that we actually landed on the right carrier. -- Call trapped function in 3 seconds to make sure we did not bolter. SCHEDULER:New(nil, self._Trapped,{self, playerData, coord}, 3) end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- CARRIER TRAINING functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Initialize player data. -- @param #AIRBOSS self -- @param #string unitname Name of the player unit. -- @return #AIRBOSS.PlayerData Player data. function AIRBOSS:_InitPlayer(unitname) -- Player data. local playerData={} --#AIRBOSS.PlayerData -- Player unit, client and callsign. playerData.unit = UNIT:FindByName(unitname) playerData.client = CLIENT:FindByName(unitname, nil, true) playerData.callsign = playerData.unit:GetCallsign() -- Number of passes done by player. playerData.passes=playerData.passes or 0 -- LSO grades. playerData.grades=playerData.grades or {} -- Attitude monitor. playerData.attitudemonitor=false -- Set difficulty level. playerData.difficulty=playerData.difficulty or AIRBOSS.Difficulty.NORMAL -- Player is in the big zone around the carrier. playerData.inbigzone=playerData.unit:IsInZone(self.giantZone) -- Init stuff for this round. playerData=self:_InitNewRound(playerData) return playerData end --- Initialize new approach for player by resetting parmeters to initial values. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data. -- @return #AIRBOSS.PlayerData Initialized player data. function AIRBOSS:_InitNewRound(playerData) self:I(self.lid..string.format("New round for player %s.", playerData.callsign)) playerData.step=0 playerData.groove={} playerData.debrief={} playerData.patternwo=false playerData.lig=false playerData.waveoff=false playerData.bolter=false playerData.boltered=false playerData.landed=false playerData.Tlso=timer.getTime() return playerData end --- Initialize player data. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data. function AIRBOSS:_NewRound(playerData) if playerData.unit:IsInZone(self.registerZone) then local text="Cleared for approach." self:_SendMessageToPlayer(text, 10, playerData) self:_InitNewRound(playerData) -- Next step: start of pattern. playerData.step=1 end end --- Start pattern when player enters the start zone. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data table. function AIRBOSS:_Start(playerData) -- Check if player is in start zone and about to enter the pattern. if playerData.unit:IsInZone(self.startZone) then -- Inform player. local hint = string.format("Entering the pattern.") if playerData.difficulty==AIRBOSS.Difficulty.EASY then hint=hint.."Aim for 800 feet and 350 kts at the break entry." end -- Send message. self:_SendMessageToPlayer(hint, 8, playerData) -- Next step: upwind. playerData.step=2 end end --- Upwind leg. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data table. function AIRBOSS:_Upwind(playerData) -- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier) local X, Z = self:_GetDistances(playerData.unit) -- Abort condition check. if self:_CheckAbort(X, Z, self.Upwind) then self:_AbortPattern(playerData, X, Z, self.Upwind) return end -- Check if we are in front of the boat (diffX > 0). if self:_CheckLimits(X, Z, self.Upwind) then -- Get altitiude. local altitude=playerData.unit:GetAltitude() -- Get altitude. local hint, debrief=self:_AltitudeCheck(playerData, self.Upwind, altitude) -- Message to player self:_SendMessageToPlayer(hint, 10, playerData) -- Debrief. self:_AddToSummary(playerData, "Entering the Break", debrief) -- Next step. playerData.step=3 end end --- Break. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data table. -- @param #string part Part of the break. function AIRBOSS:_Break(playerData, part) -- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier) local X, Z = self:_GetDistances(playerData.unit) -- Early or late break. local breakpoint = self.BreakEarly if part=="late" then breakpoint = self.BreakLate end -- Check abort conditions. if self:_CheckAbort(X, Z, breakpoint) then self:_AbortPattern(playerData, X, Z, breakpoint) return end -- Check limits. if self:_CheckLimits(X, Z, breakpoint) then -- Get current altitude. local altitude=playerData.unit:GetAltitude() -- Grade altitude. local hint, debrief=self:_AltitudeCheck(playerData, breakpoint, altitude) -- Send message to player. self:_SendMessageToPlayer(hint, 10, playerData) -- Debrief if part=="late" then self:_AddToSummary(playerData, "Late Break", debrief) else self:_AddToSummary(playerData, "Early Break", debrief) end -- Next step: late break or abeam. if part=="early" then playerData.step = 4 else playerData.step = 5 end end end --- Long downwind leg check. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data table. function AIRBOSS:_CheckForLongDownwind(playerData) -- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier) local X, Z=self:_GetDistances(playerData.unit) -- Get relative heading. local relhead=self:_GetRelativeHeading(playerData.unit) -- One NM from carrier is too far. local limit=UTILS.NMToMeters(-1.5) local text=string.format("Long groove check: X=%d, relhead=%.1f", X, relhead) self:T(text) --MESSAGE:New(text, 1):ToAllIf(self.Debug) -- Check we are not too far out w.r.t back of the boat. if X90 and self:_CheckLimits(X, Z, self.Wake) then -- Message to player. self:_SendMessageToPlayer("You are already at the wake and have not passed the 90! Turn faster next time!", 10, playerData) end end --- Wake. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data table. function AIRBOSS:_Wake(playerData) -- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier) local X, Z = self:_GetDistances(playerData.unit) -- Check abort conditions. if self:_CheckAbort(X, Z, self.Wake) then self:_AbortPattern(playerData, X, Z, self.Wake) return end -- Right behind the wake of the carrier dZ>0. if self:_CheckLimits(X, Z, self.Wake) then -- Get player altitude and AoA. local alt=playerData.unit:GetAltitude() local aoa=playerData.unit:GetAoA() -- Grade altitude. local hintAlt, debriefAlt=self:_AltitudeCheck(playerData, self.Wake, alt) -- Grade AoA. local hintAoA, debriefAoA=self:_AoACheck(playerData, self.Wake, aoa) -- Compile full hint. local hint=string.format("%s\n%s", hintAlt, hintAoA) local debrief=string.format("%s\n%s", debriefAlt, debriefAoA) -- Message to player. self:_SendMessageToPlayer(hint, 10, playerData) -- Add to debrief. self:_AddToSummary(playerData, "At the Wake", debrief) -- Next step: Groove. playerData.step=90 end end --- Entering the Groove. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data table. function AIRBOSS:_Groove(playerData) -- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier) local X, Z, rho, phi = self:_GetDistances(playerData.unit) -- In front of carrier or more than 4 km behind carrier. if self:_CheckAbort(X, Z, self.Groove) then self:_AbortPattern(playerData, X, Z, self.Groove) return end local relhead=self:_GetRelativeHeading(playerData.unit)+self.rwyangle local lineup=self:_Lineup(playerData)-self.rwyangle local roll=playerData.unit:GetRoll() env.info(string.format("FF relhead=%d lineup=%d roll=%d", relhead, lineup, roll)) if math.abs(lineup)<5 and math.abs(relhead)<10 then -- Get player altitude and AoA. local alt = playerData.unit:GetAltitude() local aoa = playerData.unit:GetAoA() -- Grade altitude. local hintAlt, debriefAlt=self:_AltitudeCheck(playerData, self.Groove, alt) -- AoA feed back local hintAoA, debriefAoA=self:_AoACheck(playerData, self.Groove, aoa) -- Compile full hint. local hint=string.format("%s\n%s", hintAlt, hintAoA) local debrief=string.format("%s\n%s", debriefAlt, debriefAoA) -- Message to player. self:_SendMessageToPlayer(hint, 10, playerData) -- Add to debrief. self:_AddToSummary(playerData, "Enter Groove", debrief) -- Gather pilot data. local groovedata={} --#AIRBOSS.GrooveData groovedata.Step=playerData.step groovedata.Alt=alt groovedata.AoA=aoa groovedata.GSE=self:_Glideslope(playerData)-3.5 groovedata.LUE=self:_Lineup(playerData)-self.rwyangle groovedata.Roll=roll -- Groove playerData.groove.X0=groovedata -- Next step: X start & call the ball. playerData.step=91 end end --- Call the ball, i.e. 3/4 NM distance between aircraft and carrier. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data table. function AIRBOSS:_CallTheBall(playerData) -- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier) local X, Z, rho, phi = self:_GetDistances(playerData.unit) -- Player altitude local alt=playerData.unit:GetAltitude() -- Player group. local player=playerData.unit:GetGroup() -- Check abort conditions. if self:_CheckAbort(X, Z, self.Trap) then self:_AbortPattern(playerData, X, Z, self.Trap) return end -- Lineup with runway centerline. local lineup=self:_Lineup(playerData) local lineupError=lineup-self.rwyangle -- Glide slope. local glideslope=self:_Glideslope(playerData) local glideslopeError=glideslope-3.5 --TODO: maybe 3.0? -- Get AoA. local AoA=playerData.unit:GetAoA() -- Ranges in the groove. local RXX=UTILS.NMToMeters(0.750)+math.abs(self.sterndist) -- Start of groove. 0.75 = 1389 m local RRB=UTILS.NMToMeters(0.500)+math.abs(self.sterndist) -- Roger Ball! call. 0.5 = 926 m local RIM=UTILS.NMToMeters(0.375)+math.abs(self.sterndist) -- In the Middle 0.75/2. 0.375 = 695 m local RIC=UTILS.NMToMeters(0.100)+math.abs(self.sterndist) -- In Close. 0.1 = 185 m local RAR=UTILS.NMToMeters(0.000)+math.abs(self.sterndist) -- At the Ramp. -- Data local groovedata={} --#AIRBOSS.GrooveData groovedata.Step=playerData.step groovedata.Alt=alt groovedata.AoA=AoA groovedata.GSE=glideslopeError groovedata.LUE=lineupError groovedata.Roll=playerData.unit:GetRoll() if rho<=RXX and playerData.step==91 then -- LSO "Call the ball" call. self:_SendMessageToPlayer("Call the ball.", 8, playerData) AIRBOSS.LSOcall.CALLTHEBALL:ToGroup(playerData.unit:GetGroup()) playerData.Tlso=timer.getTime() -- Store data. playerData.groove.XX=groovedata -- Next step: roger ball. playerData.step=92 elseif rho<=RRB and playerData.step==92 then -- Pilot: "Roger ball" call. self:_SendMessageToPlayer(AIRBOSS.LSOcall.ROGERBALLT, 8, playerData) AIRBOSS.LSOcall.ROGERBALL:ToGroup(player) playerData.Tlso=timer.getTime()+1 -- Store data. playerData.groove.RB=groovedata -- Next step: in the middle. playerData.step=93 elseif rho<=RIM and playerData.step==93 then -- Debug. self:_SendMessageToPlayer("IM", 8, playerData) env.info(string.format("FF IM=%d", rho)) -- Store data. playerData.groove.IM=groovedata -- Next step: in close. playerData.step=94 elseif rho<=RIC and playerData.step==94 then -- Check if player was already waved off. if playerData.waveoff==false then -- Debug self:_SendMessageToPlayer("IC", 8, playerData) env.info(string.format("FF IC=%d", rho)) -- Store data. playerData.groove.IC=groovedata -- Check if player should wave off. local waveoff=self:_CheckWaveOff(glideslopeError, lineupError, AoA) -- Let's see.. if waveoff then -- Wave off player. self:_SendMessageToPlayer(AIRBOSS.LSOcall.WAVEOFFT, 10, playerData) AIRBOSS.LSOcall.WAVEOFF:ToGroup(playerData.unit:GetGroup()) playerData.Tlso=timer.getTime() -- Player was waved off! playerData.waveoff=true return else -- Next step: AR at the ramp. playerData.step=95 end end elseif rho<=RAR and playerData.step==95 then -- Debug. self:_SendMessageToPlayer("AR", 8, playerData) env.info(string.format("FF AR=%d", rho)) -- Store data. playerData.groove.AR=groovedata -- Next step: in the wires. playerData.step=96 end -- Time since last LSO call. local time=timer.getTime() local deltaT=time-playerData.Tlso -- Check if we are beween 3/4 NM and end of ship. if rho>=RAR and rho=3 then -- LSO call if necessary. self:_LSOcall(playerData, glideslopeError, lineupError) elseif X>100 then if playerData.landed then -- Add to debrief. if playerData.waveoff then self:_AddToSummary(playerData, "Wave Off", "You were waved off but landed anyway. Airboss wants to talk to you!") else self:_AddToSummary(playerData, "Bolter", "You boltered.") end else -- Add to debrief. self:_AddToSummary(playerData, "Wave Off", "You were waved off.") -- Next step: debrief. playerData.step=999 end end end --- LSO check if player needs to wave off. -- Wave off conditions are: -- -- * Glide slope error > 3 degrees. -- * Line up error > 3 degrees. -- * AoA<6.9 or AoA>9.3. -- @param #AIRBOSS self -- @param #number glideslopeError Glide slope error in degrees. -- @param #number lineupError Line up error in degrees. -- @param #number AoA Angle of attack of player aircraft. -- @return #boolean If true, player should wave off! function AIRBOSS:_CheckWaveOff(glideslopeError, lineupError, AoA) local waveoff=false -- Too high or too low? if math.abs(glideslopeError)>1 then self:I(self.lid.."Wave off due to glide slope error >1 degrees!") waveoff=true end -- Too far from centerline? if math.abs(lineupError)>3 then self:I(self.lid.."Wave off due to line up error >3 degrees!") waveoff=true end -- Too slow or too fast? if AoA<6.9 or AoA>9.3 then self:I(self.lid.."DEACTIVE! Wave off due to AoA<6.9 or AoA>9.3!") --waveoff=true end return waveoff end --- Get name of the current pattern step. -- @param #AIRBOSS self -- @param #number step Step -- @return #string Name of the step function AIRBOSS:_GS(step) local gp if step==90 then gp="X0" -- Entering the groove. elseif step==91 then gp="X" -- Starting the groove. elseif step==92 then gp="RB" -- Roger ball call. elseif step==93 then gp="IM" -- In the middle. elseif step==94 then gp="IC" -- In close. elseif step==95 then gp="AR" -- At the ramp. elseif step==96 then gp="IW" -- In the wires. end return gp end --- Trapped? -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data table. -- @param Core.Point#COORDINATE pos Position of aircraft on landing event. function AIRBOSS:_Trapped(playerData, pos) env.info("FF TRAPPED") -- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier) local X, Z, rho, phi = self:_GetDistances(pos) if playerData.unit:InAir()==false then -- Seems we have successfully landed. -- Little offset for the exact wire positions. local wdx=11 -- Which wire was caught? local wire if X<-104+wdx then wire=1 elseif X<-92+wdx then wire=2 elseif X<-80+wdx then wire=3 elseif X<68+wdx then wire=4 else wire=0 end local text=string.format("TRAPPED! %d-wire.", wire) self:_SendMessageToPlayer(text, 10, playerData) local text2=string.format("Distance X=%.1f meters resulted in a %d-wire estimate.", X, wire) MESSAGE:New(text,30):ToAllIf(self.Debug) env.info(text2) local hint = string.format("Trapped catching the %d-wire.", wire) self:_AddToSummary(playerData, "Recovered", hint) else --Boltered! playerData.boltered=true end -- Next step: debriefing. playerData.step=999 end --- Entering the Groove. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data table. -- @param #number glideslopeError Error in degrees. -- @param #number lineupError Error in degrees. function AIRBOSS:_LSOcall(playerData, glideslopeError, lineupError) -- Player group. local player=playerData.unit:GetGroup() -- Glideslope high/low calls. local text="" if glideslopeError>1 then text="You're high!" AIRBOSS.LSOcall.HIGHL:ToGroup(player) elseif glideslopeError>0.5 then text="You're a little high." AIRBOSS.LSOcall.HIGHS:ToGroup(player) elseif glideslopeError<-1.0 then text="Power!" AIRBOSS.LSOcall.POWERL:ToGroup(player) elseif glideslopeError<-0.5 then text="You're a little low." AIRBOSS.LSOcall.POWERS:ToGroup(player) else text="Good altitude." end text=text..string.format(" Glideslope Error = %.2f°", glideslopeError) text=text.."\n" local delay=0 if math.abs(glideslopeError)>0.5 then --text=text.."\n" delay=1.5 end -- Lineup left/right calls. if lineupError<-3 then text=text.."Come left!" AIRBOSS.LSOcall.COMELEFTL:ToGroup(player, delay) elseif lineupError<-1 then text=text.."Come left." AIRBOSS.LSOcall.COMELEFTS:ToGroup(player, delay) elseif lineupError>3 then text=text.."Right for lineup!" AIRBOSS.LSOcall.RIGHTFORLINEUPL:ToGroup(player, delay) elseif lineupError>1 then text=text.."Right for lineup." AIRBOSS.LSOcall.RIGHTFORLINEUPS:ToGroup(player, delay) else text=text.."Good lineup." end text=text..string.format(" Lineup Error = %.1f°\n", lineupError) -- Get AoA. local aoa=playerData.unit:GetAoA() if aoa>=9.3 then text=text.."Your're slow!" elseif aoa>=8.8 and aoa<9.3 then text=text.."Your're a little slow." elseif aoa>=7.4 and aoa<8.8 then text=text.."You're on speed." elseif aoa>=6.9 and aoa<7.4 then text=text.."You're a little fast." elseif aoa>=0 and aoa<6.9 then text=text.."You're fast!" else text=text.."Unknown AoA state." end text=text..string.format(" AoA = %.1f", aoa) -- LSO Message to player. self:_SendMessageToPlayer(text, 5, playerData, false) -- Set last time. playerData.Tlso=timer.getTime() end --- Get glide slope of aircraft. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data table. -- @return #number Glide slope angle in degrees measured from the function AIRBOSS:_Glideslope(playerData) -- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier) local X, Z, rho, phi = self:_GetDistances(playerData.unit) -- Glideslope. Wee need to correct for the height of the deck. The ideal glide slope is 3.5 degrees. local h=playerData.unit:GetAltitude()-self.deckheight local x=math.abs(-86-X) --math.abs(self.sterndist-X) --TODO: maybe sterndist should be replaced by position of 3-wire! local glideslope=math.atan(h/x) return math.deg(glideslope) end --- Get line up of player wrt to carrier runway. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data table. -- @return #number Line up with runway heading in degrees. 0 degrees = perfect line up. +1 too far left. -1 too far right. -- @return #number Distance from carrier tail to player aircraft in meters. function AIRBOSS:_Lineup(playerData) -- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier) local X, Z, rho, phi = self:_GetDistances(playerData.unit) -- Position at the end of the deck. From there we calculate the angle. local b={x=self.sterndist, z=0} -- Position of the aircraft wrt carrier coordinates. local a={x=X, z=Z} -- Vector from plane to ref point on boad. local c={x=b.x-a.x, y=0, z=b.z-a.z} -- Current line up and error wrt to final heading of the runway. local lineup=math.atan2(c.z, c.x) return math.deg(lineup), UTILS.VecNorm(c) end --------- -- Bla functions --------- --- Append text to debrief text. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data. -- @param #string step Current step in the pattern. -- @param #string item Text item appeded to the debrief. function AIRBOSS:_AddToSummary(playerData, step, item) table.insert(playerData.debrief, {step=step, hint=item}) end --- Show debriefing message. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data. function AIRBOSS:_Debrief(playerData) env.info("FF debrief") -- Debriefing text. local text=string.format("Debriefing:\n") text=text..string.format("================================\n") for _,_data in pairs(playerData.debrief) do local step=_data.step local comment=_data.hint text=text..string.format("* %s:\n",step) text=text..string.format("%s\n", comment) end -- Send debrief message to player self:_SendMessageToPlayer(text, 30, playerData, true, "Paddles") -- LSO grade, points, and flight data analyis. local grade, points, analysis=self:_LSOgrade(playerData) local mygrade={} --#AIRBOSS.LSOgrade mygrade.grade=grade mygrade.points=points mygrade.details=analysis -- Add to table. table.insert(playerData.grades, mygrade) -- LSO grade message. text=string.format("%s %.1f PT - %s", grade, points, analysis) self:_SendMessageToPlayer(text, 10, playerData, true, "Paddles", 30) -- New approach. if playerData.boltered or playerData.waveoff or playerData.patternwo then -- Get heading and distance to register zone ~3 NM astern. local heading=playerData.unit:GetCoordinate():HeadingTo(self.registerZone:GetCoordinate()) local distance=playerData.unit:GetCoordinate():Get2DDistance(self.registerZone:GetCoordinate()) local text=string.format("fly heading %d for %d NM to re-enter the pattern.", heading, UTILS.MetersToNM(distance)) self:_SendMessageToPlayer(text, 10, playerData, false, nil, 30) end -- Next step. playerData.step=0 end --- Get relative heading of player wrt carrier. -- @param #AIRBOSS self -- @param Wrapper.Unit#UNIT unit Player unit. -- @return #number Relative heading in degrees. function AIRBOSS:_GetRelativeHeading(unit) local vC=self.carrier:GetOrientationX() local vP=unit:GetOrientationX() -- Get angle between the two orientation vectors in rad. local relHead=math.acos(UTILS.VecDot(vC,vP)/UTILS.VecNorm(vC)/UTILS.VecNorm(vP)) -- Return heading in degrees. return math.deg(relHead) end --- Get name of the current pattern step. -- @param #AIRBOSS self -- @param #number step Step -- @return #string Name of the step function AIRBOSS:_StepName(step) local name="unknown" if step==0 then name="Unregistered" elseif step==1 then name="Pattern Entry" elseif step==2 then name="Break Entry" elseif step==3 then name="Early break" elseif step==4 then name="Late break" elseif step==5 then name="Abeam position" elseif step==6 then name="Ninety" elseif step==7 then name="Wake" elseif step==8 then name="unkown" elseif step==90 then name="Entering the Groove" elseif step==91 then name="Groove: X At the Start" elseif step==92 then name="Groove: Roger Ball" elseif step==93 then name="Groove: IM In the Middle" elseif step==94 then name="Groove: IC In Close" elseif step==95 then name="Groove: AR: At the Ramp" elseif step==96 then name="Groove: IW: In the Wires" end return name end --- Calculate distances between carrier and player unit. -- @param #AIRBOSS self -- @param Wrapper.Unit#UNIT unit Player unit -- @return #number Distance [m] in the direction of the orientation of the carrier. -- @return #number Distance [m] perpendicular to the orientation of the carrier. -- @return #number Distance [m] to the carrier. -- @return #number Angle [Deg] from carrier to plane. Phi=0 if the plane is directly behind the carrier, phi=90 if the plane is starboard, phi=180 if the plane is in front of the carrier. function AIRBOSS:_GetDistances(unit) -- Vector to carrier local a=self.carrier:GetVec3() -- Vector to player local b=unit:GetVec3() -- Vector from carrier to player. local c={x=b.x-a.x, y=0, z=b.z-a.z} -- Orientation of carrier. local x=self.carrier:GetOrientationX() -- Projection of player pos on x component. local dx=UTILS.VecDot(x,c) -- Orientation of carrier. local z=self.carrier:GetOrientationZ() -- Projection of player pos on z component. local dz=UTILS.VecDot(z,c) -- Polar coordinates local rho=math.sqrt(dx*dx+dz*dz) local phi=math.deg(math.atan2(dz,dx)) if phi<0 then phi=phi+360 end -- phi=0 if the plane is directly behind the carrier, phi=180 if the plane is in front of the carrier phi=phi-180 return dx,dz,rho,phi end --- Check if a player is within the right area. -- @param #AIRBOSS self -- @param #number X X distance player to carrier. -- @param #number Z Z distance player to carrier. -- @param #AIRBOSS.Checkpoint pos Position data limits. -- @return #boolean If true, approach should be aborted. function AIRBOSS:_CheckAbort(X, Z, pos) local abort=false if pos.Xmin and Xpos.Xmax then abort=true elseif pos.Zmin and Zpos.Zmax then abort=true end return abort end --- Generate a text if a player is too far from where he should be. -- @param #AIRBOSS self -- @param #number X X distance player to carrier. -- @param #number Z Z distance player to carrier. -- @param #AIRBOSS.Checkpoint posData Checkpoint data. function AIRBOSS:_TooFarOutText(X, Z, posData) local text="You are too far " local xtext=nil if posData.Xmin and XposData.Xmax then xtext="behind" end local ztext=nil if posData.Zmin and ZposData.Zmax then ztext="starboard (right)" end if xtext and ztext then text=text..xtext.." and "..ztext elseif xtext then text=text..xtext elseif ztext then text=text..ztext end text=text.." of the carrier." return text end --- Pattern aborted. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data. -- @param #number X X distance player to carrier. -- @param #number Z Z distance player to carrier. -- @param #AIRBOSS.Checkpoint posData Checkpoint data. function AIRBOSS:_AbortPattern(playerData, X, Z, posData) -- Text where we are wrong. local toofartext=self:_TooFarOutText(X, Z, posData) -- Send message to player. self:_SendMessageToPlayer(toofartext.." Depart and re-enter!", 15, playerData, true) -- Debug. local text=string.format("Abort: X=%d Xmin=%s, Xmax=%s | Z=%d Zmin=%s Zmax=%s", X, tostring(posData.Xmin), tostring(posData.Xmax), Z, tostring(posData.Zmin), tostring(posData.Zmax)) self:E(self.lid..text) --MESSAGE:New(text, 60):ToAllIf(self.Debug) -- Add to debrief. self:_AddToSummary(playerData, string.format("%s", self:_StepName(playerData.step)), string.format("Pattern wave off: %s", toofartext)) -- Pattern wave off! playerData.patternwo=true -- Next step debrief. playerData.step=999 end --- Provide info about player status on the fly. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data. function AIRBOSS:_DetailedPlayerStatus(playerData) -- Player unit. local unit=playerData.unit -- Aircraft attitude. local aoa=unit:GetAoA() local yaw=unit:GetYaw() local roll=unit:GetRoll() local pitch=unit:GetPitch() -- Distance to the boat. local dist=playerData.unit:GetCoordinate():Get2DDistance(self.carrier:GetCoordinate()) local dx,dz,rho,phi=self:_GetDistances(unit) -- Wind vector. local wind=unit:GetCoordinate():GetWindWithTurbulenceVec3() -- Aircraft veloecity vector. local velo=unit:GetVelocityVec3() -- Relative heading Aircraft to Carrier. local relhead=self:_GetRelativeHeading(playerData.unit) -- Output local text=string.format("AoA=%.1f | Vx=%.1f Vy=%.1f Vz=%.1f\n", aoa, velo.x, velo.y, velo.z) text=text..string.format("Pitch=%.1f° | Roll=%.1f° | Yaw=%.1f° | Climb=%.1f°\n", pitch, roll, yaw, unit:GetClimbAngle()) text=text..string.format("Relheading=%.1f°\n", relhead) text=text..string.format("Distance: X=%d m Z=%d m | R=%d m Phi=%.1f\n", dx, dz, rho, phi) if playerData.step>=90 and playerData.step<=99 then local lineup=self:_Lineup(playerData)-self.rwyangle local glideslope=self:_Glideslope(playerData)-3.5 text=text..string.format("Lineup Error = %.1f°\n", lineup) text=text..string.format("Glideslope Error = %.1f°\n", glideslope) end text=text..string.format("Current step: %s\n", self:_StepName(playerData.step)) --text=text..string.format("Wind Vx=%.1f Vy=%.1f Vz=%.1f\n", wind.x, wind.y, wind.z) --text=text..string.format("rho=%.1f m phi=%.1f degrees\n", rho,phi) MESSAGE:New(text, 1, nil , true):ToClient(playerData.client) end --- Init parameters for USS Stennis carrier. -- @param #AIRBOSS self function AIRBOSS:_InitStennis() -- Carrier Parameters. self.rwyangle = -10 self.sterndist =-150 self.deckheight = 22 self.wire1 =-100 self.wire2 =-90 self.wire3 =-80 self.wire4 =-70 --[[ q0=self.carrier:GetCoordinate():SetAltitude(25) q0:BigSmokeSmall(0.1) q1=self.carrier:GetCoordinate():Translate(-104,0):SetAltitude(22) --1st wire q1:BigSmokeSmall(0.1)--:SmokeGreen() q2=self.carrier:GetCoordinate():Translate(-68,0):SetAltitude(22) --4th wire ==> distance between wires 12 m q2:BigSmokeSmall(0.1)--:SmokeBlue() ]] -- Upwind leg self.Upwind.name="Upwind" self.Upwind.Xmin=-4000 -- TODO Should be withing 4 km behind carrier. Why? self.Upwind.Xmax=nil self.Upwind.Zmin=0 self.Upwind.Zmax=1200 self.Upwind.LimitXmin=0 self.Upwind.LimitXmax=nil self.Upwind.LimitZmin=0 self.Upwind.LimitZmax=nil self.Upwind.Altitude=UTILS.FeetToMeters(800) self.Upwind.AoA=8.1 self.Upwind.Distance=nil -- Early break self.BreakEarly.name="Early Break" self.BreakEarly.Xmin=-500 self.BreakEarly.Xmax=UTILS.NMToMeters(5) self.BreakEarly.Zmin=-3700 self.BreakEarly.Zmax=1500 self.BreakEarly.LimitXmin=0 self.BreakEarly.LimitXmax=nil self.BreakEarly.LimitZmin=-370 -- 0.2 NM port of carrier self.BreakEarly.LimitZmax=nil self.BreakEarly.Altitude=UTILS.FeetToMeters(800) self.BreakEarly.AoA=8.1 self.BreakEarly.Distance=nil -- Late break self.BreakLate.name="Late Break" self.BreakLate.Xmin=-500 self.BreakLate.Xmax=UTILS.NMToMeters(5) self.BreakLate.Zmin=-3700 self.BreakLate.Zmax=1500 self.BreakLate.LimitXmin=0 self.BreakLate.LimitXmax=nil self.BreakLate.LimitZmin=-1470 --0.8 NM self.BreakLate.LimitZmax=nil self.BreakLate.Altitude=UTILS.FeetToMeters(800) self.BreakLate.AoA=8.1 self.BreakLate.Distance=nil -- Abeam position self.Abeam.name="Abeam Position" self.Abeam.Xmin=nil self.Abeam.Xmax=nil self.Abeam.Zmin=-4000 self.Abeam.Zmax=-1000 self.Abeam.LimitXmin=-200 self.Abeam.LimitXmax=nil self.Abeam.LimitZmin=nil self.Abeam.LimitZmax=nil self.Abeam.Altitude=UTILS.FeetToMeters(600) self.Abeam.AoA=8.1 self.Abeam.Distance=UTILS.NMToMeters(1.2) -- At the ninety self.Ninety.name="Ninety" self.Ninety.Xmin=-4000 self.Ninety.Xmax=0 self.Ninety.Zmin=-3700 self.Ninety.Zmax=nil self.Ninety.LimitXmin=nil self.Ninety.LimitXmax=nil self.Ninety.LimitZmin=nil self.Ninety.LimitZmax=-1111 self.Ninety.Altitude=UTILS.FeetToMeters(500) self.Ninety.AoA=8.1 self.Ninety.Distance=nil -- Wake position self.Wake.name="Wake" self.Wake.Xmin=-4000 self.Wake.Xmax=0 self.Wake.Zmin=-2000 self.Wake.Zmax=nil self.Wake.LimitXmin=nil self.Wake.LimitXmax=nil self.Wake.LimitZmin=0 self.Wake.LimitZmax=nil self.Wake.Altitude=UTILS.FeetToMeters(370) self.Wake.AoA=8.1 self.Wake.Distance=nil -- In the groove self.Groove.name="Groove" self.Groove.Xmin=-4000 self.Groove.Xmax= 100 self.Groove.Zmin=-1000 self.Groove.Zmax=nil self.Groove.LimitXmin=nil self.Groove.LimitXmax=nil self.Groove.LimitZmin=nil self.Groove.LimitZmax=nil self.Groove.Altitude=UTILS.FeetToMeters(300) self.Groove.AoA=8.1 self.Groove.Distance=nil -- Landing trap self.Trap.name="Trap" self.Trap.Xmin=-3000 self.Trap.Xmax=nil self.Trap.Zmin=-2000 self.Trap.Zmax=2000 self.Trap.LimitXmin=nil self.Trap.LimitXmax=nil self.Trap.LimitZmin=nil self.Trap.LimitZmax=nil self.Trap.Altitude=nil self.Trap.AoA=nil self.Trap.Distance=nil end --- Check limits for reaching next step. -- @param #AIRBOSS self -- @param #number X X position of player unit. -- @param #number Z Z position of player unit. -- @param #AIRBOSS.Checkpoint check Checkpoint. -- @return #boolean If true, checkpoint condition for next step was reached. function AIRBOSS:_CheckLimits(X, Z, check) -- Limits local nextXmin=check.LimitXmin==nil or (check.LimitXmin and (check.LimitXmin<0 and X<=check.LimitXmin or check.LimitXmin>=0 and X>=check.LimitXmin)) local nextXmax=check.LimitXmax==nil or (check.LimitXmax and (check.LimitXmax<0 and X>=check.LimitXmax or check.LimitXmax>=0 and X<=check.LimitXmax)) local nextZmin=check.LimitZmin==nil or (check.LimitZmin and (check.LimitZmin<0 and Z<=check.LimitZmin or check.LimitZmin>=0 and Z>=check.LimitZmin)) local nextZmax=check.LimitZmax==nil or (check.LimitZmax and (check.LimitZmax<0 and Z>=check.LimitZmax or check.LimitZmax>=0 and Z<=check.LimitZmax)) -- Proceed to next step if all conditions are fullfilled. local next=nextXmin and nextXmax and nextZmin and nextZmax -- Debug info. local text=string.format("step=%s: next=%s: X=%d Xmin=%s Xmax=%s | Z=%d Zmin=%s Zmax=%s", check.name, tostring(next), X, tostring(check.LimitXmin), tostring(check.LimitXmax), Z, tostring(check.LimitZmin), tostring(check.LimitZmax)) self:T(self.lid..text) --MESSAGE:New(text, 1):ToAllIf(self.Debug) return next end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- MISC functions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Grade approach. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data table. -- @return #string LSO grade, i.g. _OK_, OK, (OK), --, etc. -- @return #number Points. -- @return #string LSO analysis of flight path. function AIRBOSS:_LSOgrade(playerData) local function count(base, pattern) return select(2, string.gsub(base, pattern, "")) end -- Analyse flight data and conver to LSO text. local GXX,nXX=self:_Flightdata2Text(playerData.groove.XX) local GIM,nIM=self:_Flightdata2Text(playerData.groove.IM) local GIC,nIC=self:_Flightdata2Text(playerData.groove.IC) local GAR,nAR=self:_Flightdata2Text(playerData.groove.AR) -- Put everything together. local G=GXX.." "..GIM.." ".." "..GIC.." "..GAR -- Ground number of minor, normal and major deviations. local N=nXX+nIM+nIC+nAR local nL=count(G, '_')/2 local nS=count(G, '%(') local nN=N-nS-nL local grade local points if N==0 then -- No deviations, should be REALLY RARE! grade="_OK_" points=5.0 else if nL>0 then -- Larger deviations ==> "No grade" 2.0 points. grade="--" points=2.0 elseif nN>0 then -- No larger but average deviations ==> "Fair Pass" Pass with average deviations and corrections. grade="(OK)" points=3.0 else -- Only minor corrections grade="OK" points=4.0 end end -- Replace" )"( and "__" G=G:gsub("%)%(", "") G=G:gsub("__","") -- Debug info local text="LSO grade:\n" text=text..G.."\n" text=text.."Grade = "..grade.." points = "..points.."\n" text=text.."# of total deviations = "..N.."\n" text=text.."# of large deviations _ = "..nL.."\n" text=text.."# of norma deviations _ = "..nN.."\n" text=text.."# of small deviations ( = "..nS.."\n" self:I(self.lid..text) if playerData.patternwo or playerData.waveoff then grade="CUT" points=1.0 if playerData.lig then G="LIG PWO" elseif playerData.patternwo then G="PWO "..G end if playerData.landed then --AIRBOSS wants to talk to you! end elseif playerData.boltered then grade="-- (BOLTER)" points=2.5 end return grade, points, G end --- Grade flight data. -- @param #AIRBOSS self -- @param #AIRBOSS.GrooveData fdata Flight data in the groove. -- @return #string LSO grade or empty string if flight data table is nil. -- @return #number Number of deviations from perfect flight path. function AIRBOSS:_Flightdata2Text(fdata) local function little(text) return string.format("(%s)",text) end local function underline(text) return string.format("_%s_", text) end -- No flight data ==> return empty string. if fdata==nil then self:E(self.lid.."Flight data is nil.") return "", 0 end -- Flight data. local step=fdata.Step local AOA=fdata.AoA local GSE=fdata.GSE local LUE=fdata.LUE local ROL=fdata.Roll -- Speed. local S=nil if AOA>9.8 then S=underline("SLO") elseif AOA>9.3 then S="SLO" elseif AOA>8.8 then S=little("SLO") elseif AOA<6.4 then S=underline("F") elseif AOA<6.9 then S="F" elseif AOA<7.4 then S=little("F") end -- Alitude. local A=nil if GSE>1 then A=underline("H") elseif GSE>0.5 then A=little("H") elseif GSE>0.25 then A="H" elseif GSE<-1 then A=underline("LO") elseif GSE<-0.5 then A=little("LO") elseif GSE<-0.25 then A="LO" end -- Line up. local D=nil if LUE>3 then D=underline("LUL") elseif LUE>1 then D="LUL" elseif LUE>0.5 then D=little("LUL") elseif LUE<-3 then D=underline("LUR") elseif LUE<-1 then D="LUR" elseif LUE<-0.5 then D=little("LUR") end -- Compile. local G="" local n=0 if S then G=G..S n=n+1 end if A then G=G..A n=n+1 end if D then G=G..D n=n+1 end -- Add current step. local step=self:_GS(step) step=step:gsub("XX","X") if G~="" then G=G..step end -- Debug info. local text=string.format("LSO Grade at %s:\n", step) text=text..string.format("AOA=%.1f\n",AOA) text=text..string.format("GSE=%.1f\n",GSE) text=text..string.format("LUE=%.1f\n",LUE) text=text..string.format("ROL=%.1f\n",ROL) text=text..G self:T(self.lid..text) return G,n end --- Evaluate player's altitude at checkpoint. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data table. -- @return #number Low score. -- @return #number Bad score. function AIRBOSS:_GetGoodBadScore(playerData) local lowscore local badscore if playerData.difficulty==AIRBOSS.Difficulty.EASY then lowscore=10 badscore=20 elseif playerData.difficulty==AIRBOSS.Difficulty.NORMAL then lowscore=5 badscore=10 elseif playerData.difficulty==AIRBOSS.Difficulty.HARD then lowscore=2.5 badscore=5 end return lowscore, badscore end --- Evaluate player's altitude at checkpoint. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data table. -- @param #AIRBOSS.Checkpoint checkpoint Checkpoint. -- @param #number altitude Player's current altitude in meters. -- @return #string Feedback text. -- @return #string Debriefing text. function AIRBOSS:_AltitudeCheck(playerData, checkpoint, altitude) -- Player altitude. local altitude=playerData.unit:GetAltitude() -- Get relative score. local lowscore, badscore=self:_GetGoodBadScore(playerData) -- Altitude error +-X% local _error=(altitude-checkpoint.Altitude)/checkpoint.Altitude*100 local hint if _error>badscore then hint=string.format("You're high. ") elseif _error>lowscore then hint= string.format("You're slightly high. ") elseif _error<-badscore then hint=string.format("You're low. ") elseif _error<-lowscore then hint=string.format("You're slightly low. ") else hint=string.format("Good altitude. ") end -- Extend or decrease depending on skill. if playerData.difficulty==AIRBOSS.Difficulty.EASY then hint=hint..string.format("Optimal altitude is %d ft.", UTILS.MetersToFeet(checkpoint.Altitude)) elseif playerData.difficulty==AIRBOSS.Difficulty.NORMAL then --hint=hint.."\n" elseif playerData.difficulty==AIRBOSS.Difficulty.HARD then hint="" end -- Debrief text. local debrief=string.format("Altitude %d ft = %d%% deviation from %d ft optimum.", UTILS.MetersToFeet(altitude), _error, UTILS.MetersToFeet(checkpoint.Altitude)) return hint, debrief end --- Evaluate player's altitude at checkpoint. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data table. -- @param #AIRBOSS.Checkpoint checkpoint Checkpoint. -- @param #number distance Player's current distance to the boat in meters. -- @return #string Feedback message text. -- @return #string Debriefing text. function AIRBOSS:_DistanceCheck(playerData, checkpoint, distance) -- Get relative score. local lowscore, badscore = self:_GetGoodBadScore(playerData) -- Altitude error +-X% local _error=(distance-checkpoint.Distance)/checkpoint.Distance*100 local hint if _error>badscore then hint=string.format("You're too far from the boat! ") elseif _error>lowscore then hint=string.format("You're slightly too far from the boat. ") elseif _error<-badscore then hint=string.format( "You're too close to the boat! ") elseif _error<-lowscore then hint=string.format("You're slightly too far from the boat. ") else hint=string.format("Perfect distance to the boat. ") end -- Extend or decrease depending on skill. if playerData.difficulty==AIRBOSS.Difficulty.EASY then hint=hint..string.format(" Optimal distance is %d NM.", UTILS.MetersToNM(checkpoint.Distance)) elseif playerData.difficulty==AIRBOSS.Difficulty.NORMAL then --hint=hint.."\n" elseif playerData.difficulty==AIRBOSS.Difficulty.HARD then hint="" end -- Debriefing text. local debrief=string.format("Distance %.1f NM = %d%% deviation from %.1f NM optimum.",UTILS.MetersToNM(distance), _error, UTILS.MetersToNM(checkpoint.Distance)) return hint, debrief end --- Score for correct AoA. -- @param #AIRBOSS self -- @param #AIRBOSS.PlayerData playerData Player data. -- @param #AIRBOSS.Checkpoint checkpoint Checkpoint. -- @param #number aoa Player's current Angle of attack. -- @return #string Feedback message text or easy and normal difficulty level or nil for hard. -- @return #string Debriefing text. function AIRBOSS:_AoACheck(playerData, checkpoint, aoa) -- Get relative score. local lowscore, badscore = self:_GetGoodBadScore(playerData) -- Altitude error +-X% local _error=(aoa-checkpoint.AoA)/checkpoint.AoA*100 local hint if _error>badscore then --Slow hint="You're slow. " elseif _error>lowscore then --Slightly slow hint="You're slightly slow. " elseif _error<-badscore then --Fast hint="You're fast. " elseif _error<-lowscore then --Slightly fast hint="You're slightly fast. " else --On speed hint="You're on speed. " end -- Extend or decrease depending on skill. if playerData.difficulty==AIRBOSS.Difficulty.EASY then hint=hint..string.format(" Optimal AoA is %.1f.", checkpoint.AoA) elseif playerData.difficulty==AIRBOSS.Difficulty.NORMAL then --hint=hint.."\n" elseif playerData.difficulty==AIRBOSS.Difficulty.HARD then hint="" end -- Debriefing text. local debrief=string.format("AoA %.1f = %d%% deviation from %.1f optimum.", aoa, _error, checkpoint.AoA) return hint, debrief end --- Send message to playe client. -- @param #AIRBOSS self -- @param #string message The message to send. -- @param #number duration Display message duration. -- @param #AIRBOSS.PlayerData playerData Player data. -- @param #boolean clear If true, clear screen from previous messages. -- @param #string sender The person who sends the message. Default is carrier alias. -- @param #number delay Delay in seconds, before the message is send. function AIRBOSS:_SendMessageToPlayer(message, duration, playerData, clear, sender, delay) if message then delay=delay or 0 sender=sender or self.alias local text=string.format("%s, %s, %s", sender, playerData.callsign, message) env.info(text) if delay>0 then SCHEDULER:New(nil,self._SendMessageToPlayer, {self, message, duration, playerData, clear, sender}, delay) else if playerData.client then MESSAGE:New(text, duration, nil, clear):ToClient(playerData.client) end --MESSAGE:New(text, duration, nil, clear):ToAll() end end end --- Returns the unit of a player and the player name. If the unit does not belong to a player, nil is returned. -- @param #AIRBOSS self -- @param #string _unitName Name of the player unit. -- @return Wrapper.Unit#UNIT Unit of player or nil. -- @return #string Name of the player or nil. function AIRBOSS:_GetPlayerUnitAndName(_unitName) self:F2(_unitName) if _unitName ~= nil then -- Get DCS unit from its name. local DCSunit=Unit.getByName(_unitName) if DCSunit then local playername=DCSunit:getPlayerName() local unit=UNIT:Find(DCSunit) self:T2({DCSunit=DCSunit, unit=unit, playername=playername}) if DCSunit and unit and playername then return unit, playername end end end -- Return nil if we could not find a player. return nil,nil end ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- Menu Functions ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Add menu commands for player. -- @param #AIRBOSS self -- @param #string _unitName Name of player unit. function AIRBOSS:_AddF10Commands(_unitName) self:F(_unitName) -- Get player unit and name. local _unit, playername = self:_GetPlayerUnitAndName(_unitName) -- Check for player unit. if _unit and playername then -- Get group and ID. local group=_unit:GetGroup() local _gid=group:GetID() if group and _gid then if not self.menuadded[_gid] then -- Enable switch so we don't do this twice. self.menuadded[_gid] = true -- Main F10 menu: F10/Carrier Trainer// if AIRBOSS.MenuF10[_gid] == nil then AIRBOSS.MenuF10[_gid]=missionCommands.addSubMenuForGroup(_gid, "Carrier Trainer") end -- Player Data. local playerData=self.players[playername] -- F10/Carrier Trainer/ local _trainPath = missionCommands.addSubMenuForGroup(_gid, self.alias, AIRBOSS.MenuF10[_gid]) -- F10/Carrier Trainer//Results local _statsPath = missionCommands.addSubMenuForGroup(_gid, "LSO Grades", _trainPath) -- F10/Carrier Trainer//My Settings/Difficulty local _difficulPath = missionCommands.addSubMenuForGroup(_gid, "Difficulty", _trainPath) -- F10/Carrier Trainer//Results/ missionCommands.addCommandForGroup(_gid, "Greenie Board", _statsPath, self._DisplayScoreBoard, self, _unitName) missionCommands.addCommandForGroup(_gid, "My Grades", _statsPath, self._DisplayPlayerGrades, self, _unitName) --missionCommands.addCommandForGroup(_gid, "(Clear ALL Results)", _statsPath, self._ResetRangeStats, self, _unitName) -- F10/Carrier Trainer//Difficulty missionCommands.addCommandForGroup(_gid, "Flight Student", _difficulPath, self._SetDifficulty, self, playername, AIRBOSS.Difficulty.EASY) missionCommands.addCommandForGroup(_gid, "Naval Aviator", _difficulPath, self._SetDifficulty, self, playername, AIRBOSS.Difficulty.NORMAL) missionCommands.addCommandForGroup(_gid, "TOPGUN Graduate", _difficulPath, self._SetDifficulty, self, playername, AIRBOSS.Difficulty.HARD) -- F10/Carrier Trainer// missionCommands.addCommandForGroup(_gid, "Carrier Info", _trainPath, self._DisplayCarrierInfo, self, _unitName) missionCommands.addCommandForGroup(_gid, "Weather Report", _trainPath, self._DisplayCarrierWeather, self, _unitName) missionCommands.addCommandForGroup(_gid, "Attitude Monitor ON/OFF", _trainPath, self._AttitudeMonitor, self, playername) --TODO: Flare carrier. end else self:T(self.lid.."Could not find group or group ID in AddF10Menu() function. Unit name: ".._unitName) end else self:T(self.lid.."Player unit does not exist in AddF10Menu() function. Unit name: ".._unitName) end end --- Display top 10 player scores. -- @param #AIRBOSS self -- @param #string _unitName Name fo the player unit. function AIRBOSS:_DisplayPlayerGrades(_unitName) self:F(_unitName) -- Get player unit and name. local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) -- Check if we have a unit which is a player. if _unit and _playername then local playerData=self.players[_playername] --#AIRBOSS.PlayerData if playerData then -- Grades of player: local text=string.format("Your grades, %s:", _playername) local p=0 for i,_grade in pairs(playerData.grades) do local grade=_grade --#AIRBOSS.LSOgrade text=text..string.format("\n[%d] %s %.1f PT - %s", i, grade.grade, grade.points, grade.details) p=p+grade.points end -- Number of grades. local n=#playerData.grades if n>0 then text=text..string.format("\nAverage points = %.1f", p/n) else text=text..string.format("\nNo data available.") end env.info("FF:\n"..text) -- Send message. if playerData.client then MESSAGE:New(text, 30, nil, true):ToClient(playerData.client) end end end end --- Display top 10 player scores. -- @param #AIRBOSS self -- @param #string _unitName Name fo the player unit. function AIRBOSS:_DisplayScoreBoard(_unitName) self:F(_unitName) -- Get player unit and name. local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) -- Check if we have a unit which is a player. if _unit and _playername then -- Results table. local _playerResults={} -- Player data of requestor. local playerData=self.players[_playername] --#AIRBOSS.PlayerData -- Message text. local text = string.format("Greenie Board:") for _playerName,_playerData in pairs(self.players) do local Paverage=0 for _,_grade in pairs(_playerData.grades) do Paverage=Paverage+_grade.points end _playerResults[_playerName]=Paverage end --Sort list! local _sort=function(a, b) return a>b end table.sort(_playerResults,_sort) local i=1 for _playerName,_points in pairs(_playerResults) do text=text..string.format("\n[%d] %.1f %s", i,_points,_playerName) i=i+1 end env.info("FF:\n"..text) -- Send message. if playerData.client then MESSAGE:New(text, 30, nil, true):ToClient(playerData.client) end end end --- Turn player's aircraft attitude display on or off. -- @param #AIRBOSS self -- @param #string playername Player name. function AIRBOSS:_AttitudeMonitor(playername) self:E({playername=playername}) local playerData=self.players[playername] --#AIRBOSS.PlayerData if playerData then playerData.attitudemonitor=not playerData.attitudemonitor end end --- Set difficulty level. -- @param #AIRBOSS self -- @param #string playername Player name. -- @param #AIRBOSS.Difficulty difficulty Difficulty level. function AIRBOSS:_SetDifficulty(playername, difficulty) self:E({difficulty=difficulty, playername=playername}) local playerData=self.players[playername] --#AIRBOSS.PlayerData if playerData then playerData.difficulty=difficulty local text=string.format("Your difficulty level is now: %s.", difficulty) self:_SendMessageToPlayer(text, 5, playerData) else self:E(self.lid..string.format("ERROR: Could not get player data for player %s.", playername)) end end --- Report information about carrier. -- @param #AIRBOSS self -- @param #string _unitname Name of the player unit. function AIRBOSS:_DisplayCarrierInfo(_unitname) self:E(_unitname) -- Get player unit and player name. local unit, playername = self:_GetPlayerUnitAndName(_unitname) -- Check if we have a player. if unit and playername then -- Player data. local playerData=self.players[playername] --#AIRBOSS.PlayerData if playerData then -- Message text. local text=string.format("%s info:\n", self.alias) -- Current coordinates. local coord=self.carrier:GetCoordinate() -- Carrier speed and heading. local carrierheading=self.carrier:GetHeading() local carrierspeed=UTILS.MpsToKnots(self.carrier:GetVelocityMPS()) -- Tacan/ICLS. local tacan="unknown" local icls="unknown" if self.TACAN~=nil then tacan=tostring(self.TACAN) end if self.ICLSchannel~=nil then icls=tostring(self.ICLS) end -- Message text text=text..string.format("BRC %d°\n", carrierheading) text=text..string.format("Speed %d kts\n", carrierspeed) text=text..string.format("TACAN Channel %s\n", tacan) text=text..string.format("ICLS Channel %s", icls) -- Send message. self:_SendMessageToPlayer(text, 20, playerData) else self:E(self.lid..string.format("ERROR: Could not get player data for player %s.", playername)) end end end --- Report weather conditions at the carrier location. Temperature, QFE pressure and wind data. -- @param #AIRBOSS self -- @param #string _unitname Name of the player unit. function AIRBOSS:_DisplayCarrierWeather(_unitname) self:E(_unitname) -- Get player unit and player name. local unit, playername = self:_GetPlayerUnitAndName(_unitname) self:E({playername=playername}) -- Check if we have a player. if unit and playername then -- Message text. local text="" -- Current coordinates. local coord=self.carrier:GetCoordinate() -- Get atmospheric data at carrier location. local T=coord:GetTemperature() local P=coord:GetPressure() local Wd,Ws=coord:GetWind() -- Get Beaufort wind scale. local Bn,Bd=UTILS.BeaufortScale(Ws) local WD=string.format('%03d°', Wd) local Ts=string.format("%d°C",T) local hPa2inHg=0.0295299830714 local hPa2mmHg=0.7500615613030 local settings=_DATABASE:GetPlayerSettings(playername) or _SETTINGS --Core.Settings#SETTINGS local tT=string.format("%d°C",T) local tW=string.format("%.1f m/s", Ws) local tP=string.format("%.1f mmHg", P*hPa2mmHg) if settings:IsImperial() then tT=string.format("%d°F", UTILS.CelciusToFarenheit(T)) tW=string.format("%.1f knots", UTILS.MpsToKnots(Ws)) tP=string.format("%.2f inHg", P*hPa2inHg) end -- Report text. text=text..string.format("Weather Report at Carrier %s:\n", self.alias) text=text..string.format("--------------------------------------------------\n") text=text..string.format("Temperature %s\n", tT) text=text..string.format("Wind from %s at %s (%s)\n", WD, tW, Bd) text=text..string.format("QFE %.1f hPa = %s", P, tP) -- Debug output. self:T2(self.lid..text) -- Send message to player group. self:_SendMessageToPlayer(text, 30, self.players[playername]) else self:E(self.lid..string.format("ERROR! Could not find player unit in CarrierWeather! Unit name = %s", _unitname)) end end