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Improve the consistency of the module intros to the most commonly used version (single dash). Add missing module information (abbreviated where none existed previously). Fix broken documentation links Make module names correspond to filenames (and fix links). Fix typos.
1830 lines
58 KiB
Lua
1830 lines
58 KiB
Lua
--- **Functional** - (R2.5) - Yet Another Missile Trainer.
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--
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--
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-- Practice to evade missiles without being destroyed.
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--
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--
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-- ## Main Features:
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--
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-- * Handles air-to-air and surface-to-air missiles.
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-- * Define your own training zones on the map. Players in this zone will be protected.
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-- * Define launch zones. Only missiles launched in these zones are tracked.
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-- * Define protected AI groups.
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-- * F10 radio menu to adjust settings for each player.
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-- * Alert on missile launch (optional).
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-- * Marker of missile launch position (optional).
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-- * Adaptive update of missile-to-player distance.
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-- * Finite State Machine (FSM) implementation.
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-- * Easy to use. See examples below.
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--
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-- ===
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--
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-- ### Author: **funkyfranky**
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-- @module Functional.Fox
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-- @image Functional_FOX.png
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--- FOX class.
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-- @type FOX
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-- @field #string ClassName Name of the class.
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-- @field #boolean Debug Debug mode. Messages to all about status.
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-- @field #string lid Class id string for output to DCS log file.
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-- @field #table menuadded Table of groups the menu was added for.
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-- @field #boolean menudisabled If true, F10 menu for players is disabled.
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-- @field #boolean destroy Default player setting for destroying missiles.
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-- @field #boolean launchalert Default player setting for launch alerts.
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-- @field #boolean marklaunch Default player setting for mark launch coordinates.
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-- @field #table players Table of players.
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-- @field #table missiles Table of tracked missiles.
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-- @field #table safezones Table of practice zones.
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-- @field #table launchzones Table of launch zones.
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-- @field Core.Set#SET_GROUP protectedset Set of protected groups.
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-- @field #number explosionpower Power of explostion when destroying the missile in kg TNT. Default 5 kg TNT.
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-- @field #number explosiondist Missile player distance in meters for destroying smaller missiles. Default 200 m.
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-- @field #number explosiondist2 Missile player distance in meters for destroying big missiles. Default 500 m.
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-- @field #number bigmissilemass Explosion power of big missiles. Default 50 kg TNT. Big missiles will be destroyed earlier.
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-- @field #number dt50 Time step [sec] for missile position updates if distance to target > 50 km. Default 5 sec.
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-- @field #number dt10 Time step [sec] for missile position updates if distance to target > 10 km and < 50 km. Default 1 sec.
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-- @field #number dt05 Time step [sec] for missile position updates if distance to target > 5 km and < 10 km. Default 0.5 sec.
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-- @field #number dt01 Time step [sec] for missile position updates if distance to target > 1 km and < 5 km. Default 0.1 sec.
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-- @field #number dt00 Time step [sec] for missile position updates if distance to target < 1 km. Default 0.01 sec.
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-- @extends Core.Fsm#FSM
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--- Fox 3!
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--
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-- ===
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--
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-- 
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--
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-- # The FOX Concept
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--
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-- As you probably know [Fox](https://en.wikipedia.org/wiki/Fox_(code_word)) is a NATO brevity code for launching air-to-air munition. Therefore, the class name is not 100% accurate as this
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-- script handles air-to-air but also surface-to-air missiles.
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--
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-- # Basic Script
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--
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-- -- Create a new missile trainer object.
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-- fox=FOX:New()
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--
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-- -- Start missile trainer.
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-- fox:Start()
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--
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-- # Training Zones
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--
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-- Players are only protected if they are inside one of the training zones.
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--
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-- -- Create a new missile trainer object.
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-- fox=FOX:New()
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--
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-- -- Add training zones.
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-- fox:AddSafeZone(ZONE:New("Training Zone Alpha"))
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-- fox:AddSafeZone(ZONE:New("Training Zone Bravo"))
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--
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-- -- Start missile trainer.
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-- fox:Start()
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--
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-- # Launch Zones
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--
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-- Missile launches are only monitored if the shooter is inside the defined launch zone.
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--
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-- -- Create a new missile trainer object.
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-- fox=FOX:New()
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--
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-- -- Add training zones.
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-- fox:AddLaunchZone(ZONE:New("Launch Zone SA-10 Krim"))
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-- fox:AddLaunchZone(ZONE:New("Training Zone Bravo"))
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--
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-- -- Start missile trainer.
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-- fox:Start()
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--
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-- # Protected AI Groups
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--
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-- Define AI protected groups. These groups cannot be harmed by missiles.
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--
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-- ## Add Individual Groups
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--
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-- -- Create a new missile trainer object.
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-- fox=FOX:New()
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--
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-- -- Add single protected group(s).
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-- fox:AddProtectedGroup(GROUP:FindByName("A-10 Protected"))
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-- fox:AddProtectedGroup(GROUP:FindByName("Yak-40"))
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--
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-- -- Start missile trainer.
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-- fox:Start()
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--
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-- # Fine Tuning
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--
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-- Todo!
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--
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-- # Special Events
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--
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-- Todo!
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--
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--
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-- @field #FOX
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FOX = {
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ClassName = "FOX",
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Debug = false,
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lid = nil,
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menuadded = {},
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menudisabled = nil,
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destroy = nil,
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launchalert = nil,
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marklaunch = nil,
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missiles = {},
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players = {},
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safezones = {},
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launchzones = {},
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protectedset = nil,
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explosionpower = 0.1,
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explosiondist = 200,
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explosiondist2 = 500,
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bigmissilemass = 50,
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destroy = nil,
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dt50 = 5,
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dt10 = 1,
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dt05 = 0.5,
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dt01 = 0.1,
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dt00 = 0.01,
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}
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--- Player data table holding all important parameters of each player.
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-- @type FOX.PlayerData
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-- @field Wrapper.Unit#UNIT unit Aircraft of the player.
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-- @field #string unitname Name of the unit.
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-- @field Wrapper.Client#CLIENT client Client object of player.
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-- @field #string callsign Callsign of player.
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-- @field Wrapper.Group#GROUP group Aircraft group of player.
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-- @field #string groupname Name of the the player aircraft group.
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-- @field #string name Player name.
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-- @field #number coalition Coalition number of player.
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-- @field #boolean destroy Destroy missile.
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-- @field #boolean launchalert Alert player on detected missile launch.
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-- @field #boolean marklaunch Mark position of launched missile on F10 map.
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-- @field #number defeated Number of missiles defeated.
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-- @field #number dead Number of missiles not defeated.
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-- @field #boolean inzone Player is inside a protected zone.
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--- Missile data table.
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-- @type FOX.MissileData
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-- @field Wrapper.Unit#UNIT weapon Missile weapon unit.
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-- @field #boolean active If true the missile is active.
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-- @field #string missileType Type of missile.
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-- @field #string missileName Name of missile.
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-- @field #number missileRange Range of missile in meters.
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-- @field #number fuseDist Fuse distance in meters.
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-- @field #number explosive Explosive mass in kg TNT.
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-- @field Wrapper.Unit#UNIT shooterUnit Unit that shot the missile.
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-- @field Wrapper.Group#GROUP shooterGroup Group that shot the missile.
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-- @field #number shooterCoalition Coalition side of the shooter.
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-- @field #string shooterName Name of the shooter unit.
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-- @field #number shotTime Abs. mission time in seconds the missile was fired.
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-- @field Core.Point#COORDINATE shotCoord Coordinate where the missile was fired.
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-- @field Wrapper.Unit#UNIT targetUnit Unit that was targeted.
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-- @field #string targetName Name of the target unit or "unknown".
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-- @field #string targetOrig Name of the "original" target, i.e. the one right after launched.
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-- @field #FOX.PlayerData targetPlayer Player that was targeted or nil.
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--- Main radio menu on group level.
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-- @field #table MenuF10 Root menu table on group level.
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FOX.MenuF10={}
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--- Main radio menu on mission level.
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-- @field #table MenuF10Root Root menu on mission level.
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FOX.MenuF10Root=nil
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--- FOX class version.
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-- @field #string version
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FOX.version="0.6.1"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- ToDo list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO list:
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-- DONE: safe zones
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-- DONE: mark shooter on F10
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Constructor
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Create a new FOX class object.
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-- @param #FOX self
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-- @return #FOX self.
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function FOX:New()
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self.lid="FOX | "
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-- Inherit everthing from FSM class.
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local self=BASE:Inherit(self, FSM:New()) -- #FOX
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-- Defaults:
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self:SetDefaultMissileDestruction(true)
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self:SetDefaultLaunchAlerts(true)
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self:SetDefaultLaunchMarks(true)
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-- Explosion/destruction defaults.
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self:SetExplosionDistance()
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self:SetExplosionDistanceBigMissiles()
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self:SetExplosionPower()
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-- Start State.
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self:SetStartState("Stopped")
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-- Add FSM transitions.
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-- From State --> Event --> To State
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self:AddTransition("Stopped", "Start", "Running") -- Start FOX script.
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self:AddTransition("*", "Status", "*") -- Status update.
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self:AddTransition("*", "MissileLaunch", "*") -- Missile was launched.
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self:AddTransition("*", "MissileDestroyed", "*") -- Missile was destroyed before impact.
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self:AddTransition("*", "EnterSafeZone", "*") -- Player enters a safe zone.
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self:AddTransition("*", "ExitSafeZone", "*") -- Player exists a safe zone.
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self:AddTransition("Running", "Stop", "Stopped") -- Stop FOX script.
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------------------------
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--- Pseudo Functions ---
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------------------------
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--- Triggers the FSM event "Start". Starts the FOX. Initializes parameters and starts event handlers.
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-- @function [parent=#FOX] Start
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-- @param #FOX self
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--- Triggers the FSM event "Start" after a delay. Starts the FOX. Initializes parameters and starts event handlers.
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-- @function [parent=#FOX] __Start
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-- @param #FOX self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "Stop". Stops the FOX and all its event handlers.
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-- @param #FOX self
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--- Triggers the FSM event "Stop" after a delay. Stops the FOX and all its event handlers.
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-- @function [parent=#FOX] __Stop
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-- @param #FOX self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "Status".
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-- @function [parent=#FOX] Status
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-- @param #FOX self
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--- Triggers the FSM event "Status" after a delay.
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-- @function [parent=#FOX] __Status
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-- @param #FOX self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "MissileLaunch".
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-- @function [parent=#FOX] MissileLaunch
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-- @param #FOX self
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-- @param #FOX.MissileData missile Data of the fired missile.
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--- Triggers the FSM delayed event "MissileLaunch".
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-- @function [parent=#FOX] __MissileLaunch
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-- @param #FOX self
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-- @param #number delay Delay in seconds before the function is called.
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-- @param #FOX.MissileData missile Data of the fired missile.
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--- On after "MissileLaunch" event user function. Called when a missile was launched.
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-- @function [parent=#FOX] OnAfterMissileLaunch
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-- @param #FOX self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param #FOX.MissileData missile Data of the fired missile.
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--- Triggers the FSM event "MissileDestroyed".
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-- @function [parent=#FOX] MissileDestroyed
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-- @param #FOX self
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-- @param #FOX.MissileData missile Data of the destroyed missile.
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--- Triggers the FSM delayed event "MissileDestroyed".
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-- @function [parent=#FOX] __MissileDestroyed
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-- @param #FOX self
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-- @param #number delay Delay in seconds before the function is called.
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-- @param #FOX.MissileData missile Data of the destroyed missile.
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--- On after "MissileDestroyed" event user function. Called when a missile was destroyed.
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-- @function [parent=#FOX] OnAfterMissileDestroyed
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-- @param #FOX self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param #FOX.MissileData missile Data of the destroyed missile.
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--- Triggers the FSM event "EnterSafeZone".
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-- @function [parent=#FOX] EnterSafeZone
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-- @param #FOX self
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-- @param #FOX.PlayerData player Player data.
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--- Triggers the FSM delayed event "EnterSafeZone".
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-- @function [parent=#FOX] __EnterSafeZone
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-- @param #FOX self
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-- @param #number delay Delay in seconds before the function is called.
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-- @param #FOX.PlayerData player Player data.
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--- On after "EnterSafeZone" event user function. Called when a player enters a safe zone.
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-- @function [parent=#FOX] OnAfterEnterSafeZone
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-- @param #FOX self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param #FOX.PlayerData player Player data.
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--- Triggers the FSM event "ExitSafeZone".
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-- @function [parent=#FOX] ExitSafeZone
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-- @param #FOX self
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-- @param #FOX.PlayerData player Player data.
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--- Triggers the FSM delayed event "ExitSafeZone".
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-- @function [parent=#FOX] __ExitSafeZone
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-- @param #FOX self
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-- @param #number delay Delay in seconds before the function is called.
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-- @param #FOX.PlayerData player Player data.
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--- On after "ExitSafeZone" event user function. Called when a player exists a safe zone.
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-- @function [parent=#FOX] OnAfterExitSafeZone
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-- @param #FOX self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param #FOX.PlayerData player Player data.
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return self
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end
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--- On after Start event. Starts the missile trainer and adds event handlers.
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-- @param #FOX self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function FOX:onafterStart(From, Event, To)
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-- Short info.
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local text=string.format("Starting FOX Missile Trainer %s", FOX.version)
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env.info(text)
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-- Handle events:
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self:HandleEvent(EVENTS.Birth)
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self:HandleEvent(EVENTS.Shot)
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if self.Debug then
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self:HandleEvent(EVENTS.Hit)
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end
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if self.Debug then
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self:TraceClass(self.ClassName)
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self:TraceLevel(2)
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end
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self:__Status(-20)
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end
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--- On after Stop event. Stops the missile trainer and unhandles events.
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-- @param #FOX self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function FOX:onafterStop(From, Event, To)
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-- Short info.
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local text=string.format("Stopping FOX Missile Trainer %s", FOX.version)
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env.info(text)
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-- Handle events:
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self:UnHandleEvent(EVENTS.Birth)
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self:UnHandleEvent(EVENTS.Shot)
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if self.Debug then
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self:UnhandleEvent(EVENTS.Hit)
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end
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end
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---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- User Functions
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---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Add a training zone. Players in the zone are safe.
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-- @param #FOX self
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-- @param Core.Zone#ZONE zone Training zone.
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-- @return #FOX self
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function FOX:AddSafeZone(zone)
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table.insert(self.safezones, zone)
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return self
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end
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--- Add a launch zone. Only missiles launched within these zones will be tracked.
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-- @param #FOX self
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-- @param Core.Zone#ZONE zone Training zone.
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-- @return #FOX self
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function FOX:AddLaunchZone(zone)
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table.insert(self.launchzones, zone)
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return self
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end
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--- Add a protected set of groups.
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-- @param #FOX self
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-- @param Core.Set#SET_GROUP groupset The set of groups.
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-- @return #FOX self
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function FOX:SetProtectedGroupSet(groupset)
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self.protectedset=groupset
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return self
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end
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--- Add a group to the protected set.
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-- @param #FOX self
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-- @param Wrapper.Group#GROUP group Protected group.
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-- @return #FOX self
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function FOX:AddProtectedGroup(group)
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if not self.protectedset then
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self.protectedset=SET_GROUP:New()
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end
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self.protectedset:AddGroup(group)
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return self
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end
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--- Set explosion power. This is an "artificial" explosion generated when the missile is destroyed. Just for the visual effect.
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-- Don't set the explosion power too big or it will harm the aircraft in the vicinity.
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-- @param #FOX self
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-- @param #number power Explosion power in kg TNT. Default 0.1 kg.
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-- @return #FOX self
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function FOX:SetExplosionPower(power)
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self.explosionpower=power or 0.1
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return self
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end
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--- Set missile-player distance when missile is destroyed.
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-- @param #FOX self
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-- @param #number distance Distance in meters. Default 200 m.
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-- @return #FOX self
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function FOX:SetExplosionDistance(distance)
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self.explosiondist=distance or 200
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return self
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end
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--- Set missile-player distance when BIG missiles are destroyed.
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-- @param #FOX self
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-- @param #number distance Distance in meters. Default 500 m.
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-- @param #number explosivemass Explosive mass of missile threshold in kg TNT. Default 50 kg.
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-- @return #FOX self
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function FOX:SetExplosionDistanceBigMissiles(distance, explosivemass)
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self.explosiondist2=distance or 500
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self.bigmissilemass=explosivemass or 50
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return self
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end
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--- Disable F10 menu for all players.
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-- @param #FOX self
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-- @return #FOX self
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function FOX:SetDisableF10Menu()
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self.menudisabled=true
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return self
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end
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--- Enable F10 menu for all players.
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-- @param #FOX self
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-- @return #FOX self
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function FOX:SetEnableF10Menu()
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self.menudisabled=false
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return self
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end
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|
|
--- Set default player setting for missile destruction.
|
|
-- @param #FOX self
|
|
-- @param #boolean switch If true missiles are destroyed. If false/nil missiles are not destroyed.
|
|
-- @return #FOX self
|
|
function FOX:SetDefaultMissileDestruction(switch)
|
|
|
|
if switch==nil then
|
|
self.destroy=false
|
|
else
|
|
self.destroy=switch
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set default player setting for launch alerts.
|
|
-- @param #FOX self
|
|
-- @param #boolean switch If true launch alerts to players are active. If false/nil no launch alerts are given.
|
|
-- @return #FOX self
|
|
function FOX:SetDefaultLaunchAlerts(switch)
|
|
|
|
if switch==nil then
|
|
self.launchalert=false
|
|
else
|
|
self.launchalert=switch
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set default player setting for marking missile launch coordinates
|
|
-- @param #FOX self
|
|
-- @param #boolean switch If true missile launches are marked. If false/nil marks are disabled.
|
|
-- @return #FOX self
|
|
function FOX:SetDefaultLaunchMarks(switch)
|
|
|
|
if switch==nil then
|
|
self.marklaunch=false
|
|
else
|
|
self.marklaunch=switch
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Set debug mode on/off.
|
|
-- @param #FOX self
|
|
-- @param #boolean switch If true debug mode on. If false/nil debug mode off.
|
|
-- @return #FOX self
|
|
function FOX:SetDebugOnOff(switch)
|
|
|
|
if switch==nil then
|
|
self.Debug=false
|
|
else
|
|
self.Debug=switch
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set debug mode on.
|
|
-- @param #FOX self
|
|
-- @return #FOX self
|
|
function FOX:SetDebugOn()
|
|
self:SetDebugOnOff(true)
|
|
return self
|
|
end
|
|
|
|
--- Set debug mode off.
|
|
-- @param #FOX self
|
|
-- @return #FOX self
|
|
function FOX:SetDebugOff()
|
|
self:SetDebugOff(false)
|
|
return self
|
|
end
|
|
|
|
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Status Functions
|
|
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Check spawn queue and spawn aircraft if necessary.
|
|
-- @param #FOX self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
function FOX:onafterStatus(From, Event, To)
|
|
|
|
-- Get FSM state.
|
|
local fsmstate=self:GetState()
|
|
|
|
local time=timer.getAbsTime()
|
|
local clock=UTILS.SecondsToClock(time)
|
|
|
|
-- Status.
|
|
self:I(self.lid..string.format("Missile trainer status %s: %s", clock, fsmstate))
|
|
|
|
-- Check missile status.
|
|
self:_CheckMissileStatus()
|
|
|
|
-- Check player status.
|
|
self:_CheckPlayers()
|
|
|
|
if fsmstate=="Running" then
|
|
self:__Status(-10)
|
|
end
|
|
end
|
|
|
|
--- Check status of players.
|
|
-- @param #FOX self
|
|
function FOX:_CheckPlayers()
|
|
|
|
for playername,_playersettings in pairs(self.players) do
|
|
local playersettings=_playersettings --#FOX.PlayerData
|
|
|
|
local unitname=playersettings.unitname
|
|
local unit=UNIT:FindByName(unitname)
|
|
|
|
if unit and unit:IsAlive() then
|
|
|
|
local coord=unit:GetCoordinate()
|
|
|
|
local issafe=self:_CheckCoordSafe(coord)
|
|
|
|
|
|
if issafe then
|
|
|
|
-----------------------------
|
|
-- Player INSIDE Safe Zone --
|
|
-----------------------------
|
|
|
|
if not playersettings.inzone then
|
|
self:EnterSafeZone(playersettings)
|
|
playersettings.inzone=true
|
|
end
|
|
|
|
else
|
|
|
|
------------------------------
|
|
-- Player OUTSIDE Safe Zone --
|
|
------------------------------
|
|
|
|
if playersettings.inzone==true then
|
|
self:ExitSafeZone(playersettings)
|
|
playersettings.inzone=false
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- Remove missile.
|
|
-- @param #FOX self
|
|
-- @param #FOX.MissileData missile Missile data.
|
|
function FOX:_RemoveMissile(missile)
|
|
|
|
if missile then
|
|
for i,_missile in pairs(self.missiles) do
|
|
local m=_missile --#FOX.MissileData
|
|
if missile.missileName==m.missileName then
|
|
table.remove(self.missiles, i)
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- Missile status.
|
|
-- @param #FOX self
|
|
function FOX:_CheckMissileStatus()
|
|
|
|
local text="Missiles:"
|
|
local inactive={}
|
|
for i,_missile in pairs(self.missiles) do
|
|
local missile=_missile --#FOX.MissileData
|
|
|
|
local targetname="unkown"
|
|
if missile.targetUnit then
|
|
targetname=missile.targetUnit:GetName()
|
|
end
|
|
local playername="none"
|
|
if missile.targetPlayer then
|
|
playername=missile.targetPlayer.name
|
|
end
|
|
local active=tostring(missile.active)
|
|
local mtype=missile.missileType
|
|
local dtype=missile.missileType
|
|
local range=UTILS.MetersToNM(missile.missileRange)
|
|
|
|
if not active then
|
|
table.insert(inactive,i)
|
|
end
|
|
local heading=self:_GetWeapongHeading(missile.weapon)
|
|
|
|
text=text..string.format("\n[%d] %s: active=%s, range=%.1f NM, heading=%03d, target=%s, player=%s, missilename=%s", i, mtype, active, range, heading, targetname, playername, missile.missileName)
|
|
|
|
end
|
|
if #self.missiles==0 then
|
|
text=text.." none"
|
|
end
|
|
self:I(self.lid..text)
|
|
|
|
-- Remove inactive missiles.
|
|
for i=#self.missiles,1,-1 do
|
|
local missile=self.missiles[i] --#FOX.MissileData
|
|
if missile and not missile.active then
|
|
table.remove(self.missiles, i)
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- Check if missile target is protected.
|
|
-- @param #FOX self
|
|
-- @param Wrapper.Unit#UNIT targetunit Target unit.
|
|
-- @return #boolean If true, unit is protected.
|
|
function FOX:_IsProtected(targetunit)
|
|
|
|
if not self.protectedset then
|
|
return false
|
|
end
|
|
|
|
if targetunit and targetunit:IsAlive() then
|
|
|
|
-- Get Group.
|
|
local targetgroup=targetunit:GetGroup()
|
|
|
|
if targetgroup then
|
|
local targetname=targetgroup:GetName()
|
|
|
|
for _,_group in pairs(self.protectedset:GetSetObjects()) do
|
|
local group=_group --Wrapper.Group#GROUP
|
|
|
|
if group then
|
|
local groupname=group:GetName()
|
|
|
|
-- Target belongs to a protected set.
|
|
if targetname==groupname then
|
|
return true
|
|
end
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Missle launch event.
|
|
-- @param #FOX self
|
|
-- @param #string From From state.
|
|
-- @param #string Event Event.
|
|
-- @param #string To To state.
|
|
-- @param #FOX.MissileData missile Fired missile
|
|
function FOX:onafterMissileLaunch(From, Event, To, missile)
|
|
|
|
-- Tracking info and init of last bomb position.
|
|
local text=string.format("FOX: Tracking missile %s(%s) - target %s - shooter %s", missile.missileType, missile.missileName, tostring(missile.targetName), missile.shooterName)
|
|
self:I(FOX.lid..text)
|
|
MESSAGE:New(text, 10):ToAllIf(self.Debug)
|
|
|
|
-- Loop over players.
|
|
for _,_player in pairs(self.players) do
|
|
local player=_player --#FOX.PlayerData
|
|
|
|
-- Player position.
|
|
local playerUnit=player.unit
|
|
|
|
-- Check that player is alive and of the opposite coalition.
|
|
if playerUnit and playerUnit:IsAlive() and player.coalition~=missile.shooterCoalition then
|
|
|
|
-- Player missile distance.
|
|
local distance=playerUnit:GetCoordinate():Get3DDistance(missile.shotCoord)
|
|
|
|
-- Player bearing to missile.
|
|
local bearing=playerUnit:GetCoordinate():HeadingTo(missile.shotCoord)
|
|
|
|
-- Alert that missile has been launched.
|
|
if player.launchalert then
|
|
|
|
-- Alert directly targeted players or players that are within missile max range.
|
|
if (missile.targetPlayer and player.unitname==missile.targetPlayer.unitname) or (distance<missile.missileRange) then
|
|
|
|
-- Inform player.
|
|
local text=string.format("Missile launch detected! Distance %.1f NM, bearing %03d°.", UTILS.MetersToNM(distance), bearing)
|
|
|
|
-- Say notching headings.
|
|
self:ScheduleOnce(5, FOX._SayNotchingHeadings, self, player, missile.weapon)
|
|
|
|
--TODO: ALERT or INFO depending on whether this is a direct target.
|
|
--TODO: lauchalertall option.
|
|
MESSAGE:New(text, 5, "ALERT"):ToClient(player.client)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- Mark coordinate.
|
|
if player.marklaunch then
|
|
local text=string.format("Missile launch coordinates:\n%s\n%s", missile.shotCoord:ToStringLLDMS(), missile.shotCoord:ToStringBULLS(player.coalition))
|
|
missile.shotCoord:MarkToGroup(text, player.group)
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
-- Init missile position.
|
|
local _lastBombPos = {x=0,y=0,z=0}
|
|
|
|
-- Missile coordinate.
|
|
local missileCoord = nil --Core.Point#COORDINATE
|
|
|
|
-- Target unit of the missile.
|
|
local target=nil --Wrapper.Unit#UNIT
|
|
|
|
--- Function monitoring the position of a bomb until impact.
|
|
local function trackMissile(_ordnance)
|
|
|
|
-- When the pcall returns a failure the weapon has hit.
|
|
local _status,_bombPos = pcall(
|
|
function()
|
|
return _ordnance:getPoint()
|
|
end)
|
|
|
|
-- Check if status is not nil. If so, we have a valid point.
|
|
if _status then
|
|
|
|
----------------------------------------------
|
|
-- Still in the air. Remember this position --
|
|
----------------------------------------------
|
|
|
|
-- Missile position.
|
|
_lastBombPos = {x=_bombPos.x, y=_bombPos.y, z=_bombPos.z}
|
|
|
|
-- Missile coordinate.
|
|
missileCoord=COORDINATE:NewFromVec3(_lastBombPos)
|
|
|
|
-- Missile velocity in m/s.
|
|
local missileVelocity=UTILS.VecNorm(_ordnance:getVelocity())
|
|
|
|
-- Update missile target if necessary.
|
|
self:GetMissileTarget(missile)
|
|
|
|
if missile.targetUnit then
|
|
|
|
-----------------------------------
|
|
-- Missile has a specific target --
|
|
-----------------------------------
|
|
|
|
if missile.targetPlayer then
|
|
-- Target is a player.
|
|
if missile.targetPlayer.destroy==true then
|
|
target=missile.targetUnit
|
|
end
|
|
else
|
|
-- Check if unit is protected.
|
|
if self:_IsProtected(missile.targetUnit) then
|
|
target=missile.targetUnit
|
|
end
|
|
end
|
|
|
|
else
|
|
|
|
------------------------------------
|
|
-- Missile has NO specific target --
|
|
------------------------------------
|
|
|
|
-- TODO: This might cause a problem with wingman. Even if the shooter itself is excluded from the check, it's wingmen are not.
|
|
-- That would trigger the distance check right after missile launch if things to wrong.
|
|
--
|
|
-- Possible solutions:
|
|
-- * Time check: enable this check after X seconds after missile was fired. What is X?
|
|
-- * Coalition check. But would not work in training situations where blue on blue is valid!
|
|
-- * At least enable it for surface-to-air missiles.
|
|
|
|
local function _GetTarget(_unit)
|
|
local unit=_unit --Wrapper.Unit#UNIT
|
|
|
|
-- Player position.
|
|
local playerCoord=unit:GetCoordinate()
|
|
|
|
-- Distance.
|
|
local dist=missileCoord:Get3DDistance(playerCoord)
|
|
|
|
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
|
|
if dist<=self.explosiondist then
|
|
return unit
|
|
end
|
|
end
|
|
|
|
-- Distance to closest player.
|
|
local mindist=nil
|
|
|
|
-- Loop over players.
|
|
for _,_player in pairs(self.players) do
|
|
local player=_player --#FOX.PlayerData
|
|
|
|
-- Check that player was not the one who launched the missile.
|
|
if player.unitname~=missile.shooterName then
|
|
|
|
-- Player position.
|
|
local playerCoord=player.unit:GetCoordinate()
|
|
|
|
-- Distance.
|
|
local dist=missileCoord:Get3DDistance(playerCoord)
|
|
|
|
-- Distance from shooter to player.
|
|
local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
|
|
|
|
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
|
|
if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
|
|
mindist=dist
|
|
target=player.unit
|
|
end
|
|
end
|
|
end
|
|
|
|
if self.protectedset then
|
|
|
|
-- Distance to closest protected unit.
|
|
mindist=nil
|
|
|
|
for _,_group in pairs(self.protectedset:GetSet()) do
|
|
local group=_group --Wrapper.Group#GROUP
|
|
for _,_unit in pairs(group:GetUnits()) do
|
|
local unit=_unit --Wrapper.Unit#UNIT
|
|
|
|
if unit and unit:IsAlive() then
|
|
|
|
-- Check that player was not the one who launched the missile.
|
|
if unit:GetName()~=missile.shooterName then
|
|
|
|
-- Player position.
|
|
local playerCoord=unit:GetCoordinate()
|
|
|
|
-- Distance.
|
|
local dist=missileCoord:Get3DDistance(playerCoord)
|
|
|
|
-- Distance from shooter to player.
|
|
local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
|
|
|
|
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
|
|
if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
|
|
mindist=dist
|
|
target=unit
|
|
end
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
if target then
|
|
self:T(self.lid..string.format("Missile %s with NO explicit target got closest unit to missile as target %s. Dist=%s m", missile.missileType, target:GetName(), tostring(mindist)))
|
|
end
|
|
|
|
end
|
|
|
|
-- Check if missile has a valid target.
|
|
if target then
|
|
|
|
-- Target coordinate.
|
|
local targetCoord=target:GetCoordinate()
|
|
|
|
-- Distance from missile to target.
|
|
local distance=missileCoord:Get3DDistance(targetCoord)
|
|
|
|
-- Distance missile to shooter.
|
|
local distShooter=nil
|
|
if missile.shooterUnit and missile.shooterUnit:IsAlive() then
|
|
distShooter=missileCoord:Get3DDistance(missile.shooterUnit:GetCoordinate())
|
|
end
|
|
|
|
|
|
-- Debug output.
|
|
if self.Debug then
|
|
local bearing=targetCoord:HeadingTo(missileCoord)
|
|
local eta=distance/missileVelocity
|
|
|
|
-- Debug distance check.
|
|
self:I(self.lid..string.format("Missile %s Target %s: Distance = %.1f m, v=%.1f m/s, bearing=%03d°, ETA=%.1f sec", missile.missileType, target:GetName(), distance, missileVelocity, bearing, eta))
|
|
end
|
|
|
|
-- Distroy missile if it's getting too close.
|
|
local destroymissile=distance<=self.explosiondist
|
|
|
|
-- Check BIG missiles.
|
|
if self.explosiondist2 and distance<=self.explosiondist2 and not destroymissile then
|
|
destroymissile=missile.explosive>=self.bigmissilemass
|
|
end
|
|
|
|
-- If missile is 150 m from target ==> destroy missile if in safe zone.
|
|
if destroymissile and self:_CheckCoordSafe(targetCoord) then
|
|
|
|
-- Destroy missile.
|
|
self:I(self.lid..string.format("Destroying missile %s(%s) fired by %s aimed at %s [player=%s] at distance %.1f m",
|
|
missile.missileType, missile.missileName, missile.shooterName, target:GetName(), tostring(missile.targetPlayer~=nil), distance))
|
|
_ordnance:destroy()
|
|
|
|
-- Missile is not active any more.
|
|
missile.active=false
|
|
|
|
-- Debug smoke.
|
|
if self.Debug then
|
|
missileCoord:SmokeRed()
|
|
targetCoord:SmokeGreen()
|
|
end
|
|
|
|
-- Create event.
|
|
self:MissileDestroyed(missile)
|
|
|
|
-- Little explosion for the visual effect.
|
|
if self.explosionpower>0 and distance>50 and (distShooter==nil or (distShooter and distShooter>50)) then
|
|
missileCoord:Explosion(self.explosionpower)
|
|
end
|
|
|
|
-- Target was a player.
|
|
if missile.targetPlayer then
|
|
|
|
-- Message to target.
|
|
local text=string.format("Destroying missile. %s", self:_DeadText())
|
|
MESSAGE:New(text, 10):ToGroup(target:GetGroup())
|
|
|
|
-- Increase dead counter.
|
|
missile.targetPlayer.dead=missile.targetPlayer.dead+1
|
|
end
|
|
|
|
-- Terminate timer.
|
|
return nil
|
|
|
|
else
|
|
|
|
-- Time step.
|
|
local dt=1.0
|
|
if distance>50000 then
|
|
-- > 50 km
|
|
dt=self.dt50 --=5.0
|
|
elseif distance>10000 then
|
|
-- 10-50 km
|
|
dt=self.dt10 --=1.0
|
|
elseif distance>5000 then
|
|
-- 5-10 km
|
|
dt=self.dt05 --0.5
|
|
elseif distance>1000 then
|
|
-- 1-5 km
|
|
dt=self.dt01 --0.1
|
|
else
|
|
-- < 1 km
|
|
dt=self.dt00 --0.01
|
|
end
|
|
|
|
-- Check again in dt seconds.
|
|
return timer.getTime()+dt
|
|
end
|
|
|
|
else
|
|
|
|
-- Destroy missile.
|
|
self:T(self.lid..string.format("Missile %s(%s) fired by %s has no current target. Checking back in 0.1 sec.", missile.missileType, missile.missileName, missile.shooterName))
|
|
return timer.getTime()+0.1
|
|
|
|
-- No target ==> terminate timer.
|
|
--return nil
|
|
end
|
|
|
|
else
|
|
|
|
-------------------------------------
|
|
-- Missile does not exist any more --
|
|
-------------------------------------
|
|
|
|
if target then
|
|
|
|
-- Get human player.
|
|
local player=self:_GetPlayerFromUnit(target)
|
|
|
|
-- Check for player and distance < 10 km.
|
|
if player and player.unit:IsAlive() then -- and missileCoord and player.unit:GetCoordinate():Get3DDistance(missileCoord)<10*1000 then
|
|
local text=string.format("Missile defeated. Well done, %s!", player.name)
|
|
MESSAGE:New(text, 10):ToClient(player.client)
|
|
|
|
-- Increase defeated counter.
|
|
player.defeated=player.defeated+1
|
|
end
|
|
|
|
end
|
|
|
|
-- Missile is not active any more.
|
|
missile.active=false
|
|
|
|
--Terminate the timer.
|
|
self:T(FOX.lid..string.format("Terminating missile track timer."))
|
|
return nil
|
|
|
|
end -- _status check
|
|
|
|
end -- end function trackBomb
|
|
|
|
-- Weapon is not yet "alife" just yet. Start timer with a little delay.
|
|
self:T(FOX.lid..string.format("Tracking of missile starts in 0.0001 seconds."))
|
|
timer.scheduleFunction(trackMissile, missile.weapon, timer.getTime()+0.0001)
|
|
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Event Functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- FOX event handler for event birth.
|
|
-- @param #FOX self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function FOX:OnEventPlayerEnterAircraft(EventData)
|
|
|
|
end
|
|
|
|
--- FOX event handler for event birth.
|
|
-- @param #FOX self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function FOX:OnEventBirth(EventData)
|
|
self:F3({eventbirth = EventData})
|
|
|
|
-- Nil checks.
|
|
if EventData==nil then
|
|
self:E(self.lid.."ERROR: EventData=nil in event BIRTH!")
|
|
self:E(EventData)
|
|
return
|
|
end
|
|
if EventData.IniUnit==nil then
|
|
self:E(self.lid.."ERROR: EventData.IniUnit=nil in event BIRTH!")
|
|
self:E(EventData)
|
|
return
|
|
end
|
|
|
|
-- Player unit and name.
|
|
local _unitName=EventData.IniUnitName
|
|
local playerunit, playername=self:_GetPlayerUnitAndName(_unitName)
|
|
|
|
-- Debug info.
|
|
self:T(self.lid.."BIRTH: unit = "..tostring(EventData.IniUnitName))
|
|
self:T(self.lid.."BIRTH: group = "..tostring(EventData.IniGroupName))
|
|
self:T(self.lid.."BIRTH: player = "..tostring(playername))
|
|
|
|
-- Check if player entered.
|
|
if playerunit and playername then
|
|
|
|
local _uid=playerunit:GetID()
|
|
local _group=playerunit:GetGroup()
|
|
local _callsign=playerunit:GetCallsign()
|
|
|
|
-- Debug output.
|
|
local text=string.format("Pilot %s, callsign %s entered unit %s of group %s.", playername, _callsign, _unitName, _group:GetName())
|
|
self:T(self.lid..text)
|
|
MESSAGE:New(text, 5):ToAllIf(self.Debug)
|
|
|
|
-- Add F10 radio menu for player.
|
|
if not self.menudisabled then
|
|
self:ScheduleOnce(0.1, self._AddF10Commands, self, _unitName)
|
|
end
|
|
|
|
-- Player data.
|
|
local playerData={} --#FOX.PlayerData
|
|
|
|
-- Player unit, client and callsign.
|
|
playerData.unit = playerunit
|
|
playerData.unitname = _unitName
|
|
playerData.group = _group
|
|
playerData.groupname = _group:GetName()
|
|
playerData.name = playername
|
|
playerData.callsign = playerData.unit:GetCallsign()
|
|
playerData.client = CLIENT:FindByName(_unitName, nil, true)
|
|
playerData.coalition = _group:GetCoalition()
|
|
|
|
playerData.destroy=playerData.destroy or self.destroy
|
|
playerData.launchalert=playerData.launchalert or self.launchalert
|
|
playerData.marklaunch=playerData.marklaunch or self.marklaunch
|
|
|
|
playerData.defeated=playerData.defeated or 0
|
|
playerData.dead=playerData.dead or 0
|
|
|
|
-- Init player data.
|
|
self.players[playername]=playerData
|
|
|
|
end
|
|
end
|
|
|
|
--- Get missile target.
|
|
-- @param #FOX self
|
|
-- @param #FOX.MissileData missile The missile data table.
|
|
function FOX:GetMissileTarget(missile)
|
|
|
|
local target=nil
|
|
local targetName="unknown"
|
|
local targetUnit=nil --Wrapper.Unit#UNIT
|
|
|
|
if missile.weapon and missile.weapon:isExist() then
|
|
|
|
-- Get target of missile.
|
|
target=missile.weapon:getTarget()
|
|
|
|
-- Get the target unit. Note if if _target is not nil, the unit can sometimes not be found!
|
|
if target then
|
|
self:T2({missiletarget=target})
|
|
|
|
-- Get target unit.
|
|
targetUnit=UNIT:Find(target)
|
|
|
|
if targetUnit then
|
|
targetName=targetUnit:GetName()
|
|
|
|
missile.targetUnit=targetUnit
|
|
missile.targetPlayer=self:_GetPlayerFromUnit(missile.targetUnit)
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
-- Missile got new target.
|
|
if missile.targetName and missile.targetName~=targetName then
|
|
self:I(self.lid..string.format("Missile %s(%s) changed target to %s. Previous target was %s.", missile.missileType, missile.missileName, targetName, missile.targetName))
|
|
end
|
|
|
|
-- Set target name.
|
|
missile.targetName=targetName
|
|
|
|
end
|
|
|
|
--- FOX event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun).
|
|
-- @param #FOX self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function FOX:OnEventShot(EventData)
|
|
self:T2({eventshot=EventData})
|
|
|
|
if EventData.Weapon==nil then
|
|
return
|
|
end
|
|
if EventData.IniDCSUnit==nil then
|
|
return
|
|
end
|
|
|
|
-- Weapon data.
|
|
local _weapon = EventData.WeaponName
|
|
local _target = EventData.Weapon:getTarget()
|
|
local _targetName = "unknown"
|
|
local _targetUnit = nil --Wrapper.Unit#UNIT
|
|
|
|
-- Weapon descriptor.
|
|
local desc=EventData.Weapon:getDesc()
|
|
self:T2({desc=desc})
|
|
|
|
-- Weapon category: 0=Shell, 1=Missile, 2=Rocket, 3=BOMB
|
|
local weaponcategory=desc.category
|
|
|
|
-- Missile category: 1=AAM, 2=SAM, 6=OTHER
|
|
local missilecategory=desc.missileCategory
|
|
|
|
local missilerange=nil
|
|
if missilecategory then
|
|
missilerange=desc.rangeMaxAltMax
|
|
end
|
|
|
|
-- Debug info.
|
|
self:T2(FOX.lid.."EVENT SHOT: FOX")
|
|
self:T2(FOX.lid..string.format("EVENT SHOT: Ini unit = %s", tostring(EventData.IniUnitName)))
|
|
self:T2(FOX.lid..string.format("EVENT SHOT: Ini group = %s", tostring(EventData.IniGroupName)))
|
|
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon type = %s", tostring(_weapon)))
|
|
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon categ = %s", tostring(weaponcategory)))
|
|
self:T2(FOX.lid..string.format("EVENT SHOT: Missil categ = %s", tostring(missilecategory)))
|
|
self:T2(FOX.lid..string.format("EVENT SHOT: Missil range = %s", tostring(missilerange)))
|
|
|
|
|
|
-- Check if fired in launch zone.
|
|
if not self:_CheckCoordLaunch(EventData.IniUnit:GetCoordinate()) then
|
|
self:T(self.lid.."Missile was not fired in launch zone. No tracking!")
|
|
return
|
|
end
|
|
|
|
-- Track missiles of type AAM=1, SAM=2 or OTHER=6
|
|
local _track = weaponcategory==1 and missilecategory and (missilecategory==1 or missilecategory==2 or missilecategory==6)
|
|
|
|
-- Only track missiles
|
|
if _track then
|
|
|
|
local missile={} --#FOX.MissileData
|
|
|
|
missile.active=true
|
|
missile.weapon=EventData.weapon
|
|
missile.missileType=_weapon
|
|
missile.missileRange=missilerange
|
|
missile.missileName=EventData.weapon:getName()
|
|
missile.shooterUnit=EventData.IniUnit
|
|
missile.shooterGroup=EventData.IniGroup
|
|
missile.shooterCoalition=EventData.IniUnit:GetCoalition()
|
|
missile.shooterName=EventData.IniUnitName
|
|
missile.shotTime=timer.getAbsTime()
|
|
missile.shotCoord=EventData.IniUnit:GetCoordinate()
|
|
missile.fuseDist=desc.fuseDist
|
|
missile.explosive=desc.warhead.explosiveMass or desc.warhead.shapedExplosiveMass
|
|
missile.targetOrig=missile.targetName
|
|
|
|
-- Set missile target name, unit and player.
|
|
self:GetMissileTarget(missile)
|
|
|
|
self:I(FOX.lid..string.format("EVENT SHOT: Shooter=%s %s(%s) ==> Target=%s, fuse dist=%s, explosive=%s",
|
|
tostring(missile.shooterName), tostring(missile.missileType), tostring(missile.missileName), tostring(missile.targetName), tostring(missile.fuseDist), tostring(missile.explosive)))
|
|
|
|
-- Only track if target was a player or target is protected. Saw the 9M311 missiles have no target!
|
|
if missile.targetPlayer or self:_IsProtected(missile.targetUnit) or missile.targetName=="unknown" then
|
|
|
|
-- Add missile table.
|
|
table.insert(self.missiles, missile)
|
|
|
|
-- Trigger MissileLaunch event.
|
|
self:__MissileLaunch(0.1, missile)
|
|
|
|
end
|
|
|
|
end --if _track
|
|
|
|
end
|
|
|
|
--- FOX event handler for event hit.
|
|
-- @param #FOX self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function FOX:OnEventHit(EventData)
|
|
self:T({eventhit = EventData})
|
|
|
|
-- Nil checks.
|
|
if EventData.Weapon==nil then
|
|
return
|
|
end
|
|
if EventData.IniUnit==nil then
|
|
return
|
|
end
|
|
if EventData.TgtUnit==nil then
|
|
return
|
|
end
|
|
|
|
local weapon=EventData.Weapon
|
|
local weaponname=weapon:getName()
|
|
|
|
for i,_missile in pairs(self.missiles) do
|
|
local missile=_missile --#FOX.MissileData
|
|
if missile.missileName==weaponname then
|
|
self:I(self.lid..string.format("WARNING: Missile %s (%s) hit target %s. Missile trainer target was %s.", missile.missileType, missile.missileName, EventData.TgtUnitName, missile.targetName))
|
|
self:I({missile=missile})
|
|
return
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- RADIO MENU Functions
|
|
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Add menu commands for player.
|
|
-- @param #FOX self
|
|
-- @param #string _unitName Name of player unit.
|
|
function FOX:_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
|
|
|
|
-- Set menu root path.
|
|
local _rootPath=nil
|
|
if FOX.MenuF10Root then
|
|
------------------------
|
|
-- MISSON LEVEL MENUE --
|
|
------------------------
|
|
|
|
-- F10/FOX/...
|
|
_rootPath=FOX.MenuF10Root
|
|
|
|
else
|
|
------------------------
|
|
-- GROUP LEVEL MENUES --
|
|
------------------------
|
|
|
|
-- Main F10 menu: F10/FOX/
|
|
if FOX.MenuF10[gid]==nil then
|
|
FOX.MenuF10[gid]=missionCommands.addSubMenuForGroup(gid, "FOX")
|
|
end
|
|
|
|
-- F10/FOX/...
|
|
_rootPath=FOX.MenuF10[gid]
|
|
|
|
end
|
|
|
|
|
|
--------------------------------
|
|
-- F10/F<X> FOX/F1 Help
|
|
--------------------------------
|
|
--local _helpPath=missionCommands.addSubMenuForGroup(gid, "Help", _rootPath)
|
|
-- F10/FOX/F1 Help/
|
|
--missionCommands.addCommandForGroup(gid, "Subtitles On/Off", _helpPath, self._SubtitlesOnOff, self, _unitName) -- F7
|
|
--missionCommands.addCommandForGroup(gid, "Trapsheet On/Off", _helpPath, self._TrapsheetOnOff, self, _unitName) -- F8
|
|
|
|
-------------------------
|
|
-- F10/F<X> FOX/
|
|
-------------------------
|
|
|
|
missionCommands.addCommandForGroup(gid, "Destroy Missiles On/Off", _rootPath, self._ToggleDestroyMissiles, self, _unitName) -- F1
|
|
missionCommands.addCommandForGroup(gid, "Launch Alerts On/Off", _rootPath, self._ToggleLaunchAlert, self, _unitName) -- F2
|
|
missionCommands.addCommandForGroup(gid, "Mark Launch On/Off", _rootPath, self._ToggleLaunchMark, self, _unitName) -- F3
|
|
missionCommands.addCommandForGroup(gid, "My Status", _rootPath, self._MyStatus, self, _unitName) -- F4
|
|
|
|
end
|
|
else
|
|
self:E(self.lid..string.format("ERROR: Could not find group or group ID in AddF10Menu() function. Unit name: %s.", _unitName or "unknown"))
|
|
end
|
|
else
|
|
self:E(self.lid..string.format("ERROR: Player unit does not exist in AddF10Menu() function. Unit name: %s.", _unitName or "unknown"))
|
|
end
|
|
|
|
end
|
|
|
|
|
|
--- Turn player's launch alert on/off.
|
|
-- @param #FOX self
|
|
-- @param #string _unitname Name of the player unit.
|
|
function FOX:_MyStatus(_unitname)
|
|
self:F2(_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] --#FOX.PlayerData
|
|
|
|
if playerData then
|
|
|
|
local m,mtext=self:_GetTargetMissiles(playerData.name)
|
|
|
|
local text=string.format("Status of player %s:\n", playerData.name)
|
|
local safe=self:_CheckCoordSafe(playerData.unit:GetCoordinate())
|
|
|
|
text=text..string.format("Destroy missiles? %s\n", tostring(playerData.destroy))
|
|
text=text..string.format("Launch alert? %s\n", tostring(playerData.launchalert))
|
|
text=text..string.format("Launch marks? %s\n", tostring(playerData.marklaunch))
|
|
text=text..string.format("Am I safe? %s\n", tostring(safe))
|
|
text=text..string.format("Missiles defeated: %d\n", playerData.defeated)
|
|
text=text..string.format("Missiles destroyed: %d\n", playerData.dead)
|
|
text=text..string.format("Me target: %d\n%s", m, mtext)
|
|
|
|
MESSAGE:New(text, 10, nil, true):ToClient(playerData.client)
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Turn player's launch alert on/off.
|
|
-- @param #FOX self
|
|
-- @param #string playername Name of the player.
|
|
-- @return #number Number of missiles targeting the player.
|
|
-- @return #string Missile info.
|
|
function FOX:_GetTargetMissiles(playername)
|
|
|
|
local text=""
|
|
local n=0
|
|
for _,_missile in pairs(self.missiles) do
|
|
local missile=_missile --#FOX.MissileData
|
|
|
|
if missile.targetPlayer and missile.targetPlayer.name==playername then
|
|
n=n+1
|
|
text=text..string.format("Type %s: active %s\n", missile.missileType, tostring(missile.active))
|
|
end
|
|
|
|
end
|
|
|
|
return n,text
|
|
end
|
|
|
|
--- Turn player's launch alert on/off.
|
|
-- @param #FOX self
|
|
-- @param #string _unitname Name of the player unit.
|
|
function FOX:_ToggleLaunchAlert(_unitname)
|
|
self:F2(_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] --#FOX.PlayerData
|
|
|
|
if playerData then
|
|
|
|
-- Invert state.
|
|
playerData.launchalert=not playerData.launchalert
|
|
|
|
-- Inform player.
|
|
local text=""
|
|
if playerData.launchalert==true then
|
|
text=string.format("%s, missile launch alerts are now ENABLED.", playerData.name)
|
|
else
|
|
text=string.format("%s, missile launch alerts are now DISABLED.", playerData.name)
|
|
end
|
|
MESSAGE:New(text, 5):ToClient(playerData.client)
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Turn player's launch marks on/off.
|
|
-- @param #FOX self
|
|
-- @param #string _unitname Name of the player unit.
|
|
function FOX:_ToggleLaunchMark(_unitname)
|
|
self:F2(_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] --#FOX.PlayerData
|
|
|
|
if playerData then
|
|
|
|
-- Invert state.
|
|
playerData.marklaunch=not playerData.marklaunch
|
|
|
|
-- Inform player.
|
|
local text=""
|
|
if playerData.marklaunch==true then
|
|
text=string.format("%s, missile launch marks are now ENABLED.", playerData.name)
|
|
else
|
|
text=string.format("%s, missile launch marks are now DISABLED.", playerData.name)
|
|
end
|
|
MESSAGE:New(text, 5):ToClient(playerData.client)
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
--- Turn destruction of missiles on/off for player.
|
|
-- @param #FOX self
|
|
-- @param #string _unitname Name of the player unit.
|
|
function FOX:_ToggleDestroyMissiles(_unitname)
|
|
self:F2(_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] --#FOX.PlayerData
|
|
|
|
if playerData then
|
|
|
|
-- Invert state.
|
|
playerData.destroy=not playerData.destroy
|
|
|
|
-- Inform player.
|
|
local text=""
|
|
if playerData.destroy==true then
|
|
text=string.format("%s, incoming missiles will be DESTROYED.", playerData.name)
|
|
else
|
|
text=string.format("%s, incoming missiles will NOT be DESTROYED.", playerData.name)
|
|
end
|
|
MESSAGE:New(text, 5):ToClient(playerData.client)
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Misc Functions
|
|
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Get a random text message in case you die.
|
|
-- @param #FOX self
|
|
-- @return #string Text in case you die.
|
|
function FOX:_DeadText()
|
|
|
|
local texts={}
|
|
texts[1]="You're dead!"
|
|
texts[2]="Meet your maker!"
|
|
texts[3]="Time to meet your maker!"
|
|
texts[4]="Well, I guess that was it!"
|
|
texts[5]="Bye, bye!"
|
|
texts[6]="Cheers buddy, was nice knowing you!"
|
|
|
|
local r=math.random(#texts)
|
|
|
|
return texts[r]
|
|
end
|
|
|
|
|
|
--- Check if a coordinate lies within a safe training zone.
|
|
-- @param #FOX self
|
|
-- @param Core.Point#COORDINATE coord Coordinate to check.
|
|
-- @return #boolean True if safe.
|
|
function FOX:_CheckCoordSafe(coord)
|
|
|
|
-- No safe zones defined ==> Everything is safe.
|
|
if #self.safezones==0 then
|
|
return true
|
|
end
|
|
|
|
-- Loop over all zones.
|
|
for _,_zone in pairs(self.safezones) do
|
|
local zone=_zone --Core.Zone#ZONE
|
|
local inzone=zone:IsCoordinateInZone(coord)
|
|
if inzone then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Check if a coordinate lies within a launch zone.
|
|
-- @param #FOX self
|
|
-- @param Core.Point#COORDINATE coord Coordinate to check.
|
|
-- @return #boolean True if in launch zone.
|
|
function FOX:_CheckCoordLaunch(coord)
|
|
|
|
-- No safe zones defined ==> Everything is safe.
|
|
if #self.launchzones==0 then
|
|
return true
|
|
end
|
|
|
|
-- Loop over all zones.
|
|
for _,_zone in pairs(self.launchzones) do
|
|
local zone=_zone --Core.Zone#ZONE
|
|
local inzone=zone:IsCoordinateInZone(coord)
|
|
if inzone then
|
|
return true
|
|
end
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
--- Returns the unit of a player and the player name. If the unit does not belong to a player, nil is returned.
|
|
-- @param #FOX self
|
|
-- @param DCS#Weapon weapon The weapon.
|
|
-- @return #number Heading of weapon in degrees or -1.
|
|
function FOX:_GetWeapongHeading(weapon)
|
|
|
|
if weapon and weapon:isExist() then
|
|
|
|
local wp=weapon:getPosition()
|
|
|
|
local wph = math.atan2(wp.x.z, wp.x.x)
|
|
|
|
if wph < 0 then
|
|
wph=wph+2*math.pi
|
|
end
|
|
|
|
wph=math.deg(wph)
|
|
|
|
return wph
|
|
end
|
|
|
|
return -1
|
|
end
|
|
|
|
--- Tell player notching headings.
|
|
-- @param #FOX self
|
|
-- @param #FOX.PlayerData playerData Player data.
|
|
-- @param DCS#Weapon weapon The weapon.
|
|
function FOX:_SayNotchingHeadings(playerData, weapon)
|
|
|
|
if playerData and playerData.unit and playerData.unit:IsAlive() then
|
|
|
|
local nr, nl=self:_GetNotchingHeadings(weapon)
|
|
|
|
if nr and nl then
|
|
local text=string.format("Notching heading %03d° or %03d°", nr, nl)
|
|
MESSAGE:New(text, 5, "FOX"):ToClient(playerData.client)
|
|
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 #FOX self
|
|
-- @param DCS#Weapon weapon The weapon.
|
|
-- @return #number Notching heading right, i.e. missile heading +90°.
|
|
-- @return #number Notching heading left, i.e. missile heading -90°.
|
|
function FOX:_GetNotchingHeadings(weapon)
|
|
|
|
if weapon then
|
|
|
|
local hdg=self:_GetWeapongHeading(weapon)
|
|
|
|
local hdg1=hdg+90
|
|
if hdg1>360 then
|
|
hdg1=hdg1-360
|
|
end
|
|
|
|
local hdg2=hdg-90
|
|
if hdg2<0 then
|
|
hdg2=hdg2+360
|
|
end
|
|
|
|
return hdg1, hdg2
|
|
end
|
|
|
|
return nil, nil
|
|
end
|
|
|
|
--- Returns the player data from a unit name.
|
|
-- @param #FOX self
|
|
-- @param #string unitName Name of the unit.
|
|
-- @return #FOX.PlayerData Player data.
|
|
function FOX:_GetPlayerFromUnitname(unitName)
|
|
|
|
for _,_player in pairs(self.players) do
|
|
local player=_player --#FOX.PlayerData
|
|
|
|
if player.unitname==unitName then
|
|
return player
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Retruns the player data from a unit.
|
|
-- @param #FOX self
|
|
-- @param Wrapper.Unit#UNIT unit
|
|
-- @return #FOX.PlayerData Player data.
|
|
function FOX:_GetPlayerFromUnit(unit)
|
|
|
|
if unit and unit:IsAlive() then
|
|
|
|
-- Name of the unit
|
|
local unitname=unit:GetName()
|
|
|
|
for _,_player in pairs(self.players) do
|
|
local player=_player --#FOX.PlayerData
|
|
|
|
if player.unitname==unitname then
|
|
return player
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Returns the unit of a player and the player name. If the unit does not belong to a player, nil is returned.
|
|
-- @param #FOX 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 FOX:_GetPlayerUnitAndName(_unitName)
|
|
self:F2(_unitName)
|
|
|
|
if _unitName ~= nil then
|
|
|
|
-- Get DCS unit from its name.
|
|
local DCSunit=Unit.getByName(_unitName)
|
|
|
|
if DCSunit then
|
|
|
|
-- Get player name if any.
|
|
local playername=DCSunit:getPlayerName()
|
|
|
|
-- Unit object.
|
|
local unit=UNIT:Find(DCSunit)
|
|
|
|
-- Debug.
|
|
self:T2({DCSunit=DCSunit, unit=unit, playername=playername})
|
|
|
|
-- Check if enverything is there.
|
|
if DCSunit and unit and playername then
|
|
self:T(self.lid..string.format("Found DCS unit %s with player %s.", tostring(_unitName), tostring(playername)))
|
|
return unit, playername
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- Return nil if we could not find a player.
|
|
return nil,nil
|
|
end
|
|
|
|
|
|
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |