Applevangelist 25cb12a81a #FOX
* Added comfy function
2022-09-24 10:10:02 +02:00

1830 lines
58 KiB
Lua

--- **Functional** - (R2.5) - Yet Another Missile Trainer.
--
--
-- Practice to evade missiles without being destroyed.
--
--
-- ## Main Features:
--
-- * Handles air-to-air and surface-to-air missiles.
-- * Define your own training zones on the map. Players in this zone will be protected.
-- * Define launch zones. Only missiles launched in these zones are tracked.
-- * Define protected AI groups.
-- * F10 radio menu to adjust settings for each player.
-- * Alert on missile launch (optional).
-- * Marker of missile launch position (optional).
-- * Adaptive update of missile-to-player distance.
-- * Finite State Machine (FSM) implementation.
-- * Easy to use. See examples below.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Functional.FOX
-- @image Functional_FOX.png
--- FOX class.
-- @type FOX
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table menuadded Table of groups the menu was added for.
-- @field #boolean menudisabled If true, F10 menu for players is disabled.
-- @field #boolean destroy Default player setting for destroying missiles.
-- @field #boolean launchalert Default player setting for launch alerts.
-- @field #boolean marklaunch Default player setting for mark launch coordinates.
-- @field #table players Table of players.
-- @field #table missiles Table of tracked missiles.
-- @field #table safezones Table of practice zones.
-- @field #table launchzones Table of launch zones.
-- @field Core.Set#SET_GROUP protectedset Set of protected groups.
-- @field #number explosionpower Power of explostion when destroying the missile in kg TNT. Default 5 kg TNT.
-- @field #number explosiondist Missile player distance in meters for destroying smaller missiles. Default 200 m.
-- @field #number explosiondist2 Missile player distance in meters for destroying big missiles. Default 500 m.
-- @field #number bigmissilemass Explosion power of big missiles. Default 50 kg TNT. Big missiles will be destroyed earlier.
-- @field #number dt50 Time step [sec] for missile position updates if distance to target > 50 km. Default 5 sec.
-- @field #number dt10 Time step [sec] for missile position updates if distance to target > 10 km and < 50 km. Default 1 sec.
-- @field #number dt05 Time step [sec] for missile position updates if distance to target > 5 km and < 10 km. Default 0.5 sec.
-- @field #number dt01 Time step [sec] for missile position updates if distance to target > 1 km and < 5 km. Default 0.1 sec.
-- @field #number dt00 Time step [sec] for missile position updates if distance to target < 1 km. Default 0.01 sec.
-- @extends Core.Fsm#FSM
--- Fox 3!
--
-- ===
--
-- ![Banner Image](..\Presentations\FOX\FOX_Main.png)
--
-- # The FOX Concept
--
-- 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
-- script handles air-to-air but also surface-to-air missiles.
--
-- # Basic Script
--
-- -- Create a new missile trainer object.
-- fox=FOX:New()
--
-- -- Start missile trainer.
-- fox:Start()
--
-- # Training Zones
--
-- Players are only protected if they are inside one of the training zones.
--
-- -- Create a new missile trainer object.
-- fox=FOX:New()
--
-- -- Add training zones.
-- fox:AddSafeZone(ZONE:New("Training Zone Alpha"))
-- fox:AddSafeZone(ZONE:New("Training Zone Bravo"))
--
-- -- Start missile trainer.
-- fox:Start()
--
-- # Launch Zones
--
-- Missile launches are only monitored if the shooter is inside the defined launch zone.
--
-- -- Create a new missile trainer object.
-- fox=FOX:New()
--
-- -- Add training zones.
-- fox:AddLaunchZone(ZONE:New("Launch Zone SA-10 Krim"))
-- fox:AddLaunchZone(ZONE:New("Training Zone Bravo"))
--
-- -- Start missile trainer.
-- fox:Start()
--
-- # Protected AI Groups
--
-- Define AI protected groups. These groups cannot be harmed by missiles.
--
-- ## Add Individual Groups
--
-- -- Create a new missile trainer object.
-- fox=FOX:New()
--
-- -- Add single protected group(s).
-- fox:AddProtectedGroup(GROUP:FindByName("A-10 Protected"))
-- fox:AddProtectedGroup(GROUP:FindByName("Yak-40"))
--
-- -- Start missile trainer.
-- fox:Start()
--
-- # Fine Tuning
--
-- Todo!
--
-- # Special Events
--
-- Todo!
--
--
-- @field #FOX
FOX = {
ClassName = "FOX",
Debug = false,
lid = nil,
menuadded = {},
menudisabled = nil,
destroy = nil,
launchalert = nil,
marklaunch = nil,
missiles = {},
players = {},
safezones = {},
launchzones = {},
protectedset = nil,
explosionpower = 0.1,
explosiondist = 200,
explosiondist2 = 500,
bigmissilemass = 50,
destroy = nil,
dt50 = 5,
dt10 = 1,
dt05 = 0.5,
dt01 = 0.1,
dt00 = 0.01,
}
--- Player data table holding all important parameters of each player.
-- @type FOX.PlayerData
-- @field Wrapper.Unit#UNIT unit Aircraft of the player.
-- @field #string unitname Name of the unit.
-- @field Wrapper.Client#CLIENT client Client object of player.
-- @field #string callsign Callsign of player.
-- @field Wrapper.Group#GROUP group Aircraft group of player.
-- @field #string groupname Name of the the player aircraft group.
-- @field #string name Player name.
-- @field #number coalition Coalition number of player.
-- @field #boolean destroy Destroy missile.
-- @field #boolean launchalert Alert player on detected missile launch.
-- @field #boolean marklaunch Mark position of launched missile on F10 map.
-- @field #number defeated Number of missiles defeated.
-- @field #number dead Number of missiles not defeated.
-- @field #boolean inzone Player is inside a protected zone.
--- Missile data table.
-- @type FOX.MissileData
-- @field Wrapper.Unit#UNIT weapon Missile weapon unit.
-- @field #boolean active If true the missile is active.
-- @field #string missileType Type of missile.
-- @field #string missileName Name of missile.
-- @field #number missileRange Range of missile in meters.
-- @field #number fuseDist Fuse distance in meters.
-- @field #number explosive Explosive mass in kg TNT.
-- @field Wrapper.Unit#UNIT shooterUnit Unit that shot the missile.
-- @field Wrapper.Group#GROUP shooterGroup Group that shot the missile.
-- @field #number shooterCoalition Coalition side of the shooter.
-- @field #string shooterName Name of the shooter unit.
-- @field #number shotTime Abs. mission time in seconds the missile was fired.
-- @field Core.Point#COORDINATE shotCoord Coordinate where the missile was fired.
-- @field Wrapper.Unit#UNIT targetUnit Unit that was targeted.
-- @field #string targetName Name of the target unit or "unknown".
-- @field #string targetOrig Name of the "original" target, i.e. the one right after launched.
-- @field #FOX.PlayerData targetPlayer Player that was targeted or nil.
--- Main radio menu on group level.
-- @field #table MenuF10 Root menu table on group level.
FOX.MenuF10={}
--- Main radio menu on mission level.
-- @field #table MenuF10Root Root menu on mission level.
FOX.MenuF10Root=nil
--- FOX class version.
-- @field #string version
FOX.version="0.6.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list:
-- DONE: safe zones
-- DONE: mark shooter on F10
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new FOX class object.
-- @param #FOX self
-- @return #FOX self.
function FOX:New()
self.lid="FOX | "
-- Inherit everthing from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #FOX
-- Defaults:
self:SetDefaultMissileDestruction(true)
self:SetDefaultLaunchAlerts(true)
self:SetDefaultLaunchMarks(true)
-- Explosion/destruction defaults.
self:SetExplosionDistance()
self:SetExplosionDistanceBigMissiles()
self:SetExplosionPower()
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "Running") -- Start FOX script.
self:AddTransition("*", "Status", "*") -- Status update.
self:AddTransition("*", "MissileLaunch", "*") -- Missile was launched.
self:AddTransition("*", "MissileDestroyed", "*") -- Missile was destroyed before impact.
self:AddTransition("*", "EnterSafeZone", "*") -- Player enters a safe zone.
self:AddTransition("*", "ExitSafeZone", "*") -- Player exists a safe zone.
self:AddTransition("Running", "Stop", "Stopped") -- Stop FOX script.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the FOX. Initializes parameters and starts event handlers.
-- @function [parent=#FOX] Start
-- @param #FOX self
--- Triggers the FSM event "Start" after a delay. Starts the FOX. Initializes parameters and starts event handlers.
-- @function [parent=#FOX] __Start
-- @param #FOX self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the FOX and all its event handlers.
-- @param #FOX self
--- Triggers the FSM event "Stop" after a delay. Stops the FOX and all its event handlers.
-- @function [parent=#FOX] __Stop
-- @param #FOX self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Status".
-- @function [parent=#FOX] Status
-- @param #FOX self
--- Triggers the FSM event "Status" after a delay.
-- @function [parent=#FOX] __Status
-- @param #FOX self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "MissileLaunch".
-- @function [parent=#FOX] MissileLaunch
-- @param #FOX self
-- @param #FOX.MissileData missile Data of the fired missile.
--- Triggers the FSM delayed event "MissileLaunch".
-- @function [parent=#FOX] __MissileLaunch
-- @param #FOX self
-- @param #number delay Delay in seconds before the function is called.
-- @param #FOX.MissileData missile Data of the fired missile.
--- On after "MissileLaunch" event user function. Called when a missile was launched.
-- @function [parent=#FOX] OnAfterMissileLaunch
-- @param #FOX self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #FOX.MissileData missile Data of the fired missile.
--- Triggers the FSM event "MissileDestroyed".
-- @function [parent=#FOX] MissileDestroyed
-- @param #FOX self
-- @param #FOX.MissileData missile Data of the destroyed missile.
--- Triggers the FSM delayed event "MissileDestroyed".
-- @function [parent=#FOX] __MissileDestroyed
-- @param #FOX self
-- @param #number delay Delay in seconds before the function is called.
-- @param #FOX.MissileData missile Data of the destroyed missile.
--- On after "MissileDestroyed" event user function. Called when a missile was destroyed.
-- @function [parent=#FOX] OnAfterMissileDestroyed
-- @param #FOX self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #FOX.MissileData missile Data of the destroyed missile.
--- Triggers the FSM event "EnterSafeZone".
-- @function [parent=#FOX] EnterSafeZone
-- @param #FOX self
-- @param #FOX.PlayerData player Player data.
--- Triggers the FSM delayed event "EnterSafeZone".
-- @function [parent=#FOX] __EnterSafeZone
-- @param #FOX self
-- @param #number delay Delay in seconds before the function is called.
-- @param #FOX.PlayerData player Player data.
--- On after "EnterSafeZone" event user function. Called when a player enters a safe zone.
-- @function [parent=#FOX] OnAfterEnterSafeZone
-- @param #FOX self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #FOX.PlayerData player Player data.
--- Triggers the FSM event "ExitSafeZone".
-- @function [parent=#FOX] ExitSafeZone
-- @param #FOX self
-- @param #FOX.PlayerData player Player data.
--- Triggers the FSM delayed event "ExitSafeZone".
-- @function [parent=#FOX] __ExitSafeZone
-- @param #FOX self
-- @param #number delay Delay in seconds before the function is called.
-- @param #FOX.PlayerData player Player data.
--- On after "ExitSafeZone" event user function. Called when a player exists a safe zone.
-- @function [parent=#FOX] OnAfterExitSafeZone
-- @param #FOX self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #FOX.PlayerData player Player data.
return self
end
--- On after Start event. Starts the missile trainer and adds event handlers.
-- @param #FOX self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FOX:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting FOX Missile Trainer %s", FOX.version)
env.info(text)
-- Handle events:
self:HandleEvent(EVENTS.Birth)
self:HandleEvent(EVENTS.Shot)
if self.Debug then
self:HandleEvent(EVENTS.Hit)
end
if self.Debug then
self:TraceClass(self.ClassName)
self:TraceLevel(2)
end
self:__Status(-20)
end
--- On after Stop event. Stops the missile trainer and unhandles events.
-- @param #FOX self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FOX:onafterStop(From, Event, To)
-- Short info.
local text=string.format("Stopping FOX Missile Trainer %s", FOX.version)
env.info(text)
-- Handle events:
self:UnHandleEvent(EVENTS.Birth)
self:UnHandleEvent(EVENTS.Shot)
if self.Debug then
self:UnhandleEvent(EVENTS.Hit)
end
end
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add a training zone. Players in the zone are safe.
-- @param #FOX self
-- @param Core.Zone#ZONE zone Training zone.
-- @return #FOX self
function FOX:AddSafeZone(zone)
table.insert(self.safezones, zone)
return self
end
--- Add a launch zone. Only missiles launched within these zones will be tracked.
-- @param #FOX self
-- @param Core.Zone#ZONE zone Training zone.
-- @return #FOX self
function FOX:AddLaunchZone(zone)
table.insert(self.launchzones, zone)
return self
end
--- Add a protected set of groups.
-- @param #FOX self
-- @param Core.Set#SET_GROUP groupset The set of groups.
-- @return #FOX self
function FOX:SetProtectedGroupSet(groupset)
self.protectedset=groupset
return self
end
--- Add a group to the protected set.
-- @param #FOX self
-- @param Wrapper.Group#GROUP group Protected group.
-- @return #FOX self
function FOX:AddProtectedGroup(group)
if not self.protectedset then
self.protectedset=SET_GROUP:New()
end
self.protectedset:AddGroup(group)
return self
end
--- Set explosion power. This is an "artificial" explosion generated when the missile is destroyed. Just for the visual effect.
-- Don't set the explosion power too big or it will harm the aircraft in the vicinity.
-- @param #FOX self
-- @param #number power Explosion power in kg TNT. Default 0.1 kg.
-- @return #FOX self
function FOX:SetExplosionPower(power)
self.explosionpower=power or 0.1
return self
end
--- Set missile-player distance when missile is destroyed.
-- @param #FOX self
-- @param #number distance Distance in meters. Default 200 m.
-- @return #FOX self
function FOX:SetExplosionDistance(distance)
self.explosiondist=distance or 200
return self
end
--- Set missile-player distance when BIG missiles are destroyed.
-- @param #FOX self
-- @param #number distance Distance in meters. Default 500 m.
-- @param #number explosivemass Explosive mass of missile threshold in kg TNT. Default 50 kg.
-- @return #FOX self
function FOX:SetExplosionDistanceBigMissiles(distance, explosivemass)
self.explosiondist2=distance or 500
self.bigmissilemass=explosivemass or 50
return self
end
--- Disable F10 menu for all players.
-- @param #FOX self
-- @return #FOX self
function FOX:SetDisableF10Menu()
self.menudisabled=true
return self
end
--- Enable F10 menu for all players.
-- @param #FOX self
-- @return #FOX self
function FOX:SetEnableF10Menu()
self.menudisabled=false
return self
end
--- 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
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