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902 lines
29 KiB
Lua
902 lines
29 KiB
Lua
--- **Wrapper** - Weapon functions.
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--
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-- ## Main Features:
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--
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-- * Convenient access to DCS API functions
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-- * Track weapon and get impact position
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-- * Get launcher and target of weapon
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-- * Define callback function when weapon impacts
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-- * Define callback function when tracking weapon
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-- * Mark impact points on F10 map
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-- * Put coloured smoke on impact points
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--
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-- ===
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--
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-- ## Additional Material:
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--
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-- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Wrapper/Weapon)
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-- * **YouTube videos:** None
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-- * **Guides:** None
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--
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-- ===
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--
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-- ### Author: **funkyfranky**
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--
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-- ===
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-- @module Wrapper.Weapon
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-- @image Wrapper_Weapon.png
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--- WEAPON class.
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-- @type WEAPON
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-- @field #string ClassName Name of the class.
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-- @field #number verbose Verbosity level.
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-- @field #string lid Class id string for output to DCS log file.
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-- @field DCS#Weapon weapon The DCS weapon object.
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-- @field #string name Name of the weapon object.
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-- @field #string typeName Type name of the weapon.
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-- @field #number category Weapon category 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB, 4=TORPEDO (Weapon.Category.X).
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-- @field #number categoryMissile Missile category 0=AAM, 1=SAM, 2=BM, 3=ANTI_SHIP, 4=CRUISE, 5=OTHER (Weapon.MissileCategory.X).
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-- @field #number coalition Coalition ID.
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-- @field #number country Country ID.
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-- @field DCS#Desc desc Descriptor table.
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-- @field DCS#Unit launcher Launcher DCS unit.
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-- @field Wrapper.Unit#UNIT launcherUnit Launcher Unit.
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-- @field #string launcherName Name of launcher unit.
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-- @field #number dtTrack Time step in seconds for tracking scheduler.
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-- @field #function impactFunc Callback function for weapon impact.
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-- @field #table impactArg Optional arguments for the impact callback function.
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-- @field #function trackFunc Callback function when weapon is tracked and alive.
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-- @field #table trackArg Optional arguments for the track callback function.
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-- @field DCS#Vec3 vec3 Last known 3D position vector of the tracked weapon.
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-- @field DCS#Position3 pos3 Last known 3D position and direction vector of the tracked weapon.
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-- @field Core.Point#COORDINATE coordinate Coordinate object of the weapon. Can be used in other classes.
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-- @field DCS#Vec3 impactVec3 Impact 3D vector.
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-- @field Core.Point#COORDINATE impactCoord Impact coordinate.
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-- @field #number trackScheduleID Tracking scheduler ID. Can be used to remove/destroy the scheduler function.
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-- @field #boolean tracking If `true`, scheduler will keep tracking. Otherwise, function will return nil and stop tracking.
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-- @field #boolean impactMark If `true`, the impact point is marked on the F10 map. Requires tracking to be started.
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-- @field #boolean impactSmoke If `true`, the impact point is marked by smoke. Requires tracking to be started.
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-- @field #number impactSmokeColor Colour of impact point smoke.
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-- @field #boolean impactDestroy If `true`, destroy weapon before impact. Requires tracking to be started and sufficiently small time step.
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-- @field #number impactDestroyDist Distance in meters to the estimated impact point. If smaller, then weapon is destroyed.
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-- @field #number distIP Distance in meters for the intercept point estimation.
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-- @field Wrapper.Unit#UNIT target Last known target.
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-- @extends Wrapper.Positionable#POSITIONABLE
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--- *In the long run, the sharpest weapon of all is a kind and gentle spirit.* -- Anne Frank
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--
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-- ===
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--
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-- # The WEAPON Concept
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--
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-- The WEAPON class offers an easy-to-use wrapper interface to all DCS API functions.
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--
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-- Probably, the most striking highlight is that the position of the weapon can be tracked and its impact position can be determined, which is not
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-- possible with the native DCS scripting engine functions.
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--
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-- **Note** that this wrapper class is different from most others as weapon objects cannot be found with a DCS API function like `getByName()`.
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-- They can only be found in DCS events like the "Shot" event, where the weapon object is contained in the event data.
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--
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-- # Tracking
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--
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-- The status of the weapon can be tracked with the @{#WEAPON.StartTrack} function. This function will try to determin the position of the weapon in (normally) relatively
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-- small time steps. The time step can be set via the @{#WEAPON.SetTimeStepTrack} function and is by default set to 0.01 seconds.
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--
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-- Once the position cannot be retrieved any more, the weapon has impacted (or was destroyed otherwise) and the last known position is safed as the impact point.
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-- The impact point can be accessed with the @{#WEAPON.GetImpactVec3} or @{#WEAPON.GetImpactCoordinate} functions.
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--
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-- ## Impact Point Marking
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--
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-- You can mark the impact point on the F10 map with @{#WEAPON.SetMarkImpact}.
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--
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-- You can also trigger coloured smoke at the impact point via @{#WEAPON.SetSmokeImpact}.
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--
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-- ## Callback functions
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--
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-- It is possible to define functions that are called during the tracking of the weapon and upon impact, which help you to customize further actions.
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--
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-- ### Callback on Impact
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--
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-- The function called on impact can be set with @{#WEAPON.SetFuncImpact}
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--
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-- ### Callback when Tracking
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--
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-- The function called each time the weapon status is tracked can be set with @{#WEAPON.SetFuncTrack}
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--
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-- # Target
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--
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-- If the weapon has a specific target, you can get it with the @{#WEAPON.GetTarget} function. Note that the object, which is returned can vary. Normally, it is a UNIT
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-- but it could also be a STATIC object.
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--
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-- Also note that the weapon does not always have a target, it can loose a target and re-aquire it and the target might change to another unit.
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--
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-- You can get the target name with the @{#WEAPON.GetTargetName} function.
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--
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-- The distance to the target is returned by the @{#WEAPON.GetTargetDistance} function.
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--
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-- # Category
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--
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-- The category (bomb, rocket, missile, shell, torpedo) of the weapon can be retrieved with the @{#WEAPON.GetCategory} function.
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--
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-- You can check if the weapon is a
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--
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-- * bomb with @{#WEAPON.IsBomb}
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-- * rocket with @{#WEAPON.IsRocket}
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-- * missile with @{#WEAPON.IsMissile}
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-- * shell with @{#WEAPON.IsShell}
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-- * torpedo with @{#WEAPON.IsTorpedo}
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--
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-- # Parameters
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--
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-- You can get various parameters of the weapon, *e.g.*
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--
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-- * position: @{#WEAPON.GetVec3}, @{#WEAPON.GetVec2 }, @{#WEAPON.GetCoordinate}
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-- * speed: @{#WEAPON.GetSpeed}
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-- * coalition: @{#WEAPON.GetCoalition}
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-- * country: @{#WEAPON.GetCountry}
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--
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-- # Dependencies
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--
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-- This class is used (at least) in the MOOSE classes:
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--
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-- * RANGE (to determine the impact points of bombs and missiles)
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-- * ARTY (to destroy and replace shells with smoke or illumination)
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-- * FOX (to destroy the missile before it hits the target)
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--
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-- @field #WEAPON
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WEAPON = {
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ClassName = "WEAPON",
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verbose = 0,
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}
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--- WEAPON class version.
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-- @field #string version
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WEAPON.version="0.1.0"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO: A lot...
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-- TODO: Destroy before impact.
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-- TODO: Monitor target.
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Constructor
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Create a new WEAPON object from the DCS weapon object.
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-- @param #WEAPON self
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-- @param DCS#Weapon WeaponObject The DCS weapon object.
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-- @return #WEAPON self
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function WEAPON:New(WeaponObject)
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-- Nil check on object.
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if WeaponObject==nil then
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env.error("ERROR: Weapon object does NOT exist")
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return nil
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end
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-- Inherit everything from FSM class.
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local self=BASE:Inherit(self, POSITIONABLE:New("Weapon")) -- #WEAPON
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-- Set DCS weapon object.
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self.weapon=WeaponObject
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-- Descriptors containing a lot of info.
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self.desc=WeaponObject:getDesc()
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-- This gives the object category which is always Object.Category.WEAPON!
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--self.category=WeaponObject:getCategory()
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-- Weapon category: 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB (Weapon.Category.X)
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self.category = self.desc.category
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if self:IsMissile() and self.desc.missileCategory then
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self.categoryMissile=self.desc.missileCategory
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end
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-- Get type name.
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self.typeName=WeaponObject:getTypeName() or "Unknown Type"
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-- Get name of object. Usually a number like "1234567".
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self.name=WeaponObject:getName()
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-- Get coaliton of weapon.
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self.coalition=WeaponObject:getCoalition()
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-- Get country of weapon.
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self.country=WeaponObject:getCountry()
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-- Get DCS unit of the launcher.
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self.launcher=WeaponObject:getLauncher()
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-- Get launcher of weapon.
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self.launcherName="Unknown Launcher"
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if self.launcher then
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self.launcherName=self.launcher:getName()
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self.launcherUnit=UNIT:Find(self.launcher)
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end
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-- Init the coordinate of the weapon from that of the launcher.
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self.coordinate=COORDINATE:NewFromVec3(self.launcher:getPoint())
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-- Set log ID.
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self.lid=string.format("[%s] %s | ", self.typeName, self.name)
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if self.launcherUnit then
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self.releaseHeading = self.launcherUnit:GetHeading()
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self.releaseAltitudeASL = self.launcherUnit:GetAltitude()
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self.releaseAltitudeAGL = self.launcherUnit:GetAltitude(true)
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self.releaseCoordinate = self.launcherUnit:GetCoordinate()
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self.releasePitch = self.launcherUnit:GetPitch()
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end
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-- Set default parameters
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self:SetTimeStepTrack()
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self:SetDistanceInterceptPoint()
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-- Debug info.
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local text=string.format("Weapon v%s\nName=%s, TypeName=%s, Category=%s, Coalition=%d, Country=%d, Launcher=%s",
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self.version, self.name, self.typeName, self.category, self.coalition, self.country, self.launcherName)
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self:T(self.lid..text)
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-- Descriptors.
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self:T2(self.desc)
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return self
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- User API Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Set verbosity level.
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-- @param #WEAPON self
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-- @param #number VerbosityLevel Level of output (higher=more). Default 0.
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-- @return #WEAPON self
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function WEAPON:SetVerbosity(VerbosityLevel)
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self.verbose=VerbosityLevel or 0
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return self
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end
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--- Set track position time step.
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-- @param #WEAPON self
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-- @param #number TimeStep Time step in seconds when the position is updated. Default 0.01 sec ==> 100 evaluations per second.
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-- @return #WEAPON self
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function WEAPON:SetTimeStepTrack(TimeStep)
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self.dtTrack=TimeStep or 0.01
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return self
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end
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--- Set distance of intercept point for estimated impact point.
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-- If the weapon cannot be tracked any more, the intercept point from its last known position and direction is used to get
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-- a better approximation of the impact point. Can be useful when using longer time steps in the tracking and still achieve
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-- a good result on the impact point.
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-- It uses the DCS function [getIP](https://wiki.hoggitworld.com/view/DCS_func_getIP).
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-- @param #WEAPON self
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-- @param #number Distance Distance in meters. Default is 50 m. Set to 0 to deactivate.
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-- @return #WEAPON self
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function WEAPON:SetDistanceInterceptPoint(Distance)
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self.distIP=Distance or 50
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return self
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end
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--- Mark impact point on the F10 map. This requires that the tracking has been started.
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-- @param #WEAPON self
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-- @param #boolean Switch If `true` or nil, impact is marked.
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-- @return #WEAPON self
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function WEAPON:SetMarkImpact(Switch)
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if Switch==false then
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self.impactMark=false
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else
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self.impactMark=true
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end
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return self
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end
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--- Put smoke on impact point. This requires that the tracking has been started.
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-- @param #WEAPON self
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-- @param #boolean Switch If `true` or nil, impact is smoked.
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-- @param #number SmokeColor Color of smoke. Default is `SMOKECOLOR.Red`.
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-- @return #WEAPON self
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function WEAPON:SetSmokeImpact(Switch, SmokeColor)
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if Switch==false then
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self.impactSmoke=false
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else
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self.impactSmoke=true
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end
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self.impactSmokeColor=SmokeColor or SMOKECOLOR.Red
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return self
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end
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--- Set callback function when weapon is tracked and still alive. The first argument will be the WEAPON object.
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-- Note that this can be called many times per second. So be careful for performance reasons.
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-- @param #WEAPON self
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-- @param #function FuncTrack Function called during tracking.
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-- @param ... Optional function arguments.
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-- @return #WEAPON self
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function WEAPON:SetFuncTrack(FuncTrack, ...)
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self.trackFunc=FuncTrack
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self.trackArg=arg or {}
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return self
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end
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--- Set callback function when weapon impacted or was destroyed otherwise, *i.e.* cannot be tracked any more.
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-- @param #WEAPON self
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-- @param #function FuncImpact Function called once the weapon impacted.
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-- @param ... Optional function arguments.
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-- @return #WEAPON self
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--
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-- @usage
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-- -- Function called on impact.
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-- local function OnImpact(Weapon)
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-- Weapon:GetImpactCoordinate():MarkToAll("Impact Coordinate of weapon")
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-- end
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--
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-- -- Set which function to call.
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-- myweapon:SetFuncImpact(OnImpact)
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--
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-- -- Start tracking.
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-- myweapon:Track()
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--
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function WEAPON:SetFuncImpact(FuncImpact, ...)
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self.impactFunc=FuncImpact
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self.impactArg=arg or {}
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return self
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end
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--- Get the unit that launched the weapon.
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-- @param #WEAPON self
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-- @return Wrapper.Unit#UNIT Laucher unit.
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function WEAPON:GetLauncher()
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return self.launcherUnit
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end
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--- Get the target, which the weapon is guiding to.
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-- @param #WEAPON self
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-- @return Wrapper.Object#OBJECT The target object, which can be a UNIT or STATIC object.
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function WEAPON:GetTarget()
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local target=nil --Wrapper.Object#OBJECT
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if self.weapon then
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-- Get the DCS target object, which can be a Unit, Weapon, Static, Scenery, Airbase.
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local object=self.weapon:getTarget()
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if object then
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-- Get object category.
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local category=Object.getCategory(object)
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--Target name
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local name=object:getName()
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-- Debug info.
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self:T(self.lid..string.format("Got Target Object %s, category=%d", object:getName(), category))
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if category==Object.Category.UNIT then
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target=UNIT:FindByName(name)
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elseif category==Object.Category.STATIC then
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target=STATIC:FindByName(name, false)
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elseif category==Object.Category.SCENERY then
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self:E(self.lid..string.format("ERROR: Scenery target not implemented yet!"))
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else
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self:E(self.lid..string.format("ERROR: Object category=%d is not implemented yet!", category))
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end
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end
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end
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return target
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end
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--- Get the distance to the current target the weapon is guiding to.
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-- @param #WEAPON self
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-- @param #function ConversionFunction (Optional) Conversion function from meters to desired unit, *e.g.* `UTILS.MpsToKmph`.
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-- @return #number Distance from weapon to target in meters.
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function WEAPON:GetTargetDistance(ConversionFunction)
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-- Get the target of the weapon.
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local target=self:GetTarget() --Wrapper.Unit#UNIT
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local distance=nil
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if target then
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-- Current position of target.
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local tv3=target:GetVec3()
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-- Current position of weapon.
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local wv3=self:GetVec3()
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if tv3 and wv3 then
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distance=UTILS.VecDist3D(tv3, wv3)
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if ConversionFunction then
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distance=ConversionFunction(distance)
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end
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end
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end
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return distance
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end
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--- Get name the current target the weapon is guiding to.
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-- @param #WEAPON self
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-- @return #string Name of the target or "None" if no target.
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function WEAPON:GetTargetName()
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-- Get the target of the weapon.
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local target=self:GetTarget() --Wrapper.Unit#UNIT
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local name="None"
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if target then
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name=target:GetName()
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end
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return name
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end
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--- Get velocity vector of weapon.
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-- @param #WEAPON self
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-- @return DCS#Vec3 Velocity vector with x, y and z components in meters/second.
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function WEAPON:GetVelocityVec3()
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local Vvec3=nil
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if self.weapon then
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Vvec3=self.weapon:getVelocity()
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end
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return Vvec3
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end
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--- Get speed of weapon.
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-- @param #WEAPON self
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-- @param #function ConversionFunction (Optional) Conversion function from m/s to desired unit, *e.g.* `UTILS.MpsToKmph`.
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-- @return #number Speed in meters per second.
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function WEAPON:GetSpeed(ConversionFunction)
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local speed=nil
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if self.weapon then
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local v=self:GetVelocityVec3()
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speed=UTILS.VecNorm(v)
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if ConversionFunction then
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speed=ConversionFunction(speed)
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end
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end
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return speed
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end
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--- Get the current 3D position vector.
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-- @param #WEAPON self
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-- @return DCS#Vec3 Current position vector in 3D.
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function WEAPON:GetVec3()
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local vec3=nil
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if self.weapon then
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vec3=self.weapon:getPoint()
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end
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return vec3
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end
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--- Get the current 2D position vector.
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|
-- @param #WEAPON self
|
|
-- @return DCS#Vec2 Current position vector in 2D.
|
|
function WEAPON:GetVec2()
|
|
|
|
local vec3=self:GetVec3()
|
|
|
|
if vec3 then
|
|
|
|
local vec2={x=vec3.x, y=vec3.z}
|
|
|
|
return vec2
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Get type name.
|
|
-- @param #WEAPON self
|
|
-- @return #string The type name.
|
|
function WEAPON:GetTypeName()
|
|
return self.typeName
|
|
end
|
|
|
|
--- Get coalition.
|
|
-- @param #WEAPON self
|
|
-- @return #number Coalition ID.
|
|
function WEAPON:GetCoalition()
|
|
return self.coalition
|
|
end
|
|
|
|
--- Get country.
|
|
-- @param #WEAPON self
|
|
-- @return #number Country ID.
|
|
function WEAPON:GetCountry()
|
|
return self.country
|
|
end
|
|
|
|
--- Get DCS object.
|
|
-- @param #WEAPON self
|
|
-- @return DCS#Weapon The weapon object.
|
|
function WEAPON:GetDCSObject()
|
|
-- This polymorphic function is used in Wrapper.Identifiable#IDENTIFIABLE
|
|
return self.weapon
|
|
end
|
|
|
|
--- Get the impact position vector. Note that this might not exist if the weapon has not impacted yet!
|
|
-- @param #WEAPON self
|
|
-- @return DCS#Vec3 Impact position vector (if any).
|
|
function WEAPON:GetImpactVec3()
|
|
return self.impactVec3
|
|
end
|
|
|
|
--- Get the impact coordinate. Note that this might not exist if the weapon has not impacted yet!
|
|
-- @param #WEAPON self
|
|
-- @return Core.Point#COORDINATE Impact coordinate (if any).
|
|
function WEAPON:GetImpactCoordinate()
|
|
return self.impactCoord
|
|
end
|
|
|
|
--- Get the heading on which the weapon was released
|
|
-- @param #WEAPON self
|
|
-- @param #bool AccountForMagneticInclination (Optional) If true will account for the magnetic declination of the current map. Default is true
|
|
-- @return #number Heading
|
|
function WEAPON:GetReleaseHeading(AccountForMagneticInclination)
|
|
AccountForMagneticInclination = AccountForMagneticInclination or true
|
|
if AccountForMagneticInclination then return UTILS.ClampAngle(self.releaseHeading - UTILS.GetMagneticDeclination()) else return UTILS.ClampAngle(self.releaseHeading) end
|
|
end
|
|
|
|
--- Get the altitude above sea level at which the weapon was released
|
|
-- @param #WEAPON self
|
|
-- @return #number Altitude in meters
|
|
function WEAPON:GetReleaseAltitudeASL()
|
|
return self.releaseAltitudeASL
|
|
end
|
|
|
|
--- Get the altitude above ground level at which the weapon was released
|
|
-- @param #WEAPON self
|
|
-- @return #number Altitude in meters
|
|
function WEAPON:GetReleaseAltitudeAGL()
|
|
return self.releaseAltitudeAGL
|
|
end
|
|
|
|
--- Get the coordinate where the weapon was released
|
|
-- @param #WEAPON self
|
|
-- @return Core.Point#COORDINATE Impact coordinate (if any).
|
|
function WEAPON:GetReleaseCoordinate()
|
|
return self.releaseCoordinate
|
|
end
|
|
|
|
--- Get the pitch of the unit when the weapon was released
|
|
-- @param #WEAPON self
|
|
-- @return #number Degrees
|
|
function WEAPON:GetReleasePitch()
|
|
return self.releasePitch
|
|
end
|
|
|
|
--- Get the heading of the weapon when it impacted. Note that this might not exist if the weapon has not impacted yet!
|
|
-- @param #WEAPON self
|
|
-- @param #bool AccountForMagneticInclination (Optional) If true will account for the magnetic declination of the current map. Default is true
|
|
-- @return #number Heading
|
|
function WEAPON:GetImpactHeading(AccountForMagneticInclination)
|
|
AccountForMagneticInclination = AccountForMagneticInclination or true
|
|
if AccountForMagneticInclination then return UTILS.ClampAngle(self.impactHeading - UTILS.GetMagneticDeclination()) else return self.impactHeading end
|
|
end
|
|
|
|
--- Check if weapon is in the air. Obviously not really useful for torpedos. Well, then again, this is DCS...
|
|
-- @param #WEAPON self
|
|
-- @return #boolean If `true`, weapon is in the air and `false` if not. Returns `nil` if weapon object itself is `nil`.
|
|
function WEAPON:InAir()
|
|
local inAir=nil
|
|
if self.weapon then
|
|
inAir=self.weapon:inAir()
|
|
end
|
|
return inAir
|
|
end
|
|
|
|
|
|
--- Check if weapon object (still) exists.
|
|
-- @param #WEAPON self
|
|
-- @return #boolean If `true`, the weapon object still exists and `false` otherwise. Returns `nil` if weapon object itself is `nil`.
|
|
function WEAPON:IsExist()
|
|
local isExist=nil
|
|
if self.weapon then
|
|
isExist=self.weapon:isExist()
|
|
end
|
|
return isExist
|
|
end
|
|
|
|
|
|
--- Check if weapon is a bomb.
|
|
-- @param #WEAPON self
|
|
-- @return #boolean If `true`, is a bomb.
|
|
function WEAPON:IsBomb()
|
|
return self.category==Weapon.Category.BOMB
|
|
end
|
|
|
|
--- Check if weapon is a missile.
|
|
-- @param #WEAPON self
|
|
-- @return #boolean If `true`, is a missile.
|
|
function WEAPON:IsMissile()
|
|
return self.category==Weapon.Category.MISSILE
|
|
end
|
|
|
|
--- Check if weapon is a rocket.
|
|
-- @param #WEAPON self
|
|
-- @return #boolean If `true`, is a missile.
|
|
function WEAPON:IsRocket()
|
|
return self.category==Weapon.Category.ROCKET
|
|
end
|
|
|
|
--- Check if weapon is a shell.
|
|
-- @param #WEAPON self
|
|
-- @return #boolean If `true`, is a shell.
|
|
function WEAPON:IsShell()
|
|
return self.category==Weapon.Category.SHELL
|
|
end
|
|
|
|
--- Check if weapon is a torpedo.
|
|
-- @param #WEAPON self
|
|
-- @return #boolean If `true`, is a torpedo.
|
|
function WEAPON:IsTorpedo()
|
|
return self.category==Weapon.Category.TORPEDO
|
|
end
|
|
|
|
|
|
--- Destroy the weapon object.
|
|
-- @param #WEAPON self
|
|
-- @param #number Delay Delay before destroy in seconds.
|
|
-- @return #WEAPON self
|
|
function WEAPON:Destroy(Delay)
|
|
|
|
if Delay and Delay>0 then
|
|
self:ScheduleOnce(Delay, WEAPON.Destroy, self, 0)
|
|
else
|
|
if self.weapon then
|
|
self:T(self.lid.."Destroying Weapon NOW!")
|
|
self:StopTrack()
|
|
self.weapon:destroy()
|
|
end
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
--- Start tracking the weapon until it impacts or is destroyed otherwise.
|
|
-- The position of the weapon is monitored in small time steps. Once the position cannot be determined anymore, the monitoring is stopped and the last known position is
|
|
-- the (approximate) impact point. Of course, the smaller the time step, the better the position can be determined. However, this can hit the performance as many
|
|
-- calculations per second need to be carried out.
|
|
-- @param #WEAPON self
|
|
-- @param #number Delay Delay in seconds before the tracking starts. Default 0.001 sec.
|
|
-- @return #WEAPON self
|
|
function WEAPON:StartTrack(Delay)
|
|
|
|
-- Set delay before start.
|
|
Delay=math.max(Delay or 0.001, 0.001)
|
|
|
|
-- Debug info.
|
|
self:T(self.lid..string.format("Start tracking weapon in %.4f sec", Delay))
|
|
|
|
-- Weapon is not yet "alife" just yet. Start timer in 0.001 seconds.
|
|
self.trackScheduleID=timer.scheduleFunction(WEAPON._TrackWeapon, self, timer.getTime() + Delay)
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Stop tracking the weapon by removing the scheduler function.
|
|
-- @param #WEAPON self
|
|
-- @param #number Delay (Optional) Delay in seconds before the tracking is stopped.
|
|
-- @return #WEAPON self
|
|
function WEAPON:StopTrack(Delay)
|
|
|
|
if Delay and Delay>0 then
|
|
-- Delayed call.
|
|
self:ScheduleOnce(Delay, WEAPON.StopTrack, self, 0)
|
|
else
|
|
|
|
if self.trackScheduleID then
|
|
|
|
timer.removeFunction(self.trackScheduleID)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Private Functions
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Track weapon until impact.
|
|
-- @param #WEAPON self
|
|
-- @param DCS#Time time Time in seconds.
|
|
-- @return #number Time when called next or nil if not called again.
|
|
function WEAPON:_TrackWeapon(time)
|
|
|
|
-- Debug info.
|
|
if self.verbose>=20 then
|
|
self:I(self.lid..string.format("Tracking at T=%.5f", time))
|
|
end
|
|
|
|
-- Protected call to get the weapon position. If the position cannot be determined any more, the weapon has impacted and status is nil.
|
|
local status, pos3= pcall(
|
|
function()
|
|
local point=self.weapon:getPosition()
|
|
return point
|
|
end
|
|
)
|
|
|
|
if status then
|
|
|
|
-------------------------------
|
|
-- Weapon is still in exists --
|
|
-------------------------------
|
|
|
|
-- Update last known position.
|
|
self.pos3 = pos3
|
|
|
|
-- Update last known vec3.
|
|
self.vec3 = UTILS.DeepCopy(self.pos3.p)
|
|
|
|
-- Update coordinate.
|
|
self.coordinate:UpdateFromVec3(self.vec3)
|
|
|
|
-- Safe the last velocity of the weapon. This is needed to get the impact heading
|
|
self.last_velocity = self.weapon:getVelocity()
|
|
|
|
-- Keep on tracking by returning the next time below.
|
|
self.tracking=true
|
|
|
|
-- Callback function.
|
|
if self.trackFunc then
|
|
self.trackFunc(self, unpack(self.trackArg))
|
|
end
|
|
|
|
-- Verbose output.
|
|
if self.verbose>=5 then
|
|
|
|
-- Get vec2 of current position.
|
|
local vec2={x=self.vec3.x, y=self.vec3.z}
|
|
|
|
-- Land hight.
|
|
local height=land.getHeight(vec2)
|
|
|
|
-- Current height above ground level.
|
|
local agl=self.vec3.y-height
|
|
|
|
-- Estimated IP (if any)
|
|
local ip=self:_GetIP(self.distIP)
|
|
|
|
-- Distance between positon and estimated impact.
|
|
local d=0
|
|
if ip then
|
|
d=UTILS.VecDist3D(self.vec3, ip)
|
|
end
|
|
|
|
-- Output.
|
|
self:I(self.lid..string.format("T=%.3f: Height=%.3f m AGL=%.3f m, dIP=%.3f", time, height, agl, d))
|
|
|
|
end
|
|
|
|
else
|
|
|
|
---------------------------
|
|
-- Weapon does NOT exist --
|
|
---------------------------
|
|
|
|
-- Get intercept point from position (p) and direction (x) in 50 meters.
|
|
local ip = self:_GetIP(self.distIP)
|
|
|
|
if self.verbose>=10 and ip then
|
|
|
|
-- Output.
|
|
self:I(self.lid.."Got intercept point!")
|
|
|
|
-- Coordinate of the impact point.
|
|
local coord=COORDINATE:NewFromVec3(ip)
|
|
|
|
-- Mark coordinate.
|
|
coord:MarkToAll("Intercept point")
|
|
coord:SmokeBlue()
|
|
|
|
-- Distance to last known pos.
|
|
local d=UTILS.VecDist3D(ip, self.vec3)
|
|
|
|
-- Output.
|
|
self:I(self.lid..string.format("FF d(ip, vec3)=%.3f meters", d))
|
|
|
|
end
|
|
|
|
-- Safe impact vec3.
|
|
self.impactVec3=ip or self.vec3
|
|
|
|
-- Safe impact coordinate.
|
|
self.impactCoord=COORDINATE:NewFromVec3(self.vec3)
|
|
|
|
-- Safe impact heading, using last_velocity because self:GetVelocityVec3() is no longer possible
|
|
self.impactHeading = UTILS.VecHdg(self.last_velocity)
|
|
|
|
-- Mark impact point on F10 map.
|
|
if self.impactMark then
|
|
self.impactCoord:MarkToAll(string.format("Impact point of weapon %s\ntype=%s\nlauncher=%s", self.name, self.typeName, self.launcherName))
|
|
end
|
|
|
|
-- Smoke on impact point.
|
|
if self.impactSmoke then
|
|
self.impactCoord:Smoke(self.impactSmokeColor)
|
|
end
|
|
|
|
-- Call callback function.
|
|
if self.impactFunc then
|
|
self.impactFunc(self, unpack(self.impactArg or {}))
|
|
end
|
|
|
|
-- Stop tracking by returning nil below.
|
|
self.tracking=false
|
|
|
|
end
|
|
|
|
-- Return next time the function is called or nil to stop the scheduler.
|
|
if self.tracking then
|
|
if self.dtTrack and self.dtTrack>=0.00001 then
|
|
return time+self.dtTrack
|
|
else
|
|
return nil
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Compute estimated intercept/impact point (IP) based on last known position and direction.
|
|
-- @param #WEAPON self
|
|
-- @param #number Distance Distance in meters. Default 50 m.
|
|
-- @return DCS#Vec3 Estimated intercept/impact point. Can also return `nil`, if no IP can be determined.
|
|
function WEAPON:_GetIP(Distance)
|
|
|
|
Distance=Distance or 50
|
|
|
|
local ip=nil --DCS#Vec3
|
|
|
|
if Distance>0 and self.pos3 then
|
|
|
|
-- Get intercept point from position (p) and direction (x) in 20 meters.
|
|
ip = land.getIP(self.pos3.p, self.pos3.x, Distance or 20) --DCS#Vec3
|
|
|
|
end
|
|
|
|
return ip
|
|
end
|
|
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|