2018-11-07 23:26:51 +01:00

2627 lines
85 KiB
Lua

--- **Functional** - (R2.4) - Carrier CASE I Recovery Practice
--
-- Practice carrier landings.
--
-- Features:
--
-- * CASE I recovery.
-- * Performance evaluation.
-- * Feedback about performance during flight.
--
-- Please not that his class is work in progress and in an **alpha** stage.
-- At the moment training parameters are optimized for F/A-18C Hornet as aircraft and USS Stennis as carrier.
-- Other aircraft and carriers **might** be possible in future but would need a different set of parameters.
--
-- ===
--
-- ### Authors: **funkyfranky** (MOOSE class implementation and enhancements), **Bankler** (original idea and script)
--
-- @module Functional.CarrierTrainer
-- @image MOOSE.JPG
--- CARRIERTRAINER class.
-- @type CARRIERTRAINER
-- @field #string ClassName Name of the class.
-- @field #string lid Class id string for output to DCS log file.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field Wrapper.Unit#UNIT carrier Aircraft carrier unit on which we want to practice.
-- @field #string carriertype Type name of aircraft carrier.
-- @field #string alias Alias of the carrier trainer.
-- @field Core.Zone#ZONE_UNIT startZone Zone in which the pattern approach starts.
-- @field Core.Zone#ZONE_UNIT giantZone Large zone around the carrier to welcome players.
-- @field Core.Zone#ZONE_UNIT registerZone Zone behind the carrier to register for a new approach.
-- @field #table players Table of players.
-- @field #table menuadded Table of units where the F10 radio menu was added.
-- @field #CARRIERTRAINER.Checkpoint Upwind Upwind checkpoint.
-- @field #CARRIERTRAINER.Checkpoint BreakEarly Early break checkpoint.
-- @field #CARRIERTRAINER.Checkpoint BreakLate Late brak checkpoint.
-- @field #CARRIERTRAINER.Checkpoint Abeam Abeam checkpoint.
-- @field #CARRIERTRAINER.Checkpoint Ninety At the ninety checkpoint.
-- @field #CARRIERTRAINER.Checkpoint Wake Right behind the carrier.
-- @field #CARRIERTRAINER.Checkpoint Groove In the groove checkpoint.
-- @field #CARRIERTRAINER.Checkpoint Trap Landing checkpoint.
-- @field #number rwyangle Angle of the runway wrt to carrier "nose". For the Stennis ~ -10 degrees.
-- @field #number sterndist Distance in meters from carrier coordinate to the end of the deck.
-- @field #number deckheight Height of the deck in meters.
-- @extends Core.Fsm#FSM
--- Practice Carrier Landings
--
-- ===
--
-- ![Banner Image](..\Presentations\CARRIERTRAINER\CarrierTrainer_Main.png)
--
-- # The Trainer Concept
--
-- bla bla
--
-- @field #CARRIERTRAINER
CARRIERTRAINER = {
ClassName = "CARRIERTRAINER",
lid = nil,
Debug = true,
carrier = nil,
carriertype = nil,
alias = nil,
registerZone = nil,
startZone = nil,
giantZone = nil,
players = {},
menuadded = {},
Upwind = {},
Abeam = {},
BreakEarly = {},
BreakLate = {},
Ninety = {},
Wake = {},
Groove = {},
Trap = {},
TACAN = nil,
ICLS = nil,
rwyangle = -10,
sterndist =-100,
deckheight = 22,
Qpattern = {},
Qmarshal = {},
}
--- Aircraft types.
-- @type CARRIERTRAINER.AircraftType
-- @field #string AV8B AV-8B Night Harrier.
-- @field #string HORNET F/A-18C Lot 20 Hornet.
CARRIERTRAINER.AircraftType={
AV8B="AV8BNA",
HORNET="FA-18C_hornet",
}
--- Carrier types.
-- @type CARRIERTRAINER.CarrierType
-- @field #string STENNIS USS John C. Stennis (CVN-74)
-- @field #string VINSON USS Carl Vinson (CVN-70)
-- @field #string TARAWA USS Tarawa (LHA-1)
-- @field #string KUZNETSOV Admiral Kuznetsov (CV 1143.5)
CARRIERTRAINER.CarrierType={
STENNIS="Stennis",
VINSON="Vinson",
TARAWA="LHA_Tarawa",
KUZNETSOV="KUZNECOW"
}
--- Pattern steps.
-- @type CARRIERTRAINER.PatternStep
CARRIERTRAINER.PatternStep={
UNREGISTERED="Unregistered",
PATTERNENTRY="Pattern Entry",
EARLYBREAK="Early Break",
LATEBREAK="Late Break",
ABEAM="Abeam",
NINETY="Ninety",
WAKE="Wake",
GROOVE_X0="Groove Entry",
GROOVE_XX="Groove X",
GROOVE_RB="Groove Roger Ball",
GROOVE_IM="Groove In the Middle",
GROOVE_IC="Groove In Close",
GROOVE_AR="Groove At the Ramp",
GROOVE_IW="Groove In the Wires",
}
--- LSO calls.
-- @type CARRIERTRAINER.LSOcall
-- @field Core.UserSound#USERSOUND RIGHTFORLINEUPL "Right for line up!" call (loud).
-- @field Core.UserSound#USERSOUND RIGHTFORLINEUPS "Right for line up." call.
-- @field #string RIGHTFORLINEUPT "Right for line up" text.
-- @field Core.UserSound#USERSOUND COMELEFTL "Come left!" call (loud).
-- @field Core.UserSound#USERSOUND COMELEFTS "Come left." call.
-- @field #string COMELEFTT "Come left" text.
-- @field Core.UserSound#USERSOUND HIGHL "You're high!" call (loud).
-- @field Core.UserSound#USERSOUND HIGHS "You're high." call.
-- @field #string HIGHT "You're high" text.
-- @field Core.UserSound#USERSOUND POWERL "Power!" call (loud).
-- @field Core.UserSound#USERSOUND POWERS "Power." call.
-- @field #string POWERT "Power" text.
-- @field Core.UserSound#USERSOUND CALLTHEBALL "Call the ball." call.
-- @field #string CALLTHEBALLT "Call the ball." text.
-- @field Core.UserSound#USERSOUND ROGERBALL "Roger, ball." call.
-- @field #string ROGERBALLT "Roger, ball." text.
-- @field Core.UserSound#USERSOUND WAVEOFF "Wave off!" call.
-- @field #string WAVEOFFT "Wave off!" text.
-- @field Core.UserSound#USERSOUND BOLTER "Bolter, bolter!" call.
-- @field #string BOLTERT "Bolter, bolter!" text.
-- @field Core.UserSound#USERSOUND LONGGROOVE "You're long in the groove. Depart and re-enter." call.
-- @field #string LONGGROOVET "You're long in the groove. Depart and re-enter." text.
CARRIERTRAINER.LSOcall={
RIGHTFORLINEUPL=USERSOUND:New("LSO - RightLineUp(L).ogg"),
RIGHTFORLINEUPS=USERSOUND:New("LSO - RightLineUp(S).ogg"),
RIGHTFORLINEUPT="Right for line up",
COMELEFTL=USERSOUND:New("LSO - ComeLeft(L).ogg"),
COMELEFTS=USERSOUND:New("LSO - ComeLeft(S).ogg"),
COMELEFTT="Come left",
HIGHL=USERSOUND:New("LSO - High(L).ogg"),
HIGHS=USERSOUND:New("LSO - High(S).ogg"),
HIGHT="You're high",
POWERL=USERSOUND:New("LSO - Power(L).ogg"),
POWERS=USERSOUND:New("LSO - Power(S).ogg"),
POWERT="Power",
CALLTHEBALL=USERSOUND:New("LSO - Call the Ball.ogg"),
CALLTHEBALLT="Call the ball.",
ROGERBALL=USERSOUND:New("LSO - Roger.ogg"),
ROGERBALLT="Roger ball!",
WAVEOFF=USERSOUND:New("LSO - WaveOff.ogg"),
WAVEOFFT="Wave off!",
BOLTER=USERSOUND:New("LSO - Bolter.ogg"),
BOLTERT="Bolter, Bolter!",
LONGGROOVE=USERSOUND:New("LSO - Long in Groove.ogg"),
LONGGROOVET="You're long in the groove. Depart and re-enter.",
}
--- Difficulty level.
-- @type CARRIERTRAINER.Difficulty
-- @field #string EASY Easy difficulty: error margin 10 for high score and 20 for low score. No score for deviation >20.
-- @field #string NORMAL Normal difficulty: error margin 5 deviation from ideal for high score and 10 for low score. No score for deviation >10.
-- @field #string HARD Hard difficulty: error margin 2.5 deviation from ideal value for high score and 5 for low score. No score for deviation >5.
CARRIERTRAINER.Difficulty={
EASY="Flight Student",
NORMAL="Naval Aviator",
HARD="TOPGUN Graduate",
}
--- Groove position.
-- @type CARRIERTRAINER.GroovePos
-- @field #string X0 Entering the groove.
-- @field #string XX At the start, i.e. 3/4 from the run down.
-- @field #string RB Roger ball.
-- @field #string IM In the middle.
-- @field #string IC In close.
-- @field #string AR At the ramp.
-- @field #string IW In the wires.
CARRIERTRAINER.GroovePos={
X0="X0",
XX="X",
RB="RB",
IM="IM",
IC="IC",
AR="AR",
IW="IW",
}
--- Groove data.
-- @type CARRIERTRAINER.GrooveData
-- @field #number Step Current step.
-- @field #number AoA Angle of Attack.
-- @field #number Alt Altitude in meters.
-- @field #number GSE Glide slope error in degrees.
-- @field #number LUE Lineup error in degrees.
-- @field #number Roll Roll angle.
--- LSO grade
-- @type CARRIERTRAINER.LSOgrade
-- @field #string grade LSO grade, i.e. _OK_, OK, (OK), --, CUT
-- @field #number points Points received.
-- @field #string details Detailed flight analyis analysis.
--- Player data table holding all important parameters of each player.
-- @type CARRIERTRAINER.PlayerData
-- @field Wrapper.Client#CLIENT client Client object of player.
-- @field Wrapper.Unit#UNIT unit Aircraft of the player.
-- @field #string callsign Callsign of player.
-- @field #string difficulty Difficulty level.
-- @field #number score Player score of the current pass.
-- @field #number passes Number of passes.
-- @field #boolean attitudemonitor If true, display aircraft attitude and other parameters constantly.
-- @field #table debrief Debrief analysis of the current step of this pass.
-- @field #table grades LSO grades of player passes.
-- @field #boolean inbigzone If true, player is in the big zone.
-- @field #boolean landed If true, player landed or attempted to land.
-- @field #boolean bolter If true, LSO told player to bolter.
-- @field #boolean boltered If true, player boltered.
-- @field #boolean waveoff If true, player was waved off during final approach.
-- @field #boolean patternwo If true, player was waved of during the pattern.
-- @field #boolean lig If true, player was long in the groove.
-- @field #number Tlso Last time the LSO gave an advice.
-- @field #CARRIERTRAINER.GroovePos groove Data table at each position in the groove. Elemets are of type @{#CARRIERTRAINER.GrooveData}.
--- Checkpoint parameters triggering the next step in the pattern.
-- @type CARRIERTRAINER.Checkpoint
-- @field #string name Name of checkpoint.
-- @field #number Xmin Minimum allowed longitual distance to carrier.
-- @field #number Xmax Maximum allowed longitual distance to carrier.
-- @field #number Zmin Minimum allowed latitudal distance to carrier.
-- @field #number Zmax Maximum allowed latitudal distance to carrier.
-- @field #number LimitXmin Latitudal threshold for triggering the next step if X<Xmin.
-- @field #number LimitXmax Latitudal threshold for triggering the next step if X>Xmax.
-- @field #number LimitZmin Latitudal threshold for triggering the next step if Z<Zmin.
-- @field #number LimitZmax Latitudal threshold for triggering the next step if Z>Zmax.
-- @field #number Altitude Optimal altitude at this point.
-- @field #number AoA Optimal AoA at this point.
-- @field #number Distance Optimal distance at this point.
-- @field #number Speed Optimal speed at this point.
-- @field #table Checklist Table of checklist text items to display at this point.
--- Main radio menu.
-- @field #table MenuF10
CARRIERTRAINER.MenuF10={}
--- Carrier trainer class version.
-- @field #string version
CARRIERTRAINER.version="0.2.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Add scoring to radio menu.
-- TODO: Optimized debrief.
-- TODO: Add automatic grading.
-- TODO: Get board numbers.
-- TODO: Get fuel state in pounds.
-- TODO: Add user functions.
-- TODO: Generalize parameters for other carriers.
-- TODO: Generalize parameters for other aircraft.
-- TODO: CASE II.
-- TODO: CASE III.
-- TODO: Foul deck check.
-- DONE: Fix radio menu.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create new carrier trainer.
-- @param #CARRIERTRAINER self
-- @param carriername Name of the aircraft carrier unit as defined in the mission editor.
-- @param alias (Optional) Alias for the carrier. This will be used for radio messages and the F10 radius menu. Default is the carrier name as defined in the mission editor.
-- @return #CARRIERTRAINER self or nil if carrier unit does not exist.
function CARRIERTRAINER:New(carriername, alias)
-- Inherit everthing from FSM class.
local self = BASE:Inherit(self, FSM:New()) -- #CARRIERTRAINER
-- Set carrier unit.
self.carrier=UNIT:FindByName(carriername)
if self.carrier then
-- Carrier zones.
self.registerZone = ZONE_UNIT:New("registerZone", self.carrier, 2500, {dx = -5000, dy = 100, relative_to_unit=true})
self.startZone = ZONE_UNIT:New("startZone", self.carrier, 1000, {dx = -2000, dy = 100, relative_to_unit=true})
self.giantZone = ZONE_UNIT:New("giantZone", self.carrier, 30000, {dx = 0, dy = 0, relative_to_unit=true})
else
-- Carrier unit does not exist error.
local text=string.format("ERROR: Carrier unit %s could not be found! Make sure this UNIT is defined in the mission editor and check the spelling of the unit name carefully.", carriername)
MESSAGE:New(text, 120):ToAll()
self:E(text)
return nil
end
-- Set some string id for output to DCS.log file.
self.lid=string.format("CARRIERTRAINER %s | ", carriername)
-- Get carrier type.
self.carriertype=self.carrier:GetTypeName()
-- Set alias.
self.alias=alias or carriername
if self.carriertype==CARRIERTRAINER.CarrierType.STENNIS then
self:_InitStennis()
elseif self.carriertype==CARRIERTRAINER.CarrierType.VINSON then
-- TODO: Carl Vinson parameters.
self:_InitStennis()
elseif self.carriertype==CARRIERTRAINER.CarrierType.TARAWA then
-- TODO: Tarawa parameters.
self:_InitStennis()
elseif self.carriertype==CARRIERTRAINER.CarrierType.KUZNETSOV then
-- TODO: Kusnetsov parameters - maybe...
self:_InitStennis()
else
self:E(self.lid.."ERROR: Unknown carrier type!")
return nil
end
-----------------------
--- FSM Transitions ---
-----------------------
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "Running")
self:AddTransition("Running", "Status", "Running")
self:AddTransition("Running", "Stop", "Stopped")
--- Triggers the FSM event "Start" that starts the carrier trainer. Initializes parameters and starts event handlers.
-- @function [parent=#CARRIERTRAINER] Start
-- @param #CARRIERTRAINER self
--- Triggers the FSM event "Start" after a delay that starts the carrier trainer. Initializes parameters and starts event handlers.
-- @function [parent=#CARRIERTRAINER] __Start
-- @param #CARRIERTRAINER self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop" that stops the carrier trainer. Event handlers are stopped.
-- @function [parent=#CARRIERTRAINER] Stop
-- @param #CARRIERTRAINER self
--- Triggers the FSM event "Stop" that stops the carrier trainer after a delay. Event handlers are stopped.
-- @function [parent=#CARRIERTRAINER] __Stop
-- @param #CARRIERTRAINER self
-- @param #number delay Delay in seconds.
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM states
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the warehouse. Addes event handlers and schedules status updates of reqests and queue.
-- @param #CARRIERTRAINER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function CARRIERTRAINER:onafterStart(From, Event, To)
-- Events are handled my MOOSE.
self:I(self.lid..string.format("Starting Carrier Training %s for carrier unit %s of type %s.", CARRIERTRAINER.version, self.carrier:GetName(), self.carriertype))
-- Handle events.
self:HandleEvent(EVENTS.Birth)
self:HandleEvent(EVENTS.Land)
-- Init status check
self:__Status(1)
end
--- On after Status event. Checks player status.
-- @param #CARRIERTRAINER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function CARRIERTRAINER:onafterStatus(From, Event, To)
-- Check player status.
self:_CheckPlayerStatus()
-- Call status again in 0.25 seconds.
self:__Status(-0.25)
end
--- On after Stop event. Unhandle events and stop status updates.
-- @param #CARRIERTRAINER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function CARRIERTRAINER:onafterStop(From, Event, To)
self:UnHandleEvent(EVENTS.Birth)
self:UnHandleEvent(EVENTS.Land)
end
--- Carrier trainer event handler for event birth.
-- @param #CARRIERTRAINER self
function CARRIERTRAINER:_CheckPlayerStatus()
-- Loop over all players.
for _playerName,_playerData in pairs(self.players) do
local playerData = _playerData --#CARRIERTRAINER.PlayerData
if playerData then
-- Player unit.
local unit = playerData.unit
if unit:IsAlive() then
-- Display aircraft attitude and other parameters as message text.
if playerData.attitudemonitor then
self:_DetailedPlayerStatus(playerData)
end
if unit:IsInZone(self.giantZone) then
-- Check if player was previously not inside the zone.
if playerData.inbigzone==false then
-- Welcome player once he enters the carrier zone.
local text=string.format("Welcome back, %s! TCN 74X, ICLS 1, BRC 354 (MAG HDG).\n", playerData.callsign)
-- Heading and distance to register for approach.
local heading=playerData.unit:GetCoordinate():HeadingTo(self.registerZone:GetCoordinate())
local distance=playerData.unit:GetCoordinate():Get2DDistance(self.registerZone:GetCoordinate())
-- Send message.
text=text..string.format("Fly heading %d for %.1f NM and turn to BRC.", heading, distance)
MESSAGE:New(text, 5):ToClient(playerData.client)
end
if playerData.step==0 and unit:InAir() then
-- New approach.
self:_NewRound(playerData)
-- Jump to Groove for testing.
if self.groovedebug then
playerData.step=90
self.groovedebug=false
end
elseif playerData.step == 1 then
-- Entering the pattern.
self:_Start(playerData)
elseif playerData.step == 2 then
-- Upwind leg.
self:_Upwind(playerData)
elseif playerData.step == 3 then
-- Early break.
self:_Break(playerData, "early")
elseif playerData.step == 4 then
-- Late break.
self:_Break(playerData, "late")
elseif playerData.step == 5 then
-- Abeam position.
self:_Abeam(playerData)
elseif playerData.step == 6 then
-- Check long down wind leg.
self:_CheckForLongDownwind(playerData)
-- At the ninety.
self:_Ninety(playerData)
elseif playerData.step==7 then
-- In the wake.
self:_Wake(playerData)
elseif playerData.step==90 then
-- Entering the groove.
self:_Groove(playerData)
elseif playerData.step>=91 and playerData.step<=99 then
-- In the groove.
self:_CallTheBall(playerData)
elseif playerData.step==999 then
-- Debriefing.
SCHEDULER:New(nil, self._Debrief, {self, playerData}, 10)
playerData.step=-1
end
else
playerData.inbigzone=false
end
else
-- Unit not alive.
self:E(self.lid.."WARNING: Player unit is not alive!")
end
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- EVENT functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Carrier trainer event handler for event birth.
-- @param #CARRIERTRAINER self
-- @param Core.Event#EVENTDATA EventData
function CARRIERTRAINER:OnEventBirth(EventData)
self:F3({eventbirth = EventData})
local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
self:T3(self.lid.."BIRTH: unit = "..tostring(EventData.IniUnitName))
self:T3(self.lid.."BIRTH: group = "..tostring(EventData.IniGroupName))
self:T3(self.lid.."BIRTH: player = "..tostring(_playername))
if _unit and _playername then
local _uid=_unit:GetID()
local _group=_unit:GetGroup()
local _callsign=_unit:GetCallsign()
-- Debug output.
local text=string.format("Player %s, callsign %s entered unit %s (ID=%d) of group %s", _playername, _callsign, _unitName, _uid, _group:GetName())
self:T(self.lid..text)
MESSAGE:New(text, 5):ToAllIf(self.Debug)
local rightaircraft=false
local aircraft=_unit:GetTypeName()
for _,actype in pairs(CARRIERTRAINER.AircraftType) do
if actype==aircraft then
rightaircraft=true
end
end
if rightaircraft==false then
self:E(string.format("Player aircraft %s not supported of CARRIERTRAINTER.", aircraft))
return
end
-- Add Menu commands.
self:_AddF10Commands(_unitName)
-- Init player data.
self.players[_playername]=self:_InitPlayer(_unitName)
-- Start in the groove for debugging.
self.groovedebug=false
end
end
--- Carrier trainer event handler for event land.
-- @param #CARRIERTRAINER self
-- @param Core.Event#EVENTDATA EventData
function CARRIERTRAINER:OnEventLand(EventData)
self:F3({eventland = EventData})
local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
self:T3(self.lid.."LAND: unit = "..tostring(EventData.IniUnitName))
self:T3(self.lid.."LAND: group = "..tostring(EventData.IniGroupName))
self:T3(self.lid.."LAND: player = "..tostring(_playername))
if _unit and _playername then
local _uid=_unit:GetID()
local _group=_unit:GetGroup()
local _callsign=_unit:GetCallsign()
-- Debug output.
local text=string.format("Player %s, callsign %s unit %s (ID=%d) of group %s landed.", _playername, _callsign, _unitName, _uid, _group:GetName())
self:T(self.lid..text)
MESSAGE:New(text, 5):ToAllIf(self.Debug)
-- Player data.
local playerData=self.players[_playername] --#CARRIERTRAINER.PlayerData
-- Coordinate at landing event
local coord=playerData.unit:GetCoordinate()
-- Debug mark of player landing coord.
local lp=coord:MarkToAll("Landing coord.")
coord:SmokeGreen()
-- Debug marks of wires.
local w1=self.carrier:GetCoordinate():Translate(-104, 0):MarkToAll("Wire 1")
local w2=self.carrier:GetCoordinate():Translate( -92, 0):MarkToAll("Wire 2")
local w3=self.carrier:GetCoordinate():Translate( -80, 0):MarkToAll("Wire 3")
local w4=self.carrier:GetCoordinate():Translate( -68, 0):MarkToAll("Wire 4")
-- We did land.
env.info("FF landed")
playerData.landed=true
playerData.step=-1
--TODO: maybe check that we actually landed on the right carrier.
-- Call trapped function in 3 seconds to make sure we did not bolter.
SCHEDULER:New(nil, self._Trapped,{self, playerData, coord}, 3)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- CARRIER TRAINING functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Initialize player data.
-- @param #CARRIERTRAINER self
-- @param #string unitname Name of the player unit.
-- @return #CARRIERTRAINER.PlayerData Player data.
function CARRIERTRAINER:_InitPlayer(unitname)
-- Player data.
local playerData={} --#CARRIERTRAINER.PlayerData
-- Player unit, client and callsign.
playerData.unit = UNIT:FindByName(unitname)
playerData.client = CLIENT:FindByName(unitname, nil, true)
playerData.callsign = playerData.unit:GetCallsign()
-- Number of passes done by player.
playerData.passes=playerData.passes or 0
-- LSO grades.
playerData.grades=playerData.grades or {}
-- Attitude monitor.
playerData.attitudemonitor=false
-- Set difficulty level.
playerData.difficulty=playerData.difficulty or CARRIERTRAINER.Difficulty.NORMAL
-- Player is in the big zone around the carrier.
playerData.inbigzone=playerData.unit:IsInZone(self.giantZone)
-- Init stuff for this round.
playerData=self:_InitNewRound(playerData)
return playerData
end
--- Initialize new approach for player by resetting parmeters to initial values.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
-- @return #CARRIERTRAINER.PlayerData Initialized player data.
function CARRIERTRAINER:_InitNewRound(playerData)
self:I(self.lid..string.format("New round for player %s.", playerData.callsign))
playerData.step=0
playerData.score=100
playerData.groove={}
playerData.debrief={}
playerData.patternwo=false
playerData.lig=false
playerData.waveoff=false
playerData.bolter=false
playerData.boltered=false
playerData.landed=false
playerData.Tlso=timer.getTime()
return playerData
end
--- Initialize player data.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
function CARRIERTRAINER:_NewRound(playerData)
if playerData.unit:IsInZone(self.registerZone) then
local text="Cleared for approach."
self:_SendMessageToPlayer(text, 10, playerData)
self:_InitNewRound(playerData)
-- Next step: start of pattern.
playerData.step=1
end
end
--- Start pattern when player enters the start zone.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
function CARRIERTRAINER:_Start(playerData)
-- Check if player is in start zone and about to enter the pattern.
if playerData.unit:IsInZone(self.startZone) then
-- Inform player.
local hint = string.format("Entering the pattern.")
if playerData.difficulty==CARRIERTRAINER.Difficulty.EASY then
hint=hint.."Aim for 800 feet and 350 kts at the break entry."
end
-- Send message.
self:_SendMessageToPlayer(hint, 8, playerData)
-- Next step: upwind.
playerData.step=2
end
end
--- Upwind leg.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
function CARRIERTRAINER:_Upwind(playerData)
-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
local X, Z = self:_GetDistances(playerData.unit)
-- Abort condition check.
if self:_CheckAbort(X, Z, self.Upwind) then
self:_AbortPattern(playerData, X, Z, self.Upwind)
return
end
-- Check if we are in front of the boat (diffX > 0).
if self:_CheckLimits(X, Z, self.Upwind) then
-- Get altitiude.
local altitude=playerData.unit:GetAltitude()
-- Get altitude.
local hint, debrief=self:_AltitudeCheck(playerData, self.Upwind, altitude)
-- Message to player
self:_SendMessageToPlayer(hint, 10, playerData)
-- Debrief.
self:_AddToSummary(playerData, "Entering the Break", debrief)
-- Next step.
playerData.step=3
end
end
--- Break.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
-- @param #string part Part of the break.
function CARRIERTRAINER:_Break(playerData, part)
-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
local X, Z = self:_GetDistances(playerData.unit)
-- Early or late break.
local breakpoint = self.BreakEarly
if part=="late" then
breakpoint = self.BreakLate
end
-- Check abort conditions.
if self:_CheckAbort(X, Z, breakpoint) then
self:_AbortPattern(playerData, X, Z, breakpoint)
return
end
-- Check limits.
if self:_CheckLimits(X, Z, breakpoint) then
-- Get current altitude.
local altitude=playerData.unit:GetAltitude()
-- Grade altitude.
local hint, debrief=self:_AltitudeCheck(playerData, breakpoint, altitude)
-- Send message to player.
self:_SendMessageToPlayer(hint, 10, playerData)
-- Debrief
if part=="late" then
self:_AddToSummary(playerData, "Late Break", debrief)
else
self:_AddToSummary(playerData, "Early Break", debrief)
end
-- Next step: late break or abeam.
if part=="early" then
playerData.step = 4
else
playerData.step = 5
end
end
end
--- Long downwind leg check.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
function CARRIERTRAINER:_CheckForLongDownwind(playerData)
-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
local X, Z=self:_GetDistances(playerData.unit)
-- Get relative heading.
local relhead=self:_GetRelativeHeading(playerData.unit)
-- One NM from carrier is too far.
local limit=UTILS.NMToMeters(-1.5)
local text=string.format("Long groove check: X=%d, relhead=%.1f", X, relhead)
self:T(text)
--MESSAGE:New(text, 1):ToAllIf(self.Debug)
-- Check we are not too far out w.r.t back of the boat.
if X<limit then --and relhead<45 then
-- Message to player.
self:_SendMessageToPlayer(CARRIERTRAINER.LSOcall.LONGGROOVET, 10, playerData)
-- Sound output.
CARRIERTRAINER.LSOcall.LONGGROOVE:ToGroup(playerData.unit:GetGroup())
-- Debrief.
self:_AddToSummary(playerData, "Downwind", "Long in the groove.")
--grade="LIG PATTERN WAVE OFF - CUT 1 PT"
playerData.lig=true
-- Next step: Debriefing.
playerData.step=999
end
end
--- Abeam.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
function CARRIERTRAINER:_Abeam(playerData)
-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
local X, Z = self:_GetDistances(playerData.unit)
-- Check abort conditions.
if self:_CheckAbort(X, Z, self.Abeam) then
self:_AbortPattern(playerData, X, Z, self.Abeam)
return
end
-- Check nest step threshold.
if self:_CheckLimits(X, Z, self.Abeam) then
-- Get AoA and altitude.
local aoa = playerData.unit:GetAoA()
local alt = playerData.unit:GetAltitude()
-- Grade Altitude.
local hintAlt, debriefAlt=self:_AltitudeCheck(playerData, self.Abeam, alt)
-- Grade AoA.
local hintAoA, debriefAoA=self:_AoACheck(playerData, self.Abeam, aoa)
-- Grade distance to carrier.
local hintDist, debriefDist=self:_DistanceCheck(playerData, self.Abeam, math.abs(Z))
-- Compile full hint.
local hint=string.format("%s\n%s\n%s", hintAlt, hintAoA, hintDist)
local debrief=string.format("%s\n%s\n%s", debriefAlt, debriefAoA, debriefDist)
-- Send message to playerr.
self:_SendMessageToPlayer(hint, 10, playerData)
-- Add to debrief.
self:_AddToSummary(playerData, "Abeam Position", debrief)
-- Next step: ninety.
playerData.step=6
end
end
--- Ninety.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
function CARRIERTRAINER:_Ninety(playerData)
-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
local X, Z = self:_GetDistances(playerData.unit)
-- Check abort conditions.
if self:_CheckAbort(X, Z, self.Ninety) then
self:_AbortPattern(playerData, X, Z, self.Ninety)
return
end
-- Get Realtive heading player to carrier.
local relheading=self:_GetRelativeHeading(playerData.unit)
-- At the 90, i.e. 90 degrees between player heading and BRC of carrier.
if relheading<=90 then
-- Get altitude and aoa.
local alt=playerData.unit:GetAltitude()
local aoa=playerData.unit:GetAoA()
-- Grade altitude.
local hintAlt, debriefAlt=self:_AltitudeCheck(playerData, self.Ninety, alt)
-- Grade AoA.
local hintAoA, debriefAoA=self:_AoACheck(playerData, self.Ninety, aoa)
-- Compile full hint.
local hint=string.format("%s\n%s", hintAlt, hintAoA)
local debrief=string.format("%s\n%s", debriefAlt, debriefAoA)
-- Message to player.
self:_SendMessageToPlayer(hint, 10, playerData)
-- Add to debrief.
self:_AddToSummary(playerData, "At the 90", debrief)
-- Next step: wake.
playerData.step=7
elseif relheading>90 and self:_CheckLimits(X, Z, self.Wake) then
-- Message to player.
self:_SendMessageToPlayer("You are already at the wake and have not passed the 90! Turn faster next time!", 10, playerData)
end
end
--- Wake.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
function CARRIERTRAINER:_Wake(playerData)
-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
local X, Z = self:_GetDistances(playerData.unit)
-- Check abort conditions.
if self:_CheckAbort(X, Z, self.Wake) then
self:_AbortPattern(playerData, X, Z, self.Wake)
return
end
-- Right behind the wake of the carrier dZ>0.
if self:_CheckLimits(X, Z, self.Wake) then
-- Get player altitude and AoA.
local alt=playerData.unit:GetAltitude()
local aoa=playerData.unit:GetAoA()
-- Grade altitude.
local hintAlt, debriefAlt=self:_AltitudeCheck(playerData, self.Wake, alt)
-- Grade AoA.
local hintAoA, debriefAoA=self:_AoACheck(playerData, self.Wake, aoa)
-- Compile full hint.
local hint=string.format("%s\n%s", hintAlt, hintAoA)
local debrief=string.format("%s\n%s", debriefAlt, debriefAoA)
-- Message to player.
self:_SendMessageToPlayer(hint, 10, playerData)
-- Add to debrief.
self:_AddToSummary(playerData, "At the Wake", debrief)
-- Next step: Groove.
playerData.step=90
end
end
--- Entering the Groove.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
function CARRIERTRAINER:_Groove(playerData)
-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
local X, Z, rho, phi = self:_GetDistances(playerData.unit)
-- In front of carrier or more than 4 km behind carrier.
if self:_CheckAbort(X, Z, self.Groove) then
self:_AbortPattern(playerData, X, Z, self.Groove)
return
end
local relhead=self:_GetRelativeHeading(playerData.unit)+self.rwyangle
local lineup=self:_Lineup(playerData)-self.rwyangle
local roll=playerData.unit:GetRoll()
env.info(string.format("FF relhead=%d lineup=%d roll=%d", relhead, lineup, roll))
if math.abs(lineup)<5 and math.abs(relhead)<10 then
-- Get player altitude and AoA.
local alt = playerData.unit:GetAltitude()
local aoa = playerData.unit:GetAoA()
-- Grade altitude.
local hintAlt, debriefAlt=self:_AltitudeCheck(playerData, self.Groove, alt)
-- AoA feed back
local hintAoA, debriefAoA=self:_AoACheck(playerData, self.Groove, aoa)
-- Compile full hint.
local hint=string.format("%s\n%s", hintAlt, hintAoA)
local debrief=string.format("%s\n%s", debriefAlt, debriefAoA)
-- Message to player.
self:_SendMessageToPlayer(hint, 10, playerData)
-- Add to debrief.
self:_AddToSummary(playerData, "Enter Groove", debrief)
-- Gather pilot data.
local groovedata={} --#CARRIERTRAINER.GrooveData
groovedata.Alt=alt
groovedata.AoA=aoa
groovedata.GSE=self:_Glideslope(playerData)-3.5
groovedata.LUE=self:_Lineup(playerData)-self.rwyangle
groovedata.Roll=roll
groovedata.Step=playerData.step
-- Groove
playerData.groove.X0=groovedata
-- Next step: X call the ball.
playerData.step=91
end
end
--- Call the ball, i.e. 3/4 NM distance between aircraft and carrier.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
function CARRIERTRAINER:_CallTheBall(playerData)
-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
local X, Z, rho, phi = self:_GetDistances(playerData.unit)
-- Player altitude
local alt=playerData.unit:GetAltitude()
-- Player group.
local player=playerData.unit:GetGroup()
-- Check abort conditions.
if self:_CheckAbort(X, Z, self.Trap) then
self:_AbortPattern(playerData, X, Z, self.Trap)
return
end
-- Lineup with runway centerline.
local lineup=self:_Lineup(playerData)
local lineupError=lineup-self.rwyangle
-- Glide slope.
local glideslope=self:_Glideslope(playerData)
local glideslopeError=glideslope-3.5 --TODO: maybe 3.0?
-- Get AoA.
local AoA=playerData.unit:GetAoA()
-- Ranges in the groove.
local RXX=UTILS.NMToMeters(0.750)+math.abs(self.sterndist) -- Start of groove. 0.75 = 1389 m
local RRB=UTILS.NMToMeters(0.500)+math.abs(self.sterndist) -- Roger Ball! call. 0.5 = 926 m
local RIM=UTILS.NMToMeters(0.375)+math.abs(self.sterndist) -- In the Middle 0.75/2. 0.375 = 695 m
local RIC=UTILS.NMToMeters(0.100)+math.abs(self.sterndist) -- In Close. 0.1 = 185 m
local RAR=UTILS.NMToMeters(0.000)+math.abs(self.sterndist) -- At the Ramp.
-- Data
local groovedata={} --#CARRIERTRAINER.GrooveData
groovedata.Step=playerData.step
groovedata.Alt=alt
groovedata.AoA=AoA
groovedata.GSE=glideslopeError
groovedata.LUE=lineupError
groovedata.Roll=playerData.unit:GetRoll()
if rho<=RXX and playerData.step==91 then
-- LSO "Call the ball" call.
self:_SendMessageToPlayer("Call the ball.", 8, playerData)
CARRIERTRAINER.LSOcall.CALLTHEBALL:ToGroup(playerData.unit:GetGroup())
playerData.Tlso=timer.getTime()
-- Store data.
playerData.groove.XX=groovedata
-- Next step: roger ball.
playerData.step=92
elseif rho<=RRB and playerData.step==92 then
-- Pilot: "Roger ball" call.
self:_SendMessageToPlayer(CARRIERTRAINER.LSOcall.ROGERBALLT, 8, playerData)
CARRIERTRAINER.LSOcall.ROGERBALL:ToGroup(player)
playerData.Tlso=timer.getTime()+1
-- Store data.
playerData.groove.RB=groovedata
-- Next step: in the middle.
playerData.step=93
elseif rho<=RIM and playerData.step==93 then
--TODO: grade for IM
self:_SendMessageToPlayer("IM", 8, playerData)
env.info(string.format("FF IM=%d", rho))
-- Store data.
playerData.groove.IM=groovedata
-- Next step: in close.
playerData.step=94
elseif rho<=RIC and playerData.step==94 then
if playerData.waveoff==false then
self:_SendMessageToPlayer("IC", 8, playerData)
env.info(string.format("FF IC=%d", rho))
-- Store data.
playerData.groove.IC=groovedata
-- Check if player should wave off.
local waveoff=self:_CheckWaveOff(glideslopeError, lineupError, AoA)
-- Let's see..
if waveoff then
-- Wave off player.
self:_SendMessageToPlayer(CARRIERTRAINER.LSOcall.WAVEOFFT, 10, playerData)
CARRIERTRAINER.LSOcall.WAVEOFF:ToGroup(playerData.unit:GetGroup())
playerData.Tlso=timer.getTime()
-- Player was waved off!
playerData.waveoff=true
return
else
-- Next step: at the ramp.
playerData.step=95
end
end
elseif rho<=RAR and playerData.step==95 then
--TODO: grade for AR
self:_SendMessageToPlayer("AR", 8, playerData)
env.info(string.format("FF AR=%d", rho))
-- Store data.
playerData.groove.AR=groovedata
-- Next step: in the wires.
playerData.step=96
end
-- Time since last LSO call.
local time=timer.getTime()
local deltaT=time-playerData.Tlso
-- Check if we are beween 3/4 NM and end of ship.
if rho>=RAR and rho<RXX and deltaT>=3 then
-- LSO call if necessary.
self:_LSOcall(playerData, glideslopeError, lineupError)
elseif X>100 then
if playerData.landed then
-- Add to debrief.
if playerData.waveoff then
self:_AddToSummary(playerData, "Wave Off", "You were waved off but landed anyway. Airboss wants to talk to you!")
else
self:_AddToSummary(playerData, "Bolter", "You boltered.")
end
else
-- Add to debrief.
self:_AddToSummary(playerData, "Wave Off", "You were waved off.")
-- Next step: debrief.
playerData.step=999
end
end
end
--- LSO check if player needs to wave off.
-- Wave off conditions are:
--
-- * Glide slope error > 3 degrees.
-- * Line up error > 3 degrees.
-- * AoA<6.9 or AoA>9.3.
-- @param #CARRIERTRAINER self
-- @param #number glideslopeError Glide slope error in degrees.
-- @param #number lineupError Line up error in degrees.
-- @param #number AoA Angle of attack of player aircraft.
-- @return #boolean If true, player should wave off!
function CARRIERTRAINER:_CheckWaveOff(glideslopeError, lineupError, AoA)
local waveoff=false
-- Too high or too low?
if math.abs(glideslopeError)>1 then
self:I(self.lid.."Wave off due to glide slope error >1 degrees!")
waveoff=true
end
-- Too far from centerline?
if math.abs(lineupError)>3 then
self:I(self.lid.."Wave off due to line up error >3 degrees!")
waveoff=true
end
-- Too slow or too fast?
if AoA<6.9 or AoA>9.3 then
self:I(self.lid.."Wave off due to AoA<6.9 or AoA>9.3!")
waveoff=true
end
return waveoff
end
--- Get name of the current pattern step.
-- @param #CARRIERTRAINER self
-- @param #number step Step
-- @return #string Name of the step
function CARRIERTRAINER:_GS(step)
local gp
if step==90 then
gp="X0" -- Entering the groove.
elseif step==91 then
gp="XX" -- Starting the groove.
elseif step==92 then
gp="RB" -- Roger ball call.
elseif step==93 then
gp="IM" -- In the middle.
elseif step==94 then
gp="IC" -- In close.
elseif step==95 then
gp="AR" -- At the ramp.
elseif step==96 then
gp="IW" -- In the wires.
end
return gp
end
--- Trapped?
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
-- @param Core.Point#COORDINATE pos Position of aircraft on landing event.
function CARRIERTRAINER:_Trapped(playerData, pos)
env.info("FF TRAPPED")
-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
local X, Z, rho, phi = self:_GetDistances(pos)
if playerData.unit:InAir()==false then
-- Seems we have successfully landed.
-- Little offset for the exact wire positions.
local wdx=11
-- Which wire was caught?
local wire
if X<-104+wdx then
wire=1
elseif X<-92+wdx then
wire=2
elseif X<-80+wdx then
wire=3
elseif X<68+wdx then
wire=4
else
wire=0
end
local text=string.format("TRAPPED! %d-wire.", wire)
self:_SendMessageToPlayer(text, 10, playerData)
local text2=string.format("Distance X=%.1f meters resulted in a %d-wire estimate.", X, wire)
MESSAGE:New(text,30):ToAllIf(self.Debug)
env.info(text2)
local hint = string.format("Trapped catching the %d-wire.", wire)
self:_AddToSummary(playerData, "Recovered", hint)
else
--Boltered!
playerData.boltered=true
end
-- Next step: debriefing.
playerData.step=999
end
--- Entering the Groove.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
-- @param #number glideslopeError Error in degrees.
-- @param #number lineupError Error in degrees.
function CARRIERTRAINER:_LSOcall(playerData, glideslopeError, lineupError)
-- Player group.
local player=playerData.unit:GetGroup()
-- Glideslope high/low calls.
local text=""
if glideslopeError>1 then
text="You're high!"
CARRIERTRAINER.LSOcall.HIGHL:ToGroup(player)
elseif glideslopeError>0.5 then
text="You're a little high."
CARRIERTRAINER.LSOcall.HIGHS:ToGroup(player)
elseif glideslopeError<-1.0 then
text="Power!"
CARRIERTRAINER.LSOcall.POWERL:ToGroup(player)
elseif glideslopeError<-0.5 then
text="You're a little low."
CARRIERTRAINER.LSOcall.POWERS:ToGroup(player)
else
text="Good altitude."
end
text=text..string.format(" Glideslope Error = %.2f°", glideslopeError)
text=text.."\n"
local delay=0
if math.abs(glideslopeError)>0.5 then
--text=text.."\n"
delay=1.5
end
-- Lineup left/right calls.
if lineupError<-3 then
text=text.."Come left!"
CARRIERTRAINER.LSOcall.COMELEFTL:ToGroup(player, delay)
elseif lineupError<-1 then
text=text.."Come left."
CARRIERTRAINER.LSOcall.COMELEFTS:ToGroup(player, delay)
elseif lineupError>3 then
text=text.."Right for lineup!"
CARRIERTRAINER.LSOcall.RIGHTFORLINEUPL:ToGroup(player, delay)
elseif lineupError>1 then
text=text.."Right for lineup."
CARRIERTRAINER.LSOcall.RIGHTFORLINEUPS:ToGroup(player, delay)
else
text=text.."Good lineup."
end
text=text..string.format(" Lineup Error = %.1f°\n", lineupError)
-- Get AoA.
local aoa=playerData.unit:GetAoA()
if aoa>=9.3 then
text=text.."Your're slow!"
elseif aoa>=8.8 and aoa<9.3 then
text=text.."Your're a little slow."
elseif aoa>=7.4 and aoa<8.8 then
text=text.."You're on speed."
elseif aoa>=6.9 and aoa<7.4 then
text=text.."You're a little fast."
elseif aoa>=0 and aoa<6.9 then
text=text.."You're fast!"
else
text=text.."Unknown AoA state."
end
text=text..string.format(" AoA = %.1f", aoa)
-- LSO Message to player.
self:_SendMessageToPlayer(text, 5, playerData, false)
-- Set last time.
playerData.Tlso=timer.getTime()
end
--- Get glide slope of aircraft.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
-- @return #number Glide slope angle in degrees measured from the
function CARRIERTRAINER:_Glideslope(playerData)
-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
local X, Z, rho, phi = self:_GetDistances(playerData.unit)
-- Glideslope. Wee need to correct for the height of the deck. The ideal glide slope is 3.5 degrees.
local h=playerData.unit:GetAltitude()-self.deckheight
local x=math.abs(-86-X) --math.abs(self.sterndist-X) --TODO: maybe sterndist should be replaced by position of 3-wire!
local glideslope=math.atan(h/x)
return math.deg(glideslope)
end
--- Get line up of player wrt to carrier runway.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
-- @return #number Line up with runway heading in degrees. 0 degrees = perfect line up. +1 too far left. -1 too far right.
-- @return #number Distance from carrier tail to player aircraft in meters.
function CARRIERTRAINER:_Lineup(playerData)
-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
local X, Z, rho, phi = self:_GetDistances(playerData.unit)
-- Position at the end of the deck. From there we calculate the angle.
local b={x=self.sterndist, z=0}
-- Position of the aircraft wrt carrier coordinates.
local a={x=X, z=Z}
-- Vector from plane to ref point on boad.
local c={x=b.x-a.x, y=0, z=b.z-a.z}
-- Current line up and error wrt to final heading of the runway.
local lineup=math.atan2(c.z, c.x)
return math.deg(lineup), UTILS.VecNorm(c)
end
---------
-- Bla functions
---------
--- Append text to debrief text.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
-- @param #string step Current step in the pattern.
-- @param #string item Text item appeded to the debrief.
function CARRIERTRAINER:_AddToSummary(playerData, step, item)
table.insert(playerData.debrief, {step=step, hint=item})
end
--- Show debriefing message.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
function CARRIERTRAINER:_Debrief(playerData)
env.info("FF debrief")
-- Debriefing text.
local text=string.format("Debriefing:\n")
text=text..string.format("================================\n")
for _,_data in pairs(playerData.debrief) do
local step=_data.step
local comment=_data.hint
text=text..string.format("* %s:\n",step)
text=text..string.format("%s\n", comment)
end
-- Send debrief message to player
self:_SendMessageToPlayer(text, 30, playerData, true, "Paddles")
-- LSO grade, points, and flight data analyis.
local grade, points, analysis=self:_LSOgrade(playerData)
local mygrade={} --#CARRIERTRAINER.LSOgrade
mygrade.grade=grade
mygrade.points=points
mygrade.details=analysis
-- Add to table.
table.insert(playerData.grades, mygrade)
-- LSO grade message.
text=string.format("%s %.1f PT - %s", grade, points, analysis)
self:_SendMessageToPlayer(text, 10, playerData, true, "Paddles", 30)
-- New approach.
if playerData.boltered or playerData.waveoff or playerData.patternwo then
local heading=playerData.unit:GetCoordinate():HeadingTo(self.registerZone:GetCoordinate())
local distance=playerData.unit:GetCoordinate():Get2DDistance(self.registerZone:GetCoordinate())
local text=string.format("fly heading %d for %d NM to restart the pattern.", heading, UTILS.MetersToNM(distance))
self:_SendMessageToPlayer(text, 10, playerData, false, nil, 30)
end
-- Next step.
playerData.step=0
end
--- Get relative heading of player wrt carrier.
-- @param #CARRIERTRAINER self
-- @param Wrapper.Unit#UNIT unit Player unit.
-- @return #number Relative heading in degrees.
function CARRIERTRAINER:_GetRelativeHeading(unit)
local vC=self.carrier:GetOrientationX()
local vP=unit:GetOrientationX()
-- Get angle between the two orientation vectors in rad.
local relHead=math.acos(UTILS.VecDot(vC,vP)/UTILS.VecNorm(vC)/UTILS.VecNorm(vP))
-- Return heading in degrees.
return math.deg(relHead)
end
--- Get name of the current pattern step.
-- @param #CARRIERTRAINER self
-- @param #number step Step
-- @return #string Name of the step
function CARRIERTRAINER:_StepName(step)
local name="unknown"
if step==0 then
name="Unregistered"
elseif step==1 then
name="Pattern Entry"
elseif step==2 then
name="Break Entry"
elseif step==3 then
name="Early break"
elseif step==4 then
name="Late break"
elseif step==5 then
name="Abeam position"
elseif step==6 then
name="Ninety"
elseif step==7 then
name="Wake"
elseif step==8 then
name="unkown"
elseif step==90 then
name="Entering the Groove"
elseif step==91 then
name="Groove: X At the Start"
elseif step==92 then
name="Groove: Roger Ball"
elseif step==93 then
name="Groove: IM In the Middle"
elseif step==94 then
name="Groove: IC In Close"
elseif step==95 then
name="Groove: AR: At the Ramp"
elseif step==96 then
name="Groove: IW: In the Wires"
end
return name
end
--- Calculate distances between carrier and player unit.
-- @param #CARRIERTRAINER self
-- @param Wrapper.Unit#UNIT unit Player unit
-- @return #number Distance [m] in the direction of the orientation of the carrier.
-- @return #number Distance [m] perpendicular to the orientation of the carrier.
-- @return #number Distance [m] to the carrier.
-- @return #number Angle [Deg] from carrier to plane. Phi=0 if the plane is directly behind the carrier, phi=90 if the plane is starboard, phi=180 if the plane is in front of the carrier.
function CARRIERTRAINER:_GetDistances(unit)
-- Vector to carrier
local a=self.carrier:GetVec3()
-- Vector to player
local b=unit:GetVec3()
-- Vector from carrier to player.
local c={x=b.x-a.x, y=0, z=b.z-a.z}
-- Orientation of carrier.
local x=self.carrier:GetOrientationX()
-- Projection of player pos on x component.
local dx=UTILS.VecDot(x,c)
-- Orientation of carrier.
local z=self.carrier:GetOrientationZ()
-- Projection of player pos on z component.
local dz=UTILS.VecDot(z,c)
-- Polar coordinates
local rho=math.sqrt(dx*dx+dz*dz)
local phi=math.deg(math.atan2(dz,dx))
if phi<0 then
phi=phi+360
end
-- phi=0 if the plane is directly behind the carrier, phi=180 if the plane is in front of the carrier
phi=phi-180
return dx,dz,rho,phi
end
--- Check if a player is within the right area.
-- @param #CARRIERTRAINER self
-- @param #number X X distance player to carrier.
-- @param #number Z Z distance player to carrier.
-- @param #CARRIERTRAINER.Checkpoint pos Position data limits.
-- @return #boolean If true, approach should be aborted.
function CARRIERTRAINER:_CheckAbort(X, Z, pos)
local abort=false
if pos.Xmin and X<pos.Xmin then
abort=true
elseif pos.Xmax and X>pos.Xmax then
abort=true
elseif pos.Zmin and Z<pos.Zmin then
abort=true
elseif pos.Zmax and Z>pos.Zmax then
abort=true
end
return abort
end
--- Generate a text if a player is too far from where he should be.
-- @param #CARRIERTRAINER self
-- @param #number X X distance player to carrier.
-- @param #number Z Z distance player to carrier.
-- @param #CARRIERTRAINER.Checkpoint posData Checkpoint data.
function CARRIERTRAINER:_TooFarOutText(X, Z, posData)
local text="You are too far "
local xtext=nil
if posData.Xmin and X<posData.Xmin then
xtext="ahead"
elseif posData.Xmax and X>posData.Xmax then
xtext="behind"
end
local ztext=nil
if posData.Zmin and Z<posData.Zmin then
ztext="port (left)"
elseif posData.Zmax and Z>posData.Zmax then
ztext="starboard (right)"
end
if xtext and ztext then
text=text..xtext.." and "..ztext
elseif xtext then
text=text..xtext
elseif ztext then
text=text..ztext
end
text=text.." of the carrier."
return text
end
--- Pattern aborted.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
-- @param #number X X distance player to carrier.
-- @param #number Z Z distance player to carrier.
-- @param #CARRIERTRAINER.Checkpoint posData Checkpoint data.
function CARRIERTRAINER:_AbortPattern(playerData, X, Z, posData)
-- Text where we are wrong.
local toofartext=self:_TooFarOutText(X, Z, posData)
-- Send message to player.
self:_SendMessageToPlayer(toofartext.." Depart and re-enter!", 15, playerData, true)
-- Debug.
local text=string.format("Abort: X=%d Xmin=%s, Xmax=%s | Z=%d Zmin=%s Zmax=%s", X, tostring(posData.Xmin), tostring(posData.Xmax), Z, tostring(posData.Zmin), tostring(posData.Zmax))
self:E(self.lid..text)
--MESSAGE:New(text, 60):ToAllIf(self.Debug)
-- Add to debrief.
self:_AddToSummary(playerData, string.format("%s", self:_StepName(playerData.step)), string.format("Pattern wave off: %s", toofartext))
-- Pattern wave off!
playerData.patternwo=true
--TODO: set score and grade.
-- Next step debrief.
playerData.step=999
end
--- Provide info about player status on the fly.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
function CARRIERTRAINER:_DetailedPlayerStatus(playerData)
-- Player unit.
local unit=playerData.unit
-- Aircraft attitude.
local aoa=unit:GetAoA()
local yaw=unit:GetYaw()
local roll=unit:GetRoll()
local pitch=unit:GetPitch()
-- Distance to the boat.
local dist=playerData.unit:GetCoordinate():Get2DDistance(self.carrier:GetCoordinate())
local dx,dz,rho,phi=self:_GetDistances(unit)
-- Wind vector.
local wind=unit:GetCoordinate():GetWindWithTurbulenceVec3()
-- Aircraft veloecity vector.
local velo=unit:GetVelocityVec3()
-- Relative heading Aircraft to Carrier.
local relhead=self:_GetRelativeHeading(playerData.unit)
-- Output
local text=string.format("AoA=%.1f | Vx=%.1f Vy=%.1f Vz=%.1f\n", aoa, velo.x, velo.y, velo.z)
text=text..string.format("Pitch=%.1f° | Roll=%.1f° | Yaw=%.1f° | Climb=%.1f°\n", pitch, roll, yaw, unit:GetClimbAngle())
text=text..string.format("Relheading=%.1f°\n", relhead)
text=text..string.format("Distance: X=%d m Z=%d m | R=%d m Phi=%.1f\n", dx, dz, rho, phi)
if playerData.step>=90 and playerData.step<=99 then
local lineup=self:_Lineup(playerData)-self.rwyangle
local glideslope=self:_Glideslope(playerData)-3.5
text=text..string.format("Lineup Error = %.1f°\n", lineup)
text=text..string.format("Glideslope Error = %.1f°\n", glideslope)
end
text=text..string.format("Current step: %s\n", self:_StepName(playerData.step))
--text=text..string.format("Wind Vx=%.1f Vy=%.1f Vz=%.1f\n", wind.x, wind.y, wind.z)
--text=text..string.format("rho=%.1f m phi=%.1f degrees\n", rho,phi)
MESSAGE:New(text, 1, nil , true):ToClient(playerData.client)
end
--- Init parameters for USS Stennis carrier.
-- @param #CARRIERTRAINER self
function CARRIERTRAINER:_InitStennis()
-- Carrier Parameters.
self.rwyangle = -10
self.sterndist =-150
self.deckheight = 22
--[[
q0=self.carrier:GetCoordinate():SetAltitude(25)
q0:BigSmokeSmall(0.1)
q1=self.carrier:GetCoordinate():Translate(-104,0):SetAltitude(22) --1st wire
q1:BigSmokeSmall(0.1)--:SmokeGreen()
q2=self.carrier:GetCoordinate():Translate(-68,0):SetAltitude(22) --4th wire ==> distance between wires 12 m
q2:BigSmokeSmall(0.1)--:SmokeBlue()
]]
-- Upwind leg
self.Upwind.name="Upwind"
self.Upwind.Xmin=-4000 -- TODO Should be withing 4 km behind carrier. Why?
self.Upwind.Xmax=nil
self.Upwind.Zmin=0
self.Upwind.Zmax=1200
self.Upwind.LimitXmin=0
self.Upwind.LimitXmax=nil
self.Upwind.LimitZmin=0
self.Upwind.LimitZmax=nil
self.Upwind.Altitude=UTILS.FeetToMeters(800)
self.Upwind.AoA=8.1
self.Upwind.Distance=nil
-- Early break
self.BreakEarly.name="Early Break"
self.BreakEarly.Xmin=-500
self.BreakEarly.Xmax=UTILS.NMToMeters(5)
self.BreakEarly.Zmin=-3700
self.BreakEarly.Zmax=1500
self.BreakEarly.LimitXmin=0
self.BreakEarly.LimitXmax=nil
self.BreakEarly.LimitZmin=-370 -- 0.2 NM port of carrier
self.BreakEarly.LimitZmax=nil
self.BreakEarly.Altitude=UTILS.FeetToMeters(800)
self.BreakEarly.AoA=8.1
self.BreakEarly.Distance=nil
-- Late break
self.BreakLate.name="Late Break"
self.BreakLate.Xmin=-500
self.BreakLate.Xmax=UTILS.NMToMeters(5)
self.BreakLate.Zmin=-3700
self.BreakLate.Zmax=1500
self.BreakLate.LimitXmin=0
self.BreakLate.LimitXmax=nil
self.BreakLate.LimitZmin=-1470 --0.8 NM
self.BreakLate.LimitZmax=nil
self.BreakLate.Altitude=UTILS.FeetToMeters(800)
self.BreakLate.AoA=8.1
self.BreakLate.Distance=nil
-- Abeam position
self.Abeam.name="Abeam Position"
self.Abeam.Xmin=nil
self.Abeam.Xmax=nil
self.Abeam.Zmin=-4000
self.Abeam.Zmax=-1000
self.Abeam.LimitXmin=-200
self.Abeam.LimitXmax=nil
self.Abeam.LimitZmin=nil
self.Abeam.LimitZmax=nil
self.Abeam.Altitude=UTILS.FeetToMeters(600)
self.Abeam.AoA=8.1
self.Abeam.Distance=UTILS.NMToMeters(1.2)
-- At the ninety
self.Ninety.name="Ninety"
self.Ninety.Xmin=-4000
self.Ninety.Xmax=0
self.Ninety.Zmin=-3700
self.Ninety.Zmax=nil
self.Ninety.LimitXmin=nil
self.Ninety.LimitXmax=nil
self.Ninety.LimitZmin=nil
self.Ninety.LimitZmax=-1111
self.Ninety.Altitude=UTILS.FeetToMeters(500)
self.Ninety.AoA=8.1
self.Ninety.Distance=nil
-- Wake position
self.Wake.name="Wake"
self.Wake.Xmin=-4000
self.Wake.Xmax=0
self.Wake.Zmin=-2000
self.Wake.Zmax=nil
self.Wake.LimitXmin=nil
self.Wake.LimitXmax=nil
self.Wake.LimitZmin=0
self.Wake.LimitZmax=nil
self.Wake.Altitude=UTILS.FeetToMeters(370)
self.Wake.AoA=8.1
self.Wake.Distance=nil
-- In the groove
self.Groove.name="Groove"
self.Groove.Xmin=-4000
self.Groove.Xmax= 100
self.Groove.Zmin=-1000
self.Groove.Zmax=nil
self.Groove.LimitXmin=nil
self.Groove.LimitXmax=nil
self.Groove.LimitZmin=nil
self.Groove.LimitZmax=nil
self.Groove.Altitude=UTILS.FeetToMeters(300)
self.Groove.AoA=8.1
self.Groove.Distance=nil
-- Landing trap
self.Trap.name="Trap"
self.Trap.Xmin=-3000
self.Trap.Xmax=nil
self.Trap.Zmin=-2000
self.Trap.Zmax=2000
self.Trap.LimitXmin=nil
self.Trap.LimitXmax=nil
self.Trap.LimitZmin=nil
self.Trap.LimitZmax=nil
self.Trap.Altitude=nil
self.Trap.AoA=nil
self.Trap.Distance=nil
end
--- Check limits for reaching next step.
-- @param #CARRIERTRAINER self
-- @param #number X X position of player unit.
-- @param #number Z Z position of player unit.
-- @param #CARRIERTRAINER.Checkpoint check Checkpoint.
-- @return #boolean If true, checkpoint condition for next step was reached.
function CARRIERTRAINER:_CheckLimits(X, Z, check)
-- Limits
local nextXmin=check.LimitXmin==nil or (check.LimitXmin and (check.LimitXmin<0 and X<=check.LimitXmin or check.LimitXmin>=0 and X>=check.LimitXmin))
local nextXmax=check.LimitXmax==nil or (check.LimitXmax and (check.LimitXmax<0 and X>=check.LimitXmax or check.LimitXmax>=0 and X<=check.LimitXmax))
local nextZmin=check.LimitZmin==nil or (check.LimitZmin and (check.LimitZmin<0 and Z<=check.LimitZmin or check.LimitZmin>=0 and Z>=check.LimitZmin))
local nextZmax=check.LimitZmax==nil or (check.LimitZmax and (check.LimitZmax<0 and Z>=check.LimitZmax or check.LimitZmax>=0 and Z<=check.LimitZmax))
-- Proceed to next step if all conditions are fullfilled.
local next=nextXmin and nextXmax and nextZmin and nextZmax
-- Debug info.
local text=string.format("step=%s: next=%s: X=%d Xmin=%s Xmax=%s | Z=%d Zmin=%s Zmax=%s",
check.name, tostring(next), X, tostring(check.LimitXmin), tostring(check.LimitXmax), Z, tostring(check.LimitZmin), tostring(check.LimitZmax))
self:T(self.lid..text)
--MESSAGE:New(text, 1):ToAllIf(self.Debug)
return next
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- MISC functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Grade approach.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
-- @return #string LSO grade, i.g. _OK_, OK, (OK), --, etc.
-- @return #number Points.
-- @return #string LSO analysis of flight path.
function CARRIERTRAINER:_LSOgrade(playerData)
local function count(base, pattern)
return select(2, string.gsub(base, pattern, ""))
end
-- Analyse flight data and conver to LSO text.
local GXX,nXX=self:_Flightdata2Text(playerData.groove.XX)
local GIM,nIM=self:_Flightdata2Text(playerData.groove.IM)
local GIC,nIC=self:_Flightdata2Text(playerData.groove.IC)
local GAR,nAR=self:_Flightdata2Text(playerData.groove.AR)
-- Put everything together.
local G=GXX.." "..GIM.." ".." "..GIC.." "..GAR
-- Ground number of minor, normal and major deviations.
local N=nXX+nIM+nIC+nAR
local nL=count(G, '_')/2
local nS=count(G, '%(')
local nN=N-nS-nL
local grade
local points
if N==0 then
-- No deviations, should be REALLY RARE!
grade="_OK_"
points=5.0
else
if nL>0 then
-- Larger deviations ==> "No grade" 2.0 points.
grade="--"
points=2.0
elseif nN>0 then
-- No larger but average deviations ==> "Fair Pass" Pass with average deviations and corrections.
grade="(OK)"
points=3.0
else
-- Only minor corrections
grade="OK"
points=4.0
end
end
-- Replace" )"( and "__"
G=G:gsub("%)%(", "")
G=G:gsub("__","")
-- Debug info
local text="LSO grade:\n"
text=text..G.."\n"
text=text.."Grade = "..grade.." points = "..points.."\n"
text=text.."# of total deviations = "..N.."\n"
text=text.."# of large deviations _ = "..nL.."\n"
text=text.."# of norma deviations _ = "..nN.."\n"
text=text.."# of small deviations ( = "..nS.."\n"
self:I(self.lid..text)
if playerData.patternwo or playerData.waveoff then
grade="CUT"
points=1.0
if playerData.lig then
G="LIG PWO"
elseif playerData.patternwo then
G="PWO "..G
end
if playerData.landed then
--AIRBOSS wants to talk to you!
end
elseif playerData.boltered then
grade="-- (BOLTER)"
points=2.5
end
return grade, points, G
end
--- Grade flight data.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.GrooveData fdata Flight data in the groove.
-- @return #string LSO grade or empty string if flight data table is nil.
-- @return #number Number of deviations from perfect flight path.
function CARRIERTRAINER:_Flightdata2Text(fdata)
local function little(text)
return string.format("(%s)",text)
end
local function underline(text)
return string.format("_%s_", text)
end
-- No flight data ==> return empty string.
if fdata==nil then
self:E(self.lid.."Flight data is nil.")
return "", 0
end
-- Flight data.
local step=fdata.Step
local AOA=fdata.AoA
local GSE=fdata.GSE
local LUE=fdata.LUE
local ROL=fdata.Roll
-- Speed.
local S=nil
if AOA>9.8 then
S=underline("SLO")
elseif AOA>9.3 then
S="SLO"
elseif AOA>8.8 then
S=little("SLO")
elseif AOA<6.4 then
S=underline("F")
elseif AOA<6.9 then
S="F"
elseif AOA<7.4 then
S=little("F")
end
-- Alitude.
local A=nil
if GSE>1 then
A=underline("H")
elseif GSE>0.5 then
A=little("H")
elseif GSE>0.25 then
A="H"
elseif GSE<-1 then
A=underline("LO")
elseif GSE<-0.5 then
A=little("LO")
elseif GSE<-0.25 then
A="LO"
end
-- Line up.
local D=nil
if LUE>3 then
D=underline("LUL")
elseif LUE>1 then
D="LUL"
elseif LUE>0.5 then
D=little("LUL")
elseif LUE<-3 then
D=underline("LUR")
elseif LUE<-1 then
D="LUR"
elseif LUE<-0.5 then
D=little("LUR")
end
-- Compile.
local G=""
local n=0
if S then
G=G..S
n=n+1
end
if A then
G=G..A
n=n+1
end
if D then
G=G..D
n=n+1
end
-- Add current step.
local step=self:_GS(step)
step=step:gsub("XX","X")
if G~="" then
G=G..step
end
-- Debug info.
local text=string.format("LSO Grade at %s:\n", step)
text=text..string.format("AOA=%.1f\n",AOA)
text=text..string.format("GSE=%.1f\n",GSE)
text=text..string.format("LUE=%.1f\n",LUE)
text=text..string.format("ROL=%.1f\n",ROL)
text=text..G
self:T(self.lid..text)
return G,n
end
--- Evaluate player's altitude at checkpoint.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
-- @return #number Low score.
-- @return #number Bad score.
function CARRIERTRAINER:_GetGoodBadScore(playerData)
local lowscore
local badscore
if playerData.difficulty==CARRIERTRAINER.Difficulty.EASY then
lowscore=10
badscore=20
elseif playerData.difficulty==CARRIERTRAINER.Difficulty.NORMAL then
lowscore=5
badscore=10
elseif playerData.difficulty==CARRIERTRAINER.Difficulty.HARD then
lowscore=2.5
badscore=5
end
return lowscore, badscore
end
--- Evaluate player's altitude at checkpoint.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
-- @param #CARRIERTRAINER.Checkpoint checkpoint Checkpoint.
-- @param #number altitude Player's current altitude in meters.
-- @return #string Feedback text.
-- @return #string Debriefing text.
function CARRIERTRAINER:_AltitudeCheck(playerData, checkpoint, altitude)
-- Player altitude.
local altitude=playerData.unit:GetAltitude()
-- Get relative score.
local lowscore, badscore=self:_GetGoodBadScore(playerData)
-- Altitude error +-X%
local _error=(altitude-checkpoint.Altitude)/checkpoint.Altitude*100
local hint
if _error>badscore then
hint=string.format("You're high. ")
elseif _error>lowscore then
hint= string.format("You're slightly high. ")
elseif _error<-badscore then
hint=string.format("You're low. ")
elseif _error<-lowscore then
hint=string.format("You're slightly low. ")
else
hint=string.format("Good altitude. ")
end
-- Extend or decrease depending on skill.
if playerData.difficulty==CARRIERTRAINER.Difficulty.EASY then
hint=hint..string.format("Optimal altitude is %d ft.", UTILS.MetersToFeet(checkpoint.Altitude))
elseif playerData.difficulty==CARRIERTRAINER.Difficulty.NORMAL then
--hint=hint.."\n"
elseif playerData.difficulty==CARRIERTRAINER.Difficulty.HARD then
hint=""
end
-- Debrief text.
local debrief=string.format("Altitude %d ft = %d%% deviation from %d ft optimum.", UTILS.MetersToFeet(altitude), _error, UTILS.MetersToFeet(checkpoint.Altitude))
return hint, debrief
end
--- Evaluate player's altitude at checkpoint.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
-- @param #CARRIERTRAINER.Checkpoint checkpoint Checkpoint.
-- @param #number distance Player's current distance to the boat in meters.
-- @return #string Feedback message text.
-- @return #string Debriefing text.
function CARRIERTRAINER:_DistanceCheck(playerData, checkpoint, distance)
-- Get relative score.
local lowscore, badscore = self:_GetGoodBadScore(playerData)
-- Altitude error +-X%
local _error=(distance-checkpoint.Distance)/checkpoint.Distance*100
local hint
if _error>badscore then
hint=string.format("You're too far from the boat! ")
elseif _error>lowscore then
hint=string.format("You're slightly too far from the boat. ")
elseif _error<-badscore then
hint=string.format( "You're too close to the boat! ")
elseif _error<-lowscore then
hint=string.format("You're slightly too far from the boat. ")
else
hint=string.format("Perfect distance to the boat. ")
end
-- Extend or decrease depending on skill.
if playerData.difficulty==CARRIERTRAINER.Difficulty.EASY then
hint=hint..string.format(" Optimal distance is %d NM.", UTILS.MetersToNM(checkpoint.Distance))
elseif playerData.difficulty==CARRIERTRAINER.Difficulty.NORMAL then
--hint=hint.."\n"
elseif playerData.difficulty==CARRIERTRAINER.Difficulty.HARD then
hint=""
end
-- Debriefing text.
local debrief=string.format("Distance %.1f NM = %d%% deviation from %.1f NM optimum.",UTILS.MetersToNM(distance), _error, UTILS.MetersToNM(checkpoint.Distance))
return hint, debrief
end
--- Score for correct AoA.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
-- @param #CARRIERTRAINER.Checkpoint checkpoint Checkpoint.
-- @param #number aoa Player's current Angle of attack.
-- @return #string Feedback message text or easy and normal difficulty level or nil for hard.
-- @return #string Debriefing text.
function CARRIERTRAINER:_AoACheck(playerData, checkpoint, aoa)
-- Get relative score.
local lowscore, badscore = self:_GetGoodBadScore(playerData)
-- Altitude error +-X%
local _error=(aoa-checkpoint.AoA)/checkpoint.AoA*100
local hint
if _error>badscore then --Slow
hint="You're slow. "
elseif _error>lowscore then --Slightly slow
hint="You're slightly slow. "
elseif _error<-badscore then --Fast
hint="You're fast. "
elseif _error<-lowscore then --Slightly fast
hint="You're slightly fast. "
else --On speed
hint="You're on speed. "
end
-- Extend or decrease depending on skill.
if playerData.difficulty==CARRIERTRAINER.Difficulty.EASY then
hint=hint..string.format(" Optimal AoA is %.1f.", checkpoint.AoA)
elseif playerData.difficulty==CARRIERTRAINER.Difficulty.NORMAL then
--hint=hint.."\n"
elseif playerData.difficulty==CARRIERTRAINER.Difficulty.HARD then
hint=""
end
-- Debriefing text.
local debrief=string.format("AoA %.1f = %d%% deviation from %.1f optimum.", aoa, _error, checkpoint.AoA)
return hint, debrief
end
--- Send message to playe client.
-- @param #CARRIERTRAINER self
-- @param #string message The message to send.
-- @param #number duration Display message duration.
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
-- @param #boolean clear If true, clear screen from previous messages.
-- @param #string sender The person who sends the message. Default is carrier alias.
-- @param #number delay Delay in seconds, before the message is send.
function CARRIERTRAINER:_SendMessageToPlayer(message, duration, playerData, clear, sender, delay)
if message then
delay=delay or 0
sender=sender or self.alias
local text=string.format("%s, %s, %s", sender, playerData.callsign, message)
env.info(text)
if delay>0 then
SCHEDULER:New(nil,self._SendMessageToPlayer, {self, message, duration, playerData, clear, sender}, delay)
else
if playerData.client then
MESSAGE:New(text, duration, nil, clear):ToClient(playerData.client)
end
--MESSAGE:New(text, duration, nil, clear):ToAll()
end
end
end
--- Returns the unit of a player and the player name. If the unit does not belong to a player, nil is returned.
-- @param #CARRIERTRAINER 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 CARRIERTRAINER:_GetPlayerUnitAndName(_unitName)
self:F2(_unitName)
if _unitName ~= nil then
-- Get DCS unit from its name.
local DCSunit=Unit.getByName(_unitName)
if DCSunit then
local playername=DCSunit:getPlayerName()
local unit=UNIT:Find(DCSunit)
self:T2({DCSunit=DCSunit, unit=unit, playername=playername})
if DCSunit and unit and playername then
return unit, playername
end
end
end
-- Return nil if we could not find a player.
return nil,nil
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Menu Functions
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add menu commands for player.
-- @param #CARRIERTRAINER self
-- @param #string _unitName Name of player unit.
function CARRIERTRAINER:_AddF10Commands(_unitName)
self:F(_unitName)
-- Get player unit and name.
local _unit, playername = self:_GetPlayerUnitAndName(_unitName)
-- Check for player unit.
if _unit and playername then
-- Get group and ID.
local group=_unit:GetGroup()
local _gid=group:GetID()
if group and _gid then
if not self.menuadded[_gid] then
-- Enable switch so we don't do this twice.
self.menuadded[_gid] = true
-- Main F10 menu: F10/Carrier Trainer/<Carrier Name>/
if CARRIERTRAINER.MenuF10[_gid] == nil then
CARRIERTRAINER.MenuF10[_gid]=missionCommands.addSubMenuForGroup(_gid, "Carrier Trainer")
end
-- Player Data.
local playerData=self.players[playername]
-- F10/Carrier Trainer/<Carrier Name>
local _trainPath = missionCommands.addSubMenuForGroup(_gid, self.alias, CARRIERTRAINER.MenuF10[_gid])
-- F10/Carrier Trainer/<Carrier Name>/Results
local _statsPath = missionCommands.addSubMenuForGroup(_gid, "LSO Grades", _trainPath)
-- F10/Carrier Trainer/<Carrier Name>/My Settings/Difficulty
local _difficulPath = missionCommands.addSubMenuForGroup(_gid, "Difficulty", _trainPath)
-- F10/Carrier Trainer/<Carrier Name>/Results/
missionCommands.addCommandForGroup(_gid, "Greenie Board", _statsPath, self._DisplayScoreBoard, self, _unitName)
missionCommands.addCommandForGroup(_gid, "My Grades", _statsPath, self._DisplayPlayerGrades, self, _unitName)
--missionCommands.addCommandForGroup(_gid, "(Clear ALL Results)", _statsPath, self._ResetRangeStats, self, _unitName)
-- F10/Carrier Trainer/<Carrier Name>/Difficulty
missionCommands.addCommandForGroup(_gid, "Flight Student", _difficulPath, self._SetDifficulty, self, playername, CARRIERTRAINER.Difficulty.EASY)
missionCommands.addCommandForGroup(_gid, "Naval Aviator", _difficulPath, self._SetDifficulty, self, playername, CARRIERTRAINER.Difficulty.NORMAL)
missionCommands.addCommandForGroup(_gid, "TOPGUN Graduate", _difficulPath, self._SetDifficulty, self, playername, CARRIERTRAINER.Difficulty.HARD)
-- F10/Carrier Trainer/<Carrier Name>/
missionCommands.addCommandForGroup(_gid, "Carrier Info", _trainPath, self._DisplayCarrierInfo, self, _unitName)
missionCommands.addCommandForGroup(_gid, "Weather Report", _trainPath, self._DisplayCarrierWeather, self, _unitName)
missionCommands.addCommandForGroup(_gid, "Attitude Monitor ON/OFF", _trainPath, self._AttitudeMonitor, self, playername)
--TODO: Flare carrier.
end
else
self:T(self.lid.."Could not find group or group ID in AddF10Menu() function. Unit name: ".._unitName)
end
else
self:T(self.lid.."Player unit does not exist in AddF10Menu() function. Unit name: ".._unitName)
end
end
--- Display top 10 player scores.
-- @param #CARRIERTRAINER self
-- @param #string _unitName Name fo the player unit.
function CARRIERTRAINER:_DisplayPlayerGrades(_unitName)
self:F(_unitName)
-- Get player unit and name.
local _unit, _playername = self:_GetPlayerUnitAndName(_unitName)
-- Check if we have a unit which is a player.
if _unit and _playername then
local playerData=self.players[_playername] --#CARRIERTRAINTER.PlayerData
if playerData then
-- Grades of player:
local text=string.format("Your grades, %s:", _playername)
local p=0
for i,_grade in pairs(playerData.grades) do
local grade=_grade --#CARRIERTRAINER.LSOgrade
text=text..string.format("\n[%d] %s %.1f PT - %s", i, grade.grade, grade.points, grade.details)
p=p+grade.points
end
-- Number of grades.
local n=#playerData.grades
if n>0 then
text=text..string.format("\nAverage points = %.1f", p/n)
else
text=text..string.format("\nNo data available.")
end
env.info("FF:\n"..text)
-- Send message.
if playerData.client then
MESSAGE:New(text, 30, nil, true):ToClient(playerData.client)
end
end
end
end
--- Display top 10 player scores.
-- @param #CARRIERTRAINER self
-- @param #string _unitName Name fo the player unit.
function CARRIERTRAINER:_DisplayScoreBoard(_unitName)
self:F(_unitName)
-- Get player unit and name.
local _unit, _playername = self:_GetPlayerUnitAndName(_unitName)
-- Check if we have a unit which is a player.
if _unit and _playername then
-- Results table.
local _playerResults={}
-- Player data of requestor.
local playerData=self.players[_playername] --#CARRIERTRAINER.PlayerData
-- Message text.
local text = string.format("Greenie Board:")
for _playerName,_playerData in pairs(self.players) do
local Paverage=0
for _,_grade in pairs(_playerData.grades) do
Paverage=Paverage+_grade.points
end
_playerResults[_playerName]=Paverage
end
--Sort list!
local _sort=function(a, b) return a>b end
table.sort(_playerResults,_sort)
local i=1
for _playerName,_points in pairs(_playerResults) do
text=text..string.format("\n[%d] %.1f %s", i,_points,_playerName)
i=i+1
end
env.info("FF:\n"..text)
-- Send message.
if playerData.client then
MESSAGE:New(text, 30, nil, true):ToClient(playerData.client)
end
end
end
--- Turn player's aircraft attitude display on or off.
-- @param #CARRIERTRAINER self
-- @param #string playername Player name.
function CARRIERTRAINER:_AttitudeMonitor(playername)
self:E({playername=playername})
local playerData=self.players[playername] --#CARRIERTRAINER.PlayerData
if playerData then
playerData.attitudemonitor=not playerData.attitudemonitor
end
end
--- Set difficulty level.
-- @param #CARRIERTRAINER self
-- @param #string playername Player name.
-- @param #CARRIERTRAINER.Difficulty difficulty Difficulty level.
function CARRIERTRAINER:_SetDifficulty(playername, difficulty)
self:E({difficulty=difficulty, playername=playername})
local playerData=self.players[playername] --#CARRIERTRAINER.PlayerData
if playerData then
playerData.difficulty=difficulty
local text=string.format("Your difficulty level is now: %s.", difficulty)
self:_SendMessageToPlayer(text, 5, playerData)
else
self:E(self.lid..string.format("ERROR: Could not get player data for player %s.", playername))
end
end
--- Report information about carrier.
-- @param #CARRIERTRAINER self
-- @param #string _unitname Name of the player unit.
function CARRIERTRAINER:_DisplayCarrierInfo(_unitname)
self:E(_unitname)
-- Get player unit and player name.
local unit, playername = self:_GetPlayerUnitAndName(_unitname)
-- Check if we have a player.
if unit and playername then
-- Player data.
local playerData=self.players[playername] --#CARRIERTRAINER.PlayerData
if playerData then
-- Message text.
local text=string.format("%s info:\n", self.alias)
-- Current coordinates.
local coord=self.carrier:GetCoordinate()
-- Carrier speed and heading.
local carrierheading=self.carrier:GetHeading()
local carrierspeed=UTILS.MpsToKnots(self.carrier:GetVelocityMPS())
-- Tacan/ICLS.
local tacan="unknown"
local icls="unknown"
if self.TACAN~=nil then
tacan=tostring(self.TACAN)
end
if self.ICLS~=nil then
icls=tostring(self.ICLS)
end
-- Message text
text=text..string.format("BRC %d°\n", carrierheading)
text=text..string.format("Speed %d kts\n", carrierspeed)
text=text..string.format("TACAN Channel %s\n", tacan)
text=text..string.format("ICLS Channel %s", icls)
-- Send message.
self:_SendMessageToPlayer(text, 20, playerData)
else
self:E(self.lid..string.format("ERROR: Could not get player data for player %s.", playername))
end
end
end
--- Report weather conditions at the carrier location. Temperature, QFE pressure and wind data.
-- @param #CARRIERTRAINER self
-- @param #string _unitname Name of the player unit.
function CARRIERTRAINER:_DisplayCarrierWeather(_unitname)
self:E(_unitname)
-- Get player unit and player name.
local unit, playername = self:_GetPlayerUnitAndName(_unitname)
self:E({playername=playername})
-- Check if we have a player.
if unit and playername then
-- Message text.
local text=""
-- Current coordinates.
local coord=self.carrier:GetCoordinate()
-- Get atmospheric data at carrier location.
local T=coord:GetTemperature()
local P=coord:GetPressure()
local Wd,Ws=coord:GetWind()
-- Get Beaufort wind scale.
local Bn,Bd=UTILS.BeaufortScale(Ws)
local WD=string.format('%03d°', Wd)
local Ts=string.format("%d°C",T)
local hPa2inHg=0.0295299830714
local hPa2mmHg=0.7500615613030
local settings=_DATABASE:GetPlayerSettings(playername) or _SETTINGS --Core.Settings#SETTINGS
local tT=string.format("%d°C",T)
local tW=string.format("%.1f m/s", Ws)
local tP=string.format("%.1f mmHg", P*hPa2mmHg)
if settings:IsImperial() then
tT=string.format("%d°F", UTILS.CelciusToFarenheit(T))
tW=string.format("%.1f knots", UTILS.MpsToKnots(Ws))
tP=string.format("%.2f inHg", P*hPa2inHg)
end
-- Report text.
text=text..string.format("Weather Report at Carrier %s:\n", self.alias)
text=text..string.format("--------------------------------------------------\n")
text=text..string.format("Temperature %s\n", tT)
text=text..string.format("Wind from %s at %s (%s)\n", WD, tW, Bd)
text=text..string.format("QFE %.1f hPa = %s", P, tP)
-- Debug output.
self:T2(self.lid..text)
-- Send message to player group.
self:_SendMessageToPlayer(text, 30, self.players[playername])
else
self:E(self.lid..string.format("ERROR! Could not find player unit in CarrierWeather! Unit name = %s", _unitname))
end
end