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534 lines
20 KiB
Lua
534 lines
20 KiB
Lua
--- **Functional** - Make SAM sites evasive and execute defensive behaviour when being fired upon.
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--
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-- ===
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--
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-- ## Features:
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--
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-- * When SAM sites are being fired upon, the SAMs will take evasive action will reposition themselves when possible.
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-- * When SAM sites are being fired upon, the SAMs will take defensive action by shutting down their radars.
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-- * SEAD calculates the time it takes for a HARM to reach the target - and will attempt to minimize the shut-down time.
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-- * Detection and evasion of shots has a random component based on the skill level of the SAM groups.
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--
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-- ===
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--
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-- ## Missions:
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--
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-- [SEV - SEAD Evasion](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SEV%20-%20SEAD%20Evasion)
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--
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-- ===
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--
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-- ### Authors: **applevangelist**, **FlightControl**
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--
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-- Last Update: Dec 2023
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--
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-- ===
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--
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-- @module Functional.Sead
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-- @image SEAD.JPG
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---
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-- @type SEAD
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-- @extends Core.Base#BASE
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--- Make SAM sites execute evasive and defensive behaviour when being fired upon.
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--
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-- This class is very easy to use. Just setup a SEAD object by using @{#SEAD.New}() and SAMs will evade and take defensive action when being fired upon.
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-- Once a HARM attack is detected, SEAD will shut down the radars of the attacked SAM site and take evasive action by moving the SAM
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-- vehicles around (*if* they are driveable, that is). There's a component of randomness in detection and evasion, which is based on the
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-- skill set of the SAM set (the higher the skill, the more likely). When a missile is fired from far away, the SAM will stay active for a
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-- period of time to stay defensive, before it takes evasive actions.
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--
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-- # Constructor:
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--
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-- Use the @{#SEAD.New}() constructor to create a new SEAD object.
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--
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-- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )
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--
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-- @field #SEAD
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SEAD = {
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ClassName = "SEAD",
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TargetSkill = {
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Average = { Evade = 30, DelayOn = { 40, 60 } } ,
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Good = { Evade = 20, DelayOn = { 30, 50 } } ,
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High = { Evade = 15, DelayOn = { 20, 40 } } ,
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Excellent = { Evade = 10, DelayOn = { 10, 30 } }
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},
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SEADGroupPrefixes = {},
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SuppressedGroups = {},
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EngagementRange = 75, -- default 75% engagement range Feature Request #1355
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Padding = 10,
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CallBack = nil,
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UseCallBack = false,
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debug = false,
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}
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--- Missile enumerators
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-- @field Harms
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SEAD.Harms = {
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["AGM_88"] = "AGM_88",
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["AGM_122"] = "AGM_122",
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["AGM_84"] = "AGM_84",
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["AGM_45"] = "AGM_45",
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["ALARM"] = "ALARM",
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["LD-10"] = "LD-10",
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["X_58"] = "X_58",
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["X_28"] = "X_28",
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["X_25"] = "X_25",
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["X_31"] = "X_31",
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["Kh25"] = "Kh25",
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["BGM_109"] = "BGM_109",
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["AGM_154"] = "AGM_154",
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["HY-2"] = "HY-2",
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["ADM_141A"] = "ADM_141A",
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}
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--- Missile enumerators - from DCS ME and Wikipedia
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-- @field HarmData
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SEAD.HarmData = {
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-- km and mach
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["AGM_88"] = { 150, 3},
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["AGM_45"] = { 12, 2},
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["AGM_122"] = { 16.5, 2.3},
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["AGM_84"] = { 280, 0.8},
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["ALARM"] = { 45, 2},
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["LD-10"] = { 60, 4},
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["X_58"] = { 70, 4},
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["X_28"] = { 80, 2.5},
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["X_25"] = { 25, 0.76},
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["X_31"] = {150, 3},
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["Kh25"] = {25, 0.8},
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["BGM_109"] = {460, 0.705}, --in-game ~465kn
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["AGM_154"] = {130, 0.61},
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["HY-2"] = {90,1},
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["ADM_141A"] = {126,0.6},
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}
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--- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.
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-- When an anti radiation missile is fired (KH-58, KH-31P, KH-31A, KH-25MPU, HARM missiles), the SA will shut down their radars and will take evasive actions...
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-- Chances are big that the missile will miss.
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-- @param #SEAD self
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-- @param #table SEADGroupPrefixes Table of #string entries or single #string, which is a table of Prefixes of the SA Groups in the DCS mission editor on which evasive actions need to be taken.
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-- @param #number Padding (Optional) Extra number of seconds to add to radar switch-back-on time
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-- @return #SEAD self
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-- @usage
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-- -- CCCP SEAD Defenses
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-- -- Defends the Russian SA installations from SEAD attacks.
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-- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )
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function SEAD:New( SEADGroupPrefixes, Padding )
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local self = BASE:Inherit( self, FSM:New() )
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self:T( SEADGroupPrefixes )
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if type( SEADGroupPrefixes ) == 'table' then
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for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
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self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
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end
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else
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self.SEADGroupPrefixes[SEADGroupPrefixes] = SEADGroupPrefixes
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end
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local padding = Padding or 10
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if padding < 10 then padding = 10 end
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self.Padding = padding
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self.UseEmissionsOnOff = true
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self.debug = false
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self.CallBack = nil
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self.UseCallBack = false
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self:HandleEvent( EVENTS.Shot, self.HandleEventShot )
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-- Start State.
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self:SetStartState("Running")
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self:AddTransition("*", "ManageEvasion", "*")
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self:AddTransition("*", "CalculateHitZone", "*")
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self:I("*** SEAD - Started Version 0.4.6")
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return self
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end
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--- Update the active SEAD Set (while running)
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-- @param #SEAD self
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-- @param #table SEADGroupPrefixes The prefixes to add, note: can also be a single #string
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-- @return #SEAD self
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function SEAD:UpdateSet( SEADGroupPrefixes )
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self:T( SEADGroupPrefixes )
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if type( SEADGroupPrefixes ) == 'table' then
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for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
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self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
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end
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else
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self.SEADGroupPrefixes[SEADGroupPrefixes] = SEADGroupPrefixes
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end
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return self
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end
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--- Sets the engagement range of the SAMs. Defaults to 75% to make it more deadly. Feature Request #1355
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-- @param #SEAD self
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-- @param #number range Set the engagement range in percent, e.g. 55 (default 75)
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-- @return #SEAD self
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function SEAD:SetEngagementRange(range)
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self:T( { range } )
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range = range or 75
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if range < 0 or range > 100 then
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range = 75
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end
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self.EngagementRange = range
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self:T(string.format("*** SEAD - Engagement range set to %s",range))
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return self
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end
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--- Set the padding in seconds, which extends the radar off time calculated by SEAD
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-- @param #SEAD self
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-- @param #number Padding Extra number of seconds to add for the switch-on (default 10 seconds)
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-- @return #SEAD self
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function SEAD:SetPadding(Padding)
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self:T( { Padding } )
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local padding = Padding or 10
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if padding < 10 then padding = 10 end
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self.Padding = padding
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return self
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end
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--- Set SEAD to use emissions on/off in addition to alarm state.
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-- @param #SEAD self
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-- @param #boolean Switch True for on, false for off.
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-- @return #SEAD self
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function SEAD:SwitchEmissions(Switch)
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self:T({Switch})
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self.UseEmissionsOnOff = Switch
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return self
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end
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--- Set an object to call back when going evasive.
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-- @param #SEAD self
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-- @param #table Object The object to call. Needs to have object functions as follows:
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-- `:SeadSuppressionPlanned(Group, Name, SuppressionStartTime, SuppressionEndTime)`
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-- `:SeadSuppressionStart(Group, Name)`,
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-- `:SeadSuppressionEnd(Group, Name)`,
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-- @return #SEAD self
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function SEAD:AddCallBack(Object)
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self:T({Class=Object.ClassName})
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self.CallBack = Object
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self.UseCallBack = true
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return self
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end
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--- (Internal) Check if a known HARM was fired
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-- @param #SEAD self
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-- @param #string WeaponName
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-- @return #boolean Returns true for a match
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-- @return #string name Name of hit in table
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function SEAD:_CheckHarms(WeaponName)
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self:T( { WeaponName } )
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local hit = false
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local name = ""
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for _,_name in pairs (SEAD.Harms) do
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if string.find(WeaponName,_name,1,true) then
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hit = true
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name = _name
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break
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end
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end
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return hit, name
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end
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--- (Internal) Return distance in meters between two coordinates or -1 on error.
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-- @param #SEAD self
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-- @param Core.Point#COORDINATE _point1 Coordinate one
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-- @param Core.Point#COORDINATE _point2 Coordinate two
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-- @return #number Distance in meters
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function SEAD:_GetDistance(_point1, _point2)
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self:T("_GetDistance")
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if _point1 and _point2 then
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local distance1 = _point1:Get2DDistance(_point2)
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local distance2 = _point1:DistanceFromPointVec2(_point2)
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--self:T({dist1=distance1, dist2=distance2})
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if distance1 and type(distance1) == "number" then
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return distance1
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elseif distance2 and type(distance2) == "number" then
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return distance2
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else
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self:E("*****Cannot calculate distance!")
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self:E({_point1,_point2})
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return -1
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end
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else
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self:E("******Cannot calculate distance!")
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self:E({_point1,_point2})
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return -1
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end
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end
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--- (Internal) Calculate hit zone of an AGM-88
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-- @param #SEAD self
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-- @param #table SEADWeapon DCS.Weapon object
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-- @param Core.Point#COORDINATE pos0 Position of the plane when it fired
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-- @param #number height Height when the missile was fired
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-- @param Wrapper.Group#GROUP SEADGroup Attacker group
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-- @param #string SEADWeaponName Weapon Name
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-- @return #SEAD self
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function SEAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADGroup,SEADWeaponName)
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self:T("**** Calculating hit zone for " .. (SEADWeaponName or "None"))
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if SEADWeapon and SEADWeapon:isExist() then
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--local pos = SEADWeapon:getPoint()
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-- postion and height
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local position = SEADWeapon:getPosition()
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local mheight = height
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-- heading
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local wph = math.atan2(position.x.z, position.x.x)
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if wph < 0 then
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wph=wph+2*math.pi
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end
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wph=math.deg(wph)
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-- velocity
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local wpndata = SEAD.HarmData["AGM_88"]
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if string.find(SEADWeaponName,"154",1) then
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wpndata = SEAD.HarmData["AGM_154"]
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end
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local mveloc = math.floor(wpndata[2] * 340.29)
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local c1 = (2*mheight*9.81)/(mveloc^2)
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local c2 = (mveloc^2) / 9.81
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local Ropt = c2 * math.sqrt(c1+1)
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if height <= 5000 then
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Ropt = Ropt * 0.72
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elseif height <= 7500 then
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Ropt = Ropt * 0.82
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elseif height <= 10000 then
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Ropt = Ropt * 0.87
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elseif height <= 12500 then
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Ropt = Ropt * 0.98
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end
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-- look at a couple of zones across the trajectory
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for n=1,3 do
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local dist = Ropt - ((n-1)*20000)
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local predpos= pos0:Translate(dist,wph)
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if predpos then
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local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000)
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if self.debug then
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predpos:MarkToAll(string.format("height=%dm | heading=%d | velocity=%ddeg | Ropt=%dm",mheight,wph,mveloc,Ropt),false)
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targetzone:DrawZone(coalition.side.BLUE,{0,0,1},0.2,nil,nil,3,true)
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end
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local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterZones({targetzone}):FilterOnce()
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local tgtcoord = targetzone:GetRandomPointVec2()
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--if tgtcoord and tgtcoord.ClassName == "COORDINATE" then
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--local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
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local tgtgrp = seadset:GetRandom()
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local _targetgroup = nil
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local _targetgroupname = "none"
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local _targetskill = "Random"
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if tgtgrp and tgtgrp:IsAlive() then
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_targetgroup = tgtgrp
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_targetgroupname = tgtgrp:GetName() -- group name
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_targetskill = tgtgrp:GetUnit(1):GetSkill()
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self:T("*** Found Target = ".. _targetgroupname)
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self:ManageEvasion(_targetskill,_targetgroup,pos0,"AGM_88",SEADGroup, 20)
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end
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--end
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end
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end
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end
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return self
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end
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--- (Internal) Handle Evasion
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-- @param #SEAD self
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-- @param #string _targetskill
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-- @param Wrapper.Group#GROUP _targetgroup
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-- @param Core.Point#COORDINATE SEADPlanePos
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-- @param #string SEADWeaponName
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-- @param Wrapper.Group#GROUP SEADGroup Attacker Group
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-- @param #number timeoffset Offset for tti calc
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-- @param Wrapper.Weapon#WEAPON Weapon
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-- @return #SEAD self
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function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,timeoffset,Weapon)
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local timeoffset = timeoffset or 0
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if _targetskill == "Random" then -- when skill is random, choose a skill
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local Skills = { "Average", "Good", "High", "Excellent" }
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_targetskill = Skills[ math.random(1,4) ]
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end
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--self:T( _targetskill )
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if self.TargetSkill[_targetskill] then
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local _evade = math.random (1,100) -- random number for chance of evading action
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if (_evade > self.TargetSkill[_targetskill].Evade) then
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self:T("*** SEAD - Evading")
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-- calculate distance of attacker
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local _targetpos = _targetgroup:GetCoordinate()
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local _distance = self:_GetDistance(SEADPlanePos, _targetpos)
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-- weapon speed
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local hit, data = self:_CheckHarms(SEADWeaponName)
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local wpnspeed = 666 -- ;)
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local reach = 10
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if hit then
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local wpndata = SEAD.HarmData[data]
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reach = wpndata[1] * 1.1
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local mach = wpndata[2]
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wpnspeed = math.floor(mach * 340.29)
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if Weapon then
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wpnspeed = Weapon:GetSpeed()
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self:T(string.format("*** SEAD - Weapon Speed from WEAPON: %f m/s",wpnspeed))
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end
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end
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-- time to impact
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local _tti = math.floor(_distance / wpnspeed) - timeoffset -- estimated impact time
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if _distance > 0 then
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_distance = math.floor(_distance / 1000) -- km
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else
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_distance = 0
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end
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self:T( string.format("*** SEAD - target skill %s, distance %dkm, reach %dkm, tti %dsec", _targetskill, _distance,reach,_tti ))
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if reach >= _distance then
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self:T("*** SEAD - Shot in Reach")
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local function SuppressionStart(args)
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self:T(string.format("*** SEAD - %s Radar Off & Relocating",args[2]))
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local grp = args[1] -- Wrapper.Group#GROUP
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local name = args[2] -- #string Group Name
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local attacker = args[3] -- Wrapper.Group#GROUP
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if self.UseEmissionsOnOff then
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grp:EnableEmission(false)
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end
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grp:OptionAlarmStateGreen() -- needed else we cannot move around
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grp:RelocateGroundRandomInRadius(20,300,false,false,"Diamond",true)
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if self.UseCallBack then
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local object = self.CallBack
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object:SeadSuppressionStart(grp,name,attacker)
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end
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end
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local function SuppressionStop(args)
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self:T(string.format("*** SEAD - %s Radar On",args[2]))
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local grp = args[1] -- Wrapper.Group#GROUP
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local name = args[2] -- #string Group Name
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if self.UseEmissionsOnOff then
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grp:EnableEmission(true)
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end
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grp:OptionAlarmStateRed()
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grp:OptionEngageRange(self.EngagementRange)
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self.SuppressedGroups[name] = false
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if self.UseCallBack then
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local object = self.CallBack
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object:SeadSuppressionEnd(grp,name)
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end
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end
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-- randomize switch-on time
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local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
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if delay > _tti then delay = delay / 2 end -- speed up
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if _tti > 600 then delay = _tti - 90 end -- shot from afar, 600 is default shorad ontime
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local SuppressionStartTime = timer.getTime() + delay
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local SuppressionEndTime = timer.getTime() + delay + _tti + self.Padding + delay
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local _targetgroupname = _targetgroup:GetName()
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if not self.SuppressedGroups[_targetgroupname] then
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self:T(string.format("*** SEAD - %s | Parameters TTI %ds | Switch-Off in %ds",_targetgroupname,_tti,delay))
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timer.scheduleFunction(SuppressionStart,{_targetgroup,_targetgroupname, SEADGroup},SuppressionStartTime)
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timer.scheduleFunction(SuppressionStop,{_targetgroup,_targetgroupname},SuppressionEndTime)
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self.SuppressedGroups[_targetgroupname] = true
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if self.UseCallBack then
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local object = self.CallBack
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object:SeadSuppressionPlanned(_targetgroup,_targetgroupname,SuppressionStartTime,SuppressionEndTime, SEADGroup)
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end
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end
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end
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end
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end
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return self
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end
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--- (Internal) Detects if an SAM site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
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-- @param #SEAD self
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-- @param Core.Event#EVENTDATA EventData
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-- @return #SEAD self
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function SEAD:HandleEventShot( EventData )
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self:T( { EventData.id } )
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local SEADPlane = EventData.IniUnit -- Wrapper.Unit#UNIT
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local SEADGroup = EventData.IniGroup -- Wrapper.Group#GROUP
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local SEADPlanePos = SEADPlane:GetCoordinate() -- Core.Point#COORDINATE
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local SEADUnit = EventData.IniDCSUnit
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local SEADUnitName = EventData.IniDCSUnitName
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local SEADWeapon = EventData.Weapon -- Identify the weapon fired
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local SEADWeaponName = EventData.WeaponName -- return weapon type
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local WeaponWrapper = WEAPON:New(EventData.Weapon)
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--local SEADWeaponSpeed = WeaponWrapper:GetSpeed() -- mps
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self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
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--self:T({ SEADWeapon })
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if self:_CheckHarms(SEADWeaponName) then
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self:T( '*** SEAD - Weapon Match' )
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local _targetskill = "Random"
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local _targetgroupname = "none"
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local _target = EventData.Weapon:getTarget() -- Identify target
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if not _target or self.debug then -- AGM-88 or 154 w/o target data
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self:E("***** SEAD - No target data for " .. (SEADWeaponName or "None"))
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if string.find(SEADWeaponName,"AGM_88",1,true) or string.find(SEADWeaponName,"AGM_154",1,true) then
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self:I("**** Tracking AGM-88/154 with no target data.")
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local pos0 = SEADPlane:GetCoordinate()
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local fheight = SEADPlane:GetHeight()
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self:__CalculateHitZone(20,SEADWeapon,pos0,fheight,SEADGroup,SEADWeaponName)
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end
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return self
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end
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local targetcat = Object.getCategory(_target) -- Identify category
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local _targetUnit = nil -- Wrapper.Unit#UNIT
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local _targetgroup = nil -- Wrapper.Group#GROUP
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self:T(string.format("*** Targetcat = %d",targetcat))
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if targetcat == Object.Category.UNIT then -- UNIT
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self:T("*** Target Category UNIT")
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_targetUnit = UNIT:Find(_target) -- Wrapper.Unit#UNIT
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if _targetUnit and _targetUnit:IsAlive() then
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_targetgroup = _targetUnit:GetGroup()
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_targetgroupname = _targetgroup:GetName() -- group name
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local _targetUnitName = _targetUnit:GetName()
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_targetUnit:GetSkill()
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_targetskill = _targetUnit:GetSkill()
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end
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elseif targetcat == Object.Category.STATIC then
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self:T("*** Target Category STATIC")
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local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterOnce()
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local targetpoint = _target:getPoint() or {x=0,y=0,z=0}
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local tgtcoord = COORDINATE:NewFromVec3(targetpoint)
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local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
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if tgtgrp and tgtgrp:IsAlive() then
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_targetgroup = tgtgrp
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_targetgroupname = tgtgrp:GetName() -- group name
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_targetskill = tgtgrp:GetUnit(1):GetSkill()
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self:T("*** Found Target = ".. _targetgroupname)
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end
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end
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-- see if we are shot at
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local SEADGroupFound = false
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for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do
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self:T("Target = ".. _targetgroupname .. " | Prefix = " .. SEADGroupPrefix )
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if string.find( _targetgroupname, SEADGroupPrefix,1,true ) then
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SEADGroupFound = true
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self:T( '*** SEAD - Group Match Found' )
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break
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end
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end
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if SEADGroupFound == true then -- yes we are being attacked
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if string.find(SEADWeaponName,"ADM_141",1,true) then
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self:__ManageEvasion(2,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,0,WeaponWrapper)
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else
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self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,0,WeaponWrapper)
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end
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end
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end
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return self
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end
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