2018-10-15 16:19:43 +02:00

1631 lines
54 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.
--
-- ===
--
-- ### Author: **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 Core.Zone#ZONE_UNIT startZone Zone in which the pattern approach starts.
-- @field Core.Zone#ZONE_UNIT giantZone Zone around the carrier to register a new player.
-- @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.
-- @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,
startZone = nil,
giantZone = nil,
players = {},
menuadded = {},
Upwind = {},
Abeam = {},
BreakEarly = {},
BreakLate = {},
Ninety = {},
Wake = {},
Groove = {},
Trap = {},
}
--- 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"
}
--- 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="Easy",
NORMAL="Normal",
HARD="Hard",
}
--- Player data table holding all important parameters for each player.
-- @type CARRIERTRAINER.PlayerData
-- @field #number id Player ID.
-- @field #string callsign Callsign of player.
-- @field #number score Player score.
-- @field #number totalscore Score of all landing attempts.
-- @field #number passes Number of passes.
-- @field #string collectedResultString Results text of all passes.
-- @field Wrapper.Unit#UNIT unit Aircraft unit of the player.
-- @field #number lowestAltitude Lowest altitude.
-- @field #number highestCarrierXDiff
-- @field #number secondsStandingStill Time player does not move after a landing attempt.
-- @field #string summary Result summary text.
-- @field Wrapper.Client#CLIENT Client object of player.
-- @field #string difficulty Difficulty level.
--- Checkpoint parameters triggering the next step in the pattern.
-- @type CARRIERTRAINER.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="0.0.6"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- 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
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
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
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(self.lid..text)
return nil
end
--CARRIERTRAINER.Difficulty.EASY
-- 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
-----------------------
--- 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
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- 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)
-- Init status check
self:__Status(5)
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 one second.
self:__Status(-1)
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)
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)
-- Add Menu commands.
self:_AddF10Commands(_unitName)
-- Init player.
if self.players[_playername]==nil then
self.players[_playername]=self:_InitNewPlayer(_unitName)
else
self:_InitNewRound(self.players[_playername])
end
end
end
--- Initialize player data.
-- @param #CARRIERTRAINER self
-- @param #string unitname Name of the player unit.
-- @return #CARRIERTRAINER.PlayerData Player data.
function CARRIERTRAINER:_InitNewPlayer(unitname)
local playerData={} --#CARRIERTRAINER.PlayerData
playerData.unit = UNIT:FindByName(unitname)
playerData.client = CLIENT:FindByName(playerData.unit.UnitName, nil, true)
playerData.callsign = playerData.unit:GetCallsign()
playerData.totalScore = 0
playerData.passes = 0
playerData.collectedResultString = ""
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)
playerData.score = 0
playerData.summary = "SUMMARY:\n"
playerData.step = 0
playerData.longDownwindDone = false
playerData.highestCarrierXDiff = -9999999
playerData.secondsStandingStill = 0
playerData.lowestAltitude = 999999
return playerData
end
--- Increase score for this approach.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
-- @param #number amount Amount by which the score is increased.
function CARRIERTRAINER:_IncreaseScore(playerData, amount)
playerData.score = playerData.score + amount
end
--- Append text to summary text.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
-- @param #string item Text item appeded to the summary.
function CARRIERTRAINER:_AddToSummary(playerData, item)
playerData.summary = playerData.summary .. item .. "\n"
end
--- Append text to result text.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
-- @param #string item Text item appeded to the result.
function CARRIERTRAINER:_AddToCollectedResult(playerData, item)
playerData.collectedResultString = playerData.collectedResultString .. item .. "\n"
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 a=self.carrier:GetVec3()
--local b=unit:GetVec3()
--local c={x=b.x-a.x, y=0, z=b.z-a.z}
--local headingCarrier=self.carrier:GetHeading()
--local headingPlayer=unit:GetHeading()
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
--- 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
self:I("player "..playerData.callsign)
-- Player unit.
local unit = playerData.unit
if unit:IsAlive() then
self:_DetailedPlayerStatus(playerData)
if unit:IsInZone(self.giantZone) then
--self:_DetailedPlayerStatus(playerData)
end
if playerData.step==0 and unit:IsInZone(self.giantZone) and unit:InAir() then
self:_NewRound(playerData)
elseif playerData.step == 1 and unit:IsInZone(self.startZone) then
self:_Start(playerData)
elseif playerData.step == 2 and unit:IsInZone(self.giantZone) then
self:_Upwind(playerData)
elseif playerData.step == 3 and unit:IsInZone(self.giantZone) then
self:_Break(playerData, "early")
elseif playerData.step == 4 and unit:IsInZone(self.giantZone) then
self:_Break(playerData, "late")
elseif playerData.step == 5 and unit:IsInZone(self.giantZone) then
self:_Abeam(playerData)
elseif playerData.step == 6 and unit:IsInZone(self.giantZone) then
-- Check long down wind leg.
if not playerData.longDownwindDone then
self:_CheckForLongDownwind(playerData)
end
self:_Ninety(playerData)
elseif playerData.step == 7 and unit:IsInZone(self.giantZone) then
self:_Wake(playerData)
elseif playerData.step == 8 and unit:IsInZone(self.giantZone) then
self:_Groove(playerData)
elseif playerData.step == 9 and unit:IsInZone(self.giantZone) then
self:_Trap(playerData)
end
else
-- Unit not alive.
--playerDatas[i] = nil
end
end
end
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)
local next=false
if check.LimitXmin and X<check.LimitXmin then
next=true
elseif check.LimitXmax and X>check.LimitXmax then
next=true
elseif check.LimitZmin and Z<check.LimitZmin then
next=true
elseif check.LimitZmax and Z>check.LimitZmax then
next=true
end
return next
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="when entering pattern"
elseif step==2 then
name="on upwind leg"
elseif step==3 then
name="at the early break"
elseif step==4 then
name="at the late break"
elseif step==5 then
name="in the abeam position"
elseif step==6 then
name="at the wake"
elseif step==7 then
name="at the ninety"
elseif step==8 then
name="in the groove"
elseif step==9 then
name="trapped"
end
return name
end
--- Calculate distances between carrier and player unit.
-- @param #CARRIERTRAINER self
-- @param Wrapper.Unit#UNIT unit Player unit
-- @return #number Distance in the direction of the orientation of the carrier.
-- @return #number Distance perpendicular to the orientation 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)
return dx,dz
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 #table 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 #table posData Position data limits.
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 #table posData Position data.
function CARRIERTRAINER:_AbortPattern(playerData, X, Z, posData)
local toofartext=self:_TooFarOutText(X, Z, posData)
self:_SendMessageToPlayer(toofartext.." Abort approach!", 15, playerData )
MESSAGE:New(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)), 60):ToAllIf(self.Debug)
self:_AddToSummary(playerData, "Approach aborted.")
self:_PrintFinalScore(playerData, 30, -2)
self:_HandleCollectedResult(playerData, -2)
playerData.step = 0
end
--- Provide info about player status on the fly.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
function CARRIERTRAINER:_DetailedPlayerStatus(playerData)
local unit=playerData.unit
local aoa=unit:GetAoA()
local yaw=unit:GetYaw()
local roll=unit:GetRoll()
local pitch=unit:GetPitch()
local dist=playerData.unit:GetCoordinate():Get2DDistance(self.carrier:GetCoordinate())
local dx,dz=self:_GetDistances(unit)
-- Player and carrier position vector.
local playerPosition = playerData.unit:GetVec3()
local carrierPosition = self.carrier:GetVec3()
local diffZ = playerPosition.z - carrierPosition.z
local diffX = playerPosition.x - carrierPosition.x
local heading=unit:GetCoordinate():HeadingTo(self.startZone:GetCoordinate())
local wind=unit:GetCoordinate():GetWindWithTurbulenceVec3()
local velo=unit:GetVelocityVec3()
local text=string.format("%s, current AoA=%.1f\n", playerData.callsign, aoa)
text=text..string.format("velo x=%.1f y=%.1f z=%.1f\n", velo.x, velo.y, velo.z)
text=text..string.format("wind x=%.1f y=%.1f z=%.1f\n", wind.x, wind.y, wind.z)
text=text..string.format("pitch=%.1f | roll=%.1f | yaw=%.1f | climb=%.1f\n", pitch, roll, yaw, unit:GetClimbAnge())
--text=text..string.format("current step = %d %s\n", playerData.step, self:_StepName(playerData.step))
--text=text..string.format("Carrier distance: d=%d m\n", dist)
--text=text..string.format("Carrier distance: x=%d m z=%d m sum=%d (old)\n", diffX, diffZ, math.abs(diffX)+math.abs(diffZ))
--text=text..string.format("Carrier distance: x=%d m z=%d m sum=%d (new)", dx, dz, math.abs(dz)+math.abs(dx))
MESSAGE:New(text, 1, nil , true):ToClient(playerData.client)
end
--- Init parameters for USS Stennis carrier.
-- @param #CARRIERTRAINER self
function CARRIERTRAINER:_InitStennis()
-- Upwind leg
self.Upwind.Xmin=-4000 -- TODO Should be withing 4 km behind carrier. Why?
self.Upwind.Xmax=nil
self.Upwind.Zmin=0
self.Upwind.Zmax=500
self.Upwind.LimitXmin=nil
self.Upwind.LimitXmax=nil
self.Upwind.LimitZmin=nil
self.Upwind.LimitZmax=nil
self.upwind.Alitude=UTILS.FeetToMeters(800)
self.Upwind.AoA=8.1
self.Upwind.Distance=nil
-- Early break
self.BreakEarly.Xmin=-500
self.BreakEarly.Xmax=nil
self.BreakEarly.Zmin=-3700
self.BreakEarly.Zmax=1500
self.BreakEarly.LimitXmin=nil
self.BreakEarly.LimitXmax=nil
self.BreakEarly.LimitZmin=-370 --0.2 NM
self.BreakEarly.LimitZmax=nil
self.BreakEarly.Alitude=UTILS.FeetToMeters(800)
self.BreakEarly.AoA=8.1
self.BreakEarly.Distance=nil
-- Late break
self.BreakLate.Xmin=-500
self.BreakLate.Xmax=nil
self.BreakLate.Zmin=-3700
self.BreakLate.Zmax=1500
self.BreakLate.LimitXmin=nil
self.BreakLate.LimitXmax=nil
self.BreakLate.LimitZmin=-1470 --0.8 NM
self.BreakLate.LimitZmax=nil
self.BreakLate.Alitude=UTILS.FeetToMeters(800)
self.BreakLate.AoA=8.1
self.BreakLate.Distance=nil
-- Abeam position
self.Abeam.Xmin=nil
self.Abeam.Xmax=nil
self.Abeam.Zmin=-3700
self.Abeam.Zmax=-1000
self.Abeam.LimitXmin=-200
self.Abeam.LimitXmax=nil
self.Abeam.LimitZmin=nil
self.Abeam.LimitZmax=nil
self.Abeam.Alitude=UTILS.FeetToMeters(600)
self.Abeam.AoA=8.1
self.Abeam.Distance=nil
-- At the ninety
self.Ninety.Xmin=-3700
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.Abeam.AoA=8.1
self.Abeam.Distance=nil
-- Wake position
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=nil
self.Wake.LimitZmax=0
self.Wake.Alitude=UTILS.FeetToMeters(370)
self.Wake.AoA=8.1
self.Wake.Distance=nil
-- In the groove
self.Groove.Xmin=-4000
self.Groove.Xmax=100
-- Landing trap
self.Trap.Xmin=-3000
self.Trap.Xmax=nil
self.Trap.Zmin=-2000
self.Trap.Zmax=2000
self.Trap.Limit=nil
self.Trap.Alitude=nil
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- CARRIER TRAINING functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Initialize player data.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
function CARRIERTRAINER:_NewRound(playerData)
local text=string.format("Welcome back, %s! Cleared for approach. TCN 1X, BRC 354 (MAG HDG).", playerData.callsign)
MESSAGE:New(text, 5):ToClient(playerData.client)
self:_InitNewRound(playerData)
playerData.step = 1
end
--- Start landing pattern.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
function CARRIERTRAINER:_Start(playerData)
local hint = string.format("Entering the pattern, %s! Aim for 800 feet and 350-400 kts on the upwind.", playerData.callsign)
self:_SendMessageToPlayer(hint, 8, playerData)
playerData.score = 0
playerData.step = 2
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 diffX, diffZ = self:_GetDistances(playerData.unit)
-- Abort condition check.
if self:_CheckAbort(diffX,diffZ, self.Upwind) then
self:_AbortPattern(playerData, diffX, diffZ, self.Upwind)
return
end
-- Check if we are in front of the boat (diffX > 0).
if self:_CheckLimits(diffX, diffZ, self.Upwind) then
-- Get
local score, hint=self:_AltitudeCheck(playerData, self.Upwind)
self:_SendMessageToPlayer(hint, 8, playerData)
self:_AddToSummary(playerData, hint)
-- 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 diffX, diffZ = self:_GetDistances(playerData.unit)
-- Check abort conditions.
if self:_CheckAbort(diffX, diffZ, self.Break) then
self:_AbortPattern(playerData, diffX, diffZ, self.Break)
return
end
-- Early or late break.
local limit = self.BreakEarly
if part == "late" then
limit = self.BreakLate
end
-- Check if too far left
--if diffZ < limit then
if self:_CheckLimits(diffX, diffZ, limit) then
-- Check altitude.
local score, hint=self:_AltitudeCheck(playerData, self.Upwind)
self:_SendMessageToPlayer(hint, 8, playerData)
self:_AddToSummary(playerData, hint)
if (part == "early") then
playerData.step = 4
else
playerData.step = 5
end
end
end
--- Break.
-- @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 diffX, diffZ = self:_GetDistances(playerData.unit)
-- Check abort conditions.
if self:_CheckAbort(diffX, diffZ, self.Abeam) then
self:_AbortPattern(playerData, diffX, diffZ, self.Abeam)
return
end
-- Check nest step threshold.
if self:_CheckLimits(diffX, diffZ, self.Abeam) then
-- Get AoA.
local aoa = playerData.unit:GetAoA()
local aoaFeedback = self:_PrintAoAFeedback(aoa, 8.1, playerData)
local onSpeedScore = self:_GetOnSpeedScore(aoa)
local idealAltitude = 600
local score, hint=self:_AltitudeCheck(playerData, self.Abeam)
local distanceHint = ""
local distanceScore
local diffEast = carrierPosition.z - playerPosition.z
local idealDistance = UTILS.NMToMeters(1.2)
local roundedNm = UTILS.Round(nm, 2)
if (nm < 1.0) then
distanceScore = 0
distanceHint = "too close to the boat (" .. roundedNm .. " nm)"
elseif(nm < 1.1) then
distanceScore = 5
distanceHint = "slightly too close to the boat (" .. roundedNm .. " nm)"
elseif(nm < 1.3) then
distanceScore = 10
distanceHint = "with perfect distance to the boat (" .. roundedNm .. " nm)"
elseif(nm < 1.4) then
distanceScore = 5
distanceHint = "slightly too far from the boat (" .. roundedNm .. " nm)"
else
distanceScore = 0
distanceHint = "too far from the boat (" .. roundedNm .. " nm)"
end
local fullHint = hint .. ", " .. distanceHint
self:_SendMessageToPlayer( fullHint, 8, playerData )
self:_SendMessageToPlayer( "(Target: 600 ft and 1.2 nm).", 8, playerData )
self:_IncreaseScore(playerData, score + distanceScore + onSpeedScore)
self:_PrintScore(score + distanceScore + onSpeedScore, playerData, true)
self:_AddToSummary(playerData, fullHint .. " (" .. aoaFeedback .. ")")
-- Proceed to next step.
playerData.step = 6
end
end
--- Down wind long check.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
function CARRIERTRAINER:_CheckForLongDownwind(playerData)
local playerPosition = playerData.unit:GetVec3()
local carrierPosition = self.carrier:GetVec3()
local limit = -1500
-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
local diffX, diffZ = self:_GetDistances(playerData.unit)
-- Check we are not too far out w.r.t back of the boat.
if diffX < limit then
local headingPlayer = playerData.unit:GetHeading()
local headingCarrier = self.carrier:GetHeading()
--TODO: Take carrier heading != 0 into account!
if (headingPlayer > 170) then
local hint = "Too long downwind. Turn final earlier next time."
self:_SendMessageToPlayer( hint, 8, playerData )
local score = -40
self:_IncreaseScore(playerData, score)
self:_PrintScore(score, playerData, true)
self:_AddToSummary(playerData, hint)
playerData.longDownwindDone = true
end
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 diffX, diffZ = self:_GetDistances(playerData.unit)
--if(diffZ < -3700 or diffX < -3700 or diffX > 0) then
if self:_CheckAbort(diffX, diffZ, self.Ninety) then
self:_AbortPattern(playerData, diffX, diffZ, self.Ninety)
return
end
local limitEast = -1111 --0.6nm
--if diffZ > limitEast then
if self:_CheckLimits(diffX, diffZ, self.Ninety) then
local idealAltitude = 500
local score, hint=self:_AltitudeCheck(playerData, self.Ninety)
self:_SendMessageToPlayer( hint, 8, playerData )
self:_PrintAltitudeFeedback(altitude, idealAltitude, playerData)
--local aoa = math.deg(mist.getAoA(playerData.mistUnit))
local aoa = playerData.unit:GetAoA()
local aoaFeedback = self:_PrintAoAFeedback(aoa, 8.1, playerData)
local onSpeedScore = self:_GetOnSpeedScore(aoa)
self:_IncreaseScore(playerData, score + onSpeedScore)
self:_PrintScore(score + onSpeedScore, playerData, true)
self:_AddToSummary(playerData, hint .. " (" .. aoaFeedback .. ")")
playerData.longDownwindDone = true
playerData.step = 7
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 diffX, diffZ = self:_GetDistances(playerData.unit)
--if (diffZ < -2000 or diffX < -4000 or diffX > 0) then
if self:_CheckAbort(diffX, diffZ, self.Wake) then
self:_AbortPattern(playerData, diffX, diffZ, self.Wake)
return
end
--if diffZ > 0 then
if self:_CheckLimits(diffX, diffZ, self.Wake) then
local idealAltitude = 370
local score, hint=self:_AltitudeCheck(playerData, self.Wake)
self:_SendMessageToPlayer( hint, 8, playerData )
self:_PrintAltitudeFeedback(altitude, idealAltitude, playerData)
local aoa = playerData.unit:GetAoA()
local aoaFeedback = self:_PrintAoAFeedback(aoa, 8.1, playerData)
local onSpeedScore = self:_GetOnSpeedScore(aoa)
self:_IncreaseScore(playerData, score + onSpeedScore)
self:_PrintScore(score + onSpeedScore, playerData, true)
self:_AddToSummary(playerData, hint .. " (" .. aoaFeedback .. ")")
playerData.step = 8
end
end
--- Groove.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
function CARRIERTRAINER:_Groove(playerData)
local playerPosition = playerData.unit:GetVec3()
local carrierPosition = self.carrier:GetVec3()
local diffX = playerPosition.x - (carrierPosition.x - 100)
local diffZ = playerPosition.z - carrierPosition.z
--TODO -100?!
-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
diffX, diffZ = self:_GetDistances(playerData.unit)
--diffX=diffX+100
-- In front of carrier or more than 4 km behind carrier.
--if (diffX > 0 or diffX < -4000) then
if self:_CheckAbort(diffX, diffZ, self.Groove) then
self:_AbortPattern(playerData, diffX, diffZ, self.Groove)
return
end
--TODO:
if (diffX > -500) then --Reached in close before groove
local hint = "You're too far left and never reached the groove."
self:_SendMessageToPlayer( hint, 8, playerData )
self:_PrintScore(0, playerData, true)
self:_AddToSummary(playerData, hint)
playerData.step = 9
else
local limitDeg = 8.0
local fraction = diffZ / (-diffX)
local asinValue = math.asin(fraction)
local angle = math.deg(asinValue)
if diffZ > -1300 and angle > limitDeg then
local idealAltitude = 300
local score, hint=self:_AltitudeCheck(playerData, self.Groove)
self:_SendMessageToPlayer(hint, 8, playerData)
self:_PrintAltitudeFeedback(altitude, idealAltitude, playerData)
--local aoa = math.deg(mist.getAoA(playerData.mistUnit))
local aoa = playerData.unit:GetAoA()
local aoaFeedback = self:_PrintAoAFeedback(aoa, 8.1, playerData)
local onSpeedScore = self:_GetOnSpeedScore(aoa)
self:_IncreaseScore(playerData, score + onSpeedScore)
self:_PrintScore(score + onSpeedScore, playerData, true)
local fullHint = hint .. " (" .. aoaFeedback .. ")"
self:_AddToSummary(playerData, fullHint)
playerData.step = 9
end
end
end
--- Trap.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
function CARRIERTRAINER:_Trap(playerData)
local playerPosition = playerData.unit:GetVec3()
local carrierPosition = self.carrier:GetVec3()
local playerVelocity = playerData.unit:GetVelocityKMH()
local carrierVelocity = self.carrier:GetVelocityKMH()
local diffZ = playerPosition.z - carrierPosition.z
local diffX = playerPosition.x - carrierPosition.x
-- Get distances between carrier and player unit (parallel and perpendicular to direction of movement of carrier)
diffZ, diffX = self:_GetDistances(playerData.unit)
--if(diffZ < -2000 or diffZ > 2000 or diffX < -3000) then
if self:_CheckAbort(diffX, diffZ, self.Trap) then
self:_AbortPattern(playerData, diffX, diffZ, self.Trap)
return
end
if (diffX > playerData.highestCarrierXDiff) then
playerData.highestCarrierXDiff = diffX
end
if (playerPosition.y < playerData.lowestAltitude) then
playerData.lowestAltitude = playerPosition.y
end
if math.abs(playerVelocity-carrierVelocity) < 0.01 then
playerData.secondsStandingStill = playerData.secondsStandingStill + 1
if diffX < playerData.highestCarrierXDiff or playerData.secondsStandingStill > 5 then
env.info("Trap identified! diff " .. diffX .. ", highestCarrierXDiff" .. playerData.highestCarrierXDiff .. ", secondsStandingStill: " .. playerData.secondsStandingStill);
local wire = 1
local score = -10
if(diffX < -14) then
wire = 1
score = -15
elseif(diffX < -3) then
wire = 2
score = 10
elseif (diffX < 10) then
wire = 3
score = 20
else
wire = 4
score = 7
end
self:_IncreaseScore(playerData, score)
self:_SendMessageToPlayer( "TRAPPED! " .. wire .. "-wire!", 30, playerData )
self:_PrintScore(score, playerData, false)
env.info("Distance! " .. diffX .. " meters resulted in a " .. wire .. "-wire estimation.");
local fullHint = "Trapped catching the " .. wire .. "-wire."
self:_AddToSummary(playerData, fullHint)
self:_PrintFinalScore(playerData, 60, wire)
self:_HandleCollectedResult(playerData, wire)
playerData.step = 0
end
elseif (diffX > 150) then
local wire = 0
local hint = ""
local score = 0
if (playerData.lowestAltitude < 23) then
hint = "You boltered."
else
hint = "You were waved off."
wire = -1
score = -10
end
self:_SendMessageToPlayer( hint, 8, playerData )
self:_PrintScore(score, playerData, true)
self:_AddToSummary(playerData, hint)
self:_PrintFinalScore(playerData, 60, wire)
self:_HandleCollectedResult(playerData, wire)
playerData.step = 0
end
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
local _rangePath = missionCommands.addSubMenuForGroup(_gid, self.alias, CARRIERTRAINER.MenuF10[_gid])
local _statsPath = missionCommands.addSubMenuForGroup(_gid, "Results", _rangePath)
local _settingsPath = missionCommands.addSubMenuForGroup(_gid, "My Settings", _rangePath)
local _infoPath = missionCommands.addSubMenuForGroup(_gid, "Carrier Info", _rangePath)
-- F10/On the Range/<Range Name>/Stats/
--missionCommands.addCommandForGroup(_gid, "All Results", _statsPath, self._DisplayStrafePitResults, self, _unitName)
--missionCommands.addCommandForGroup(_gid, "My Results", _statsPath, self._DisplayBombingResults, self, _unitName)
--missionCommands.addCommandForGroup(_gid, "Reset All Results", _statsPath, self._ResetRangeStats, self, _unitName)
-- F10/On the Range/<Range Name>/My Settings/
--missionCommands.addCommandForGroup(_gid, "Smoke Delay On/Off", _settingsPath, self._SmokeBombDelayOnOff, self, _unitName)
--missionCommands.addCommandForGroup(_gid, "Smoke Impact On/Off", _settingsPath, self._SmokeBombImpactOnOff, self, _unitName)
--missionCommands.addCommandForGroup(_gid, "Flare Hits On/Off", _settingsPath, self._FlareDirectHitsOnOff, self, _unitName)
-- F10/On the Range/<Range Name>/Range Information
--missionCommands.addCommandForGroup(_gid, "General Info", _infoPath, self._DisplayRangeInfo, self, _unitName)
missionCommands.addCommandForGroup(_gid, "Weather Report", _infoPath, self._DisplayCarrierWeather, self, _unitName)
--missionCommands.addCommandForGroup(_gid, "Bombing Targets", _infoPath, self._DisplayBombTargets, self, _unitName)
--missionCommands.addCommandForGroup(_gid, "Strafe Pits", _infoPath, self._DisplayStrafePits, self, _unitName)
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
--- Report weather conditions at range. 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)
-- 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 range location.
local position=self.location --Core.Point#COORDINATE
local T=position:GetTemperature()
local P=position:GetPressure()
local Wd,Ws=position: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
-- Message text.
text=text..string.format("Weather Report at %s:\n", self.rangename)
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)
-- Send message to player group.
--self:_DisplayMessageToGroup(unit, text, nil, true)
self:_SendMessageToPlayer(text, 30, self.players[playername])
-- Debug output.
self:T2(self.lid..text)
else
self:T(self.lid..string.format("ERROR! Could not find player unit in RangeInfo! Name = %s", _unitname))
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- MISC functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Evaluate player's altitude at checkpoint.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
-- @param #CARRIERTRAINER.Checkpoint checkpoint Checkpoint.
-- @return #number Score.
-- @return #string Message text.
function CARRIERTRAINER:_AltitudeCheck(playerData, checkpoint)
-- Player altitude.
local altitude=playerData.unit:GetAltitude()
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
-- Altitude error +-X%
local _error=(altitude-checkpoint.Altitude)/checkpoint.Altitude*100
local score
local hint
local steptext=self:_StepName(playerData.step)
if _error>badscore then
score = 5
hint = string.format("You're high %s.", steptext)
elseif _error>lowscore then
score = 7
hint = string.format("You're slightly high %s.", steptext)
elseif _error<badscore then
score = 5
hint = string.format("You're low %s.", steptext)
elseif _error<lowscore then
score = 7
hint = string.format("You're slightly %s.", steptext)
else
score = 10
hint = string.format("Good altitude %s.", steptext)
end
-- Increase score.
self:_IncreaseScore(playerData, score)
-- Display feedback.
self:_PrintAltitudeFeedback(altitude, checkpoint.Altitude, playerData)
-- Display score.
self:_PrintScore(score, playerData, true)
return score, hint
end
--- Evaluate player's altitude at checkpoint.
-- @param #CARRIERTRAINER self
-- @param #number distance Distance player to boat.
-- @param #CARRIERTRAINER.PlayerData playerData Player data table.
-- @param #CARRIERTRAINER.Checkpoint checkpoint Checkpoint.
-- @return #number Score.
-- @return #string Message text.
function CARRIERTRAINER:_DistanceCheck(distance, playerData, checkpoint)
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
-- Altitude error +-X%
local _error=(distance-checkpoint.Distance)/checkpoint.Distance*100
local score
local hint
local dnm=UTILS.MetersToNM(distance)
local steptext=self:_StepName(playerData.step)
if _error>badscore then
score = 0
hint = string.format("too far from the boat (%.1f NM)", dnm)
elseif _error>lowscore then
score = 5
hint = string.format("slightly too far from the boat (%.1f NM)", dnm)
elseif _error<badscore then
score = 0
hint = string.format( "too close to the boat (%.1f NM)", dnm)
elseif _error<lowscore then
score = 5
hint = string.format("slightly too far from the boat (%.1f NM)", dnm)
else
score = 10
hint = string.format("with perfect distance to the boat (%.1f NM)", dnm)
end
--return score, hint
end
--- Send message about altitude feedback.
-- @param #CARRIERTRAINER self
-- @param #number altitude Current altitude of the player.
-- @param #number idealAltitude Ideal altitude.
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
function CARRIERTRAINER:_PrintAltitudeFeedback(altitude, idealAltitude, playerData)
local text=string.format("Alt: %d feet (Target: %d feet)", altitude, idealAltitude)
self:_SendMessageToPlayer(text, 8, playerData)
end
--- Score for correct AoA.
-- @param #CARRIERTRAINER self
-- @param #number AoA Angle of attack.
-- @param #CARRIERTRAINER.Checkpoint checkpoint Checkpoint.
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
function CARRIERTRAINER:_GetOnSpeedScore(AoA, checkpoint, 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
-- Altitude error +-X%
local _error=(AoA-checkpoint.AoA)/checkpoint.AoA*100
local score = 0
if _error>badscore then --Slow
score = 0
elseif _error>lowscore then --Slightly slow
score = 5
elseif _error<badscore then --Fast
score = 0
elseif _error<lowscore then --Slightly fast
score = 5
else --On speed
score = 10
end
return score
end
--- Print AoA feedback.
-- @param #CARRIERTRAINER self
-- @param #number AoA Angle of attack.
-- @param #number idealAoA Ideal AoA.
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
-- @return #string Feedback hint.
function CARRIERTRAINER:_PrintAoAFeedback(AoA, idealAoA, playerData)
local hint = ""
if(AoA > 9.5) then
hint = "You're slow."
elseif(AoA > 9) then
hint = "You're slightly slow."
elseif(AoA > 7.25) then
hint = "You're on speed!"
elseif(AoA > 6.7) then
hint = "You're slightly fast."
else
hint = "You're fast."
end
local roundedAoA = UTILS.Round(AoA, 2)
self:_SendMessageToPlayer(hint .. " AOA: " .. roundedAoA .. " (Target: " .. idealAoA .. ")", 8, playerData)
return hint
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.
function CARRIERTRAINER:_SendMessageToPlayer(message, duration, playerData)
if playerData.client then
MESSAGE:New(string.format("%s, %s, ", self.alias, playerData.callsign)..message, duration):ToClient(playerData.client)
end
end
--- Send message to playe client.
-- @param #CARRIERTRAINER self
-- @param #number score Score.
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
-- @param #boolean printtotal Also print total score.
function CARRIERTRAINER:_PrintScore(score, playerData, printtotal)
if printtotal then
self:_SendMessageToPlayer( "Score: " .. score .. " (Total: " .. playerData.score .. ")", 8, playerData )
else
self:_SendMessageToPlayer( "Score: " .. score, 8, playerData )
end
end
--- Display final score.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
-- @param #number duration Duration for message display.
function CARRIERTRAINER:_PrintFinalScore(playerData, duration, wire)
local wireText = ""
if(wire == -2) then
wireText = "Aborted approach"
elseif(wire == -1) then
wireText = "Wave-off"
elseif(wire == 0) then
wireText = "Bolter"
else
wireText = wire .. "-wire"
end
MessageToAll( playerData.callsign .. " - Final score: " .. playerData.score .. " / 140 (" .. wireText .. ")", duration, "FinalScore" )
self:_SendMessageToPlayer( playerData.summary, duration, playerData )
end
--- Collect result.
-- @param #CARRIERTRAINER self
-- @param #CARRIERTRAINER.PlayerData playerData Player data.
-- @param #number wire Trapped wire.
function CARRIERTRAINER:_HandleCollectedResult(playerData, wire)
local newString = ""
if(wire == -2) then
newString = playerData.score .. " (Aborted)"
elseif(wire == -1) then
newString = playerData.score .. " (Wave-off)"
elseif(wire == 0) then
newString = playerData.score .. " (Bolter)"
else
newString = playerData.score .. " (" .. wire .."W)"
end
playerData.totalScore = playerData.totalScore + playerData.score
playerData.passes = playerData.passes + 1
if playerData.collectedResultString == "" then
playerData.collectedResultString = newString
else
playerData.collectedResultString = playerData.collectedResultString .. ", " .. newString
MessageToAll( playerData.callsign .. "'s " .. playerData.passes .. " passes: " .. playerData.collectedResultString .. " (TOTAL: " .. playerData.totalScore .. ")" , 30, "CollectedResult" )
end
local heading=playerData.unit:GetCoordinate():HeadingTo(self.startZone:GetCoordinate())
local distance=playerData.unit:GetCoordinate():Get2DDistance(self.startZone:GetCoordinate())
local text=string.format("%s, fly heading %d for %d nm to restart the pattern.", playerData.callsign, heading, UTILS.MetersToNM(distance))
--"Return south 4 nm (over the trailing ship), towards WP 1, to restart the pattern."
self:_SendMessageToPlayer(text, 30, playerData)
end
--- Get the formatted score.
-- @param #CARRIERTRAINER self
-- @param #number score Score of player.
-- @param #number maxScore Max score possible.
-- @return #string Formatted score text.
function CARRIERTRAINER:_GetFormattedScore(score, maxScore)
if(score < maxScore) then
return " (" .. score .. " points)."
else
return " (" .. score .. " points)!"
end
end
--- Get distance feedback.
-- @param #CARRIERTRAINER self
-- @param #number distance Distance to boat.
-- @param #number idealDistance Ideal distance.
-- @return #string Feedback text.
function CARRIERTRAINER:_GetDistanceFeedback(distance, idealDistance)
return distance .. " nm (Target: " .. idealDistance .. " nm)"
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