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730 lines
29 KiB
Lua
730 lines
29 KiB
Lua
--- **Functional** - Train missile defence and deflection.
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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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-- * Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes.
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-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range
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-- * Provide alerts when a missile would have killed your aircraft.
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-- * Provide alerts when the missile self destructs.
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-- * Enable / Disable and Configure the Missile Trainer using the various menu options.
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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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-- [MIT - Missile Trainer](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/MIT%20-%20Missile%20Trainer)
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--
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-- ===
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--
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-- Uses the MOOSE messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
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-- the class will destroy the missile within a certain range, to avoid damage to your aircraft.
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--
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-- When running a mission where the missile trainer is used, the following radio menu structure ( 'Radio Menu' -> 'Other (F10)' -> 'MissileTrainer' ) options are available for the players:
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--
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-- * **Messages**: Menu to configure all messages.
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-- * **Messages On**: Show all messages.
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-- * **Messages Off**: Disable all messages.
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-- * **Tracking**: Menu to configure missile tracking messages.
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-- * **To All**: Shows missile tracking messages to all players.
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-- * **To Target**: Shows missile tracking messages only to the player where the missile is targeted at.
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-- * **Tracking On**: Show missile tracking messages.
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-- * **Tracking Off**: Disable missile tracking messages.
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-- * **Frequency Increase**: Increases the missile tracking message frequency with one second.
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-- * **Frequency Decrease**: Decreases the missile tracking message frequency with one second.
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-- * **Alerts**: Menu to configure alert messages.
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-- * **To All**: Shows alert messages to all players.
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-- * **To Target**: Shows alert messages only to the player where the missile is (was) targeted at.
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-- * **Hits On**: Show missile hit alert messages.
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-- * **Hits Off**: Disable missile hit alert messages.
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-- * **Launches On**: Show missile launch messages.
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-- * **Launches Off**: Disable missile launch messages.
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-- * **Details**: Menu to configure message details.
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-- * **Range On**: Shows range information when a missile is fired to a target.
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-- * **Range Off**: Disable range information when a missile is fired to a target.
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-- * **Bearing On**: Shows bearing information when a missile is fired to a target.
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-- * **Bearing Off**: Disable bearing information when a missile is fired to a target.
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-- * **Distance**: Menu to configure the distance when a missile needs to be destroyed when near to a player, during tracking. This will improve/influence hit calculation accuracy, but has the risk of damaging the aircraft when the missile reaches the aircraft before the distance is measured.
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-- * **50 meter**: Destroys the missile when the distance to the aircraft is below or equal to 50 meter.
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-- * **100 meter**: Destroys the missile when the distance to the aircraft is below or equal to 100 meter.
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-- * **150 meter**: Destroys the missile when the distance to the aircraft is below or equal to 150 meter.
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-- * **200 meter**: Destroys the missile when the distance to the aircraft is below or equal to 200 meter.
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--
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-- ===
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--
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-- ### Authors: **FlightControl**
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--
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-- ### Contributions:
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--
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-- * **Stuka (Danny)**: Who you can search on the Eagle Dynamics Forums. Working together with Danny has resulted in the MISSILETRAINER class.
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-- Danny has shared his ideas and together we made a design.
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-- Together with the **476 virtual team**, we tested the MISSILETRAINER class, and got much positive feedback!
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-- * **132nd Squadron**: Testing and optimizing the logic.
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--
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-- ===
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--
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-- @module Functional.MissileTrainer
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-- @image Missile_Trainer.JPG
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-- @type MISSILETRAINER
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-- @field Core.Set#SET_CLIENT DBClients
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-- @extends Core.Base#BASE
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---
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--
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-- # Constructor:
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--
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-- Create a new MISSILETRAINER object with the @{#MISSILETRAINER.New} method:
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--
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-- * @{#MISSILETRAINER.New}: Creates a new MISSILETRAINER object taking the maximum distance to your aircraft to evaluate when a missile needs to be destroyed.
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--
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-- MISSILETRAINER will collect each unit declared in the mission with a skill level "Client" and "Player", and will monitor the missiles shot at those.
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--
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-- # Initialization:
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--
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-- A MISSILETRAINER object will behave differently based on the usage of initialization methods:
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--
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-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
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-- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targeted to you.
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-- * @{#MISSILETRAINER.InitTrackingOnOff}: Sets by default the display of missile tracking report to be ON or OFF.
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-- * @{#MISSILETRAINER.InitTrackingFrequency}: Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
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-- * @{#MISSILETRAINER.InitAlertsToAll}: Sets by default the display of alerts to be shown to all players or only to you.
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-- * @{#MISSILETRAINER.InitAlertsHitsOnOff}: Sets by default the display of hit alerts ON or OFF.
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-- * @{#MISSILETRAINER.InitAlertsLaunchesOnOff}: Sets by default the display of launch alerts ON or OFF.
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-- * @{#MISSILETRAINER.InitRangeOnOff}: Sets by default the display of range information of missiles ON of OFF.
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-- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF.
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-- * @{#MISSILETRAINER.InitMenusOnOff}: Allows to configure the options through the radio menu.
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--
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-- # Developer Note
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--
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-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE.
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-- Therefore, this class is considered to be deprecated and superseded by the @{Functional.Fox#FOX} class, which provides the same functionality.
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--
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-- @field #MISSILETRAINER
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MISSILETRAINER = {
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ClassName = "MISSILETRAINER",
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TrackingMissiles = {},
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}
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function MISSILETRAINER._Alive( Client, self )
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if self.Briefing then
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Client:Message( self.Briefing, 15, "Trainer" )
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end
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if self.MenusOnOff == true then
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Client:Message( "Use the 'Radio Menu' -> 'Other (F10)' -> 'Missile Trainer' menu options to change the Missile Trainer settings (for all players).", 15, "Trainer" )
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Client.MainMenu = MENU_GROUP:New( Client:GetGroup(), "Missile Trainer", nil ) -- Menu#MENU_GROUP
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Client.MenuMessages = MENU_GROUP:New( Client:GetGroup(), "Messages", Client.MainMenu )
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Client.MenuOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Messages On", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = true } )
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Client.MenuOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Messages Off", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = false } )
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Client.MenuTracking = MENU_GROUP:New( Client:GetGroup(), "Tracking", Client.MainMenu )
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Client.MenuTrackingToAll = MENU_GROUP_COMMAND:New( Client:GetGroup(), "To All", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = true } )
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Client.MenuTrackingToTarget = MENU_GROUP_COMMAND:New( Client:GetGroup(), "To Target", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = false } )
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Client.MenuTrackOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Tracking On", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = true } )
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Client.MenuTrackOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Tracking Off", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = false } )
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Client.MenuTrackIncrease = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Frequency Increase", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingFrequency = -1 } )
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Client.MenuTrackDecrease = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Frequency Decrease", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingFrequency = 1 } )
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Client.MenuAlerts = MENU_GROUP:New( Client:GetGroup(), "Alerts", Client.MainMenu )
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Client.MenuAlertsToAll = MENU_GROUP_COMMAND:New( Client:GetGroup(), "To All", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = true } )
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Client.MenuAlertsToTarget = MENU_GROUP_COMMAND:New( Client:GetGroup(), "To Target", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = false } )
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Client.MenuHitsOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Hits On", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsHitsOnOff = true } )
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Client.MenuHitsOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Hits Off", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsHitsOnOff = false } )
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Client.MenuLaunchesOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Launches On", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsLaunchesOnOff = true } )
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Client.MenuLaunchesOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Launches Off", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsLaunchesOnOff = false } )
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Client.MenuDetails = MENU_GROUP:New( Client:GetGroup(), "Details", Client.MainMenu )
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Client.MenuDetailsDistanceOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Range On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = true } )
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Client.MenuDetailsDistanceOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Range Off", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = false } )
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Client.MenuDetailsBearingOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Bearing On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsBearingOnOff = true } )
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Client.MenuDetailsBearingOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Bearing Off", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsBearingOnOff = false } )
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Client.MenuDistance = MENU_GROUP:New( Client:GetGroup(), "Set distance to plane", Client.MainMenu )
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Client.MenuDistance50 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "50 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 50 / 1000 } )
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Client.MenuDistance100 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "100 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 100 / 1000 } )
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Client.MenuDistance150 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "150 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 150 / 1000 } )
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Client.MenuDistance200 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "200 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 200 / 1000 } )
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else
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if Client.MainMenu then
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Client.MainMenu:Remove()
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end
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end
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local ClientID = Client:GetID()
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self:T( ClientID )
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if not self.TrackingMissiles[ClientID] then
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self.TrackingMissiles[ClientID] = {}
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end
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self.TrackingMissiles[ClientID].Client = Client
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if not self.TrackingMissiles[ClientID].MissileData then
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self.TrackingMissiles[ClientID].MissileData = {}
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end
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end
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--- Creates the main object which is handling missile tracking.
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-- When a missile is fired a SCHEDULER is set off that follows the missile. When near a certain a client player, the missile will be destroyed.
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-- @param #MISSILETRAINER self
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-- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player.
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-- @param #string Briefing (Optional) Will show a text to the players when starting their mission. Can be used for briefing purposes.
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-- @return #MISSILETRAINER
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function MISSILETRAINER:New( Distance, Briefing )
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local self = BASE:Inherit( self, BASE:New() )
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self:F( Distance )
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if Briefing then
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self.Briefing = Briefing
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end
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self.Schedulers = {}
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self.SchedulerID = 0
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self.MessageInterval = 2
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self.MessageLastTime = timer.getTime()
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self.Distance = Distance / 1000
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self:HandleEvent( EVENTS.Shot )
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self.DBClients = SET_CLIENT:New():FilterStart()
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-- for ClientID, Client in pairs( self.DBClients.Database ) do
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-- self:F( "ForEach:" .. Client.UnitName )
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-- Client:Alive( self._Alive, self )
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-- end
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--
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self.DBClients:ForEachClient(
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function( Client )
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self:F( "ForEach:" .. Client.UnitName )
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Client:Alive( self._Alive, self )
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end
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)
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-- self.DB:ForEachClient(
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-- -- @param Wrapper.Client#CLIENT Client
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-- function( Client )
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--
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-- ... actions ...
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--
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-- end
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-- )
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self.MessagesOnOff = true
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self.TrackingToAll = false
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self.TrackingOnOff = true
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self.TrackingFrequency = 3
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self.AlertsToAll = true
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self.AlertsHitsOnOff = true
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self.AlertsLaunchesOnOff = true
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self.DetailsRangeOnOff = true
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self.DetailsBearingOnOff = true
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self.MenusOnOff = true
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self.TrackingMissiles = {}
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self.TrackingScheduler = SCHEDULER:New( self, self._TrackMissiles, {}, 0.5, 0.05, 0 )
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return self
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end
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-- Initialization methods.
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--- Sets by default the display of any message to be ON or OFF.
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-- @param #MISSILETRAINER self
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-- @param #boolean MessagesOnOff true or false
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-- @return #MISSILETRAINER self
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function MISSILETRAINER:InitMessagesOnOff( MessagesOnOff )
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self:F( MessagesOnOff )
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self.MessagesOnOff = MessagesOnOff
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if self.MessagesOnOff == true then
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MESSAGE:New( "Messages ON", 15, "Menu" ):ToAll()
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else
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MESSAGE:New( "Messages OFF", 15, "Menu" ):ToAll()
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end
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return self
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end
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--- Sets by default the missile tracking report for all players or only for those missiles targeted to you.
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-- @param #MISSILETRAINER self
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-- @param #boolean TrackingToAll true or false
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-- @return #MISSILETRAINER self
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function MISSILETRAINER:InitTrackingToAll( TrackingToAll )
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self:F( TrackingToAll )
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self.TrackingToAll = TrackingToAll
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if self.TrackingToAll == true then
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MESSAGE:New( "Missile tracking to all players ON", 15, "Menu" ):ToAll()
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else
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MESSAGE:New( "Missile tracking to all players OFF", 15, "Menu" ):ToAll()
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end
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return self
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end
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--- Sets by default the display of missile tracking report to be ON or OFF.
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-- @param #MISSILETRAINER self
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-- @param #boolean TrackingOnOff true or false
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-- @return #MISSILETRAINER self
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function MISSILETRAINER:InitTrackingOnOff( TrackingOnOff )
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self:F( TrackingOnOff )
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self.TrackingOnOff = TrackingOnOff
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if self.TrackingOnOff == true then
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MESSAGE:New( "Missile tracking ON", 15, "Menu" ):ToAll()
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else
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MESSAGE:New( "Missile tracking OFF", 15, "Menu" ):ToAll()
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end
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return self
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end
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--- Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
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-- The default frequency is a 3 second interval, so the Tracking Frequency parameter specifies the increase or decrease from the default 3 seconds or the last frequency update.
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-- @param #MISSILETRAINER self
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-- @param #number TrackingFrequency Provide a negative or positive value in seconds to incraese or decrease the display frequency.
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-- @return #MISSILETRAINER self
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function MISSILETRAINER:InitTrackingFrequency( TrackingFrequency )
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self:F( TrackingFrequency )
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self.TrackingFrequency = self.TrackingFrequency + TrackingFrequency
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if self.TrackingFrequency < 0.5 then
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self.TrackingFrequency = 0.5
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end
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if self.TrackingFrequency then
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MESSAGE:New( "Missile tracking frequency is " .. self.TrackingFrequency .. " seconds.", 15, "Menu" ):ToAll()
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end
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return self
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end
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--- Sets by default the display of alerts to be shown to all players or only to you.
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-- @param #MISSILETRAINER self
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-- @param #boolean AlertsToAll true or false
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-- @return #MISSILETRAINER self
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function MISSILETRAINER:InitAlertsToAll( AlertsToAll )
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self:F( AlertsToAll )
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self.AlertsToAll = AlertsToAll
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if self.AlertsToAll == true then
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MESSAGE:New( "Alerts to all players ON", 15, "Menu" ):ToAll()
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else
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MESSAGE:New( "Alerts to all players OFF", 15, "Menu" ):ToAll()
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end
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return self
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end
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--- Sets by default the display of hit alerts ON or OFF.
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-- @param #MISSILETRAINER self
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-- @param #boolean AlertsHitsOnOff true or false
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-- @return #MISSILETRAINER self
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function MISSILETRAINER:InitAlertsHitsOnOff( AlertsHitsOnOff )
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self:F( AlertsHitsOnOff )
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self.AlertsHitsOnOff = AlertsHitsOnOff
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if self.AlertsHitsOnOff == true then
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MESSAGE:New( "Alerts Hits ON", 15, "Menu" ):ToAll()
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else
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MESSAGE:New( "Alerts Hits OFF", 15, "Menu" ):ToAll()
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end
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return self
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end
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--- Sets by default the display of launch alerts ON or OFF.
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-- @param #MISSILETRAINER self
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-- @param #boolean AlertsLaunchesOnOff true or false
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-- @return #MISSILETRAINER self
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function MISSILETRAINER:InitAlertsLaunchesOnOff( AlertsLaunchesOnOff )
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self:F( AlertsLaunchesOnOff )
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self.AlertsLaunchesOnOff = AlertsLaunchesOnOff
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if self.AlertsLaunchesOnOff == true then
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MESSAGE:New( "Alerts Launches ON", 15, "Menu" ):ToAll()
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else
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MESSAGE:New( "Alerts Launches OFF", 15, "Menu" ):ToAll()
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end
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return self
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end
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--- Sets by default the display of range information of missiles ON of OFF.
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-- @param #MISSILETRAINER self
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-- @param #boolean DetailsRangeOnOff true or false
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-- @return #MISSILETRAINER self
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function MISSILETRAINER:InitRangeOnOff( DetailsRangeOnOff )
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self:F( DetailsRangeOnOff )
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self.DetailsRangeOnOff = DetailsRangeOnOff
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if self.DetailsRangeOnOff == true then
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MESSAGE:New( "Range display ON", 15, "Menu" ):ToAll()
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else
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MESSAGE:New( "Range display OFF", 15, "Menu" ):ToAll()
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end
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return self
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end
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--- Sets by default the display of bearing information of missiles ON of OFF.
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-- @param #MISSILETRAINER self
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-- @param #boolean DetailsBearingOnOff true or false
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-- @return #MISSILETRAINER self
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function MISSILETRAINER:InitBearingOnOff( DetailsBearingOnOff )
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self:F( DetailsBearingOnOff )
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self.DetailsBearingOnOff = DetailsBearingOnOff
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if self.DetailsBearingOnOff == true then
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MESSAGE:New( "Bearing display OFF", 15, "Menu" ):ToAll()
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else
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MESSAGE:New( "Bearing display OFF", 15, "Menu" ):ToAll()
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end
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return self
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end
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--- Enables / Disables the menus.
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-- @param #MISSILETRAINER self
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-- @param #boolean MenusOnOff true or false
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-- @return #MISSILETRAINER self
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function MISSILETRAINER:InitMenusOnOff( MenusOnOff )
|
|
self:F( MenusOnOff )
|
|
|
|
self.MenusOnOff = MenusOnOff
|
|
if self.MenusOnOff == true then
|
|
MESSAGE:New( "Menus are ENABLED (only when a player rejoins a slot)", 15, "Menu" ):ToAll()
|
|
else
|
|
MESSAGE:New( "Menus are DISABLED", 15, "Menu" ):ToAll()
|
|
end
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
-- Menu functions
|
|
|
|
function MISSILETRAINER._MenuMessages( MenuParameters )
|
|
|
|
local self = MenuParameters.MenuSelf
|
|
|
|
if MenuParameters.MessagesOnOff ~= nil then
|
|
self:InitMessagesOnOff( MenuParameters.MessagesOnOff )
|
|
end
|
|
|
|
if MenuParameters.TrackingToAll ~= nil then
|
|
self:InitTrackingToAll( MenuParameters.TrackingToAll )
|
|
end
|
|
|
|
if MenuParameters.TrackingOnOff ~= nil then
|
|
self:InitTrackingOnOff( MenuParameters.TrackingOnOff )
|
|
end
|
|
|
|
if MenuParameters.TrackingFrequency ~= nil then
|
|
self:InitTrackingFrequency( MenuParameters.TrackingFrequency )
|
|
end
|
|
|
|
if MenuParameters.AlertsToAll ~= nil then
|
|
self:InitAlertsToAll( MenuParameters.AlertsToAll )
|
|
end
|
|
|
|
if MenuParameters.AlertsHitsOnOff ~= nil then
|
|
self:InitAlertsHitsOnOff( MenuParameters.AlertsHitsOnOff )
|
|
end
|
|
|
|
if MenuParameters.AlertsLaunchesOnOff ~= nil then
|
|
self:InitAlertsLaunchesOnOff( MenuParameters.AlertsLaunchesOnOff )
|
|
end
|
|
|
|
if MenuParameters.DetailsRangeOnOff ~= nil then
|
|
self:InitRangeOnOff( MenuParameters.DetailsRangeOnOff )
|
|
end
|
|
|
|
if MenuParameters.DetailsBearingOnOff ~= nil then
|
|
self:InitBearingOnOff( MenuParameters.DetailsBearingOnOff )
|
|
end
|
|
|
|
if MenuParameters.Distance ~= nil then
|
|
self.Distance = MenuParameters.Distance
|
|
MESSAGE:New( "Hit detection distance set to " .. ( self.Distance * 1000 ) .. " meters", 15, "Menu" ):ToAll()
|
|
end
|
|
|
|
end
|
|
|
|
--- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
|
|
-- @param #MISSILETRAINER self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function MISSILETRAINER:OnEventShot( EVentData )
|
|
self:F( { EVentData } )
|
|
|
|
local TrainerSourceDCSUnit = EVentData.IniDCSUnit
|
|
local TrainerSourceDCSUnitName = EVentData.IniDCSUnitName
|
|
local TrainerWeapon = EVentData.Weapon -- Identify the weapon fired
|
|
local TrainerWeaponName = EVentData.WeaponName -- return weapon type
|
|
|
|
self:T( "Missile Launched = " .. TrainerWeaponName )
|
|
|
|
local TrainerTargetDCSUnit = TrainerWeapon:getTarget() -- Identify target
|
|
if TrainerTargetDCSUnit then
|
|
local TrainerTargetDCSUnitName = Unit.getName( TrainerTargetDCSUnit )
|
|
local TrainerTargetSkill = _DATABASE.Templates.Units[TrainerTargetDCSUnitName].Template.skill
|
|
|
|
self:T(TrainerTargetDCSUnitName )
|
|
|
|
local Client = self.DBClients:FindClient( TrainerTargetDCSUnitName )
|
|
if Client then
|
|
|
|
local TrainerSourceUnit = UNIT:Find( TrainerSourceDCSUnit )
|
|
local TrainerTargetUnit = UNIT:Find( TrainerTargetDCSUnit )
|
|
|
|
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
|
|
|
|
local Message = MESSAGE:New(
|
|
string.format( "%s launched a %s",
|
|
TrainerSourceUnit:GetTypeName(),
|
|
TrainerWeaponName
|
|
) .. self:_AddRange( Client, TrainerWeapon ) .. self:_AddBearing( Client, TrainerWeapon ), 5, "Launch Alert" )
|
|
|
|
if self.AlertsToAll then
|
|
Message:ToAll()
|
|
else
|
|
Message:ToClient( Client )
|
|
end
|
|
end
|
|
|
|
local ClientID = Client:GetID()
|
|
self:T( ClientID )
|
|
local MissileData = {}
|
|
MissileData.TrainerSourceUnit = TrainerSourceUnit
|
|
MissileData.TrainerWeapon = TrainerWeapon
|
|
MissileData.TrainerTargetUnit = TrainerTargetUnit
|
|
MissileData.TrainerWeaponTypeName = TrainerWeapon:getTypeName()
|
|
MissileData.TrainerWeaponLaunched = true
|
|
table.insert( self.TrackingMissiles[ClientID].MissileData, MissileData )
|
|
--self:T( self.TrackingMissiles )
|
|
end
|
|
else
|
|
-- TODO: some weapons don't know the target unit... Need to develop a workaround for this.
|
|
if ( TrainerWeapon:getTypeName() == "9M311" ) then
|
|
SCHEDULER:New( TrainerWeapon, TrainerWeapon.destroy, {}, 1 )
|
|
else
|
|
end
|
|
end
|
|
end
|
|
|
|
function MISSILETRAINER:_AddRange( Client, TrainerWeapon )
|
|
|
|
local RangeText = ""
|
|
|
|
if self.DetailsRangeOnOff then
|
|
|
|
local PositionMissile = TrainerWeapon:getPoint()
|
|
local TargetVec3 = Client:GetVec3()
|
|
|
|
local Range = ( ( PositionMissile.x - TargetVec3.x )^2 +
|
|
( PositionMissile.y - TargetVec3.y )^2 +
|
|
( PositionMissile.z - TargetVec3.z )^2
|
|
) ^ 0.5 / 1000
|
|
|
|
RangeText = string.format( ", at %4.2fkm", Range )
|
|
end
|
|
|
|
return RangeText
|
|
end
|
|
|
|
function MISSILETRAINER:_AddBearing( Client, TrainerWeapon )
|
|
|
|
local BearingText = ""
|
|
|
|
if self.DetailsBearingOnOff then
|
|
|
|
local PositionMissile = TrainerWeapon:getPoint()
|
|
local TargetVec3 = Client:GetVec3()
|
|
|
|
self:T2( { TargetVec3, PositionMissile })
|
|
|
|
local DirectionVector = { x = PositionMissile.x - TargetVec3.x, y = PositionMissile.y - TargetVec3.y, z = PositionMissile.z - TargetVec3.z }
|
|
local DirectionRadians = math.atan2( DirectionVector.z, DirectionVector.x )
|
|
|
|
if DirectionRadians < 0 then
|
|
DirectionRadians = DirectionRadians + 2 * math.pi
|
|
end
|
|
local DirectionDegrees = DirectionRadians * 180 / math.pi
|
|
|
|
BearingText = string.format( ", %d degrees", DirectionDegrees )
|
|
end
|
|
|
|
return BearingText
|
|
end
|
|
|
|
|
|
function MISSILETRAINER:_TrackMissiles()
|
|
self:F2()
|
|
|
|
|
|
local ShowMessages = false
|
|
if self.MessagesOnOff and self.MessageLastTime + self.TrackingFrequency <= timer.getTime() then
|
|
self.MessageLastTime = timer.getTime()
|
|
ShowMessages = true
|
|
end
|
|
|
|
-- ALERTS PART
|
|
|
|
-- Loop for all Player Clients to check the alerts and deletion of missiles.
|
|
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
|
|
|
|
local Client = ClientData.Client
|
|
|
|
if Client and Client:IsAlive() then
|
|
|
|
for MissileDataID, MissileData in pairs( ClientData.MissileData ) do
|
|
self:T3( MissileDataID )
|
|
|
|
local TrainerSourceUnit = MissileData.TrainerSourceUnit
|
|
local TrainerWeapon = MissileData.TrainerWeapon
|
|
local TrainerTargetUnit = MissileData.TrainerTargetUnit
|
|
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
|
|
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
|
|
|
|
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
|
|
local PositionMissile = TrainerWeapon:getPosition().p
|
|
local TargetVec3 = Client:GetVec3()
|
|
|
|
local Distance = ( ( PositionMissile.x - TargetVec3.x )^2 +
|
|
( PositionMissile.y - TargetVec3.y )^2 +
|
|
( PositionMissile.z - TargetVec3.z )^2
|
|
) ^ 0.5 / 1000
|
|
|
|
if Distance <= self.Distance then
|
|
-- Hit alert
|
|
TrainerWeapon:destroy()
|
|
if self.MessagesOnOff == true and self.AlertsHitsOnOff == true then
|
|
|
|
self:T( "killed" )
|
|
|
|
local Message = MESSAGE:New(
|
|
string.format( "%s launched by %s killed %s",
|
|
TrainerWeapon:getTypeName(),
|
|
TrainerSourceUnit:GetTypeName(),
|
|
TrainerTargetUnit:GetPlayerName()
|
|
), 15, "Hit Alert" )
|
|
|
|
if self.AlertsToAll == true then
|
|
Message:ToAll()
|
|
else
|
|
Message:ToClient( Client )
|
|
end
|
|
|
|
MissileData = nil
|
|
table.remove( ClientData.MissileData, MissileDataID )
|
|
self:T(ClientData.MissileData)
|
|
end
|
|
end
|
|
else
|
|
if not ( TrainerWeapon and TrainerWeapon:isExist() ) then
|
|
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
|
|
-- Weapon does not exist anymore. Delete from Table
|
|
local Message = MESSAGE:New(
|
|
string.format( "%s launched by %s self destructed!",
|
|
TrainerWeaponTypeName,
|
|
TrainerSourceUnit:GetTypeName()
|
|
), 5, "Tracking" )
|
|
|
|
if self.AlertsToAll == true then
|
|
Message:ToAll()
|
|
else
|
|
Message:ToClient( Client )
|
|
end
|
|
end
|
|
MissileData = nil
|
|
table.remove( ClientData.MissileData, MissileDataID )
|
|
self:T( ClientData.MissileData )
|
|
end
|
|
end
|
|
end
|
|
else
|
|
self.TrackingMissiles[ClientDataID] = nil
|
|
end
|
|
end
|
|
|
|
if ShowMessages == true and self.MessagesOnOff == true and self.TrackingOnOff == true then -- Only do this when tracking information needs to be displayed.
|
|
|
|
-- TRACKING PART
|
|
|
|
-- For the current client, the missile range and bearing details are displayed To the Player Client.
|
|
-- For the other clients, the missile range and bearing details are displayed To the other Player Clients.
|
|
-- To achieve this, a cross loop is done for each Player Client <-> Other Player Client missile information.
|
|
|
|
-- Main Player Client loop
|
|
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
|
|
|
|
local Client = ClientData.Client
|
|
--self:T2( { Client:GetName() } )
|
|
|
|
|
|
ClientData.MessageToClient = ""
|
|
ClientData.MessageToAll = ""
|
|
|
|
-- Other Players Client loop
|
|
for TrackingDataID, TrackingData in pairs( self.TrackingMissiles ) do
|
|
|
|
for MissileDataID, MissileData in pairs( TrackingData.MissileData ) do
|
|
--self:T3( MissileDataID )
|
|
|
|
local TrainerSourceUnit = MissileData.TrainerSourceUnit
|
|
local TrainerWeapon = MissileData.TrainerWeapon
|
|
local TrainerTargetUnit = MissileData.TrainerTargetUnit
|
|
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
|
|
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
|
|
|
|
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
|
|
|
|
if ShowMessages == true then
|
|
local TrackingTo
|
|
TrackingTo = string.format( " -> %s",
|
|
TrainerWeaponTypeName
|
|
)
|
|
|
|
if ClientDataID == TrackingDataID then
|
|
if ClientData.MessageToClient == "" then
|
|
ClientData.MessageToClient = "Missiles to You:\n"
|
|
end
|
|
ClientData.MessageToClient = ClientData.MessageToClient .. TrackingTo .. self:_AddRange( ClientData.Client, TrainerWeapon ) .. self:_AddBearing( ClientData.Client, TrainerWeapon ) .. "\n"
|
|
else
|
|
if self.TrackingToAll == true then
|
|
if ClientData.MessageToAll == "" then
|
|
ClientData.MessageToAll = "Missiles to other Players:\n"
|
|
end
|
|
ClientData.MessageToAll = ClientData.MessageToAll .. TrackingTo .. self:_AddRange( ClientData.Client, TrainerWeapon ) .. self:_AddBearing( ClientData.Client, TrainerWeapon ) .. " ( " .. TrainerTargetUnit:GetPlayerName() .. " )\n"
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Once the Player Client and the Other Player Client tracking messages are prepared, show them.
|
|
if ClientData.MessageToClient ~= "" or ClientData.MessageToAll ~= "" then
|
|
local Message = MESSAGE:New( ClientData.MessageToClient .. ClientData.MessageToAll, 1, "Tracking" ):ToClient( Client )
|
|
end
|
|
end
|
|
end
|
|
|
|
return true
|
|
end
|