release candidate

This commit is contained in:
spencer-ki 2022-01-06 13:57:40 -08:00
parent 849c477adf
commit 6bedc64684
3 changed files with 568 additions and 83 deletions

View File

@ -7,7 +7,7 @@ RotorOps.max_units_left = 0 --allow clearing the zone when a few units are left
RotorOps.ai_active_zone = true --allow the script to automatically create waypoints for ground units in the active zone
RotorOps.zone_states = {not_started = 0, active = 1, cleared = 2, started = 3} --zone level user flags will use these values
RotorOps.zone_states = {not_started = 0, active = 1, cleared = 2, started = 3, most_remain = 4, half_remain = 5, quarter_remain = 6 } --zone level user flags will use these values. _remain flags compare the active red ground units vs their initial numbers
RotorOps.game_states = {not_started = 0, in_progress = 1, won = 2, lost = 3} --game level user flag will use these values
@ -29,6 +29,8 @@ env.info("ROTOR OPS STARTED")
local staged_units --table of ground units that started in the staging zone
local commandDB = {}
local game_message_buffer = {}
local active_zone_initial_enemy_units
RotorOps.ai_red_infantry_groups = {}
RotorOps.ai_blue_infantry_groups = {}
RotorOps.ai_red_vehicle_groups = {}
@ -150,12 +152,14 @@ function RotorOps.groupsFromUnits(units, table)
--local groupIndex = {}
for i = 1, #units do
if hasValue(groups, units[i]:getGroup():getName()) == false then
--debugMsg("added: "..units[i]:getGroup():getName())
--groups[units[i]:getGroup():getName()] = true
--groupIndex[#groupIndex + 1] = groups[units[i]:getGroup():getName()]
groups[#groups + 1] = units[i]:getGroup():getName()
else --debugMsg(units[i]:getGroup():getName().." was already in the table")
if units[i]:isExist() then
if hasValue(groups, units[i]:getGroup():getName()) == false then
--debugMsg("added: "..units[i]:getGroup():getName())
--groups[units[i]:getGroup():getName()] = true
--groupIndex[#groupIndex + 1] = groups[units[i]:getGroup():getName()]
groups[#groups + 1] = units[i]:getGroup():getName()
else --debugMsg(units[i]:getGroup():getName().." was already in the table")
end
end
end
return groups
@ -269,6 +273,7 @@ function RotorOps.chargeEnemy(vars)
local volS
if vars.zone then
debugMsg("CHARGE ENEMY at zone: "..vars.zone)
local sphere = trigger.misc.getZone(vars.zone)
volS = {
id = world.VolumeType.SPHERE,
@ -277,7 +282,8 @@ function RotorOps.chargeEnemy(vars)
radius = sphere.radius
}
}
else
else
debugMsg("CHARGE ENEMY in radius: "..search_radius)
volS = {
id = world.VolumeType.SPHERE,
params = {
@ -293,9 +299,9 @@ function RotorOps.chargeEnemy(vars)
local ifFound = function(foundItem, val)
--trigger.action.outText("found item: "..foundItem:getTypeName(), 5)
-- if foundItem:hasAttribute("Infantry") == true and foundItem:getCoalition() == enemy_coal then
if foundItem:getCoalition() == enemy_coal then
if foundItem:getCoalition() == enemy_coal and foundItem:isActive() then
enemy_unit = foundItem
trigger.action.outText("found enemy! "..foundItem:getTypeName(), 5)
--debugMsg("found enemy! "..foundItem:getTypeName())
path[1] = mist.ground.buildWP(start_point, '', 5)
path[2] = mist.ground.buildWP(enemy_unit:getPoint(), '', 5)
@ -452,7 +458,18 @@ function RotorOps.aiExecute(vars)
RotorOps.chargeEnemy(vars) --takes a group object, not name
elseif task == "move_to_zone" then
update_interval = math.random(90,120)
RotorOps.sendUnitsToZone(staged_units, RotorOps.zones[RotorOps.active_zone_index].name)
local formation = 'cone'
local final_heading = nil
local speed = RotorOps.ground_speed
local force_offroad = false
mist.groupToPoint(group_name, zone, formation, final_heading, speed, force_offroad)
elseif task == "move_to_active_zone" then
update_interval = math.random(90,120)
local formation = 'cone'
local final_heading = nil
local speed = RotorOps.ground_speed
local force_offroad = false
mist.groupToPoint(group_name, RotorOps.active_zone, formation, final_heading, speed, force_offroad)
end
--end
@ -494,44 +511,20 @@ end
function RotorOps.assessUnitsInZone(var)
if RotorOps.game_state ~= RotorOps.game_states.in_progress then return end
--find and sort units found in the active zone
local red_ground_units = mist.getUnitsInZones(mist.makeUnitTable({'[red][vehicle]'}), {RotorOps.active_zone}) --consider adding other unit types
local red_ground_units = mist.getUnitsInZones(mist.makeUnitTable({'[red][vehicle]'}), {RotorOps.active_zone})
local red_infantry = RotorOps.sortOutInfantry(red_ground_units).infantry
local red_vehicles = RotorOps.sortOutInfantry(red_ground_units).not_infantry
local blue_ground_units = mist.getUnitsInZones(mist.makeUnitTable({'[blue][vehicle]'}), {RotorOps.active_zone}) --consider adding other unit types
local blue_ground_units = mist.getUnitsInZones(mist.makeUnitTable({'[blue][vehicle]'}), {RotorOps.active_zone})
local blue_infantry = RotorOps.sortOutInfantry(blue_ground_units).infantry
local blue_vehicles = RotorOps.sortOutInfantry(blue_ground_units).not_infantry
--are all zones clear?
local all_zones_clear = true
for key, value in pairs(RotorOps.zones) do
local zone_status = trigger.misc.getUserFlag(RotorOps.zones[key].zone_status_flag)
if zone_status ~= RotorOps.zone_states.cleared then
all_zones_clear = false
end
end
if #red_ground_units <= RotorOps.max_units_left then
RotorOps.clearActiveZone()
end
--is the active zone cleared?
local active_zone_status_flag = RotorOps.zones[RotorOps.active_zone_index].zone_status_flag
local active_zone_status = trigger.misc.getUserFlag(active_zone_status_flag)
---we should grab these after the clearActiveZone below
if all_zones_clear then
RotorOps.gameWon()
return
end
--ground unit ai stuff
-------
-- --ground unit ai stuff
RotorOps.ai_red_infantry_groups = RotorOps.groupsFromUnits(red_infantry)
RotorOps.ai_blue_infantry_groups = RotorOps.groupsFromUnits(blue_infantry)
RotorOps.ai_red_vehicle_groups = RotorOps.groupsFromUnits(red_vehicles)
RotorOps.ai_blue_vehicle_groups = RotorOps.groupsFromUnits(blue_vehicles)
-------
for index, group in pairs(RotorOps.ai_red_infantry_groups) do
if group then
@ -544,9 +537,71 @@ function RotorOps.assessUnitsInZone(var)
RotorOps.aiTask(group, "clear_zone", RotorOps.active_zone)
end
end
for index, group in pairs(RotorOps.ai_blue_vehicle_groups) do
if group then
RotorOps.aiTask(group, "clear_zone", RotorOps.active_zone)
debugMsg("active_zone="..RotorOps.active_zone)
end
end
-----
local active_zone_status_flag = RotorOps.zones[RotorOps.active_zone_index].zone_status_flag
local active_zone_status = trigger.misc.getUserFlag(active_zone_status_flag)
--set user flags based on quantities of enemy units remaining
if not active_zone_initial_enemy_units then
debugMsg("taking stock of the active zone")
active_zone_initial_enemy_units = red_ground_units
end
local enemy_remain_status
if #red_ground_units < #active_zone_initial_enemy_units * 0.75 then
enemy_remain_status = RotorOps.zone_states.most_remain
debugMsg("most remain at "..RotorOps.active_zone)
end
if #red_ground_units < #active_zone_initial_enemy_units * 0.5 then
enemy_remain_status = RotorOps.zone_states.half_remain
debugMsg("half remain at "..RotorOps.active_zone)
end
if #red_ground_units < #active_zone_initial_enemy_units * 0.25 then
enemy_remain_status = RotorOps.zone_states.quarter_remain
debugMsg("quarter remain at "..RotorOps.active_zone)
end
if #red_ground_units <= RotorOps.max_units_left then --if we should declare the zone cleared
active_zone_initial_enemy_units = nil
trigger.action.setUserFlag(active_zone_status_flag, RotorOps.zone_states.cleared) --set the zone's flag to cleared
gameMsg(gameMsgs.cleared, RotorOps.active_zone_index)
if RotorOps.auto_push then
RotorOps.setActiveZone(RotorOps.active_zone_index + 1)
local staged_groups = RotorOps.groupsFromUnits(staged_units)
for index, group in pairs(staged_groups) do
RotorOps.aiTask(group,"move_to_active_zone", RotorOps.zones[RotorOps.active_zone_index].name) --send vehicles to next zone
end
end
elseif enemy_remain_status then
trigger.action.setUserFlag(active_zone_status_flag, enemy_remain_status) --set the zones flage to indicate the status of remaining enemies
end
--are all zones clear?
local all_zones_clear = true
for key, value in pairs(RotorOps.zones) do
local zone_status = trigger.misc.getUserFlag(RotorOps.zones[key].zone_status_flag)
if zone_status ~= RotorOps.zone_states.cleared then
all_zones_clear = false
end
end
if all_zones_clear then
changeGameState(RotorOps.game_states.won)
gameMsg(gameMsgs.success)
return --we won't reset our timer to fire this function again
end
--zone status display stuff
local message = ""
local header = ""
@ -626,47 +681,23 @@ function RotorOps.drawZones() --this could use a lot of work, we should use tri
end
function RotorOps.sendUnitsToZone(units_table, zone, _formation, _final_heading, _speed, _force_offroad)
local formation = _formation or 'cone'
local final_heading = _final_heading or nil
local speed = _speed or RotorOps.ground_speed
local force_offroad = _force_offroad or false
local groups = RotorOps.groupsFromUnits(units_table)
for index, group in pairs(groups) do
--debugMsg("sending to zone: "..zone.." grp: "..group.." speed:"..speed)
mist.groupToPoint(group, zone, formation, final_heading, speed, force_offroad)
RotorOps.aiTask(group, "move_to_zone", zone)
end
end
--[[
function RotorOps.clearActiveZone()
local active_zone_status_flag = RotorOps.zones[RotorOps.active_zone_index].zone_status_flag
trigger.action.setUserFlag(active_zone_status_flag, RotorOps.zone_states.cleared) --set the zone's flag to cleared
gameMsg(gameMsgs.cleared, RotorOps.active_zone_index)
if RotorOps.auto_push then
RotorOps.pushZone()
RotorOps.setActiveZone(RotorOps.active_zone_index + 1)
local staged_groups = RotorOps.groupsFromUnits(staged_units)
for index, group in pairs(staged_groups) do
RotorOps.aiTask(group,"move_to_active_zone", RotorOps.zones[RotorOps.active_zone_index].name)
end
end
end
function RotorOps.pushZone()
RotorOps.setActiveZone(RotorOps.active_zone_index + 1)
RotorOps.sendUnitsToZone(staged_units, RotorOps.zones[RotorOps.active_zone_index].name)
end
function RotorOps.fallBack()
RotorOps.setActiveZone(RotorOps.active_zone_index - 1)
RotorOps.sendUnitsToZone(staged_units, RotorOps.zones[RotorOps.active_zone_index].name)
end
]]--
function RotorOps.gameWon()
changeGameState(RotorOps.game_states.won)
gameMsg(gameMsgs.success)
end
function RotorOps.spawnInfantryAtZone(vars)
local side = vars.side
local inf = vars.inf
@ -686,7 +717,11 @@ function RotorOps.setActiveZone(new_index)
new_index = 1
end
RotorOps.active_zone_index = new_index
RotorOps.active_zone = RotorOps.zones[new_index].name
if new_index ~= old_index then --the active zone is changing
trigger.action.setUserFlag(RotorOps.zones[new_index].zone_status_flag, RotorOps.zone_states.active) --set the new zone to active
ctld.activatePickupZone(RotorOps.zones[old_index].name)
ctld.deactivatePickupZone(RotorOps.zones[new_index].name)
@ -695,9 +730,7 @@ function RotorOps.setActiveZone(new_index)
if new_index > old_index then gameMsg(gameMsgs.get_troops_to_zone, new_index) end
end
RotorOps.active_zone_index = new_index
trigger.action.setUserFlag(RotorOps.zones[new_index].zone_status_flag, RotorOps.zone_states.active)
RotorOps.active_zone = RotorOps.zones[new_index].name
--debugMsg("active zone: "..RotorOps.active_zone.." old zone: "..RotorOps.zones[old_index].name)
RotorOps.drawZones()
@ -803,19 +836,20 @@ function RotorOps.startConflict()
--make some changes to the radio menu
local conflict_zones_menu = commandDB['conflict_zones_menu']
missionCommands.removeItem(commandDB['start_conflict'])
--commandDB['push_zone'] = missionCommands.addCommand( "Push to next zone", conflict_zones_menu , RotorOps.pushZone)
--commandDB['fall_back'] = missionCommands.addCommand( "Fall back to prev zone" , conflict_zones_menu , RotorOps.fallBack)
commandDB['clear_zone'] = missionCommands.addCommand( "[CHEAT] Force Clear Zone" , conflict_zones_menu , RotorOps.clearActiveZone)
--commandDB['clear_zone'] = missionCommands.addCommand( "[CHEAT] Force Clear Zone" , conflict_zones_menu , RotorOps.clearActiveZone)
staged_units = mist.getUnitsInZones(mist.makeUnitTable({'[all][vehicle]'}), {RotorOps.staging_zone})
--local helicopters = mist.getUnitsInZones(mist.makeUnitTable({'[all][helicopter]'}), {RotorOps.zones[1].name})
--RotorOps.sendUnitsToZone(helicopters, RotorOps.zones[2].name, nil, nil, 90)
RotorOps.sendUnitsToZone(staged_units, RotorOps.zones[1].name)
RotorOps.setActiveZone(1)
gameMsg(gameMsgs.start)
gameMsg(gameMsgs.push, 1)
processMsgBuffer()
RotorOps.aiActiveZone()
staged_units = mist.getUnitsInZones(mist.makeUnitTable({'[all][vehicle]'}), {RotorOps.staging_zone})
local staged_groups = RotorOps.groupsFromUnits(staged_units)
for index, group in pairs(staged_groups) do
RotorOps.aiTask(group,"move_to_active_zone")
end
local id = timer.scheduleFunction(RotorOps.assessUnitsInZone, 1, timer.getTime() + 5)
end

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@ -1,4 +1,5 @@
--[[ This is handy for development, so that you don't need to delete and re-add the individual scripts in the ME when you make a change. These will not be packaged with the .miz, so you shouldn't use this script loader for packaging .miz files for other machines/users. You'll want to add each script individually with a DO SCRIPT FILE ]]--
assert(loadfile("C:\\RotorOps\\mist_4_4_90.lua"))()
assert(loadfile("C:\\RotorOps\\CTLD.lua"))()
assert(loadfile("C:\\RotorOps\\RotorOps.lua"))()
assert(loadfile("C:\\RotorOps\\RotorOps.lua"))()
assert(loadfile("C:\\RotorOps\\Splash_Damage_2_0.lua"))()

450
Splash_Damage_2_0.lua Normal file
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@ -0,0 +1,450 @@
--assert(loadfile("C:\\Users\\spenc\\OneDrive\\Documents\\Eclipe_LDT\\dcs splash damage\\src\\mist.lua"))()
--[[
2 October 2020
FrozenDroid:
- Added error handling to all event handler and scheduled functions. Lua script errors can no longer bring the server down.
- Added some extra checks to which weapons to handle, make sure they actually have a warhead (how come S-8KOM's don't have a warhead field...?)
28 October 2020
FrozenDroid:
- Uncommented error logging, actually made it an error log which shows a message box on error.
- Fixed the too restrictive weapon filter (took out the HE warhead requirement)
21 December 2021
spencershepard (GRIMM):
SPLASH DAMAGE 2.0:
-Added blast wave effect to add timed and scaled secondary explosions on top of game objects
-object geometry within blast wave changes damage intensity
-damage boost for structures since they are hard to kill, even if very close to large explosions
-increased some rocket values in explTable
-missing weapons from explTable will display message to user and log to DCS.log so that we can add what's missing
-damage model for ground units that will disable their weapons and ability to move with partial damage before they are killed
-added options table to allow easy adjustments before release
-general refactoring and restructure
--]]
----[[ ##### SCRIPT CONFIGURATION ##### ]]----
splash_damage_options = {
["static_damage_boost"] = 2000, --apply extra damage to Unit.Category.STRUCTUREs with wave explosions
["wave_explosions"] = true, --secondary explosions on top of game objects, radiating outward from the impact point and scaled based on size of object and distance from weapon impact point
["larger_explosions"] = true, --secondary explosions on top of weapon impact points, dictated by the values in the explTable
["damage_model"] = false, --allow blast wave to affect ground unit movement and weapons
["blast_search_radius"] = 100, --this is the max size of any blast wave radius, since we will only find objects within this zone
["cascade_damage_threshold"] = 0.1, --if the calculated blast damage doesn't exeed this value, there will be no secondary explosion damage on the unit. If this value is too small, the appearance of explosions far outside of an expected radius looks incorrect.
["game_messages"] = true, --enable some messages on screen
["blast_stun"] = false, --not implemented
["unit_disabled_health"] = 30, --if health is below this value after our explosions, disable its movement
["unit_cant_fire_health"] = 50, --if health is below this value after our explosions, set ROE to HOLD to simulate damage weapon systems
["infantry_cant_fire_health"] = 90, --if health is below this value after our explosions, set ROE to HOLD to simulate severe injury
["debug"] = false, --enable debugging messages
["weapon_missing_message"] = false, --false disables messages alerting you to weapons missing from the explTable
}
local script_enable = 1
refreshRate = 0.1
----[[ ##### End of SCRIPT CONFIGURATION ##### ]]----
explTable = {
["FAB_100"] = 45,
["FAB_250"] = 100,
["FAB_250M54TU"]= 100,
["FAB_500"] = 213,
["FAB_1500"] = 675,
["BetAB_500"] = 98,
["BetAB_500ShP"]= 107,
["KH-66_Grom"] = 108,
["M_117"] = 201,
["Mk_81"] = 60,
["Mk_82"] = 118,
["AN_M64"] = 121,
["Mk_83"] = 274,
["Mk_84"] = 582,
["MK_82AIR"] = 118,
["MK_82SNAKEYE"]= 118,
["GBU_10"] = 582,
["GBU_12"] = 118,
["GBU_16"] = 274,
["KAB_1500Kr"] = 675,
["KAB_500Kr"] = 213,
["KAB_500"] = 213,
["GBU_31"] = 582,
["GBU_31_V_3B"] = 582,
["GBU_31_V_2B"] = 582,
["GBU_31_V_4B"] = 582,
["GBU_32_V_2B"] = 202,
["GBU_38"] = 118,
["AGM_62"] = 400,
["GBU_24"] = 582,
["X_23"] = 111,
["X_23L"] = 111,
["X_28"] = 160,
["X_25ML"] = 89,
["X_25MP"] = 89,
["X_25MR"] = 140,
["X_58"] = 140,
["X_29L"] = 320,
["X_29T"] = 320,
["X_29TE"] = 320,
["AGM_84E"] = 488,
["AGM_88C"] = 89,
["AGM_122"] = 15,
["AGM_123"] = 274,
["AGM_130"] = 582,
["AGM_119"] = 176,
["AGM_154C"] = 305,
["S-24A"] = 24,
--["S-24B"] = 123,
["S-25OF"] = 194,
["S-25OFM"] = 150,
["S-25O"] = 150,
["S_25L"] = 190,
["S-5M"] = 1,
["C_8"] = 4,
["C_8OFP2"] = 3,
["C_13"] = 21,
["C_24"] = 123,
["C_25"] = 151,
["HYDRA_70M15"] = 3,
["Zuni_127"] = 5,
["ARAKM70BHE"] = 4,
["BR_500"] = 118,
["Rb 05A"] = 217,
["HEBOMB"] = 40,
["HEBOMBD"] = 40,
["MK-81SE"] = 60,
["AN-M57"] = 56,
["AN-M64"] = 180,
["AN-M65"] = 295,
["AN-M66A2"] = 536,
["HYDRA_70_M151"] = 4,
["HYDRA_70_MK5"] = 4,
["Vikhr_M"] = 11,
["British_GP_250LB_Bomb_Mk1"] = 100, --("250 lb GP Mk.I")
["British_GP_250LB_Bomb_Mk4"] = 100, --("250 lb GP Mk.IV")
["British_GP_250LB_Bomb_Mk5"] = 100, --("250 lb GP Mk.V")
["British_GP_500LB_Bomb_Mk1"] = 213, --("500 lb GP Mk.I")
["British_GP_500LB_Bomb_Mk4"] = 213, --("500 lb GP Mk.IV")
["British_GP_500LB_Bomb_Mk4_Short"] = 213, --("500 lb GP Short tail")
["British_GP_500LB_Bomb_Mk5"] = 213, --("500 lb GP Mk.V")
["British_MC_250LB_Bomb_Mk1"] = 100, --("250 lb MC Mk.I")
["British_MC_250LB_Bomb_Mk2"] = 100, --("250 lb MC Mk.II")
["British_MC_500LB_Bomb_Mk1_Short"] = 213, --("500 lb MC Short tail")
["British_MC_500LB_Bomb_Mk2"] = 213, --("500 lb MC Mk.II")
["British_SAP_250LB_Bomb_Mk5"] = 100, --("250 lb S.A.P.")
["British_SAP_500LB_Bomb_Mk5"] = 213, --("500 lb S.A.P.")
["British_AP_25LBNo1_3INCHNo1"] = 4, --("RP-3 25lb AP Mk.I")
["British_HE_60LBSAPNo2_3INCHNo1"] = 4, --("RP-3 60lb SAP No2 Mk.I")
["British_HE_60LBFNo1_3INCHNo1"] = 4, --("RP-3 60lb F No1 Mk.I")
["WGr21"] = 4, --("Werfer-Granate 21 - 21 cm UnGd air-to-air rocket")
["3xM8_ROCKETS_IN_TUBES"] = 4, --("4.5 inch M8 UnGd Rocket")
["AN_M30A1"] = 45, --("AN-M30A1 - 100lb GP Bomb LD")
["AN_M57"] = 100, --("AN-M57 - 250lb GP Bomb LD")
["AN_M65"] = 400, --("AN-M65 - 1000lb GP Bomb LD")
["AN_M66"] = 800, --("AN-M66 - 2000lb GP Bomb LD")
["SC_50"] = 20, --("SC 50 - 50kg GP Bomb LD")
["ER_4_SC50"] = 20, --("4 x SC 50 - 50kg GP Bomb LD")
["SC_250_T1_L2"] = 100, --("SC 250 Type 1 L2 - 250kg GP Bomb LD")
["SC_501_SC250"] = 100, --("SC 250 Type 3 J - 250kg GP Bomb LD")
["Schloss500XIIC1_SC_250_T3_J"] = 100, --("SC 250 Type 3 J - 250kg GP Bomb LD")
["SC_501_SC500"] = 213, --("SC 500 J - 500kg GP Bomb LD")
["SC_500_L2"] = 213, --("SC 500 L2 - 500kg GP Bomb LD")
["SD_250_Stg"] = 100, --("SD 250 Stg - 250kg GP Bomb LD")
["SD_500_A"] = 213, --("SD 500 A - 500kg GP Bomb LD")
["AB_250_2_SD_2"] = 100, --("AB 250-2 - 144 x SD-2, 250kg CBU with HE submunitions")
["AB_250_2_SD_10A"] = 100, --("AB 250-2 - 17 x SD-10A, 250kg CBU with 10kg Frag/HE submunitions")
["AB_500_1_SD_10A"] = 213, --("AB 500-1 - 34 x SD-10A, 500kg CBU with 10kg Frag/HE submunitions")
--["LTF_5B"] = 100, --("LTF 5b Aerial Torpedo")
--agm-65??
}
----[[ ##### HELPER/UTILITY FUNCTIONS ##### ]]----
local function tableHasKey(table,key)
return table[key] ~= nil
end
local function debugMsg(str)
if splash_damage_options.debug == true then
trigger.action.outText(str , 5)
end
end
local function gameMsg(str)
if splash_damage_options.game_messages == true then
trigger.action.outText(str , 5)
end
end
local function getDistance(point1, point2)
local x1 = point1.x
local y1 = point1.y
local z1 = point1.z
local x2 = point2.x
local y2 = point2.y
local z2 = point2.z
local dX = math.abs(x1-x2)
local dZ = math.abs(z1-z2)
local distance = math.sqrt(dX*dX + dZ*dZ)
return distance
end
local function getDistance3D(point1, point2)
local x1 = point1.x
local y1 = point1.y
local z1 = point1.z
local x2 = point2.x
local y2 = point2.y
local z2 = point2.z
local dX = math.abs(x1-x2)
local dY = math.abs(y1-y2)
local dZ = math.abs(z1-z2)
local distance = math.sqrt(dX*dX + dZ*dZ + dY*dY)
return distance
end
local function vec3Mag(speedVec)
local mag = speedVec.x*speedVec.x + speedVec.y*speedVec.y+speedVec.z*speedVec.z
mag = math.sqrt(mag)
--trigger.action.outText("X = " .. speedVec.x ..", y = " .. speedVec.y .. ", z = "..speedVec.z, 10)
--trigger.action.outText("Speed = " .. mag, 1)
return mag
end
local function lookahead(speedVec)
local speed = vec3Mag(speedVec)
local dist = speed * refreshRate * 1.5
return dist
end
----[[ ##### End of HELPER/UTILITY FUNCTIONS ##### ]]----
WpnHandler = {}
tracked_weapons = {}
function track_wpns()
-- env.info("Weapon Track Start")
for wpn_id_, wpnData in pairs(tracked_weapons) do
if wpnData.wpn:isExist() then -- just update speed, position and direction.
wpnData.pos = wpnData.wpn:getPosition().p
wpnData.dir = wpnData.wpn:getPosition().x
wpnData.speed = wpnData.wpn:getVelocity()
--wpnData.lastIP = land.getIP(wpnData.pos, wpnData.dir, 50)
else -- wpn no longer exists, must be dead.
-- trigger.action.outText("Weapon impacted, mass of weapon warhead is " .. wpnData.exMass, 2)
local ip = land.getIP(wpnData.pos, wpnData.dir, lookahead(wpnData.speed)) -- terrain intersection point with weapon's nose. Only search out 20 meters though.
local impactPoint
if not ip then -- use last calculated IP
impactPoint = wpnData.pos
-- trigger.action.outText("Impact Point:\nPos X: " .. impactPoint.x .. "\nPos Z: " .. impactPoint.z, 2)
else -- use intersection point
impactPoint = ip
-- trigger.action.outText("Impact Point:\nPos X: " .. impactPoint.x .. "\nPos Z: " .. impactPoint.z, 2)
end
--env.info("Weapon is gone") -- Got to here --
--trigger.action.outText("Weapon Type was: ".. wpnData.name, 20)
if splash_damage_options.larger_explosions == true then
--env.info("triggered explosion size: "..getWeaponExplosive(wpnData.name))
trigger.action.explosion(impactPoint, getWeaponExplosive(wpnData.name))
--trigger.action.smoke(impactPoint, 0)
end
--if wpnData.cat == Weapon.Category.ROCKET then
blastWave(impactPoint, splash_damage_options.blast_search_radius, wpnData.ordnance, getWeaponExplosive(wpnData.name))
--end
tracked_weapons[wpn_id_] = nil -- remove from tracked weapons first.
end
end
-- env.info("Weapon Track End")
end
function onWpnEvent(event)
if event.id == world.event.S_EVENT_SHOT then
if event.weapon then
local ordnance = event.weapon
local weapon_desc = ordnance:getDesc()
if string.find(ordnance:getTypeName(), "weapons.shells") then
debugMsg("event shot, but not tracking: "..ordnance:getTypeName())
return --we wont track these types of weapons, so exit here
end
if explTable[ordnance:getTypeName()] then
--trigger.action.outText(ordnance:getTypeName().." found.", 10)
else
env.info(ordnance:getTypeName().." missing from Splash Damage script")
if splash_damage_options.weapon_missing_message == true then
trigger.action.outText(ordnance:getTypeName().." missing from Splash Damage script", 10)
debugMsg("desc: "..mist.utils.tableShow(weapon_desc))
end
end
if (weapon_desc.category ~= 0) and event.initiator then
if (weapon_desc.category == 1) then
if (weapon_desc.MissileCategory ~= 1 and weapon_desc.MissileCategory ~= 2) then
tracked_weapons[event.weapon.id_] = { wpn = ordnance, init = event.initiator:getName(), pos = ordnance:getPoint(), dir = ordnance:getPosition().x, name = ordnance:getTypeName(), speed = ordnance:getVelocity(), cat = ordnance:getCategory() }
end
else
tracked_weapons[event.weapon.id_] = { wpn = ordnance, init = event.initiator:getName(), pos = ordnance:getPoint(), dir = ordnance:getPosition().x, name = ordnance:getTypeName(), speed = ordnance:getVelocity(), cat = ordnance:getCategory() }
end
end
end
end
end
local function protectedCall(...)
local status, retval = pcall(...)
if not status then
env.warning("Splash damage script error... gracefully caught! " .. retval, true)
end
end
function WpnHandler:onEvent(event)
protectedCall(onWpnEvent, event)
end
function explodeObject(table)
local point = table[1]
local distance = table[2]
local power = table[3]
trigger.action.explosion(point, power)
end
function getWeaponExplosive(name)
if explTable[name] then
return explTable[name]
else
return 0
end
end
--controller is only at group level for ground units. we should itterate over the group and only apply effects if health thresholds are met by all units in the group
function modelUnitDamage(units)
--debugMsg("units table: "..mist.utils.tableShow(units))
for i, unit in ipairs(units)
do
--debugMsg("unit table: "..mist.utils.tableShow(unit))
if unit:isExist() then --if units are not already dead
local health = (unit:getLife() / unit:getDesc().life) * 100
--debugMsg(unit:getTypeName().." health %"..health)
if unit:hasAttribute("Infantry") == true and health > 0 then --if infantry
if health <= splash_damage_options.infantry_cant_fire_health then
---disable unit's ability to fire---
unit:getController():setOption(AI.Option.Ground.id.ROE , AI.Option.Ground.val.ROE.WEAPON_HOLD)
end
end
if unit:getDesc().category == Unit.Category.GROUND_UNIT == true and unit:hasAttribute("Infantry") == false and health > 0 then --if ground unit but not infantry
if health <= splash_damage_options.unit_cant_fire_health then
---disable unit's ability to fire---
unit:getController():setOption(AI.Option.Ground.id.ROE , AI.Option.Ground.val.ROE.WEAPON_HOLD)
gameMsg(unit:getTypeName().." weapons disabled")
end
if health <= splash_damage_options.unit_disabled_health and health > 0 then
---disable unit's ability to move---
unit:getController():setTask({id = 'Hold', params = { }} )
unit:getController():setOnOff(false)
gameMsg(unit:getTypeName().." disabled")
end
end
else
--debugMsg("unit no longer exists")
end
end
end
function blastWave(_point, _radius, weapon, power)
local foundUnits = {}
local volS = {
id = world.VolumeType.SPHERE,
params = {
point = _point,
radius = _radius
}
}
local ifFound = function(foundObject, val)
if foundObject:getDesc().category == Unit.Category.GROUND_UNIT and foundObject:getCategory() == Object.Category.UNIT then
foundUnits[#foundUnits + 1] = foundObject
end
if foundObject:getDesc().category == Unit.Category.GROUND_UNIT then --if ground unit
if splash_damage_options.blast_stun == true then
--suppressUnit(foundObject, 2, weapon)
end
end
if splash_damage_options.wave_explosions == true then
local obj = foundObject
local obj_location = obj:getPoint()
local distance = getDistance(_point, obj_location)
local timing = distance/500
if obj:isExist() then
if tableHasKey(obj:getDesc(), "box") then
local length = (obj:getDesc().box.max.x + math.abs(obj:getDesc().box.min.x))
local height = (obj:getDesc().box.max.y + math.abs(obj:getDesc().box.min.y))
local depth = (obj:getDesc().box.max.z + math.abs(obj:getDesc().box.min.z))
local _length = length
local _depth = depth
if depth > length then
_length = depth
_depth = length
end
local surface_distance = distance - _depth/2
local scaled_power_factor = 0.006 * power + 1 --this could be reduced into the calc on the next line
local intensity = (power * scaled_power_factor) / (4 * 3.14 * surface_distance * surface_distance )
local surface_area = _length * height --Ideally we should roughly calculate the surface area facing the blast point, but we'll just find the largest side of the object for now
local damage_for_surface = intensity * surface_area
--debugMsg(obj:getTypeName().." sa:"..surface_area.." distance:"..surface_distance.." dfs:"..damage_for_surface)
if damage_for_surface > splash_damage_options.cascade_damage_threshold then
local explosion_size = damage_for_surface
if obj:getDesc().category == Unit.Category.STRUCTURE then
explosion_size = intensity * splash_damage_options.static_damage_boost --apply an extra damage boost for static objects. should we factor in surface_area?
--debugMsg("static obj :"..obj:getTypeName())
end
if explosion_size > power then explosion_size = power end --secondary explosions should not be larger than the explosion that created it
local id = timer.scheduleFunction(explodeObject, {obj_location, distance, explosion_size}, timer.getTime() + timing) --create the explosion on the object location
end
else --debugMsg(obj:getTypeName().." object does not have box property")
end
end
end
return true
end
world.searchObjects(Object.Category.UNIT, volS, ifFound)
world.searchObjects(Object.Category.STATIC, volS, ifFound)
world.searchObjects(Object.Category.SCENERY, volS, ifFound)
world.searchObjects(Object.Category.CARGO, volS, ifFound)
--world.searchObjects(Object.Category.BASE, volS, ifFound)
if splash_damage_options.damage_model == true then
local id = timer.scheduleFunction(modelUnitDamage, foundUnits, timer.getTime() + 1.5) --allow some time for the game to adjust health levels before running our function
end
end
if (script_enable == 1) then
gameMsg("SPLASH DAMAGE 2 SCRIPT RUNNING")
timer.scheduleFunction(function()
protectedCall(track_wpns)
return timer.getTime() + refreshRate
end,
{},
timer.getTime() + refreshRate
)
world.addEventHandler(WpnHandler)
end