mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2026-07-30 22:00:10 +00:00
Rescuehelo 1.0.6
This commit is contained in:
@@ -7,7 +7,9 @@
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-- **Main Features:**
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--
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-- * Adaptive update of missile-to-player distance.
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-- * F10 radio menu.
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-- * Define your own training zones on the map. Player in this zone will be protected.
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-- * Define launch zones. Only
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-- * F10 radio menu to adjust settings for each player.
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-- * Easy to use.
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-- * Handles air-to-air and surface-to-air missiles.
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-- * Alert on missile launch (optional).
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@@ -33,6 +35,11 @@
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-- @field Core.Set#SET_GROUP protectedset Set of protected groups.
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-- @field #number explosionpower Power of explostion when destroying the missile in kg TNT. Default 5 kg TNT.
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-- @field #number explosiondist Missile player distance in meters for destroying the missile. Default 100 m.
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-- @field #number dt50 Time step [sec] for missile position updates if distance to target > 50 km. Default 5 sec.
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-- @field #number dt10 Time step [sec] for missile position updates if distance to target > 10 km and < 50 km. Default 1 sec.
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-- @field #number dt05 Time step [sec] for missile position updates if distance to target > 5 km and < 10 km. Default 0.5 sec.
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-- @field #number dt01 Time step [sec] for missile position updates if distance to target > 1 km and < 5 km. Default 0.1 sec.
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-- @field #number dt00 Time step [sec] for missile position updates if distance to target < 1 km. Default 0.01 sec.
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-- @extends Core.Fsm#FSM
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--- Fox 2!
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@@ -43,6 +50,9 @@
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--
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-- # The FOX2 Concept
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--
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-- As you probably know [Fox](https://en.wikipedia.org/wiki/Fox_(code_word)) is a NATO bevity code for launching air-to-air munition. Therefore, the class name is not 100% accurate as this
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-- script handles air-to-air and surface-to-air missiles. Furthermore, it handles not only Fox **2**, i.e. IR, missiles but also radar guided missiles.
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--
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--
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--
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-- @field #FOX2
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@@ -59,6 +69,11 @@ FOX2 = {
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explosionpower = 5,
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explosiondist = 100,
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destroy = nil,
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dt50 = 5,
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dt10 = 1,
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dt05 = 0.5,
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dt01 = 0.1,
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dt00 = 0.01,
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}
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@@ -80,6 +95,7 @@ FOX2 = {
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--- Missile data table.
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-- @type FOX2.MissileData
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-- @field Wrapper.Unit#UNIT weapon Missile weapon unit.
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-- @field #boolean active If true the missile is active.
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-- @field #string missileType Type of missile.
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-- @field #number missileRange Range of missile in meters.
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@@ -102,7 +118,7 @@ FOX2.MenuF10Root=nil
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--- FOX2 class version.
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-- @field #string version
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FOX2.version="0.1.3"
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FOX2.version="0.1.4"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- ToDo list
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@@ -130,9 +146,11 @@ function FOX2:New()
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self:SetStartState("Stopped")
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-- Add FSM transitions.
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-- From State --> Event --> To State
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self:AddTransition("Stopped", "Start", "Running") -- Start FOX2 script.
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self:AddTransition("*", "Status", "*") -- Start FOX2 script.
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-- From State --> Event --> To State
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self:AddTransition("Stopped", "Start", "Running") -- Start FOX2 script.
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self:AddTransition("*", "Status", "*") -- Start FOX2 script.
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self:AddTransition("*", "MissileLaunch", "*") -- Start FOX2 script.
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self:AddTransition("*", "MissileDestroyed", "*") -- Start FOX2 script.
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------------------------
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--- Pseudo Functions ---
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@@ -163,6 +181,44 @@ function FOX2:New()
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-- @function [parent=#FOX2] __Status
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-- @param #FOX2 self
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-- @param #number delay Delay in seconds.
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--- Triggers the FSM event "MissileLaunch".
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-- @function [parent=#FOX2] MissileLaunch
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-- @param #FOX2 self
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-- @param #FOX2.MissileData missile Data of the fired missile.
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--- Triggers the FSM delayed event "MissileLaunch".
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-- @function [parent=#FOX2] __MissileLaunch
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-- @param #FOX2 self
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-- @param #number delay Delay in seconds before the function is called.
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-- @param #FOX2.MissileData missile Data of the fired missile.
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--- On after "MissileLaunch" event user function. Called when a missile was launched.
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-- @function [parent=#FOX2] OnAfterMissileLaunch
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-- @param #RECOVERYTANKER self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param #FOX2.MissileData missile Data of the fired missile.
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--- Triggers the FSM event "MissileDestroyed".
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-- @function [parent=#FOX2] MissileDestroyed
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-- @param #FOX2 self
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-- @param #FOX2.MissileData missile Data of the destroyed missile.
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--- Triggers the FSM delayed event "MissileDestroyed".
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-- @function [parent=#FOX2] __MissileDestroyed
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-- @param #FOX2 self
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-- @param #number delay Delay in seconds before the function is called.
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-- @param #FOX2.MissileData missile Data of the destroyed missile.
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--- On after "MissileLaunch" event user function. Called when a missile was launched.
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-- @function [parent=#FOX2] OnAfterMissileLaunch
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-- @param #RECOVERYTANKER self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param #FOX2.MissileData missile Data of the fired missile.
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return self
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end
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@@ -182,9 +238,11 @@ function FOX2:onafterStart(From, Event, To)
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self:HandleEvent(EVENTS.Birth)
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self:HandleEvent(EVENTS.Shot)
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self:TraceClass(self.ClassName)
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self:TraceLevel(2)
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if self.Debug then
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self:TraceClass(self.ClassName)
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self:TraceLevel(2)
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end
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self:__Status(-1)
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end
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@@ -212,21 +270,55 @@ end
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--- Add a training zone. Players in the zone are safe.
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-- @param #FOX2 self
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-- @param Core.Zone#ZONE zone Training zone.
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-- @return #FOX2 self
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function FOX2:AddSafeZone(zone)
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table.insert(self.safezones, zone)
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return self
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end
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--- Add a launch zone. Only missiles launched within these zones will be tracked.
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-- @param #FOX2 self
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-- @param Core.Zone#ZONE zone Training zone.
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-- @return #FOX2 self
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function FOX2:AddLaunchZone(zone)
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table.insert(self.launchzones, zone)
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return self
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end
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--- Set debug mode on/off.
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-- @param #FOX2 self
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-- @param #boolean switch If true debug mode on. If false/nil debug mode off
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-- @return #FOX2 self
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function FOX2:SetDebugOnOff(switch)
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if switch==nil then
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self.Debug=false
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else
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self.Debug=switch
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end
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return self
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end
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--- Set debug mode on.
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-- @param #FOX2 self
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-- @return #FOX2 self
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function FOX2:SetDebugOn()
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self:SetDebugOnOff(true)
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return self
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end
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--- Set debug mode off.
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-- @param #FOX2 self
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-- @return #FOX2 self
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function FOX2:SetDebugOff()
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self:SetDebugOff(false)
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return self
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end
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---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Status Functions
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@@ -264,12 +356,242 @@ function FOX2:_CheckMissileStatus()
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end
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local active=tostring(missile.active)
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local mtype=missile.missileType
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local dtype=missile.missileType
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local range=UTILS.MetersToNM(missile.missileRange)
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local heading=self:_GetWeapongHeading(missile.weapon)
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text=text..string.format("\n[%d] %s: active=%s, type=%s, range=%.1f NM, target=%s, player=%s, missilename=%s", i, mtype, active, range, targetname, playername, missile.missileName)
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text=text..string.format("\n[%d] %s: active=%s, range=%.1f NM, heading=%03d, target=%s, player=%s, missilename=%s", i, mtype, active, range, heading, targetname, playername, missile.missileName)
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end
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self:T(self.lid..text)
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self:I(self.lid..text)
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end
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--- Missle
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-- @param #FOX2 self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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-- @param #FOX2.MissileData missile Fired missile
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function FOX2:onafterMissileLaunch(From, Event, To, missile)
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-- Tracking info and init of last bomb position.
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self:I(FOX2.lid..string.format("FOX2: Tracking %s - %s.", missile.missileType, missile.missileName))
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-- Loop over players.
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for _,_player in pairs(self.players) do
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local player=_player --#FOX2.PlayerData
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-- Player position.
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local playerUnit=player.unit
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-- Check that player is alive and of the opposite coalition.
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if playerUnit and playerUnit:IsAlive() and player.coalition~=missile.shooterCoalition then
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-- Player missile distance.
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local distance=playerUnit:GetCoordinate():Get3DDistance(missile.shotCoord)
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-- Player bearing to missile.
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local bearing=playerUnit:GetCoordinate():HeadingTo(missile.shotCoord)
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-- Alert that missile has been launched.
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if player.launchalert then
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-- Alert directly targeted players or players that are within missile max range.
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if (missile.targetPlayer and player.unitname==missile.targetPlayer.unitname) or (distance<missile.missileRange) then
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local nr, nl=self:_GetNotchingHeadings(missile.weapon)
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-- Inform player.
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local text=string.format("Missile launch detected! Distance %.1f NM, bearing %03d°.", UTILS.MetersToNM(distance), bearing)
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text=text..string.format("\nNotching heading %03d or %03d", nr, nl)
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--TODO: ALERT or INFO depending on wether this is a direct target.
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--TODO: lauchalertall option.
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MESSAGE:New(text, 5, "ALERT"):ToClient(player.client)
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end
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end
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-- Mark coordinate.
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if player.marklaunch then
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local text=string.format("Missile launch coordinates:\n%s\n%s", missile.shotCoord:ToStringLLDMS(), missile.shotCoord:ToStringBULLS(player.coalition))
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missile.shotCoord:MarkToGroup(text, player.group)
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end
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end
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end
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-- Init missile position.
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local _lastBombPos = {x=0,y=0,z=0}
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-- Missile coordinate.
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local missileCoord = nil --Core.Point#COORDINATE
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-- Target unit of the missile.
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local target=nil --Wrapper.Unit#UNIT
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--- Function monitoring the position of a bomb until impact.
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local function trackMissile(_ordnance)
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-- When the pcall returns a failure the weapon has hit.
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local _status,_bombPos = pcall(
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function()
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return _ordnance:getPoint()
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end)
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-- Check if status is not nil. If so, we have a valid point.
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if _status then
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----------------------------------------------
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-- Still in the air. Remember this position --
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----------------------------------------------
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-- Missile position.
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_lastBombPos = {x=_bombPos.x, y=_bombPos.y, z=_bombPos.z}
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-- Missile coordinate.
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missileCoord=COORDINATE:NewFromVec3(_lastBombPos)
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-- Missile velocity in m/s.
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local missileVelocity=UTILS.VecNorm(_ordnance:getVelocity())
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if missile.targetUnit then
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-----------------------------------
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-- Missile has a specific target --
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-----------------------------------
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if missile.targetPlayer then
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-- Target is a player.
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target=missile.targetUnit
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else
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--TODO: Check if unit is protected.
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end
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else
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------------------------------------
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-- Missile has NO specific target --
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------------------------------------
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-- Distance to closest player.
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local mindist=nil
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-- Loop over players.
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for _,_player in pairs(self.players) do
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local player=_player --#FOX2.PlayerData
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-- Player position.
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local playerCoord=player.unit:GetCoordinate()
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-- Distance.
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local dist=missileCoord:Get3DDistance(playerCoord)
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-- Maxrange from launch point to player.
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local maxrange=playerCoord:Get3DDistance(missile.shotCoord)
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-- Update mindist if necessary. Only include players in range of missile.
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if (mindist==nil or dist<mindist) and dist<=maxrange then
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mindist=dist
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target=player.unit
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end
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end
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end
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-- Check if missile has a valid target.
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if target then
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-- Target coordinate.
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local targetCoord=target:GetCoordinate()
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-- Distance from missile to target.
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local distance=missileCoord:Get3DDistance(targetCoord)
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local bearing=targetCoord:HeadingTo(missileCoord)
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local eta=distance/missileVelocity
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self:T2(self.lid..string.format("Distance = %.1f m, v=%.1f m/s, bearing=%03d°, eta=%.1f sec", distance, missileVelocity, bearing, eta))
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-- If missile is 100 m from target ==> destroy missile if in safe zone.
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if distance<=self.explosiondist and self:_CheckCoordSafe(targetCoord)then
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-- Destroy missile.
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self:T(self.lid..string.format("Destroying missile at distance %.1f m", distance))
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_ordnance:destroy()
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-- Little explosion for the visual effect.
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missileCoord:Explosion(self.explosionpower)
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local text=string.format("Destroying missile. %s", self:_DeadText())
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MESSAGE:New(text, 10):ToGroup(target:GetGroup())
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-- Terminate timer.
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return nil
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else
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-- Time step.
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local dt=1.0
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if distance>50000 then
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-- > 50 km
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dt=self.dt50 --=5.0
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elseif distance>10000 then
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-- 10-50 km
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dt=self.dt10 --=1.0
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elseif distance>5000 then
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-- 5-10 km
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dt=self.dt05 --0.5
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elseif distance>1000 then
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-- 1-5 km
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dt=self.dt01 --0.1
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else
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-- < 1 km
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dt=self.dt00 --0.01
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end
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-- Check again in dt seconds.
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return timer.getTime()+dt
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end
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else
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-- No target ==> terminate timer.
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return nil
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end
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else
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-------------------------------------
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-- Missile does not exist any more --
|
||||
-------------------------------------
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||||
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if target then
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-- Get human player.
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local player=self:_GetPlayerFromUnit(target)
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||||
-- Check for player and distance < 10 km.
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||||
if player and player.unit:IsAlive() then -- and missileCoord and player.unit:GetCoordinate():Get3DDistance(missileCoord)<10*1000 then
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local text=string.format("Missile defeated. Well done, %s!", player.name)
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MESSAGE:New(text, 10):ToClient(player.client)
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end
|
||||
|
||||
end
|
||||
|
||||
-- Missile is not active any more.
|
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missile.active=false
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||||
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||||
--Terminate the timer.
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self:T(FOX2.lid..string.format("Terminating missile track timer."))
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return nil
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||||
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end -- _status check
|
||||
|
||||
end -- end function trackBomb
|
||||
|
||||
-- Weapon is not yet "alife" just yet. Start timer with a little delay.
|
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self:T(FOX2.lid..string.format("Tracking of missile starts in 0.1 seconds."))
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timer.scheduleFunction(trackMissile, missile.weapon, timer.getTime()+0.0001)
|
||||
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||||
end
|
||||
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||||
@@ -317,7 +639,8 @@ function FOX2:OnEventBirth(EventData)
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MESSAGE:New(text, 5):ToAllIf(self.Debug)
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||||
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||||
-- Add Menu commands.
|
||||
self:_AddF10Commands(_unitName)
|
||||
--self:_AddF10Commands(_unitName)
|
||||
SCHEDULER:New(nil, self._AddF10Commands, {self,_unitName}, 0.1)
|
||||
|
||||
-- Player data.
|
||||
local playerData={} --#FOX2.PlayerData
|
||||
@@ -409,19 +732,14 @@ function FOX2:OnEventShot(EventData)
|
||||
|
||||
-- Track missiles of type AAM=1, SAM=2 or OTHER=6
|
||||
local _track = weaponcategory==1 and missilecategory and (missilecategory==1 or missilecategory==2 or missilecategory==6)
|
||||
|
||||
-- Get shooter.
|
||||
--local shooterUnit = EventData.IniUnit
|
||||
-- local shooterName = EventData.IniUnitName
|
||||
-- local shooterCoalition=shooterUnit:GetCoalition()
|
||||
-- local shooterCoord=shooterUnit:GetCoordinate()
|
||||
|
||||
|
||||
-- Only track missiles
|
||||
if _track then
|
||||
|
||||
local missile={} --#FOX2.MissileData
|
||||
|
||||
missile.active=true
|
||||
missile.weapon=EventData.weapon
|
||||
missile.missileType=_weapon
|
||||
missile.missileRange=missilerange
|
||||
missile.missileName=EventData.weapon:getName()
|
||||
@@ -437,221 +755,7 @@ function FOX2:OnEventShot(EventData)
|
||||
-- Add missile table.
|
||||
table.insert(self.missiles, missile)
|
||||
|
||||
|
||||
-- Tracking info and init of last bomb position.
|
||||
self:I(FOX2.lid..string.format("FOX2: Tracking %s - %s.", missile.missileType, missile.missileName))
|
||||
|
||||
-- Loop over players.
|
||||
for _,_player in pairs(self.players) do
|
||||
local player=_player --#FOX2.PlayerData
|
||||
|
||||
-- Player position.
|
||||
local playerUnit=player.unit
|
||||
|
||||
-- Check that player is alive and of the opposite coalition.
|
||||
if playerUnit and playerUnit:IsAlive() and player.coalition~=missile.shooterCoalition then
|
||||
|
||||
-- Player missile distance.
|
||||
local distance=playerUnit:GetCoordinate():Get3DDistance(missile.shotCoord)
|
||||
|
||||
-- Player bearing to missile.
|
||||
local bearing=playerUnit:GetCoordinate():HeadingTo(missile.shotCoord)
|
||||
|
||||
-- Alert that missile has been launched.
|
||||
if player.launchalert then
|
||||
|
||||
-- Alert directly targeted players or players that are within missile max range.
|
||||
if (missile.targetPlayer and player.unitname==missile.targetPlayer.unitname) or (distance<missile.missileRange) then
|
||||
|
||||
-- Inform player.
|
||||
local text=string.format("Missile launch detected! Distance %.1f NM, bearing %03d°.", UTILS.MetersToNM(distance), bearing)
|
||||
|
||||
--TODO: ALERT or INFO depending on wether this is a direct target.
|
||||
--TODO: lauchalertall option.
|
||||
MESSAGE:New(text, 5, "ALERT"):ToClient(player.client)
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Mark coordinate.
|
||||
if player.marklaunch then
|
||||
local text=string.format("Missile launch coordinates:\n%s\n%s", missile.shotCoord:ToStringLLDMS(), missile.shotCoord:ToStringBULLS(player.coalition))
|
||||
missile.shotCoord:MarkToGroup(text, player.group)
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
-- Init missile position.
|
||||
local _lastBombPos = {x=0,y=0,z=0}
|
||||
|
||||
-- Missile coordinate.
|
||||
local missileCoord = nil --Core.Point#COORDINATE
|
||||
|
||||
-- Target unit of the missile.
|
||||
local target=nil --Wrapper.Unit#UNIT
|
||||
|
||||
--- Function monitoring the position of a bomb until impact.
|
||||
local function trackMissile(_ordnance)
|
||||
|
||||
-- When the pcall returns a failure the weapon has hit.
|
||||
local _status,_bombPos = pcall(
|
||||
function()
|
||||
return _ordnance:getPoint()
|
||||
end)
|
||||
|
||||
-- Check if status is not nil. If so, we have a valid point.
|
||||
if _status then
|
||||
|
||||
----------------------------------------------
|
||||
-- Still in the air. Remember this position --
|
||||
----------------------------------------------
|
||||
|
||||
-- Missile position.
|
||||
_lastBombPos = {x=_bombPos.x, y=_bombPos.y, z=_bombPos.z}
|
||||
|
||||
-- Missile coordinate.
|
||||
missileCoord=COORDINATE:NewFromVec3(_lastBombPos)
|
||||
|
||||
-- Missile velocity in m/s.
|
||||
local missileVelocity=UTILS.VecNorm(_ordnance:getVelocity())
|
||||
|
||||
if missile.targetUnit then
|
||||
-----------------------------------
|
||||
-- Missile has a specific target --
|
||||
-----------------------------------
|
||||
|
||||
if missile.targetPlayer then
|
||||
-- Target is a player.
|
||||
target=missile.targetUnit
|
||||
else
|
||||
--TODO: Check if unit is protected.
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
------------------------------------
|
||||
-- Missile has NO specific target --
|
||||
------------------------------------
|
||||
|
||||
-- Distance to closest player.
|
||||
local mindist=nil
|
||||
|
||||
-- Loop over players.
|
||||
for _,_player in pairs(self.players) do
|
||||
local player=_player --#FOX2.PlayerData
|
||||
|
||||
-- Player position.
|
||||
local playerCoord=player.unit:GetCoordinate()
|
||||
|
||||
-- Distance.
|
||||
local dist=missileCoord:Get3DDistance(playerCoord)
|
||||
|
||||
-- Maxrange from launch point to player.
|
||||
local maxrange=playerCoord:Get3DDistance(missile.shotCoord)
|
||||
|
||||
-- Update mindist if necessary. Only include players in range of missile.
|
||||
if (mindist==nil or dist<mindist) and dist<=maxrange then
|
||||
mindist=dist
|
||||
target=player.unit
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Check if missile has a valid target.
|
||||
if target then
|
||||
|
||||
-- Target coordinate.
|
||||
local targetCoord=target:GetCoordinate()
|
||||
|
||||
-- Distance from missile to target.
|
||||
local distance=missileCoord:Get3DDistance(targetCoord)
|
||||
|
||||
local bearing=targetCoord:HeadingTo(missileCoord)
|
||||
local eta=distance/missileVelocity
|
||||
|
||||
self:T2(self.lid..string.format("Distance = %.1f m, v=%.1f m/s, bearing=%03d°, eta=%.1f sec", distance, missileVelocity, bearing, eta))
|
||||
|
||||
-- If missile is 100 m from target ==> destroy missile if in safe zone.
|
||||
if distance<self.explosiondist and self:_CheckCoordSafe(targetCoord)then
|
||||
|
||||
-- Destroy missile.
|
||||
self:T(self.lid..string.format("Destroying missile at distance %.1f m", distance))
|
||||
_ordnance:destroy()
|
||||
|
||||
-- Little explosion for the visual effect.
|
||||
missileCoord:Explosion(self.explosionpower)
|
||||
|
||||
local text="Destroying missile. You're dead!"
|
||||
MESSAGE:New(text, 10):ToGroup(target:GetGroup())
|
||||
|
||||
-- Terminate timer.
|
||||
return nil
|
||||
else
|
||||
|
||||
-- Time step.
|
||||
local dt=1.0
|
||||
if distance>50000 then
|
||||
-- > 50 km
|
||||
dt=5.0
|
||||
elseif distance>10000 then
|
||||
-- 10-50 km
|
||||
dt=1.0
|
||||
elseif distance>5000 then
|
||||
-- 5-10 km
|
||||
dt=0.5
|
||||
elseif distance>1000 then
|
||||
-- 1-5 km
|
||||
dt=0.1
|
||||
else
|
||||
-- < 1 km
|
||||
dt=0.01
|
||||
end
|
||||
|
||||
-- Check again in dt seconds.
|
||||
return timer.getTime()+dt
|
||||
end
|
||||
else
|
||||
|
||||
-- No target ==> terminate timer.
|
||||
return nil
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-------------------------------------
|
||||
-- Missile does not exist any more --
|
||||
-------------------------------------
|
||||
|
||||
if target then
|
||||
|
||||
-- Get human player.
|
||||
local player=self:_GetPlayerFromUnit(target)
|
||||
|
||||
-- Check for player and distance < 10 km.
|
||||
if player and player.unit:IsAlive() then -- and missileCoord and player.unit:GetCoordinate():Get3DDistance(missileCoord)<10*1000 then
|
||||
local text=string.format("Missile defeated. Well done, %s!", player.name)
|
||||
MESSAGE:New(text, 10):ToClient(player.client)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Missile is not active any more.
|
||||
missile.active=false
|
||||
|
||||
--Terminate the timer.
|
||||
self:T(FOX2.lid..string.format("Terminating missile track timer."))
|
||||
return nil
|
||||
|
||||
end -- _status check
|
||||
|
||||
end -- end function trackBomb
|
||||
|
||||
-- Weapon is not yet "alife" just yet. Start timer with a little delay.
|
||||
self:T(FOX2.lid..string.format("Tracking of missile starts in 0.1 seconds."))
|
||||
timer.scheduleFunction(trackMissile, EventData.weapon, timer.getTime()+0.1)
|
||||
self:__MissileLaunch(0.1, missile)
|
||||
|
||||
end --if _track
|
||||
|
||||
@@ -737,6 +841,35 @@ function FOX2:_AddF10Commands(_unitName)
|
||||
end
|
||||
|
||||
|
||||
--- Turn player's launch alert on/off.
|
||||
-- @param #FOX2 self
|
||||
-- @param #string _unitname Name of the player unit.
|
||||
function FOX2:_MyStatus(_unitname)
|
||||
self:F2(_unitname)
|
||||
|
||||
-- Get player unit and player name.
|
||||
local unit, playername = self:_GetPlayerUnitAndName(_unitname)
|
||||
|
||||
-- Check if we have a player.
|
||||
if unit and playername then
|
||||
|
||||
-- Player data.
|
||||
local playerData=self.players[playername] --#FOX2.PlayerData
|
||||
|
||||
if playerData then
|
||||
|
||||
local text=string.format("Status of player %s:", playerData.name)
|
||||
|
||||
text=text..string.format("Destroy missiles: %s", playerData.destroy)
|
||||
text=text..string.format("Launch alert: %s", playerData.launchalert)
|
||||
text=text..string.format("Me target: %d", self:_GetTargetMissiles(playerData.unit))
|
||||
text=text..string.format("Am I safe? %s", self:_CheckCoordSafe(playerData.unit:GetCoordinate()))
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Turn player's launch alert on/off.
|
||||
-- @param #FOX2 self
|
||||
-- @param #string _unitname Name of the player unit.
|
||||
@@ -808,10 +941,29 @@ end
|
||||
-- Misc Functions
|
||||
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Get a random text message in case you die.
|
||||
-- @param #FOX2 self
|
||||
-- @return #string Text in case you die.
|
||||
function FOX2:_DeadText()
|
||||
|
||||
local texts={}
|
||||
texts[1]="You're dead!"
|
||||
texts[2]="Meet your maker!"
|
||||
texts[3]="Time to meet your maker!"
|
||||
texts[4]="Well, I guess that was it!"
|
||||
texts[5]="Bye, bye!"
|
||||
texts[6]="Cheers buddy, was nice knowing you!"
|
||||
|
||||
local r=math.random(#texts)
|
||||
|
||||
return texts[r]
|
||||
end
|
||||
|
||||
|
||||
--- Check if a coordinate lies within a safe training zone.
|
||||
-- @param #FOX2 self
|
||||
-- @param Core.Point#COORDINATE coord Coordinate to check.
|
||||
-- @return #boolean
|
||||
-- @return #boolean True if safe.
|
||||
function FOX2:_CheckCoordSafe(coord)
|
||||
|
||||
-- No safe zones defined ==> Everything is safe.
|
||||
@@ -834,7 +986,7 @@ end
|
||||
--- Check if a coordinate lies within a launch zone.
|
||||
-- @param #FOX2 self
|
||||
-- @param Core.Point#COORDINATE coord Coordinate to check.
|
||||
-- @return #boolean
|
||||
-- @return #boolean True if in launch zone.
|
||||
function FOX2:_CheckCoordLaunch(coord)
|
||||
|
||||
-- No safe zones defined ==> Everything is safe.
|
||||
@@ -854,6 +1006,56 @@ function FOX2:_CheckCoordLaunch(coord)
|
||||
return false
|
||||
end
|
||||
|
||||
--- Returns the unit of a player and the player name. If the unit does not belong to a player, nil is returned.
|
||||
-- @param #FOX2 self
|
||||
-- @param #DCS.Weapon weapon The weapon.
|
||||
-- @return #number Heading of weapon in degrees or -1.
|
||||
function FOX2:_GetWeapongHeading(weapon)
|
||||
|
||||
if weapon and weapon:isExist() then
|
||||
|
||||
local wp=weapon:getPosition()
|
||||
|
||||
local wph = math.atan2(wp.x.z, wp.x.x)
|
||||
|
||||
if wph < 0 then
|
||||
wph=wph+2*math.pi
|
||||
end
|
||||
|
||||
wph=math.deg(wph)
|
||||
|
||||
return wph
|
||||
end
|
||||
|
||||
return -1
|
||||
end
|
||||
|
||||
--- Returns the unit of a player and the player name. If the unit does not belong to a player, nil is returned.
|
||||
-- @param #FOX2 self
|
||||
-- @param #DCS.Weapon weapon The weapon.
|
||||
-- @return #number Notching heading right, i.e. missile heading +90°
|
||||
-- @return #number Notching heading left, i.e. missile heading -90°.
|
||||
function FOX2:_GetNotchingHeadings(weapon)
|
||||
|
||||
if weapon then
|
||||
|
||||
local hdg=self:_GetWeapongHeading(weapon)
|
||||
|
||||
local hdg1=hdg+90
|
||||
if hdg1>360 then
|
||||
hdg1=hdg1-360
|
||||
end
|
||||
|
||||
local hdg2=hdg-90
|
||||
if hdg2<0 then
|
||||
hdg2=hdg2+360
|
||||
end
|
||||
|
||||
return hdg1, hdg2
|
||||
end
|
||||
|
||||
return nil, nil
|
||||
end
|
||||
|
||||
--- Returns the player data from a unit name.
|
||||
-- @param #FOX2 self
|
||||
@@ -934,6 +1136,7 @@ function FOX2:_GetPlayerUnitAndName(_unitName)
|
||||
return nil,nil
|
||||
end
|
||||
|
||||
|
||||
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
@@ -235,7 +235,7 @@ RESCUEHELO.UID=0
|
||||
|
||||
--- Class version.
|
||||
-- @field #string version
|
||||
RESCUEHELO.version="1.0.5"
|
||||
RESCUEHELO.version="1.0.6"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO list
|
||||
@@ -776,13 +776,18 @@ function RESCUEHELO:_OnEventCrashOrEject(EventData)
|
||||
-- Debug.
|
||||
local text=string.format("Unit %s crashed or ejected.", unitname)
|
||||
MESSAGE:New(text, 10, "DEBUG"):ToAllIf(self.Debug)
|
||||
self:T(self.lid..text)
|
||||
|
||||
-- Unit "alive" and in our rescue zone.
|
||||
if unit:IsAlive() and unit:IsInZone(self.rescuezone) then
|
||||
self:I(self.lid..text)
|
||||
|
||||
-- Get coordinate of unit.
|
||||
local coord=unit:GetCoordinate()
|
||||
|
||||
if coord and self.rescuezone:IsCoordinateInZone(coord) then
|
||||
|
||||
-- This does not seem to work any more. Is:Alive returns flase on ejection.
|
||||
-- Unit "alive" and in our rescue zone.
|
||||
--if unit:IsAlive() and unit:IsInZone(self.rescuezone) then
|
||||
-- Get coordinate of crashed unit.
|
||||
local coord=unit:GetCoordinate()
|
||||
--local coord=unit:GetCoordinate()
|
||||
|
||||
-- Debug mark on map.
|
||||
if self.Debug then
|
||||
@@ -793,7 +798,7 @@ function RESCUEHELO:_OnEventCrashOrEject(EventData)
|
||||
local rightcoalition=EventData.IniGroup:GetCoalition()==self.helo:GetCoalition()
|
||||
|
||||
-- Only rescue if helo is "running" and not, e.g., rescuing already.
|
||||
if self:IsRunning() and self.rescueon and rightcoalition then
|
||||
if self:IsRunning() and self.rescueon and rightcoalition then
|
||||
self:Rescue(coord)
|
||||
end
|
||||
|
||||
@@ -1091,7 +1096,7 @@ function RESCUEHELO:onafterRescue(From, Event, To, RescueCoord)
|
||||
-- Debug message.
|
||||
local text=string.format("Helo %s is send to rescue mission.", self.helo:GetName())
|
||||
MESSAGE:New(text, 10, "DEBUG"):ToAllIf(self.Debug)
|
||||
self:T(self.lid..text)
|
||||
self:I(self.lid..text)
|
||||
|
||||
-- Waypoint array.
|
||||
local wp={}
|
||||
|
||||
Reference in New Issue
Block a user