Rescuehelo 1.0.6

This commit is contained in:
Frank
2019-04-23 19:05:54 +02:00
parent 1150c81ab9
commit 6113455520
2 changed files with 451 additions and 243 deletions
+380 -177
View File
@@ -7,7 +7,9 @@
-- **Main Features:** -- **Main Features:**
-- --
-- * Adaptive update of missile-to-player distance. -- * Adaptive update of missile-to-player distance.
-- * F10 radio menu. -- * Define your own training zones on the map. Player in this zone will be protected.
-- * Define launch zones. Only
-- * F10 radio menu to adjust settings for each player.
-- * Easy to use. -- * Easy to use.
-- * Handles air-to-air and surface-to-air missiles. -- * Handles air-to-air and surface-to-air missiles.
-- * Alert on missile launch (optional). -- * Alert on missile launch (optional).
@@ -33,6 +35,11 @@
-- @field Core.Set#SET_GROUP protectedset Set of protected groups. -- @field Core.Set#SET_GROUP protectedset Set of protected groups.
-- @field #number explosionpower Power of explostion when destroying the missile in kg TNT. Default 5 kg TNT. -- @field #number explosionpower Power of explostion when destroying the missile in kg TNT. Default 5 kg TNT.
-- @field #number explosiondist Missile player distance in meters for destroying the missile. Default 100 m. -- @field #number explosiondist Missile player distance in meters for destroying the missile. Default 100 m.
-- @field #number dt50 Time step [sec] for missile position updates if distance to target > 50 km. Default 5 sec.
-- @field #number dt10 Time step [sec] for missile position updates if distance to target > 10 km and < 50 km. Default 1 sec.
-- @field #number dt05 Time step [sec] for missile position updates if distance to target > 5 km and < 10 km. Default 0.5 sec.
-- @field #number dt01 Time step [sec] for missile position updates if distance to target > 1 km and < 5 km. Default 0.1 sec.
-- @field #number dt00 Time step [sec] for missile position updates if distance to target < 1 km. Default 0.01 sec.
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- Fox 2! --- Fox 2!
@@ -43,6 +50,9 @@
-- --
-- # The FOX2 Concept -- # The FOX2 Concept
-- --
-- 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
-- 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.
--
-- --
-- --
-- @field #FOX2 -- @field #FOX2
@@ -59,6 +69,11 @@ FOX2 = {
explosionpower = 5, explosionpower = 5,
explosiondist = 100, explosiondist = 100,
destroy = nil, destroy = nil,
dt50 = 5,
dt10 = 1,
dt05 = 0.5,
dt01 = 0.1,
dt00 = 0.01,
} }
@@ -80,6 +95,7 @@ FOX2 = {
--- Missile data table. --- Missile data table.
-- @type FOX2.MissileData -- @type FOX2.MissileData
-- @field Wrapper.Unit#UNIT weapon Missile weapon unit.
-- @field #boolean active If true the missile is active. -- @field #boolean active If true the missile is active.
-- @field #string missileType Type of missile. -- @field #string missileType Type of missile.
-- @field #number missileRange Range of missile in meters. -- @field #number missileRange Range of missile in meters.
@@ -102,7 +118,7 @@ FOX2.MenuF10Root=nil
--- FOX2 class version. --- FOX2 class version.
-- @field #string version -- @field #string version
FOX2.version="0.1.3" FOX2.version="0.1.4"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list -- ToDo list
@@ -133,6 +149,8 @@ function FOX2:New()
-- From State --> Event --> To State -- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "Running") -- Start FOX2 script. self:AddTransition("Stopped", "Start", "Running") -- Start FOX2 script.
self:AddTransition("*", "Status", "*") -- Start FOX2 script. self:AddTransition("*", "Status", "*") -- Start FOX2 script.
self:AddTransition("*", "MissileLaunch", "*") -- Start FOX2 script.
self:AddTransition("*", "MissileDestroyed", "*") -- Start FOX2 script.
------------------------ ------------------------
--- Pseudo Functions --- --- Pseudo Functions ---
@@ -164,6 +182,44 @@ function FOX2:New()
-- @param #FOX2 self -- @param #FOX2 self
-- @param #number delay Delay in seconds. -- @param #number delay Delay in seconds.
--- Triggers the FSM event "MissileLaunch".
-- @function [parent=#FOX2] MissileLaunch
-- @param #FOX2 self
-- @param #FOX2.MissileData missile Data of the fired missile.
--- Triggers the FSM delayed event "MissileLaunch".
-- @function [parent=#FOX2] __MissileLaunch
-- @param #FOX2 self
-- @param #number delay Delay in seconds before the function is called.
-- @param #FOX2.MissileData missile Data of the fired missile.
--- On after "MissileLaunch" event user function. Called when a missile was launched.
-- @function [parent=#FOX2] OnAfterMissileLaunch
-- @param #RECOVERYTANKER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #FOX2.MissileData missile Data of the fired missile.
--- Triggers the FSM event "MissileDestroyed".
-- @function [parent=#FOX2] MissileDestroyed
-- @param #FOX2 self
-- @param #FOX2.MissileData missile Data of the destroyed missile.
--- Triggers the FSM delayed event "MissileDestroyed".
-- @function [parent=#FOX2] __MissileDestroyed
-- @param #FOX2 self
-- @param #number delay Delay in seconds before the function is called.
-- @param #FOX2.MissileData missile Data of the destroyed missile.
--- On after "MissileLaunch" event user function. Called when a missile was launched.
-- @function [parent=#FOX2] OnAfterMissileLaunch
-- @param #RECOVERYTANKER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #FOX2.MissileData missile Data of the fired missile.
return self return self
end end
@@ -182,8 +238,10 @@ function FOX2:onafterStart(From, Event, To)
self:HandleEvent(EVENTS.Birth) self:HandleEvent(EVENTS.Birth)
self:HandleEvent(EVENTS.Shot) self:HandleEvent(EVENTS.Shot)
if self.Debug then
self:TraceClass(self.ClassName) self:TraceClass(self.ClassName)
self:TraceLevel(2) self:TraceLevel(2)
end
self:__Status(-1) self:__Status(-1)
end end
@@ -212,21 +270,55 @@ end
--- Add a training zone. Players in the zone are safe. --- Add a training zone. Players in the zone are safe.
-- @param #FOX2 self -- @param #FOX2 self
-- @param Core.Zone#ZONE zone Training zone. -- @param Core.Zone#ZONE zone Training zone.
-- @return #FOX2 self
function FOX2:AddSafeZone(zone) function FOX2:AddSafeZone(zone)
table.insert(self.safezones, zone) table.insert(self.safezones, zone)
return self
end end
--- Add a launch zone. Only missiles launched within these zones will be tracked. --- Add a launch zone. Only missiles launched within these zones will be tracked.
-- @param #FOX2 self -- @param #FOX2 self
-- @param Core.Zone#ZONE zone Training zone. -- @param Core.Zone#ZONE zone Training zone.
-- @return #FOX2 self
function FOX2:AddLaunchZone(zone) function FOX2:AddLaunchZone(zone)
table.insert(self.launchzones, zone) table.insert(self.launchzones, zone)
return self
end end
--- Set debug mode on/off.
-- @param #FOX2 self
-- @param #boolean switch If true debug mode on. If false/nil debug mode off
-- @return #FOX2 self
function FOX2:SetDebugOnOff(switch)
if switch==nil then
self.Debug=false
else
self.Debug=switch
end
return self
end
--- Set debug mode on.
-- @param #FOX2 self
-- @return #FOX2 self
function FOX2:SetDebugOn()
self:SetDebugOnOff(true)
return self
end
--- Set debug mode off.
-- @param #FOX2 self
-- @return #FOX2 self
function FOX2:SetDebugOff()
self:SetDebugOff(false)
return self
end
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Status Functions -- Status Functions
@@ -264,179 +356,24 @@ function FOX2:_CheckMissileStatus()
end end
local active=tostring(missile.active) local active=tostring(missile.active)
local mtype=missile.missileType local mtype=missile.missileType
local dtype=missile.missileType
local range=UTILS.MetersToNM(missile.missileRange) local range=UTILS.MetersToNM(missile.missileRange)
local heading=self:_GetWeapongHeading(missile.weapon)
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) 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)
end end
self:T(self.lid..text) self:I(self.lid..text)
end end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Missle
-- Event Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- FOX2 event handler for event birth.
-- @param #FOX2 self -- @param #FOX2 self
-- @param Core.Event#EVENTDATA EventData -- @param #string From From state.
function FOX2:OnEventBirth(EventData) -- @param #string Event Event.
self:F3({eventbirth = EventData}) -- @param #string To To state.
-- @param #FOX2.MissileData missile Fired missile
-- Nil checks. function FOX2:onafterMissileLaunch(From, Event, To, missile)
if EventData==nil then
self:E(self.lid.."ERROR: EventData=nil in event BIRTH!")
self:E(EventData)
return
end
if EventData.IniUnit==nil then
self:E(self.lid.."ERROR: EventData.IniUnit=nil in event BIRTH!")
self:E(EventData)
return
end
-- Player unit and name.
local _unitName=EventData.IniUnitName
local playerunit, playername=self:_GetPlayerUnitAndName(_unitName)
-- Debug info.
self:T(self.lid.."BIRTH: unit = "..tostring(EventData.IniUnitName))
self:T(self.lid.."BIRTH: group = "..tostring(EventData.IniGroupName))
self:T(self.lid.."BIRTH: player = "..tostring(playername))
-- Check if player entered.
if playerunit and playername then
local _uid=playerunit:GetID()
local _group=playerunit:GetGroup()
local _callsign=playerunit:GetCallsign()
-- Debug output.
local text=string.format("Pilot %s, callsign %s entered unit %s of group %s.", playername, _callsign, _unitName, _group:GetName())
self:T(self.lid..text)
MESSAGE:New(text, 5):ToAllIf(self.Debug)
-- Add Menu commands.
self:_AddF10Commands(_unitName)
-- Player data.
local playerData={} --#FOX2.PlayerData
-- Player unit, client and callsign.
playerData.unit = playerunit
playerData.unitname = _unitName
playerData.group = _group
playerData.groupname = _group:GetName()
playerData.name = playername
playerData.callsign = playerData.unit:GetCallsign()
playerData.client = CLIENT:FindByName(_unitName, nil, true)
playerData.coalition = _group:GetCoalition()
playerData.destroy=playerData.destroy or true
playerData.launchalert=playerData.launchalert or true
playerData.marklaunch=playerData.marklaunch or true
playerData.defeated=playerData.defeated or 0
playerData.dead=playerData.dead or 0
-- Init player data.
self.players[playername]=playerData
-- Init player grades table if necessary.
--self.playerscores[playername]=self.playerscores[playername] or {}
end
end
--- FOX2 event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun).
-- @param #FOX2 self
-- @param Core.Event#EVENTDATA EventData
function FOX2:OnEventShot(EventData)
self:I({eventshot = EventData})
if EventData.Weapon==nil then
return
end
if EventData.IniDCSUnit==nil then
return
end
-- Weapon data.
local _weapon = EventData.WeaponName
local _target = EventData.Weapon:getTarget()
local _targetName = "unknown"
local _targetUnit = nil --Wrapper.Unit#UNIT
-- Weapon descriptor.
local desc=EventData.Weapon:getDesc()
self:E({desc=desc})
-- Weapon category: 0=Shell, 1=Missile, 2=Rocket, 3=BOMB
local weaponcategory=desc.category
-- Missile category: 1=AAM, 2=SAM, 6=OTHER
local missilecategory=desc.missileCategory
local missilerange=nil
if missilecategory then
missilerange=desc.rangeMaxAltMax
end
-- Debug info.
self:E(FOX2.lid.."EVENT SHOT: FOX2")
self:E(FOX2.lid..string.format("EVENT SHOT: Ini unit = %s", tostring(EventData.IniUnitName)))
self:E(FOX2.lid..string.format("EVENT SHOT: Ini group = %s", tostring(EventData.IniGroupName)))
self:E(FOX2.lid..string.format("EVENT SHOT: Weapon type = %s", tostring(_weapon)))
self:E(FOX2.lid..string.format("EVENT SHOT: Weapon categ = %s", tostring(weaponcategory)))
self:E(FOX2.lid..string.format("EVENT SHOT: Missil categ = %s", tostring(missilecategory)))
self:E(FOX2.lid..string.format("EVENT SHOT: Missil range = %s", tostring(missilerange)))
-- Check if fired in launch zone.
if not self:_CheckCoordLaunch(EventData.IniUnit:GetCoordinate()) then
self:T(self.lid.."Missile was not fired in launch zone. No tracking!")
return
end
-- Get the target unit. Note if if _target is not nil, the unit can sometimes not be found!
if _target then
self:E({target=_target})
--_targetName=Unit.getName(_target)
--_targetUnit=UNIT:FindByName(_targetName)
_targetUnit=UNIT:Find(_target)
end
self:E(FOX2.lid..string.format("EVENT SHOT: Target name = %s", tostring(_targetName)))
-- 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.missileType=_weapon
missile.missileRange=missilerange
missile.missileName=EventData.weapon:getName()
missile.shooterUnit=EventData.IniUnit
missile.shooterGroup=EventData.IniGroup
missile.shooterCoalition=EventData.IniUnit:GetCoalition()
missile.shooterName=EventData.IniUnitName
missile.shotTime=timer.getAbsTime()
missile.shotCoord=EventData.IniUnit:GetCoordinate()
missile.targetUnit=_targetUnit
missile.targetPlayer=self:_GetPlayerFromUnit(missile.targetUnit)
-- Add missile table.
table.insert(self.missiles, missile)
-- Tracking info and init of last bomb position. -- Tracking info and init of last bomb position.
self:I(FOX2.lid..string.format("FOX2: Tracking %s - %s.", missile.missileType, missile.missileName)) self:I(FOX2.lid..string.format("FOX2: Tracking %s - %s.", missile.missileType, missile.missileName))
@@ -463,8 +400,11 @@ function FOX2:OnEventShot(EventData)
-- Alert directly targeted players or players that are within missile max range. -- 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 if (missile.targetPlayer and player.unitname==missile.targetPlayer.unitname) or (distance<missile.missileRange) then
local nr, nl=self:_GetNotchingHeadings(missile.weapon)
-- Inform player. -- Inform player.
local text=string.format("Missile launch detected! Distance %.1f NM, bearing %03d°.", UTILS.MetersToNM(distance), bearing) local text=string.format("Missile launch detected! Distance %.1f NM, bearing %03d°.", UTILS.MetersToNM(distance), bearing)
text=text..string.format("\nNotching heading %03d or %03d", nr, nl)
--TODO: ALERT or INFO depending on wether this is a direct target. --TODO: ALERT or INFO depending on wether this is a direct target.
--TODO: lauchalertall option. --TODO: lauchalertall option.
@@ -575,7 +515,7 @@ function FOX2:OnEventShot(EventData)
self:T2(self.lid..string.format("Distance = %.1f m, v=%.1f m/s, bearing=%03d°, eta=%.1f sec", distance, missileVelocity, bearing, eta)) 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 missile is 100 m from target ==> destroy missile if in safe zone.
if distance<self.explosiondist and self:_CheckCoordSafe(targetCoord)then if distance<=self.explosiondist and self:_CheckCoordSafe(targetCoord)then
-- Destroy missile. -- Destroy missile.
self:T(self.lid..string.format("Destroying missile at distance %.1f m", distance)) self:T(self.lid..string.format("Destroying missile at distance %.1f m", distance))
@@ -584,7 +524,7 @@ function FOX2:OnEventShot(EventData)
-- Little explosion for the visual effect. -- Little explosion for the visual effect.
missileCoord:Explosion(self.explosionpower) missileCoord:Explosion(self.explosionpower)
local text="Destroying missile. You're dead!" local text=string.format("Destroying missile. %s", self:_DeadText())
MESSAGE:New(text, 10):ToGroup(target:GetGroup()) MESSAGE:New(text, 10):ToGroup(target:GetGroup())
-- Terminate timer. -- Terminate timer.
@@ -595,19 +535,19 @@ function FOX2:OnEventShot(EventData)
local dt=1.0 local dt=1.0
if distance>50000 then if distance>50000 then
-- > 50 km -- > 50 km
dt=5.0 dt=self.dt50 --=5.0
elseif distance>10000 then elseif distance>10000 then
-- 10-50 km -- 10-50 km
dt=1.0 dt=self.dt10 --=1.0
elseif distance>5000 then elseif distance>5000 then
-- 5-10 km -- 5-10 km
dt=0.5 dt=self.dt05 --0.5
elseif distance>1000 then elseif distance>1000 then
-- 1-5 km -- 1-5 km
dt=0.1 dt=self.dt01 --0.1
else else
-- < 1 km -- < 1 km
dt=0.01 dt=self.dt00 --0.01
end end
-- Check again in dt seconds. -- Check again in dt seconds.
@@ -651,7 +591,171 @@ function FOX2:OnEventShot(EventData)
-- Weapon is not yet "alife" just yet. Start timer with a little delay. -- 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.")) self:T(FOX2.lid..string.format("Tracking of missile starts in 0.1 seconds."))
timer.scheduleFunction(trackMissile, EventData.weapon, timer.getTime()+0.1) timer.scheduleFunction(trackMissile, missile.weapon, timer.getTime()+0.0001)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Event Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- FOX2 event handler for event birth.
-- @param #FOX2 self
-- @param Core.Event#EVENTDATA EventData
function FOX2:OnEventBirth(EventData)
self:F3({eventbirth = EventData})
-- Nil checks.
if EventData==nil then
self:E(self.lid.."ERROR: EventData=nil in event BIRTH!")
self:E(EventData)
return
end
if EventData.IniUnit==nil then
self:E(self.lid.."ERROR: EventData.IniUnit=nil in event BIRTH!")
self:E(EventData)
return
end
-- Player unit and name.
local _unitName=EventData.IniUnitName
local playerunit, playername=self:_GetPlayerUnitAndName(_unitName)
-- Debug info.
self:T(self.lid.."BIRTH: unit = "..tostring(EventData.IniUnitName))
self:T(self.lid.."BIRTH: group = "..tostring(EventData.IniGroupName))
self:T(self.lid.."BIRTH: player = "..tostring(playername))
-- Check if player entered.
if playerunit and playername then
local _uid=playerunit:GetID()
local _group=playerunit:GetGroup()
local _callsign=playerunit:GetCallsign()
-- Debug output.
local text=string.format("Pilot %s, callsign %s entered unit %s of group %s.", playername, _callsign, _unitName, _group:GetName())
self:T(self.lid..text)
MESSAGE:New(text, 5):ToAllIf(self.Debug)
-- Add Menu commands.
--self:_AddF10Commands(_unitName)
SCHEDULER:New(nil, self._AddF10Commands, {self,_unitName}, 0.1)
-- Player data.
local playerData={} --#FOX2.PlayerData
-- Player unit, client and callsign.
playerData.unit = playerunit
playerData.unitname = _unitName
playerData.group = _group
playerData.groupname = _group:GetName()
playerData.name = playername
playerData.callsign = playerData.unit:GetCallsign()
playerData.client = CLIENT:FindByName(_unitName, nil, true)
playerData.coalition = _group:GetCoalition()
playerData.destroy=playerData.destroy or true
playerData.launchalert=playerData.launchalert or true
playerData.marklaunch=playerData.marklaunch or true
playerData.defeated=playerData.defeated or 0
playerData.dead=playerData.dead or 0
-- Init player data.
self.players[playername]=playerData
-- Init player grades table if necessary.
--self.playerscores[playername]=self.playerscores[playername] or {}
end
end
--- FOX2 event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun).
-- @param #FOX2 self
-- @param Core.Event#EVENTDATA EventData
function FOX2:OnEventShot(EventData)
self:I({eventshot = EventData})
if EventData.Weapon==nil then
return
end
if EventData.IniDCSUnit==nil then
return
end
-- Weapon data.
local _weapon = EventData.WeaponName
local _target = EventData.Weapon:getTarget()
local _targetName = "unknown"
local _targetUnit = nil --Wrapper.Unit#UNIT
-- Weapon descriptor.
local desc=EventData.Weapon:getDesc()
self:E({desc=desc})
-- Weapon category: 0=Shell, 1=Missile, 2=Rocket, 3=BOMB
local weaponcategory=desc.category
-- Missile category: 1=AAM, 2=SAM, 6=OTHER
local missilecategory=desc.missileCategory
local missilerange=nil
if missilecategory then
missilerange=desc.rangeMaxAltMax
end
-- Debug info.
self:E(FOX2.lid.."EVENT SHOT: FOX2")
self:E(FOX2.lid..string.format("EVENT SHOT: Ini unit = %s", tostring(EventData.IniUnitName)))
self:E(FOX2.lid..string.format("EVENT SHOT: Ini group = %s", tostring(EventData.IniGroupName)))
self:E(FOX2.lid..string.format("EVENT SHOT: Weapon type = %s", tostring(_weapon)))
self:E(FOX2.lid..string.format("EVENT SHOT: Weapon categ = %s", tostring(weaponcategory)))
self:E(FOX2.lid..string.format("EVENT SHOT: Missil categ = %s", tostring(missilecategory)))
self:E(FOX2.lid..string.format("EVENT SHOT: Missil range = %s", tostring(missilerange)))
-- Check if fired in launch zone.
if not self:_CheckCoordLaunch(EventData.IniUnit:GetCoordinate()) then
self:T(self.lid.."Missile was not fired in launch zone. No tracking!")
return
end
-- Get the target unit. Note if if _target is not nil, the unit can sometimes not be found!
if _target then
self:E({target=_target})
--_targetName=Unit.getName(_target)
--_targetUnit=UNIT:FindByName(_targetName)
_targetUnit=UNIT:Find(_target)
end
self:E(FOX2.lid..string.format("EVENT SHOT: Target name = %s", tostring(_targetName)))
-- 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)
-- 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()
missile.shooterUnit=EventData.IniUnit
missile.shooterGroup=EventData.IniGroup
missile.shooterCoalition=EventData.IniUnit:GetCoalition()
missile.shooterName=EventData.IniUnitName
missile.shotTime=timer.getAbsTime()
missile.shotCoord=EventData.IniUnit:GetCoordinate()
missile.targetUnit=_targetUnit
missile.targetPlayer=self:_GetPlayerFromUnit(missile.targetUnit)
-- Add missile table.
table.insert(self.missiles, missile)
self:__MissileLaunch(0.1, missile)
end --if _track end --if _track
@@ -737,6 +841,35 @@ function FOX2:_AddF10Commands(_unitName)
end 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. --- Turn player's launch alert on/off.
-- @param #FOX2 self -- @param #FOX2 self
-- @param #string _unitname Name of the player unit. -- @param #string _unitname Name of the player unit.
@@ -808,10 +941,29 @@ end
-- Misc Functions -- 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. --- Check if a coordinate lies within a safe training zone.
-- @param #FOX2 self -- @param #FOX2 self
-- @param Core.Point#COORDINATE coord Coordinate to check. -- @param Core.Point#COORDINATE coord Coordinate to check.
-- @return #boolean -- @return #boolean True if safe.
function FOX2:_CheckCoordSafe(coord) function FOX2:_CheckCoordSafe(coord)
-- No safe zones defined ==> Everything is safe. -- No safe zones defined ==> Everything is safe.
@@ -834,7 +986,7 @@ end
--- Check if a coordinate lies within a launch zone. --- Check if a coordinate lies within a launch zone.
-- @param #FOX2 self -- @param #FOX2 self
-- @param Core.Point#COORDINATE coord Coordinate to check. -- @param Core.Point#COORDINATE coord Coordinate to check.
-- @return #boolean -- @return #boolean True if in launch zone.
function FOX2:_CheckCoordLaunch(coord) function FOX2:_CheckCoordLaunch(coord)
-- No safe zones defined ==> Everything is safe. -- No safe zones defined ==> Everything is safe.
@@ -854,6 +1006,56 @@ function FOX2:_CheckCoordLaunch(coord)
return false return false
end 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. --- Returns the player data from a unit name.
-- @param #FOX2 self -- @param #FOX2 self
@@ -934,6 +1136,7 @@ function FOX2:_GetPlayerUnitAndName(_unitName)
return nil,nil return nil,nil
end end
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
+12 -7
View File
@@ -235,7 +235,7 @@ RESCUEHELO.UID=0
--- Class version. --- Class version.
-- @field #string version -- @field #string version
RESCUEHELO.version="1.0.5" RESCUEHELO.version="1.0.6"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -776,14 +776,19 @@ function RESCUEHELO:_OnEventCrashOrEject(EventData)
-- Debug. -- Debug.
local text=string.format("Unit %s crashed or ejected.", unitname) local text=string.format("Unit %s crashed or ejected.", unitname)
MESSAGE:New(text, 10, "DEBUG"):ToAllIf(self.Debug) MESSAGE:New(text, 10, "DEBUG"):ToAllIf(self.Debug)
self:T(self.lid..text) self:I(self.lid..text)
-- Unit "alive" and in our rescue zone. -- Get coordinate of unit.
if unit:IsAlive() and unit:IsInZone(self.rescuezone) then
-- Get coordinate of crashed unit.
local coord=unit:GetCoordinate() 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()
-- Debug mark on map. -- Debug mark on map.
if self.Debug then if self.Debug then
coord:MarkToCoalition(self.lid..string.format("Crash site of unit %s.", unitname), self.helo:GetCoalition()) coord:MarkToCoalition(self.lid..string.format("Crash site of unit %s.", unitname), self.helo:GetCoalition())
@@ -1091,7 +1096,7 @@ function RESCUEHELO:onafterRescue(From, Event, To, RescueCoord)
-- Debug message. -- Debug message.
local text=string.format("Helo %s is send to rescue mission.", self.helo:GetName()) local text=string.format("Helo %s is send to rescue mission.", self.helo:GetName())
MESSAGE:New(text, 10, "DEBUG"):ToAllIf(self.Debug) MESSAGE:New(text, 10, "DEBUG"):ToAllIf(self.Debug)
self:T(self.lid..text) self:I(self.lid..text)
-- Waypoint array. -- Waypoint array.
local wp={} local wp={}