mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2026-08-26 14:55:24 +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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@@ -133,6 +149,8 @@ function FOX2:New()
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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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@@ -164,6 +182,44 @@ function FOX2:New()
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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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@@ -182,8 +238,10 @@ 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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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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@@ -264,179 +356,24 @@ 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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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Event Functions
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- FOX2 event handler for event birth.
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--- Missle
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-- @param #FOX2 self
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-- @param Core.Event#EVENTDATA EventData
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function FOX2:OnEventBirth(EventData)
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self:F3({eventbirth = EventData})
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-- Nil checks.
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if EventData==nil then
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self:E(self.lid.."ERROR: EventData=nil in event BIRTH!")
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self:E(EventData)
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return
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end
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if EventData.IniUnit==nil then
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self:E(self.lid.."ERROR: EventData.IniUnit=nil in event BIRTH!")
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self:E(EventData)
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return
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end
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-- Player unit and name.
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local _unitName=EventData.IniUnitName
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local playerunit, playername=self:_GetPlayerUnitAndName(_unitName)
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-- Debug info.
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self:T(self.lid.."BIRTH: unit = "..tostring(EventData.IniUnitName))
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self:T(self.lid.."BIRTH: group = "..tostring(EventData.IniGroupName))
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self:T(self.lid.."BIRTH: player = "..tostring(playername))
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-- Check if player entered.
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if playerunit and playername then
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local _uid=playerunit:GetID()
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local _group=playerunit:GetGroup()
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local _callsign=playerunit:GetCallsign()
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-- Debug output.
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local text=string.format("Pilot %s, callsign %s entered unit %s of group %s.", playername, _callsign, _unitName, _group:GetName())
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self:T(self.lid..text)
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MESSAGE:New(text, 5):ToAllIf(self.Debug)
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-- Add Menu commands.
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self:_AddF10Commands(_unitName)
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-- Player data.
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local playerData={} --#FOX2.PlayerData
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-- Player unit, client and callsign.
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playerData.unit = playerunit
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playerData.unitname = _unitName
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playerData.group = _group
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playerData.groupname = _group:GetName()
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playerData.name = playername
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playerData.callsign = playerData.unit:GetCallsign()
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playerData.client = CLIENT:FindByName(_unitName, nil, true)
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playerData.coalition = _group:GetCoalition()
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playerData.destroy=playerData.destroy or true
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playerData.launchalert=playerData.launchalert or true
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playerData.marklaunch=playerData.marklaunch or true
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playerData.defeated=playerData.defeated or 0
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playerData.dead=playerData.dead or 0
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-- Init player data.
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self.players[playername]=playerData
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-- Init player grades table if necessary.
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--self.playerscores[playername]=self.playerscores[playername] or {}
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end
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end
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--- FOX2 event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun).
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-- @param #FOX2 self
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-- @param Core.Event#EVENTDATA EventData
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function FOX2:OnEventShot(EventData)
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self:I({eventshot = EventData})
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if EventData.Weapon==nil then
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return
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end
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if EventData.IniDCSUnit==nil then
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return
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end
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-- Weapon data.
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local _weapon = EventData.WeaponName
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local _target = EventData.Weapon:getTarget()
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local _targetName = "unknown"
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local _targetUnit = nil --Wrapper.Unit#UNIT
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-- Weapon descriptor.
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local desc=EventData.Weapon:getDesc()
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self:E({desc=desc})
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-- Weapon category: 0=Shell, 1=Missile, 2=Rocket, 3=BOMB
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local weaponcategory=desc.category
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-- Missile category: 1=AAM, 2=SAM, 6=OTHER
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local missilecategory=desc.missileCategory
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local missilerange=nil
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if missilecategory then
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missilerange=desc.rangeMaxAltMax
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end
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-- Debug info.
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self:E(FOX2.lid.."EVENT SHOT: FOX2")
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self:E(FOX2.lid..string.format("EVENT SHOT: Ini unit = %s", tostring(EventData.IniUnitName)))
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self:E(FOX2.lid..string.format("EVENT SHOT: Ini group = %s", tostring(EventData.IniGroupName)))
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self:E(FOX2.lid..string.format("EVENT SHOT: Weapon type = %s", tostring(_weapon)))
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self:E(FOX2.lid..string.format("EVENT SHOT: Weapon categ = %s", tostring(weaponcategory)))
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self:E(FOX2.lid..string.format("EVENT SHOT: Missil categ = %s", tostring(missilecategory)))
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self:E(FOX2.lid..string.format("EVENT SHOT: Missil range = %s", tostring(missilerange)))
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-- Check if fired in launch zone.
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if not self:_CheckCoordLaunch(EventData.IniUnit:GetCoordinate()) then
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self:T(self.lid.."Missile was not fired in launch zone. No tracking!")
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return
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end
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-- Get the target unit. Note if if _target is not nil, the unit can sometimes not be found!
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if _target then
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self:E({target=_target})
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--_targetName=Unit.getName(_target)
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--_targetUnit=UNIT:FindByName(_targetName)
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_targetUnit=UNIT:Find(_target)
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end
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self:E(FOX2.lid..string.format("EVENT SHOT: Target name = %s", tostring(_targetName)))
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-- Track missiles of type AAM=1, SAM=2 or OTHER=6
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local _track = weaponcategory==1 and missilecategory and (missilecategory==1 or missilecategory==2 or missilecategory==6)
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-- Get shooter.
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--local shooterUnit = EventData.IniUnit
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-- local shooterName = EventData.IniUnitName
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-- local shooterCoalition=shooterUnit:GetCoalition()
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-- local shooterCoord=shooterUnit:GetCoordinate()
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-- Only track missiles
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if _track then
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local missile={} --#FOX2.MissileData
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missile.active=true
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missile.missileType=_weapon
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missile.missileRange=missilerange
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missile.missileName=EventData.weapon:getName()
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missile.shooterUnit=EventData.IniUnit
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missile.shooterGroup=EventData.IniGroup
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missile.shooterCoalition=EventData.IniUnit:GetCoalition()
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missile.shooterName=EventData.IniUnitName
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missile.shotTime=timer.getAbsTime()
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missile.shotCoord=EventData.IniUnit:GetCoordinate()
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missile.targetUnit=_targetUnit
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missile.targetPlayer=self:_GetPlayerFromUnit(missile.targetUnit)
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-- Add missile table.
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table.insert(self.missiles, missile)
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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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@@ -463,8 +400,11 @@ function FOX2:OnEventShot(EventData)
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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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@@ -575,7 +515,7 @@ function FOX2:OnEventShot(EventData)
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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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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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@@ -584,7 +524,7 @@ function FOX2:OnEventShot(EventData)
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-- Little explosion for the visual effect.
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missileCoord:Explosion(self.explosionpower)
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local text="Destroying missile. You're dead!"
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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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||||
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||||
-- Terminate timer.
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||||
@@ -595,19 +535,19 @@ function FOX2:OnEventShot(EventData)
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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=5.0
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dt=self.dt50 --=5.0
|
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elseif distance>10000 then
|
||||
-- 10-50 km
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dt=1.0
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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=0.5
|
||||
dt=self.dt05 --0.5
|
||||
elseif distance>1000 then
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-- 1-5 km
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||||
dt=0.1
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dt=self.dt01 --0.1
|
||||
else
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||||
-- < 1 km
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||||
dt=0.01
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||||
dt=self.dt00 --0.01
|
||||
end
|
||||
|
||||
-- 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.
|
||||
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
|
||||
|
||||
@@ -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
|
||||
@@ -776,14 +776,19 @@ 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)
|
||||
self:I(self.lid..text)
|
||||
|
||||
-- Unit "alive" and in our rescue zone.
|
||||
if unit:IsAlive() and unit:IsInZone(self.rescuezone) then
|
||||
|
||||
-- Get coordinate of crashed unit.
|
||||
-- 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()
|
||||
|
||||
-- Debug mark on map.
|
||||
if self.Debug then
|
||||
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.
|
||||
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