mirror of
https://github.com/FlightControl-Master/MOOSE.git
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WEAPON v0.1.0
**WEAPON** - Improments of class - ARTY works - FOX works - RANGE should work, not tested.
This commit is contained in:
@@ -103,6 +103,7 @@
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-- @field #number coalition The coalition of the arty group.
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-- @field #boolean respawnafterdeath Respawn arty group after all units are dead.
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-- @field #number respawndelay Respawn delay in seconds.
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-- @field #number dtTrack Time interval in seconds for weapon tracking.
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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--- Enables mission designers easily to assign targets for artillery units. Since the implementation is based on a Finite State Model (FSM), the mission designer can
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@@ -693,7 +694,7 @@ ARTY.db={
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--- Arty script version.
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-- @field #string version
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ARTY.version="1.2.0"
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ARTY.version="1.3.0"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@@ -801,6 +802,9 @@ function ARTY:New(group, alias)
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else
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self.ismobile=false
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end
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-- Set track time interval.
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self.dtTrack=0.2
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-- Set speed to 0.7 of maximum.
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self.Speed=self.SpeedMax * 0.7
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@@ -1497,6 +1501,15 @@ function ARTY:SetStatusInterval(interval)
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return self
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end
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--- Set time interval for weapon tracking.
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-- @param #ARTY self
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-- @param #number interval Time interval in seconds. Default 0.2 seconds.
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-- @return self
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function ARTY:SetTrackInterval(interval)
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self.dtTrack=interval or 0.2
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return self
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end
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--- Set time how it is waited a unit the first shot event happens. If no shot is fired after this time, the task to fire is aborted and the target removed.
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-- @param #ARTY self
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-- @param #number waittime Time in seconds. Default 300 seconds.
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@@ -2129,6 +2142,95 @@ end
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-- Event Handling
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Function called during tracking of weapon.
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-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
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-- @param #ARTY self ARTY object.
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-- @param #ARTY.Target target Target of the weapon.
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function ARTY._FuncTrack(weapon, self, target)
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-- Coordinate and distance to target.
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local _coord=weapon.coordinate
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local _dist=_coord:Get2DDistance(target.coord)
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local _destroyweapon=false
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-- Debug
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self:T3(self.lid..string.format("ARTY %s weapon to target dist = %d m", self.groupname,_dist))
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if target.weapontype==ARTY.WeaponType.IlluminationShells then
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-- Check if within distace.
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if _dist<target.radius then
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-- Get random coordinate within certain radius of the target.
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local _cr=target.coord:GetRandomCoordinateInRadius(target.radius)
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-- Get random altitude over target.
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local _alt=_cr:GetLandHeight()+math.random(self.illuMinalt, self.illuMaxalt)
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-- Adjust explosion height of coordinate.
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local _ci=COORDINATE:New(_cr.x,_alt,_cr.z)
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-- Create illumination flare.
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_ci:IlluminationBomb(self.illuPower)
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-- Destroy actual shell.
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_destroyweapon=true
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end
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elseif target.weapontype==ARTY.WeaponType.SmokeShells then
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if _dist<target.radius then
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-- Get random coordinate within a certain radius.
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local _cr=_coord:GetRandomCoordinateInRadius(_data.target.radius)
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-- Fire smoke at this coordinate.
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_cr:Smoke(self.smokeColor)
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-- Destroy actual shell.
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_destroyweapon=true
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end
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end
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if _destroyweapon then
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self:T2(self.lid..string.format("ARTY %s destroying shell, stopping timer.", self.groupname))
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-- Destroy weapon and stop timer.
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weapon:Destroy()
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-- No more tracking.
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weapon.tracking=false
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end
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end
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--- Function called after impact of weapon.
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-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
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-- @param #ARTY self ARTY object.
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-- @param #ARTY.Target target Target of the weapon.
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function ARTY._FuncImpact(weapon, self, target)
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-- Debug info.
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self:I(self.lid..string.format("ARTY %s weapon NOT ALIVE any more.", self.groupname))
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-- Get impact coordinate.
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local _impactcoord=weapon:GetImpactCoordinate()
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-- Create a "nuclear" explosion and blast at the impact point.
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if target.weapontype==ARTY.WeaponType.TacticalNukes then
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self:T(self.lid..string.format("ARTY %s triggering nuclear explosion in one second.", self.groupname))
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--SCHEDULER:New(nil, ARTY._NuclearBlast, {self,_impactcoord}, 1.0)
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self:ScheduleOnce(1.0, ARTY._NuclearBlast, self, _impactcoord)
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end
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end
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--- Eventhandler for shot event.
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-- @param #ARTY self
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-- @param Core.Event#EVENTDATA EventData
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@@ -2147,12 +2249,20 @@ function ARTY:OnEventShot(EventData)
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self:T3(self.lid.."EVENT SHOT: Weapon name = ".._weaponName)
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local group = EventData.IniGroup --Wrapper.Group#GROUP
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env.info("FF 100")
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if group and group:IsAlive() then
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env.info("FF 200")
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if EventData.IniGroupName == self.groupname then
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env.info("FF 300")
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if self.currentTarget then
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env.info("FF 400")
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-- Increase number of shots fired by this group on this target.
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self.Nshots=self.Nshots+1
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@@ -2162,128 +2272,32 @@ function ARTY:OnEventShot(EventData)
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self:T(self.lid..text)
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MESSAGE:New(text, 5):Clear():ToAllIf(self.report or self.Debug)
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-- Last known position of the weapon fired.
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local _lastpos={x=0, y=0, z=0}
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--- Track the position of the weapon if it is supposed to model a tac nuke, illumination or smoke shell.
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-- @param #table _weapon
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local function _TrackWeapon(_data)
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-- When the pcall status returns false the weapon has hit.
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local _weaponalive,_currpos = pcall(
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function()
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return _data.weapon:getPoint()
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end)
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-- Debug
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self:T3(self.lid..string.format("ARTY %s: Weapon still in air: %s", self.groupname, tostring(_weaponalive)))
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-- Destroy weapon before impact.
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local _destroyweapon=false
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if _weaponalive then
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-- Update last position.
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_lastpos={x=_currpos.x, y=_currpos.y, z=_currpos.z}
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-- Coordinate and distance to target.
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local _coord=COORDINATE:NewFromVec3(_lastpos)
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local _dist=_coord:Get2DDistance(_data.target.coord)
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-- Debug
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self:T3(self.lid..string.format("ARTY %s weapon to target dist = %d m", self.groupname,_dist))
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if _data.target.weapontype==ARTY.WeaponType.IlluminationShells then
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-- Check if within distace.
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if _dist<_data.target.radius then
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-- Get random coordinate within certain radius of the target.
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local _cr=_data.target.coord:GetRandomCoordinateInRadius(_data.target.radius)
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-- Get random altitude over target.
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local _alt=_cr:GetLandHeight()+math.random(self.illuMinalt, self.illuMaxalt)
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-- Adjust explosion height of coordinate.
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local _ci=COORDINATE:New(_cr.x,_alt,_cr.z)
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-- Create illumination flare.
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_ci:IlluminationBomb(self.illuPower)
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-- Destroy actual shell.
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_destroyweapon=true
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end
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elseif _data.target.weapontype==ARTY.WeaponType.SmokeShells then
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if _dist<_data.target.radius then
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-- Get random coordinate within a certain radius.
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local _cr=_coord:GetRandomCoordinateInRadius(_data.target.radius)
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-- Fire smoke at this coordinate.
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_cr:Smoke(self.smokeColor)
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-- Destroy actual shell.
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_destroyweapon=true
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end
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end
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if _destroyweapon then
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self:T2(self.lid..string.format("ARTY %s destroying shell, stopping timer.", self.groupname))
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-- Destroy weapon and stop timer.
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_data.weapon:destroy()
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return nil
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else
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-- TODO: Make dt input parameter.
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local dt=0.02
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self:T3(self.lid..string.format("ARTY %s tracking weapon again in %.3f seconds", self.groupname, dt))
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-- Check again in 0.05 seconds.
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return timer.getTime() + dt
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end
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else
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-- Get impact coordinate.
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local _impactcoord=COORDINATE:NewFromVec3(_lastpos)
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self:I(self.lid..string.format("ARTY %s weapon NOT ALIVE any more.", self.groupname))
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-- Create a "nuclear" explosion and blast at the impact point.
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if _data.target.weapontype==ARTY.WeaponType.TacticalNukes then
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self:T(self.lid..string.format("ARTY %s triggering nuclear explosion in one second.", self.groupname))
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SCHEDULER:New(nil, ARTY._NuclearBlast, {self,_impactcoord}, 1.0)
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end
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-- Stop timer.
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return nil
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end
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end
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-- Start track the shell if we want to model a tactical nuke.
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local _tracknuke = self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes and self.Nukes>0
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local _trackillu = self.currentTarget.weapontype==ARTY.WeaponType.IlluminationShells and self.Nillu>0
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local _tracksmoke = self.currentTarget.weapontype==ARTY.WeaponType.SmokeShells and self.Nsmoke>0
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if _tracknuke or _trackillu or _tracksmoke then
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self:T(self.lid..string.format("ARTY %s: Tracking of weapon starts in two seconds.", self.groupname))
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local _peter={}
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_peter.weapon=EventData.weapon
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_peter.target=UTILS.DeepCopy(self.currentTarget)
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timer.scheduleFunction(_TrackWeapon, _peter, timer.getTime() + 2.0)
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-- Debug info.
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self:T(self.lid..string.format("ARTY %s: Tracking of weapon starts in two seconds.", self.groupname))
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-- Create a weapon object.
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local weapon=WEAPON:New(EventData.weapon)
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-- Set time step for tracking.
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weapon:SetTimeStepTrack(self.dtTrack)
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-- Copy target. We need a copy because it might already be overwritten with the next target during flight of weapon.
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local target=UTILS.DeepCopy(self.currentTarget)
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-- Set callback functions.
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weapon:SetFuncTrack(ARTY._FuncTrack, self, target)
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weapon:SetFuncImpact(ARTY._FuncImpact, self, target)
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-- Start tracking in 2 sec (arty ammo should fly a bit).
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weapon:StartTrack(2)
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end
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-- Get current ammo.
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@@ -2842,6 +2856,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
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end
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for _,targetname in pairs(notpossible) do
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self:E(self.lid..string.format("%s: Removing target %s because requested weapon is not possible with this type of unit.", self.groupname, targetname))
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env.info("FF 1000",showMessageBox)
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self:RemoveTarget(targetname)
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end
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@@ -3931,9 +3946,10 @@ function ARTY:GetAmmo(display)
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return nammo, nshells, nrockets, nmissiles
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end
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for _,unit in pairs(units) do
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for _,_unit in pairs(units) do
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local unit=_unit --Wrapper.Unit#UNIT
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if unit and unit:IsAlive() then
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if unit then
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-- Output.
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local text=string.format("ARTY group %s - unit %s:\n", self.groupname, unit:GetName())
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@@ -26,6 +26,7 @@
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--- FOX class.
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-- @type FOX
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-- @field #string ClassName Name of the class.
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-- @field #number verbose Verbosity level.
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-- @field #boolean Debug Debug mode. Messages to all about status.
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-- @field #string lid Class id string for output to DCS log file.
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-- @field #table menuadded Table of groups the menu was added for.
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@@ -124,6 +125,7 @@
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-- @field #FOX
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FOX = {
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ClassName = "FOX",
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verbose = 0,
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Debug = false,
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lid = nil,
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menuadded = {},
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@@ -185,6 +187,8 @@ FOX = {
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-- @field #string targetName Name of the target unit or "unknown".
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-- @field #string targetOrig Name of the "original" target, i.e. the one right after launched.
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-- @field #FOX.PlayerData targetPlayer Player that was targeted or nil.
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-- @field Core.Point#COORDINATE missileCoord Missile coordinate during tracking.
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-- @field Wrapper.Weapon#WEAPON Weapon Weapon object.
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--- Main radio menu on group level.
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-- @field #table MenuF10 Root menu table on group level.
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@@ -196,7 +200,7 @@ FOX.MenuF10Root=nil
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--- FOX class version.
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-- @field #string version
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FOX.version="0.7.0"
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FOX.version="0.8.0"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- ToDo list
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@@ -500,6 +504,7 @@ function FOX:SetDisableF10Menu()
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return self
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end
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--- Enable F10 menu for all players.
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-- @param #FOX self
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-- @return #FOX self
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@@ -510,6 +515,15 @@ function FOX:SetEnableF10Menu()
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return self
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end
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--- Set verbosity level.
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-- @param #FOX self
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-- @param #number VerbosityLevel Level of output (higher=more). Default 0.
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-- @return #FOX self
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function FOX:SetVerbosity(VerbosityLevel)
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self.verbose=VerbosityLevel or 0
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return self
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end
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--- Set default player setting for missile destruction.
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-- @param #FOX self
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-- @param #boolean switch If true missiles are destroyed. If false/nil missiles are not destroyed.
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@@ -605,7 +619,9 @@ function FOX:onafterStatus(From, Event, To)
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local clock=UTILS.SecondsToClock(time)
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-- Status.
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self:I(self.lid..string.format("Missile trainer status %s: %s", clock, fsmstate))
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if self.verbose>=1 then
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self:I(self.lid..string.format("Missile trainer status %s: %s", clock, fsmstate))
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end
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-- Check missile status.
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self:_CheckMissileStatus()
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@@ -713,7 +729,9 @@ function FOX:_CheckMissileStatus()
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if #self.missiles==0 then
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text=text.." none"
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end
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self:I(self.lid..text)
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if self.verbose>=2 then
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self:I(self.lid..text)
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end
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-- Remove inactive missiles.
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for i=#self.missiles,1,-1 do
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@@ -743,7 +761,7 @@ function FOX:_IsProtected(targetunit)
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if targetgroup then
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local targetname=targetgroup:GetName()
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for _,_group in pairs(self.protectedset:GetSetObjects()) do
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for _,_group in pairs(self.protectedset:GetSet()) do
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local group=_group --Wrapper.Group#GROUP
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if group then
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@@ -763,21 +781,24 @@ function FOX:_IsProtected(targetunit)
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end
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--- Missle launch event.
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-- @param #FOX self
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--- Function called from weapon tracking.
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-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
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-- @param #FOX self FOX object.
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-- @param #FOX.MissileData missile Fired missile
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function FOX:_FuncTrack(weapon, missile)
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function FOX._FuncTrack(weapon, self, missile)
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-- Missile coordinate.
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missileCoord=COORDINATE:NewFromVec3(_lastBombPos)
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local missileCoord= missile.missileCoord:UpdateFromVec3(weapon.vec3) --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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local missileVelocity=weapon:GetSpeed() --UTILS.VecNorm(_ordnance:getVelocity())
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-- Update missile target if necessary.
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self:GetMissileTarget(missile)
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-- Target unit of the missile.
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local target=nil --Wrapper.Unit#UNIT
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if missile.targetUnit then
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-----------------------------------
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@@ -868,13 +889,13 @@ function FOX:_FuncTrack(weapon, missile)
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if unit:GetName()~=missile.shooterName then
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-- Player position.
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local playerCoord=unit:GetCoordinate()
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-- Distance.
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local dist=missileCoord:Get3DDistance(playerCoord)
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local playerVec3=unit:GetVec3()
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-- Distance.
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local dist=missileCoord:Get3DDistance(playerVec3)
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-- Distance from shooter to player.
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local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
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local Dshooter2player=missile.shotCoord:Get3DDistance(playerVec3)
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-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
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if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
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@@ -898,23 +919,22 @@ function FOX:_FuncTrack(weapon, missile)
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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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local targetVec3=target:GetVec3() --target:GetCoordinate()
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|
||||
-- Distance from missile to target.
|
||||
local distance=missileCoord:Get3DDistance(targetCoord)
|
||||
local distance=missileCoord:Get3DDistance(targetVec3)
|
||||
|
||||
-- Distance missile to shooter.
|
||||
local distShooter=nil
|
||||
if missile.shooterUnit and missile.shooterUnit:IsAlive() then
|
||||
distShooter=missileCoord:Get3DDistance(missile.shooterUnit:GetCoordinate())
|
||||
distShooter=missileCoord:Get3DDistance(missile.shooterUnit:GetVec3())
|
||||
end
|
||||
|
||||
|
||||
-- Debug output.
|
||||
if self.Debug then
|
||||
local bearing=targetCoord:HeadingTo(missileCoord)
|
||||
local eta=distance/missileVelocity
|
||||
|
||||
if self.Debug then
|
||||
local bearing=missileCoord:HeadingTo(targetVec3)
|
||||
local eta=distance/missileVelocity
|
||||
-- Debug distance check.
|
||||
self:I(self.lid..string.format("Missile %s Target %s: Distance = %.1f m, v=%.1f m/s, bearing=%03d°, ETA=%.1f sec", missile.missileType, target:GetName(), distance, missileVelocity, bearing, eta))
|
||||
end
|
||||
@@ -928,12 +948,12 @@ function FOX:_FuncTrack(weapon, missile)
|
||||
end
|
||||
|
||||
-- If missile is 150 m from target ==> destroy missile if in safe zone.
|
||||
if destroymissile and self:_CheckCoordSafe(targetCoord) then
|
||||
if destroymissile and self:_CheckCoordSafe(targetVec3) then
|
||||
|
||||
-- Destroy missile.
|
||||
self:I(self.lid..string.format("Destroying missile %s(%s) fired by %s aimed at %s [player=%s] at distance %.1f m",
|
||||
missile.missileType, missile.missileName, missile.shooterName, target:GetName(), tostring(missile.targetPlayer~=nil), distance))
|
||||
_ordnance:destroy()
|
||||
weapon:Destroy()
|
||||
|
||||
-- Missile is not active any more.
|
||||
missile.active=false
|
||||
@@ -941,7 +961,6 @@ function FOX:_FuncTrack(weapon, missile)
|
||||
-- Debug smoke.
|
||||
if self.Debug then
|
||||
missileCoord:SmokeRed()
|
||||
targetCoord:SmokeGreen()
|
||||
end
|
||||
|
||||
-- Create event.
|
||||
@@ -962,9 +981,9 @@ function FOX:_FuncTrack(weapon, missile)
|
||||
-- Increase dead counter.
|
||||
missile.targetPlayer.dead=missile.targetPlayer.dead+1
|
||||
end
|
||||
|
||||
-- Terminate timer.
|
||||
return nil
|
||||
|
||||
-- We could disable the tracking here but then the impact function would not be called.
|
||||
--weapon.tracking=false
|
||||
|
||||
else
|
||||
|
||||
@@ -987,30 +1006,30 @@ function FOX:_FuncTrack(weapon, missile)
|
||||
dt=self.dt00 --0.01
|
||||
end
|
||||
|
||||
-- Check again in dt seconds.
|
||||
return timer.getTime()+dt
|
||||
-- Set time step.
|
||||
weapon:SetTimeStepTrack(dt)
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-- Destroy missile.
|
||||
-- No current target.
|
||||
self:T(self.lid..string.format("Missile %s(%s) fired by %s has no current target. Checking back in 0.1 sec.", missile.missileType, missile.missileName, missile.shooterName))
|
||||
return timer.getTime()+0.1
|
||||
weapon:SetTimeStepTrack(0.1)
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Callback function on impact or destroy otherwise.
|
||||
-- @param #FOX self
|
||||
-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
|
||||
-- @param #FOX.MissileData missile Fired missile
|
||||
function FOX:_FuncImpact(weapon, missile)
|
||||
-- @param #FOX self FOX object.
|
||||
-- @param #FOX.MissileData missile Fired missile.
|
||||
function FOX._FuncImpact(weapon, self, missile)
|
||||
|
||||
if target then
|
||||
if missile.targetPlayer then
|
||||
|
||||
-- Get human player.
|
||||
local player=self:_GetPlayerFromUnit(target)
|
||||
local player=missile.targetPlayer
|
||||
|
||||
-- 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
|
||||
@@ -1028,7 +1047,7 @@ function FOX:_FuncImpact(weapon, missile)
|
||||
|
||||
--Terminate the timer.
|
||||
self:T(FOX.lid..string.format("Terminating missile track timer."))
|
||||
return nil
|
||||
weapon.tracking=false
|
||||
|
||||
end
|
||||
|
||||
@@ -1090,18 +1109,17 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
|
||||
end
|
||||
end
|
||||
|
||||
local weapon=WEAPON:New(missile.weapon)
|
||||
-- Set callback function for tracking.
|
||||
missile.Weapon:SetFuncTrack(FOX._FuncTrack, self, missile)
|
||||
|
||||
weapon:SetFuncTrack(FuncTrack)
|
||||
-- Set callback function for impact.
|
||||
missile.Weapon:SetFuncImpact(FOX._FuncImpact, self, missile)
|
||||
|
||||
weapon:SetFuncImpact(FuncImpact)
|
||||
|
||||
|
||||
|
||||
-- Weapon is not yet "alife" just yet. Start timer with a little delay.
|
||||
self:T(FOX.lid..string.format("Tracking of missile starts in 0.0001 seconds."))
|
||||
--timer.scheduleFunction(trackMissile, missile.weapon, timer.getTime()+0.0001)
|
||||
weapon:StartTrack(0.0001)
|
||||
missile.Weapon:StartTrack(0.0001)
|
||||
|
||||
end
|
||||
|
||||
@@ -1232,30 +1250,29 @@ end
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function FOX:OnEventShot(EventData)
|
||||
self:T2({eventshot=EventData})
|
||||
|
||||
-- Nil checks.
|
||||
if EventData.Weapon==nil or EventData.IniDCSUnit==nil or EventData.weapon==nil then
|
||||
return
|
||||
end
|
||||
|
||||
if EventData.Weapon==nil then
|
||||
return
|
||||
end
|
||||
if EventData.IniDCSUnit==nil then
|
||||
return
|
||||
end
|
||||
-- Create a weapon object.
|
||||
local weapon=WEAPON:New(EventData.weapon)
|
||||
|
||||
-- Weapon data.
|
||||
local _weapon = EventData.WeaponName
|
||||
local _weapon = weapon:GetTypeName()
|
||||
local _target = EventData.Weapon:getTarget()
|
||||
local _targetName = "unknown"
|
||||
local _targetUnit = nil --Wrapper.Unit#UNIT
|
||||
|
||||
-- Weapon descriptor.
|
||||
local desc=EventData.Weapon:getDesc()
|
||||
local desc=weapon.desc
|
||||
self:T2({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
|
||||
|
||||
-- Missile range.
|
||||
local missilerange=nil
|
||||
if missilecategory then
|
||||
missilerange=desc.rangeMaxAltMax
|
||||
@@ -1265,8 +1282,8 @@ function FOX:OnEventShot(EventData)
|
||||
self:T2(FOX.lid.."EVENT SHOT: FOX")
|
||||
self:T2(FOX.lid..string.format("EVENT SHOT: Ini unit = %s", tostring(EventData.IniUnitName)))
|
||||
self:T2(FOX.lid..string.format("EVENT SHOT: Ini group = %s", tostring(EventData.IniGroupName)))
|
||||
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon type = %s", tostring(_weapon)))
|
||||
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon categ = %s", tostring(weaponcategory)))
|
||||
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon type = %s", tostring(weapon:GetTypeName())))
|
||||
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon categ = %s", tostring(weapon:GetCategory())))
|
||||
self:T2(FOX.lid..string.format("EVENT SHOT: Missil categ = %s", tostring(missilecategory)))
|
||||
self:T2(FOX.lid..string.format("EVENT SHOT: Missil range = %s", tostring(missilerange)))
|
||||
|
||||
@@ -1278,7 +1295,7 @@ function FOX:OnEventShot(EventData)
|
||||
end
|
||||
|
||||
-- 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)
|
||||
local _track = weapon:IsMissile() and missilecategory and (missilecategory==1 or missilecategory==2 or missilecategory==6)
|
||||
|
||||
-- Only track missiles
|
||||
if _track then
|
||||
@@ -1287,6 +1304,7 @@ function FOX:OnEventShot(EventData)
|
||||
|
||||
missile.active=true
|
||||
missile.weapon=EventData.weapon
|
||||
missile.Weapon=weapon
|
||||
missile.missileType=_weapon
|
||||
missile.missileRange=missilerange
|
||||
missile.missileName=EventData.weapon:getName()
|
||||
@@ -1299,6 +1317,7 @@ function FOX:OnEventShot(EventData)
|
||||
missile.fuseDist=desc.fuseDist
|
||||
missile.explosive=desc.warhead.explosiveMass or desc.warhead.shapedExplosiveMass
|
||||
missile.targetOrig=missile.targetName
|
||||
missile.missileCoord=COORDINATE:New(0,0,0)
|
||||
|
||||
-- Set missile target name, unit and player.
|
||||
self:GetMissileTarget(missile)
|
||||
@@ -1617,7 +1636,7 @@ end
|
||||
|
||||
--- Check if a coordinate lies within a safe training zone.
|
||||
-- @param #FOX self
|
||||
-- @param Core.Point#COORDINATE coord Coordinate to check.
|
||||
-- @param Core.Point#COORDINATE coord Coordinate to check. Can also be a DCS#Vec3.
|
||||
-- @return #boolean True if safe.
|
||||
function FOX:_CheckCoordSafe(coord)
|
||||
|
||||
@@ -1629,7 +1648,9 @@ function FOX:_CheckCoordSafe(coord)
|
||||
-- Loop over all zones.
|
||||
for _,_zone in pairs(self.safezones) do
|
||||
local zone=_zone --Core.Zone#ZONE
|
||||
local inzone=zone:IsCoordinateInZone(coord)
|
||||
local Vec2={x=coord.x, y=coord.z}
|
||||
local inzone=zone:IsVec2InZone(Vec2)
|
||||
--local inzone=zone:IsCoordinateInZone(coord)
|
||||
if inzone then
|
||||
return true
|
||||
end
|
||||
@@ -1640,7 +1661,7 @@ end
|
||||
|
||||
--- Check if a coordinate lies within a launch zone.
|
||||
-- @param #FOX self
|
||||
-- @param Core.Point#COORDINATE coord Coordinate to check.
|
||||
-- @param Core.Point#COORDINATE coord Coordinate to check. Can also be a DCS#Vec2.
|
||||
-- @return #boolean True if in launch zone.
|
||||
function FOX:_CheckCoordLaunch(coord)
|
||||
|
||||
@@ -1652,7 +1673,9 @@ function FOX:_CheckCoordLaunch(coord)
|
||||
-- Loop over all zones.
|
||||
for _,_zone in pairs(self.launchzones) do
|
||||
local zone=_zone --Core.Zone#ZONE
|
||||
local inzone=zone:IsCoordinateInZone(coord)
|
||||
local Vec2={x=coord.x, y=coord.z}
|
||||
local inzone=zone:IsVec2InZone(Vec2)
|
||||
--local inzone=zone:IsCoordinateInZone(coord)
|
||||
if inzone then
|
||||
return true
|
||||
end
|
||||
|
||||
@@ -1833,13 +1833,13 @@ function RANGE:OnEventHit( EventData )
|
||||
end
|
||||
|
||||
--- Function called on impact of a tracked weapon.
|
||||
-- @param #RANGE self
|
||||
-- @param Wrapper.Weapon#WEAPON weapon The weapon object.
|
||||
-- @param #RANGE self RANGE object.
|
||||
-- @param #RANGE.PlayerData playerData Player data table.
|
||||
-- @param #number attackHdg Attack heading.
|
||||
-- @param #number attackAlt Attack altitude.
|
||||
-- @param #number attackVel Attack velocity.
|
||||
function RANGE:_OnImpact(weapon, playerData, attackHdg, attackAlt, attackVel)
|
||||
function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackVel)
|
||||
|
||||
-- Get closet target to last position.
|
||||
local _closetTarget = nil -- #RANGE.BombTarget
|
||||
@@ -1964,10 +1964,6 @@ function RANGE:_OnImpact(weapon, playerData, attackHdg, attackAlt, attackVel)
|
||||
self:T( self.lid .. "Weapon impacted outside range zone." )
|
||||
end
|
||||
|
||||
-- Terminate the timer
|
||||
self:T( self.lid .. string.format( "Range %s, player %s: Terminating bomb track timer.", self.rangename, _playername ) )
|
||||
return nil
|
||||
|
||||
end
|
||||
|
||||
--- Range event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun).
|
||||
@@ -1993,7 +1989,7 @@ function RANGE:OnEventShot( EventData )
|
||||
-- Get player unit and name.
|
||||
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
|
||||
|
||||
-- Set this to larger value than the threshold.
|
||||
-- Distance Player-to-Range. Set this to larger value than the threshold.
|
||||
local dPR = self.BombtrackThreshold * 2
|
||||
|
||||
-- Distance player to range.
|
||||
@@ -2027,14 +2023,6 @@ function RANGE:OnEventShot( EventData )
|
||||
|
||||
end
|
||||
|
||||
--- Check spawn queue and spawn aircraft if necessary.
|
||||
-- @param #RANGE self
|
||||
-- @param #string PlayerName Name of player.
|
||||
-- @return #RANGE.BombResult
|
||||
function RANGE:_GetBombResults(PlayerName)
|
||||
|
||||
end
|
||||
|
||||
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- FSM Functions
|
||||
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user