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https://github.com/FlightControl-Master/MOOSE.git
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832 lines
28 KiB
Lua
832 lines
28 KiB
Lua
--- **Functional** - (R2.5) - Yet another missile trainer.
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--
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--
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-- Train to evade missiles without being destroyed.
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--
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--
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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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-- * 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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-- * Marker of missile launch position (optional).
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--
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-- ===
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--
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-- ### Author: **funkyfranky**
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-- @module Functional.FOX2
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-- @image Functional_FOX2.png
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--- FOX2 class.
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-- @type FOX2
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-- @field #string ClassName Name of the class.
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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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-- @field #table players Table of players.
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-- @field #table missiles Table of tracked missiles.
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-- @field #table safezones Table of practice zones.
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-- @field #table launchzones Table of launch zones.
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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.
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-- @extends Core.Fsm#FSM
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--- Fox 2!
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--
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-- ===
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--
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-- 
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--
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-- # The FOX2 Concept
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--
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--
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--
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-- @field #FOX2
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FOX2 = {
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ClassName = "FOX2",
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Debug = false,
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lid = nil,
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menuadded = {},
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missiles = {},
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players = {},
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safezones = {},
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launchzones = {},
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protectedset = nil,
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explosionpower = 5,
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destroy = nil,
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}
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--- Player data table holding all important parameters of each player.
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-- @type FOX2.PlayerData
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-- @field Wrapper.Unit#UNIT unit Aircraft of the player.
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-- @field #string unitname Name of the unit.
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-- @field Wrapper.Client#CLIENT client Client object of player.
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-- @field #string callsign Callsign of player.
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-- @field Wrapper.Group#GROUP group Aircraft group of player.
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-- @field #string groupname Name of the the player aircraft group.
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-- @field #string name Player name.
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-- @field #number coalition Coalition number of player.
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-- @field #boolean destroy Destroy missile.
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-- @field #boolean launchalert Alert player on detected missile launch.
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-- @field #boolean marklaunch Mark position of launched missile on F10 map.
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-- @field #number defeated Number of missiles defeated.
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-- @field #number dead Number of missiles not defeated.
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--- Missile data table.
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-- @type FOX2.MissileData
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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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-- @field Wrapper.Unit#UNIT shooterUnit Unit that shot the missile.
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-- @field Wrapper.Group#GROUP shooterGroup Group that shot the missile.
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-- @field #number shooterCoalition Coalition side of the shooter.
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-- @field #string shooterName Name of the shooter unit.
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-- @field #number shotTime Abs mission time in seconds the missile was fired.
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-- @field Core.Point#COORDINATE shotCoord Coordinate where the missile was fired.
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-- @field Wrapper.Unit#UNIT targetUnit Unit that was targeted.
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-- @field #FOX2.PlayerData targetPlayer Player that was targeted or nil.
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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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FOX2.MenuF10={}
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--- Main radio menu on mission level.
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-- @field #table MenuF10Root Root menu on mission level.
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FOX2.MenuF10Root=nil
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--- FOX2 class version.
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-- @field #string version
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FOX2.version="0.1.1"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- ToDo list
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO list:
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-- TODO: safe zones
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-- TODO: mark shooter on F10
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Constructor
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Create a new FOX2 class object.
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-- @param #FOX2 self
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-- @return #FOX2 self.
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function FOX2:New()
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self.lid="FOX2 | "
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-- Inherit everthing from FSM class.
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local self=BASE:Inherit(self, FSM:New()) -- #FOX2
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-- Start State.
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self:SetStartState("Stopped")
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-- Add FSM transitions.
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-- From State --> Event --> To State
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self:AddTransition("Stopped", "Start", "Running") -- Start FOX2 script.
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self:AddTransition("*", "Status", "*") -- Start FOX2 script.
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------------------------
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--- Pseudo Functions ---
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------------------------
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--- Triggers the FSM event "Start". Starts the FOX2. Initializes parameters and starts event handlers.
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-- @function [parent=#FOX2] Start
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-- @param #FOX2 self
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--- Triggers the FSM event "Start" after a delay. Starts the FOX2. Initializes parameters and starts event handlers.
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-- @function [parent=#FOX2] __Start
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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 "Stop". Stops the FOX2 and all its event handlers.
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-- @param #FOX2 self
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--- Triggers the FSM event "Stop" after a delay. Stops the FOX2 and all its event handlers.
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-- @function [parent=#FOX2] __Stop
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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 "Status".
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-- @function [parent=#FOX2] Status
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-- @param #FOX2 self
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--- Triggers the FSM event "Status" after a delay.
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-- @function [parent=#FOX2] __Status
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-- @param #FOX2 self
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-- @param #number delay Delay in seconds.
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return self
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end
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--- On after Start event. Starts the missile trainer and adds event handlers.
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-- @param #FOX2 self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function FOX2:onafterStart(From, Event, To)
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-- Short info.
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local text=string.format("Starting FOX2 Missile Trainer %s", FOX2.version)
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env.info(text)
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-- Handle events:
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self:HandleEvent(EVENTS.Birth)
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self:HandleEvent(EVENTS.Shot)
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self:TraceClass(self.ClassName)
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self:TraceLevel(2)
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self:__Status(-1)
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end
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--- On after Stop event. Stops the missile trainer and unhandles events.
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-- @param #FOX2 self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function FOX2:onafterStop(From, Event, To)
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-- Short info.
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local text=string.format("Stopping FOX2 Missile Trainer v0.0.1")
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env.info(text)
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-- Handle events:
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self:UnhandleEvent(EVENTS.Birth)
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self:UnhandleEvent(EVENTS.Shot)
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end
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---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Status Functions
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---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- Check spawn queue and spawn aircraft if necessary.
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-- @param #FOX2 self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function FOX2:onafterStatus(From, Event, To)
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self:I(self.lid..string.format("Missile trainer status."))
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self:__Status(-30)
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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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-- @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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-- 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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-- Tracking info and init of last bomb position.
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self:I(FOX2.lid..string.format("FOX2: Tracking %s - %s.", missile.missileType, missile.missileName))
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-- Loop over players.
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for _,_player in pairs(self.players) do
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local player=_player --#FOX2.PlayerData
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-- Player position.
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local playerUnit=player.unit
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-- Check that player is alive and of the opposite coalition.
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if playerUnit and playerUnit:IsAlive() and player.coalition~=missile.shooterCoalition then
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-- Player missile distance.
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local distance=playerUnit:GetCoordinate():Get3DDistance(missile.shotCoord)
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-- Player bearing to missile.
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local bearing=playerUnit:GetCoordinate():HeadingTo(missile.shotCoord)
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-- Alert that missile has been launched.
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if player.launchalert then
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-- Alert directly targeted players or players that are within missile max range.
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if (missile.targetPlayer and player.unitname==missile.targetPlayer.unitname) or (distance<missile.missileRange) then
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-- 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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--TODO: ALERT or INFO depending on wether this is a direct target.
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--TODO: lauchalertall option.
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MESSAGE:New(text, 5, "ALERT"):ToClient(player.client)
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end
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end
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-- Mark coordinate.
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if player.marklaunch then
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local text=string.format("Missile launch coordinates:\n%s\n%s", missile.shotCoord:ToStringLLDMS(), missile.shotCoord:ToStringBULLS(player.coalition))
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missile.shotCoord:MarkToGroup(text, player.group)
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end
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end
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end
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-- Init missile position.
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local _lastBombPos = {x=0,y=0,z=0}
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-- Missile coordinate.
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local missileCoord = nil --Core.Point#COORDINATE
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-- Target unit of the missile.
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local target=nil --Wrapper.Unit#UNIT
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--- Function monitoring the position of a bomb until impact.
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local function trackMissile(_ordnance)
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-- When the pcall returns a failure the weapon has hit.
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local _status,_bombPos = pcall(
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function()
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return _ordnance:getPoint()
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end)
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-- Check if status is not nil. If so, we have a valid point.
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if _status then
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----------------------------------------------
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-- Still in the air. Remember this position --
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----------------------------------------------
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-- Missile position.
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_lastBombPos = {x=_bombPos.x, y=_bombPos.y, z=_bombPos.z}
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-- Missile coordinate.
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missileCoord=COORDINATE:NewFromVec3(_lastBombPos)
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-- Missile velocity in m/s.
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local missileVelocity=UTILS.VecNorm(_ordnance:getVelocity())
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if missile.targetUnit then
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-----------------------------------
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-- Missile has a specific target --
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-----------------------------------
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if missile.targetPlayer then
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-- Target is a player.
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target=missile.targetUnit
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else
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--TODO: Check if unit is protected.
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end
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else
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------------------------------------
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-- Missile has NO specific target --
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------------------------------------
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-- Distance to closest player.
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local mindist=nil
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-- Loop over players.
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for _,_player in pairs(self.players) do
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local player=_player --#FOX2.PlayerData
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-- Player position.
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local playerCoord=player.unit:GetCoordinate()
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-- Distance.
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local dist=missileCoord:Get3DDistance(playerCoord)
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-- Maxrange from launch point to player.
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local maxrange=playerCoord:Get3DDistance(missile.shotCoord)
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-- Update mindist if necessary. Only include players in range of missile.
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if (mindist==nil or dist<mindist) and dist<=maxrange then
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mindist=dist
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target=player.unit
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end
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end
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end
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-- Check if missile has a valid target.
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if target then
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-- Target coordinate.
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local targetCoord=target:GetCoordinate()
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-- Distance from missile to target.
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local distance=missileCoord:Get3DDistance(targetCoord)
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local bearing=targetCoord:HeadingTo(missileCoord)
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local eta=distance/missileVelocity
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self:T2(self.lid..string.format("Distance = %.1f m, v=%.1f m/s, bearing=%03d°, eta=%.1f sec", distance, missileVelocity, bearing, eta))
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-- If missile is 100 m from target ==> destroy missile.
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if distance<100 then
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-- Destroy missile.
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self:T(self.lid..string.format("Destroying missile at distance %.1f m", distance))
|
|
_ordnance:destroy()
|
|
|
|
-- Little explosion for the visual effect.
|
|
missileCoord:Explosion(10)
|
|
|
|
local text="Destroying missile. You're dead!"
|
|
MESSAGE:New(text, 10):ToGroup(target:GetGroup())
|
|
|
|
-- Terminate timer.
|
|
return nil
|
|
else
|
|
|
|
-- Time step.
|
|
local dt=1.0
|
|
if distance>50000 then
|
|
-- > 50 km
|
|
dt=5.0
|
|
elseif distance>10000 then
|
|
-- 10-50 km
|
|
dt=1.0
|
|
elseif distance>5000 then
|
|
-- 5-10 km
|
|
dt=0.5
|
|
elseif distance>1000 then
|
|
-- 1-5 km
|
|
dt=0.1
|
|
else
|
|
-- < 1 km
|
|
dt=0.01
|
|
end
|
|
|
|
-- Check again in dt seconds.
|
|
return timer.getTime()+dt
|
|
end
|
|
else
|
|
|
|
-- No target ==> terminate timer.
|
|
return nil
|
|
end
|
|
|
|
else
|
|
|
|
-------------------------------------
|
|
-- Missile does not exist any more --
|
|
-------------------------------------
|
|
|
|
if target then
|
|
|
|
-- Get human player.
|
|
local player=self:_GetPlayerFromUnit(target)
|
|
|
|
-- Check for player and distance < 10 km.
|
|
if player and player.unit:IsAlive() then -- and missileCoord and player.unit:GetCoordinate():Get3DDistance(missileCoord)<10*1000 then
|
|
local text=string.format("Missile defeated. Well done, %s!", player.name)
|
|
MESSAGE:New(text, 10):ToClient(player.client)
|
|
end
|
|
|
|
end
|
|
|
|
-- Missile is not active any more.
|
|
missile.active=false
|
|
|
|
--Terminate the timer.
|
|
self:T(FOX2.lid..string.format("Terminating missile track timer."))
|
|
return nil
|
|
|
|
end -- _status check
|
|
|
|
end -- end function trackBomb
|
|
|
|
-- Weapon is not yet "alife" just yet. Start timer with a little delay.
|
|
self:T(FOX2.lid..string.format("Tracking of missile starts in 0.1 seconds."))
|
|
timer.scheduleFunction(trackMissile, EventData.weapon, timer.getTime()+0.1)
|
|
|
|
end --if _track
|
|
|
|
end
|
|
|
|
|
|
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- RADIO MENU Functions
|
|
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Add menu commands for player.
|
|
-- @param #FOX2 self
|
|
-- @param #string _unitName Name of player unit.
|
|
function FOX2:_AddF10Commands(_unitName)
|
|
self:F(_unitName)
|
|
|
|
-- Get player unit and name.
|
|
local _unit, playername = self:_GetPlayerUnitAndName(_unitName)
|
|
|
|
-- Check for player unit.
|
|
if _unit and playername then
|
|
|
|
-- Get group and ID.
|
|
local group=_unit:GetGroup()
|
|
local gid=group:GetID()
|
|
|
|
if group and gid then
|
|
|
|
if not self.menuadded[gid] then
|
|
|
|
-- Enable switch so we don't do this twice.
|
|
self.menuadded[gid]=true
|
|
|
|
-- Set menu root path.
|
|
local _rootPath=nil
|
|
if FOX2.MenuF10Root then
|
|
------------------------
|
|
-- MISSON LEVEL MENUE --
|
|
------------------------
|
|
|
|
-- F10/FOX2/...
|
|
_rootPath=FOX2.MenuF10Root
|
|
|
|
else
|
|
------------------------
|
|
-- GROUP LEVEL MENUES --
|
|
------------------------
|
|
|
|
-- Main F10 menu: F10/FOX2/
|
|
if FOX2.MenuF10[gid]==nil then
|
|
FOX2.MenuF10[gid]=missionCommands.addSubMenuForGroup(gid, "FOX2")
|
|
end
|
|
|
|
-- F10/FOX2/...
|
|
_rootPath=FOX2.MenuF10[gid]
|
|
|
|
end
|
|
|
|
|
|
--------------------------------
|
|
-- F10/F<X> FOX2/F1 Help
|
|
--------------------------------
|
|
local _helpPath=missionCommands.addSubMenuForGroup(gid, "Help", _rootPath)
|
|
-- F10/FOX2/F1 Help/
|
|
--missionCommands.addCommandForGroup(gid, "Subtitles On/Off", _helpPath, self._SubtitlesOnOff, self, _unitName) -- F7
|
|
--missionCommands.addCommandForGroup(gid, "Trapsheet On/Off", _helpPath, self._TrapsheetOnOff, self, _unitName) -- F8
|
|
|
|
-------------------------
|
|
-- F10/F<X> FOX2/
|
|
-------------------------
|
|
|
|
missionCommands.addCommandForGroup(gid, "Launch Alerts On/Off", _rootPath, self._ToggleLaunchAlert, self, _unitName) -- F2
|
|
missionCommands.addCommandForGroup(gid, "Destroy Missiles On/Off", _rootPath, self._ToggleDestroyMissiles, self, _unitName) -- F3
|
|
|
|
end
|
|
else
|
|
self:E(self.lid..string.format("ERROR: Could not find group or group ID in AddF10Menu() function. Unit name: %s.", _unitName))
|
|
end
|
|
else
|
|
self:E(self.lid..string.format("ERROR: Player unit does not exist in AddF10Menu() function. Unit name: %s.", _unitName))
|
|
end
|
|
|
|
end
|
|
|
|
|
|
--- Turn player's launch alert on/off.
|
|
-- @param #FOX2 self
|
|
-- @param #string _unitname Name of the player unit.
|
|
function FOX2:_ToggleLaunchAlert(_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
|
|
|
|
-- Invert state.
|
|
playerData.launchalert=not playerData.launchalert
|
|
|
|
-- Inform player.
|
|
local text=""
|
|
if playerData.launchalert==true then
|
|
text=string.format("%s, missile launch alerts are now ENABLED.", playerData.name)
|
|
else
|
|
text=string.format("%s, missile launch alerts are now DISABLED.", playerData.name)
|
|
end
|
|
MESSAGE:New(text, 5):ToClient(playerData.client)
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Turn player's
|
|
-- @param #FOX2 self
|
|
-- @param #string _unitname Name of the player unit.
|
|
function FOX2:_ToggleDestroyMissiles(_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
|
|
|
|
-- Invert state.
|
|
playerData.destroy=not playerData.destroy
|
|
|
|
-- Inform player.
|
|
local text=""
|
|
if playerData.destroy==true then
|
|
text=string.format("%s, incoming missiles will be DESTROYED.", playerData.name)
|
|
else
|
|
text=string.format("%s, incoming missiles will NOT be DESTROYED.", playerData.name)
|
|
end
|
|
MESSAGE:New(text, 5):ToClient(playerData.client)
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
-- Misc Functions
|
|
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
|
|
--- Returns the player data from a unit name.
|
|
-- @param #FOX2 self
|
|
-- @param #string unitName Name of the unit.
|
|
-- @return #FOX2.PlayerData Player data.
|
|
function FOX2:_GetPlayerFromUnitname(unitName)
|
|
|
|
for _,_player in pairs(self.players) do
|
|
local player=_player --#FOX2.PlayerData
|
|
|
|
if player.unitname==unitName then
|
|
return player
|
|
end
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
--- Retruns the player data from a unit.
|
|
-- @param #FOX2 self
|
|
-- @param Wrapper.Unit#UNIT unit
|
|
-- @return #FOX2.PlayerData Player data.
|
|
function FOX2:_GetPlayerFromUnit(unit)
|
|
|
|
if unit and unit:IsAlive() then
|
|
|
|
-- Name of the unit
|
|
local unitname=unit:GetName()
|
|
|
|
for _,_player in pairs(self.players) do
|
|
local player=_player --#FOX2.PlayerData
|
|
|
|
if player.unitname==unitname then
|
|
return player
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
return nil
|
|
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 #string _unitName Name of the player unit.
|
|
-- @return Wrapper.Unit#UNIT Unit of player or nil.
|
|
-- @return #string Name of the player or nil.
|
|
function FOX2:_GetPlayerUnitAndName(_unitName)
|
|
self:F2(_unitName)
|
|
|
|
if _unitName ~= nil then
|
|
|
|
-- Get DCS unit from its name.
|
|
local DCSunit=Unit.getByName(_unitName)
|
|
|
|
if DCSunit then
|
|
|
|
-- Get player name if any.
|
|
local playername=DCSunit:getPlayerName()
|
|
|
|
-- Unit object.
|
|
local unit=UNIT:Find(DCSunit)
|
|
|
|
-- Debug.
|
|
self:T2({DCSunit=DCSunit, unit=unit, playername=playername})
|
|
|
|
-- Check if enverything is there.
|
|
if DCSunit and unit and playername then
|
|
self:T(self.lid..string.format("Found DCS unit %s with player %s.", tostring(_unitName), tostring(playername)))
|
|
return unit, playername
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
-- Return nil if we could not find a player.
|
|
return nil,nil
|
|
end
|
|
|
|
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
|
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|