mirror of
https://github.com/l0k1/oprf_assets.git
synced 2024-11-21 15:08:03 +08:00
646 lines
24 KiB
Plaintext
646 lines
24 KiB
Plaintext
################### GLOBALS
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var AIR = 0;
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var MARINE = 1;
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var SURFACE = 2;
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var ORDNANCE = 3;
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var radar_update_time = 2;
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var launch_update_time = 0.3;
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var reloading = 0;
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var missile_delay_time = 0;#time when last track was initiated
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var missile_release_time = 0;#time when last missile was fired
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var ciws_delay_time = 0;#time when CIWS was last fired
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var launch_in_progress = 0;# if a firing solution is currently being calculated
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var reload_starting = 0;
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var ACTIVE_MISSILE = 0;
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var semi_active_track = nil;# with multiple missiles flying in semi-active-radar mode, this can change rather fast. Which means pilots wont get a steady tone, but disrupted tones. (tradeoff)
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var mutexLock = thread.newlock();
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var radarStatus = 0;# Current radar status.
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var radarOnTimestamp = -500;# Last timestamp of when the radar was online
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var radarOffTimestamp = -500;# Last timestamp of when the radar was offline
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var radarOffDuration = radar_off_time_min;
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var radarTrackTime = 0;# Last time stamp where any enemy aircraft has been spotted.
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##########################################################################
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######################## Common SAM code ###########################
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##########################################################################
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################### VARIOUS
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setprop("sim/multiplay/generic/float[7]", 0);# tracking radar vert rotation
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setprop("sim/multiplay/generic/float[8]", 0);# tracking radar horiz rotation
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setprop("sim/multiplay/generic/float[5]", 0);# launcher vert rotation
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setprop("sim/multiplay/generic/float[6]", 0);# launcher horiz rotation
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var start_time = systime();
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var opfor_switch = "enemies/opfor-switch";
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setprop(opfor_switch,0);
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var friend_switch = "enemies/friend-switch";
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setprop(friend_switch,0);
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################### IFF
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var target = {
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new: func (callsign) {
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var m = { parents: [target] };
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m.callsign = callsign;
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m.in_air = 0;
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m.tracking = 0;
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m.missiles = [];
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return m;
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},
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};
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var base = props.globals.getNode("/");
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base.getNode("instrumentation/transponder/id-code",1).setIntValue(-9999);
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base.getNode("instrumentation/transponder/transmitted-id",1).setIntValue(-9999);# transponder off
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###################################################################
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var targetsV2 = nil;
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var buildTargetList = func {
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# rather crappy code, but is not ran so often, so dont really matter.
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if (getprop(opfor_switch) == 0 and getprop(friend_switch) == 0) {
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for(var i = 1; i<=12;i+=1) {
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# add new callsign to list
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var sign = getprop("enemies/e"~i);
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var tgt = lookup(sign);
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if (tgt == nil) {
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targetsV2.append(target.new(sign));
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print("added callsign: "~sign);
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}
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}
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}
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var removeList = [];
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foreach(tgt ; targetsV2.vector) {
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# schedule removed callsigns to be removed
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if (getprop(opfor_switch) == 0 and getprop(friend_switch) == 0) {
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if (tgt.callsign != getprop("enemies/e1") and tgt.callsign != getprop("enemies/e2") and tgt.callsign != getprop("enemies/e3") and tgt.callsign != getprop("enemies/e4") and tgt.callsign != getprop("enemies/e5") and tgt.callsign != getprop("enemies/e6") and tgt.callsign != getprop("enemies/e7") and tgt.callsign != getprop("enemies/e8") and tgt.callsign != getprop("enemies/e9") and tgt.callsign != getprop("enemies/e10") and tgt.callsign != getprop("enemies/e11") and tgt.callsign != getprop("enemies/e12")) {
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append(removeList, tgt);
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print("will remove callsign: "~tgt.callsign);
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}
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}
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}
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foreach(tgt ; removeList) {
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# remove callsigns
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call(func {targetsV2.remove(tgt);}, nil, var err = []);
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}
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};
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var lookup = func (sign) {
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foreach (tgt ; targetsV2.vector) {
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if (tgt.callsign == sign) {
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return tgt;
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}
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}
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if ( getprop(opfor_switch) == 1 and (left(sign, 5) != "OPFOR" and left(sign,5) != "opfor")) {
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print("creating new target in: " ~ sign);
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tgt = target.new(sign);
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targetsV2.append(tgt);
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return tgt;
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}
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if ( getprop(friend_switch) == 1 and ( left(sign, 5) == "OPFOR" or left(sign,5) == "opfor" )) {
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print("creating new target in: " ~ sign);
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tgt = target.new(sign);
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targetsV2.append(tgt);
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return tgt;
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}
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return nil;
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}
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var PRIO_NORM = 0;
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var PRIO_HIGH = 1;
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var PRIO_LOW = 2;
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var PRIO_FAST = 3;
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var PRIO_SLOW = 4;
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var PRIO_CLOSE = 5;
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var PRIO_FAR = 6;
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################### MAIN LOOP
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var scan = func() {
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setprop("sim/multiplay/visibility-range-nm", 250);
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buildTargetList();
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if ( getprop("/carrier/sunk") == 1 or getprop("/carrier/disabled") == 1) {
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setprop("sim/multiplay/generic/string[6]", "");
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datalink.clear_data();
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return;
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}
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if (isSetup() ) {
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printf("Seconds till activation: %.1f", setupTime - (systime() - start_time));
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setprop("sam/timeleft", setupTime - (systime() - start_time));
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setprop("sam/missiles",(NUM_MISSILES+1-ACTIVE_MISSILE));
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setprop("sam/bursts", ROUNDS);
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setprop("sam/info", "Preparing launch system");
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settimer(scan,radar_update_time);
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if (launcher_tilt_time > 0) {
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setprop("sim/multiplay/generic/float[5]", launcher_final_tilt_deg*math.max(0,(systime() - start_time)-(setupTime-launcher_tilt_time))/launcher_tilt_time);#raise the tubes in last 15 secs of activation
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} else {
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setprop("sim/multiplay/generic/float[5]", launcher_final_tilt_deg);
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}
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setprop("sim/multiplay/generic/float[6]", 0);
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setprop("sim/multiplay/generic/float[7]", 0);
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setprop("sim/multiplay/generic/float[8]", 0);
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setprop("sim/multiplay/generic/string[6]", "");
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setprop("/sim/multiplay/generic/int[2]", 1);
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datalink.clear_data();
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return;
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}
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setprop("sim/multiplay/generic/float[5]", launcher_final_tilt_deg);
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#### ITERATE THROUGH MP LIST ####
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if (radarStatus == 1) {
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var my_pos = geo.aircraft_position();
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var radarAlt = my_pos.alt()+radar_elevation_above_terrain_m;
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my_pos.set_alt(radarAlt);
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var mvec = props.globals.getNode("/ai/models").getChildren("multiplayer");
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var tvec = props.globals.getNode("/ai/models").getChildren("tanker");
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var avec = props.globals.getNode("/ai/models").getChildren("aircraft");
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if (mvec!=nil and tvec != nil) {
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mvec = mvec ~ tvec;
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}
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if (mvec!=nil and avec != nil) {
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mvec = mvec ~ avec;
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}
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var prio_vector = [];#0:node,1:trigger,2:prio value
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foreach(var mp; mvec){
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if (mp.getNode("valid") == nil or mp.getNode("valid").getValue() != 1) continue;
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var prio = fire_control(mp, my_pos);
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append(prio_vector, prio);
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if (prio[3] == 1) {
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radarTrackTime = systime();#this target is within envelope, we turn on radar.
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}
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}
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prio_vector = sort(prio_vector, func (a,b) {if (a[2]>b[2]){return -1;} elsif (a[2]<b[2]) {return 1;} else {return 0;}});
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foreach(var mp; prio_vector) {
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#### DO WE HAVE FIRING SOLUTION... ####
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# is plane in range, do we still have missiles, and is a missile already inbound, and has it been 4 seconds since the last missile launch?
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var trigger = mp[1];
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#print("dist to target = " ~ dist_to_target);
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var lu = lookup(mp[0].getNode("callsign").getValue());
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if ( launch_in_progress == 0 and trigger == 1 and lu != nil and lu.in_air < same_target_max_missiles and !lu.tracking and ACTIVE_MISSILE <= NUM_MISSILES and ( systime() - missile_delay_time > fire_minimum_interval ) ) { #
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#### ... FOR THE MISSILE ####
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#print("callsign " ~ cs ~ " found at " ~ dist_to_target);
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missile_delay_time = systime();
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mp[0].getNode("unique",1).setValue(rand());
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armament.contact = radar_logic.Contact.new(mp[0], AIR);
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launch_in_progress = 1;
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missile_launch(mp[0], systime(), my_pos);
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} elsif ( ciws_installed and trigger == -1 and ROUNDS > 0 and ( systime() - ciws_delay_time > 1.0 ) and lu != nil) {
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#### ... FOR THE CIWS ####
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var contact = radar_logic.Contact.new(mp[0], AIR);
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var cord = contact.get_Coord();
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var dist_nm = my_pos.direct_distance_to(cord)*M2NM;
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var probabilityOfBurstKill = 0.50;
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if (mp[0].getNode("velocities/true-airspeed-kt").getValue() > 50) {
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probabilityOfBurstKill = extrapolate(dist_nm, 0, ciws_domain_nm, ciws_chance, 0);
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}
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var hits = math.max(0,int(extrapolate(rand(), 0, probabilityOfBurstKill, ciws_burst_rounds, 3)));#3 is a kill approx
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var target_bearing = my_pos.course_to(cord);
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setprop("sim/multiplay/generic/float[0]", -(target_bearing-getprop("orientation/heading-deg")));#CIWS horiz (inverted)
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setprop("sim/multiplay/generic/float[1]", vector.Math.getPitch(my_pos, cord));#CIWS vert
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setprop("sim/multiplay/generic/bool[0]",1);settimer(func {setprop("sim/multiplay/generic/bool[0]",0);}, 1);# for sound
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if (hits > 0) {
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var msg = notifications.ArmamentNotification.new("mhit", 4, -1*(ciws_shell+1));
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msg.RelativeAltitude = 0;
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msg.Bearing = 0;
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msg.Distance = hits;
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msg.RemoteCallsign = mp[0].getNode("callsign").getValue();
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notifications.hitBridgedTransmitter.NotifyAll(msg);
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damage.damageLog.push("CIWS fired | rounds remaining: " ~ ROUNDS ~ " | hit on: " ~ mp[0].getNode("callsign").getValue());
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}
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print("CIWS fired | bursts remaining: " ~ ROUNDS ~ " | "~hits~" hits on: " ~ mp[0].getNode("callsign").getValue() ~ " @ "~ sprintf("%.1f",dist_nm) ~" nm");
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ciws_delay_time = systime();
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ROUNDS = ROUNDS - 1;
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setprop("sam/bursts", ROUNDS);
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if (ROUNDS == 0) {
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print("Launcher out of shell ammo.");
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settimer(autoreload, reload_time);
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reloading = 1;
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reload_starting = systime();
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}
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}
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if (lu != nil and lu.tracking) {
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radarTrackTime = systime();
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}
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}
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}
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if (launcher_align_to_target and ACTIVE_MISSILE > NUM_MISSILES and systime()-missile_release_time > 2) {
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# rotate launcher back to forward:
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var tgt_dir = 0;
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var cur_dir = getprop("sim/multiplay/generic/float[6]");
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var move_dir = geo.normdeg180(tgt_dir-cur_dir);
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var max_dir = radar_update_time*align_speed_dps*0.25;
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move_dir = math.clamp(move_dir, -max_dir, max_dir);
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setprop("sim/multiplay/generic/float[6]", cur_dir+move_dir);
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}
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if (launch_in_progress == 0) {
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if (reloading) {
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setprop("sam/info", "Reloading");
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setprop("sam/timeleft", reload_time - (systime() - reload_starting));
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} else {
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setprop("sam/info", "Search radar is "~(radarStatus==1?"ON":"OFF"));
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setprop("sam/timeleft", 0);
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}
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clearSingleLock();
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thread.lock(mutexLock);
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semi_active_track = nil;
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thread.unlock(mutexLock);
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} else {
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setprop("sam/timeleft", 0);
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}
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if (getprop(getprop("payload/armament/MP-alt-ft")) == 0.0) {
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# reset 'Follow view' to look at launcher
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setprop(getprop("payload/armament/MP-lat"),getprop("position/latitude-deg"));
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setprop(getprop("payload/armament/MP-lon"),getprop("position/longitude-deg"));
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setprop(getprop("payload/armament/MP-alt-ft"),getprop("position/altitude-ft"));
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}
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setprop("sam/missiles",(NUM_MISSILES+1-ACTIVE_MISSILE));
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settimer(scan,radar_update_time);
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}
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var isSetup = func {
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return systime() - start_time < setupTime;
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}
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var acquisitionRadarLoop = func {
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if (isSetup() or reloading or getprop("/carrier/sunk") == 1 or getprop("/carrier/disabled") == 1) return;
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var reason = "";
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var time = systime();
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if (time - radarTrackTime < radar_on_after_detect_time) {
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radarStatus = 1;
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reason = sprintf("Crew alert for %d seconds", radar_on_after_detect_time - (time - radarTrackTime));
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} elsif (radarStatus == 0 and time - radarOnTimestamp > radarOffDuration) {
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radarStatus = 1;
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reason = sprintf("Periodic check for %d seconds", radar_on_time);
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} elsif (radarStatus == 1 and time - radarOffTimestamp > radar_on_time) {
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radarStatus = 0;
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radarOffDuration = rand()*(radar_off_time_max - radar_off_time_min)+radar_off_time_min;
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reason = sprintf("Periodic pause for %d seconds", radarOffDuration);
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}
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if (getprop("payload/armament/"~string.lc(missile_name)~"/guidance") == "tvm" and radarStatus == 0) {
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foreach(var tgt ; targetsV2.vector) {
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if (tgt.in_air > 0) {
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radarTrackTime = time;
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radarStatus = 1;
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break;
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}
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}
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}
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setprop("/sim/multiplay/generic/int[2]", radarStatus != 1);
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if (radarStatus == 1) radarOnTimestamp = time;
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else radarOffTimestamp = time;
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#print("Search radar is "~(radarStatus==1?"ON":"OFF"));
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if (reason != "") print(reason);
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}
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var radTimer = maketimer(0.5, acquisitionRadarLoop);
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radTimer.start();
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var clearSingleLock = func () {
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thread.lock(mutexLock);
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if (semi_active_track == nil) {
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setprop("sim/multiplay/generic/string[6]", "");
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datalink.clear_data();
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} else {
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setprop("sim/multiplay/generic/string[6]", left(md5(semi_active_track), 4));
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datalink.send_data({"contacts":[{"callsign":semi_active_track,"iff":0}]});
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}
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thread.unlock(mutexLock);
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}
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################## FIRE CONTROL
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################## ALL AI LOGIC RELATED TO FIGURING OUT IF A TARGET SHOULD BE SHOT AT SHOULD GO HERE.
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var fire_control = func(mp, my_pos) {
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# gather some data about the target
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if ( mp.getNode("valid").getValue() == 0 ) { return [mp,0,0,0]; }
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var ufo_pos = geo.Coord.new().set_latlon(mp.getNode("position/latitude-deg").getValue(),mp.getNode("position/longitude-deg").getValue(),(mp.getNode("position/altitude-ft").getValue() * FT2M));
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var target_distance = my_pos.direct_distance_to(ufo_pos);
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var target_altitude = mp.getNode("position/altitude-ft").getValue();
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# is this plane a friend or foe?
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var lu = lookup(mp.getNode("callsign").getValue());
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if ( lu == nil ) { return [mp,0,0,0]; }
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var target_airspeed = mp.getNode("velocities/true-airspeed-kt").getValue();
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var target_ground_distance = my_pos.distance_to(ufo_pos);
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var target_heading = mp.getNode("orientation/true-heading-deg").getValue();
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var relative_bearing = math.abs(geo.normdeg180(ufo_pos.course_to(my_pos) - target_heading));
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var target_relative_altitude = target_altitude - my_pos.alt()*M2FT;
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var target_radial_airspeed = math.abs(math.abs(((relative_bearing / 90 ) - 1) * target_airspeed));#200kt against us = 200kt, 200kt at angle of us = 0kt, 200kt away from us = 200kt
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var target_relative_pitch = vector.Math.getPitch(my_pos, ufo_pos);
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# can the radar see it?
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var data_link_match = 0;
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# foreach(var cx; gci.data_receive_callsigns) {
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# if (cx[0] == callsign) {
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# data_link_match = true;
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# #print('tgt confirmed via datalink');
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# }
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# }
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var visible = radar_logic.isNotBehindTerrain(mp);
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if (ciws_installed and ROUNDS > 0 and target_distance*M2NM < ciws_domain_nm) {
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#CIWS
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var radarSeeTarget = 1;
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if ( data_link_match == 0 ) {
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if ( visible[0] == 0 ) {radarSeeTarget = 0 }
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if ( target_relative_pitch < radar_lowest_pitch ) { radarSeeTarget = 0 } #
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if ( target_distance*M2NM > 1.0 and visible[1] and math.abs(target_radial_airspeed) < 20 ) {radarSeeTarget = 0 } # i.e. notching with terrain behind
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}
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if (radarSeeTarget and rand() > target_distance*M2NM / ciws_domain_nm) {
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var score = 0;
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var priority = getprop("priority");
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if (priority==PRIO_NORM) {
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score = rand()-0.5;
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} elsif (priority==PRIO_HIGH) {
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score = target_altitude;
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} elsif (priority==PRIO_LOW) {
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score = -target_altitude;
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} elsif (priority==PRIO_FAST) {
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score = target_radial_airspeed;
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} elsif (priority==PRIO_SLOW) {
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score = -target_radial_airspeed;
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} elsif (priority==PRIO_CLOSE) {
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score = -target_distance;
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} elsif (priority==PRIO_FAR) {
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score = target_distance;
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}
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return [mp,-1,score,1];
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}
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}
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if ( data_link_match == 0 ) {
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if (target_airspeed < 60) {return [mp,0,0,0];}
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if ( visible[0] == 0 ) { return [mp,0,0,0]; }
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if ( target_relative_pitch < radar_lowest_pitch ) { return [mp,0,0,0]; } #
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if ( visible[1] and math.abs(target_radial_airspeed) < 20 ) { return [mp,0,0,0]; } # i.e. notching, landed aircraft
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}
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if ( target_distance * M2NM > missile_max_distance ) { return [mp,0,0,0]; }
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if ( target_distance * M2NM < missile_min_distance ) { return [mp,0,0,0]; }
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# is the plane within the engagement envelope?
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# the numbers after target_radial_airspeed are ( offset_of_engagement_envelope / speed_to_apply_that_offset )
|
|
# larger offset means it wont fire until the plane is closer.
|
|
# for visualization: https://www.desmos.com/calculator/gw570fa9km
|
|
|
|
if (!isInEngagementEnvelope(target_radial_airspeed, target_ground_distance, target_relative_altitude) ) { return [mp,0,0,0]; }
|
|
|
|
|
|
|
|
var the_dice = rand();
|
|
|
|
if ( the_dice > 0.20 ) {
|
|
var score = 0;
|
|
var priority = getprop("priority");
|
|
if (priority==PRIO_NORM) {
|
|
score = rand()-0.5;
|
|
} elsif (priority==PRIO_HIGH) {
|
|
score = target_altitude;
|
|
} elsif (priority==PRIO_LOW) {
|
|
score = -target_altitude;
|
|
} elsif (priority==PRIO_FAST) {
|
|
score = target_radial_airspeed;
|
|
} elsif (priority==PRIO_SLOW) {
|
|
score = -target_radial_airspeed;
|
|
} elsif (priority==PRIO_CLOSE) {
|
|
score = -target_distance;
|
|
} elsif (priority==PRIO_FAR) {
|
|
score = target_distance;
|
|
}
|
|
return [mp,1,score,1];
|
|
} else {
|
|
return [mp,0,0,1];
|
|
}
|
|
}
|
|
|
|
################### MISSILE CONTROL
|
|
|
|
|
|
### missile reload
|
|
|
|
var reload = func(force = 1) {
|
|
#figure out how many to add
|
|
if (ACTIVE_MISSILE > NUM_MISSILES or force == 1) {
|
|
for ( var i = 0; i <= NUM_MISSILES; i = i + 1 ) {
|
|
|
|
if (armament.AIM.new(i,missile_name,missile_brevity, midflight) != -1) {
|
|
#if statement just in case reload was called before all missiles were fired. Cause avoid calling search() on same missile twice.
|
|
armament.AIM.active[i].radarZ = radar_elevation_above_terrain_m;
|
|
armament.AIM.active[i].start();
|
|
}
|
|
}
|
|
ACTIVE_MISSILE = 0;setprop("active", 0);
|
|
print("Launcher reloaded with "~(NUM_MISSILES+1)~" missiles.");
|
|
setprop("/sim/messages/copilot", "Launcher reloaded with "~(NUM_MISSILES+1)~" missiles.");
|
|
}
|
|
if (ROUNDS == 0 or force == 1) {
|
|
ROUNDS = ROUNDS_init;
|
|
print("Reloaded with "~(ROUNDS)~" bursts.");
|
|
}
|
|
setprop("sam/missiles",(NUM_MISSILES+1-ACTIVE_MISSILE));
|
|
setprop("sam/bursts", ROUNDS);
|
|
reloading = 0;
|
|
}
|
|
|
|
var autoreload = func() {
|
|
if ( getprop("/carrier/sunk") == 1 or getprop("/carrier/disabled") == 1) {
|
|
return;
|
|
}
|
|
if (reloading) {
|
|
reloading = 0;
|
|
if (ACTIVE_MISSILE > NUM_MISSILES or ROUNDS == 0) {
|
|
reload(0);
|
|
print("Auto reloading completed.")
|
|
}
|
|
} else {
|
|
print("Auto reloading cancelled due to manual reload.")
|
|
}
|
|
}
|
|
|
|
### missile launch
|
|
|
|
var missile_launch = func(mp, launchtime, my_pos) {
|
|
if ( getprop("/carrier/sunk") == 1 or getprop("/carrier/disabled") == 1) {
|
|
var lu = lookup(mp.getNode("callsign").getValue());
|
|
if (lu != nil) {
|
|
lu.tracking = 0;
|
|
}
|
|
launch_in_progress = 0;
|
|
clearSingleLock();
|
|
return;
|
|
}
|
|
var ufo_pos = geo.Coord.new().set_latlon(mp.getNode("position/latitude-deg").getValue(),mp.getNode("position/longitude-deg").getValue(),(mp.getNode("position/altitude-ft").getValue() * 0.3048));
|
|
var target_bearing = my_pos.course_to(ufo_pos);
|
|
var target_pitch = vector.Math.getPitch(my_pos, ufo_pos);
|
|
var info = mp.getNode("callsign").getValue();
|
|
var lu = lookup(mp.getNode("callsign").getValue());
|
|
if (getprop("sam/timeleft") != 0) {
|
|
launch_in_progress = 0;
|
|
if (lu != nil) {
|
|
lu.tracking = 0;
|
|
}
|
|
return;
|
|
} elsif ( armament.AIM.active[ACTIVE_MISSILE].status == 1 and systime() - launchtime > lockon_time and radar_logic.isNotBehindTerrain(mp)[0] == 1 ) {
|
|
var theMissile = armament.AIM.active[ACTIVE_MISSILE];
|
|
var brevity = theMissile.brevity;
|
|
#armament.defeatSpamFilter(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
|
|
damage.damageLog.push(brevity ~ " at: " ~ mp.getNode("callsign").getValue());
|
|
if (launcher_align_to_target) {
|
|
setprop("sim/multiplay/generic/float[6]", target_bearing-getprop("orientation/heading-deg"));
|
|
theMissile.rail_head_deg = getprop("sim/multiplay/generic/float[6]");
|
|
}
|
|
setprop("sim/multiplay/generic/float[7]", target_pitch);
|
|
setprop("sim/multiplay/generic/float[8]", target_bearing-getprop("orientation/heading-deg"));
|
|
if (sam_align_to_target) {
|
|
setprop("/orientation/heading-deg",target_bearing);
|
|
}
|
|
theMissile.release();
|
|
missile_release_time = systime();
|
|
ACTIVE_MISSILE = ACTIVE_MISSILE + 1;setprop("active", ACTIVE_MISSILE);
|
|
print("Fired "~missile_name~" #" ~ ACTIVE_MISSILE ~ " at: " ~ mp.getNode("callsign").getValue());
|
|
setprop("/sim/messages/copilot", "Launch at "~mp.getNode("callsign").getValue());
|
|
if (ACTIVE_MISSILE > NUM_MISSILES) {
|
|
setprop("/sim/messages/copilot", "Launcher out of ammo");
|
|
print("Launcher out of missile ammo.");
|
|
settimer(autoreload, reload_time);
|
|
reloading = 1;
|
|
reload_starting = systime();
|
|
}
|
|
if (lu != nil) {
|
|
append(lu.missiles, theMissile);
|
|
lu.in_air += 1;
|
|
lu.tracking = 0;
|
|
}
|
|
launch_in_progress = 0;
|
|
info = info~" (launched)";
|
|
setprop("sam/info", info);
|
|
setprop("sam/missiles",(NUM_MISSILES+1-ACTIVE_MISSILE));
|
|
clearSingleLock();
|
|
return;
|
|
} elsif ((systime() - launchtime) > (lockon_time*1.5) or radar_logic.isNotBehindTerrain(mp)[0] == 0) {
|
|
# launch cancelled so it dont forever goes in this loop and dont allow for other firings.
|
|
if (lu != nil) {
|
|
lu.tracking = 0;
|
|
}
|
|
setprop("/sim/messages/copilot", "SAM Canceled launch at "~mp.getNode("callsign").getValue());
|
|
launch_in_progress = 0;
|
|
info = info~" (cancelled)";
|
|
setprop("sam/info", info);
|
|
setprop("sam/missiles",(NUM_MISSILES+1-ACTIVE_MISSILE));
|
|
clearSingleLock();
|
|
return;
|
|
} else {
|
|
info = sprintf("%s (tracking %d nm at %d ft)", info, armament.contact.get_range(), armament.contact.get_altitude());
|
|
if (systime()-missile_release_time > 1.5) {
|
|
var tgt_dir = target_bearing-getprop("orientation/heading-deg");
|
|
var max_dir = launch_update_time*align_speed_dps;
|
|
if (launcher_align_to_target) {
|
|
# now smoothly rotate launcher:
|
|
var cur_dir = getprop("sim/multiplay/generic/float[6]");
|
|
var move_dir = geo.normdeg180(tgt_dir-cur_dir);
|
|
move_dir = math.clamp(move_dir, -max_dir, max_dir);
|
|
setprop("sim/multiplay/generic/float[6]", cur_dir+move_dir);
|
|
}
|
|
var cur_dir2 = getprop("sim/multiplay/generic/float[8]");
|
|
var move_dir2 = geo.normdeg180(tgt_dir-cur_dir2);
|
|
move_dir2 = math.clamp(move_dir2, -max_dir, max_dir);
|
|
setprop("sim/multiplay/generic/float[8]", cur_dir2+move_dir2);
|
|
if (sam_align_to_target) {
|
|
var tgt_dir = target_bearing;
|
|
var cur_dir = getprop("orientation/heading-deg");
|
|
var move_dir = geo.normdeg180(tgt_dir-cur_dir);
|
|
var max_dir = launch_update_time*align_speed_dps;
|
|
move_dir = math.clamp(move_dir, -max_dir, max_dir);
|
|
setprop("orientation/heading-deg", cur_dir+move_dir);
|
|
}
|
|
}
|
|
|
|
setprop("sam/info", info);
|
|
if (mp.getNode("callsign") != nil and mp.getNode("callsign").getValue() != nil and mp.getNode("callsign").getValue() != "") {
|
|
if (getprop("payload/armament/"~string.lc(missile_name)~"/guidance") != "tvm") setprop("sim/multiplay/generic/string[6]", left(md5(mp.getNode("callsign").getValue()), 4));
|
|
datalink.send_data({"contacts":[{"callsign":mp.getNode("callsign").getValue(),"iff":0}]});
|
|
} else {
|
|
clearSingleLock();
|
|
}
|
|
if (lu != nil) {
|
|
lu.tracking = 1;
|
|
radarTrackTime = systime();
|
|
}
|
|
}
|
|
|
|
settimer( func { missile_launch(mp, launchtime, my_pos); },launch_update_time);
|
|
}
|
|
|
|
### missile set launched to false for target
|
|
|
|
var missile_listener = func {
|
|
foreach(var tgt ; targetsV2.vector) {
|
|
var missilesNew = [];
|
|
foreach(var missile ; tgt.missiles) {
|
|
if (missile != nil) {
|
|
if (missile.deleted) {
|
|
tgt.in_air -= 1;
|
|
} else {
|
|
append(missilesNew, missile);
|
|
}
|
|
}
|
|
}
|
|
tgt.missiles = missilesNew;
|
|
}
|
|
settimer(missile_listener, 2.5);
|
|
}
|
|
|
|
var extrapolate = func (x, x1, x2, y1, y2) {
|
|
return y1 + ((x - x1) / (x2 - x1)) * (y2 - y1);
|
|
}
|
|
|
|
################### MISC
|
|
|
|
var main_init_listener = setlistener("sim/signals/fdm-initialized", func {
|
|
print("fdm-initialized");
|
|
targetsV2 = std.Vector.new();# OO vector (to make removing item easier)
|
|
reload();
|
|
scan();
|
|
aircraft.data.save(0.5);# save the target list every 30 seconds
|
|
removelistener(main_init_listener);
|
|
setlistener(opfor_switch, func {
|
|
targetsV2 = std.Vector.new();# OO vector (to make removing item easier)
|
|
}, 0, 0);
|
|
setlistener(friend_switch, func {
|
|
targetsV2 = std.Vector.new();# OO vector (to make removing item easier)
|
|
}, 0, 0);
|
|
missile_listener();
|
|
setprop(getprop("payload/armament/MP-lat"),getprop("position/latitude-deg"));
|
|
setprop(getprop("payload/armament/MP-lon"),getprop("position/longitude-deg"));
|
|
setprop(getprop("payload/armament/MP-alt-ft"),getprop("position/altitude-ft"));
|
|
view.setViewByIndex(200);#follow view
|
|
}, 0, 0);
|
|
|
|
setlistener("sim/signals/reinit", func {
|
|
print("reinit");
|
|
start_time = systime();
|
|
}); |