oprf_assets/S-300/Nasal/damage.nas
2021-05-13 21:46:55 +02:00

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#
# Install: Include this code into an aircraft to make it damagable. (remember to add it to the -set file)
# for damage to be recognised, the property /payload/armament/msg must be 1
#
# Authors: Nikolai V. Chr., Pinto and Richard (with improvement by Onox)
#
#
############################ Config ########################################################################################
var full_damage_dist_m = 3;# Can vary from aircraft to aircraft depending on how many failure modes it has.
# Many modes (like Viggen) ought to have lower number like zero.
# Few modes (like F-14) ought to have larger number such as 3.
# For assets this should be average radius of the asset.
var use_hitpoints_instead_of_failure_modes_bool = 1;# mainly used by assets that don't have failure modes.
var hp_max = 80;# given a direct hit, how much pounds of warhead is needed to kill. Only used if hitpoints is enabled.
var hitable_by_air_munitions = 0; # if anti-air can do damage
var hitable_by_cannon = 1; # if cannon can do damage
#var hitable_by_ground_munitions = 1;# if anti-ground/marine can do damage
var is_fleet = 0; # Is really 7 ships, 3 of which has offensive missiles.
var rwr_to_screen=0; # for aircraft that do not yet have proper RWR
var tacview_supported=0; # For aircraft with tacview support
var m28_auto=0; # only used by automats
var mlw_max=2.25; #
var auto_flare_caller = 0; # If damage.nas should detect flare releases, or if function is called from somewhere in aircraft
############################################################################################################################
var TRUE = 1;
var FALSE = 0;
var hp = hp_max;
setprop("sam/damage", math.max(0,100*hp/hp_max));#used in HUD
var shells = {
# [id,damage,(name)]
#
# 0.20 means a direct hit will disable 20% of the failure modes on average.
# or, 0.20 also means a direct hit can do 20 hitpoints damage.
#
# Damage roughly proportional to projectile weight.
# If weight isn't listed here, it was estimated from dimensions (proportional to diameter^2 * length).
# Approximate formulae for cannons:
# damage ~ weight / 3.6 (in g)
# or damage ~ diameter^2 * length / 1.6e6 (in mm)
#
"M70 rocket": [0,0.500], # 135mm, ~5kg warhead
"S-5 rocket": [1,0.200], # 55mm, ~1-2kg warhead
"M55 shell": [2,0.060], # 30x113mm, 220g
"KCA shell": [3,0.100], # 30x173mm, 360g
"GSh-30": [4,0.095], # 30x165mm mig29/su27
"GAU-8/A": [5,0.100], # 30x173mm, 360g
"Mk3Z": [6,0.060], # 30x113mm Jaguar, 220g
"BK27": [7,0.070], # 27x145mm, 270g
"GSh-23": [8,0.040], # 23x115mm,
"M61A1 shell": [9,0.030], # 20x102mm F14, F15, F16, 100g
"50 BMG": [10,0.015], # 12.7mm (non-explosive)
"7.62": [11,0.005], # 7.62mm (non-explosive)
"Hydra-70": [12,0.500], # 70mm, F-16/A-6 LAU-68 and LAU-61, ~4-6kg warhead
"SNEB": [13,0.500], # 68mm, Jaguar
"DEFA 554": [14,0.060], # 30x113mm Mirage, 220g
"20mm APDS": [15,0.030], # CIWS
"LAU-10": [16,0.500], # 127mm, ~4-7kg warhead
};
# lbs of warheads is explosive+fragmentation+fuse, so total warhead mass.
var warheads = {
# [id,lbs,anti surface,cluster,(name)]
"AGM-65": [ 0, 126.00,1,0],
"AGM-84": [ 1, 488.00,1,0],
"AGM-88": [ 2, 146.00,1,0],
"MK-82SE": [ 3, 192.00,1,0],# snake eye
"AGM-119": [ 4, 264.50,1,0],
"AGM-154A": [ 5, 493.00,1,0],
"AGM-158": [ 6, 1000.00,1,0],
"ALARM": [ 7, 450.00,1,0],
"AM 39 Exocet": [ 8, 364.00,1,0],
"AS 37 Martel": [ 9, 330.00,1,0],
"AS30L": [10, 529.00,1,0],
"BL755": [11, 100.00,1,1],# 800lb bomblet warhead. Mix of armour piecing and HE. 100 due to need to be able to kill buk-m2.
"CBU-87": [12, 100.00,1,1],# bomblet warhead. Mix of armour piecing and HE. 100 due to need to be able to kill buk-m2.
"CBU-105": [13, 100.00,1,1],# bomblet warhead. Mix of armour piecing and HE. 100 due to need to be able to kill buk-m2.
"AJ 168 Martel": [14, 330.00,1,0],
"FAB-100": [15, 92.59,1,0],
"FAB-250": [16, 202.85,1,0],
"FAB-500": [17, 564.38,1,0],
"GBU-12": [18, 190.00,1,0],
"GBU-24": [19, 945.00,1,0],
"GBU-31": [20, 945.00,1,0],
"GBU-54": [21, 190.00,1,0],
"GBU-10": [22, 2000.00,1,0],
"GBU-16": [23, 450.00,1,0],
"HVAR": [24, 7.50,1,0],#P51
"KAB-500": [25, 564.38,1,0],
"Kh-25MP": [26, 197.53,1,0],
"Kh-66": [27, 244.71,1,0],
"LAU-68": [28, 10.00,1,0],
"M71": [29, 200.00,1,0],
"M71R": [30, 200.00,1,0],
"M90": [31, 10.00,1,1],# bomblet warhead. x3 of real mass.
"MK-82": [32, 192.00,1,0],
"MK-83": [33, 445.00,1,0],
"MK-83HD": [34, 445.00,1,0],
"MK-84": [35, 945.00,1,0],
"OFAB-100": [36, 92.59,1,0],
"RB-04E": [37, 661.00,1,0],
"RB-15F": [38, 440.92,1,0],
"RB-75": [39, 126.00,1,0],
"RN-14T": [40, 800.00,1,0], #fictional, thermobaeric replacement for the RN-24 nuclear bomb
"RN-18T": [41, 1200.00,1,0], #fictional, thermobaeric replacement for the RN-28 nuclear bomb
"RS-2US": [42, 28.66,1,0],
"S-21": [43, 245.00,1,0],
"S-24": [44, 271.00,1,0],
"SCALP EG": [45, 992.00,1,0],# aka. Storm Shadow
"Sea Eagle": [46, 505.00,1,0],
"MK-82HD": [47, 192.00,1,0],
"MK-20": [48, 100.00,1,1],#aka CBU-100 # bomblet warhead. 247 x 0.4lb
"ZB-250": [49, 236.99,1,0],
"ZB-500": [50, 473.99,1,0],
"AGM-45": [51, 149.00,1,0],#shrike
"AIM-120B": [52, 44.00,0,0],
"AIM-54": [53, 135.00,0,0],
"AGM-78": [54, 215.00,1,0],
"AIM-7F": [55, 88.00,0,0],
"AGM-62": [56, 2000.00,1,0],
"AIM-9L": [57, 20.80,0,0],
"d-7": [58, 44.00,0,0],#deprecated
"AIM-132": [59, 22.05,0,0],
"d-8": [60, 20.80,0,0],#deprecated
"KN-06": [61, 315.00,0,0],
"9M317": [62, 145.00,0,0],
"d9": [63, 27.00,0,0],#deprecated
"R.550 Magic": [64, 26.45,0,0],# also called majic
"d-0": [65, 30.00,0,0],#deprecated
"R.550 Magic 2": [66, 27.00,0,0],
"R.530": [67, 55.00,0,0],
"MK-82AIR": [68, 192.00,1,0],
"AIM-9M": [69, 20.80,0,0],
"R-73 RMD-1": [70, 16.31,0,0],# automat Mig29/su27
"Meteor": [71, 55.00,0,0],
"MICA-EM": [72, 30.00,0,0],
"MICA-IR": [73, 30.00,0,0],
"R-13M": [74, 16.31,0,0],
"R-27R1": [75, 85.98,0,0],
"R-27T1": [76, 85.98,0,0],
"R-3R": [77, 16.31,0,0],
"R-3S": [78, 16.31,0,0],
"R-55": [79, 20.06,0,0],
"R-60": [80, 6.60,0,0],
"R-60M": [81, 7.70,0,0],
"R-73E": [82, 16.31,0,0],
"R-77": [83, 49.60,0,0],
"R74": [84, 16.00,0,0],
"RB-05A": [85, 353.00,1,0],
"RB-24": [86, 20.80,0,0],
"RB-24J": [87, 20.80,0,0],
"RB-71": [88, 88.00,0,0],
"RB-74": [89, 20.80,0,0],
"RB-99": [90, 44.00,0,0],
"Super 530D": [91, 66.00,0,0],
"48N6": [92, 330.00,0,0],# 48N6 from S-300pmu
"pilot": [93, 0.00,1,0],# ejected pilot
"BETAB-500ShP": [94, 1160.00,1,0],
"Flare": [95, 0.00,0,0],
};
var id2warhead = [];
var launched = {};# callsign: elapsed-sec
var approached = {};# callsign: uniqueID
var heavy_smoke = [61,62,63,65,92];
var k = keys(warheads);
for(var myid = 0;myid<size(k);myid+=1) {
foreach(key ; k) {
var wh = warheads[key];
if (wh[0] == myid) {
append(wh, key);
append(id2warhead, wh);
break;
}
}
if (size(id2warhead) != myid+1) {
printf("warheads corrupt at %d", myid);
return;
}
}
var id2shell = [];
var k = keys(shells);
for(var myid = 0;myid<size(k);myid+=1) {
foreach(key ; k) {
var wh = shells[key];
if (wh[0] == myid) {
append(wh, key);
append(id2shell, wh);
break;
}
}
if (size(id2shell) != myid+1) {
printf("shells corrupt at %d", myid);
return;
}
}
#==================================================================
# Notification processing
#==================================================================
#
# Create emesary recipient for handling other craft's missile positioins.
var DamageRecipient =
{
new: func(_ident)
{
var new_class = emesary.Recipient.new(_ident);
new_class.Receive = func(notification)
{
if (!notification.FromIncomingBridge) {
return emesary.Transmitter.ReceiptStatus_NotProcessed;
}
#
#
# This will be where movement and damage notifications are received.
# This can replace MP chat for damage notifications
# and allow missile visibility globally (i.e. all suitable equipped models) have the possibility
# to receive notifications from all other suitably equipped models.
if (notification.NotificationType == "ArmamentInFlightNotification" or notification.NotificationType == "ObjectInFlightNotification") {
# print("recv(d1): ",notification.NotificationType, " ", notification.Ident,
# " UniqueIdentity=",notification.UniqueIdentity,
# " Kind=",notification.Kind,
# " SecondaryKind=",notification.SecondaryKind,
# " lat=",notification.Position.lat(),
# " lon=",notification.Position.lon(),
# " alt=",notification.Position.alt(),
# " u_fps=",notification.u_fps,
# " Heading=",notification.Heading,
# " Pitch=",notification.Pitch,
# " IsDistinct=",notification.IsDistinct,
# " Callsign=",notification.Callsign,
# " RemoteCallsign=",notification.RemoteCallsign,
# " Flags=",notification.Flags,
# " Radar=",bits.test(notification.Flags, 0),
# " Thrust=",bits.test(notification.Flags, 1));
#
# todo:
# animate missiles
#
if (notification.NotificationType == "ObjectInFlightNotification") {
notification.Pitch = 0;
notification.Heading = 0;
notification.u_fps = 0;
notification.Flags = 0;
notification.RemoteCallsign = "";
}
if(getprop("payload/armament/msg") == 0 and notification.RemoteCallsign != notification.Callsign) {
return emesary.Transmitter.ReceiptStatus_NotProcessed;
}
var elapsed = getprop("sim/time/elapsed-sec");
var ownPos = geo.aircraft_position();
var bearing = ownPos.course_to(notification.Position);
var radarOn = bits.test(notification.Flags, 0);
var thrustOn = bits.test(notification.Flags, 1);
var index = notification.SecondaryKind-21;
var typ = id2warhead[index];
if (notification.Kind == MOVE) {
if (thrustOn or index == 93 or index == 95) {
# visualize missile smoke trail
var smoke = 1;
if (index == 93) {
smoke = 0;
} elsif (index == 95) {
smoke = 3;
if (notification.Position.distance_to(ownPos)*M2NM > 5) {
return emesary.Transmitter.ReceiptStatus_OK;
}
} else {
foreach(var black;heavy_smoke) {
if (index == black) {
smoke = 2;
break;
}
}
}
dynamics["noti_"~notification.Callsign~"_"~notification.UniqueIdentity] = [systime(), notification.Position.lat(), notification.Position.lon(), notification.Position.alt(), notification.u_fps, notification.Heading, notification.Pitch,smoke];
} else {
# the +1.5 is the update time that missiles send notifications out in
dynamics["noti_"~notification.Callsign~"_"~notification.UniqueIdentity] = [systime()-(time_before_delete-1.6), notification.Position.lat(), notification.Position.lon(), notification.Position.alt(), notification.u_fps, notification.Heading, notification.Pitch,-1]
}
} elsif (notification.Kind == DESTROY) {
dynamics["noti_"~notification.Callsign~"_"~notification.UniqueIdentity] = [systime()-(time_before_delete-1.6), notification.Position.lat(), notification.Position.lon(), notification.Position.alt(), notification.u_fps, notification.Heading, notification.Pitch,-1]
}
if (tacview_supported and getprop("sim/multiplay/txhost") == "mpserver.opredflag.com") {
if (tacview.starttime) {
var tacID = left(md5(notification.Callsign~notification.UniqueIdentity),6);
if (notification.Kind == DESTROY) {
thread.lock(tacview.mutexWrite);
tacview.write("#" ~ (systime() - tacview.starttime)~"\n");
tacview.write(tacID~",Visible=0\n-"~tacID~"\n");
thread.unlock(tacview.mutexWrite);
} else {
var typp = typ[4]=="pilot"?"Parachutist":typ[4];
var extra = typp=="Parachutist"?"|0|0|0":"";
var extra2 = typ[2]==0?",Type=Weapon+Missile":",Type=Weapon+Bomb";
extra2 = typp=="Parachutist"?"":extra2;
var color = radarOn?",Color=Red":",Color=Yellow";
thread.lock(tacview.mutexWrite);
tacview.write("#" ~ (systime() - tacview.starttime)~"\n");
tacview.write(tacID~",T="~notification.Position.lon()~"|"~notification.Position.lat()~"|"~notification.Position.alt()~extra~",Name="~typp~color~extra2~"\n");
thread.unlock(tacview.mutexWrite);
}
}
}
if (notification.Kind == DESTROY) {
return emesary.Transmitter.ReceiptStatus_OK;
}
if (index == 95 or index == 93) {
return emesary.Transmitter.ReceiptStatus_OK;
}
# Missile launch warning:
if (thrustOn) {
var launch = launched[notification.Callsign~notification.UniqueIdentity];
if (launch == nil or elapsed - launch > 300) {
launch = elapsed;
launched[notification.Callsign~notification.UniqueIdentity] = launch;
if (notification.Position.direct_distance_to(ownPos)*M2NM < mlw_max) {
setprop("payload/armament/MLW-bearing", bearing);
setprop("payload/armament/MLW-launcher", notification.Callsign);
setprop("payload/armament/MLW-count", getprop("payload/armament/MLW-count")+1);
var out = sprintf("Missile Launch Warning from %03d degrees.", bearing);
if (rwr_to_screen) screen.log.write(out, 1,1,0);# temporary till someone models a RWR in RIO seat
print(out);
damageLog.push(sprintf("Missile Launch Warning from %03d degrees from %s.", bearing, notification.Callsign));
}
}
}
# Missile approach warning:
var callsign = getprop("sim/multiplay/callsign");
callsign = size(callsign) < 8 ? callsign : left(callsign,7);
if (notification.RemoteCallsign != callsign) return emesary.Transmitter.ReceiptStatus_OK;
if (!radarOn) return emesary.Transmitter.ReceiptStatus_OK;# this should be little more complex later
var heading = getprop("orientation/heading-deg");
var clock = geo.normdeg(bearing - heading);
setprop("payload/armament/MAW-bearing", bearing);
setprop("payload/armament/MAW-active", 1);# resets every 1 seconds
MAW_elapsed = elapsed;
var appr = approached[notification.Callsign~notification.UniqueIdentity];
if (appr == nil or elapsed - appr > 450) {
printf("Missile Approach Warning from %03d degrees.", bearing);
damageLog.push(sprintf("Missile Approach Warning from %03d degrees from %s.", bearing, notification.Callsign));
if (rwr_to_screen) screen.log.write(sprintf("Missile Approach Warning from %03d degrees.", bearing), 1,1,0);# temporary till someone models a RWR in RIO seat
approached[notification.Callsign~notification.UniqueIdentity] = elapsed;
if (m28_auto) mig28.engagedBy(notification.Callsign);
}
return emesary.Transmitter.ReceiptStatus_OK;
}
if (notification.NotificationType == "ArmamentNotification") {
# if (notification.FromIncomingBridge) {
# print("recv(d2): ",notification.NotificationType, " ", notification.Ident,
# " Kind=",notification.Kind,
# " SecondaryKind=",notification.SecondaryKind,
# " RelativeAltitude=",notification.RelativeAltitude,
# " Distance=",notification.Distance,
# " Bearing=",notification.Bearing,
# " Inc-bridge=",notification.FromIncomingBridge,
# " RemoteCallsign=",notification.RemoteCallsign);
# debug.dump(notification);
#
#
var callsign = getprop("sim/multiplay/callsign");
callsign = size(callsign) < 8 ? callsign : left(callsign,7);
if (notification.RemoteCallsign == callsign and getprop("payload/armament/msg") == 1) {
#damage enabled and were getting hit
if (m28_auto) mig28.engagedBy(notification.Callsign);
if (notification.SecondaryKind < 0 and hitable_by_cannon) {
# cannon hit
var probability = id2shell[-1*notification.SecondaryKind-1][1];
var typ = id2shell[-1*notification.SecondaryKind-1][2];
var hit_count = notification.Distance;
if (hit_count != nil) {
var damaged_sys = 0;
for (var i = 1; i <= hit_count; i = i + 1) {
var failed = fail_systems(probability);
damaged_sys = damaged_sys + failed;
}
printf("Took %.1f%% x %2d damage from %s! %s systems was hit.", probability*100, hit_count, typ, damaged_sys);
damageLog.push(sprintf("%s hit you with %d %s.", notification.Callsign, hit_count, typ));
nearby_explosion();
}
} elsif (notification.SecondaryKind > 20) {
# its a warhead
var dist = notification.Distance;
var wh = id2warhead[notification.SecondaryKind - 21];
var type = wh[4];#test code
if (wh[3] == 1) {
# cluster munition
var lbs = wh[1];
var maxDist = maxDamageDistFromWarhead(lbs);
var distance = math.max(0,rand()*5-full_damage_dist_m);#being 0 to 5 meters from a bomblet on average.
var diff = math.max(0, maxDist-distance);
diff = diff * diff;
var probability = diff / (maxDist*maxDist);
if (use_hitpoints_instead_of_failure_modes_bool) {
var hpDist = maxDamageDistFromWarhead(hp_max);
probability = (maxDist/hpDist)*probability;
}
var failed = fail_systems(probability, hp_max);
var percent = 100 * probability;
printf("Took %.1f%% damage from %s clusterbomb at %0.1f meters from bomblet. %s systems was hit", percent,type,distance,failed);
damageLog.push(sprintf("%s hit you with %s bomblet, %.1f meters distance.", notification.Callsign, type, dist));
nearby_explosion();
return;
}
var distance = math.max(dist-full_damage_dist_m, 0);
var maxDist = 0;# distance where the explosion dont hurt us anymore
var lbs = 0;
if (wh[2] == 1) {
lbs = wh[1];
maxDist = maxDamageDistFromWarhead(lbs);#3*sqrt(lbs)
} elsif (hitable_by_air_munitions and wh[2] == 0) {
lbs = wh[1];
maxDist = maxDamageDistFromWarhead(lbs);
} else {
return;
}
var diff = maxDist-distance;
if (diff < 0) {
diff = 0;
}
diff = diff * diff;
var probability = diff / (maxDist*maxDist);
if (use_hitpoints_instead_of_failure_modes_bool) {
var hpDist = maxDamageDistFromWarhead(hp_max);
probability = (maxDist/hpDist)*probability;
}
var failed = fail_systems(probability, hp_max);
var percent = 100 * probability;
printf("Took %.1f%% damage from %s at %0.1f meters. %s systems was hit", percent,type,dist,failed);
damageLog.push(sprintf("%s hit you with %s, %.1f meters distance.", notification.Callsign, type, dist));
nearby_explosion();
####
# I don't remember all the considerations that went into our original warhead damage model.
# But looking at the formula it looks like they all do 100% damage at 0 meter hit,
# and warhead size is only used to determine the decrease of damage with distance increase.
# It sorta gets the job done though, so I am hesitant to advocate that warheads above a certain
# size should give 100% damage for some distance, and that warheads smaller than certain size should
# not give 100% damage even on direct hit.
# Anyway, for hitpoint based assets, this is now the case. Maybe we should consider to also do something
# similar for failure mode based aircraft. ~Nikolai
####
## example 1: ##
# 300 lbs warhead, 50 meters distance
# maxDist=52
# diff = 52-50 = 2
# diff^2 = 4
# prob = 4/2700 = 0.15%
## example 2: ##
# 300 lbs warhead, 25 meters distance
# maxDist=52
# diff = 52-25 = 27
# diff^2 = 729
# prob = 729/2700 = 27%
}
}
# }
return emesary.Transmitter.ReceiptStatus_OK;
}
if (notification.NotificationType == "StaticNotification") {
if(getprop("payload/armament/msg") == 0) {
return emesary.Transmitter.ReceiptStatus_NotProcessed;
}
if (notification.Kind == CREATE and getprop("payload/armament/enable-craters") == 1 and statics["obj_"~notification.UniqueIdentity] == nil) {
if (notification.SecondaryKind == 0) {# TODO: make a hash with all the models
var crater_model = getprop("payload/armament/models") ~ "crater_small.xml";
var static = geo.put_model(crater_model, notification.Position.lat(), notification.Position.lon(), notification.Position.alt(), notification.Heading);
if (static != nil) {
statics["obj_"~notification.UniqueIdentity] = [static, notification.Position.lat(), notification.Position.lon(), notification.Position.alt(), notification.Heading, notification.SecondaryKind];
#static is a PropertyNode inside /models
}
} elsif (notification.SecondaryKind == 1) {
var crater_model = getprop("payload/armament/models") ~ "crater_big.xml";
var static = geo.put_model(crater_model, notification.Position.lat(), notification.Position.lon(), notification.Position.alt(), notification.Heading);
if (static != nil) {
statics["obj_"~notification.UniqueIdentity] = [static, notification.Position.lat(), notification.Position.lon(), notification.Position.alt(), notification.Heading, notification.SecondaryKind];
}
} elsif (notification.SecondaryKind == 2) {
var crater_model = getprop("payload/armament/models") ~ "bomb_hit_smoke.xml";
var static = geo.put_model(crater_model, notification.Position.lat(), notification.Position.lon(), notification.Position.alt(), notification.Heading);
if (static != nil) {
statics["obj_"~notification.UniqueIdentity] = [static, notification.Position.lat(), notification.Position.lon(), notification.Position.alt(), notification.Heading, notification.SecondaryKind];
}
}
} elsif (notification.Kind == REQUEST_ALL and getprop("payload/armament/enable-craters") == 1) {
# someone has requested all statics, lets send them out
var kes = keys(statics);
printf(notification.Callsign~" has requested all statics, sending %d to him/her.",size(kes));
foreach(ke;kes) {
var static = statics[ke];
var msg = notifications.StaticNotification.new("stat", num(substr(ke,4)), CREATE, static[5]);
msg.Position.set_latlon(static[1],static[2],static[3]);
msg.IsDistinct = 0;
msg.Heading = static[4];
notifications.hitBridgedTransmitter.NotifyAll(msg);
}
}
return emesary.Transmitter.ReceiptStatus_OK;
}
return emesary.Transmitter.ReceiptStatus_NotProcessed;
};
return new_class;
}
};
damage_recipient = DamageRecipient.new("DamageRecipient");
emesary.GlobalTransmitter.Register(damage_recipient);
#==================================================================
# Notification Kinds
#==================================================================
# Static variables for notification.Kind:
var CREATE = 1;
var MOVE = 2;
var DESTROY = 3;
var IMPACT = 4;
var REQUEST_ALL = 5;
#==================================================================
# Flying missiles over MP
#==================================================================
var statics = {};
var dynamics = {};
var dynamic3d = [];
var deadreckon_updatetime = 0.1;# 1/15 of missile send rate
var time_before_delete = 2.5;# time since last notification before deleting
var dynamic_loop = func {
# This keeps track of MP flying missiles/parachutes/flares and manages ModelManager.
var new_dynamic3d = [];
var stime = systime();
foreach (dynamic3d_entry ; dynamic3d) {
var dyna = dynamics[dynamic3d_entry[0]];
if (dyna != nil and stime-dyna[0] > time_before_delete) {
# OLD, DELETE ALL
delete(dynamics, dynamic3d_entry[0]);
reckon_delete(dynamic3d_entry);
} elsif (dyna != nil and dynamic3d_entry[1] < dyna[0]) {
# REFRESH INCOMING
# update pos and attitude
append(new_dynamic3d, reckon_update(dyna, dynamic3d_entry, stime));
delete(dynamics, dynamic3d_entry[0]);
} elsif (dyna == nil and stime-dynamic3d_entry[1] < time_before_delete) {
# BETWEEN UPDATES
# deadreckon
reckon_move(dynamic3d_entry, stime);
append(new_dynamic3d, dynamic3d_entry);
} else {
# OLD, DELETE ALL
reckon_delete(dynamic3d_entry);
}
}
dynamic3d = new_dynamic3d;
var kees = keys(dynamics);
foreach(kee; kees) {
var dyna = dynamics[kee];
if (stime-dyna[0] < time_before_delete) {
var new_entry = reckon_create(kee, dyna, stime);
if (new_entry !=nil) {
append(dynamic3d, new_entry);
}
}
delete(dynamics, kee);
}
settimer(dynamic_loop,deadreckon_updatetime);
}
var ModelManager = {
# This shows missiles/parachutes/flares flying and their smoke trail.
new: func (path,lat,lon,alt_ft,heading,pitch,para) {
var m = {parents:[ModelManager]};
var n = props.globals.getNode("models", 1);
var i = 0;
for (i = 0; 1==1; i += 1) {
if (n.getChild("model", i, 0) == nil) {
break;
}
}
m.model = n.getChild("model", i, 1);
n = props.globals.getNode("sim/emesary-models", 1);
for (i = 0; 1==1; i += 1) {
if (n.getChild("dynamic", i, 0) == nil) {
break;
}
}
m.ai = n.getChild("dynamic", i, 1);
m.model.getNode("path", 1).setValue(path);
# Create the AI position and orientation properties.
m.lat = m.ai.getNode("position/latitude-deg", 1);
m.lon = m.ai.getNode("position/longitude-deg", 1);
m.alt_ft= m.ai.getNode("position/altitude-ft", 1);
m.heading= m.ai.getNode("orientation/true-heading-deg", 1);
m.pitch = m.ai.getNode("orientation/pitch-deg", 1);
m.roll = m.ai.getNode("orientation/roll-deg", 1);
m.lat.setDoubleValue(lat);
m.lon.setDoubleValue(lon);
m.alt_ft.setDoubleValue(alt_ft);
m.heading.setDoubleValue(heading);
m.pitch.setDoubleValue(para?0:pitch);
m.roll.setDoubleValue(0);
m.vLat = lat;
m.vLon = lon;
m.vAlt_ft = alt_ft;
m.vHeading = heading;
m.vPitch = pitch;
#m.vRoll = 0;
m.pLat = m.vLat;
m.pLon = m.vLon;
m.pAlt_ft = m.vAlt_ft;
m.pHeading = m.vHeading;
m.pPitch = m.vPitch;
m.model.getNode("latitude-deg-prop", 1).setValue(m.lat.getPath());
m.model.getNode("longitude-deg-prop", 1).setValue(m.lon.getPath());
m.model.getNode("elevation-ft-prop", 1).setValue(m.alt_ft.getPath());
m.model.getNode("heading-deg-prop", 1).setValue(m.heading.getPath());
m.model.getNode("pitch-deg-prop", 1).setValue(m.pitch.getPath());
m.model.getNode("roll-deg-prop", 1).setValue(m.roll.getPath());
m.coord = geo.Coord.new();
m.uBody_fps = 0;
m.last = [geo.Coord.new().set_latlon(lat,lon,alt_ft*FT2M).xyz(),systime()];
m.past = m.last;
m.frametime = 0;
m.delayTime = 0;
return m;
},
moveRealtime: func (uBody_fps, dt, factor) {
if (me.uBody_fps == 0) me.uBody_fps = uBody_fps;
me.slant_ft = (me.uBody_fps < uBody_fps?me.uBody_fps:uBody_fps) * dt * factor;
me.uBody_fps = uBody_fps;
me.alt_dist = me.slant_ft*math.sin(me.vPitch*D2R);
me.horiz_dist = me.slant_ft*math.cos(me.vPitch*D2R);
me.coord.set_latlon(me.vLat, me.vLon, (me.vAlt_ft+me.alt_dist) * FT2M);
me.coord = me.coord.apply_course_distance(me.vHeading, me.horiz_dist*FT2M);
me.latlon = me.coord.latlon();
me.vLat = me.latlon[0];
me.vLon = me.latlon[1];
me.vAlt_ft = me.latlon[2]*M2FT;
me.lat.setDoubleValue(me.vLat);
me.lon.setDoubleValue(me.vLon);
me.alt_ft.setDoubleValue(me.vAlt_ft);
},
moveDelayed: func (dt) {
if (me.frametime==0) return;
me.place();
me.xyz = me.interpolate(me.past[0],me.last[0], me.delayTime/me.frametime);
#print("% "~100*me.delayTime/me.frametime);
me.coord.set_xyz(me.xyz[0],me.xyz[1],me.xyz[2]);
me.latlon = me.coord.latlon();
me.lat.setDoubleValue(me.latlon[0]);
me.lon.setDoubleValue(me.latlon[1]);
me.alt_ft.setDoubleValue(me.latlon[2]*M2FT);
me.delayTime += dt;
},
interpolate: func (start, end, fraction) {
me.xx = (start[0]*(1-fraction)+end[0]*fraction);
me.yy = (start[1]*(1-fraction)+end[1]*fraction);
me.zz = (start[2]*(1-fraction)+end[2]*fraction);
return [me.xx,me.yy,me.zz];
},
place: func {
if (me["loadNode"] == nil) {
me.loadNode = me.model.getNode("load", 1);
me.loadNode.setBoolValue(1);
me.loadNode.setBoolValue(0);
}
},
translateDelayed: func (lat,lon,alt_ft,heading,pitch, para) {
me.heading.setDoubleValue(heading);
me.pitch.setDoubleValue(para?0:pitch);
me.pLat = me.vLat;
me.pLon = me.vLon;
me.pAlt_ft = me.vAlt_ft;
me.pHeading = me.vHeading;
me.pPitch = me.vPitch;
me.vLat = lat;
me.vLon = lon;
me.vAlt_ft = alt_ft;
me.vHeading = heading;
me.vPitch = pitch;
#me.vRoll = 0;
me.past = me.last;
me.last = [geo.Coord.new().set_latlon(lat,lon,alt_ft*FT2M).xyz(),systime()];
me.delayTime = 0;
me.frametime = me.last[1]-me.past[1];
},
translateRealtime: func (lat,lon,alt_ft,heading,pitch, para) {
me.lat.setDoubleValue(lat);
me.lon.setDoubleValue(lon);
me.alt_ft.setDoubleValue(alt_ft);
me.heading.setDoubleValue(heading);
me.pitch.setDoubleValue(para?0:pitch);
#me.roll.setDoubleValue(0);
me.vLat = lat;
me.vLon = lon;
me.vAlt_ft = alt_ft;
me.vHeading = heading;
me.vPitch = pitch;
#me.vRoll = 0;
},
del: func {
me.model.remove();
me.ai.remove();
},
};
var reckon_create = func (kee, dyna, stime) {
var path = getprop("payload/armament/models") ~ "parachutist.xml";
if (dyna[7]==1) {
path = getprop("payload/armament/models") ~ "light_smoke.xml";
} elsif (dyna[7] ==2) {
path = getprop("payload/armament/models") ~ "heavy_smoke.xml";
} elsif (dyna[7] ==3) {
path = getprop("payload/armament/models") ~ "the-flare.xml";
} elsif (dyna[7] == -1) {
return nil;
}
var static = ModelManager.new(path, dyna[1],dyna[2],dyna[3]*M2FT,dyna[5],dyna[6],dyna[7]==0);#path,lat,lon,alt_m,heading,pitch
if (static != nil) {
var entry = [kee, stime, static, dyna[4]];
return entry;
}
print("NOT FOUND (Emesary): "~path);
return nil;
}
var reckon_update = func (dyna, entry, stime) {
var static = entry[2];
var dynami2 = [entry[0], stime, static, dyna[4]];
# translate
static.translateDelayed(dyna[1],dyna[2],dyna[3]*M2FT,dyna[5],dyna[6],dyna[7]==0);
static.moveDelayed(deadreckon_updatetime);
return dynami2;
}
var reckon_move = func (entry, stime) {
var static = entry[2];
var time_then = entry[1];
var time_now = stime;
# dead-reckon
#static.moveRealtime(entry[3] , time_now-time_then, entry[4]?0.25:0.5);
static.moveDelayed(deadreckon_updatetime);#time_now-time_then);
}
var reckon_delete = func (entry) {
entry[2].del();
}
dynamic_loop();
#==================================================================
# Flares over MP
#==================================================================
var last_prop = 0;
var last_release = 0;
var flare_list = [];
var flare_update_time = 0.4;
var flare_duration = 8;
var flare_terminal_speed = 50;#m/s
var flares_max_process_per_loop = 4;
var flare_sorter = func(a, b) {
if(a[0] < b[0]){
return -1; # A should before b in the returned vector
}elsif(a[0] == b[0]){
return 0; # A is equivalent to b
}else{
return 1; # A should after b in the returned vector
}
}
var animate_flare = func {
# Send out notifications about own flare positions every 0.4s
if (!getprop("payload/armament/msg")) {
return;
}
var stime = systime();
# old flares
var old_flares = [];
var flares_sent = 0;
flare_list = sort(flare_list, flare_sorter);
foreach(flare; flare_list) {
if (stime-flare[1] > flare_duration) {
var msg = notifications.ObjectInFlightNotification.new("ffly", flare[6], DESTROY, 21+95);
msg.Flags = 0;
msg.Position = flare[2];
msg.IsDistinct = 1;
msg.RemoteCallsign = "";
msg.UniqueIndex = flare[6];
msg.Pitch = 0;
msg.Heading = 0;
msg.u_fps = 0;
notifications.objectBridgedTransmitter.NotifyAll(msg);
continue;
}
if (flares_sent < flares_max_process_per_loop) {
var flare_dt = stime-flare[0];
# update_t,start_t, coord, heading, speed_down_mps, , speed_horiz_mps, unique
flare = [stime, flare[1], flare[2], flare[3], (flare[4]<flare_terminal_speed)?(flare[4]+flare_dt*9.83*0.5):(flare[4]-flare_dt*3), math.max(0,flare[5]-flare_dt*20), flare[6]];
flare[2].apply_course_distance(flare[3], flare_dt*flare[5]);
flare[2].set_alt(flare[2].alt()-flare_dt*flare[4]);
var msg = notifications.ObjectInFlightNotification.new("ffly", flare[6], MOVE, 21+95);
msg.Flags = 0;
msg.Position = flare[2];
msg.IsDistinct = 1;
msg.RemoteCallsign = "";
msg.UniqueIndex = flare[6];
msg.Pitch = 0;
msg.Heading = 0;
msg.u_fps = 0;
notifications.objectBridgedTransmitter.NotifyAll(msg);
flares_sent += 1;
}
append(old_flares, flare);
}
flare_list = old_flares;
if(auto_flare_caller) {
auto_flare_released();
}
}
var flaretimer = maketimer(flare_update_time, animate_flare);
flaretimer.start();
var auto_flare_released = func {
# This detects own flares releases
var prop = getprop("rotors/main/blade[3]/flap-deg");
var stime = systime();
if (prop != nil and prop != 0 and prop != last_prop and stime-last_release > 1) {
flare_released();
last_release = stime;
}
last_prop = prop;
}
var flare_released = func {
if (!getprop("payload/armament/msg")) {
return;
}
# We released a flare. If you call this method manually, then make sure 'auto_flare_caller' is false.
var stime = systime();
var flare =[stime, stime,
geo.aircraft_position(),
getprop("orientation/heading-deg"),
FT2M*getprop("velocities/speed-down-fps"),
FT2M*math.sqrt(getprop("velocities/speed-north-fps")*getprop("velocities/speed-north-fps")+getprop("velocities/speed-east-fps")*getprop("velocities/speed-east-fps")),
int(rand()*200)-100];
append(flare_list, flare);
var msg = notifications.ObjectInFlightNotification.new("ffly", flare[6], MOVE, 21+95);
msg.Flags = 0;
msg.Position = flare[2];
msg.IsDistinct = 1;
msg.RemoteCallsign = "";
msg.UniqueIndex = flare[6];
msg.Pitch = 0;
msg.Heading = 0;
msg.u_fps = 0;
notifications.objectBridgedTransmitter.NotifyAll(msg);
}
#==================================================================
# Notification for getting craters
#==================================================================
setlistener("sim/multiplay/online", func {
check_for_Request();
},0,0);
setlistener("payload/armament/msg", func {
check_for_Request();
},0,0);
var last_check = -65;
var check_for_Request = func {
# This sends out a notification to ask other aircraft for all craters
if (getprop("payload/armament/enable-craters") == 1 and getprop("sim/multiplay/online") and getprop("payload/armament/msg") and systime()-last_check > 60) {
last_check = systime();
var msg = notifications.StaticNotification.new("stat", int(rand()*15000000), REQUEST_ALL, 0);
msg.IsDistinct = 0;
msg.Heading = 0;
notifications.hitBridgedTransmitter.NotifyAll(msg);
} else {
}
}
settimer(check_for_Request, 60);# for aircraft like mig21 that starts with damage enabled
#==================================================================
# Damage functions
#==================================================================
var maxDamageDistFromWarhead = func (lbs) {
# Calc at what distance the warhead will do zero damage every time.
var dist = 3*math.sqrt(lbs);
return dist;
}
var fail_systems = func (probability, factor = 100) {#this factor needs tuning after all asset hitpoints have been evaluated.
if (is_fleet) {
return fail_fleet_systems(probability, factor);
} elsif (use_hitpoints_instead_of_failure_modes_bool) {
hp -= factor * probability*(0.75+rand()*0.25);# from 75 to 100% damage
printf("HP: %d/%d", hp, hp_max);
setprop("sam/damage", math.max(0,100*hp/hp_max));#used in HUD
if ( hp < 0 ) {
setprop("/carrier/sunk/",1);#we are dead
setprop("/sim/multiplay/generic/int[2]",1);#radar off
setprop("/sim/multiplay/generic/int[0]",1);#smoke on
setprop("/sim/messages/copilot", getprop("sim/multiplay/callsign")~" dead.");
}
return -1;
} else {
var failure_modes = FailureMgr._failmgr.failure_modes;
var mode_list = keys(failure_modes);
var failed = 0;
foreach(var failure_mode_id; mode_list) {
#print(failure_mode_id);
if (rand() < probability) {
FailureMgr.set_failure_level(failure_mode_id, 1);
failed += 1;
if (getprop("sim/flight-model") == "yasim") {
if (failure_mode_id == "Engines/engine" and yasim_list2 == nil) {
# fail yasim:
setprop("sim/model/uh1/state",0);
setprop("controls/engines/engine/magnetos", 0);
setprop("controls/engines/engine/cutoff", 1);
setprop("controls/engines/engine/on-fire", 1);
#set a listener so that if a restart is attempted, it'll fail.
yasim_list = setlistener("sim/model/uh1/state",func {setprop("sim/model/uh1/state",0);});
yasim_list2 = setlistener("controls/engines/engine/cutoff",func {setprop("controls/engines/engine/cutoff",1);});
}
if (failure_mode_id == "Engines/engine[1]" and yasim_list3 == nil) {
# fail yasim:
setprop("controls/engines/engine[1]/magnetos", 0);
setprop("controls/engines/engine[1]/cutoff", 1);
setprop("controls/engines/engine[1]/on-fire", 1);
#set a listener so that if a restart is attempted, it'll fail.
yasim_list3 = setlistener("controls/engines/engine[1]/cutoff",func {setprop("controls/engines/engine[1]/cutoff",1);});
}
if (failure_mode_id == "Engines/engine[2]" and yasim_list4 == nil) {
# fail yasim:
setprop("controls/engines/engine[2]/magnetos", 0);
setprop("controls/engines/engine[2]/cutoff", 1);
setprop("controls/engines/engine[2]/on-fire", 1);
#set a listener so that if a restart is attempted, it'll fail.
yasim_list4 = setlistener("controls/engines/engine[2]/cutoff",func {setprop("controls/engines/engine[2]/cutoff",1);});
}
if (failure_mode_id == "Engines/engine[3]" and yasim_list5 == nil) {
# fail yasim:
setprop("controls/engines/engine[3]/magnetos", 0);
setprop("controls/engines/engine[3]/cutoff", 1);
setprop("controls/engines/engine[3]/on-fire", 1);
#set a listener so that if a restart is attempted, it'll fail.
yasim_list5 = setlistener("controls/engines/engine[3]/cutoff",func {setprop("controls/engines/engine[3]/cutoff",1);});
}
}
}
}
return failed;
}
};
var yasim_list = nil;
var yasim_list2 = nil;
var yasim_list3 = nil;
var yasim_list4 = nil;
var yasim_list5 = nil;
var repairYasim = func {
if (yasim_list != nil) {removelistener(yasim_list); yasim_list=nil;}
if (yasim_list2 != nil) {removelistener(yasim_list2); yasim_list2=nil;}
if (yasim_list3 != nil) {removelistener(yasim_list3); yasim_list3=nil;}
if (yasim_list4 != nil) {removelistener(yasim_list4); yasim_list4=nil;}
if (yasim_list5 != nil) {removelistener(yasim_list5); yasim_list5=nil;}
setprop("controls/engines/engine[0]/on-fire", 0);
setprop("controls/engines/engine[1]/on-fire", 0);
setprop("controls/engines/engine[2]/on-fire", 0);
setprop("controls/engines/engine[3]/on-fire", 0);
setprop("sim/crashed", 0);
var failure_modes = FailureMgr._failmgr.failure_modes;
var mode_list = keys(failure_modes);
foreach(var failure_mode_id; mode_list) {
FailureMgr.set_failure_level(failure_mode_id, 0);
}
}
setlistener("/sim/signals/reinit", repairYasim);
hp_f = [hp_max,hp_max,hp_max,hp_max,hp_max,hp_max,hp_max];
var fail_fleet_systems = func (probability, factor) {
var sinking_ships = (hp_f[0]<0) + (hp_f[1]<0) + (hp_f[2]<0) + (hp_f[3]<0) + (hp_f[4]<0) + (hp_f[5]<0) + (hp_f[6]<0);
var hit_sinking = 0;
if (sinking_ships == 0) {
hit_sinking = 0;
} elsif (sinking_ships == 7) {
hit_sinking = 1;
} else {
hit_sinking = rand()<0.10;
}
if (hit_sinking) {
armament.defeatSpamFilter("You shot one of our already sinking ships, you are just mean.");
return;
}
var no = 0;
for (no=0; no < 7; no+=1) {
if (hp_f[no] > 0) {
break;
}
}
hp_f[no] -= factor * probability*(0.75+rand()*0.25);# from 75 to 100% damage
printf("HP[%d]: %d/%d", no, hp_f[no], hp_max);
#setprop("sam/damage", math.max(0,100*hp/hp_max));#used in HUD
if ( hp_f[no] < 0 ) {
setprop("/sim/multiplay/generic/bool["~(no+40)~"]",1);
armament.defeatSpamFilter("So you sank one of our ships, we will get you for that!");
if (!getprop("/carrier/disabled") and hp_f[0]<0 and hp_f[1]<0 and hp_f[2]<0) {
setprop("/carrier/disabled",1);
armament.defeatSpamFilter("Captain our offensive capability is crippled!");
}
if (hp_f[0]<0 and hp_f[1]<0 and hp_f[2]<0 and hp_f[3]<0 and hp_f[4]<0 and hp_f[5]<0 and hp_f[6]<0) {
setprop("/carrier/sunk",1);
setprop("/sim/multiplay/generic/int[2]",1);#radar off
setprop("/sim/messages/copilot", getprop("sim/multiplay/callsign")~" dead.");
armament.defeatSpamFilter("S.O.S. Heeelp");
} else {
armament.defeatSpamFilter("This is not over yet..");
}
}
return -1;
};
setlistener("payload/armament/MLW-count", func {
setLaunch(getprop("payload/armament/MLW-launcher"), 0);#TODO: figure out if that callsign is a SAM/ship.
});
#==================================================================
# RWR and sound functions
#==================================================================
var setLaunch = func (c,s) {
setprop("sound/rwr-launch-sam", s);
setprop("sound/rwr-launch", c);
settimer(func {stopLaunch();},7);
}
var stopLaunch = func () {
setprop("sound/rwr-launch", "");
setprop("sound/rwr-launch-sam", 0);
}
var playIncomingSound = func (clock) {
setprop("sound/incoming"~clock, 1);
settimer(func {stopIncomingSound(clock);},3);
}
var stopIncomingSound = func (clock) {
setprop("sound/incoming"~clock, 0);
}
var nearby_explosion = func {
setprop("damage/sounds/nearby-explode-on", 0);
settimer(nearby_explosion_a, 0);
}
var nearby_explosion_a = func {
setprop("damage/sounds/nearby-explode-on", 1);
settimer(nearby_explosion_b, 0.5);
}
var nearby_explosion_b = func {
setprop("damage/sounds/nearby-explode-on", 0);
}
#==================================================================
# Helper functions
#==================================================================
var callsign_struct = {};
var getCallsign = func (callsign) {
var node = callsign_struct[callsign];
return node;
}
var MAW_elapsed = 0;
var processCallsigns = func () {
callsign_struct = {};
var players = props.globals.getNode("ai/models").getChildren();
var myCallsign = getprop("sim/multiplay/callsign");
myCallsign = size(myCallsign) < 8 ? myCallsign : left(myCallsign,7);
var painted = 0;
foreach (var player; players) {
if(player.getChild("valid") != nil and player.getChild("valid").getValue() == TRUE and player.getChild("callsign") != nil and player.getChild("callsign").getValue() != "" and player.getChild("callsign").getValue() != nil) {
var callsign = player.getChild("callsign").getValue();
callsign_struct[callsign] = player;
var str6 = player.getNode("sim/multiplay/generic/string[6]");
if (str6 != nil and str6.getValue() != nil and str6.getValue() != "" and size(""~str6.getValue())==4 and left(md5(myCallsign),4) == str6.getValue()) {
painted = 1;
}
}
}
setprop("payload/armament/spike", painted);
if (getprop("sim/time/elapsed-sec")-MAW_elapsed > 1.1) {
setprop("payload/armament/MAW-active", 0);# resets every 1.1 seconds without warning
}
}
processCallsignsTimer = maketimer(1.5, processCallsigns);
processCallsignsTimer.simulatedTime = 1;
processCallsignsTimer.start();
#==================================================================
# Stuff
#==================================================================
var code_ct = func () {
#ANTIC
if (getprop("payload/armament/msg")) {
setprop("sim/rendering/redout/enabled", TRUE);
#call(func{fgcommand('dialog-close', multiplayer.dialog.dialog.prop())},nil,var err= []);# props.Node.new({"dialog-name": "location-in-air"}));
call(func{multiplayer.dialog.del();},nil,var err= []);
if (!getprop("gear/gear[0]/wow")) {
call(func{fgcommand('dialog-close', props.Node.new({"dialog-name": "WeightAndFuel"}))},nil,var err2 = []);
call(func{fgcommand('dialog-close', props.Node.new({"dialog-name": "system-failures"}))},nil,var err2 = []);
call(func{fgcommand('dialog-close', props.Node.new({"dialog-name": "instrument-failures"}))},nil,var err2 = []);
}
setprop("sim/freeze/fuel",0);
setprop("/sim/speed-up", 1);
setprop("/gui/map/draw-traffic", 0);
setprop("/sim/gui/dialogs/map-canvas/draw-TFC", 0);
#fgcommand("timeofday", props.Node.new({"timeofday": "real"}));
#setprop("/sim/rendering/als-filters/use-filtering", 1);
call(func{var interfaceController = fg1000.GenericInterfaceController.getOrCreateInstance();
interfaceController.stop();},nil,var err2=[]);
}
}
code_ctTimer = maketimer(1, code_ct);
code_ctTimer.simulatedTime = 1;
setprop("/sim/failure-manager/display-on-screen", FALSE);
code_ctTimer.start();
#==================================================================
# Relocation function
#==================================================================
var re_init = func (node) {
# repair the aircraft
if (node.getValue() == 0) return;
var failure_modes = FailureMgr._failmgr.failure_modes;
var mode_list = keys(failure_modes);
foreach(var failure_mode_id; mode_list) {
FailureMgr.set_failure_level(failure_mode_id, 0);
}
damageLog.push("Aircraft was repaired due to re-init.");
}
#==================================================================
# Event log
#==================================================================
var damageLog = events.LogBuffer.new(echo: 0);
damageLog.push("Flightgear "~getprop("sim/version/flightgear")~" was loaded up with "~getprop("sim/description")~" - "~getprop("sim/time/gmt"));
setlistener("/sim/signals/reinit", re_init, 0, 0);
setlistener("payload/armament/msg", func {damageLog.push("Damage is now "~(getprop("payload/armament/msg")?"ON.":"OFF."));}, 1, 0);
setlistener("sim/multiplay/callsign", func {damageLog.push("Callsign is now "~getprop("sim/multiplay/callsign"));}, 1, 0);
setlistener("sim/multiplay/online", func {damageLog.push(getprop("sim/multiplay/online")?("Connected to "~getprop("sim/multiplay/txhost")):"Disconnected from MP.");}, 1, 0);
var printDamageLog = func {
if (getprop("payload/armament/msg")) {print("disable damage to use this function");return;}
var buffer = damageLog.get_buffer();
var str = "";
foreach(entry; buffer) {
str = str~" "~entry.time~" "~entry.message~"\n";
}
print();
print(str);
print();
}
#TODO testing:
var writeDamageLog = func {
var output_file = getprop("/sim/fg-home") ~ "/Export/combat-log.txt";
var buffer = damageLog.get_buffer();
var str = "\n";
foreach(entry; buffer) {
str = str~" "~entry.time~" "~entry.message~"\n";
}
str = str ~ "\n";
var file = nil;
if (io.stat(output_file) == nil) {
file = io.open(output_file, "w");
io.close(file);
}
file = io.open(output_file, "a");
io.write(file, str);
io.close(file);
}
setlistener("sim/signals/exit", writeDamageLog, 0, 0);
#screen.property_display.add("payload/armament/MAW-bearing");
#screen.property_display.add("payload/armament/MAW-active");
#screen.property_display.add("payload/armament/MLW-bearing");
#screen.property_display.add("payload/armament/MLW-count");
#screen.property_display.add("payload/armament/MLW-launcher");
#screen.property_display.add("payload/armament/spike");