Beispiel #1
0
        bool TargetInTurretRange(ModuleWeapon weapon, float tolerance)
        {
            if(!guardTarget)
            {
                if(BDArmorySettings.DRAW_DEBUG_LABELS)
                {
                    Debug.Log("Checking turret range but no guard target");
                }
                return false;
            }
            if(weapon.yawRange == 360)
            {
                if(BDArmorySettings.DRAW_DEBUG_LABELS)
                {
                    Debug.Log("Checking turret range - turret has full swivel");
                }
                return true;
            }

            Transform turretTransform = weapon.turretBaseTransform;
            Vector3 direction = guardTarget.transform.position-turretTransform.position;
            Vector3 directionYaw = Vector3.ProjectOnPlane(direction, turretTransform.up);
            Vector3 directionPitch = Vector3.ProjectOnPlane(direction, turretTransform.right);

            float angleYaw = Vector3.Angle(turretTransform.forward, directionYaw);
            //float anglePitch = Vector3.Angle(-turret.transform.forward, directionPitch);
            float signedAnglePitch = Misc.SignedAngle(turretTransform.forward, directionPitch, turretTransform.up);
            if(Mathf.Abs(signedAnglePitch) > 90)
            {
                signedAnglePitch -= Mathf.Sign(signedAnglePitch)*180;
            }
            bool withinPitchRange = (signedAnglePitch > weapon.minPitch && signedAnglePitch < weapon.maxPitch);

            if(angleYaw < (weapon.yawRange/2)+tolerance && withinPitchRange)
            {
                if(BDArmorySettings.DRAW_DEBUG_LABELS)
                {
                    Debug.Log("Checking turret range - target is INSIDE gimbal limits! signedAnglePitch: " + signedAnglePitch + ", minPitch: " + weapon.minPitch + ", maxPitch: " + weapon.maxPitch);
                }
                return true;
            }
            else
            {
                if(BDArmorySettings.DRAW_DEBUG_LABELS)
                {
                    Debug.Log("Checking turret range - target is OUTSIDE gimbal limits! signedAnglePitch: " + signedAnglePitch + ", minPitch: " + weapon.minPitch + ", maxPitch: " + weapon.maxPitch + ", angleYaw: " + angleYaw);
                }
                return false;
            }
        }
        void FlyToTargetVessel(FlightCtrlState s, Vessel v)
        {
            Vector3         target           = v.CoM;
            MissileLauncher missile          = null;
            Vector3         vectorToTarget   = v.transform.position - vesselTransform.position;
            float           distanceToTarget = vectorToTarget.magnitude;

            if (weaponManager)
            {
                missile = weaponManager.currentMissile;
                if (missile != null)
                {
                    if (missile.targetingMode == MissileLauncher.TargetingModes.Heat && !weaponManager.heatTarget.exists)
                    {
                        target += v.srf_velocity.normalized * 10;
                    }
                    else
                    {
                        target = MissileGuidance.GetAirToAirFireSolution(missile, v);
                    }

                    if (Vector3.Angle(target - vesselTransform.position, vesselTransform.forward) < 15)
                    {
                        steerMode = SteerModes.Aiming;
                    }
                }
                else
                {
                    ModuleWeapon weapon = weaponManager.currentGun;
                    if (weapon != null)
                    {
                        //target -= 1.30f*weapon.GetLeadOffset();
                        Vector3 leadOffset = weapon.GetLeadOffset();

                        float targetAngVel = 1.65f * Vector3.Angle(v.transform.position - vessel.transform.position, v.transform.position + (vessel.srf_velocity) - vessel.transform.position);
                        debugString += "\ntargetAngVel: " + targetAngVel;
                        float magnifier = Mathf.Clamp(targetAngVel, 1.25f, 5);
                        target -= magnifier * leadOffset;
                        float angleToLead = Vector3.Angle(vesselTransform.up, target - vesselTransform.position);
                        if (distanceToTarget < 1600 && angleToLead < 20)
                        {
                            steerMode = SteerModes.Aiming;                             //steer to aim
                        }
                    }
                }
            }



            float targetDot = Vector3.Dot(vesselTransform.up, v.transform.position - vessel.transform.position);

            //manage speed when close to enemy
            float finalMaxSpeed = ((distanceToTarget - 100) / 8) + (float)v.srfSpeed;

            AdjustThrottle(finalMaxSpeed, true);

            if ((targetDot < 0 || vessel.srfSpeed > finalMaxSpeed) &&
                distanceToTarget < 800)                    //distance is less than 800m
            {
                debugString += ("\nEnemy on tail. Braking");
                AdjustThrottle(minSpeed, true);
            }
            if (missile != null &&
                targetDot > 0 &&
                distanceToTarget < 300 &&
                vessel.srfSpeed > 130)
            {
                extending          = true;
                lastTargetPosition = v.transform.position;
            }


            FlyToPosition(s, target);
        }
Beispiel #3
0
        bool CheckAmmo(ModuleWeapon weapon)
        {
            string ammoName = weapon.ammoName;

            foreach(Part p in vessel.parts)
            {
                foreach(var resource in p.Resources.list)
                {
                    if(resource.resourceName == ammoName)
                    {
                        if(resource.amount > 0)
                        {
                            return true;
                        }
                    }
                }
            }

            return false;
        }