protected void AddTargetInfoToVessel() { TargetInfo info = vessel.gameObject.AddComponent <TargetInfo>(); info.team = BDATargetManager.BoolToTeam(Team); info.isMissile = true; info.MissileBaseModule = this; }
IEnumerator GPSRoutine() { GetSatInfo(); scanning = true; targetCount = 0; ScreenMsg("Initializing Scan ......"); yield return(new WaitForSeconds(1.5f)); ScreenMsg("Initializing Scan ......"); yield return(new WaitForSeconds(1.5f)); ScreenMsg("Scanning in Progress ......"); yield return(new WaitForSeconds(1.5f)); ScreenMsg("Scanning in Progress ......"); yield return(new WaitForSeconds(1.5f)); ScreenMsg("Scanning in Progress ......"); yield return(new WaitForSeconds(1.5f)); foreach (Vessel v in FlightGlobals.Vessels) { if (v.LandedOrSplashed && !v.HoldPhysics) { List <MissileFire> targets = new List <MissileFire>(200); foreach (Part t in v.Parts) { targets.AddRange(t.FindModulesImplementing <MissileFire>()); } foreach (MissileFire target in targets) { if (myTeam != target.team) { _altitude = v.altitude; _latitude = v.latitude; _longitude = v.longitude; targetCount += 1; ScreenMsg2("Retrieving GPS Coords for " + v.vesselName); yield return(new WaitForSeconds(1.5f)); BDATargetManager.GPSTargets[BDATargetManager.BoolToTeam(myTeam)].Add(new GPSTargetInfo(getTargetCoords, v.vesselName)); ScreenMsg2(v.vesselName + " added to GPS Database"); yield return(new WaitForSeconds(1.5f)); } } } } yield return(new WaitForSeconds(1.5f)); ScreenMsg2("Scan Complete ... " + targetCount + " Targets added to GPS Database"); scan = false; scanning = false; }
public TargetSignatureData(Vessel v, float _signalStrength) { orbital = false; orbit = null; timeAcquired = Time.time; vessel = v; velocity = v.Velocity(); geoPos = VectorUtils.WorldPositionToGeoCoords(v.CoM, v.mainBody); acceleration = v.acceleration; exists = true; signalStrength = _signalStrength; targetInfo = v.gameObject.GetComponent <TargetInfo> (); // vessel never been picked up on radar before: create new targetinfo record if (targetInfo == null) { targetInfo = v.gameObject.AddComponent <TargetInfo>(); } team = BDArmorySettings.BDATeams.None; if (targetInfo) { team = targetInfo.team; targetInfo.detectedTime = Time.time; } else { List <MissileFire> .Enumerator mf = v.FindPartModulesImplementing <MissileFire>().GetEnumerator(); while (mf.MoveNext()) { team = BDATargetManager.BoolToTeam(mf.Current.team); break; } mf.Dispose(); } vesselJammer = v.gameObject.GetComponent <VesselECMJInfo>(); pingPosition = Vector2.zero; lockedByRadar = null; }
/// <summary> /// GPS /// </summary> /// private void SaveGPS() { List <MissileFire> wmParts = new List <MissileFire>(200); foreach (Part p in FlightGlobals.ActiveVessel.Parts) { wmParts.AddRange(p.FindModulesImplementing <MissileFire>()); } foreach (MissileFire wmPart in wmParts) { var _latitude_ = double.Parse(_guiX); var _longitude_ = double.Parse(_guiY); var _altitude_ = double.Parse(_guiZ); _latitude = _latitude_; _longitude = _longitude_; _altitude = _altitude_; BDATargetManager.GPSTargets[BDATargetManager.BoolToTeam(wmPart.team)].Add(new GPSTargetInfo(getTargetCoords, "Saved GPS")); ScreenMsg("GPS Target Saved"); } }
IEnumerator DogfightCompetitionModeRoutine(float distance) { competitionStarting = true; competitionStatus = "Competition: Pilots are taking off."; Dictionary <BDArmorySetup.BDATeams, List <IBDAIControl> > pilots = new Dictionary <BDArmorySetup.BDATeams, List <IBDAIControl> >(); pilots.Add(BDArmorySetup.BDATeams.A, new List <IBDAIControl>()); pilots.Add(BDArmorySetup.BDATeams.B, new List <IBDAIControl>()); List <Vessel> .Enumerator loadedVessels = BDATargetManager.LoadedVessels.GetEnumerator(); while (loadedVessels.MoveNext()) { if (loadedVessels.Current == null) { continue; } if (!loadedVessels.Current.loaded) { continue; } IBDAIControl pilot = null; IEnumerator <IBDAIControl> ePilots = loadedVessels.Current.FindPartModulesImplementing <IBDAIControl>().AsEnumerable().GetEnumerator(); while (ePilots.MoveNext()) { pilot = ePilots.Current; break; } ePilots.Dispose(); if (pilot == null || !pilot.weaponManager) { continue; } pilots[BDATargetManager.BoolToTeam(pilot.weaponManager.team)].Add(pilot); pilot.CommandTakeOff(); if (pilot.weaponManager.guardMode) { pilot.weaponManager.ToggleGuardMode(); } } loadedVessels.Dispose(); //clear target database so pilots don't attack yet BDATargetManager.ClearDatabase(); if (pilots[BDArmorySetup.BDATeams.A].Count == 0 || pilots[BDArmorySetup.BDATeams.B].Count == 0) { Debug.Log("[BDArmory]: Unable to start competition mode - one or more teams is empty"); competitionStatus = "Competition: Failed! One or more teams is empty."; yield return(new WaitForSeconds(2)); competitionStarting = false; yield break; } IBDAIControl aLeader = pilots[BDArmorySetup.BDATeams.A][0]; IBDAIControl bLeader = pilots[BDArmorySetup.BDATeams.B][0]; aLeader.weaponManager.wingCommander.CommandAllFollow(); bLeader.weaponManager.wingCommander.CommandAllFollow(); //wait till the leaders are ready to engage (airborne for PilotAI) while (aLeader != null && bLeader != null && (!aLeader.CanEngage() || !bLeader.CanEngage())) { yield return(null); } if (aLeader == null || bLeader == null) { StopCompetition(); } competitionStatus = "Competition: Sending pilots to start position."; Vector3 aDirection = Vector3.ProjectOnPlane(aLeader.vessel.CoM - bLeader.vessel.CoM, aLeader.vessel.upAxis).normalized; Vector3 bDirection = Vector3.ProjectOnPlane(bLeader.vessel.CoM - aLeader.vessel.CoM, bLeader.vessel.upAxis).normalized; Vector3 center = (aLeader.vessel.CoM + bLeader.vessel.CoM) / 2f; Vector3 aDestination = center + (aDirection * (distance + 1250f)); Vector3 bDestination = center + (bDirection * (distance + 1250f)); aDestination = VectorUtils.WorldPositionToGeoCoords(aDestination, FlightGlobals.currentMainBody); bDestination = VectorUtils.WorldPositionToGeoCoords(bDestination, FlightGlobals.currentMainBody); aLeader.CommandFlyTo(aDestination); bLeader.CommandFlyTo(bDestination); Vector3 centerGPS = VectorUtils.WorldPositionToGeoCoords(center, FlightGlobals.currentMainBody); //wait till everyone is in position bool waiting = true; while (waiting) { waiting = false; if (aLeader == null || bLeader == null) { StopCompetition(); } if (Vector3.Distance(aLeader.transform.position, bLeader.transform.position) < distance * 1.95f) { waiting = true; } else { Dictionary <BDArmorySetup.BDATeams, List <IBDAIControl> > .KeyCollection.Enumerator keys = pilots.Keys.GetEnumerator(); while (keys.MoveNext()) { List <IBDAIControl> .Enumerator ePilots = pilots[keys.Current].GetEnumerator(); while (ePilots.MoveNext()) { if (ePilots.Current == null) { continue; } if (ePilots.Current.currentCommand != PilotCommands.Follow || !(Vector3.ProjectOnPlane( ePilots.Current.vessel.CoM - ePilots.Current.commandLeader.vessel.CoM, VectorUtils.GetUpDirection(ePilots.Current.commandLeader.vessel.transform.position) ).sqrMagnitude > 1000f * 1000f)) { continue; } competitionStatus = "Competition: Waiting for teams to get in position."; waiting = true; } ePilots.Dispose(); } keys.Dispose(); } yield return(null); } //start the match Dictionary <BDArmorySetup.BDATeams, List <IBDAIControl> > .KeyCollection.Enumerator pKeys = pilots.Keys.GetEnumerator(); while (pKeys.MoveNext()) { List <IBDAIControl> .Enumerator pPilots = pilots[pKeys.Current].GetEnumerator(); while (pPilots.MoveNext()) { if (pPilots.Current == null) { continue; } //enable guard mode if (!pPilots.Current.weaponManager.guardMode) { pPilots.Current.weaponManager.ToggleGuardMode(); } //report all vessels if (BDATargetManager.BoolToTeam(pPilots.Current.weaponManager.team) == BDArmorySetup.BDATeams.B) { BDATargetManager.ReportVessel(pPilots.Current.vessel, aLeader.weaponManager); } else { BDATargetManager.ReportVessel(pPilots.Current.vessel, bLeader.weaponManager); } //release command pPilots.Current.ReleaseCommand(); pPilots.Current.CommandAttack(centerGPS); } } pKeys.Dispose(); competitionStatus = "Competition starting! Good luck!"; yield return(new WaitForSeconds(2)); competitionStarting = false; }
void Awake() { if (!vessel) { vessel = GetComponent <Vessel>(); } if (!vessel) { //Debug.Log ("[BDArmory]: TargetInfo was added to a non-vessel"); Destroy(this); return; } //destroy this if a target info is already attached to the vessel IEnumerator otherInfo = vessel.gameObject.GetComponents <TargetInfo>().GetEnumerator(); while (otherInfo.MoveNext()) { if ((object)otherInfo.Current != this) { Destroy(this); return; } } team = BDArmorySetup.BDATeams.None; bool foundMf = false; List <MissileFire> .Enumerator mf = vessel.FindPartModulesImplementing <MissileFire>().GetEnumerator(); while (mf.MoveNext()) { foundMf = true; team = BDATargetManager.BoolToTeam(mf.Current.team); weaponManager = mf.Current; break; } mf.Dispose(); if (!foundMf) { List <MissileBase> .Enumerator ml = vessel.FindPartModulesImplementing <MissileBase>().GetEnumerator(); while (ml.MoveNext()) { isMissile = true; MissileBaseModule = ml.Current; team = BDATargetManager.BoolToTeam(ml.Current.Team); break; } ml.Dispose(); } if (team != BDArmorySetup.BDATeams.None) { BDATargetManager.AddTarget(this); } friendliesEngaging = new List <MissileFire>(); vessel.OnJustAboutToBeDestroyed += AboutToBeDestroyed; //add delegate to peace enable event BDArmorySetup.OnPeaceEnabled += OnPeaceEnabled; //lifeRoutine = StartCoroutine(LifetimeRoutine()); // TODO: CHECK BEHAVIOUR AND SIDE EFFECTS! if (!isMissile && team != BDArmorySetup.BDATeams.None) { GameEvents.onVesselPartCountChanged.Add(VesselModified); //massRoutine = StartCoroutine(MassRoutine()); // TODO: CHECK BEHAVIOUR AND SIDE EFFECTS! } }