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fgdata/Aircraft/c172p/Nasal/c172p.nas
Stuart Buchanan 88b49b4259 Sync c172p with c172p-detailed master branch.
Sync with commit cab40a0af989bf08302836f98e91672920369fa3
2015-07-05 19:32:41 +01:00

211 lines
7.8 KiB
Text

##########################################
# Brakes
##########################################
controls.applyBrakes = func (v, which = 0) {
if (which <= 0 and !getprop("/fdm/jsbsim/gear/unit[1]/broken")) {
interpolate("/controls/gear/brake-left", v, controls.fullBrakeTime);
}
if (which >= 0 and !getprop("/fdm/jsbsim/gear/unit[2]/broken")) {
interpolate("/controls/gear/brake-right", v, controls.fullBrakeTime);
}
};
controls.applyParkingBrake = func (v) {
if (!v) {
return;
}
var left_broken = getprop("/fdm/jsbsim/gear/unit[1]/broken");
var right_broken =getprop("/fdm/jsbsim/gear/unit[2]/broken");
var p = "/controls/gear/brake-parking";
var orig_p = getprop(p);
# We assume one non-broken gear is enough to apply the parking brake
if (orig_p or !left_broken or !right_broken) {
setprop(p, var i = !orig_p);
return i;
}
return orig_p;
};
##########################################
# Click Sounds
##########################################
var click = func (name, timeout=0.1) {
var sound_prop = "/sim/model/c172p/sound/click-" ~ name;
# Play the sound
setprop(sound_prop, 1);
# Reset the property after 0.2 seconds so that the sound can be
# played again.
settimer(func {
setprop(sound_prop, 0);
}, timeout);
};
##########################################
# Ground Detection
##########################################
# Do terrain modelling ourselves.
#setprop("sim/fdm/surface/override-level", 1);
var terrain_survol_loop = func {
var lat = getprop("/position/latitude-deg");
var lon = getprop("/position/longitude-deg");
var info = geodinfo(lat, lon);
if (info != nil) {
if (info[1] != nil){
if (info[1].solid !=nil)
setprop("/environment/terrain-type",info[1].solid);
if (info[1].load_resistance !=nil)
setprop("/environment/terrain-load-resistance",info[1].load_resistance);
if (info[1].friction_factor !=nil)
setprop("/environment/terrain-friction-factor",info[1].friction_factor);
if (info[1].bumpiness !=nil)
setprop("/environment/terrain-bumpiness",info[1].bumpiness);
if (info[1].rolling_friction !=nil)
setprop("/environment/terrain-rolling-friction",info[1].rolling_friction);
if (info[1].names !=nil)
setprop("/environment/terrain-names",info[1].names[0]);
}
}else{
setprop("/environment/terrain",1);
setprop("/environment/terrain-load-resistance",1e+30);
setprop("/environment/terrain-friction-factor",1.05);
setprop("/environment/terrain-bumpiness",0);
setprop("/environment/terrain-rolling-friction",0.02);
}
if(!getprop("sim/freeze/replay-state") and !getprop("/environment/terrain-type") and getprop("/position/altitude-agl-ft") < 3.0){
setprop("sim/messages/copilot", "You are on water !");
setprop("sim/freeze/clock", 1);
setprop("sim/freeze/master", 1);
setprop("sim/crashed", 1);
}
}
var reset_system = func {
if (getprop("/fdm/jsbsim/running"))
{
c172p.autostart(0);
setprop("/controls/switches/starter", 1);
var engineRunning = setlistener("/engines/engine[0]/running", func{
if (getprop("/engines/engine[0]/running"))
{
setprop("/controls/switches/starter", 0);
removelistener(engineRunning);
}
});
}
# These properties are aliased to MP properties in /sim/multiplay/generic/.
# This aliasing seems to work in both ways, because the two properties below
# appear to receive the random values from the MP properties during initialization.
# Therefore, override these random values with the proper values we want.
props.globals.getNode("/fdm/jsbsim/crash", 0).setBoolValue(0);
props.globals.getNode("/fdm/jsbsim/gear/unit[0]/broken", 0).setBoolValue(0);
props.globals.getNode("/fdm/jsbsim/gear/unit[1]/broken", 0).setBoolValue(0);
props.globals.getNode("/fdm/jsbsim/gear/unit[2]/broken", 0).setBoolValue(0);
props.globals.getNode("/fdm/jsbsim/pontoon-damage/left-pontoon", 0).setIntValue(0);
props.globals.getNode("/fdm/jsbsim/pontoon-damage/right-pontoon", 0).setIntValue(0);
setprop("/engines/active-engine/killed", 0);
setprop("/fdm/jsbsim/contact/unit[4]/z-position", 50);
setprop("/fdm/jsbsim/contact/unit[5]/z-position", 50);
# Note: these separate flags exist because PUI's <radio> element
# only accepts booleans.
var p = getprop("fdm/jsbsim/bushkit");
setprop("/sim/model/c172p/bushkit_flag_0",0);
setprop("/sim/model/c172p/bushkit_flag_1",0);
setprop("/sim/model/c172p/bushkit_flag_2",0);
setprop("/sim/model/c172p/bushkit_flag_3",0);
setprop("/sim/model/c172p/bushkit_flag_4",0);
if (p == 0) { setprop("/sim/model/c172p/bushkit_flag_0",1); }
if (p == 1) { setprop("/sim/model/c172p/bushkit_flag_1",1); }
if (p == 2) { setprop("/sim/model/c172p/bushkit_flag_2",1); }
if (p == 3) { setprop("/sim/model/c172p/bushkit_flag_3",1); }
if (p == 4) { setprop("/sim/model/c172p/bushkit_flag_4",1); }
}
############################################
# Global loop function
# If you need to run nasal as loop, add it in this function
############################################
var global_system_loop = func{
# terrain_survol_loop was incorporated during damage system creation.
# "Unimplemented" crash detection system requires this self terrain modelling (I think)
# If we end up not using it, then we can remove it.
#terrain_survol_loop();
c172p.physics_loop();
c172p.weather_effects_loop();
}
##########################################
# SetListerner must be at the end of this file
##########################################
#setlistener("/sim/signals/fdm-initialized", func{
# setprop("/environment/terrain-type",1);
# setprop("/environment/terrain-load-resistance",1e+30);
# setprop("/environment/terrain-friction-factor",1.05);
# setprop("/environment/terrain-bumpiness",0);
# setprop("/environment/terrain-rolling-friction",0.02);
#});
var set_limits = func (node) {
if (node.getValue() == 1) {
var limits = props.globals.getNode("/limits/mass-and-balance-180hp");
}
else {
var limits = props.globals.getNode("/limits/mass-and-balance-160hp");
}
var ac_limits = props.globals.getNode("/limits/mass-and-balance");
# Get the mass limits of the current engine
var ramp_mass = limits.getNode("maximum-ramp-mass-lbs");
var takeoff_mass = limits.getNode("maximum-takeoff-mass-lbs");
var landing_mass = limits.getNode("maximum-landing-mass-lbs");
# Get the actual mass limit nodes of the aircraft
var ac_ramp_mass = ac_limits.getNode("maximum-ramp-mass-lbs");
var ac_takeoff_mass = ac_limits.getNode("maximum-takeoff-mass-lbs");
var ac_landing_mass = ac_limits.getNode("maximum-landing-mass-lbs");
# Set the mass limits of the aircraft
ac_ramp_mass.unalias();
ac_takeoff_mass.unalias();
ac_landing_mass.unalias();
ac_ramp_mass.alias(ramp_mass);
ac_takeoff_mass.alias(takeoff_mass);
ac_landing_mass.alias(landing_mass);
};
setlistener("/controls/engines/active-engine", func (node) {
# Set new mass limits for Fuel and Payload Settings dialog
set_limits(node);
# Emit a sound because the engine has been replaced
click("engine-repair", 6.0);
}, 0, 0);
var nasalInit = setlistener("/sim/signals/fdm-initialized", func{
# Use Nasal to make some properties persistent. <aircraft-data> does
# not work reliably.
aircraft.data.add("/sim/model/c172p/immat-on-panel");
aircraft.data.load();
# Initialize mass limits
set_limits(props.globals.getNode("/controls/engines/active-engine"));
reset_system();
var c172_timer = maketimer(0.25, func{global_system_loop()});
c172_timer.start();
});