<?xml version="1.0"?>

<PropertyList>

    <nasal>


        <load>
            <![CDATA[
            print("Loading Harrier GR3", cmdarg().getPath());

            var nodeName = cmdarg().getPath();

            ##checks whether it has been initialized already; if so, just return
            if ( bombable.check_overall_initialized (nodeName) ) return;




            ############################################
            #Harrier GR3 INITIALIZER
            var object_init = func() {
            # Datas of this object are under: cmdarg().getPath()
            var thisNodeName = cmdarg().getPath();
            var thisNode = props.globals.getNode(thisNodeName);
            # Add some useful nodes



            ########################################################################
            ########################################################################
            # INITIALIZE BOMBABLE
            #
            # Initialize constants and main routines for maintaining altitude
            # relative to ground-level, relocating after file/reset, and
            # creating bombable/shootable objects.
            #
            # These routines are found in FG/nasal/bombable.nas
            #
            ########################################################################
            # INITIALIZE BOMBABLE Object
            # This object will be slurped in the object's node as a child
            # node named "bombable".
            # All distances are specified in meters.
            # All altitudes are relative to current ground level at the object's
            # location
            #

            thisNodeName = cmdarg().getPath();

            var bombableObject = {


            objectNodeName : thisNodeName,
            objectNode : props.globals.getNode(thisNodeName),
            updateTime_s : 1/3, #time, in seconds, between the updates that
            #keep the object at its AGL. Tradeoff is high-speed updates look more
            #realistic but slow down the framerate/cause jerkiness.  Faster-moving
            #objects will need more frequent updates to look realistic.
            #update time faster than about 1/3 seems to have a noticeable effect
            #on frame rate


            #########################################
            # ALTITUDE DEFINITIONS
            #
            altitudes : {
            wheelsOnGroundAGL_m : 1 , #altitude correction to add to your aircraft or ship that is needed to put wheels on ground (or, for a ship, make it float in the water at the correct level).  For most objects this is 0 but some models need a small correction to place them exactly at ground level

            minimumAGL_m : 1, #minimum altitude above ground level this object is allowed to fly
            maximumAGL_m : 15600, #maximum altitude AGL this object is allowed to fly, ie, operational ceiling
            crashedAGL_m : 0.6, #altitude AGL when crashed.  Ships will sink to this level, aircraft or vehicles will sink into the ground as landing gear collapses or tires deflate. Should be negative, even just -0.001.
            },
            #
            #########################################
            # VELOCITIES DEFINITIONS
            #
            velocities : {
            maxSpeedReduce_percent : 0.5, #max % to reduce speed, per step, when damaged
            minSpeed_kt : 60, #minimum speed to reduce to when damaged.  Ground vehicles and ships might stop completely when damaged but aircraft will need a minimum speed so they keep moving until they hit the ground.
            cruiseSpeed_kt : 300, #cruising speed, typical/optimal cruising speed, V C for aircraft

            attackSpeed_kt : 500, #typical/optimal speed when aggressively attacking or evading, in
            #level flight for aircraft

            maxSpeed_kt : 635 , #Maximum possible speed under dive or downhill conditions, V NE for aircraft

            damagedAltitudeChangeMaxRate_meterspersecond : 30, #max rate to sink or fly downwards when damaged, in meters/second

            #The terminal velocities are calculated by opening the 'real' AC
            #in FG, level flight, full throttle, then putting
            #the AC at different angles of attack with the autopilot,
            #and noting the terminal airspeed & vertical speed velocities.
            #For best results, do it near sea level, under 5000 feet altitude.
            #One or two each of climb & dive velocities are probably sufficient.
            #However if you do more we may be able to use the more precise
            #data in the future.
            #
            #Note that these are intended to be true airspeed whereas FG's
            #/velocities/airspeed-kt reports indicated airspeed, so some
            #conversion or reference to groundspeed-kt is needed.
            #
            #In FG /velocities/groundspeed-kt is equal (or close
            #to equal, except for wind . . .) true airspeed when pitch=0
            #but as pitch increases or decreases that will change.
            #

            diveTerminalVelocities: {
            point1: { airspeed_kt : 447.6, vertical_speed_fps : - 74.4},
            point2: { airspeed_kt : 498.4, vertical_speed_fps : - 167.1},
            point3: { airspeed_kt : 535, vertical_speed_fps : - 255.0},
            point4: { airspeed_kt : 556, vertical_speed_fps : - 343.9},



            },

            climbTerminalVelocities: {
            point1: { airspeed_kt : 331.2, vertical_speed_fps : 34.3},
            point2: { airspeed_kt : 266.7, vertical_speed_fps : 59.4},
            point3: { airspeed_kt : 169.7, vertical_speed_fps : 73.1},

            },


            },
            #
            #########################################
            # EVASION DEFINITIONS
            #
            # The evasion system makes the AI aircraft dodge when they come under
            # fire.
            evasions : {
            dodgeDelayMax_sec : 15, #max time to delay/wait between dodges
            dodgeDelayMin_sec : 5, #minimum time to delay/wait between dodges
            dodgeMax_deg : 75, #Max amount to turn when dodging
            #90 degrees = instant turn, unrealistic
            #up to 80 is usually OK, somewhere in 80-85 starts to be unrealistically fast
            #>85 is usually very unrealistic.  You must test this in your scenario, however.

            dodgeMin_deg : 57, #minimum amount to turn when dodging
            rollRateMax_degpersec : 110, #you can figure this out by rolling the corresponding FG aircraft and timing a 180 or 360 deg roll
            dodgeROverLPreference_percent : 50, # Preference for right turns vs. left when dodging.  90% means 90% right turns, 50% means 50% right turns.
            dodgeAltMin_m : -5000, #Aircraft will begin to move up or down
            dodgeAltMax_m : 5000, #Max & Min are relative to current alt
            dodgeVertSpeedClimb_mps : 100, #Max speed to climb when evading
            dodgeVertSpeedDive_mps : 200, #Max speed to dive when evading
            },
            #
            #########################################
            # ATTACK DEFINITIONS
            #
            # The attack system makes the AI aircraft turn and fly towards
            # other aircraft
            attacks : {
            maxDistance_m : 14000, #max distance to turn & attack main aircraft
            minDistance_m : 2500, #min distance to turn & attack main aircraft, ie, fly away this far before turning to attack again
            continueAttackAngle_deg : 20, #when within minDistance_m, the aircraft will continue to turn towards the main aircraft and attack *if* if the angle is less than this amount from dead ahead
            altitudeHigherCutoff_m : 13000, # will attack the main aircraft unless this amount higher than it or more
            altitudeLowerCutoff_m : 5000, # will attack the main aircraft unless this amount lower than it or more
            climbPower : 6000, # How powerful the aircraft is when climbing during an attack; 4000 would be typical for, say a Zero--scale accordingly for others; higher is stronger
            divePower : 9000, # How powerful the aircraft is when diving during and attack; 6000 typical of a Zero--could be much more than climbPower if the aircraft is a weak climber but a strong diver
            rollMin_deg : 58, #when turning on attack, roll to this angle min
            rollMax_deg : 75, #when turning on attack, roll to this angle max
            #90 degrees = instant turn, unrealistic
            #up to 80 might be OK, depending on aircraft & speed; somewhere in 80-85 starts to be unrealistically fast
            #>85 is usually very unrealistic.  You must test this in your scenario, however.
            rollRateMax_degpersec : 110, #you can figure this out by rolling the corresponding FG aircraft and timing a 180 or 360 deg roll
            attackCheckTime_sec : 10, # check for need to attack/correct course this often
            attackCheckTimeEngaged_sec : 0.7, # once engaged with enemy, check/update course this frequently

            },

            #
            #########################################
            # WEAPONS DEFINITIONS
            #
            # The weapons system makes the AI aircraft fire on the main aircraft
            # You can define any number of weapons--just enclose each in curly brackets
            # and separate with commas (,).
            weapons : {
            front_gun :  #internal name - this can be any name you want; must be a valid nasal variable name
            {
            name : "ADEN", # name presented to users, ie in on-screen messages
            maxDamage_percent : 30, # maximum percentage damage one hit from the aircraft's main weapon/machine guns will do to an opponent
            maxDamageDistance_m : 700, # maximum distance at which the aircrafts main weapon/maching guns will be able to damage an opponent
            weaponAngle_deg  :  { heading: 0, elevation: 0 }, # direction the aircraft's main weapon is aimed.
            # 0,0 = straight ahead, 90,0=directly right, 0,90=directly up, 0,180=directly back, etc.
            weaponOffset_m : {x:2.5, y:0, z:0}, # Offset of the weapon from the main aircraft center
            weaponSize_m : {start:.30, end:.30}, # Visual size of the weapon's projectile, in meters, at start & end of its path

            },
            },

            #
            #########################################
            # DIMENSION DEFINITIONS
            #
            dimensions : {
            width_m : 7.70,  #width of your object, ie, for aircraft, wingspan
            length_m : 14.27, #length of your object, ie, for aircraft, distance nose to tail
            height_m : 3.63, #height of your object, ie, for aircraft ground to highest point when sitting on runway

            damageRadius_m : 7, #typically 1/2 the longest dimension of the object. Hits within this distance of the
            #center of object have some possibility of damage
            vitalDamageRadius_m : 2, #typically the radius of the fuselage or cockpit or other most
            # vital area at the center of the object.  Always smaller than damageRadius_m

            crashRadius_m : 6, #It's a crash if the main aircraft hits in this area.

            },
            #
            #########################################
            # VULNERABILITIES DEFINITIONS
            #
            vulnerabilities : {
            damageVulnerability : 8, #Vulnerability to damage from armament, 1=normal M1 tank; higher to make objects easier to kill and lower to make them more difficult.  This is a multiplier, so 5 means 5X easier to kill than an M1, 1/5 means 5X harder to kill.

            engineDamageVulnerability_percent : 8, #Chance that a small-caliber machine-gun round will damage the engine.

            fireVulnerability_percent : 7, #Vulnerability to catching on fire. 100% means even the slightest impact will set it on fire; 20% means quite difficult to set on fire; 0% means set on fire only when completely damaged; -1% means never set on fire.

            fireDamageRate_percentpersecond : .5, #Amount of damage to add, per second, when on fire.  100%=completely damaged. Warthog is relatively damage-resistant.

            fireExtinguishMaxTime_seconds : 80, #Once a fire starts, for this many seconds there is a chance to put out the fire; fires lasting longer than this won't be put out until the object burns out.

            fireExtinguishSuccess_percentage : 50, #Chance of the crew putting out the fire within the MaxTime above. Warthoge is relatively damage-resistant.

            explosiveMass_kg : 15000 , #mass of the object in KG, but give at least a 2-10X bonus to anything carrying flammables or high explosives.
            },
            #
            #########################################
            # LIVERY DEFINITIONS
            #
            # Path to livery files to use at different damage levels.
            # Path is relative to the AI aircraft's directory.
            # The object will start with the first livery listed and
            # change to succeeding liveries as the damage
            # level increases. The final livery should indicate full damage/
            # object destroyed.
            #
            # If you don't want to specify any special liveries simply set
            # damageLivery : nil and the object's normal livery will be used.
            #
            damageLiveries : {
            damageLivery : [  ]
            },

            };

            #########################################
            # INITIALIZE ROUTINES
            #
            # OVERALL INITIALIZER: Needed to make all the others work
            bombable.initialize ( bombableObject );
            #
            # LOCATION: Relocate object to maintain its position after file/reset
            # (best not used for airplanes)
            # bombable.location_init ( thisNodeName );
            #
            # GROUND: Keep object at altitude relative to ground level
            bombable.ground_init ( thisNodeName );
            #
            # ATTACK: Make the object attack the main aircraft
            bombable.attack_init ( thisNodeName );
            #
            # WEAPONS: Make the object shoot the main aircraft
            bombable.weapons_init ( thisNodeName );
            #
            # BOMBABLE: Make the object bombable/damageable
            bombable.bombable_init ( thisNodeName );
            #
            # SMOKE/CONTRAIL: Start a flare, contrail, smoke trail, or exhaust
            # trail for the object.
            # Smoke types available: flare, jetcontrail, pistonexhaust, smoketrail,
            # damagedengine
            bombable.startSmoke("jetcontrail", thisNodeName );
            #
            # END INITIALIZE BOMBABLE
            ########################################################################
            ########################################################################



            }

            object_init();
            ]]>
        </load>
        <unload>
            <![CDATA[
            print("Unload Harrier GR3");
            var nodeName= cmdarg().getPath();
            bombable.de_overall_initialize( nodeName );
            bombable.initialize_del( nodeName );
            bombable.ground_del( nodeName );
            bombable.location_del (nodeName);
            bombable.bombable_del( nodeName );
            bombable.attack_del( nodeName );
            bombable.weapons_del (nodeName);
            #  </unload>

            ]]>
        </unload>
    </nasal>

</PropertyList>
