From 74712b6e27770abed1e6996c8e3112ba40fbed6b Mon Sep 17 00:00:00 2001 From: smiki Date: Fri, 25 Jul 2025 14:17:03 +0200 Subject: [PATCH 1/4] [ADDED] `Disposition.getSimpleZones` to ZONE_POLYGON_BASE to support all zone types --- Moose Development/Moose/Core/Zone.lua | 41 ++++++++++----------- Moose Development/Moose/Utilities/Utils.lua | 39 ++++++++++++++++++++ 2 files changed, 59 insertions(+), 21 deletions(-) diff --git a/Moose Development/Moose/Core/Zone.lua b/Moose Development/Moose/Core/Zone.lua index 401aab808..7095d9f62 100644 --- a/Moose Development/Moose/Core/Zone.lua +++ b/Moose Development/Moose/Core/Zone.lua @@ -1514,19 +1514,7 @@ end -- @param #number NumPositions Number of positions to find. -- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found. function ZONE_RADIUS:GetClearZonePositions(PosRadius, NumPositions) - local clearPositions = UTILS.GetSimpleZones(self:GetVec3(), self:GetRadius(), PosRadius, NumPositions) - if clearPositions and #clearPositions > 0 then - local validZones = {} - for _, vec2 in pairs(clearPositions) do - if self:IsVec2InZone(vec2) then - table.insert(validZones, vec2) - end - end - if #validZones > 0 then - return validZones - end - end - return nil + return UTILS.GetClearZonePositions(self, PosRadius, NumPositions) end @@ -1536,14 +1524,7 @@ end -- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found. -- @return #number Assigned radius for the found zones. nil if no clear positions are found. function ZONE_RADIUS:GetRandomClearZoneCoordinate(PosRadius, NumPositions) - local radius = PosRadius or math.min(self.Radius/10, 200) - local clearPositions = self:GetClearZonePositions(radius, NumPositions or 50) - if clearPositions and #clearPositions > 0 then - local randomPosition = clearPositions[math.random(1, #clearPositions)] - return COORDINATE:NewFromVec2(randomPosition), radius - end - - return nil + return UTILS.GetRandomClearZoneCoordinate(self, PosRadius, NumPositions) end --- Returns a random Vec2 location within the zone. @@ -2524,6 +2505,24 @@ function ZONE_POLYGON_BASE:Flush() return self end +--- Search for clear ground spawn zones within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery. +-- @param #number PosRadius Required clear radius around each position. +-- @param #number NumPositions Number of positions to find. +-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found. +function ZONE_POLYGON_BASE:GetClearZonePositions(PosRadius, NumPositions) + return UTILS.GetClearZonePositions(self, PosRadius, NumPositions) +end + + +--- Search for a random clear ground spawn coordinate within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery. +-- @param #number PosRadius (Optional) Required clear radius around each position. (Default is math.min(Radius/10, 200)) +-- @param #number NumPositions (Optional) Number of positions to find. (Default 50) +-- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found. +-- @return #number Assigned radius for the found zones. nil if no clear positions are found. +function ZONE_POLYGON_BASE:GetRandomClearZoneCoordinate(PosRadius, NumPositions) + return UTILS.GetRandomClearZoneCoordinate(self, PosRadius, NumPositions) +end + --- Smokes the zone boundaries in a color. -- @param #ZONE_POLYGON_BASE self -- @param #boolean UnBound If true, the tyres will be destroyed. diff --git a/Moose Development/Moose/Utilities/Utils.lua b/Moose Development/Moose/Utilities/Utils.lua index aeddb7fa9..f1a4d3e6c 100644 --- a/Moose Development/Moose/Utilities/Utils.lua +++ b/Moose Development/Moose/Utilities/Utils.lua @@ -4640,3 +4640,42 @@ end function UTILS.GetSimpleZones(Vec3, SearchRadius, PosRadius, NumPositions) return Disposition.getSimpleZones(Vec3, SearchRadius, PosRadius, NumPositions) end + +--- Search for clear ground spawn zones within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery. +-- @param Core.Zone#ZONE Zone to search. +-- @param #number (Optional) PosRadius Required clear radius around each position. (Default is math.min(Radius/10, 200)) +-- @param #number (Optional) NumPositions Number of positions to find. (Default 50) +-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found. +function UTILS.GetClearZonePositions(Zone, PosRadius, NumPositions) + local radius = PosRadius or math.min(Zone:GetRadius()/10, 200) + local clearPositions = UTILS.GetSimpleZones(Zone:GetVec3(), Zone:GetRadius(), radius, NumPositions or 50) + if clearPositions and #clearPositions > 0 then + local validZones = {} + for _, vec2 in pairs(clearPositions) do + if Zone:IsVec2InZone(vec2) then + table.insert(validZones, vec2) + end + end + if #validZones > 0 then + return validZones, radius + end + end + return nil +end + + +--- Search for a random clear ground spawn coordinate within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery. +-- @param Core.Zone#ZONE Zone to search. +-- @param #number PosRadius (Optional) Required clear radius around each position. (Default is math.min(Radius/10, 200)) +-- @param #number NumPositions (Optional) Number of positions to find. (Default 50) +-- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found. +-- @return #number Assigned radius for the found zones. nil if no clear positions are found. +function UTILS.GetRandomClearZoneCoordinate(Zone, PosRadius, NumPositions) + local clearPositions = UTILS.GetClearZonePositions(Zone, PosRadius, NumPositions) + if clearPositions and #clearPositions > 0 then + local randomPosition, radius = clearPositions[math.random(1, #clearPositions)] + return COORDINATE:NewFromVec2(randomPosition), radius + end + + return nil +end From 30203668e4d3765a08cc1dc05957fb066a7e9962 Mon Sep 17 00:00:00 2001 From: Applevangelist Date: Fri, 25 Jul 2025 14:52:07 +0200 Subject: [PATCH 2/4] Revert "#UTILS - Added FindNearestPointOnCircle()" This reverts commit 2cc1ddd4679b0e3fb7a5f72ea5e4822112e2f2d1. --- Moose Development/Moose/Utilities/Utils.lua | 39 --------------------- 1 file changed, 39 deletions(-) diff --git a/Moose Development/Moose/Utilities/Utils.lua b/Moose Development/Moose/Utilities/Utils.lua index f1a4d3e6c..aeddb7fa9 100644 --- a/Moose Development/Moose/Utilities/Utils.lua +++ b/Moose Development/Moose/Utilities/Utils.lua @@ -4640,42 +4640,3 @@ end function UTILS.GetSimpleZones(Vec3, SearchRadius, PosRadius, NumPositions) return Disposition.getSimpleZones(Vec3, SearchRadius, PosRadius, NumPositions) end - ---- Search for clear ground spawn zones within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery. --- @param Core.Zone#ZONE Zone to search. --- @param #number (Optional) PosRadius Required clear radius around each position. (Default is math.min(Radius/10, 200)) --- @param #number (Optional) NumPositions Number of positions to find. (Default 50) --- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found. -function UTILS.GetClearZonePositions(Zone, PosRadius, NumPositions) - local radius = PosRadius or math.min(Zone:GetRadius()/10, 200) - local clearPositions = UTILS.GetSimpleZones(Zone:GetVec3(), Zone:GetRadius(), radius, NumPositions or 50) - if clearPositions and #clearPositions > 0 then - local validZones = {} - for _, vec2 in pairs(clearPositions) do - if Zone:IsVec2InZone(vec2) then - table.insert(validZones, vec2) - end - end - if #validZones > 0 then - return validZones, radius - end - end - return nil -end - - ---- Search for a random clear ground spawn coordinate within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery. --- @param Core.Zone#ZONE Zone to search. --- @param #number PosRadius (Optional) Required clear radius around each position. (Default is math.min(Radius/10, 200)) --- @param #number NumPositions (Optional) Number of positions to find. (Default 50) --- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found. --- @return #number Assigned radius for the found zones. nil if no clear positions are found. -function UTILS.GetRandomClearZoneCoordinate(Zone, PosRadius, NumPositions) - local clearPositions = UTILS.GetClearZonePositions(Zone, PosRadius, NumPositions) - if clearPositions and #clearPositions > 0 then - local randomPosition, radius = clearPositions[math.random(1, #clearPositions)] - return COORDINATE:NewFromVec2(randomPosition), radius - end - - return nil -end From b2a084d669649eb522b115af38b3c6a8c7bf51ba Mon Sep 17 00:00:00 2001 From: Applevangelist Date: Fri, 25 Jul 2025 14:54:53 +0200 Subject: [PATCH 3/4] xx --- Moose Development/Moose/Utilities/Utils.lua | 39 +++++++++++++++++++++ 1 file changed, 39 insertions(+) diff --git a/Moose Development/Moose/Utilities/Utils.lua b/Moose Development/Moose/Utilities/Utils.lua index aeddb7fa9..f1a4d3e6c 100644 --- a/Moose Development/Moose/Utilities/Utils.lua +++ b/Moose Development/Moose/Utilities/Utils.lua @@ -4640,3 +4640,42 @@ end function UTILS.GetSimpleZones(Vec3, SearchRadius, PosRadius, NumPositions) return Disposition.getSimpleZones(Vec3, SearchRadius, PosRadius, NumPositions) end + +--- Search for clear ground spawn zones within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery. +-- @param Core.Zone#ZONE Zone to search. +-- @param #number (Optional) PosRadius Required clear radius around each position. (Default is math.min(Radius/10, 200)) +-- @param #number (Optional) NumPositions Number of positions to find. (Default 50) +-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found. +function UTILS.GetClearZonePositions(Zone, PosRadius, NumPositions) + local radius = PosRadius or math.min(Zone:GetRadius()/10, 200) + local clearPositions = UTILS.GetSimpleZones(Zone:GetVec3(), Zone:GetRadius(), radius, NumPositions or 50) + if clearPositions and #clearPositions > 0 then + local validZones = {} + for _, vec2 in pairs(clearPositions) do + if Zone:IsVec2InZone(vec2) then + table.insert(validZones, vec2) + end + end + if #validZones > 0 then + return validZones, radius + end + end + return nil +end + + +--- Search for a random clear ground spawn coordinate within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery. +-- @param Core.Zone#ZONE Zone to search. +-- @param #number PosRadius (Optional) Required clear radius around each position. (Default is math.min(Radius/10, 200)) +-- @param #number NumPositions (Optional) Number of positions to find. (Default 50) +-- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found. +-- @return #number Assigned radius for the found zones. nil if no clear positions are found. +function UTILS.GetRandomClearZoneCoordinate(Zone, PosRadius, NumPositions) + local clearPositions = UTILS.GetClearZonePositions(Zone, PosRadius, NumPositions) + if clearPositions and #clearPositions > 0 then + local randomPosition, radius = clearPositions[math.random(1, #clearPositions)] + return COORDINATE:NewFromVec2(randomPosition), radius + end + + return nil +end From 7d3fc1740a16553105a0fd9505bdbf44d7a1d989 Mon Sep 17 00:00:00 2001 From: Applevangelist Date: Fri, 25 Jul 2025 14:57:58 +0200 Subject: [PATCH 4/4] xx --- Moose Development/Moose/Utilities/Utils.lua | 39 +++++++++++++++++++++ 1 file changed, 39 insertions(+) diff --git a/Moose Development/Moose/Utilities/Utils.lua b/Moose Development/Moose/Utilities/Utils.lua index f1a4d3e6c..ac71ae3f6 100644 --- a/Moose Development/Moose/Utilities/Utils.lua +++ b/Moose Development/Moose/Utilities/Utils.lua @@ -4679,3 +4679,42 @@ function UTILS.GetRandomClearZoneCoordinate(Zone, PosRadius, NumPositions) return nil end + +--- Find the point on the radius of a circle closest to a point outside of the radius. +-- @param DCS#Vec2 Vec1 Simple Vec2 marking the middle of the circle. +-- @param #number Radius The radius of the circle. +-- @param DCS#Vec2 Vec2 Simple Vec2 marking the point outside of the circle. +-- @return DCS#Vec2 Vec2 point on the radius. +function UTILS.FindNearestPointOnCircle(Vec1,Radius,Vec2) + local r = Radius + local cx = Vec1.x or 1 + local cy = Vec1.y or 1 + local px = Vec2.x or 1 + local py = Vec2.y or 1 + + -- Berechne den Vektor vom Mittelpunkt zum externen Punkt + local dx = px - cx + local dy = py - cy + + -- Berechne die Länge des Vektors + local dist = math.sqrt(dx * dx + dy * dy) + + -- Wenn der Punkt im Mittelpunkt liegt, wähle einen Punkt auf der X-Achse + if dist == 0 then + return {x=cx + r, y=cy} + end + + -- Normalisiere den Vektor (richtungsweise Vektor mit Länge 1) + local norm_dx = dx / dist + local norm_dy = dy / dist + + -- Berechne den Punkt auf dem Rand des Kreises + local qx = cx + r * norm_dx + local qy = cy + r * norm_dy + + local shift_factor = 1 + qx = qx + shift_factor * norm_dx + qy = qy + shift_factor * norm_dy + + return {x=qx, y=qy} +end