New SPAWN class methods

-- Added SpawnFromVec3
-- Added SpawnFromVec2
-- Revised SpawnFromUnit
-- Revised SpawnFromZone
-- Added POINT_VEC3:GetVec2()
-- Added POINT_VEC3:GetRandomVec2InRadius()
-- Added POINT_VEC2:NewFromVec2()
-- Revised the STATIC class working with POISITIONABLE
-- Revised ZONE_RADIUS:GetPointVec3
--
This commit is contained in:
FlightControl 2016-07-23 10:31:52 +02:00
parent a634fbb33c
commit 231b382df1
58 changed files with 787 additions and 311 deletions

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@ -124,10 +124,7 @@ end
-- @return Point#POINT_VEC3 self
function POINT_VEC3:NewFromVec3( Vec3 )
local self = BASE:Inherit( self, BASE:New() )
self.PointVec3 = Vec3
self:F2( self.PointVec3 )
return self
return self:New( Vec3.x, Vec3.y, Vec3.z )
end
@ -138,11 +135,19 @@ function POINT_VEC3:GetVec3()
return self.PointVec3
end
--- Return the coordinates of the POINT_VEC3 in Vec2 format.
-- @param #POINT_VEC3 self
-- @return DCSTypes#Vec2 The Vec2 coodinate.
function POINT_VEC3:GetVec2()
return { x = self.PointVec3.x, y = self.PointVec3.z }
end
--- Return the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number The x coodinate.
function POINT_VEC3:GetX()
self:F2(self.PointVec3.x)
return self.PointVec3.x
end
@ -150,6 +155,7 @@ end
-- @param #POINT_VEC3 self
-- @return #number The y coodinate.
function POINT_VEC3:GetY()
self:F2(self.PointVec3.y)
return self.PointVec3.y
end
@ -157,9 +163,55 @@ end
-- @param #POINT_VEC3 self
-- @return #number The z coodinate.
function POINT_VEC3:GetZ()
self:F2(self.PointVec3.z)
return self.PointVec3.z
end
--- Return a random Vec3 point within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param DCSTypes#Distance OuterRadius
-- @param DCSTypes#Distance InnerRadius
-- @return DCSTypes#Vec2 Vec2
function POINT_VEC3:GetRandomVec2InRadius( OuterRadius, InnerRadius )
self:F2( { self.PointVec3, OuterRadius, InnerRadius } )
local Theta = 2 * math.pi * math.random()
local Radials = math.random() + math.random()
if Radials > 1 then
Radials = 2 - Radials
end
local RadialMultiplier
if InnerRadius and InnerRadius <= OuterRadius then
RadialMultiplier = ( OuterRadius - InnerRadius ) * Radials + InnerRadius
else
RadialMultiplier = OuterRadius * Radials
end
local RandomVec3
if OuterRadius > 0 then
RandomVec3 = { x = math.cos( Theta ) * RadialMultiplier + self:GetX(), y = math.sin( Theta ) * RadialMultiplier + self:GetZ() }
else
RandomVec3 = { x = self:GetX(), y = self:GetZ() }
end
return RandomVec3
end
--- Return a random Vec3 point within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param DCSTypes#Distance OuterRadius
-- @param DCSTypes#Distance InnerRadius
-- @return DCSTypes#Vec3 Vec3
function POINT_VEC3:GetRandomVec3InRadius( OuterRadius, InnerRadius )
local RandomVec2 = self:GetRandomVec2InRadius( OuterRadius, InnerRadius )
local y = self:GetY() + math.random( InnerRadius, OuterRadius )
local RandomVec3 = { x = RandomVec2.x, y = y, z = RandomVec2.z }
return RandomVec3
end
--- Return a direction vector Vec3 from POINT_VEC3 to the POINT_VEC3.
-- @param #POINT_VEC3 self
@ -443,6 +495,28 @@ function POINT_VEC2:New( x, y, LandHeightAdd )
return self
end
--- Create a new POINT_VEC2 object from Vec2 coordinates.
-- @param #POINT_VEC2 self
-- @param DCSTypes#Vec2 Vec2 The Vec2 point.
-- @return Point#POINT_VEC2 self
function POINT_VEC2:NewFromVec2( Vec2, LandHeightAdd )
local self = BASE:Inherit( self, BASE:New() )
local LandHeight = land.getHeight( Vec2 )
if LandHeightAdd then
LandHeight = LandHeight + LandHeightAdd
end
local self = BASE:Inherit( self, POINT_VEC3:New( Vec2.x, LandHeight, Vec2.y ) )
self:F2( { Vec2.x, Vec2.y, LandHeightAdd } )
self.PointVec2 = Vec2
self:F2( self.PointVec3 )
return self
end
--- Calculate the distance from a reference @{Point#POINT_VEC2}.
-- @param #POINT_VEC2 self
-- @param #POINT_VEC2 PointVec2Reference The reference @{Point#POINT_VEC2}.

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@ -52,6 +52,9 @@
-- * @{#SPAWN.Spawn}: Spawn one new group based on the last spawned index.
-- * @{#SPAWN.ReSpawn}: Re-spawn a group based on a given index.
-- * @{#SPAWN.SpawnScheduled}: Spawn groups at scheduled but randomized intervals. You can use @{#SPAWN.SpawnScheduleStart} and @{#SPAWN.SpawnScheduleStop} to start and stop the schedule respectively.
-- * @{#SPAWN.SpawnFromVec3}: Spawn a new group from a Vec3 coordinate. (The group will can be spawned at a point in the air).
-- * @{#SPAWN.SpawnFromVec2}: Spawn a new group from a Vec2 coordinate. (The group will be spawned at land height ).
-- * @{#SPAWN.SpawnFromStatic}: Spawn a new group from a structure, taking the position of a @{STATIC}.
-- * @{#SPAWN.SpawnFromUnit}: Spawn a new group taking the position of a @{UNIT}.
-- * @{#SPAWN.SpawnInZone}: Spawn a new group in a @{ZONE}.
--
@ -537,6 +540,86 @@ function SPAWN:SpawnFunction( SpawnFunctionHook, ... )
end
--- Will spawn a group from a Vec3 in 3D space.
-- This function is mostly advisable to be used if you want to simulate spawning units in the air, like helicopters or airplanes.
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
-- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self
-- @param DCSTypes#Vec3 Vec3 The Vec3 coordinates where to spawn the group.
-- @param #number OuterRadius (Optional) The outer radius in meters where the new group will be spawned.
-- @param #number InnerRadius (Optional) The inner radius in meters where the new group will NOT be spawned.
-- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone.
-- @return Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
function SPAWN:SpawnFromVec3( Vec3, OuterRadius, InnerRadius, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, Vec3, OuterRadius, InnerRadius, SpawnIndex } )
local PointVec3 = POINT_VEC3:NewFromVec3( Vec3 )
self:T2(PointVec3)
if SpawnIndex then
else
SpawnIndex = self.SpawnIndex + 1
end
if self:_GetSpawnIndex( SpawnIndex ) then
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
if SpawnTemplate then
self:T( { "Current point of ", self.SpawnTemplatePrefix, Vec3 } )
SpawnTemplate.route.points[1].x = Vec3.x
SpawnTemplate.route.points[1].y = Vec3.z
SpawnTemplate.route.points[1].alt = Vec3.y
InnerRadius = InnerRadius or 0
OuterRadius = OuterRadius or 0
-- Apply SpawnFormation
for UnitID = 1, #SpawnTemplate.units do
local RandomVec2 = PointVec3:GetRandomVec2InRadius( OuterRadius, InnerRadius )
SpawnTemplate.units[UnitID].x = RandomVec2.x
SpawnTemplate.units[UnitID].y = RandomVec2.y
SpawnTemplate.units[UnitID].alt = Vec3.y
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
end
-- TODO: Need to rework this. A spawn action should always be at the random point to start from. This move is not correct to be here.
-- local RandomVec2 = PointVec3:GetRandomVec2InRadius( OuterRadius, InnerRadius )
-- local Point = {}
-- Point.type = "Turning Point"
-- Point.x = RandomVec2.x
-- Point.y = RandomVec2.y
-- Point.action = "Cone"
-- Point.speed = 5
-- table.insert( SpawnTemplate.route.points, 2, Point )
return self:SpawnWithIndex( self.SpawnIndex )
end
end
return nil
end
--- Will spawn a group from a Vec2 in 3D space.
-- This function is mostly advisable to be used if you want to simulate spawning groups on the ground from air units, like vehicles.
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
-- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self
-- @param DCSTypes#Vec2 Vec2 The Vec2 coordinates where to spawn the group.
-- @param #number OuterRadius (Optional) The outer radius in meters where the new group will be spawned.
-- @param #number InnerRadius (Optional) The inner radius in meters where the new group will NOT be spawned.
-- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone.
-- @return Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
function SPAWN:SpawnFromVec2( Vec2, OuterRadius, InnerRadius, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, Vec2, OuterRadius, InnerRadius, SpawnIndex } )
local PointVec2 = POINT_VEC2:NewFromVec2( Vec2 )
return self:SpawnFromVec3( PointVec2:GetVec3(), OuterRadius, InnerRadius, SpawnIndex )
end
--- Will spawn a group from a hosting unit. This function is mostly advisable to be used if you want to simulate spawning from air units, like helicopters, which are dropping infantry into a defined Landing Zone.
@ -544,8 +627,8 @@ end
-- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self
-- @param Unit#UNIT HostUnit The air or ground unit dropping or unloading the group.
-- @param #number OuterRadius The outer radius in meters where the new group will be spawned.
-- @param #number InnerRadius The inner radius in meters where the new group will NOT be spawned.
-- @param #number OuterRadius (Optional) The outer radius in meters where the new group will be spawned.
-- @param #number InnerRadius (Optional) The inner radius in meters where the new group will NOT be spawned.
-- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone.
-- @return Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
@ -553,66 +636,26 @@ function SPAWN:SpawnFromUnit( HostUnit, OuterRadius, InnerRadius, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, HostUnit, OuterRadius, InnerRadius, SpawnIndex } )
if HostUnit and HostUnit:IsAlive() then -- and HostUnit:getUnit(1):inAir() == false then
return self:SpawnFromVec3( HostUnit:GetPointVec3(), OuterRadius, InnerRadius, SpawnIndex )
end
return nil
end
if SpawnIndex then
else
SpawnIndex = self.SpawnIndex + 1
end
if self:_GetSpawnIndex( SpawnIndex ) then
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
if SpawnTemplate then
--- Will spawn a group from a hosting static. This function is mostly advisable to be used if you want to simulate spawning from buldings and structures (static buildings).
-- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self
-- @param Static#STATIC HostStatic The static dropping or unloading the group.
-- @param #number OuterRadius (Optional) The outer radius in meters where the new group will be spawned.
-- @param #number InnerRadius (Optional) The inner radius in meters where the new group will NOT be spawned.
-- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone.
-- @return Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
function SPAWN:SpawnFromStatic( HostStatic, OuterRadius, InnerRadius, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, HostStatic, OuterRadius, InnerRadius, SpawnIndex } )
local UnitPoint = HostUnit:GetVec2()
self:T( { "Current point of ", self.SpawnTemplatePrefix, UnitPoint } )
--for PointID, Point in pairs( SpawnTemplate.route.points ) do
--Point.x = UnitPoint.x
--Point.y = UnitPoint.y
--Point.alt = nil
--Point.alt_type = nil
--end
SpawnTemplate.route.points[1].x = UnitPoint.x
SpawnTemplate.route.points[1].y = UnitPoint.y
if not InnerRadius then
InnerRadius = 10
end
if not OuterRadius then
OuterRadius = 50
end
-- Apply SpawnFormation
for UnitID = 1, #SpawnTemplate.units do
if InnerRadius == 0 then
SpawnTemplate.units[UnitID].x = UnitPoint.x
SpawnTemplate.units[UnitID].y = UnitPoint.y
else
local CirclePos = routines.getRandPointInCircle( UnitPoint, OuterRadius, InnerRadius )
SpawnTemplate.units[UnitID].x = CirclePos.x
SpawnTemplate.units[UnitID].y = CirclePos.y
end
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
end
local SpawnPos = routines.getRandPointInCircle( UnitPoint, OuterRadius, InnerRadius )
local Point = {}
Point.type = "Turning Point"
Point.x = SpawnPos.x
Point.y = SpawnPos.y
Point.action = "Cone"
Point.speed = 5
table.insert( SpawnTemplate.route.points, 2, Point )
return self:SpawnWithIndex( self.SpawnIndex )
end
end
if HostStatic and HostStatic:IsAlive() then
return self:SpawnFromVec3( HostStatic:GetPointVec3(), OuterRadius, InnerRadius, SpawnIndex )
end
return nil
@ -631,39 +674,10 @@ function SPAWN:SpawnInZone( Zone, ZoneRandomize, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, Zone, ZoneRandomize, SpawnIndex } )
if Zone then
if SpawnIndex then
if ZoneRandomize then
return self:SpawnFromVec2( Zone:GetVec2(), Zone:GetRadius(), 0, SpawnIndex )
else
SpawnIndex = self.SpawnIndex + 1
end
if self:_GetSpawnIndex( SpawnIndex ) then
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
if SpawnTemplate then
local ZonePoint
if ZoneRandomize == true then
ZonePoint = Zone:GetRandomVec2()
else
ZonePoint = Zone:GetVec2()
end
SpawnTemplate.route.points[1].x = ZonePoint.x
SpawnTemplate.route.points[1].y = ZonePoint.y
-- Apply SpawnFormation
for UnitID = 1, #SpawnTemplate.units do
local ZonePointUnit = Zone:GetRandomVec2()
SpawnTemplate.units[UnitID].x = ZonePointUnit.x
SpawnTemplate.units[UnitID].y = ZonePointUnit.y
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
end
return self:SpawnWithIndex( self.SpawnIndex )
end
return self:SpawnFromVec2( Zone:GetVec2(), 0, 0, SpawnIndex )
end
end

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@ -52,6 +52,8 @@ STATIC = {
function STATIC:FindByName( StaticName )
local StaticFound = _DATABASE:FindStatic( StaticName )
self.StaticName = StaticName
if StaticFound then
StaticFound:F( { StaticName } )
@ -63,12 +65,13 @@ end
function STATIC:Register( StaticName )
local self = BASE:Inherit( self, POSITIONABLE:New( StaticName ) )
self.StaticName = StaticName
return self
end
function STATIC:GetDCSUnit()
local DCSStatic = StaticObject.getByName( self.UnitName )
function STATIC:GetDCSObject()
local DCSStatic = StaticObject.getByName( self.StaticName )
if DCSStatic then
return DCSStatic

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@ -287,15 +287,16 @@ end
-- @param DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
-- @return DCSTypes#Vec3 The point of the zone.
function ZONE_RADIUS:GetPointVec3( Height )
self:F2( self.ZoneName )
self:F2( { self.ZoneName, Height } )
Height = Height or 0
local Vec2 = self:GetVec2()
local PointVec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y }
local Vec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y }
self:T2( { PointVec3 } )
self:T2( { Vec3 } )
return PointVec3
return Vec3
end

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@ -1,5 +1,5 @@
env.info( '*** MOOSE STATIC INCLUDE START *** ' )
env.info( 'Moose Generation Timestamp: 20160722_1718' )
env.info( 'Moose Generation Timestamp: 20160723_1028' )
local base = _G
Include = {}
@ -9864,15 +9864,16 @@ end
-- @param DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
-- @return DCSTypes#Vec3 The point of the zone.
function ZONE_RADIUS:GetPointVec3( Height )
self:F2( self.ZoneName )
self:F2( { self.ZoneName, Height } )
Height = Height or 0
local Vec2 = self:GetVec2()
local PointVec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y }
local Vec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y }
self:T2( { PointVec3 } )
self:T2( { Vec3 } )
return PointVec3
return Vec3
end
@ -10811,6 +10812,8 @@ STATIC = {
function STATIC:FindByName( StaticName )
local StaticFound = _DATABASE:FindStatic( StaticName )
self.StaticName = StaticName
if StaticFound then
StaticFound:F( { StaticName } )
@ -10822,12 +10825,13 @@ end
function STATIC:Register( StaticName )
local self = BASE:Inherit( self, POSITIONABLE:New( StaticName ) )
self.StaticName = StaticName
return self
end
function STATIC:GetDCSUnit()
local DCSStatic = StaticObject.getByName( self.UnitName )
function STATIC:GetDCSObject()
local DCSStatic = StaticObject.getByName( self.StaticName )
if DCSStatic then
return DCSStatic
@ -14054,10 +14058,7 @@ end
-- @return Point#POINT_VEC3 self
function POINT_VEC3:NewFromVec3( Vec3 )
local self = BASE:Inherit( self, BASE:New() )
self.PointVec3 = Vec3
self:F2( self.PointVec3 )
return self
return self:New( Vec3.x, Vec3.y, Vec3.z )
end
@ -14068,11 +14069,19 @@ function POINT_VEC3:GetVec3()
return self.PointVec3
end
--- Return the coordinates of the POINT_VEC3 in Vec2 format.
-- @param #POINT_VEC3 self
-- @return DCSTypes#Vec2 The Vec2 coodinate.
function POINT_VEC3:GetVec2()
return { x = self.PointVec3.x, y = self.PointVec3.z }
end
--- Return the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number The x coodinate.
function POINT_VEC3:GetX()
self:F2(self.PointVec3.x)
return self.PointVec3.x
end
@ -14080,6 +14089,7 @@ end
-- @param #POINT_VEC3 self
-- @return #number The y coodinate.
function POINT_VEC3:GetY()
self:F2(self.PointVec3.y)
return self.PointVec3.y
end
@ -14087,9 +14097,55 @@ end
-- @param #POINT_VEC3 self
-- @return #number The z coodinate.
function POINT_VEC3:GetZ()
self:F2(self.PointVec3.z)
return self.PointVec3.z
end
--- Return a random Vec3 point within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param DCSTypes#Distance OuterRadius
-- @param DCSTypes#Distance InnerRadius
-- @return DCSTypes#Vec2 Vec2
function POINT_VEC3:GetRandomVec2InRadius( OuterRadius, InnerRadius )
self:F2( { self.PointVec3, OuterRadius, InnerRadius } )
local Theta = 2 * math.pi * math.random()
local Radials = math.random() + math.random()
if Radials > 1 then
Radials = 2 - Radials
end
local RadialMultiplier
if InnerRadius and InnerRadius <= OuterRadius then
RadialMultiplier = ( OuterRadius - InnerRadius ) * Radials + InnerRadius
else
RadialMultiplier = OuterRadius * Radials
end
local RandomVec3
if OuterRadius > 0 then
RandomVec3 = { x = math.cos( Theta ) * RadialMultiplier + self:GetX(), y = math.sin( Theta ) * RadialMultiplier + self:GetZ() }
else
RandomVec3 = { x = self:GetX(), y = self:GetZ() }
end
return RandomVec3
end
--- Return a random Vec3 point within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param DCSTypes#Distance OuterRadius
-- @param DCSTypes#Distance InnerRadius
-- @return DCSTypes#Vec3 Vec3
function POINT_VEC3:GetRandomVec3InRadius( OuterRadius, InnerRadius )
local RandomVec2 = self:GetRandomVec2InRadius( OuterRadius, InnerRadius )
local y = self:GetY() + math.random( InnerRadius, OuterRadius )
local RandomVec3 = { x = RandomVec2.x, y = y, z = RandomVec2.z }
return RandomVec3
end
--- Return a direction vector Vec3 from POINT_VEC3 to the POINT_VEC3.
-- @param #POINT_VEC3 self
@ -14373,6 +14429,28 @@ function POINT_VEC2:New( x, y, LandHeightAdd )
return self
end
--- Create a new POINT_VEC2 object from Vec2 coordinates.
-- @param #POINT_VEC2 self
-- @param DCSTypes#Vec2 Vec2 The Vec2 point.
-- @return Point#POINT_VEC2 self
function POINT_VEC2:NewFromVec2( Vec2, LandHeightAdd )
local self = BASE:Inherit( self, BASE:New() )
local LandHeight = land.getHeight( Vec2 )
if LandHeightAdd then
LandHeight = LandHeight + LandHeightAdd
end
local self = BASE:Inherit( self, POINT_VEC3:New( Vec2.x, LandHeight, Vec2.y ) )
self:F2( { Vec2.x, Vec2.y, LandHeightAdd } )
self.PointVec2 = Vec2
self:F2( self.PointVec3 )
return self
end
--- Calculate the distance from a reference @{Point#POINT_VEC2}.
-- @param #POINT_VEC2 self
-- @param #POINT_VEC2 PointVec2Reference The reference @{Point#POINT_VEC2}.
@ -20238,6 +20316,9 @@ end
-- * @{#SPAWN.Spawn}: Spawn one new group based on the last spawned index.
-- * @{#SPAWN.ReSpawn}: Re-spawn a group based on a given index.
-- * @{#SPAWN.SpawnScheduled}: Spawn groups at scheduled but randomized intervals. You can use @{#SPAWN.SpawnScheduleStart} and @{#SPAWN.SpawnScheduleStop} to start and stop the schedule respectively.
-- * @{#SPAWN.SpawnFromVec3}: Spawn a new group from a Vec3 coordinate. (The group will can be spawned at a point in the air).
-- * @{#SPAWN.SpawnFromVec2}: Spawn a new group from a Vec2 coordinate. (The group will be spawned at land height ).
-- * @{#SPAWN.SpawnFromStatic}: Spawn a new group from a structure, taking the position of a @{STATIC}.
-- * @{#SPAWN.SpawnFromUnit}: Spawn a new group taking the position of a @{UNIT}.
-- * @{#SPAWN.SpawnInZone}: Spawn a new group in a @{ZONE}.
--
@ -20723,6 +20804,86 @@ function SPAWN:SpawnFunction( SpawnFunctionHook, ... )
end
--- Will spawn a group from a Vec3 in 3D space.
-- This function is mostly advisable to be used if you want to simulate spawning units in the air, like helicopters or airplanes.
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
-- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self
-- @param DCSTypes#Vec3 Vec3 The Vec3 coordinates where to spawn the group.
-- @param #number OuterRadius (Optional) The outer radius in meters where the new group will be spawned.
-- @param #number InnerRadius (Optional) The inner radius in meters where the new group will NOT be spawned.
-- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone.
-- @return Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
function SPAWN:SpawnFromVec3( Vec3, OuterRadius, InnerRadius, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, Vec3, OuterRadius, InnerRadius, SpawnIndex } )
local PointVec3 = POINT_VEC3:NewFromVec3( Vec3 )
self:T2(PointVec3)
if SpawnIndex then
else
SpawnIndex = self.SpawnIndex + 1
end
if self:_GetSpawnIndex( SpawnIndex ) then
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
if SpawnTemplate then
self:T( { "Current point of ", self.SpawnTemplatePrefix, Vec3 } )
SpawnTemplate.route.points[1].x = Vec3.x
SpawnTemplate.route.points[1].y = Vec3.z
SpawnTemplate.route.points[1].alt = Vec3.y
InnerRadius = InnerRadius or 0
OuterRadius = OuterRadius or 0
-- Apply SpawnFormation
for UnitID = 1, #SpawnTemplate.units do
local RandomVec2 = PointVec3:GetRandomVec2InRadius( OuterRadius, InnerRadius )
SpawnTemplate.units[UnitID].x = RandomVec2.x
SpawnTemplate.units[UnitID].y = RandomVec2.y
SpawnTemplate.units[UnitID].alt = Vec3.y
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
end
-- TODO: Need to rework this. A spawn action should always be at the random point to start from. This move is not correct to be here.
-- local RandomVec2 = PointVec3:GetRandomVec2InRadius( OuterRadius, InnerRadius )
-- local Point = {}
-- Point.type = "Turning Point"
-- Point.x = RandomVec2.x
-- Point.y = RandomVec2.y
-- Point.action = "Cone"
-- Point.speed = 5
-- table.insert( SpawnTemplate.route.points, 2, Point )
return self:SpawnWithIndex( self.SpawnIndex )
end
end
return nil
end
--- Will spawn a group from a Vec2 in 3D space.
-- This function is mostly advisable to be used if you want to simulate spawning groups on the ground from air units, like vehicles.
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
-- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self
-- @param DCSTypes#Vec2 Vec2 The Vec2 coordinates where to spawn the group.
-- @param #number OuterRadius (Optional) The outer radius in meters where the new group will be spawned.
-- @param #number InnerRadius (Optional) The inner radius in meters where the new group will NOT be spawned.
-- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone.
-- @return Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
function SPAWN:SpawnFromVec2( Vec2, OuterRadius, InnerRadius, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, Vec2, OuterRadius, InnerRadius, SpawnIndex } )
local PointVec2 = POINT_VEC2:NewFromVec2( Vec2 )
return self:SpawnFromVec3( PointVec2:GetVec3(), OuterRadius, InnerRadius, SpawnIndex )
end
--- Will spawn a group from a hosting unit. This function is mostly advisable to be used if you want to simulate spawning from air units, like helicopters, which are dropping infantry into a defined Landing Zone.
@ -20730,8 +20891,8 @@ end
-- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self
-- @param Unit#UNIT HostUnit The air or ground unit dropping or unloading the group.
-- @param #number OuterRadius The outer radius in meters where the new group will be spawned.
-- @param #number InnerRadius The inner radius in meters where the new group will NOT be spawned.
-- @param #number OuterRadius (Optional) The outer radius in meters where the new group will be spawned.
-- @param #number InnerRadius (Optional) The inner radius in meters where the new group will NOT be spawned.
-- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone.
-- @return Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
@ -20739,66 +20900,26 @@ function SPAWN:SpawnFromUnit( HostUnit, OuterRadius, InnerRadius, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, HostUnit, OuterRadius, InnerRadius, SpawnIndex } )
if HostUnit and HostUnit:IsAlive() then -- and HostUnit:getUnit(1):inAir() == false then
return self:SpawnFromVec3( HostUnit:GetPointVec3(), OuterRadius, InnerRadius, SpawnIndex )
end
return nil
end
if SpawnIndex then
else
SpawnIndex = self.SpawnIndex + 1
end
if self:_GetSpawnIndex( SpawnIndex ) then
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
if SpawnTemplate then
--- Will spawn a group from a hosting static. This function is mostly advisable to be used if you want to simulate spawning from buldings and structures (static buildings).
-- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self
-- @param Static#STATIC HostStatic The static dropping or unloading the group.
-- @param #number OuterRadius (Optional) The outer radius in meters where the new group will be spawned.
-- @param #number InnerRadius (Optional) The inner radius in meters where the new group will NOT be spawned.
-- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone.
-- @return Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
function SPAWN:SpawnFromStatic( HostStatic, OuterRadius, InnerRadius, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, HostStatic, OuterRadius, InnerRadius, SpawnIndex } )
local UnitPoint = HostUnit:GetVec2()
self:T( { "Current point of ", self.SpawnTemplatePrefix, UnitPoint } )
--for PointID, Point in pairs( SpawnTemplate.route.points ) do
--Point.x = UnitPoint.x
--Point.y = UnitPoint.y
--Point.alt = nil
--Point.alt_type = nil
--end
SpawnTemplate.route.points[1].x = UnitPoint.x
SpawnTemplate.route.points[1].y = UnitPoint.y
if not InnerRadius then
InnerRadius = 10
end
if not OuterRadius then
OuterRadius = 50
end
-- Apply SpawnFormation
for UnitID = 1, #SpawnTemplate.units do
if InnerRadius == 0 then
SpawnTemplate.units[UnitID].x = UnitPoint.x
SpawnTemplate.units[UnitID].y = UnitPoint.y
else
local CirclePos = routines.getRandPointInCircle( UnitPoint, OuterRadius, InnerRadius )
SpawnTemplate.units[UnitID].x = CirclePos.x
SpawnTemplate.units[UnitID].y = CirclePos.y
end
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
end
local SpawnPos = routines.getRandPointInCircle( UnitPoint, OuterRadius, InnerRadius )
local Point = {}
Point.type = "Turning Point"
Point.x = SpawnPos.x
Point.y = SpawnPos.y
Point.action = "Cone"
Point.speed = 5
table.insert( SpawnTemplate.route.points, 2, Point )
return self:SpawnWithIndex( self.SpawnIndex )
end
end
if HostStatic and HostStatic:IsAlive() then
return self:SpawnFromVec3( HostStatic:GetPointVec3(), OuterRadius, InnerRadius, SpawnIndex )
end
return nil
@ -20817,39 +20938,10 @@ function SPAWN:SpawnInZone( Zone, ZoneRandomize, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, Zone, ZoneRandomize, SpawnIndex } )
if Zone then
if SpawnIndex then
if ZoneRandomize then
return self:SpawnFromVec2( Zone:GetVec2(), Zone:GetRadius(), 0, SpawnIndex )
else
SpawnIndex = self.SpawnIndex + 1
end
if self:_GetSpawnIndex( SpawnIndex ) then
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
if SpawnTemplate then
local ZonePoint
if ZoneRandomize == true then
ZonePoint = Zone:GetRandomVec2()
else
ZonePoint = Zone:GetVec2()
end
SpawnTemplate.route.points[1].x = ZonePoint.x
SpawnTemplate.route.points[1].y = ZonePoint.y
-- Apply SpawnFormation
for UnitID = 1, #SpawnTemplate.units do
local ZonePointUnit = Zone:GetRandomVec2()
SpawnTemplate.units[UnitID].x = ZonePointUnit.x
SpawnTemplate.units[UnitID].y = ZonePointUnit.y
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
end
return self:SpawnWithIndex( self.SpawnIndex )
end
return self:SpawnFromVec2( Zone:GetVec2(), 0, 0, SpawnIndex )
end
end

View File

@ -1,5 +1,5 @@
env.info( '*** MOOSE STATIC INCLUDE START *** ' )
env.info( 'Moose Generation Timestamp: 20160722_1718' )
env.info( 'Moose Generation Timestamp: 20160723_1028' )
local base = _G
Include = {}
@ -9864,15 +9864,16 @@ end
-- @param DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
-- @return DCSTypes#Vec3 The point of the zone.
function ZONE_RADIUS:GetPointVec3( Height )
self:F2( self.ZoneName )
self:F2( { self.ZoneName, Height } )
Height = Height or 0
local Vec2 = self:GetVec2()
local PointVec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y }
local Vec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y }
self:T2( { PointVec3 } )
self:T2( { Vec3 } )
return PointVec3
return Vec3
end
@ -10811,6 +10812,8 @@ STATIC = {
function STATIC:FindByName( StaticName )
local StaticFound = _DATABASE:FindStatic( StaticName )
self.StaticName = StaticName
if StaticFound then
StaticFound:F( { StaticName } )
@ -10822,12 +10825,13 @@ end
function STATIC:Register( StaticName )
local self = BASE:Inherit( self, POSITIONABLE:New( StaticName ) )
self.StaticName = StaticName
return self
end
function STATIC:GetDCSUnit()
local DCSStatic = StaticObject.getByName( self.UnitName )
function STATIC:GetDCSObject()
local DCSStatic = StaticObject.getByName( self.StaticName )
if DCSStatic then
return DCSStatic
@ -14054,10 +14058,7 @@ end
-- @return Point#POINT_VEC3 self
function POINT_VEC3:NewFromVec3( Vec3 )
local self = BASE:Inherit( self, BASE:New() )
self.PointVec3 = Vec3
self:F2( self.PointVec3 )
return self
return self:New( Vec3.x, Vec3.y, Vec3.z )
end
@ -14068,11 +14069,19 @@ function POINT_VEC3:GetVec3()
return self.PointVec3
end
--- Return the coordinates of the POINT_VEC3 in Vec2 format.
-- @param #POINT_VEC3 self
-- @return DCSTypes#Vec2 The Vec2 coodinate.
function POINT_VEC3:GetVec2()
return { x = self.PointVec3.x, y = self.PointVec3.z }
end
--- Return the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number The x coodinate.
function POINT_VEC3:GetX()
self:F2(self.PointVec3.x)
return self.PointVec3.x
end
@ -14080,6 +14089,7 @@ end
-- @param #POINT_VEC3 self
-- @return #number The y coodinate.
function POINT_VEC3:GetY()
self:F2(self.PointVec3.y)
return self.PointVec3.y
end
@ -14087,9 +14097,55 @@ end
-- @param #POINT_VEC3 self
-- @return #number The z coodinate.
function POINT_VEC3:GetZ()
self:F2(self.PointVec3.z)
return self.PointVec3.z
end
--- Return a random Vec3 point within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param DCSTypes#Distance OuterRadius
-- @param DCSTypes#Distance InnerRadius
-- @return DCSTypes#Vec2 Vec2
function POINT_VEC3:GetRandomVec2InRadius( OuterRadius, InnerRadius )
self:F2( { self.PointVec3, OuterRadius, InnerRadius } )
local Theta = 2 * math.pi * math.random()
local Radials = math.random() + math.random()
if Radials > 1 then
Radials = 2 - Radials
end
local RadialMultiplier
if InnerRadius and InnerRadius <= OuterRadius then
RadialMultiplier = ( OuterRadius - InnerRadius ) * Radials + InnerRadius
else
RadialMultiplier = OuterRadius * Radials
end
local RandomVec3
if OuterRadius > 0 then
RandomVec3 = { x = math.cos( Theta ) * RadialMultiplier + self:GetX(), y = math.sin( Theta ) * RadialMultiplier + self:GetZ() }
else
RandomVec3 = { x = self:GetX(), y = self:GetZ() }
end
return RandomVec3
end
--- Return a random Vec3 point within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param DCSTypes#Distance OuterRadius
-- @param DCSTypes#Distance InnerRadius
-- @return DCSTypes#Vec3 Vec3
function POINT_VEC3:GetRandomVec3InRadius( OuterRadius, InnerRadius )
local RandomVec2 = self:GetRandomVec2InRadius( OuterRadius, InnerRadius )
local y = self:GetY() + math.random( InnerRadius, OuterRadius )
local RandomVec3 = { x = RandomVec2.x, y = y, z = RandomVec2.z }
return RandomVec3
end
--- Return a direction vector Vec3 from POINT_VEC3 to the POINT_VEC3.
-- @param #POINT_VEC3 self
@ -14373,6 +14429,28 @@ function POINT_VEC2:New( x, y, LandHeightAdd )
return self
end
--- Create a new POINT_VEC2 object from Vec2 coordinates.
-- @param #POINT_VEC2 self
-- @param DCSTypes#Vec2 Vec2 The Vec2 point.
-- @return Point#POINT_VEC2 self
function POINT_VEC2:NewFromVec2( Vec2, LandHeightAdd )
local self = BASE:Inherit( self, BASE:New() )
local LandHeight = land.getHeight( Vec2 )
if LandHeightAdd then
LandHeight = LandHeight + LandHeightAdd
end
local self = BASE:Inherit( self, POINT_VEC3:New( Vec2.x, LandHeight, Vec2.y ) )
self:F2( { Vec2.x, Vec2.y, LandHeightAdd } )
self.PointVec2 = Vec2
self:F2( self.PointVec3 )
return self
end
--- Calculate the distance from a reference @{Point#POINT_VEC2}.
-- @param #POINT_VEC2 self
-- @param #POINT_VEC2 PointVec2Reference The reference @{Point#POINT_VEC2}.
@ -20238,6 +20316,9 @@ end
-- * @{#SPAWN.Spawn}: Spawn one new group based on the last spawned index.
-- * @{#SPAWN.ReSpawn}: Re-spawn a group based on a given index.
-- * @{#SPAWN.SpawnScheduled}: Spawn groups at scheduled but randomized intervals. You can use @{#SPAWN.SpawnScheduleStart} and @{#SPAWN.SpawnScheduleStop} to start and stop the schedule respectively.
-- * @{#SPAWN.SpawnFromVec3}: Spawn a new group from a Vec3 coordinate. (The group will can be spawned at a point in the air).
-- * @{#SPAWN.SpawnFromVec2}: Spawn a new group from a Vec2 coordinate. (The group will be spawned at land height ).
-- * @{#SPAWN.SpawnFromStatic}: Spawn a new group from a structure, taking the position of a @{STATIC}.
-- * @{#SPAWN.SpawnFromUnit}: Spawn a new group taking the position of a @{UNIT}.
-- * @{#SPAWN.SpawnInZone}: Spawn a new group in a @{ZONE}.
--
@ -20723,6 +20804,86 @@ function SPAWN:SpawnFunction( SpawnFunctionHook, ... )
end
--- Will spawn a group from a Vec3 in 3D space.
-- This function is mostly advisable to be used if you want to simulate spawning units in the air, like helicopters or airplanes.
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
-- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self
-- @param DCSTypes#Vec3 Vec3 The Vec3 coordinates where to spawn the group.
-- @param #number OuterRadius (Optional) The outer radius in meters where the new group will be spawned.
-- @param #number InnerRadius (Optional) The inner radius in meters where the new group will NOT be spawned.
-- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone.
-- @return Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
function SPAWN:SpawnFromVec3( Vec3, OuterRadius, InnerRadius, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, Vec3, OuterRadius, InnerRadius, SpawnIndex } )
local PointVec3 = POINT_VEC3:NewFromVec3( Vec3 )
self:T2(PointVec3)
if SpawnIndex then
else
SpawnIndex = self.SpawnIndex + 1
end
if self:_GetSpawnIndex( SpawnIndex ) then
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
if SpawnTemplate then
self:T( { "Current point of ", self.SpawnTemplatePrefix, Vec3 } )
SpawnTemplate.route.points[1].x = Vec3.x
SpawnTemplate.route.points[1].y = Vec3.z
SpawnTemplate.route.points[1].alt = Vec3.y
InnerRadius = InnerRadius or 0
OuterRadius = OuterRadius or 0
-- Apply SpawnFormation
for UnitID = 1, #SpawnTemplate.units do
local RandomVec2 = PointVec3:GetRandomVec2InRadius( OuterRadius, InnerRadius )
SpawnTemplate.units[UnitID].x = RandomVec2.x
SpawnTemplate.units[UnitID].y = RandomVec2.y
SpawnTemplate.units[UnitID].alt = Vec3.y
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
end
-- TODO: Need to rework this. A spawn action should always be at the random point to start from. This move is not correct to be here.
-- local RandomVec2 = PointVec3:GetRandomVec2InRadius( OuterRadius, InnerRadius )
-- local Point = {}
-- Point.type = "Turning Point"
-- Point.x = RandomVec2.x
-- Point.y = RandomVec2.y
-- Point.action = "Cone"
-- Point.speed = 5
-- table.insert( SpawnTemplate.route.points, 2, Point )
return self:SpawnWithIndex( self.SpawnIndex )
end
end
return nil
end
--- Will spawn a group from a Vec2 in 3D space.
-- This function is mostly advisable to be used if you want to simulate spawning groups on the ground from air units, like vehicles.
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
-- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self
-- @param DCSTypes#Vec2 Vec2 The Vec2 coordinates where to spawn the group.
-- @param #number OuterRadius (Optional) The outer radius in meters where the new group will be spawned.
-- @param #number InnerRadius (Optional) The inner radius in meters where the new group will NOT be spawned.
-- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone.
-- @return Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
function SPAWN:SpawnFromVec2( Vec2, OuterRadius, InnerRadius, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, Vec2, OuterRadius, InnerRadius, SpawnIndex } )
local PointVec2 = POINT_VEC2:NewFromVec2( Vec2 )
return self:SpawnFromVec3( PointVec2:GetVec3(), OuterRadius, InnerRadius, SpawnIndex )
end
--- Will spawn a group from a hosting unit. This function is mostly advisable to be used if you want to simulate spawning from air units, like helicopters, which are dropping infantry into a defined Landing Zone.
@ -20730,8 +20891,8 @@ end
-- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self
-- @param Unit#UNIT HostUnit The air or ground unit dropping or unloading the group.
-- @param #number OuterRadius The outer radius in meters where the new group will be spawned.
-- @param #number InnerRadius The inner radius in meters where the new group will NOT be spawned.
-- @param #number OuterRadius (Optional) The outer radius in meters where the new group will be spawned.
-- @param #number InnerRadius (Optional) The inner radius in meters where the new group will NOT be spawned.
-- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone.
-- @return Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
@ -20739,66 +20900,26 @@ function SPAWN:SpawnFromUnit( HostUnit, OuterRadius, InnerRadius, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, HostUnit, OuterRadius, InnerRadius, SpawnIndex } )
if HostUnit and HostUnit:IsAlive() then -- and HostUnit:getUnit(1):inAir() == false then
return self:SpawnFromVec3( HostUnit:GetPointVec3(), OuterRadius, InnerRadius, SpawnIndex )
end
return nil
end
if SpawnIndex then
else
SpawnIndex = self.SpawnIndex + 1
end
if self:_GetSpawnIndex( SpawnIndex ) then
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
if SpawnTemplate then
--- Will spawn a group from a hosting static. This function is mostly advisable to be used if you want to simulate spawning from buldings and structures (static buildings).
-- You can use the returned group to further define the route to be followed.
-- @param #SPAWN self
-- @param Static#STATIC HostStatic The static dropping or unloading the group.
-- @param #number OuterRadius (Optional) The outer radius in meters where the new group will be spawned.
-- @param #number InnerRadius (Optional) The inner radius in meters where the new group will NOT be spawned.
-- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone.
-- @return Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
function SPAWN:SpawnFromStatic( HostStatic, OuterRadius, InnerRadius, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, HostStatic, OuterRadius, InnerRadius, SpawnIndex } )
local UnitPoint = HostUnit:GetVec2()
self:T( { "Current point of ", self.SpawnTemplatePrefix, UnitPoint } )
--for PointID, Point in pairs( SpawnTemplate.route.points ) do
--Point.x = UnitPoint.x
--Point.y = UnitPoint.y
--Point.alt = nil
--Point.alt_type = nil
--end
SpawnTemplate.route.points[1].x = UnitPoint.x
SpawnTemplate.route.points[1].y = UnitPoint.y
if not InnerRadius then
InnerRadius = 10
end
if not OuterRadius then
OuterRadius = 50
end
-- Apply SpawnFormation
for UnitID = 1, #SpawnTemplate.units do
if InnerRadius == 0 then
SpawnTemplate.units[UnitID].x = UnitPoint.x
SpawnTemplate.units[UnitID].y = UnitPoint.y
else
local CirclePos = routines.getRandPointInCircle( UnitPoint, OuterRadius, InnerRadius )
SpawnTemplate.units[UnitID].x = CirclePos.x
SpawnTemplate.units[UnitID].y = CirclePos.y
end
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
end
local SpawnPos = routines.getRandPointInCircle( UnitPoint, OuterRadius, InnerRadius )
local Point = {}
Point.type = "Turning Point"
Point.x = SpawnPos.x
Point.y = SpawnPos.y
Point.action = "Cone"
Point.speed = 5
table.insert( SpawnTemplate.route.points, 2, Point )
return self:SpawnWithIndex( self.SpawnIndex )
end
end
if HostStatic and HostStatic:IsAlive() then
return self:SpawnFromVec3( HostStatic:GetPointVec3(), OuterRadius, InnerRadius, SpawnIndex )
end
return nil
@ -20817,39 +20938,10 @@ function SPAWN:SpawnInZone( Zone, ZoneRandomize, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, Zone, ZoneRandomize, SpawnIndex } )
if Zone then
if SpawnIndex then
if ZoneRandomize then
return self:SpawnFromVec2( Zone:GetVec2(), Zone:GetRadius(), 0, SpawnIndex )
else
SpawnIndex = self.SpawnIndex + 1
end
if self:_GetSpawnIndex( SpawnIndex ) then
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
if SpawnTemplate then
local ZonePoint
if ZoneRandomize == true then
ZonePoint = Zone:GetRandomVec2()
else
ZonePoint = Zone:GetVec2()
end
SpawnTemplate.route.points[1].x = ZonePoint.x
SpawnTemplate.route.points[1].y = ZonePoint.y
-- Apply SpawnFormation
for UnitID = 1, #SpawnTemplate.units do
local ZonePointUnit = Zone:GetRandomVec2()
SpawnTemplate.units[UnitID].x = ZonePointUnit.x
SpawnTemplate.units[UnitID].y = ZonePointUnit.y
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
end
return self:SpawnWithIndex( self.SpawnIndex )
end
return self:SpawnFromVec2( Zone:GetVec2(), 0, 0, SpawnIndex )
end
end

View File

@ -0,0 +1,50 @@
local Iterations = 10
local Iteration = 1
GroundStatics = { "GroundStatic1", "GroundStatic2", "GroundStatic3" }
AirplaneStatics = { "AirplaneStatic1", "AirplaneStatic2", "AirplaneStatic3" }
HelicopterStatics = { "HelicopterStatic1", "HelicopterStatic2", "HelicopterStatic3" }
ShipStatics = { "ShipStatic1", "ShipStatic2", "ShipStatic3" }
HeightLimit = 500
SpawnGrounds = SPAWN:New("Ground"):Limit( 20, 10 )
SpawnAirplanes = SPAWN:New("Airplane"):Limit( 20, 10 )
SpawnHelicopters = SPAWN:New("Helicopter"):Limit( 20, 10 )
SpawnShips = SPAWN:New("Ship"):Limit( 20, 10 )
--- Spawns these groups slowly.
SCHEDULER:New( nil,
function( Interation, Iterations )
do
-- Spawn Ground
local StaticName = GroundStatics[ math.random( 1, 3 ) ]
local SpawnStatic = STATIC:FindByName( StaticName )
SpawnGrounds:SpawnFromUnit( SpawnStatic, 500, 100 )
end
do
-- Spawn Airplanes
local StaticName = AirplaneStatics[ math.random( 1, 3 ) ]
local SpawnStatic = STATIC:FindByName( StaticName )
SpawnAirplanes:SpawnFromUnit( SpawnStatic, 500, 100 )
end
do
-- Spawn Helicopters
local StaticName = HelicopterStatics[ math.random( 1, 3 ) ]
local SpawnStatic = STATIC:FindByName( StaticName )
SpawnHelicopters:SpawnFromUnit( SpawnStatic, 500, 100 )
end
do
-- Spawn Ships
local StaticName = ShipStatics[ math.random( 1, 3 ) ]
local SpawnStatic = STATIC:FindByName( StaticName )
SpawnShips:SpawnFromUnit( SpawnStatic, 500, 100 )
end
end, {}, 0, 15, 0.5
)

View File

@ -0,0 +1,50 @@
local Iterations = 10
local Iteration = 1
GroundUnits = { "GroundUnit1", "GroundUnit2", "GroundUnit3" }
AirplaneUnits = { "AirplaneUnit1", "AirplaneUnit2", "AirplaneUnit3" }
HelicopterUnits = { "HelicopterUnit1", "HelicopterUnit2", "HelicopterUnit3" }
ShipUnits = { "ShipUnit1", "ShipUnit2", "ShipUnit3" }
HeightLimit = 500
SpawnGrounds = SPAWN:New("Ground"):Limit( 20, 10 )
SpawnAirplanes = SPAWN:New("Airplane"):Limit( 20, 10 )
SpawnHelicopters = SPAWN:New("Helicopter"):Limit( 20, 10 )
SpawnShips = SPAWN:New("Ship"):Limit( 20, 10 )
--- Spawns these groups slowly.
SCHEDULER:New( nil,
function( Interation, Iterations )
do
-- Spawn Ground
local UnitName = GroundUnits[ math.random( 1, 3 ) ]
local SpawnUnit = UNIT:FindByName( UnitName )
SpawnGrounds:SpawnFromUnit( SpawnUnit, 10, 3 )
end
do
-- Spawn Airplanes
local UnitName = AirplaneUnits[ math.random( 1, 3 ) ]
local SpawnUnit = UNIT:FindByName( UnitName )
SpawnAirplanes:SpawnFromUnit( SpawnUnit )
end
do
-- Spawn Helicopters
local UnitName = HelicopterUnits[ math.random( 1, 3 ) ]
local SpawnUnit = UNIT:FindByName( UnitName )
SpawnHelicopters:SpawnFromUnit( SpawnUnit )
end
do
-- Spawn Ships
local UnitName = ShipUnits[ math.random( 1, 3 ) ]
local SpawnUnit = UNIT:FindByName( UnitName )
SpawnShips:SpawnFromUnit( SpawnUnit )
end
end, {}, 0, 15, 0.5
)

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@ -0,0 +1,50 @@
local Iterations = 10
local Iteration = 1
GroundZones = { "GroundZone1", "GroundZone2", "GroundZone3" }
AirplaneZones = { "AirplaneZone1", "AirplaneZone2", "AirplaneZone3" }
HelicopterZones = { "HelicopterZone1", "HelicopterZone2", "HelicopterZone3" }
ShipZones = { "ShipZone1", "ShipZone2", "ShipZone3" }
HeightLimit = 500
SpawnGrounds = SPAWN:New("Ground"):Limit( 20, 10 )
SpawnAirplanes = SPAWN:New("Airplane"):Limit( 20, 10 )
SpawnHelicopters = SPAWN:New("Helicopter"):Limit( 20, 10 )
SpawnShips = SPAWN:New("Ship"):Limit( 20, 10 )
--- Spawns these groups slowly.
SCHEDULER:New( nil,
function( Interation, Iterations )
do
-- Spawn Ground
local ZoneName = GroundZones[ math.random( 1, 3 ) ]
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetPointVec3() )
SpawnGrounds:SpawnFromVec2( SpawnVec3:GetVec2(), 500, 100 )
end
do
-- Spawn Airplanes
local ZoneName = AirplaneZones[ math.random( 1, 3 ) ]
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetPointVec3() )
SpawnAirplanes:SpawnFromVec2( SpawnVec3:GetVec2(), 500, 100 )
end
do
-- Spawn Helicopters
local ZoneName = HelicopterZones[ math.random( 1, 3 ) ]
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetPointVec3() )
SpawnHelicopters:SpawnFromVec2( SpawnVec3:GetVec2(), 500, 100 )
end
do
-- Spawn Ships
local ZoneName = ShipZones[ math.random( 1, 3 ) ]
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetPointVec3() )
SpawnShips:SpawnFromVec2( SpawnVec3:GetVec2(), 500, 100 )
end
end, {}, 0, 15, 0.5
)

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@ -0,0 +1,50 @@
local Iterations = 10
local Iteration = 1
GroundZones = { "GroundZone1", "GroundZone2", "GroundZone3" }
AirplaneZones = { "AirplaneZone1", "AirplaneZone2", "AirplaneZone3" }
HelicopterZones = { "HelicopterZone1", "HelicopterZone2", "HelicopterZone3" }
ShipZones = { "ShipZone1", "ShipZone2", "ShipZone3" }
HeightLimit = 500
SpawnGrounds = SPAWN:New("Ground"):Limit( 20, 10 )
SpawnAirplanes = SPAWN:New("Airplane"):Limit( 20, 10 )
SpawnHelicopters = SPAWN:New("Helicopter"):Limit( 20, 10 )
SpawnShips = SPAWN:New("Ship"):Limit( 20, 10 )
--- Spawns these groups slowly.
SCHEDULER:New( nil,
function( Interation, Iterations )
do
-- Spawn Ground
local ZoneName = GroundZones[ math.random( 1, 3 ) ]
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetPointVec3() )
SpawnGrounds:SpawnFromVec3( SpawnVec3:GetVec3(), 500, 100 )
end
do
-- Spawn Airplanes
local ZoneName = AirplaneZones[ math.random( 1, 3 ) ]
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetPointVec3() )
SpawnAirplanes:SpawnFromVec3( SpawnVec3:GetVec3(), 500, 100 )
end
do
-- Spawn Helicopters
local ZoneName = HelicopterZones[ math.random( 1, 3 ) ]
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetPointVec3() )
SpawnHelicopters:SpawnFromVec3( SpawnVec3:GetVec3(), 500, 100 )
end
do
-- Spawn Ships
local ZoneName = ShipZones[ math.random( 1, 3 ) ]
local SpawnVec3 = POINT_VEC3:NewFromVec3( ZONE:New( ZoneName ):GetPointVec3() )
SpawnShips:SpawnFromVec3( SpawnVec3:GetVec3(), 500, 100 )
end
end, {}, 0, 15, 0.5
)