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Added Init Methods to set Unit Positions on Spawn
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@ -540,7 +540,7 @@ do -- COORDINATE
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local gotscenery=false
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local function EvaluateZone(ZoneObject)
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BASE:T({ZoneObject})
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if ZoneObject then
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-- Get category of scanned object.
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@ -772,10 +772,8 @@ end
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-- @usage
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--
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-- -- NATO helicopters engaging in the battle field.
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-- -- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP).
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-- -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter.
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-- -- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters.
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-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute( 2, 2, 2000 )
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-- -- UNIT positions of this group will be randomized around the base unit #1 in a circle of 50 to 500 meters.
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-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeUnits( true, 500, 50 )
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--
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function SPAWN:InitRandomizeUnits( RandomizeUnits, OuterRadius, InnerRadius )
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self:F( { self.SpawnTemplatePrefix, RandomizeUnits, OuterRadius, InnerRadius } )
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@ -791,6 +789,46 @@ function SPAWN:InitRandomizeUnits( RandomizeUnits, OuterRadius, InnerRadius )
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return self
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end
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--- Spawn the UNITs of this group with individual relative positions to unit #1 and individual headings.
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-- @param #SPAWN self
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-- @param #table Positions Table of positions, needs to one entry per unit in the group(!). The table contains one table each for each unit, with x,y, and optionally z
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-- relative positions, and optionally an individual heading.
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-- @return #SPAWN
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-- @usage
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--
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-- -- NATO helicopter group of three units engaging in the battle field.
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-- local Positions = { [1] = {x = 0, y = 0, heading = 0}, [2] = {x = 50, y = 50, heading = 90}, [3] = {x = -50, y = 50, heading = 180} }
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-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitSetUnitRelativePositions(Positions)
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--
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function SPAWN:InitSetUnitRelativePositions(Positions)
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self:F({self.SpawnTemplatePrefix, Positions})
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self.SpawnUnitsWithRelativePositions = true
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self.UnitsRelativePositions = Positions
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return self
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end
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--- Spawn the UNITs of this group with individual absolute positions and individual headings.
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-- @param #SPAWN self
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-- @param #table Positions Table of positions, needs to one entry per unit in the group(!). The table contains one table each for each unit, with x,y, and optionally z
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-- absolute positions, and optionally an individual heading.
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-- @return #SPAWN
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-- @usage
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--
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-- -- NATO helicopter group of three units engaging in the battle field.
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-- local Positions = { [1] = {x = 0, y = 0, heading = 0}, [2] = {x = 50, y = 50, heading = 90}, [3] = {x = -50, y = 50, heading = 180} }
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-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitSetUnitAbsolutePositions(Positions)
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--
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function SPAWN:InitSetUnitAbsolutePositions(Positions)
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self:F({self.SpawnTemplatePrefix, Positions})
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self.SpawnUnitsWithAbsolutePositions = true
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self.UnitsAbsolutePositions = Positions
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return self
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end
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--- This method is rather complicated to understand. But I'll try to explain.
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-- This method becomes useful when you need to spawn groups with random templates of groups defined within the mission editor,
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-- but they will all follow the same Template route and have the same prefix name.
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@ -1343,7 +1381,38 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
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SpawnTemplate.units[UnitID].psi = -SpawnTemplate.units[UnitID].heading
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end
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end
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-- Individual relative unit positions + heading
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if self.SpawnUnitsWithRelativePositions and self.UnitsRelativePositions then
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local BaseX = SpawnTemplate.units[1].x or 0
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local BaseY = SpawnTemplate.units[1].y or 0
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local BaseZ = SpawnTemplate.units[1].z or 0
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for UnitID = 1, #SpawnTemplate.units do
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if self.UnitsRelativePositions[UnitID].heading then
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SpawnTemplate.units[UnitID].heading = math.rad(self.UnitsRelativePositions[UnitID].heading or 0)
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end
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SpawnTemplate.units[UnitID].x = BaseX + (self.UnitsRelativePositions[UnitID].x or 0)
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SpawnTemplate.units[UnitID].y = BaseY + (self.UnitsRelativePositions[UnitID].y or 0)
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if self.UnitsRelativePositions[UnitID].z then
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SpawnTemplate.units[UnitID].z = BaseZ + (self.UnitsRelativePositions[UnitID].z or 0)
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end
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end
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end
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-- Individual asbolute unit positions + heading
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if self.SpawnUnitsWithAbsolutePositions and self.UnitsAbsolutePositions then
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for UnitID = 1, #SpawnTemplate.units do
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if self.UnitsAbsolutePositions[UnitID].heading then
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SpawnTemplate.units[UnitID].heading = math.rad(self.UnitsAbsolutePositions[UnitID].heading or 0)
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end
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SpawnTemplate.units[UnitID].x = self.UnitsAbsolutePositions[UnitID].x or 0
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SpawnTemplate.units[UnitID].y = self.UnitsAbsolutePositions[UnitID].y or 0
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if self.UnitsAbsolutePositions[UnitID].z then
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SpawnTemplate.units[UnitID].z = self.UnitsAbsolutePositions[UnitID].z or 0
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end
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end
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end
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-- Set livery.
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if self.SpawnInitLivery then
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for UnitID = 1, #SpawnTemplate.units do
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@ -110,11 +110,13 @@ end
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--@param #number Radius (optional) Search radius around coordinate, defaults to 100
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--@return #SCENERY Scenery Object or `nil` if it cannot be found
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function SCENERY:FindByName(Name, Coordinate, Radius)
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local radius = Radius or 100
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local name = Name or "unknown"
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local scenery = nil
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BASE:T({name, radius, Coordinate:GetVec2()})
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---
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-- @param Core.Point#COORDINATE coordinate
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-- @param #number radius
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@ -170,6 +172,7 @@ function SCENERY:FindByZoneName( ZoneName )
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zone = ZONE:FindByName(ZoneName)
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end
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local _id = zone:GetProperty('OBJECT ID')
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BASE:T("Object ID ".._id)
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if not _id then
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-- this zone has no object ID
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BASE:E("**** Zone without object ID: "..ZoneName.." | Type: "..tostring(zone.ClassName))
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