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https://github.com/FlightControl-Master/MOOSE.git
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@ -777,7 +777,9 @@ do -- COORDINATE
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-- @return DCS#Vec2 Vec2
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function COORDINATE:GetRandomVec2InRadius( OuterRadius, InnerRadius )
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self:F2( { OuterRadius, InnerRadius } )
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math.random()
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math.random()
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math.random()
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local Theta = 2 * math.pi * math.random()
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local Radials = math.random() + math.random()
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if Radials > 1 then
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@ -6691,6 +6691,8 @@ do -- SET_ZONE
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--
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-- -- Stop watching after 1 hour
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-- zoneset:__TriggerStop(3600)
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-- -- Call :SetPartlyInside() on any zone (or SET_ZONE) if you want GROUPs to count as inside when any of their units enters even if they are far apart.
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-- -- Make sure to call :SetPartlyInside() before :Trigger()!.
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function SET_ZONE:Trigger(Objects)
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--self:I("Added Set_Zone Trigger")
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self:AddTransition("*","TriggerStart","TriggerRunning")
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@ -6742,6 +6744,20 @@ do -- SET_ZONE
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-- @param Core.Zone#ZONE_BASE Zone The zone left.
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end
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--- Toggle “partly-inside” handling for every zone in the set when those zones are used with :Trigger().
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-- * Call with no argument or **true** → enable for all.
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-- * Call with **false** → disable again (handy if it was enabled before).
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-- @param #SET_ZONE self
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-- @return #SET_ZONE self
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function SET_ZONE:SetPartlyInside(state)
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for _,Zone in pairs(self.Set) do
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if Zone.SetPartlyInside then
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Zone:SetPartlyInside(state)
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end
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end
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return self
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end
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--- (Internal) Check the assigned objects for being in/out of the zone
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-- @param #SET_ZONE self
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-- @param #boolean fromstart If true, do the init of the objects
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@ -6777,8 +6793,13 @@ do -- SET_ZONE
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-- has not been tagged previously - wasn't in set!
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obj.TriggerInZone[_zone.ZoneName] = false
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end
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-- is obj in zone?
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local inzone = _zone:IsCoordinateInZone(obj:GetCoordinate())
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-- is obj in this zone?
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local inzone
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if _zone.PartlyInside and obj.ClassName == "GROUP" then
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inzone = obj:IsAnyInZone(_zone) -- TRUE as soon as any unit is inside
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else
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inzone = _zone:IsCoordinateInZone(obj:GetCoordinate()) -- original centroid test
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end
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--self:I("Object "..obj:GetName().." is in zone: "..tostring(inzone))
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if inzone and not obj.TriggerInZone[_zone.ZoneName] then
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-- wasn't in zone before
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@ -70,6 +70,7 @@
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-- @field #table Table of any trigger zone properties from the ME. The key is the Name of the property, and the value is the property's Value.
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-- @field #number Surface Type of surface. Only determined at the center of the zone!
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-- @field #number Checktime Check every Checktime seconds, used for ZONE:Trigger()
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-- @field #boolean PartlyInside When called, a GROUP is considered inside as soon as any of its units enters the zone even if they are far apart.
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-- @extends Core.Fsm#FSM
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@ -612,6 +613,8 @@ end
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--
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-- -- Stop watching the zone after 1 hour
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-- triggerzone:__TriggerStop(3600)
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-- -- Call :SetPartlyInside() if you use SET_GROUP to count as inside when any of their units enters even when they are far apart.
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-- -- Make sure to call :SetPartlyInside() before :Trigger()!
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function ZONE_BASE:Trigger(Objects)
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--self:I("Added Zone Trigger")
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self:SetStartState("TriggerStopped")
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@ -680,6 +683,16 @@ function ZONE_BASE:Trigger(Objects)
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end
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--- Toggle “partly-inside” handling for this zone. To be used before :Trigger().
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-- * Default:* flag is **false** until you call the method.
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-- * Call with no argument or with **true** → enable.
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-- * Call with **false** → disable again (handy if it was enabled before).
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-- @param #ZONE_BASE self
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-- @return #ZONE_BASE self
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function ZONE_BASE:SetPartlyInside(state)
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self.PartlyInside = state or not ( state == false )
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return self
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end
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--- (Internal) Check the assigned objects for being in/out of the zone
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-- @param #ZONE_BASE self
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-- @param #boolean fromstart If true, do the init of the objects
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@ -718,7 +731,12 @@ function ZONE_BASE:_TriggerCheck(fromstart)
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obj.TriggerInZone[self.ZoneName] = false
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end
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-- is obj in zone?
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local inzone = self:IsCoordinateInZone(obj:GetCoordinate())
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local inzone
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if self.PartlyInside and obj.ClassName == "GROUP" then
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inzone = obj:IsAnyInZone(self) -- TRUE if any unit is inside
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else
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inzone = self:IsCoordinateInZone(obj:GetCoordinate()) -- original barycentre test
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end
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--self:I("Object "..obj:GetName().." is in zone: "..tostring(inzone))
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if inzone and obj.TriggerInZone[self.ZoneName] then
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-- just count
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@ -1554,6 +1572,10 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
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local Vec2 = self:GetVec2()
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local _inner = inner or 0
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local _outer = outer or self:GetRadius()
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math.random()
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math.random()
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math.random()
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if surfacetypes and type(surfacetypes)~="table" then
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surfacetypes={surfacetypes}
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@ -2919,6 +2941,11 @@ end
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function ZONE_POLYGON_BASE:GetRandomVec2()
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-- make sure we assign weights to the triangles based on their surface area, otherwise
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-- we'll be more likely to generate random points in smaller triangles
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math.random()
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math.random()
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math.random()
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local weights = {}
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for _, triangle in pairs(self._Triangles) do
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weights[triangle] = triangle.SurfaceArea / self.SurfaceArea
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@ -985,6 +985,7 @@ function SCORING:_EventOnHit( Event )
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local TargetUnitCoalition = nil
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local TargetUnitCategory = nil
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local TargetUnitType = nil
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local TargetIsScenery = false
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if Event.IniDCSUnit then
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@ -1025,6 +1026,12 @@ function SCORING:_EventOnHit( Event )
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TargetCategory = Event.TgtCategory
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TargetType = Event.TgtTypeName
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-- Scenery hit
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if (not TargetCategory) and TargetUNIT ~= nil and TargetUnit:IsInstanceOf("SCENERY") then
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TargetCategory = Unit.Category.STRUCTURE
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TargetIsScenery = true
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end
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TargetUnitCoalition = _SCORINGCoalition[TargetCoalition]
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TargetUnitCategory = _SCORINGCategory[TargetCategory]
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TargetUnitType = TargetType
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@ -1117,17 +1124,22 @@ function SCORING:_EventOnHit( Event )
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MESSAGE.Type.Update )
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:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
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else
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elseif TargetIsScenery ~= true then
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
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"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
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MESSAGE.Type.Update )
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:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
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elseif TargetIsScenery == true then
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object." .. " Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
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MESSAGE.Type.Update )
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:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
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end
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self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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end
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else -- A scenery object was hit.
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object.",
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit nothing special.",
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MESSAGE.Type.Update )
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:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
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@ -72,7 +72,7 @@ end
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--- Checks if a point is contained within the circle.
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-- @param #table point The point to check
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-- @return #bool True if the point is contained, false otherwise
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-- @return #boolean True if the point is contained, false otherwise
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function CIRCLE:ContainsPoint(point)
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if ((point.x - self.CenterVec2.x) ^ 2 + (point.y - self.CenterVec2.y) ^ 2) ^ 0.5 <= self.Radius then
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return true
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@ -226,6 +226,11 @@ end
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--- Returns a random Vec2 within the circle.
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-- @return #table The random Vec2
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function CIRCLE:GetRandomVec2()
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math.random()
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math.random()
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math.random()
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local angle = math.random() * 2 * math.pi
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local rx = math.random(0, self.Radius) * math.cos(angle) + self.CenterVec2.x
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@ -237,6 +242,11 @@ end
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--- Returns a random Vec2 on the border of the circle.
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-- @return #table The random Vec2
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function CIRCLE:GetRandomVec2OnBorder()
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math.random()
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math.random()
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math.random()
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local angle = math.random() * 2 * math.pi
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local rx = self.Radius * math.cos(angle) + self.CenterVec2.x
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@ -352,6 +352,7 @@ end
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--- Returns a random Vec2 within the polygon. The Vec2 is weighted by the areas of the triangles that make up the polygon.
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-- @return #table The random Vec2
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function POLYGON:GetRandomVec2()
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local weights = {}
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for _, triangle in pairs(self.Triangles) do
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weights[triangle] = triangle.SurfaceArea / self.SurfaceArea
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@ -73,6 +73,11 @@ end
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-- @param #table points The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it
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-- @return #table The random Vec2
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function TRIANGLE:GetRandomVec2(points)
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math.random()
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math.random()
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math.random()
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points = points or self.Points
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local pt = {math.random(), math.random()}
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table.sort(pt)
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@ -736,15 +736,19 @@ AIRBASE.SouthAtlantic={
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-- * AIRBASE.Sinai.Kibrit_Air_Base
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-- * AIRBASE.Sinai.Kom_Awshim
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-- * AIRBASE.Sinai.Melez
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-- * AIRBASE.Sinai.Mezzeh_Air_Base
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-- * AIRBASE.Sinai.Nevatim
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-- * AIRBASE.Sinai.Ovda
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-- * AIRBASE.Sinai.Palmachim
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-- * AIRBASE.Sinai.Quwaysina
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-- * AIRBASE.Sinai.Rafic_Hariri_Intl
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-- * AIRBASE.Sinai.Ramat_David
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-- * AIRBASE.Sinai.Ramon_Airbase
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-- * AIRBASE.Sinai.Ramon_International_Airport
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-- * AIRBASE.Sinai.Sde_Dov
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-- * AIRBASE.Sinai.Sharm_El_Sheikh_International_Airport
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-- * AIRBASE.Sinai.St_Catherine
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-- * AIRBASE.Sinai.Tabuk
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-- * AIRBASE.Sinai.Tel_Nof
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-- * AIRBASE.Sinai.Wadi_Abu_Rish
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-- * AIRBASE.Sinai.Wadi_al_Jandali
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@ -784,15 +788,19 @@ AIRBASE.Sinai = {
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["Kibrit_Air_Base"] = "Kibrit Air Base",
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["Kom_Awshim"] = "Kom Awshim",
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["Melez"] = "Melez",
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["Mezzeh_Air_Base"] = "Mezzeh Air Base",
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["Nevatim"] = "Nevatim",
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["Ovda"] = "Ovda",
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["Palmachim"] = "Palmachim",
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["Quwaysina"] = "Quwaysina",
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["Rafic_Hariri_Intl"] = "Rafic Hariri Intl",
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["Ramat_David"] = "Ramat David",
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["Ramon_Airbase"] = "Ramon Airbase",
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["Ramon_International_Airport"] = "Ramon International Airport",
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["Sde_Dov"] = "Sde Dov",
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["Sharm_El_Sheikh_International_Airport"] = "Sharm El Sheikh International Airport",
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["St_Catherine"] = "St Catherine",
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["Tabuk"] = "Tabuk",
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["Tel_Nof"] = "Tel Nof",
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["Wadi_Abu_Rish"] = "Wadi Abu Rish",
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["Wadi_al_Jandali"] = "Wadi al Jandali",
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