diff --git a/Moose Development/Moose/Core/Point.lua b/Moose Development/Moose/Core/Point.lua index 09af3b47e..b17e40f27 100644 --- a/Moose Development/Moose/Core/Point.lua +++ b/Moose Development/Moose/Core/Point.lua @@ -777,7 +777,9 @@ do -- COORDINATE -- @return DCS#Vec2 Vec2 function COORDINATE:GetRandomVec2InRadius( OuterRadius, InnerRadius ) self:F2( { OuterRadius, InnerRadius } ) - + math.random() + math.random() + math.random() local Theta = 2 * math.pi * math.random() local Radials = math.random() + math.random() if Radials > 1 then diff --git a/Moose Development/Moose/Core/Set.lua b/Moose Development/Moose/Core/Set.lua index 64ed7ac12..c8474f470 100644 --- a/Moose Development/Moose/Core/Set.lua +++ b/Moose Development/Moose/Core/Set.lua @@ -6691,6 +6691,8 @@ do -- SET_ZONE -- -- -- Stop watching after 1 hour -- zoneset:__TriggerStop(3600) + -- -- 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. + -- -- Make sure to call :SetPartlyInside() before :Trigger()!. function SET_ZONE:Trigger(Objects) --self:I("Added Set_Zone Trigger") self:AddTransition("*","TriggerStart","TriggerRunning") @@ -6742,6 +6744,20 @@ do -- SET_ZONE -- @param Core.Zone#ZONE_BASE Zone The zone left. end + --- Toggle “partly-inside” handling for every zone in the set when those zones are used with :Trigger(). + -- * Call with no argument or **true** → enable for all. + -- * Call with **false** → disable again (handy if it was enabled before). + -- @param #SET_ZONE self + -- @return #SET_ZONE self + function SET_ZONE:SetPartlyInside(state) + for _,Zone in pairs(self.Set) do + if Zone.SetPartlyInside then + Zone:SetPartlyInside(state) + end + end + return self + end + --- (Internal) Check the assigned objects for being in/out of the zone -- @param #SET_ZONE self -- @param #boolean fromstart If true, do the init of the objects @@ -6777,8 +6793,13 @@ do -- SET_ZONE -- has not been tagged previously - wasn't in set! obj.TriggerInZone[_zone.ZoneName] = false end - -- is obj in zone? - local inzone = _zone:IsCoordinateInZone(obj:GetCoordinate()) + -- is obj in this zone? + local inzone + if _zone.PartlyInside and obj.ClassName == "GROUP" then + inzone = obj:IsAnyInZone(_zone) -- TRUE as soon as any unit is inside + else + inzone = _zone:IsCoordinateInZone(obj:GetCoordinate()) -- original centroid test + end --self:I("Object "..obj:GetName().." is in zone: "..tostring(inzone)) if inzone and not obj.TriggerInZone[_zone.ZoneName] then -- wasn't in zone before diff --git a/Moose Development/Moose/Core/Zone.lua b/Moose Development/Moose/Core/Zone.lua index 11a7ce24c..1506a7492 100644 --- a/Moose Development/Moose/Core/Zone.lua +++ b/Moose Development/Moose/Core/Zone.lua @@ -70,6 +70,7 @@ -- @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. -- @field #number Surface Type of surface. Only determined at the center of the zone! -- @field #number Checktime Check every Checktime seconds, used for ZONE:Trigger() +-- @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. -- @extends Core.Fsm#FSM @@ -612,6 +613,8 @@ end -- -- -- Stop watching the zone after 1 hour -- triggerzone:__TriggerStop(3600) +-- -- Call :SetPartlyInside() if you use SET_GROUP to count as inside when any of their units enters even when they are far apart. +-- -- Make sure to call :SetPartlyInside() before :Trigger()! function ZONE_BASE:Trigger(Objects) --self:I("Added Zone Trigger") self:SetStartState("TriggerStopped") @@ -680,6 +683,16 @@ function ZONE_BASE:Trigger(Objects) end + --- Toggle “partly-inside” handling for this zone. To be used before :Trigger(). + -- * Default:* flag is **false** until you call the method. + -- * Call with no argument or with **true** → enable. + -- * Call with **false** → disable again (handy if it was enabled before). + -- @param #ZONE_BASE self + -- @return #ZONE_BASE self + function ZONE_BASE:SetPartlyInside(state) + self.PartlyInside = state or not ( state == false ) + return self + end --- (Internal) Check the assigned objects for being in/out of the zone -- @param #ZONE_BASE self -- @param #boolean fromstart If true, do the init of the objects @@ -718,7 +731,12 @@ function ZONE_BASE:_TriggerCheck(fromstart) obj.TriggerInZone[self.ZoneName] = false end -- is obj in zone? - local inzone = self:IsCoordinateInZone(obj:GetCoordinate()) + local inzone + if self.PartlyInside and obj.ClassName == "GROUP" then + inzone = obj:IsAnyInZone(self) -- TRUE if any unit is inside + else + inzone = self:IsCoordinateInZone(obj:GetCoordinate()) -- original barycentre test + end --self:I("Object "..obj:GetName().." is in zone: "..tostring(inzone)) if inzone and obj.TriggerInZone[self.ZoneName] then -- just count @@ -1554,6 +1572,10 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes) local Vec2 = self:GetVec2() local _inner = inner or 0 local _outer = outer or self:GetRadius() + + math.random() + math.random() + math.random() if surfacetypes and type(surfacetypes)~="table" then surfacetypes={surfacetypes} @@ -2919,6 +2941,11 @@ end function ZONE_POLYGON_BASE:GetRandomVec2() -- make sure we assign weights to the triangles based on their surface area, otherwise -- we'll be more likely to generate random points in smaller triangles + + math.random() + math.random() + math.random() + local weights = {} for _, triangle in pairs(self._Triangles) do weights[triangle] = triangle.SurfaceArea / self.SurfaceArea diff --git a/Moose Development/Moose/Functional/Scoring.lua b/Moose Development/Moose/Functional/Scoring.lua index c4a0c8e20..c3f4bd4b6 100644 --- a/Moose Development/Moose/Functional/Scoring.lua +++ b/Moose Development/Moose/Functional/Scoring.lua @@ -985,6 +985,7 @@ function SCORING:_EventOnHit( Event ) local TargetUnitCoalition = nil local TargetUnitCategory = nil local TargetUnitType = nil + local TargetIsScenery = false if Event.IniDCSUnit then @@ -1025,6 +1026,12 @@ function SCORING:_EventOnHit( Event ) TargetCategory = Event.TgtCategory TargetType = Event.TgtTypeName + -- Scenery hit + if (not TargetCategory) and TargetUNIT ~= nil and TargetUnit:IsInstanceOf("SCENERY") then + TargetCategory = Unit.Category.STRUCTURE + TargetIsScenery = true + end + TargetUnitCoalition = _SCORINGCoalition[TargetCoalition] TargetUnitCategory = _SCORINGCategory[TargetCategory] TargetUnitType = TargetType @@ -1117,17 +1124,22 @@ function SCORING:_EventOnHit( Event ) MESSAGE.Type.Update ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) - else + elseif TargetIsScenery ~= true then MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " .. "Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty, MESSAGE.Type.Update ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) + elseif TargetIsScenery == true then + MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object." .. " Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty, + MESSAGE.Type.Update ) + :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) + :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) end self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) end else -- A scenery object was hit. - MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object.", + MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit nothing special.", MESSAGE.Type.Update ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) diff --git a/Moose Development/Moose/Shapes/Circle.lua b/Moose Development/Moose/Shapes/Circle.lua index 39461c522..7bdbb31c1 100644 --- a/Moose Development/Moose/Shapes/Circle.lua +++ b/Moose Development/Moose/Shapes/Circle.lua @@ -72,7 +72,7 @@ end --- Checks if a point is contained within the circle. -- @param #table point The point to check --- @return #bool True if the point is contained, false otherwise +-- @return #boolean True if the point is contained, false otherwise function CIRCLE:ContainsPoint(point) if ((point.x - self.CenterVec2.x) ^ 2 + (point.y - self.CenterVec2.y) ^ 2) ^ 0.5 <= self.Radius then return true @@ -226,6 +226,11 @@ end --- Returns a random Vec2 within the circle. -- @return #table The random Vec2 function CIRCLE:GetRandomVec2() + + math.random() + math.random() + math.random() + local angle = math.random() * 2 * math.pi local rx = math.random(0, self.Radius) * math.cos(angle) + self.CenterVec2.x @@ -237,6 +242,11 @@ end --- Returns a random Vec2 on the border of the circle. -- @return #table The random Vec2 function CIRCLE:GetRandomVec2OnBorder() + + math.random() + math.random() + math.random() + local angle = math.random() * 2 * math.pi local rx = self.Radius * math.cos(angle) + self.CenterVec2.x diff --git a/Moose Development/Moose/Shapes/Polygon.lua b/Moose Development/Moose/Shapes/Polygon.lua index d0253fa04..e126a2002 100644 --- a/Moose Development/Moose/Shapes/Polygon.lua +++ b/Moose Development/Moose/Shapes/Polygon.lua @@ -352,6 +352,7 @@ end --- Returns a random Vec2 within the polygon. The Vec2 is weighted by the areas of the triangles that make up the polygon. -- @return #table The random Vec2 function POLYGON:GetRandomVec2() + local weights = {} for _, triangle in pairs(self.Triangles) do weights[triangle] = triangle.SurfaceArea / self.SurfaceArea diff --git a/Moose Development/Moose/Shapes/Triangle.lua b/Moose Development/Moose/Shapes/Triangle.lua index 747407d2e..e9a52e866 100644 --- a/Moose Development/Moose/Shapes/Triangle.lua +++ b/Moose Development/Moose/Shapes/Triangle.lua @@ -73,6 +73,11 @@ end -- @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 -- @return #table The random Vec2 function TRIANGLE:GetRandomVec2(points) + + math.random() + math.random() + math.random() + points = points or self.Points local pt = {math.random(), math.random()} table.sort(pt) diff --git a/Moose Development/Moose/Wrapper/Airbase.lua b/Moose Development/Moose/Wrapper/Airbase.lua index 386c9a960..1d9054387 100644 --- a/Moose Development/Moose/Wrapper/Airbase.lua +++ b/Moose Development/Moose/Wrapper/Airbase.lua @@ -736,15 +736,19 @@ AIRBASE.SouthAtlantic={ -- * AIRBASE.Sinai.Kibrit_Air_Base -- * AIRBASE.Sinai.Kom_Awshim -- * AIRBASE.Sinai.Melez +-- * AIRBASE.Sinai.Mezzeh_Air_Base -- * AIRBASE.Sinai.Nevatim -- * AIRBASE.Sinai.Ovda -- * AIRBASE.Sinai.Palmachim -- * AIRBASE.Sinai.Quwaysina +-- * AIRBASE.Sinai.Rafic_Hariri_Intl +-- * AIRBASE.Sinai.Ramat_David -- * AIRBASE.Sinai.Ramon_Airbase -- * AIRBASE.Sinai.Ramon_International_Airport -- * AIRBASE.Sinai.Sde_Dov -- * AIRBASE.Sinai.Sharm_El_Sheikh_International_Airport -- * AIRBASE.Sinai.St_Catherine +-- * AIRBASE.Sinai.Tabuk -- * AIRBASE.Sinai.Tel_Nof -- * AIRBASE.Sinai.Wadi_Abu_Rish -- * AIRBASE.Sinai.Wadi_al_Jandali @@ -784,15 +788,19 @@ AIRBASE.Sinai = { ["Kibrit_Air_Base"] = "Kibrit Air Base", ["Kom_Awshim"] = "Kom Awshim", ["Melez"] = "Melez", + ["Mezzeh_Air_Base"] = "Mezzeh Air Base", ["Nevatim"] = "Nevatim", ["Ovda"] = "Ovda", ["Palmachim"] = "Palmachim", ["Quwaysina"] = "Quwaysina", + ["Rafic_Hariri_Intl"] = "Rafic Hariri Intl", + ["Ramat_David"] = "Ramat David", ["Ramon_Airbase"] = "Ramon Airbase", ["Ramon_International_Airport"] = "Ramon International Airport", ["Sde_Dov"] = "Sde Dov", ["Sharm_El_Sheikh_International_Airport"] = "Sharm El Sheikh International Airport", ["St_Catherine"] = "St Catherine", + ["Tabuk"] = "Tabuk", ["Tel_Nof"] = "Tel Nof", ["Wadi_Abu_Rish"] = "Wadi Abu Rish", ["Wadi_al_Jandali"] = "Wadi al Jandali",