Documentation

This commit is contained in:
svenvandevelde 2016-03-16 07:03:28 +01:00
parent 081a79a277
commit 64c36c840b
3 changed files with 516 additions and 375 deletions

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@ -1,5 +1,5 @@
--- BASE The base class for all the classes defined within MOOSE.
-- @classmod BASE
-- @module BASE
-- @author Flightcontrol
Include.File( "Routines" )
@ -24,6 +24,10 @@ _TraceClass = {
--CLEANUP = true,
}
--- The BASE Class
-- @type BASE
-- @field ClassName The name of the class.
-- @field ClassID The ID number of the class.
BASE = {
ClassName = "BASE",
@ -31,9 +35,17 @@ BASE = {
Events = {}
}
--- The Formation Class
-- @type FORMATION
-- @field Cone A cone formation.
FORMATION = {
Cone = "Cone"
}
--- The base constructor. This is the top top class of all classed defined within the MOOSE.
-- Any new class needs to be derived from this class for proper inheritance.
-- @treturn BASE
-- @param self
-- @return #BASE
-- @usage
-- function TASK:New()
-- trace.f(self.ClassName)

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@ -1,6 +1,9 @@
--- GROUP Classes
--- A GROUP class abstraction of a DCSGroup class.
-- The GROUP class will take an abstraction of the DCSGroup class, providing more methods that can be done with a GROUP.
--
--
-- @module GROUP
-- @return #GROUP
-- @extends BASE#BASE
Include.File( "Routines" )
Include.File( "Base" )
@ -9,13 +12,27 @@ Include.File( "Unit" )
--- The GROUP class
-- @type GROUP
-- @field ClassName The name of the class.
-- @field #Group DCSGroup The DCS group class.
-- @field #string GroupName The name of the group.
-- @field #number GroupID the ID of the group.
-- @field #table Controller The controller of the group.
GROUP = {
ClassName = "GROUP",
GroupName = "",
GroupID = 0,
Controller = nil,
}
--- A DCSGroup
-- @type Group
-- @field id_ The ID of the group in DCS
GROUPS = {}
--- Create a new GROUP from a DCSGroup
-- @param self
-- @param #Group DCSGroup The DCS Group
-- @return #GROUP self
function GROUP:New( DCSGroup )
local self = BASE:Inherit( self, BASE:New() )
self:T( DCSGroup:getName() )
@ -29,6 +46,10 @@ function GROUP:New( DCSGroup )
end
--- Create a new GROUP from an existing DCSGroup in the mission.
-- @param self
-- @param GroupName The name of the DCS Group.
-- @return #GROUP self
function GROUP:NewFromName( GroupName )
local self = BASE:Inherit( self, BASE:New() )
self:T( GroupName )
@ -37,35 +58,52 @@ function GROUP:NewFromName( GroupName )
if self.DCSGroup then
self.GroupName = self.DCSGroup:getName()
self.GroupID = self.DCSGroup:getID()
self.Controller = DCSGroup:getController()
end
return self
end
--- Gets the DCSGroup of the GROUP.
-- @param self
-- @return #Group The DCSGroup.
function GROUP:GetDCSGroup()
self:T( { self.GroupName } )
self.DCSGroup = Group.getByName( self.GroupName )
return self.DCSGroup
end
--- Gets the DCS Unit of the GROUP.
-- @param self
-- @param #number UnitNumber The unit index to be returned from the GROUP.
-- @return #Unit The DCS Unit.
function GROUP:GetDCSUnit( UnitNumber )
self:T( { self.GroupName, UnitNumber } )
return self.DCSGroup:getUnit( UnitNumber )
end
--- Activates a GROUP.
-- @param self
function GROUP:Activate()
self:T( { self.GroupName } )
trigger.action.activateGroup( self:GetDCSGroup() )
return self:GetDCSGroup()
end
--- Gets the name of the GROUP.
-- @param self
-- @return #string The name of the GROUP.
function GROUP:GetName()
self:T( self.GroupName )
return self.GroupName
end
--- Gets the current Point of the GROUP in VEC2 format.
-- @return #Vec2 Current x and Y position of the group.
function GROUP:GetPoint()
self:T( self.GroupName )
@ -74,7 +112,10 @@ function GROUP:GetPoint()
return GroupPoint
end
--- Destroy a GROUP
-- Note that this destroy method also raises a destroy event at run-time.
-- So all event listeners will catch the destroy event of this GROUP.
-- @param self
function GROUP:Destroy()
self:T( self.GroupName )
@ -87,13 +128,19 @@ end
--- Gets the DCS Unit.
-- @param self
-- @param #number UnitNumber The number of the Unit to be returned.
-- @return #Unit The DCS Unit.
function GROUP:GetUnit( UnitNumber )
self:T( { self.GroupName, UnitNumber } )
return UNIT:New( self.DCSGroup:getUnit( UnitNumber ) )
end
--- Returns if the group is of an air category.
-- If the group is a helicopter or a plane, then this method will return true, otherwise false.
-- @param self
-- @return #boolean Air category evaluation result.
function GROUP:IsAir()
self:T()
@ -103,6 +150,10 @@ self:T()
return IsAirResult
end
--- Returns if the group is alive.
-- When the group exists at run-time, this method will return true, otherwise false.
-- @param self
-- @return #boolean Alive result.
function GROUP:IsAlive()
self:T()
@ -112,7 +163,10 @@ self:T()
return IsAliveResult
end
--- Returns if all units of the group are on the ground or landed.
-- If all units of this group are on the ground, this function will return true, otherwise false.
-- @param self
-- @return #boolean All units on the ground result.
function GROUP:AllOnGround()
self:T()
@ -128,9 +182,12 @@ self:T()
return AllOnGroundResult
end
--- Returns the current maximum velocity of the group.
-- Each unit within the group gets evaluated, and the maximum velocity (= the unit which is going the fastest) is returned.
-- @param self
-- @return #number Maximum velocity found.
function GROUP:GetMaxVelocity()
self:T()
self:T()
local MaxVelocity = 0
@ -148,13 +205,31 @@ self:T()
end
function GROUP:GetHeight()
self:T()
--- Returns the current minimum height of the group.
-- Each unit within the group gets evaluated, and the minimum height (= the unit which is the lowest elevated) is returned.
-- @param self
-- @return #number Minimum height found.
function GROUP:GetMinHeight()
self:T()
end
--- Returns the current maximum height of the group.
-- Each unit within the group gets evaluated, and the maximum height (= the unit which is the highest elevated) is returned.
-- @param self
-- @return #number Maximum height found.
function GROUP:GetMaxHeight()
self:T()
end
--- Land the group at a Vec2Point.
-- @param self
-- @param #Vec2 Point The point where to land.
-- @param #number Duration The duration in seconds to stay on the ground.
-- @return #GROUP self
function GROUP:Land( Point, Duration )
trace.f( self.ClassName, { self.GroupName, Point, Duration } )
@ -169,7 +244,12 @@ trace.f( self.ClassName, { self.GroupName, Point, Duration } )
return self
end
--- Move the group to a Vec2 Point, wait for a defined duration and embark a group.
-- @param self
-- @param #Vec2 Point The point where to wait.
-- @param #number Duration The duration in seconds to wait.
-- @param EmbarkingGroup The group to be embarked.
-- @return #GROUP self
function GROUP:Embarking( Point, Duration, EmbarkingGroup )
trace.f( self.ClassName, { self.GroupName, Point, Duration, EmbarkingGroup.DCSGroup } )
@ -194,7 +274,11 @@ trace.f( self.ClassName, { self.GroupName, Point, Duration, EmbarkingGroup.DCSGr
return self
end
--- Move to a defined Vec2 Point, and embark to a group when arrived within a defined Radius.
-- @param self
-- @param #Vec2 Point The point where to wait.
-- @param #number Radius The radius of the embarking zone around the Point.
-- @return #GROUP self
function GROUP:EmbarkToTransport( Point, Radius )
trace.f( self.ClassName, { self.GroupName, Point, Radius } )
@ -211,6 +295,10 @@ trace.f( self.ClassName, { self.GroupName, Point, Radius } )
return self
end
--- Make the group to follow a given route.
-- @param self
-- @param #table GoPoints A table of Route Points.
-- @return #GROUP self
function GROUP:Route( GoPoints )
self:T( GoPoints )
@ -224,6 +312,15 @@ self:T( GoPoints )
return self
end
--- Route the group to a given zone.
-- The group final destination point can be randomized.
-- A speed can be given in km/h.
-- A given formation can be given.
-- @param self
-- @param ZONE#ZONE Zone The zone where to route to.
-- @param #boolean Randomize Defines whether to target point gets randomized within the Zone.
-- @param #number Speed The speed.
-- @param BASE#FORMATION Formation The formation string.
function GROUP:RouteToZone( Zone, Randomize, Speed, Formation )
self:T( Zone )

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@ -1,23 +1,38 @@
--- Dynamic spawning of groups and units.
-- SPAWN: The SPAWN module allows to spawn dynamically new groups, based on pre-defined initialization settings.
-- =============================================================================================================
-- Spawned groups will follow the following naming convention when instantiated within the DCS World run-time environment:
--- Dynamic spawning of groups (and units).
-- The SPAWN class allows to spawn dynamically new groups, based on pre-defined initialization settings, modifying the behaviour when groups are spawned.
-- For each group to be spawned, within the mission editor, a group has to be created with the "late activation flag" set. We call this group the *"Spawn Template"* of the SPAWN object.
-- A reference to this Spawn Template needs to be provided when constructing the SPAWN object, by indicating the name of the group within the mission editor in the constructor methods.
--
-- 1. Groups will have the name SpawnTemplatePrefix#ggg, where ggg is a counter from 0 to 999 for each new spawned Group.
-- 2. Units will have the name SpawnTemplatePrefix#ggg-uu, where uu is a counter from 0 to 99 for each new spawned Unit belonging to that Group.
-- Within the SPAWN object, there is an internal index that keeps track of which group from the internal group list was spawned.
-- When new groups get spawned by using the SPAWN functions (see below), it will be validated whether the Limits (@{#SPAWN.Limit}) of the SPAWN object are not reached.
-- When all is valid, a new group will be created by the spawning methods, and the internal index will be increased with 1.
--
-- Regarding the name of new spawned groups, a _SpawnPrefix_ will be assigned for each new group created.
-- If you want to have the Spawn Template name to be used as the _SpawnPrefix_ name, use the @{#SPAWN.New} constructor.
-- However, when the @{#SPAWN.NewWithAlias} constructor was used, the Alias name will define the _SpawnPrefix_ name.
-- Groups will follow the following naming structure when spawned at run-time:
--
-- 1. Spawned groups will have the name _SpawnPrefix_#ggg, where ggg is a counter from 0 to 999.
-- 2. Spawned units will have the name _SpawnPrefix_#ggg-uu, where uu is a counter from 0 to 99 for each new spawned unit belonging to the group.
--
-- Some additional notes that need to be remembered:
--
-- * Templates are actually groups defined within the mission editor, with the flag "Late Activation" set. As such, these groups are never used within the mission, but are used by the @{#SPAWN} module.
-- * It is important to defined BEFORE you spawn new groups, a proper initialization of the SPAWN instance is done with the options you want to use.
-- * When designing a mission, NEVER name groups using a "#" within the name of the group Template(s), or the SPAWN module logic won't work anymore.
-- * When designing a mission, NEVER name groups using a "#" within the name of the group Spawn Template(s), or the SPAWN module logic won't work anymore.
--
-- 1. Construction:
-- ----------------
-- Create a new @{SPAWN object with the @{#SPAWN.New} and the @{#SPAWN.NewWithAlias} methods.
-- 1. SPAWN object construction methods:
-- -------------------------------------
-- Create a new SPAWN object with the @{#SPAWN.New} or the @{#SPAWN.NewWithAlias} methods:
--
-- * @{#SPAWN.New}: Creates a new SPAWN object taking the name of the group that functions as the Template.
--
-- 2. Initialization of the SPAWN object.
-- ------------------
-- It is important to understand how the SPAWN class works internally. The SPAWN object created will contain internally a list of groups that will be spawned and that are already spawned.
-- The initialization functions will modify this list of groups so that when a group gets spawned, ALL information is already prepared when spawning. This is done for performance reasons.
-- So in principle, the group list will contain all parameters and configurations after initialization, and when groups get actually spawned, this spawning can be done quickly and efficient.
--
-- 2. SPAWN object initialization methods:
-- ---------------------------------------
-- A spawn object will behave differently based on the usage of initialization methods:
--
-- * @{#SPAWN.Limit}: Limits the amount of groups that can be alive at the same time and that can be dynamically spawned.
@ -27,31 +42,46 @@
-- * @{#SPAWN.Array}: Make groups visible before they are actually activated, and order these groups like a batallion in an array.
-- * @{#SPAWN.Repeat}: Re-spawn groups when they land at the home base. Similar functions are @{#SPAWN.RepeatOnLanding} and @{#SPAWN.RepeatOnEngineShutDown}.
--
-- 2. Spawning groups
-- ------------------------------
-- 2. SPAWN object spawning methods:
-- ---------------------------------
-- Groups can be spawned at different times and methods:
--
-- * @{#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.ScheduleStart} and @{#SPAWN.ScheduleStop} to start and stop the schedule respectively.
-- * @{#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.SpawnFromUnit}: Spawn a new group taking the position of a @{UNIT}.
-- * @{#SPAWN.SpawnInZone}: Spawn a new group in a @{ZONE}.
--
-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{GROUP#GROUP.New} object, that contains a reference to the DCSGroup object.
-- You can use the @{GROUP} object to do further actions with the DCSGroup.
--
-- 3. SPAWN object cleaning:
-- -------------------------
-- Sometimes, it will occur during a mission run-time, that ground or especially air objects get damaged, and will while being damged stop their activities, while remaining alive.
-- In such cases, the SPAWN object will just sit there and wait until that group gets destroyed, but most of the time it won't,
-- and it may occur that no new groups are or can be spawned as limits are reached.
-- To prevent this, a @{#SPAWN.CleanUp} initialization method has been defined that will silently monitor the status of each spawned group.
-- Once a group has a velocity = 0, and has been waiting for a defined interval, that group will be cleaned or removed from run-time.
-- There is a catch however :-) If a damaged group has returned to an airbase within the coalition, that group will not be considered as "lost"...
-- In such a case, when the inactive group is cleaned, a new group will Re-spawned automatically.
-- This models AI that has succesfully returned to their airbase, to restart their combat activities.
-- Check the @{#SPAWN.CleanUp} for further info.
--
-- @module SPAWN
-- @author FlightControl
---
-- @type SPAWN
-- @field ClassName Contains SPAWN
SPAWN = {
ClassName = "SPAWN",
}
Include.File( "Routines" )
Include.File( "Base" )
Include.File( "Database" )
Include.File( "Group" )
Include.File( "Zone" )
--- SPAWN Class
-- @type SPAWN
-- @field ClassName
SPAWN = {
ClassName = "SPAWN",
}
@ -87,9 +117,9 @@ function SPAWN:New( SpawnTemplatePrefix )
error( "SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
end
self.AddEvent( self, world.event.S_EVENT_BIRTH, self.OnBirth )
self.AddEvent( self, world.event.S_EVENT_DEAD, self.OnDeadOrCrash )
self.AddEvent( self, world.event.S_EVENT_CRASH, self.OnDeadOrCrash )
self.AddEvent( self, world.event.S_EVENT_BIRTH, self._OnBirth )
self.AddEvent( self, world.event.S_EVENT_DEAD, self._OnDeadOrCrash )
self.AddEvent( self, world.event.S_EVENT_CRASH, self._OnDeadOrCrash )
self.EnableEvents( self )
@ -130,9 +160,9 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
error( "SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
end
self.AddEvent( self, world.event.S_EVENT_BIRTH, self.OnBirth )
self.AddEvent( self, world.event.S_EVENT_DEAD, self.OnDeadOrCrash )
self.AddEvent( self, world.event.S_EVENT_CRASH, self.OnDeadOrCrash )
self.AddEvent( self, world.event.S_EVENT_BIRTH, self._OnBirth )
self.AddEvent( self, world.event.S_EVENT_DEAD, self._OnDeadOrCrash )
self.AddEvent( self, world.event.S_EVENT_CRASH, self._OnDeadOrCrash )
self.EnableEvents( self )
@ -162,7 +192,7 @@ function SPAWN:Limit( SpawnMaxUnitsAlive, SpawnMaxGroups )
self.SpawnMaxGroups = SpawnMaxGroups -- The maximum amount of groups that can be spawned.
for SpawnGroupID = 1, self.SpawnMaxGroups do
self:InitializeSpawnGroups( SpawnGroupID )
self:_InitializeSpawnGroups( SpawnGroupID )
end
return self
@ -198,29 +228,6 @@ function SPAWN:RandomizeRoute( SpawnStartPoint, SpawnEndPoint, SpawnRadius )
return self
end
--- Internal function randomizing the routes.
-- @param self
-- @param #number SpawnIndex The index of the group to be spawned.
-- @return #SPAWN
function SPAWN:_RandomizeRoute( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnRandomizeRoute, self.SpawnRandomizeRouteStartPoint, self.SpawnRandomizeRouteEndPoint, self.SpawnRandomizeRouteRadius } )
if self.SpawnRandomizeRoute then
local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate
local RouteCount = #SpawnTemplate.route.points
for t = self.SpawnRandomizeRouteStartPoint + 1, ( RouteCount - self.SpawnRandomizeRouteEndPoint ) do
SpawnTemplate.route.points[t].x = SpawnTemplate.route.points[t].x + math.random( self.SpawnRandomizeRouteRadius * -1, self.SpawnRandomizeRouteRadius )
SpawnTemplate.route.points[t].y = SpawnTemplate.route.points[t].y + math.random( self.SpawnRandomizeRouteRadius * -1, self.SpawnRandomizeRouteRadius )
-- TODO: manage altitude for airborne units ...
SpawnTemplate.route.points[t].alt = nil
--SpawnGroup.route.points[t].alt_type = nil
self:T( 'SpawnTemplate.route.points[' .. t .. '].x = ' .. SpawnTemplate.route.points[t].x .. ', SpawnTemplate.route.points[' .. t .. '].y = ' .. SpawnTemplate.route.points[t].y )
end
end
return self
end
--- This function is rather complicated to understand. But I'll try to explain.
-- This function becomes useful when you need to spawn groups with random templates of groups defined within the mission editor,
@ -255,20 +262,6 @@ function SPAWN:RandomizeTemplate( SpawnTemplatePrefixTable )
end
function SPAWN:_RandomizeTemplate( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, SpawnIndex } )
if self.SpawnRandomizeTemplate then
self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix = self.SpawnTemplatePrefixTable[ math.random( 1, #self.SpawnTemplatePrefixTable ) ]
self.SpawnGroups[SpawnIndex].SpawnTemplate = self:_Prepare( self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix, SpawnIndex )
self.SpawnGroups[SpawnIndex].SpawnTemplate.route = routines.utils.deepCopy( self.SpawnTemplate.route )
self.SpawnGroups[SpawnIndex].SpawnTemplate.x = self.SpawnTemplate.x
self.SpawnGroups[SpawnIndex].SpawnTemplate.y = self.SpawnTemplate.y
end
return self
end
@ -290,9 +283,9 @@ function SPAWN:Repeat()
self.RepeatOnEngineShutDown = false
self.RepeatOnLanding = true
self:AddEvent( world.event.S_EVENT_LAND, self.OnLand )
self:AddEvent( world.event.S_EVENT_TAKEOFF, self.OnTakeOff )
self:AddEvent( world.event.S_EVENT_ENGINE_SHUTDOWN, self.OnEngineShutDown )
self:AddEvent( world.event.S_EVENT_LAND, self._OnLand )
self:AddEvent( world.event.S_EVENT_TAKEOFF, self._OnTakeOff )
self:AddEvent( world.event.S_EVENT_ENGINE_SHUTDOWN, self._OnEngineShutDown )
self:EnableEvents()
return self
@ -397,80 +390,12 @@ function SPAWN:SpawnArray( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY )
return self
end
function SPAWN:_TranslateRotate( SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle )
self:T( { self.SpawnTemplatePrefix, SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle } )
-- Translate
local TranslatedX = SpawnX
local TranslatedY = SpawnY
-- Rotate
-- From Wikipedia: https://en.wikipedia.org/wiki/Rotation_matrix#Common_rotations
-- x' = x \cos \theta - y \sin \theta\
-- y' = x \sin \theta + y \cos \theta\
local RotatedX = - TranslatedX * math.cos( math.rad( SpawnAngle ) )
+ TranslatedY * math.sin( math.rad( SpawnAngle ) )
local RotatedY = TranslatedX * math.sin( math.rad( SpawnAngle ) )
+ TranslatedY * math.cos( math.rad( SpawnAngle ) )
-- Assign
self.SpawnGroups[SpawnIndex].SpawnTemplate.x = SpawnRootX - RotatedX
self.SpawnGroups[SpawnIndex].SpawnTemplate.y = SpawnRootY + RotatedY
local SpawnUnitCount = table.getn( self.SpawnGroups[SpawnIndex].SpawnTemplate.units )
for u = 1, SpawnUnitCount do
-- Translate
local TranslatedX = SpawnX
local TranslatedY = SpawnY - 10 * ( u - 1 )
-- Rotate
local RotatedX = - TranslatedX * math.cos( math.rad( SpawnAngle ) )
+ TranslatedY * math.sin( math.rad( SpawnAngle ) )
local RotatedY = TranslatedX * math.sin( math.rad( SpawnAngle ) )
+ TranslatedY * math.cos( math.rad( SpawnAngle ) )
-- Assign
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].x = SpawnRootX - RotatedX
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].y = SpawnRootY + RotatedY
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].heading = math.rad( SpawnAngle )
end
return self
end
--- Get the next index of the groups to be spawned. This function is complicated, as it is used at several spaces.
function SPAWN:GetSpawnIndex( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive, self.AliveUnits, #self.SpawnTemplate.units } )
if ( self.SpawnMaxGroups == 0 ) or ( SpawnIndex <= self.SpawnMaxGroups ) then
if ( self.SpawnMaxUnitsAlive == 0 ) or ( self.AliveUnits < self.SpawnMaxUnitsAlive * #self.SpawnTemplate.units ) or self.UnControlled then
if SpawnIndex and SpawnIndex >= self.SpawnCount + 1 then
self.SpawnCount = self.SpawnCount + 1
SpawnIndex = self.SpawnCount
end
self.SpawnIndex = SpawnIndex
if not self.SpawnGroups[self.SpawnIndex] then
self:InitializeSpawnGroups( self.SpawnIndex )
end
else
return nil
end
else
return nil
end
return self.SpawnIndex
end
--- Will re-spawn a group based on a given index.
-- Note: Uses @{DATABASE} module defined in MOOSE.
-- @param self
-- @return #GROUP The group that was spawned. You can use this group for further actions.
-- @return GROUP#GROUP The group that was spawned. You can use this group for further actions.
function SPAWN:Spawn()
self:T( { self.SpawnTemplatePrefix, self.SpawnIndex } )
@ -481,7 +406,7 @@ end
-- Note: Uses @{DATABASE} module defined in MOOSE.
-- @param self
-- @param #string SpawnIndex The index of the group to be spawned.
-- @return #GROUP The group that was spawned. You can use this group for further actions.
-- @return GROUP#GROUP The group that was spawned. You can use this group for further actions.
function SPAWN:ReSpawn( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, SpawnIndex } )
@ -499,11 +424,11 @@ end
--- Will spawn a group with a specified index number.
-- Uses @{DATABASE} global object defined in MOOSE.
-- @return #GROUP The group that was spawned. You can use this group for further actions.
-- @return GROUP#GROUP The group that was spawned. You can use this group for further actions.
function SPAWN:SpawnWithIndex( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnMaxGroups } )
if self:GetSpawnIndex( SpawnIndex ) then
if self:_GetSpawnIndex( SpawnIndex ) then
if self.SpawnGroups[self.SpawnIndex].Visible then
self.SpawnGroups[self.SpawnIndex].Group:Activate()
@ -552,7 +477,7 @@ function SPAWN:SpawnScheduled( SpawnTime, SpawnTimeVariation )
if SpawnTime ~= nil and SpawnTimeVariation ~= nil then
self.SpawnLowTimer = SpawnTime - SpawnTime / 2 * SpawnTimeVariation
self.SpawnHighTimer = SpawnTime + SpawnTime / 2 * SpawnTimeVariation
self:ScheduleStart()
self:SpawnScheduleStart()
end
self:T( { self.SpawnLowTimer, self.SpawnHighTimer } )
@ -564,7 +489,7 @@ end
--- Will start the spawning scheduler.
-- Note: This function is called automatically when @{#SPAWN.Scheduled} is called.
function SPAWN:ScheduleStart()
function SPAWN:SpawnScheduleStart()
self:T( { self.SpawnTemplatePrefix } )
--local ClientUnit = #AlivePlayerUnits()
@ -581,12 +506,146 @@ function SPAWN:ScheduleStart()
end
--- Will stop the scheduled spawning scheduler.
function SPAWN:ScheduleStop()
function SPAWN:SpawnScheduleStop()
self:T( { self.SpawnTemplatePrefix } )
self.SpawnIsScheduled = false
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.
-- 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 self
-- @param #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 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:SpawnFromUnit( HostUnit, OuterRadius, InnerRadius, SpawnIndex )
self:T( { self.SpawnTemplatePrefix, HostUnit, OuterRadius, InnerRadius, SpawnIndex } )
if HostUnit and HostUnit:IsAlive() then -- and HostUnit:getUnit(1):inAir() == false then
if SpawnIndex then
else
SpawnIndex = self.SpawnIndex + 1
end
if self:_GetSpawnIndex( SpawnIndex ) then
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
if SpawnTemplate then
local UnitPoint = HostUnit:GetPoint()
--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 = nil
SpawnTemplate.route.points = {}
SpawnTemplate.route.points[1] = {}
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, InnerRadius+1, 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, InnerRadius+1, 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
end
return nil
end
--- Will spawn a Group within a given @{ZONE}.
-- @param self
-- @param #ZONE Zone The zone where the group is to be spawned.
-- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone.
-- @return GROUP#GROUP that was spawned.
-- @return #nil when nothing was spawned.
function SPAWN:SpawnInZone( Zone, SpawnIndex )
self:T( { self.SpawnTemplatePrefix, Zone, SpawnIndex } )
if Zone then
if SpawnIndex then
else
SpawnIndex = self.SpawnIndex + 1
end
if self:_GetSpawnIndex( SpawnIndex ) then
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
if SpawnTemplate then
local ZonePoint = Zone:GetPoint()
SpawnTemplate.route.points = nil
SpawnTemplate.route.points = {}
SpawnTemplate.route.points[1] = {}
SpawnTemplate.route.points[1].x = ZonePoint.x
SpawnTemplate.route.points[1].y = ZonePoint.y
-- Apply SpawnFormation
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].x = ZonePoint.x
SpawnTemplate.units[UnitID].y = ZonePoint.y
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
end
local SpawnPos = Zone:GetRandomPoint()
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
end
return nil
end
--- Will spawn a plane group in uncontrolled mode...
@ -605,140 +664,6 @@ function SPAWN:UnControlled()
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.
-- 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 self
-- @param #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 SpawnIndex (Optional) The index which group to spawn within the given zone.
-- @return #GROUP that was spawned.
-- @return #nil Nothing was spawned.
function SPAWN:SpawnFromUnit( HostUnit, OuterRadius, InnerRadius, SpawnIndex )
self:T( { self.SpawnTemplatePrefix, HostUnit, OuterRadius, InnerRadius, SpawnIndex } )
if HostUnit and HostUnit:IsAlive() then -- and HostUnit:getUnit(1):inAir() == false then
if SpawnIndex then
else
SpawnIndex = self.SpawnIndex + 1
end
if self:GetSpawnIndex( SpawnIndex ) then
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
if SpawnTemplate then
local UnitPoint = HostUnit:GetPoint()
--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 = nil
SpawnTemplate.route.points = {}
SpawnTemplate.route.points[1] = {}
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, InnerRadius+1, 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, InnerRadius+1, 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
end
return nil
end
--- Will spawn a Group within a given @{ZONE}.
-- @param self
-- @param #ZONE Zone The zone where the group is to be spawned.
-- @param #number SpawnIndex (Optional) The index which group to spawn within the given zone.
-- @return #GROUP that was spawned.
-- @return #nil when nothing was spawned.
function SPAWN:SpawnInZone( Zone, SpawnIndex )
self:T( { self.SpawnTemplatePrefix, Zone, SpawnIndex } )
if Zone then
if SpawnIndex then
else
SpawnIndex = self.SpawnIndex + 1
end
if self:GetSpawnIndex( SpawnIndex ) then
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
if SpawnTemplate then
local ZonePoint = Zone:GetPoint()
SpawnTemplate.route.points = nil
SpawnTemplate.route.points = {}
SpawnTemplate.route.points[1] = {}
SpawnTemplate.route.points[1].x = ZonePoint.x
SpawnTemplate.route.points[1].y = ZonePoint.y
-- Apply SpawnFormation
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].x = ZonePoint.x
SpawnTemplate.units[UnitID].y = ZonePoint.y
self:T( 'SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
end
local SpawnPos = Zone:GetRandomPoint()
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
end
return nil
end
--- Will return the SpawnGroupName either with with a specific count number or without any count.
-- @param self
@ -763,13 +688,71 @@ function SPAWN:SpawnGroupName( SpawnIndex )
end
--- Find the first alive group.
-- @param self
-- @param #number SpawnCursor A number holding the index from where to find the first group from.
-- @return GROUP#GROUP, #number The group found, the new index where the group was found.
-- @return #nil, #nil When no group is found, #nil is returned.
function SPAWN:GetFirstAliveGroup( SpawnCursor )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnCursor } )
for SpawnIndex = 1, self.SpawnCount do
local SpawnGroup = self:GetGroupFromIndex( SpawnIndex )
if SpawnGroup and SpawnGroup:IsAlive() then
SpawnCursor = SpawnIndex
return SpawnGroup, SpawnCursor
end
end
return nil, nil
end
--- Find the next alive group.
-- @param self
-- @param #number SpawnCursor A number holding the last found previous index.
-- @return GROUP#GROUP, #number The group found, the new index where the group was found.
-- @return #nil, #nil When no group is found, #nil is returned.
function SPAWN:GetNextAliveGroup( SpawnCursor )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnCursor } )
SpawnCursor = SpawnCursor + 1
for SpawnIndex = SpawnCursor, self.SpawnCount do
local SpawnGroup = self:GetGroupFromIndex( SpawnIndex )
if SpawnGroup and SpawnGroup:IsAlive() then
SpawnCursor = SpawnIndex
return SpawnGroup, SpawnCursor
end
end
return nil, nil
end
--- Find the last alive group during runtime.
function SPAWN:GetLastAliveGroup()
self:T( { self.SpawnTemplatePrefixself.SpawnAliasPrefix } )
self.SpawnIndex = self:_GetLastIndex()
for SpawnIndex = self.SpawnIndex, 1, -1 do
local SpawnGroup = self:GetGroupFromIndex( SpawnIndex )
if SpawnGroup and SpawnGroup:IsAlive() then
self.SpawnIndex = SpawnIndex
return SpawnGroup
end
end
self.SpawnIndex = nil
return nil
end
--- Get the group from an index.
-- Returns the group from the SpawnGroups list.
-- If no index is given, it will return the first group in the list.
-- @param self
-- @param #number SpawnIndex The index of the group to return.
-- @return #GROUP
-- @return GROUP#GROUP
function SPAWN:GetGroupFromIndex( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndex } )
@ -789,7 +772,7 @@ end
-- @param DCSUnit The DCS unit to be searched.
-- @return #string The prefix
-- @return #nil Nothing found
function SPAWN:GetGroupIndexFromDCSUnit( DCSUnit )
function SPAWN:_GetGroupIndexFromDCSUnit( DCSUnit )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, DCSUnit } )
if DCSUnit and DCSUnit:getName() then
@ -813,7 +796,7 @@ end
-- @param DCSUnit The DCS unit to be searched.
-- @return #string The prefix
-- @return #nil Nothing found
function SPAWN:GetPrefixFromDCSUnit( DCSUnit )
function SPAWN:_GetPrefixFromDCSUnit( DCSUnit )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, DCSUnit } )
if DCSUnit and DCSUnit:getName() then
@ -829,14 +812,14 @@ function SPAWN:GetPrefixFromDCSUnit( DCSUnit )
end
--- Return the group within the SpawnGroups collection with input a DCSUnit.
function SPAWN:GetGroupFromDCSUnit( DCSUnit )
function SPAWN:_GetGroupFromDCSUnit( DCSUnit )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, DCSUnit } )
if DCSUnit then
local SpawnPrefix = self:GetPrefixFromDCSUnit( DCSUnit )
local SpawnPrefix = self:_GetPrefixFromDCSUnit( DCSUnit )
if self.SpawnTemplatePrefix == SpawnPrefix or ( self.SpawnAliasPrefix and self.SpawnAliasPrefix == SpawnPrefix ) then
local SpawnGroupIndex = self:GetGroupIndexFromDCSUnit( DCSUnit )
local SpawnGroupIndex = self:_GetGroupIndexFromDCSUnit( DCSUnit )
local SpawnGroup = self.SpawnGroups[SpawnGroupIndex].Group
self:T( SpawnGroup )
return SpawnGroup
@ -849,7 +832,7 @@ end
--- Get the index from a given group.
-- The function will search the name of the group for a #, and will return the number behind the #-mark.
function SPAWN:GetGroupIndexFromGroup( SpawnGroup )
function SPAWN:_GetGroupIndexFromGroup( SpawnGroup )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } )
local IndexString = string.match( SpawnGroup:GetName(), "#.*$" ):sub( 2 )
@ -861,14 +844,14 @@ function SPAWN:GetGroupIndexFromGroup( SpawnGroup )
end
--- Return the last maximum index that can be used.
function SPAWN:GetLastIndex()
function SPAWN:_GetLastIndex()
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
return self.SpawnMaxGroups
end
--- Initalize the SpawnGroups collection.
function SPAWN:InitializeSpawnGroups( SpawnIndex )
function SPAWN:_InitializeSpawnGroups( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnIndex } )
if not self.SpawnGroups[SpawnIndex] then
@ -891,63 +874,6 @@ function SPAWN:InitializeSpawnGroups( SpawnIndex )
end
--- Find the first alive group.
-- @param self
-- @param #number SpawnCursor A number holding the index from where to find the first group from.
-- @return #GROUP, #number The group found, the new index where the group was found.
-- @return #nil, #nil When no group is found, #nil is returned.
function SPAWN:GetFirstAliveGroup( SpawnCursor )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnCursor } )
for SpawnIndex = 1, self.SpawnCount do
local SpawnGroup = self:GetGroupFromIndex( SpawnIndex )
if SpawnGroup and SpawnGroup:IsAlive() then
SpawnCursor = SpawnIndex
return SpawnGroup, SpawnCursor
end
end
return nil, nil
end
--- Find the next alive group.
-- @param self
-- @param #number SpawnCursor A number holding the last found previous index.
-- @return #GROUP, #number The group found, the new index where the group was found.
-- @return #nil, #nil When no group is found, #nil is returned.
function SPAWN:GetNextAliveGroup( SpawnCursor )
self:T( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnCursor } )
SpawnCursor = SpawnCursor + 1
for SpawnIndex = SpawnCursor, self.SpawnCount do
local SpawnGroup = self:GetGroupFromIndex( SpawnIndex )
if SpawnGroup and SpawnGroup:IsAlive() then
SpawnCursor = SpawnIndex
return SpawnGroup, SpawnCursor
end
end
return nil, nil
end
--- Find the last alive group during runtime.
function SPAWN:GetLastAliveGroup()
self:T( { self.SpawnTemplatePrefixself.SpawnAliasPrefix } )
self.SpawnIndex = self:GetLastIndex()
for SpawnIndex = self.SpawnIndex, 1, -1 do
local SpawnGroup = self:GetGroupFromIndex( SpawnIndex )
if SpawnGroup and SpawnGroup:IsAlive() then
self.SpawnIndex = SpawnIndex
return SpawnGroup
end
end
self.SpawnIndex = nil
return nil
end
--- Gets the CategoryID of the Group with the given SpawnPrefix
function SPAWN:_GetGroupCategoryID( SpawnPrefix )
@ -1036,14 +962,120 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex )
end
--- Internal function randomizing the routes.
-- @param self
-- @param #number SpawnIndex The index of the group to be spawned.
-- @return #SPAWN
function SPAWN:_RandomizeRoute( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnRandomizeRoute, self.SpawnRandomizeRouteStartPoint, self.SpawnRandomizeRouteEndPoint, self.SpawnRandomizeRouteRadius } )
if self.SpawnRandomizeRoute then
local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate
local RouteCount = #SpawnTemplate.route.points
for t = self.SpawnRandomizeRouteStartPoint + 1, ( RouteCount - self.SpawnRandomizeRouteEndPoint ) do
SpawnTemplate.route.points[t].x = SpawnTemplate.route.points[t].x + math.random( self.SpawnRandomizeRouteRadius * -1, self.SpawnRandomizeRouteRadius )
SpawnTemplate.route.points[t].y = SpawnTemplate.route.points[t].y + math.random( self.SpawnRandomizeRouteRadius * -1, self.SpawnRandomizeRouteRadius )
-- TODO: manage altitude for airborne units ...
SpawnTemplate.route.points[t].alt = nil
--SpawnGroup.route.points[t].alt_type = nil
self:T( 'SpawnTemplate.route.points[' .. t .. '].x = ' .. SpawnTemplate.route.points[t].x .. ', SpawnTemplate.route.points[' .. t .. '].y = ' .. SpawnTemplate.route.points[t].y )
end
end
return self
end
function SPAWN:_RandomizeTemplate( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, SpawnIndex } )
if self.SpawnRandomizeTemplate then
self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix = self.SpawnTemplatePrefixTable[ math.random( 1, #self.SpawnTemplatePrefixTable ) ]
self.SpawnGroups[SpawnIndex].SpawnTemplate = self:_Prepare( self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix, SpawnIndex )
self.SpawnGroups[SpawnIndex].SpawnTemplate.route = routines.utils.deepCopy( self.SpawnTemplate.route )
self.SpawnGroups[SpawnIndex].SpawnTemplate.x = self.SpawnTemplate.x
self.SpawnGroups[SpawnIndex].SpawnTemplate.y = self.SpawnTemplate.y
end
return self
end
function SPAWN:_TranslateRotate( SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle )
self:T( { self.SpawnTemplatePrefix, SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle } )
-- Translate
local TranslatedX = SpawnX
local TranslatedY = SpawnY
-- Rotate
-- From Wikipedia: https://en.wikipedia.org/wiki/Rotation_matrix#Common_rotations
-- x' = x \cos \theta - y \sin \theta\
-- y' = x \sin \theta + y \cos \theta\
local RotatedX = - TranslatedX * math.cos( math.rad( SpawnAngle ) )
+ TranslatedY * math.sin( math.rad( SpawnAngle ) )
local RotatedY = TranslatedX * math.sin( math.rad( SpawnAngle ) )
+ TranslatedY * math.cos( math.rad( SpawnAngle ) )
-- Assign
self.SpawnGroups[SpawnIndex].SpawnTemplate.x = SpawnRootX - RotatedX
self.SpawnGroups[SpawnIndex].SpawnTemplate.y = SpawnRootY + RotatedY
local SpawnUnitCount = table.getn( self.SpawnGroups[SpawnIndex].SpawnTemplate.units )
for u = 1, SpawnUnitCount do
-- Translate
local TranslatedX = SpawnX
local TranslatedY = SpawnY - 10 * ( u - 1 )
-- Rotate
local RotatedX = - TranslatedX * math.cos( math.rad( SpawnAngle ) )
+ TranslatedY * math.sin( math.rad( SpawnAngle ) )
local RotatedY = TranslatedX * math.sin( math.rad( SpawnAngle ) )
+ TranslatedY * math.cos( math.rad( SpawnAngle ) )
-- Assign
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].x = SpawnRootX - RotatedX
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].y = SpawnRootY + RotatedY
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[u].heading = math.rad( SpawnAngle )
end
return self
end
--- Get the next index of the groups to be spawned. This function is complicated, as it is used at several spaces.
function SPAWN:_GetSpawnIndex( SpawnIndex )
self:T( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive, self.AliveUnits, #self.SpawnTemplate.units } )
if ( self.SpawnMaxGroups == 0 ) or ( SpawnIndex <= self.SpawnMaxGroups ) then
if ( self.SpawnMaxUnitsAlive == 0 ) or ( self.AliveUnits < self.SpawnMaxUnitsAlive * #self.SpawnTemplate.units ) or self.UnControlled then
if SpawnIndex and SpawnIndex >= self.SpawnCount + 1 then
self.SpawnCount = self.SpawnCount + 1
SpawnIndex = self.SpawnCount
end
self.SpawnIndex = SpawnIndex
if not self.SpawnGroups[self.SpawnIndex] then
self:_InitializeSpawnGroups( self.SpawnIndex )
end
else
return nil
end
else
return nil
end
return self.SpawnIndex
end
-- TODO Need to delete this... _Database does this now ...
function SPAWN:OnBirth( event )
function SPAWN:_OnBirth( event )
if timer.getTime0() < timer.getAbsTime() then -- dont need to add units spawned in at the start of the mission if mist is loaded in init line
if event.initiator and event.initiator:getName() then
local EventPrefix = self:GetPrefixFromDCSUnit( event.initiator )
local EventPrefix = self:_GetPrefixFromDCSUnit( event.initiator )
if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then
self:T( { "Birth event: " .. event.initiator:getName(), event } )
--MessageToAll( "Mission command: unit " .. SpawnTemplatePrefix .. " spawned." , 5, EventPrefix .. '/Event')
@ -1057,11 +1089,11 @@ end
--- Obscolete
-- @todo Need to delete this... _Database does this now ...
function SPAWN:OnDeadOrCrash( event )
function SPAWN:_OnDeadOrCrash( event )
if event.initiator and event.initiator:getName() then
local EventPrefix = self:GetPrefixFromDCSUnit( event.initiator )
local EventPrefix = self:_GetPrefixFromDCSUnit( event.initiator )
if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then
self:T( { "Dead event: " .. event.initiator:getName(), event } )
-- local DestroyedUnit = Unit.getByName( EventPrefix )
@ -1077,10 +1109,10 @@ end
--- Will detect AIR Units taking off... When the event takes place, the spawned Group is registered as airborne...
-- This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.
-- @todo Need to test for AIR Groups only...
function SPAWN:OnTakeOff( event )
function SPAWN:_OnTakeOff( event )
if event.initiator and event.initiator:getName() then
local SpawnGroup = self:GetGroupFromDCSUnit( event.initiator )
local SpawnGroup = self:_GetGroupFromDCSUnit( event.initiator )
if SpawnGroup then
self:T( { "TakeOff event: " .. event.initiator:getName(), event } )
self:T( "self.Landed = false" )
@ -1092,16 +1124,16 @@ end
--- Will detect AIR Units landing... When the event takes place, the spawned Group is registered as landed.
-- This is needed to ensure that Re-SPAWNing is only done for landed AIR Groups.
-- @todo Need to test for AIR Groups only...
function SPAWN:OnLand( event )
function SPAWN:_OnLand( event )
if event.initiator and event.initiator:getName() then
local SpawnGroup = self:GetGroupFromDCSUnit( event.initiator )
local SpawnGroup = self:_GetGroupFromDCSUnit( event.initiator )
if SpawnGroup then
self:T( { "Landed event:" .. event.initiator:getName(), event } )
self.Landed = true
self:T( "self.Landed = true" )
if self.Landed and self.RepeatOnLanding then
local SpawnGroupIndex = self:GetGroupIndexFromGroup( SpawnGroup )
local SpawnGroupIndex = self:_GetGroupIndexFromGroup( SpawnGroup )
self:T( { "Landed:", "ReSpawn:", SpawnGroup:GetName(), SpawnGroupIndex } )
self:ReSpawn( SpawnGroupIndex )
end
@ -1112,17 +1144,17 @@ end
--- Will detect AIR Units shutting down their engines ...
-- When the event takes place, and the method @{RepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN.
-- But only when the Unit was registered to have landed.
-- @see OnTakeOff
-- @see OnLand
-- @see _OnTakeOff
-- @see _OnLand
-- @todo Need to test for AIR Groups only...
function SPAWN:OnEngineShutDown( event )
function SPAWN:_OnLand( event )
if event.initiator and event.initiator:getName() then
local SpawnGroup = self:GetGroupFromDCSUnit( event.initiator )
local SpawnGroup = self:_GetGroupFromDCSUnit( event.initiator )
if SpawnGroup then
self:T( { "EngineShutDown event: " .. event.initiator:getName(), event } )
if self.Landed and self.RepeatOnEngineShutDown then
local SpawnGroupIndex = self:GetGroupIndexFromGroup( SpawnGroup )
local SpawnGroupIndex = self:_GetGroupIndexFromGroup( SpawnGroup )
self:T( { "EngineShutDown: ", "ReSpawn:", SpawnGroup:GetName(), SpawnGroupIndex } )
self:ReSpawn( SpawnGroupIndex )
end