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Documentation
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@ -1,5 +1,5 @@
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--- BASE The base class for all the classes defined within MOOSE.
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-- @classmod BASE
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-- @module BASE
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-- @author Flightcontrol
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Include.File( "Routines" )
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@ -24,6 +24,10 @@ _TraceClass = {
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--CLEANUP = true,
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}
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--- The BASE Class
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-- @type BASE
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-- @field ClassName The name of the class.
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-- @field ClassID The ID number of the class.
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BASE = {
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ClassName = "BASE",
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@ -31,9 +35,17 @@ BASE = {
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Events = {}
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}
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--- The Formation Class
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-- @type FORMATION
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-- @field Cone A cone formation.
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FORMATION = {
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Cone = "Cone"
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}
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--- The base constructor. This is the top top class of all classed defined within the MOOSE.
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-- Any new class needs to be derived from this class for proper inheritance.
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-- @treturn BASE
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-- @param self
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-- @return #BASE
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-- @usage
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-- function TASK:New()
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-- trace.f(self.ClassName)
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125
Moose/Group.lua
125
Moose/Group.lua
@ -1,6 +1,9 @@
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--- GROUP Classes
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--- A GROUP class abstraction of a DCSGroup class.
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-- The GROUP class will take an abstraction of the DCSGroup class, providing more methods that can be done with a GROUP.
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--
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--
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-- @module GROUP
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-- @return #GROUP
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-- @extends BASE#BASE
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Include.File( "Routines" )
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Include.File( "Base" )
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@ -9,13 +12,27 @@ Include.File( "Unit" )
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--- The GROUP class
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-- @type GROUP
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-- @field ClassName The name of the class.
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-- @field #Group DCSGroup The DCS group class.
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-- @field #string GroupName The name of the group.
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-- @field #number GroupID the ID of the group.
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-- @field #table Controller The controller of the group.
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GROUP = {
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ClassName = "GROUP",
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GroupName = "",
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GroupID = 0,
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Controller = nil,
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}
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--- A DCSGroup
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-- @type Group
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-- @field id_ The ID of the group in DCS
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GROUPS = {}
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--- Create a new GROUP from a DCSGroup
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-- @param self
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-- @param #Group DCSGroup The DCS Group
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-- @return #GROUP self
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function GROUP:New( DCSGroup )
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local self = BASE:Inherit( self, BASE:New() )
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self:T( DCSGroup:getName() )
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@ -29,6 +46,10 @@ function GROUP:New( DCSGroup )
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end
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--- Create a new GROUP from an existing DCSGroup in the mission.
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-- @param self
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-- @param GroupName The name of the DCS Group.
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-- @return #GROUP self
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function GROUP:NewFromName( GroupName )
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local self = BASE:Inherit( self, BASE:New() )
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self:T( GroupName )
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@ -37,35 +58,52 @@ function GROUP:NewFromName( GroupName )
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if self.DCSGroup then
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self.GroupName = self.DCSGroup:getName()
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self.GroupID = self.DCSGroup:getID()
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self.Controller = DCSGroup:getController()
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end
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return self
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end
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--- Gets the DCSGroup of the GROUP.
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-- @param self
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-- @return #Group The DCSGroup.
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function GROUP:GetDCSGroup()
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self:T( { self.GroupName } )
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self.DCSGroup = Group.getByName( self.GroupName )
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return self.DCSGroup
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end
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--- Gets the DCS Unit of the GROUP.
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-- @param self
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-- @param #number UnitNumber The unit index to be returned from the GROUP.
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-- @return #Unit The DCS Unit.
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function GROUP:GetDCSUnit( UnitNumber )
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self:T( { self.GroupName, UnitNumber } )
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return self.DCSGroup:getUnit( UnitNumber )
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end
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--- Activates a GROUP.
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-- @param self
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function GROUP:Activate()
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self:T( { self.GroupName } )
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trigger.action.activateGroup( self:GetDCSGroup() )
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return self:GetDCSGroup()
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end
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--- Gets the name of the GROUP.
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-- @param self
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-- @return #string The name of the GROUP.
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function GROUP:GetName()
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self:T( self.GroupName )
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return self.GroupName
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end
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--- Gets the current Point of the GROUP in VEC2 format.
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-- @return #Vec2 Current x and Y position of the group.
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function GROUP:GetPoint()
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self:T( self.GroupName )
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@ -74,7 +112,10 @@ function GROUP:GetPoint()
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return GroupPoint
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end
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--- Destroy a GROUP
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-- Note that this destroy method also raises a destroy event at run-time.
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-- So all event listeners will catch the destroy event of this GROUP.
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-- @param self
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function GROUP:Destroy()
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self:T( self.GroupName )
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@ -87,13 +128,19 @@ end
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--- Gets the DCS Unit.
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-- @param self
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-- @param #number UnitNumber The number of the Unit to be returned.
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-- @return #Unit The DCS Unit.
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function GROUP:GetUnit( UnitNumber )
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self:T( { self.GroupName, UnitNumber } )
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return UNIT:New( self.DCSGroup:getUnit( UnitNumber ) )
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end
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--- Returns if the group is of an air category.
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-- If the group is a helicopter or a plane, then this method will return true, otherwise false.
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-- @param self
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-- @return #boolean Air category evaluation result.
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function GROUP:IsAir()
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self:T()
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@ -103,6 +150,10 @@ self:T()
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return IsAirResult
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end
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--- Returns if the group is alive.
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-- When the group exists at run-time, this method will return true, otherwise false.
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-- @param self
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-- @return #boolean Alive result.
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function GROUP:IsAlive()
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self:T()
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@ -112,7 +163,10 @@ self:T()
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return IsAliveResult
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end
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--- Returns if all units of the group are on the ground or landed.
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-- If all units of this group are on the ground, this function will return true, otherwise false.
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-- @param self
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-- @return #boolean All units on the ground result.
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function GROUP:AllOnGround()
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self:T()
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@ -128,9 +182,12 @@ self:T()
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return AllOnGroundResult
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end
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--- Returns the current maximum velocity of the group.
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-- Each unit within the group gets evaluated, and the maximum velocity (= the unit which is going the fastest) is returned.
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-- @param self
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-- @return #number Maximum velocity found.
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function GROUP:GetMaxVelocity()
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self:T()
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self:T()
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local MaxVelocity = 0
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@ -148,13 +205,31 @@ self:T()
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end
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function GROUP:GetHeight()
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self:T()
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--- Returns the current minimum height of the group.
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-- Each unit within the group gets evaluated, and the minimum height (= the unit which is the lowest elevated) is returned.
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-- @param self
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-- @return #number Minimum height found.
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function GROUP:GetMinHeight()
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self:T()
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end
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--- Returns the current maximum height of the group.
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-- Each unit within the group gets evaluated, and the maximum height (= the unit which is the highest elevated) is returned.
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-- @param self
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-- @return #number Maximum height found.
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function GROUP:GetMaxHeight()
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self:T()
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end
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--- Land the group at a Vec2Point.
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-- @param self
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-- @param #Vec2 Point The point where to land.
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-- @param #number Duration The duration in seconds to stay on the ground.
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-- @return #GROUP self
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function GROUP:Land( Point, Duration )
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trace.f( self.ClassName, { self.GroupName, Point, Duration } )
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@ -169,7 +244,12 @@ trace.f( self.ClassName, { self.GroupName, Point, Duration } )
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return self
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end
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--- Move the group to a Vec2 Point, wait for a defined duration and embark a group.
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-- @param self
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-- @param #Vec2 Point The point where to wait.
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-- @param #number Duration The duration in seconds to wait.
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-- @param EmbarkingGroup The group to be embarked.
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-- @return #GROUP self
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function GROUP:Embarking( Point, Duration, EmbarkingGroup )
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trace.f( self.ClassName, { self.GroupName, Point, Duration, EmbarkingGroup.DCSGroup } )
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@ -194,7 +274,11 @@ trace.f( self.ClassName, { self.GroupName, Point, Duration, EmbarkingGroup.DCSGr
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return self
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end
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--- Move to a defined Vec2 Point, and embark to a group when arrived within a defined Radius.
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-- @param self
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-- @param #Vec2 Point The point where to wait.
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-- @param #number Radius The radius of the embarking zone around the Point.
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-- @return #GROUP self
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function GROUP:EmbarkToTransport( Point, Radius )
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trace.f( self.ClassName, { self.GroupName, Point, Radius } )
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@ -211,6 +295,10 @@ trace.f( self.ClassName, { self.GroupName, Point, Radius } )
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return self
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end
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--- Make the group to follow a given route.
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-- @param self
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-- @param #table GoPoints A table of Route Points.
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-- @return #GROUP self
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function GROUP:Route( GoPoints )
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self:T( GoPoints )
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@ -224,6 +312,15 @@ self:T( GoPoints )
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return self
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end
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--- Route the group to a given zone.
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-- The group final destination point can be randomized.
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-- A speed can be given in km/h.
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-- A given formation can be given.
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-- @param self
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-- @param ZONE#ZONE Zone The zone where to route to.
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-- @param #boolean Randomize Defines whether to target point gets randomized within the Zone.
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-- @param #number Speed The speed.
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-- @param BASE#FORMATION Formation The formation string.
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function GROUP:RouteToZone( Zone, Randomize, Speed, Formation )
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self:T( Zone )
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750
Moose/Spawn.lua
750
Moose/Spawn.lua
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--- Dynamic spawning of groups and units.
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-- SPAWN: The SPAWN module allows to spawn dynamically new groups, based on pre-defined initialization settings.
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-- =============================================================================================================
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-- Spawned groups will follow the following naming convention when instantiated within the DCS World run-time environment:
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--- Dynamic spawning of groups (and units).
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-- The SPAWN class allows to spawn dynamically new groups, based on pre-defined initialization settings, modifying the behaviour when groups are spawned.
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-- 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.
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-- 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.
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--
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-- 1. Groups will have the name SpawnTemplatePrefix#ggg, where ggg is a counter from 0 to 999 for each new spawned Group.
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-- 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.
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-- Within the SPAWN object, there is an internal index that keeps track of which group from the internal group list was spawned.
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-- 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.
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-- When all is valid, a new group will be created by the spawning methods, and the internal index will be increased with 1.
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--
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-- Regarding the name of new spawned groups, a _SpawnPrefix_ will be assigned for each new group created.
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-- If you want to have the Spawn Template name to be used as the _SpawnPrefix_ name, use the @{#SPAWN.New} constructor.
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-- However, when the @{#SPAWN.NewWithAlias} constructor was used, the Alias name will define the _SpawnPrefix_ name.
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-- Groups will follow the following naming structure when spawned at run-time:
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--
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-- 1. Spawned groups will have the name _SpawnPrefix_#ggg, where ggg is a counter from 0 to 999.
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-- 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.
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--
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-- Some additional notes that need to be remembered:
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--
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-- * 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.
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-- * 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.
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-- * 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.
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-- * 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.
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--
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-- 1. Construction:
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-- ----------------
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-- Create a new @{SPAWN object with the @{#SPAWN.New} and the @{#SPAWN.NewWithAlias} methods.
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-- 1. SPAWN object construction methods:
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-- -------------------------------------
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-- Create a new SPAWN object with the @{#SPAWN.New} or the @{#SPAWN.NewWithAlias} methods:
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--
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-- * @{#SPAWN.New}: Creates a new SPAWN object taking the name of the group that functions as the Template.
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--
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-- 2. Initialization of the SPAWN object.
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-- ------------------
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-- 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.
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-- 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.
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-- 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.
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--
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-- 2. SPAWN object initialization methods:
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-- ---------------------------------------
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-- A spawn object will behave differently based on the usage of initialization methods:
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--
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-- * @{#SPAWN.Limit}: Limits the amount of groups that can be alive at the same time and that can be dynamically spawned.
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@ -27,31 +42,46 @@
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-- * @{#SPAWN.Array}: Make groups visible before they are actually activated, and order these groups like a batallion in an array.
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-- * @{#SPAWN.Repeat}: Re-spawn groups when they land at the home base. Similar functions are @{#SPAWN.RepeatOnLanding} and @{#SPAWN.RepeatOnEngineShutDown}.
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--
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-- 2. Spawning groups
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-- ------------------------------
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-- 2. SPAWN object spawning methods:
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-- ---------------------------------
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-- Groups can be spawned at different times and methods:
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--
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-- * @{#SPAWN.Spawn}: Spawn one new group based on the last spawned index.
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-- * @{#SPAWN.ReSpawn}: Re-spawn a group based on a given index.
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-- * @{#SPAWN.SpawnScheduled}: Spawn groups at scheduled but randomized intervals. You can use @{#SPAWN.ScheduleStart} and @{#SPAWN.ScheduleStop} to start and stop the schedule respectively.
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-- * @{#SPAWN.SpawnScheduled}: Spawn groups at scheduled but randomized intervals. You can use @{#SPAWN.SpawnScheduleStart} and @{#SPAWN.SpawnScheduleStop} to start and stop the schedule respectively.
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-- * @{#SPAWN.SpawnFromUnit}: Spawn a new group taking the position of a @{UNIT}.
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-- * @{#SPAWN.SpawnInZone}: Spawn a new group in a @{ZONE}.
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--
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-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{GROUP#GROUP.New} object, that contains a reference to the DCSGroup object.
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-- You can use the @{GROUP} object to do further actions with the DCSGroup.
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--
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-- 3. SPAWN object cleaning:
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-- -------------------------
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-- 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.
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-- 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,
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-- and it may occur that no new groups are or can be spawned as limits are reached.
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-- To prevent this, a @{#SPAWN.CleanUp} initialization method has been defined that will silently monitor the status of each spawned group.
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-- 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.
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-- 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"...
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-- In such a case, when the inactive group is cleaned, a new group will Re-spawned automatically.
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-- This models AI that has succesfully returned to their airbase, to restart their combat activities.
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-- Check the @{#SPAWN.CleanUp} for further info.
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--
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-- @module SPAWN
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-- @author FlightControl
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---
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-- @type SPAWN
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-- @field ClassName Contains SPAWN
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SPAWN = {
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ClassName = "SPAWN",
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}
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Include.File( "Routines" )
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Include.File( "Base" )
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Include.File( "Database" )
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Include.File( "Group" )
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Include.File( "Zone" )
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--- SPAWN Class
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-- @type SPAWN
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-- @field ClassName
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SPAWN = {
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ClassName = "SPAWN",
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}
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@ -87,9 +117,9 @@ function SPAWN:New( SpawnTemplatePrefix )
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error( "SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
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end
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self.AddEvent( self, world.event.S_EVENT_BIRTH, self.OnBirth )
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self.AddEvent( self, world.event.S_EVENT_DEAD, self.OnDeadOrCrash )
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self.AddEvent( self, world.event.S_EVENT_CRASH, self.OnDeadOrCrash )
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self.AddEvent( self, world.event.S_EVENT_BIRTH, self._OnBirth )
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self.AddEvent( self, world.event.S_EVENT_DEAD, self._OnDeadOrCrash )
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self.AddEvent( self, world.event.S_EVENT_CRASH, self._OnDeadOrCrash )
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self.EnableEvents( self )
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@ -130,9 +160,9 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
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error( "SPAWN:New: There is no group declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
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end
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self.AddEvent( self, world.event.S_EVENT_BIRTH, self.OnBirth )
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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
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user