mirror of
https://github.com/FlightControl-Master/MOOSE.git
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Merge remote-tracking branch 'origin/master' into develop
This commit is contained in:
commit
72e31b90a9
@ -505,6 +505,7 @@ function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,G
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if PathToCredentials then
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_MESSAGESRS.MSRS:SetProviderOptionsGoogle(PathToCredentials)
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_MESSAGESRS.MSRS:SetProvider(MSRS.Provider.GOOGLE)
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end
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_MESSAGESRS.label = Label or MSRS.Label or "MESSAGE"
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@ -1458,6 +1458,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
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else
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local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
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local SpawnZone = self.SpawnGroups[self.SpawnIndex].SpawnZone
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self:T( SpawnTemplate.name )
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if SpawnTemplate then
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@ -1483,6 +1484,23 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
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if self.SpawnRandomizeUnits then
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for UnitID = 1, #SpawnTemplate.units do
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local RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius )
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if (SpawnZone) then
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local inZone = SpawnZone:IsVec2InZone(RandomVec2)
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local numTries = 1
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while (not inZone) and (numTries < 20) do
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if not inZone then
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RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius )
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numTries = numTries + 1
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inZone = SpawnZone:IsVec2InZone(RandomVec2)
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self:I("Retrying " .. numTries .. "spawn " .. SpawnTemplate.name .. " in Zone " .. SpawnZone:GetName() .. "!")
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self:I(SpawnZone)
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end
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end
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if (not inZone) then
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self:I("Could not place unit within zone and within radius!")
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RandomVec2 = SpawnZone:GetRandomVec2()
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end
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end
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SpawnTemplate.units[UnitID].x = RandomVec2.x
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SpawnTemplate.units[UnitID].y = RandomVec2.y
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self:T( 'SpawnTemplate.units[' .. UnitID .. '].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units[' .. UnitID .. '].y = ' .. SpawnTemplate.units[UnitID].y )
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@ -1534,12 +1552,14 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
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for UnitID = 1, #SpawnTemplate.units do
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if UnitID > 1 then -- don't rotate position of unit #1
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local unitXOff = SpawnTemplate.units[UnitID].x - pivotX -- rotate position offset around unit #1
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local unitYOff = SpawnTemplate.units[UnitID].y - pivotY
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if not self.SpawnRandomizeUnits then
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if UnitID > 1 then -- don't rotate position of unit #1
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local unitXOff = SpawnTemplate.units[UnitID].x - pivotX -- rotate position offset around unit #1
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local unitYOff = SpawnTemplate.units[UnitID].y - pivotY
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SpawnTemplate.units[UnitID].x = pivotX + (unitXOff * cosHeading) - (unitYOff * sinHeading)
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SpawnTemplate.units[UnitID].y = pivotY + (unitYOff * cosHeading) + (unitXOff * sinHeading)
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SpawnTemplate.units[UnitID].x = pivotX + (unitXOff * cosHeading) - (unitYOff * sinHeading)
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SpawnTemplate.units[UnitID].y = pivotY + (unitYOff * cosHeading) + (unitXOff * sinHeading)
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end
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end
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-- adjust heading of all units, including unit #1
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@ -3591,6 +3611,7 @@ function SPAWN:_RandomizeZones( SpawnIndex )
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self:T( { SpawnVec2 = SpawnVec2 } )
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local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate
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self.SpawnGroups[SpawnIndex].SpawnZone = SpawnZone
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self:T( { Route = SpawnTemplate.route } )
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@ -276,9 +276,15 @@ function SCORING:New( GameName )
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self:SetMessagesZone( true )
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-- Scales
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self:SetScaleDestroyScore( 10 )
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self:SetScaleDestroyPenalty( 30 )
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-- Hitting a target multiple times before destoying it should not result in a higger score
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-- Multiple hits is typically a results of bombs/missles missing their target but still inflict some spash damage
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-- Making this configurable to anyone can enable this anyway if they want
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self:SetScoreIncrementOnHit(0)
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-- Default fratricide penalty level (maximum penalty that can be assigned to a player before he gets kicked).
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self:SetFratricide( self.ScaleDestroyPenalty * 3 )
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self.penaltyonfratricide = true
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@ -467,6 +473,16 @@ function SCORING:SetMessagesHit( OnOff )
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return self
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end
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--- Configure to increment score after a target has been hit.
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-- @param #SCORING self
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-- @param #number score amount of point to inclement score on each hit
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-- @return #SCORING
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function SCORING:SetScoreIncrementOnHit( score )
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self.ScoreIncrementOnHit = score
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return self
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end
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--- If to send messages after a target has been hit.
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-- @param #SCORING self
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-- @return #boolean
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@ -885,6 +901,7 @@ function SCORING:OnEventBirth( Event )
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Event.IniUnit.BirthTime = timer.getTime()
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if PlayerName then
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self:_AddPlayerFromUnit( Event.IniUnit )
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self.Players[PlayerName].PlayerKills = 0
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self:SetScoringMenu( Event.IniGroup )
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end
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end
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@ -1015,7 +1032,7 @@ function SCORING:_EventOnHit( Event )
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PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
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-- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
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if PlayerHit.UNIT.ThreatType == nil then
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PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
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PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
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-- if this fails for some reason, set a good default value
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if PlayerHit.ThreatType == nil then
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PlayerHit.ThreatLevel = 1
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@ -1025,7 +1042,7 @@ function SCORING:_EventOnHit( Event )
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PlayerHit.ThreatLevel = PlayerHit.UNIT.ThreatLevel
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PlayerHit.ThreatType = PlayerHit.UNIT.ThreatType
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end
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-- Only grant hit scores if there was more than one second between the last hit.
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if timer.getTime() - PlayerHit.TimeStamp > 1 then
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PlayerHit.TimeStamp = timer.getTime()
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@ -1060,10 +1077,8 @@ function SCORING:_EventOnHit( Event )
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end
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self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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else
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-- Hitting a target multiple times before destoying it should not result in a higger score
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-- Multiple hits is typically a results of bombs/missles missing their target but still inflict some spash damage
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-- Player.Score = Player.Score + 1
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-- PlayerHit.Score = PlayerHit.Score + 1
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Player.Score = Player.Score + self.ScoreIncrementOnHit
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PlayerHit.Score = PlayerHit.Score + self.ScoreIncrementOnHit
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PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
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if TargetPlayerName ~= nil then -- It is a player hitting another player ...
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
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@ -1128,7 +1143,7 @@ function SCORING:_EventOnHit( Event )
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PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
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-- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
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if PlayerHit.UNIT.ThreatType == nil then
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PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
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PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
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-- if this fails for some reason, set a good default value
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if PlayerHit.ThreatType == nil then
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PlayerHit.ThreatLevel = 1
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@ -1163,10 +1178,8 @@ function SCORING:_EventOnHit( Event )
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:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
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self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
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else
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-- Hitting a target multiple times before destoying it should not result in a higger score
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-- Multiple hits is typically a results of bombs/missles missing their target but still inflict some spash damage
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-- Player.Score = Player.Score + 1
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-- PlayerHit.Score = PlayerHit.Score + 1
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Player.Score = Player.Score + self.ScoreIncrementOnHit
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PlayerHit.Score = PlayerHit.Score + self.ScoreIncrementOnHit
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PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
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"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
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@ -1274,13 +1287,18 @@ function SCORING:_EventOnDeadOrCrash( Event )
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TargetDestroy.Penalty = TargetDestroy.Penalty + ThreatPenalty
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TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1
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self:OnKillPvP(Player, TargetPlayerName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
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if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
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self:OnKillPvP(Player, TargetPlayerName, true)
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
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"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
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MESSAGE.Type.Information )
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:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
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else
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self:OnKillPvE(Player, TargetUnitName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
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"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
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MESSAGE.Type.Information )
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@ -1303,12 +1321,19 @@ function SCORING:_EventOnDeadOrCrash( Event )
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TargetDestroy.Score = TargetDestroy.Score + ThreatScore
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TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1
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if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
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if Player.PlayerKills ~= nil then
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Player.PlayerKills = Player.PlayerKills + 1
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else
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Player.PlayerKills = 1
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end
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self:OnKillPvP(Player, TargetPlayerName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
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"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
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MESSAGE.Type.Information )
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:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
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:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
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else
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self:OnKillPvE(Player, TargetUnitName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
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MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
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"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
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MESSAGE.Type.Information )
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@ -1907,3 +1932,26 @@ function SCORING:SwitchAutoSave(OnOff)
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self.AutoSave = OnOff
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return self
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end
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--- Handles the event when one player kill another player
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-- @param #SCORING self
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-- @param #PLAYER Player the ataching player
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-- @param #string TargetPlayerName the name of the killed player
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-- @param #bool IsTeamKill true if this kill was a team kill
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-- @param #number TargetThreatLevel Thread level of the target
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-- @param #number PlayerThreatLevelThread level of the player
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-- @param #number Score The score based on both threat levels
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function SCORING:OnKillPvP(Player, TargetPlayerName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
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end
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--- Handles the event when one player kill another player
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-- @param #SCORING self
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-- @param #PLAYER Player the ataching player
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-- @param #string TargetUnitName the name of the killed unit
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-- @param #bool IsTeamKill true if this kill was a team kill
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-- @param #number TargetThreatLevel Thread level of the target
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-- @param #number PlayerThreatLevelThread level of the player
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-- @param #number Score The score based on both threat levels
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function SCORING:OnKillPvE(Player, TargetUnitName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
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end
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@ -1553,9 +1553,10 @@ function ATIS:SetSRS(PathToSRS, Gender, Culture, Voice, Port, GoogleKey)
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self.msrs:SetLabel("ATIS")
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if GoogleKey then
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self.msrs:SetProviderOptionsGoogle(GoogleKey,GoogleKey)
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self.msrs:SetProvider(MSRS.Provider.GOOGLE)
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end
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-- Pre-configured Google?
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if self.msrs:GetProvider() == MSRS.Provider.GOOGLE then
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if (not GoogleKey) and self.msrs:GetProvider() == MSRS.Provider.GOOGLE then
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voice = Voice or MSRS.poptions.gcloud.voice
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end
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self.msrs:SetVoice(voice)
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@ -1571,6 +1572,20 @@ function ATIS:SetSRS(PathToSRS, Gender, Culture, Voice, Port, GoogleKey)
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return self
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end
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--- Set an alternative provider to the one set in your MSRS configuration file.
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-- @param #ATIS self
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-- @param #string Provider The provider to use. Known providers are: `MSRS.Provider.WINDOWS` and `MSRS.Provider.GOOGLE`
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-- @return #ATIS self
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function ATIS:SetSRSProvider(Provider)
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self:T(self.lid.."SetSRSProvider")
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if self.msrs then
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self.msrs:SetProvider(Provider)
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else
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MESSAGE:New(self.lid.."Set up SRS first before trying to change the provider!",30,"ATIS"):ToAll():ToLog()
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end
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return self
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end
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--- Set the time interval between radio queue updates.
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-- @param #ATIS self
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-- @param #number TimeInterval Interval in seconds. Default 5 sec.
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@ -183,8 +183,10 @@ end
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-- @param #number Port SRS port. Default 5002.
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-- @return #RADIOQUEUE self The RADIOQUEUE object.
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function RADIOQUEUE:SetSRS(PathToSRS, Port)
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self.msrs=MSRS:New(PathToSRS, self.frequency/1000000, self.modulation)
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self.msrs:SetPort(Port)
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local path = PathToSRS or MSRS.path
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local port = Port or MSRS.port
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self.msrs=MSRS:New(path, self.frequency/1000000, self.modulation)
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self.msrs:SetPort(port)
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return self
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end
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@ -272,6 +272,13 @@ MSRS.Voices = {
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["Zira"] = "Microsoft Zira Desktop", -- en-US
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["Hortense"] = "Microsoft Hortense Desktop", --fr-FR
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},
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MicrosoftGRPC = {
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["Hedda"] = "Hedda", -- de-DE
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["Hazel"] = "Hazel", -- en-GB
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["David"] = "David", -- en-US
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["Zira"] = "Zira", -- en-US
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["Hortense"] = "Hortense", --fr-FR
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},
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Google = {
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Standard = {
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["en_AU_Standard_A"] = 'en-AU-Standard-A', -- [1] FEMALE
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@ -918,12 +925,16 @@ end
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-- @param #string Provider
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-- @return #MSRS self
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function MSRS:SetProvider(Provider)
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self:F( {Provider=Provider} )
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self.provider = Provider or MSRS.Provider.WINDOWS
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return self
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BASE:F( {Provider=Provider} )
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if self then
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self.provider = Provider or MSRS.Provider.WINDOWS
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return self
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else
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MSRS.provider = Provider or MSRS.Provider.WINDOWS
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end
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return
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end
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--- Get provider.
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-- @param #MSRS self
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-- @return #MSRS self
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@ -940,7 +951,7 @@ end
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-- @param #string Region Region to use.
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-- @return #MSRS.ProviderOptions Provider optionas table.
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function MSRS:SetProviderOptions(Provider, CredentialsFile, AccessKey, SecretKey, Region)
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self:F( {Provider, CredentialsFile, AccessKey, SecretKey, Region} )
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BASE:F( {Provider, CredentialsFile, AccessKey, SecretKey, Region} )
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local option=MSRS._CreateProviderOptions(Provider, CredentialsFile, AccessKey, SecretKey, Region)
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if self then
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@ -1606,7 +1617,7 @@ end
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--
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-- -- Moose MSRS default Config
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-- MSRS_Config = {
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-- Path = C:\\Program Files\\DCS-SimpleRadio-Standalone, -- Path to SRS install directory.
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-- Path = "C:\\Program Files\\DCS-SimpleRadio-Standalone", -- Path to SRS install directory.
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-- Port = 5002, -- Port of SRS server. Default 5002.
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-- Backend = "srsexe", -- Interface to SRS: "srsexe" or "grpc".
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-- Frequency = {127, 243}, -- Default frequences. Must be a table 1..n entries!
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@ -1618,8 +1629,7 @@ end
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-- Gender = "male",
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-- Voice = "Microsoft Hazel Desktop", -- Voice that is used if no explicit provider voice is specified.
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-- Label = "MSRS",
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-- Provider = "win", --Provider for generating TTS (win, gcloud, azure, aws).
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--
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-- Provider = "win", --Provider for generating TTS (win, gcloud, azure, aws).
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-- -- Windows
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-- win = {
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-- voice = "Microsoft Hazel Desktop",
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@ -1645,7 +1655,7 @@ end
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-- },
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-- }
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--
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-- 3) The config file is automatically loaded when Moose starts. YOu can also load the config into the MSRS raw class manually before you do anything else:
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-- 3) The config file is automatically loaded when Moose starts. You can also load the config into the MSRS raw class manually before you do anything else:
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--
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-- MSRS.LoadConfigFile() -- Note the "." here
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--
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@ -1661,8 +1671,7 @@ end
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-- 4) Use the config in your code like so, variable names are basically the same as in the config file, but all lower case, examples:
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--
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-- -- Needed once only
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-- MESSAGE.SetMSRS(MSRS.path,nil,MSRS.google,243,radio.modulation.AM,nil,nil,
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-- MSRS.Voices.Google.Standard.de_DE_Standard_B,coalition.side.BLUE)
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-- MESSAGE.SetMSRS(MSRS.path,MSRS.port,nil,127,rado.modulation.FM,nil,nil,nil,nil,nil,"TALK")
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--
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-- -- later on in your code
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||||
--
|
||||
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||||
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