Merge branch 'master' into FC/Group_Respawning

This commit is contained in:
FlightControl_Master 2018-03-01 20:41:59 +01:00
commit 760bdd2016
2 changed files with 179 additions and 55 deletions

View File

@ -861,13 +861,29 @@ end
function ZONE_RADIUS:GetRandomPointVec2( inner, outer )
self:F( self.ZoneName, inner, outer )
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() )
local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2( inner, outer ) )
self:T3( { PointVec2 } )
return PointVec2
end
--- Returns Returns a random Vec3 location within the zone.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
-- @return Dcs.DCSTypes#Vec3 The random location within the zone.
function ZONE_RADIUS:GetRandomVec3( inner, outer )
self:F( self.ZoneName, inner, outer )
local Vec2 = self:GetRandomVec2( inner, outer )
self:T3( { x = Vec2.x, y = self.y, z = Vec2.y } )
return { x = Vec2.x, y = self.y, z = Vec2.y }
end
--- Returns a @{Point#POINT_VEC3} object reflecting a random 3D location within the zone.
-- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
@ -876,7 +892,7 @@ end
function ZONE_RADIUS:GetRandomPointVec3( inner, outer )
self:F( self.ZoneName, inner, outer )
local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2() )
local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2( inner, outer ) )
self:T3( { PointVec3 } )

View File

@ -917,59 +917,7 @@ function GROUP:GetMaxHeight()
end
-- SPAWNING
--- Respawn the @{GROUP} using a (tweaked) template of the Group.
-- The template must be retrieved with the @{Group#GROUP.GetTemplate}() function.
-- The template contains all the definitions as declared within the mission file.
-- To understand templates, do the following:
--
-- * unpack your .miz file into a directory using 7-zip.
-- * browse in the directory created to the file **mission**.
-- * open the file and search for the country group definitions.
--
-- Your group template will contain the fields as described within the mission file.
--
-- This function will:
--
-- * Get the current position and heading of the group.
-- * When the group is alive, it will tweak the template x, y and heading coordinates of the group and the embedded units to the current units positions.
-- * Then it will destroy the current alive group.
-- * And it will respawn the group using your new template definition.
-- @param Wrapper.Group#GROUP self
-- @param #table Template The template of the Group retrieved with GROUP:GetTemplate()
function GROUP:Respawn( Template )
if self:IsAlive() then
local Vec3 = self:GetVec3()
Template.x = Vec3.x
Template.y = Vec3.z
--Template.x = nil
--Template.y = nil
self:E( #Template.units )
for UnitID, UnitData in pairs( self:GetUnits() ) do
local GroupUnit = UnitData -- Wrapper.Unit#UNIT
self:E( GroupUnit:GetName() )
if GroupUnit:IsAlive() then
local GroupUnitVec3 = GroupUnit:GetVec3()
local GroupUnitHeading = GroupUnit:GetHeading()
Template.units[UnitID].alt = GroupUnitVec3.y
Template.units[UnitID].x = GroupUnitVec3.x
Template.units[UnitID].y = GroupUnitVec3.z
Template.units[UnitID].heading = GroupUnitHeading
self:E( { UnitID, Template.units[UnitID], Template.units[UnitID] } )
end
end
end
self:Destroy()
_DATABASE:Spawn( Template )
self:ResetEvents()
end
-- RESPAWNING
--- Returns the group template from the @{DATABASE} (_DATABASE object).
-- @param #GROUP self
@ -1017,6 +965,166 @@ function GROUP:SetTemplateCoalition( Template, CoalitionID )
end
--- Set the heading for the units in degrees within the respawned group.
-- @param #GROUP self
-- @param #number Heading The heading in meters.
-- @return #GROUP self
function GROUP:InitHeading( Heading )
self.InitRespawnHeading = Heading
return self
end
--- Set the height for the units in meters for the respawned group. (This is applicable for air units).
-- @param #GROUP self
-- @param #number Height The height in meters.
-- @return #GROUP self
function GROUP:InitHeight( Height )
self.InitRespawnHeight = Height
return self
end
--- Set the respawn @{Zone} for the respawned group.
-- @param #GROUP self
-- @param Core.Zone#ZONE Zone The zone in meters.
-- @return #GROUP self
function GROUP:InitZone( Zone )
self.InitRespawnZone = Zone
return self
end
--- Randomize the positions of the units of the respawned group within the @{Zone}.
-- When a Respawn happens, the units of the group will be placed at random positions within the Zone (selected).
-- @param #GROUP self
-- @param #boolean PositionZone true will randomize the positions within the Zone.
-- @return #GROUP self
function GROUP:InitRandomizePositionZone( PositionZone )
self.InitRespawnRandomizePositionZone = PositionZone
self.InitRespawnRandomizePositionInner = nil
self.InitRespawnRandomizePositionOuter = nil
return self
end
--- Randomize the positions of the units of the respawned group in a circle band.
-- When a Respawn happens, the units of the group will be positioned at random places within the Outer and Inner radius.
-- Thus, a band is created around the respawn location where the units will be placed at random positions.
-- @param #GROUP self
-- @param #boolean OuterRadius Outer band in meters from the center.
-- @param #boolean InnerRadius Inner band in meters from the center.
-- @return #GROUP self
function GROUP:InitRandomizePositionRadius( OuterRadius, InnerRadius )
self.InitRespawnRandomizePositionZone = nil
self.InitRespawnRandomizePositionOuter = OuterRadius
self.InitRespawnRandomizePositionInner = InnerRadius
return self
end
--- Respawn the @{Group} at a @{Point}.
-- The method will setup the new group template according the Init(Respawn) settings provided for the group.
-- These settings can be provided by calling the relevant Init...() methods of the Group.
--
-- - @{#GROUP.InitHeading}: Set the heading for the units in degrees within the respawned group.
-- - @{#GROUP.InitHeight}: Set the height for the units in meters for the respawned group. (This is applicable for air units).
-- - @{#GROUP.InitRandomizeHeading}: Randomize the headings for the units within the respawned group.
-- - @{#GROUP.InitZone}: Set the respawn @{Zone} for the respawned group.
-- - @{#GROUP.InitRandomizeZones}: Randomize the respawn @{Zone} between one of the @{Zone}s given for the respawned group.
-- - @{#GROUP.InitRandomizePositionZone}: Randomize the positions of the units of the respawned group within the @{Zone}.
-- - @{#GROUP.InitRandomizePositionRadius}: Randomize the positions of the units of the respawned group in a circle band.
-- - @{#GROUP.InitRandomizeTemplates}: Randomize the Template for the respawned group.
--
--
-- Notes:
--
-- - When InitZone or InitRandomizeZones is not used, the position of the respawned group will be its current position.
-- - The current alive group will always be destroyed and respawned using the template definition.
--
-- @param Wrapper.Group#GROUP self
-- @param #table Template (optional) The template of the Group retrieved with GROUP:GetTemplate(). If the template is not provided, the template will be retrieved of the group itself.
function GROUP:Respawn( Template, Reset )
if not Template then
Template = self:GetTemplate()
end
if self:IsAlive() then
local Zone = self.InitRespawnZone -- Core.Zone#ZONE
local Vec3 = Zone and Zone:GetVec3() or self:GetVec3()
local From = { x = Template.x, y = Template.y }
Template.x = Vec3.x
Template.y = Vec3.z
--Template.x = nil
--Template.y = nil
self:E( #Template.units )
if Reset == true then
for UnitID, UnitData in pairs( self:GetUnits() ) do
local GroupUnit = UnitData -- Wrapper.Unit#UNIT
self:E( GroupUnit:GetName() )
if GroupUnit:IsAlive() then
self:E( "Alive" )
local GroupUnitVec3 = GroupUnit:GetVec3()
if Zone then
if self.InitRespawnRandomizePositionZone then
GroupUnitVec3 = Zone:GetRandomVec3()
else
if self.InitRespawnRandomizePositionInner and self.InitRespawnRandomizePositionOuter then
GroupUnitVec3 = POINT_VEC3:NewFromVec2( From ):GetRandomPointVec3InRadius( self.InitRespawnRandomizePositionsOuter, self.InitRespawnRandomizePositionsInner )
else
GroupUnitVec3 = Zone:GetVec3()
end
end
end
Template.units[UnitID].alt = self.InitRespawnHeight and self.InitRespawnHeight or GroupUnitVec3.y
Template.units[UnitID].x = ( Template.units[UnitID].x - From.x ) + GroupUnitVec3.x -- Keep the original x position of the template and translate to the new position.
Template.units[UnitID].y = ( Template.units[UnitID].y - From.y ) + GroupUnitVec3.z -- Keep the original z position of the template and translate to the new position.
Template.units[UnitID].heading = self.InitRespawnHeading and self.InitRespawnHeading or GroupUnit:GetHeading()
self:E( { UnitID, Template.units[UnitID], Template.units[UnitID] } )
end
end
else
for UnitID, TemplateUnitData in pairs( Template.units ) do
self:E( "Reset" )
local GroupUnitVec3 = { x = TemplateUnitData.x, y = TemplateUnitData.alt, z = TemplateUnitData.z }
if Zone then
if self.InitRespawnRandomizePositionZone then
GroupUnitVec3 = Zone:GetRandomVec3()
else
if self.InitRespawnRandomizePositionInner and self.InitRespawnRandomizePositionOuter then
GroupUnitVec3 = POINT_VEC3:NewFromVec2( From ):GetRandomPointVec3InRadius( self.InitRespawnRandomizePositionsOuter, self.InitRespawnRandomizePositionsInner )
else
GroupUnitVec3 = Zone:GetVec3()
end
end
end
Template.units[UnitID].alt = self.InitRespawnHeight and self.InitRespawnHeight or GroupUnitVec3.y
Template.units[UnitID].x = ( Template.units[UnitID].x - From.x ) + GroupUnitVec3.x -- Keep the original x position of the template and translate to the new position.
Template.units[UnitID].y = ( Template.units[UnitID].y - From.y ) + GroupUnitVec3.z -- Keep the original z position of the template and translate to the new position.
Template.units[UnitID].heading = self.InitRespawnHeading and self.InitRespawnHeading or TemplateUnitData.heading
self:E( { UnitID, Template.units[UnitID], Template.units[UnitID] } )
end
end
end
self:Destroy()
_DATABASE:Spawn( Template )
self:ResetEvents()
end
--- Return the mission template of the group.