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https://github.com/FlightControl-Master/MOOSE.git
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OPSTRANSPORT
- Improved pre-defined paths for pickup and transport
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@@ -1201,8 +1201,9 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
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end
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local function _checkSurface(point)
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local stype=land.getSurfaceType(point)
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for _,sf in pairs(surfacetypes) do
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if sf==land.getSurfaceType(point) then
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if sf==stype then
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return true
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end
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end
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@@ -1212,10 +1213,15 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
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local point=_getpoint()
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if surfacetypes then
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local N=1 ; local Nmax=1000
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while _checkSurface(point)==false and N<=Nmax do
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point=_getpoint()
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N=N+1
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local N=1 ; local Nmax=1000 ; local gotit=false
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while gotit==false and N<=Nmax do
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gotit=_checkSurface(point)
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if gotit then
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env.info(string.format("Got random coordinate with surface type %d after N=%d/%d iterations", land.getSurfaceType(point), N, Nmax))
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else
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point=_getpoint()
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N=N+1
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end
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end
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end
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@@ -2195,6 +2201,9 @@ end
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do -- ZONE_AIRBASE
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--- @type ZONE_AIRBASE
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-- @field #boolean isShip If `true`, airbase is a ship.
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-- @field #boolean isHelipad If `true`, airbase is a helipad.
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-- @field #boolean isAirdrome If `true`, airbase is an airdrome.
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-- @extends #ZONE_RADIUS
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@@ -2251,9 +2260,9 @@ do -- ZONE_AIRBASE
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return self._.ZoneAirbase
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end
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--- Returns the current location of the @{Wrapper.Group}.
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--- Returns the current location of the AIRBASE.
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-- @param #ZONE_AIRBASE self
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-- @return DCS#Vec2 The location of the zone based on the @{Wrapper.Group} location.
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-- @return DCS#Vec2 The location of the zone based on the AIRBASE location.
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function ZONE_AIRBASE:GetVec2()
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self:F( self.ZoneName )
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@@ -2271,24 +2280,6 @@ do -- ZONE_AIRBASE
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return ZoneVec2
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end
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--- Returns a random location within the zone of the @{Wrapper.Group}.
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-- @param #ZONE_AIRBASE self
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-- @return DCS#Vec2 The random location of the zone based on the @{Wrapper.Group} location.
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function ZONE_AIRBASE:GetRandomVec2()
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self:F( self.ZoneName )
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local Point = {}
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local Vec2 = self._.ZoneAirbase:GetVec2()
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local angle = math.random() * math.pi*2;
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Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius();
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Point.y = Vec2.y + math.sin( angle ) * math.random() * self:GetRadius();
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self:T( { Point } )
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return Point
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end
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--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
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-- @param #ZONE_AIRBASE self
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-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
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