mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
SPAWNSTATIC class reworked
**SPAWNSTATIC** - Added option to link statics to units, e.g. carriers. - Fixed SpawnFromType function. - Added :InitXYZ functions to set parameters. - Removed ReSpawn functions. Pointless here. Use Respawn of STATIC class instead. - Updated docs. **COORDINATE** - Added optional parameter to IsDay() and IsNight() functions to check on specific time. **STATIC** - Fixed Respawn functions so that statics do not appear on top of each other. **UTILS** - Added optional parameter to GetMissionDay and GetMissionDayOfYear functions. **AIRBOSS** - Adjusted recovery turn time interval back to 5 min in :SetRecoveryTurnTime() function.
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@ -433,7 +433,7 @@ do -- Event Handling
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-- reflecting the order of the classes subscribed to the Event to be processed.
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-- @param #BASE self
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-- @param #number EventPriority The @{Event} processing Priority.
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-- @return self
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-- @return #BASE self
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function BASE:SetEventPriority( EventPriority )
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self._.EventPriority = EventPriority
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end
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@ -1995,6 +1995,27 @@ do -- COORDINATE
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end
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--- Get sun rise time for a specific day of the year at the coordinate.
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-- @param #COORDINATE self
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-- @param #number DayOfYear The day of the year.
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-- @param #boolean InSeconds If true, return the sun rise time in seconds.
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-- @return #string Sunrise time, e.g. "05:41".
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function COORDINATE:GetSunriseAtDayOfYear(DayOfYear, InSeconds)
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local Latitude, Longitude=self:GetLLDDM()
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local Tdiff=UTILS.GMTToLocalTimeDifference()
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local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff)
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if InSeconds then
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return sunrise
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else
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return UTILS.SecondsToClock(sunrise, true)
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end
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end
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--- Get todays sun rise time.
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-- @param #COORDINATE self
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-- @param #boolean InSeconds If true, return the sun rise time in seconds.
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@ -2072,33 +2093,64 @@ do -- COORDINATE
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end
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--- Check if it is day, i.e. if the sun has risen about the horizon at this coordinate.
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-- @param #COORDINATE self
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-- @param #COORDINATE self
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-- @param #string Clock (Optional) Time in format "HH:MM:SS+D", e.g. "05:40:00+3" to check if is day at 5:40 at third day after mission start. Default is to check right now.
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-- @return #boolean If true, it is day. If false, it is night time.
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function COORDINATE:IsDay()
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function COORDINATE:IsDay(Clock)
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-- Todays sun rise in sec.
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local sunrise=self:GetSunrise(true)
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if Clock then
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local Time=UTILS.ClockToSeconds(Clock)
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local clock=UTILS.Split(Clock, "+")[1]
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-- Tomorrows day of the year.
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local DayOfYear=UTILS.GetMissionDayOfYear(Time)
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local Latitude, Longitude=self:GetLLDDM()
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local Tdiff=UTILS.GMTToLocalTimeDifference()
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-- Todays sun set in sec.
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local sunset=self:GetSunset(true)
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local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff)
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local sunset=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tdiff)
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local time=UTILS.ClockToSeconds(clock)
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-- Check if time is between sunrise and sunset.
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if time>sunrise and time<=sunset then
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return true
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else
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return false
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end
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-- Seconds passed since midnight.
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local time=UTILS.SecondsOfToday()
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-- Check if time is between sunrise and sunset.
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if time>sunrise and time<=sunset then
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return true
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else
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return false
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-- Todays sun rise in sec.
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local sunrise=self:GetSunrise(true)
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-- Todays sun set in sec.
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local sunset=self:GetSunset(true)
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-- Seconds passed since midnight.
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local time=UTILS.SecondsOfToday()
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-- Check if time is between sunrise and sunset.
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if time>sunrise and time<=sunset then
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return true
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else
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return false
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end
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end
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end
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--- Check if it is night, i.e. if the sun has set below the horizon at this coordinate.
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-- @param #COORDINATE self
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-- @param #string Clock (Optional) Time in format "HH:MM:SS+D", e.g. "05:40:00+3" to check if is night at 5:40 at third day after mission start. Default is to check right now.
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-- @return #boolean If true, it is night. If false, it is day time.
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function COORDINATE:IsNight()
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return not self:IsDay()
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function COORDINATE:IsNight(Clock)
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return not self:IsDay(Clock)
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end
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--- Get sun set time for a specific date at the coordinate.
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@ -1,104 +1,152 @@
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--- **Core** - Spawn new statics in your running missions.
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--- **Core** - Spawn statics.
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--
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-- ===
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--
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-- ## Features:
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--
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-- * Spawn new statics from a static already defined using the mission editor.
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-- * Spawn new statics from a static already defined in the mission editor.
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-- * Spawn new statics from a given template.
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-- * Spawn new statics from a given type.
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-- * Spawn with a custom heading and location.
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-- * Spawn within a zone.
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-- * Spawn statics linked to units, .e.g on aircraft carriers.
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--
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-- ===
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--
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-- # Demo Missions
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--
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-- ### [SPAWNSTATIC Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SPS - Spawning Statics)
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--
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-- ### [SPAWNSTATIC Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPS%20-%20Spawning%20Statics)
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-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPS%20-%20Spawning%20Statics)
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--
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-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
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--
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-- ===
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--
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-- # YouTube Channel
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--
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-- ### [SPAWNSTATIC YouTube Channel]()
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-- ## [SPAWNSTATIC YouTube Channel]() [No videos yet!]
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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-- ### Contributions:
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-- ### Contributions: **funkyfranky**
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--
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-- ===
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--
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-- @module Core.SpawnStatic
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-- @image Core_Spawnstatic.JPG
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--- @type SPAWNSTATIC
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-- @field #string SpawnTemplatePrefix Name of the template group.
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-- @field #number CountryID Country ID.
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-- @field #number CoalitionID Coalition ID.
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-- @field #number CategoryID Category ID.
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-- @field #number SpawnIndex Running number increased with each new Spawn.
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-- @field Wrapper.Unit#UNIT InitLinkUnit The unit the static is linked to.
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-- @field #number InitOffsetX Link offset X coordinate.
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-- @field #number InitOffsetY Link offset Y coordinate.
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-- @field #number InitOffsetAngle Link offset angle in degrees.
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-- @field #number InitStaticHeading Heading of the static.
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-- @field #string InitStaticLivery Livery for aircraft.
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-- @field #string InitStaticShape Shape of teh static.
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-- @field #string InitStaticType Type of the static.
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-- @field #string InitStaticCategory Categrory of the static.
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-- @field #string InitStaticName Name of the static.
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-- @field Core.Point#COORDINATE InitStaticCoordinate Coordinate where to spawn the static.
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-- @field #boolean InitDead Set static to be dead if true.
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-- @extends Core.Base#BASE
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--- Allows to spawn dynamically new @{Static}s.
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-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME),
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-- SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy"
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-- these properties to create a new static object and place it at the desired coordinate.
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--- Allows to spawn dynamically new @{Static}s into your mission.
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--
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-- New spawned @{Static}s get **the same name** as the name of the template Static,
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-- or gets the given name when a new name is provided at the Spawn method.
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-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc),
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-- and "copy" these properties to create a new static object and place it at the desired coordinate.
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--
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-- New spawned @{Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
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-- By default, spawned @{Static}s will follow a naming convention at run-time:
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--
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-- * Spawned @{Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**,
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-- and _nnn_ is a **counter from 0 to 99999**.
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-- * Spawned @{Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, and _nnn_ is a **counter from 0 to 99999**.
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--
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--
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-- ## SPAWNSTATIC construction methods
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-- # SPAWNSTATIC Constructors
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--
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-- Create a new SPAWNSTATIC object with the @{#SPAWNSTATIC.NewFromStatic}():
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-- Firstly, we need to create a SPAWNSTATIC object that will be used to spawn new statics into the mission. There are three ways to do this.
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--
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-- * @{#SPAWNSTATIC.NewFromStatic}(): Creates a new SPAWNSTATIC object given a name that is used as the base of the naming of each spawned Static.
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-- ## Use another Static
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--
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-- A new SPAWNSTATIC object can be created using another static by the @{#SPAWNSTATIC.NewFromStatic}() function. All parameters such as position, heading, country will be initialized
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-- from the static.
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--
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-- ## From a Template
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--
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-- A SPAWNSTATIC object can also be created from a template table using the @{#SPAWNSTATIC.NewFromTemplate}(SpawnTemplate, CountryID) function. All parameters are taken from the template.
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--
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-- ## From a Type
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--
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-- A very basic method is to create a SPAWNSTATIC object by just giving the type of the static. All parameters must be initialized from the InitXYZ functions described below. Otherwise default values
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-- are used. For example, if no spawn coordinate is given, the static will be created at the origin of the map.
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--
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-- # Setting Parameters
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--
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-- Parameters such as the spawn position, heading, country etc. can be set via :Init*XYZ* functions. Note that these functions must be given before the actual spawn command!
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--
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-- * @{#SPAWNSTATIC.InitCoordinate}(Coordinate) Sets the coordinate where the static is spawned. Statics are always spawnd on the ground.
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-- * @{#SPAWNSTATIC.InitHeading}(Heading) sets the orientation of the static.
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-- * @{#SPAWNSTATIC.InitLivery}(LiveryName) sets the livery of the static. Not all statics support this.
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-- * @{#SPAWNSTATIC.InitType}(StaticType) sets the type of the static.
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-- * @{#SPAWNSTATIC.InitShape}(StaticType) sets the shape of the static. Not all statics have this parameter.
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-- * @{#SPAWNSTATIC.InitNamePrefix}(NamePrefix) sets the name prefix of the spawned statics.
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-- * @{#SPAWNSTATIC.InitCountry}(CountryID) sets the country and therefore the coalition of the spawned statics.
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-- * @{#SPAWNSTATIC.InitLinkToUnit}(Unit, OffsetX, OffsetY, OffsetAngle) links the static to a unit, e.g. to an aircraft carrier.
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--
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-- ## **Spawn** methods
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-- # Spawning the Statics
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--
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-- Groups can be spawned at different times and methods:
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-- Once the SPAWNSTATIC object is created and parameters are initialized, the spawn command can be given. There are different methods where some can be used to directly set parameters
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-- such as position and heading.
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--
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-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(): Spawn a new group from a POINT_VEC2 coordinate.
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-- (The group will be spawned at land height ).
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-- * @{#SPAWNSTATIC.SpawnFromZone}(): Spawn a new group in a @{Zone}.
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-- * @{#SPAWNSTATIC.Spawn}(Heading, NewName) spawns the static with the set parameters. Optionally, heading and name can be given. The name **must be unique**!
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-- * @{#SPAWNSTATIC.SpawnFromCoordinate}(Coordinate, Heading, NewName) spawn the static at the given coordinate. Optionally, heading and name can be given. The name **must be unique**!
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-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a POINT_VEC2 coordinate. Optionally, heading and name can be given. The name **must be unique**!
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-- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Zone}. Optionally, heading and name can be given. The name **must be unique**!
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--
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-- @field #SPAWNSTATIC SPAWNSTATIC
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--
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SPAWNSTATIC = {
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ClassName = "SPAWNSTATIC",
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ClassName = "SPAWNSTATIC",
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SpawnIndex = 0,
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}
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--- Static template table data.
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-- @type SPAWNSTATIC.TemplateData
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-- @field #string name Name of the static.
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-- @field #string type Type of the static.
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-- @field #string category Category of the static.
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-- @field #number x X-coordinate of the static.
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-- @field #number y Y-coordinate of teh static.
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-- @field #number heading Heading in rad.
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-- @field #boolean dead Static is dead if true.
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-- @field #string livery_id Livery name.
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-- @field #number unitId Unit ID.
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-- @field #number groupId Group ID.
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-- @field #table offsets Offset parameters when linked to a unit.
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--- @type SPAWNSTATIC.SpawnZoneTable
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-- @list <Core.Zone#ZONE_BASE> SpawnZone
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--- Creates the main object to spawn a @{Static} defined in the ME.
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--- Creates the main object to spawn a @{Static} defined in the mission editor (ME).
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-- @param #SPAWNSTATIC self
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-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template. Each new group will have the name starting with SpawnTemplatePrefix.
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-- @param DCS#country.id SpawnCountryID The ID of the country.
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-- @param DCS#coalition.side SpawnCoalitionID The ID of the coalition.
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-- @return #SPAWNSTATIC
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function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, SpawnCountryID, SpawnCoalitionID )
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-- @param #string SpawnTemplateName Name of the static object in the ME. Each new static will have the name starting with this prefix.
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-- @param DCS#country.id SpawnCountryID (Optional) The ID of the country.
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-- @return #SPAWNSTATIC self
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function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
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local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
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self:F( { SpawnTemplatePrefix } )
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local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( SpawnTemplatePrefix )
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local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
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if TemplateStatic then
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self.SpawnTemplatePrefix = SpawnTemplatePrefix
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self.CountryID = SpawnCountryID or CountryID
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self.CategoryID = CategoryID
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self.CoalitionID = SpawnCoalitionID or CoalitionID
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self.SpawnIndex = 0
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self.SpawnTemplatePrefix = SpawnTemplateName
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self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
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self.CountryID = SpawnCountryID or CountryID
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self.CategoryID = CategoryID
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self.CoalitionID = CoalitionID
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self.SpawnIndex = 0
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else
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error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
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error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
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end
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self:SetEventPriority( 5 )
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@ -106,206 +154,260 @@ function SPAWNSTATIC:NewFromStatic( SpawnTemplatePrefix, SpawnCountryID, SpawnCo
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return self
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end
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--- Creates the main object to spawn a @{Static} based on a type name.
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--- Creates the main object to spawn a @{Static} given a template table.
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-- @param #SPAWNSTATIC self
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-- @param #string SpawnTypeName is the name of the type.
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-- @return #SPAWNSTATIC
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function SPAWNSTATIC:NewFromType( SpawnTypeName, SpawnShapeName, SpawnCategory, SpawnCountryID, SpawnCoalitionID )
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local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
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self:F( { SpawnTypeName } )
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self.SpawnTypeName = SpawnTypeName
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self.CountryID = SpawnCountryID
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self.CoalitionID = SpawnCoalitionID
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self.SpawnIndex = 0
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-- @param #table SpawnTemplate Template used for spawning.
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-- @param DCS#country.id CountryID The ID of the country. Default `country.id.USA`.
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-- @return #SPAWNSTATIC self
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function SPAWNSTATIC:NewFromTemplate(SpawnTemplate, CountryID)
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self:SetEventPriority( 5 )
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local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
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self.TemplateStaticUnit = UTILS.DeepCopy(SpawnTemplate)
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self.SpawnTemplatePrefix = SpawnTemplate.name
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self.CountryID = CountryID or country.id.USA
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return self
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end
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--- Creates the main object to spawn a @{Static} from a given type.
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-- NOTE that you have to init many other parameters as spawn coordinate etc.
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-- @param #SPAWNSTATIC self
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-- @param #string StaticType Type of the static.
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-- @param #string StaticCategory Category of the static, e.g. "Planes".
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-- @param DCS#country.id CountryID The ID of the country. Default `country.id.USA`.
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-- @return #SPAWNSTATIC self
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function SPAWNSTATIC:NewFromType(StaticType, StaticCategory, CountryID)
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local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
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self.InitStaticType=StaticType
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self.InitStaticCategory=StaticCategory
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self.CountryID=CountryID or country.id.USA
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self.SpawnTemplatePrefix=self.InitStaticType
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self.InitStaticCoordinate=COORDINATE:New(0, 0, 0)
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self.InitStaticHeading=0
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return self
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end
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--- Creates a new @{Static} at the original position.
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--- Initialize heading of the spawned static.
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-- @param #SPAWNSTATIC self
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-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
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-- @param #string (optional) The name of the new static.
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-- @return #SPAWNSTATIC
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function SPAWNSTATIC:Spawn( Heading, NewName ) --R2.3
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self:F( { Heading, NewName } )
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local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
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if StaticTemplate then
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local StaticUnitTemplate = StaticTemplate.units[1]
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StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
|
||||
StaticTemplate.heading = ( Heading / 180 ) * math.pi
|
||||
|
||||
_DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
|
||||
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
|
||||
return _DATABASE:FindStatic(Static:getName())
|
||||
end
|
||||
|
||||
return nil
|
||||
-- @param Core.Point#COORDINATE Coordinate Position where the static is spawned.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitCoordinate(Coordinate)
|
||||
self.InitStaticCoordinate=Coordinate
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize heading of the spawned static.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #number Heading The heading in degrees.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitHeading(Heading)
|
||||
self.InitStaticHeading=Heading
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize livery of the spawned static.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string LiveryName Name of the livery to use.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitLivery(LiveryName)
|
||||
self.InitStaticLivery=LiveryName
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize type of the spawned static.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string StaticType Type of the static, e.g. "FA-18C_hornet".
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitType(StaticType)
|
||||
self.InitStaticType=StaticType
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize shape of the spawned static. Required by some but not all statics.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string StaticShape Shape of the static, e.g. "carrier_tech_USA".
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitShape(StaticShape)
|
||||
self.InitStaticShape=StaticShape
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize country of the spawned static. This determines the category.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string CountryID The country ID, e.g. country.id.USA.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitCountry(CountryID)
|
||||
self.CountryID=CountryID
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize name prefix statics get. This will be appended by "#0001", "#0002" etc.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string NamePrefix Name prefix of statics spawned. Will append #0001, etc to the name.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitNamePrefix(NamePrefix)
|
||||
self.SpawnTemplatePrefix=NamePrefix
|
||||
return self
|
||||
end
|
||||
|
||||
--- Init link to a unit.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Wrapper.Unit#UNIT Unit The unit to which the static is linked.
|
||||
-- @param #number OffsetX Offset in X.
|
||||
-- @param #number OffsetY Offset in Y.
|
||||
-- @param #number OffsetAngle Offset angle in degrees.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitLinkToUnit(Unit, OffsetX, OffsetY, OffsetAngle)
|
||||
|
||||
self.InitLinkUnit=Unit
|
||||
self.InitOffsetX=OffsetX or 0
|
||||
self.InitOffsetY=OffsetY or 0
|
||||
self.InitOffsetAngle=OffsetAngle or 0
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Spawn a new STATIC object.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #number Heading (Optional) The heading of the static, which is a number in degrees from 0 to 360. Default is the heading of the template.
|
||||
-- @param #string NewName (Optional) The name of the new static.
|
||||
-- @return Wrapper.Static#STATIC The static spawned.
|
||||
function SPAWNSTATIC:Spawn(Heading, NewName)
|
||||
|
||||
if Heading then
|
||||
self.InitStaticHeading=Heading
|
||||
end
|
||||
|
||||
if NewName then
|
||||
self.InitStaticName=NewName
|
||||
end
|
||||
|
||||
return self:_SpawnStatic(self.TemplateStaticUnit, self.CountryID)
|
||||
|
||||
end
|
||||
|
||||
--- Creates a new @{Static} from a POINT_VEC2.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
-- @param #string (optional) The name of the new static.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:SpawnFromPointVec2( PointVec2, Heading, NewName ) --R2.1
|
||||
self:F( { PointVec2, Heading, NewName } )
|
||||
|
||||
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
|
||||
|
||||
if StaticTemplate then
|
||||
|
||||
local StaticUnitTemplate = StaticTemplate.units[1]
|
||||
|
||||
StaticUnitTemplate.x = PointVec2.x
|
||||
StaticUnitTemplate.y = PointVec2.z
|
||||
|
||||
StaticTemplate.route = nil
|
||||
StaticTemplate.groupId = nil
|
||||
|
||||
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
|
||||
StaticUnitTemplate.name = StaticTemplate.name
|
||||
StaticUnitTemplate.heading = ( Heading / 180 ) * math.pi
|
||||
|
||||
_DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID)
|
||||
|
||||
self:F({StaticTemplate = StaticTemplate})
|
||||
-- @param #string NewName (Optional) The name of the new static.
|
||||
-- @return Wrapper.Static#STATIC The static spawned.
|
||||
function SPAWNSTATIC:SpawnFromPointVec2(PointVec2, Heading, NewName)
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
|
||||
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
|
||||
return _DATABASE:FindStatic(Static:getName())
|
||||
end
|
||||
local vec2={x=PointVec2:GetX(), y=PointVec2:GetY()}
|
||||
|
||||
local Coordinate=COORDINATE:NewFromVec2(vec2)
|
||||
|
||||
return nil
|
||||
return self:SpawnFromCoordinate(Coordinate, Heading, NewName)
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new @{Static} from a COORDINATE.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#COORDINATE Coordinate The 3D coordinate where to spawn the static.
|
||||
-- @param #number Heading (Optional) Heading The heading of the static, which is a number in degrees from 0 to 360. Default is 0 degrees.
|
||||
-- @param #number Heading (Optional) Heading The heading of the static in degrees. Default is 0 degrees.
|
||||
-- @param #string NewName (Optional) The name of the new static.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName) --R2.4
|
||||
self:F( { PointVec2, Heading, NewName } )
|
||||
|
||||
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
|
||||
|
||||
if StaticTemplate then
|
||||
|
||||
Heading=Heading or 0
|
||||
|
||||
local StaticUnitTemplate = StaticTemplate.units[1]
|
||||
|
||||
StaticUnitTemplate.x = Coordinate.x
|
||||
StaticUnitTemplate.y = Coordinate.z
|
||||
StaticUnitTemplate.alt = Coordinate.y
|
||||
|
||||
StaticTemplate.route = nil
|
||||
StaticTemplate.groupId = nil
|
||||
|
||||
StaticTemplate.name = NewName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex )
|
||||
StaticUnitTemplate.name = StaticTemplate.name
|
||||
StaticUnitTemplate.heading = ( Heading / 180 ) * math.pi
|
||||
|
||||
_DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID)
|
||||
|
||||
self:F({StaticTemplate = StaticTemplate})
|
||||
-- @return Wrapper.Static#STATIC The spawned STATIC object.
|
||||
function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName)
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
|
||||
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
|
||||
return _DATABASE:FindStatic(Static:getName())
|
||||
-- Set up coordinate.
|
||||
self.InitStaticCoordinate=Coordinate
|
||||
|
||||
if Heading then
|
||||
self.InitStaticHeading=Heading
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Respawns the original @{Static}.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #number delay Delay before respawn in seconds.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:ReSpawn(delay)
|
||||
|
||||
if delay and delay>0 then
|
||||
self:ScheduleOnce(delay, SPAWNSTATIC.ReSpawn, self)
|
||||
else
|
||||
|
||||
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
|
||||
|
||||
if StaticTemplate then
|
||||
|
||||
local StaticUnitTemplate = StaticTemplate.units[1]
|
||||
StaticTemplate.route = nil
|
||||
StaticTemplate.groupId = nil
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
|
||||
|
||||
return _DATABASE:FindStatic(Static:getName())
|
||||
end
|
||||
|
||||
return nil
|
||||
if NewName then
|
||||
self.InitStaticName=NewName
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Creates the original @{Static} at a POINT_VEC2.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#COORDINATE Coordinate The 2D coordinate where to spawn the static.
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:ReSpawnAt( Coordinate, Heading )
|
||||
|
||||
local StaticTemplate, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate( self.SpawnTemplatePrefix )
|
||||
|
||||
if StaticTemplate then
|
||||
|
||||
local StaticUnitTemplate = StaticTemplate.units[1]
|
||||
|
||||
StaticUnitTemplate.x = Coordinate.x
|
||||
StaticUnitTemplate.y = Coordinate.z
|
||||
|
||||
StaticUnitTemplate.heading = Heading and ( ( Heading / 180 ) * math.pi ) or StaticTemplate.heading
|
||||
|
||||
local Static = coalition.addStaticObject( self.CountryID or CountryID, StaticTemplate.units[1] )
|
||||
|
||||
return _DATABASE:FindStatic(Static:getName())
|
||||
end
|
||||
|
||||
return nil
|
||||
return self:_SpawnStatic(self.TemplateStaticUnit, self.CountryID)
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new @{Static} from a @{Zone}.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static.
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
-- @param #string NewName (optional) The name of the new static.
|
||||
-- @return #SPAWNSTATIC
|
||||
function SPAWNSTATIC:SpawnFromZone( Zone, Heading, NewName ) --R2.1
|
||||
self:F( { Zone, Heading, NewName } )
|
||||
-- @param #number Heading (Optional)The heading of the static in degrees. Default is the heading of the template.
|
||||
-- @param #string NewName (Optional) The name of the new static.
|
||||
-- @return Wrapper.Static#STATIC The static spawned.
|
||||
function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName)
|
||||
|
||||
-- Spawn the new static at the center of the zone.
|
||||
local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
|
||||
|
||||
return Static
|
||||
end
|
||||
|
||||
--- Spawns a new static using a given template. Additionally, the country ID needs to be specified, which also determines the coalition of the spawned static.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #SPAWNSTATIC.TemplateData Template Spawn unit template.
|
||||
-- @param #number CountryID The country ID.
|
||||
-- @return Wrapper.Static#STATIC The static spawned.
|
||||
function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
|
||||
|
||||
Template=Template or {}
|
||||
|
||||
local CountryID=CountryID or self.CountryID
|
||||
|
||||
if self.InitStaticType then
|
||||
Template.type=self.InitStaticType
|
||||
end
|
||||
|
||||
if self.InitStaticCategory then
|
||||
Template.category=self.InitStaticCategory
|
||||
end
|
||||
|
||||
if self.InitStaticCoordinate then
|
||||
Template.x = self.InitStaticCoordinate.x
|
||||
Template.y = self.InitStaticCoordinate.z
|
||||
Template.alt = self.InitStaticCoordinate.y
|
||||
end
|
||||
|
||||
if self.InitStaticHeading then
|
||||
Template.heading = math.rad(self.InitStaticHeading)
|
||||
end
|
||||
|
||||
if self.InitStaticShape then
|
||||
Template.shape_name=self.InitStaticShape
|
||||
end
|
||||
|
||||
if self.InitStaticLivery then
|
||||
Template.livery_id=self.InitStaticLivery
|
||||
end
|
||||
|
||||
if self.InitDead~=nil then
|
||||
Template.dead=self.InitDead
|
||||
end
|
||||
|
||||
if self.InitLinkUnit then
|
||||
Template.linkUnit=self.InitLinkUnit:GetID()
|
||||
Template.linkOffset=true
|
||||
Template.offsets={}
|
||||
Template.offsets.y=self.InitOffsetY
|
||||
Template.offsets.x=self.InitOffsetX
|
||||
Template.offsets.angle=self.InitOffsetAngle and math.rad(self.InitOffsetAngle) or 0
|
||||
end
|
||||
|
||||
-- Increase spawn index counter.
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
|
||||
-- Name of the spawned static.
|
||||
Template.name = self.InitStaticName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex)
|
||||
|
||||
-- Register the new static.
|
||||
--_DATABASE:_RegisterStaticTemplate(Template, self.CoalitionID, self.CategoryID, CountryID)
|
||||
|
||||
-- Debug output.
|
||||
self:T(Template)
|
||||
|
||||
-- Add static to the game.
|
||||
local Static=coalition.addStaticObject(CountryID, Template)
|
||||
|
||||
return _DATABASE:FindStatic(Static:getName())
|
||||
end
|
||||
|
||||
@ -2624,10 +2624,10 @@ end
|
||||
|
||||
--- Set time before carrier turns and recovery window opens.
|
||||
-- @param #AIRBOSS self
|
||||
-- @param #number interval Time interval in seconds. Default 600 sec.
|
||||
-- @param #number interval Time interval in seconds. Default 300 sec.
|
||||
-- @return #AIRBOSS self
|
||||
function AIRBOSS:SetRecoveryTurnTime(interval)
|
||||
self.dTturn=interval or 600
|
||||
self.dTturn=interval or 300
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
@ -1045,12 +1045,13 @@ function UTILS.GetDCSMissionDate()
|
||||
end
|
||||
|
||||
--- Returns the day of the mission.
|
||||
-- @param #number Time (Optional) Abs. time in seconds. Default now, i.e. the value return from timer.getAbsTime().
|
||||
-- @return #number Day of the mission. Mission starts on day 0.
|
||||
function UTILS.GetMissionDay()
|
||||
function UTILS.GetMissionDay(Time)
|
||||
|
||||
local time=timer.getAbsTime()
|
||||
Time=Time or timer.getAbsTime()
|
||||
|
||||
local clock=UTILS.SecondsToClock(time, false)
|
||||
local clock=UTILS.SecondsToClock(Time, false)
|
||||
|
||||
local x=tonumber(UTILS.Split(clock, "+")[2])
|
||||
|
||||
@ -1058,12 +1059,13 @@ function UTILS.GetMissionDay()
|
||||
end
|
||||
|
||||
--- Returns the current day of the year of the mission.
|
||||
-- @param #number Time (Optional) Abs. time in seconds. Default now, i.e. the value return from timer.getAbsTime().
|
||||
-- @return #number Current day of year of the mission. For example, January 1st returns 0, January 2nd returns 1 etc.
|
||||
function UTILS.GetMissionDayOfYear()
|
||||
function UTILS.GetMissionDayOfYear(Time)
|
||||
|
||||
local Date, Year, Month, Day=UTILS.GetDCSMissionDate()
|
||||
|
||||
local d=UTILS.GetMissionDay()
|
||||
local d=UTILS.GetMissionDay(Time)
|
||||
|
||||
return UTILS.GetDayOfYear(Year, Month, Day)+d
|
||||
|
||||
|
||||
@ -194,7 +194,7 @@ end
|
||||
-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
|
||||
-- @param #number Heading The heading of the static respawn in degrees. Default is 0 deg.
|
||||
-- @param #number Delay Delay in seconds before the static is spawned.
|
||||
function STATIC:SpawnAt( Coordinate, Heading, Delay )
|
||||
function STATIC:SpawnAt(Coordinate, Heading, Delay)
|
||||
|
||||
Heading=Heading or 0
|
||||
|
||||
@ -202,51 +202,58 @@ function STATIC:SpawnAt( Coordinate, Heading, Delay )
|
||||
SCHEDULER:New(nil, self.SpawnAt, {self, Coordinate, Heading}, Delay)
|
||||
else
|
||||
|
||||
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName )
|
||||
local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName)
|
||||
|
||||
SpawnStatic:SpawnFromPointVec2( Coordinate, Heading, self.StaticName )
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Respawn the @{Wrapper.Unit} at the same location with the same properties.
|
||||
-- This is useful to respawn a cargo after it has been destroyed.
|
||||
-- @param #STATIC self
|
||||
-- @param DCS#country.id countryid The country ID used for spawning the new static. Default is same as currently.
|
||||
-- @param #number Delay Delay in seconds before static is respawned.
|
||||
function STATIC:ReSpawn(countryid, Delay)
|
||||
|
||||
countryid=countryid or self:GetCountry()
|
||||
-- @param DCS#country.id CountryID (Optional) The country ID used for spawning the new static. Default is same as currently.
|
||||
-- @param #number Delay (Optional) Delay in seconds before static is respawned. Default now.
|
||||
function STATIC:ReSpawn(CountryID, Delay)
|
||||
|
||||
if Delay and Delay>0 then
|
||||
SCHEDULER:New(nil, self.ReSpawn, {self, countryid}, Delay)
|
||||
SCHEDULER:New(nil, self.ReSpawn, {self, CountryID}, Delay)
|
||||
else
|
||||
|
||||
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName, countryid )
|
||||
CountryID=CountryID or self:GetCountry()
|
||||
|
||||
local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, CountryID)
|
||||
|
||||
SpawnStatic:ReSpawn()
|
||||
SpawnStatic:Spawn(nil, self.StaticName)
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Respawn the @{Wrapper.Unit} at a defined Coordinate with an optional heading.
|
||||
-- @param #STATIC self
|
||||
-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
|
||||
-- @param #number Heading The heading of the static respawn in degrees. Default is 0 deg.
|
||||
-- @param #number Delay Delay in seconds before static is respawned.
|
||||
function STATIC:ReSpawnAt( Coordinate, Heading, Delay )
|
||||
-- @param #number Heading (Optional) The heading of the static respawn in degrees. Default the current heading.
|
||||
-- @param #number Delay (Optional) Delay in seconds before static is respawned. Default now.
|
||||
function STATIC:ReSpawnAt(Coordinate, Heading, Delay)
|
||||
|
||||
Heading=Heading or 0
|
||||
--Heading=Heading or 0
|
||||
|
||||
if Delay and Delay>0 then
|
||||
SCHEDULER:New(nil, self.ReSpawnAt, {self, Coordinate, Heading}, Delay)
|
||||
else
|
||||
|
||||
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName )
|
||||
local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, self:GetCountry())
|
||||
|
||||
SpawnStatic:SpawnFromCoordinate(Coordinate, Heading, self.StaticName)
|
||||
|
||||
SpawnStatic:ReSpawnAt( Coordinate, Heading )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user