Merge branch 'develop' into FF/Ops

This commit is contained in:
Frank
2021-05-28 23:01:47 +02:00
3 changed files with 141 additions and 14 deletions

View File

@@ -1832,7 +1832,7 @@ end
do -- Patrol methods
--- (GROUND) Patrol iteratively using the waypoints the for the (parent) group.
--- (GROUND) Patrol iteratively using the waypoints of the (parent) group.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE
function CONTROLLABLE:PatrolRoute()
@@ -1851,8 +1851,27 @@ do -- Patrol methods
-- Calculate the new Route.
local FromCoord = PatrolGroup:GetCoordinate()
local From = FromCoord:WaypointGround( 120 )
-- test for submarine
local depth = 0
local IsSub = false
if PatrolGroup:IsShip() then
local navalvec3 = FromCoord:GetVec3()
if navalvec3.y < 0 then
depth = navalvec3.y
IsSub = true
end
end
local Waypoint = Waypoints[1]
local Speed = Waypoint.speed or (20 / 3.6)
local From = FromCoord:WaypointGround( Speed )
if IsSub then
From = FromCoord:WaypointNaval( Speed, Waypoint.alt )
end
table.insert( Waypoints, 1, From )
local TaskRoute = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRoute" )
@@ -1892,7 +1911,16 @@ do -- Patrol methods
if ToWaypoint then
FromWaypoint = ToWaypoint
end
-- test for submarine
local depth = 0
local IsSub = false
if PatrolGroup:IsShip() then
local navalvec3 = FromCoord:GetVec3()
if navalvec3.y < 0 then
depth = navalvec3.y
IsSub = true
end
end
-- Loop until a waypoint has been found that is not the same as the current waypoint.
-- Otherwise the object zon't move or drive in circles and the algorithm would not do exactly
-- what it is supposed to do, which is making groups drive around.
@@ -1907,9 +1935,13 @@ do -- Patrol methods
local ToCoord = COORDINATE:NewFromVec2( { x = Waypoint.x, y = Waypoint.y } )
-- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task
local Route = {}
Route[#Route+1] = FromCoord:WaypointGround( Speed, Formation )
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation )
if IsSub then
Route[#Route+1] = FromCoord:WaypointNaval( Speed, depth )
Route[#Route+1] = ToCoord:WaypointNaval( Speed, Waypoint.alt )
else
Route[#Route+1] = FromCoord:WaypointGround( Speed, Formation )
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation )
end
local TaskRouteToZone = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolRouteRandom", Speed, Formation, ToWaypoint )
@@ -1950,9 +1982,20 @@ do -- Patrol methods
self:F( { PatrolGroup = PatrolGroup:GetName() } )
if PatrolGroup:IsGround() or PatrolGroup:IsShip() then
-- Calculate the new Route.
local FromCoord = PatrolGroup:GetCoordinate()
-- test for submarine
local depth = 0
local IsSub = false
if PatrolGroup:IsShip() then
local navalvec3 = FromCoord:GetVec3()
if navalvec3.y < 0 then
depth = navalvec3.y
IsSub = true
end
end
-- Select a random Zone and get the Coordinate of the new Zone.
local RandomZone = ZoneList[ math.random( 1, #ZoneList ) ] -- Core.Zone#ZONE
@@ -1960,9 +2003,13 @@ do -- Patrol methods
-- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task
local Route = {}
Route[#Route+1] = FromCoord:WaypointGround( Speed, Formation )
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation )
if IsSub then
Route[#Route+1] = FromCoord:WaypointNaval( Speed, depth )
Route[#Route+1] = ToCoord:WaypointNaval( Speed, depth )
else
Route[#Route+1] = FromCoord:WaypointGround( Speed, Formation )
Route[#Route+1] = ToCoord:WaypointGround( Speed, Formation )
end
local TaskRouteToZone = PatrolGroup:TaskFunction( "CONTROLLABLE.PatrolZones", ZoneList, Speed, Formation, DelayMin, DelayMax )
@@ -3770,10 +3817,30 @@ function CONTROLLABLE:OptionDisperseOnAttack(Seconds)
local Controller = self:_GetController()
if Controller then
if self:IsGround() then
self:SetOption(AI.Option.GROUND.id.DISPERSE_ON_ATTACK, seconds)
self:SetOption(AI.Option.Ground.id.DISPERSE_ON_ATTACK, seconds)
end
end
return self
end
return nil
end
--- Returns if the unit is a submarine.
-- @param #POSITIONABLE self
-- @return #boolean Submarines attributes result.
function POSITIONABLE:IsSubmarine()
self:F2()
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitDescriptor = DCSUnit:getDesc()
if UnitDescriptor.attributes["Submarines"] == true then
return true
else
return false
end
end
return nil
end

View File

@@ -684,6 +684,27 @@ function POSITIONABLE:IsShip()
end
--- Returns if the unit is a submarine.
-- @param #POSITIONABLE self
-- @return #boolean Submarines attributes result.
function POSITIONABLE:IsSubmarine()
self:F2()
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitDescriptor = DCSUnit:getDesc()
if UnitDescriptor.attributes["Submarines"] == true then
return true
else
return false
end
end
return nil
end
--- Returns true if the POSITIONABLE is in the air.
-- Polymorphic, is overridden in GROUP and UNIT.
-- @param Wrapper.Positionable#POSITIONABLE self
@@ -817,8 +838,7 @@ end
-- @return #number The velocity in knots.
function POSITIONABLE:GetVelocityKNOTS()
self:F2( self.PositionableName )
local velmps=self:GetVelocityMPS()
return UTILS.MpsToKnots(velmps)
return UTILS.MpsToKnots(self:GetVelocityMPS())
end
--- Returns the Angle of Attack of a positionable.