mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
commit
8a9ee747c1
@ -46,7 +46,7 @@
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-- ===
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--
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-- ### Author: **FlightControl**
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-- ### Contributions:
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-- ### Contributions: **Applevangelist**, **FunkyFranky**
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--
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-- ===
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--
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@ -910,9 +910,6 @@ function ZONE_RADIUS:GetVec3( Height )
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end
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--- Scan the zone for the presence of units of the given ObjectCategories.
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-- Note that **only after** a zone has been scanned, the zone can be evaluated by:
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--
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@ -921,7 +918,6 @@ end
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-- * @{ZONE_RADIUS.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition.
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-- * @{ZONE_RADIUS.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one.
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-- * @{ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty.
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-- @{#ZONE_RADIUS.
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-- @param #ZONE_RADIUS self
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-- @param ObjectCategories An array of categories of the objects to find in the zone. E.g. `{Object.Category.UNIT}`
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-- @param UnitCategories An array of unit categories of the objects to find in the zone. E.g. `{Unit.Category.GROUND_UNIT,Unit.Category.SHIP}`
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@ -953,7 +949,7 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
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if ZoneObject then
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local ObjectCategory = ZoneObject:getCategory()
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--local name=ZoneObject:getName()
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--env.info(string.format("Zone object %s", tostring(name)))
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--self:E(ZoneObject)
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@ -1294,13 +1290,13 @@ end
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-- @return DCS#Vec2 The random location within the zone.
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function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
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local Vec2 = self:GetVec2()
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local _inner = inner or 0
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local _outer = outer or self:GetRadius()
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local Vec2 = self:GetVec2()
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local _inner = inner or 0
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local _outer = outer or self:GetRadius()
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if surfacetypes and type(surfacetypes)~="table" then
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if surfacetypes and type(surfacetypes)~="table" then
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surfacetypes={surfacetypes}
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end
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end
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local function _getpoint()
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local point = {}
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@ -1320,10 +1316,10 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
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return false
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end
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local point=_getpoint()
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local point=_getpoint()
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if surfacetypes then
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local N=1 ; local Nmax=100 ; local gotit=false
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if surfacetypes then
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local N=1 ; local Nmax=100 ; 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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@ -1335,7 +1331,7 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
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end
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end
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return 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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@ -1458,7 +1454,7 @@ function ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(inner,outer,distance,ma
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for _,_coord in pairs (buildings) do
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local coord = _coord -- Core.Point#COORDINATE
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-- keep >50m dist from buildings
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if coord:Get2DDistance(rcoord) > dist then
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if coord:Get3DDistance(rcoord) > dist then
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found = true
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else
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found = false
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@ -2417,6 +2413,296 @@ function ZONE_POLYGON:FindByName( ZoneName )
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return ZoneFound
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end
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--- Scan the zone for the presence of units of the given ObjectCategories. Does **not** scan for scenery at the moment.
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-- Note that **only after** a zone has been scanned, the zone can be evaluated by:
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--
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-- * @{ZONE_POLYGON.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition.
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-- * @{ZONE_POLYGON.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition.
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-- * @{ZONE_POLYGON.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition.
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-- * @{ZONE_POLYGON.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one.
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-- * @{ZONE_POLYGON.IsNoneInZone}(): Scan if the zone is empty.
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-- @param #ZONE_POLYGON self
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-- @param ObjectCategories An array of categories of the objects to find in the zone. E.g. `{Object.Category.UNIT}`
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-- @param UnitCategories An array of unit categories of the objects to find in the zone. E.g. `{Unit.Category.GROUND_UNIT,Unit.Category.SHIP}`
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-- @usage
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-- myzone:Scan({Object.Category.UNIT},{Unit.Category.GROUND_UNIT})
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-- local IsAttacked = myzone:IsSomeInZoneOfCoalition( self.Coalition )
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function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
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self.ScanData = {}
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self.ScanData.Coalitions = {}
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self.ScanData.Scenery = {}
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self.ScanData.Units = {}
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local function EvaluateZone( ZoneObject )
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if ZoneObject then
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local ObjectCategory = ZoneObject:getCategory()
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if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
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local CoalitionDCSUnit = ZoneObject:getCoalition()
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local Include = false
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if not UnitCategories then
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-- Anything found is included.
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Include = true
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else
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-- Check if found object is in specified categories.
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local CategoryDCSUnit = ZoneObject:getDesc().category
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for UnitCategoryID, UnitCategory in pairs( UnitCategories ) do
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if UnitCategory == CategoryDCSUnit then
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Include = true
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break
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end
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end
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end
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if Include then
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local CoalitionDCSUnit = ZoneObject:getCoalition()
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-- This coalition is inside the zone.
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self.ScanData.Coalitions[CoalitionDCSUnit] = true
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self.ScanData.Units[ZoneObject] = ZoneObject
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self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
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end
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end
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--[[
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-- no scenery possible at the moment
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if ObjectCategory == Object.Category.SCENERY then
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local SceneryType = ZoneObject:getTypeName()
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local SceneryName = ZoneObject:getName()
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self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {}
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self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( SceneryName, ZoneObject )
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self:T( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
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end
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--]]
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end
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return true
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end
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-- Search objects.
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local inzoneunits = SET_UNIT:New():FilterZones({self}):FilterOnce()
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local inzonestatics = SET_STATIC:New():FilterZones({self}):FilterOnce()
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inzoneunits:ForEach(
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function(unit)
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local Unit = unit --Wrapper.Unit#UNIT
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local DCS = Unit:GetDCSObject()
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EvaluateZone(DCS)
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end
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)
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inzonestatics:ForEach(
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function(static)
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local Static = static --Wrapper.Static#STATIC
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local DCS = Static:GetDCSObject()
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EvaluateZone(DCS)
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end
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)
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end
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--- Count the number of different coalitions inside the zone.
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-- @param #ZONE_POLYGON self
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-- @return #table Table of DCS units and DCS statics inside the zone.
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function ZONE_POLYGON:GetScannedUnits()
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return self.ScanData.Units
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end
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--- Get a set of scanned units.
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-- @param #ZONE_POLYGON self
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-- @return Core.Set#SET_UNIT Set of units and statics inside the zone.
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function ZONE_POLYGON:GetScannedSetUnit()
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local SetUnit = SET_UNIT:New()
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if self.ScanData then
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for ObjectID, UnitObject in pairs( self.ScanData.Units ) do
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local UnitObject = UnitObject -- DCS#Unit
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if UnitObject:isExist() then
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local FoundUnit = UNIT:FindByName( UnitObject:getName() )
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if FoundUnit then
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SetUnit:AddUnit( FoundUnit )
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else
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local FoundStatic = STATIC:FindByName( UnitObject:getName() )
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if FoundStatic then
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SetUnit:AddUnit( FoundStatic )
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end
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end
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end
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end
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end
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return SetUnit
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end
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--- Get a set of scanned units.
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-- @param #ZONE_POLYGON self
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-- @return Core.Set#SET_GROUP Set of groups.
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function ZONE_POLYGON:GetScannedSetGroup()
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self.ScanSetGroup=self.ScanSetGroup or SET_GROUP:New() --Core.Set#SET_GROUP
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self.ScanSetGroup.Set={}
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if self.ScanData then
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for ObjectID, UnitObject in pairs( self.ScanData.Units ) do
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local UnitObject = UnitObject -- DCS#Unit
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if UnitObject:isExist() then
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local FoundUnit=UNIT:FindByName(UnitObject:getName())
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if FoundUnit then
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local group=FoundUnit:GetGroup()
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self.ScanSetGroup:AddGroup(group)
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end
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end
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end
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end
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return self.ScanSetGroup
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end
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--- Count the number of different coalitions inside the zone.
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-- @param #ZONE_POLYGON self
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-- @return #number Counted coalitions.
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function ZONE_POLYGON:CountScannedCoalitions()
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local Count = 0
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for CoalitionID, Coalition in pairs( self.ScanData.Coalitions ) do
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Count = Count + 1
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end
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return Count
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end
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--- Check if a certain coalition is inside a scanned zone.
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-- @param #ZONE_POLYGON self
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-- @param #number Coalition The coalition id, e.g. coalition.side.BLUE.
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-- @return #boolean If true, the coalition is inside the zone.
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function ZONE_POLYGON:CheckScannedCoalition( Coalition )
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if Coalition then
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return self.ScanData.Coalitions[Coalition]
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end
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return nil
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end
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--- Get Coalitions of the units in the Zone, or Check if there are units of the given Coalition in the Zone.
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-- Returns nil if there are none to two Coalitions in the zone!
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-- Returns one Coalition if there are only Units of one Coalition in the Zone.
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-- Returns the Coalition for the given Coalition if there are units of the Coalition in the Zone.
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-- @param #ZONE_POLYGON self
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-- @return #table
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function ZONE_POLYGON:GetScannedCoalition( Coalition )
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if Coalition then
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return self.ScanData.Coalitions[Coalition]
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else
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local Count = 0
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local ReturnCoalition = nil
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for CoalitionID, Coalition in pairs( self.ScanData.Coalitions ) do
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Count = Count + 1
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ReturnCoalition = CoalitionID
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end
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if Count ~= 1 then
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ReturnCoalition = nil
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end
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return ReturnCoalition
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end
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end
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--- Get scanned scenery type (currently not implemented in ZONE_POLYGON)
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-- @param #ZONE_POLYGON self
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-- @return #table Table of DCS scenery type objects.
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function ZONE_POLYGON:GetScannedSceneryType( SceneryType )
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return self.ScanData.Scenery[SceneryType]
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end
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--- Get scanned scenery table (currently not implemented in ZONE_POLYGON)
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-- @param #ZONE_POLYGON self
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-- @return #table Table of DCS scenery objects.
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function ZONE_POLYGON:GetScannedScenery()
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return self.ScanData.Scenery
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end
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--- Is All in Zone of Coalition?
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-- Check if only the specifed coalition is inside the zone and noone else.
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-- @param #ZONE_POLYGON self
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-- @param #number Coalition Coalition ID of the coalition which is checked to be the only one in the zone.
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-- @return #boolean True, if **only** that coalition is inside the zone and no one else.
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-- @usage
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-- self.Zone:Scan()
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-- local IsGuarded = self.Zone:IsAllInZoneOfCoalition( self.Coalition )
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function ZONE_POLYGON:IsAllInZoneOfCoalition( Coalition )
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return self:CountScannedCoalitions() == 1 and self:GetScannedCoalition( Coalition ) == true
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end
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--- Is All in Zone of Other Coalition?
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-- Check if only one coalition is inside the zone and the specified coalition is not the one.
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-- You first need to use the @{#ZONE_POLYGON.Scan} method to scan the zone before it can be evaluated!
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-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
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-- @param #ZONE_POLYGON self
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-- @param #number Coalition Coalition ID of the coalition which is not supposed to be in the zone.
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-- @return #boolean True, if and only if only one coalition is inside the zone and the specified coalition is not it.
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-- @usage
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-- self.Zone:Scan()
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-- local IsCaptured = self.Zone:IsAllInZoneOfOtherCoalition( self.Coalition )
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function ZONE_POLYGON:IsAllInZoneOfOtherCoalition( Coalition )
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return self:CountScannedCoalitions() == 1 and self:GetScannedCoalition( Coalition ) == nil
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end
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--- Is Some in Zone of Coalition?
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-- Check if more than one coaltion is inside the zone and the specifed coalition is one of them.
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-- You first need to use the @{#ZONE_POLYGON.Scan} method to scan the zone before it can be evaluated!
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-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
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-- @param #ZONE_POLYGON self
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-- @param #number Coalition ID of the coaliton which is checked to be inside the zone.
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-- @return #boolean True if more than one coalition is inside the zone and the specified coalition is one of them.
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-- @usage
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-- self.Zone:Scan()
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-- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
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function ZONE_POLYGON:IsSomeInZoneOfCoalition( Coalition )
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return self:CountScannedCoalitions() > 1 and self:GetScannedCoalition( Coalition ) == true
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end
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--- Is None in Zone of Coalition?
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-- You first need to use the @{#ZONE_POLYGON.Scan} method to scan the zone before it can be evaluated!
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-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
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-- @param #ZONE_POLYGON self
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-- @param Coalition
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-- @return #boolean
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-- @usage
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-- self.Zone:Scan()
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-- local IsOccupied = self.Zone:IsNoneInZoneOfCoalition( self.Coalition )
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function ZONE_POLYGON:IsNoneInZoneOfCoalition( Coalition )
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return self:GetScannedCoalition( Coalition ) == nil
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end
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--- Is None in Zone?
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-- You first need to use the @{#ZONE_POLYGON.Scan} method to scan the zone before it can be evaluated!
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-- Note that once a zone has been scanned, multiple evaluations can be done on the scan result set.
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-- @param #ZONE_POLYGON self
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-- @return #boolean
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-- @usage
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-- self.Zone:Scan()
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-- local IsEmpty = self.Zone:IsNoneInZone()
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function ZONE_POLYGON:IsNoneInZone()
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return self:CountScannedCoalitions() == 0
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end
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do -- ZONE_ELASTIC
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--- @type ZONE_ELASTIC
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@ -363,7 +363,7 @@ do -- ZONE_CAPTURE_COALITION
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--- ZONE_CAPTURE_COALITION Constructor.
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-- @param #ZONE_CAPTURE_COALITION self
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-- @param Core.Zone#ZONE Zone A @{Zone} object with the goal to be achieved.
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-- @param Core.Zone#ZONE Zone A @{Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{ZONE_POLYGON} with its waypoints.
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-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone.
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-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
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-- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS.
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@ -8,7 +8,7 @@
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-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions: **funkyfranky**
|
||||
-- ### Contributions: **funkyfranky**, **Applevangelist**
|
||||
--
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-- ===
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--
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@ -56,13 +56,18 @@ do -- Zone
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--- ZONE_GOAL Constructor.
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-- @param #ZONE_GOAL self
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-- @param Core.Zone#ZONE_RADIUS Zone A @{Zone} object with the goal to be achieved.
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-- @param Core.Zone#ZONE_RADIUS Zone A @{Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{ZONE_POLYGON} with its waypoints.
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-- @return #ZONE_GOAL
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function ZONE_GOAL:New( Zone )
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local self = BASE:Inherit( self, ZONE_RADIUS:New( Zone:GetName(), Zone:GetVec2(), Zone:GetRadius() ) ) -- #ZONE_GOAL
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self:F( { Zone = Zone } )
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BASE:I({Zone=Zone})
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local self = BASE:Inherit( self, BASE:New())
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if type(Zone) == "string" then
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self = BASE:Inherit( self, ZONE_POLYGON:NewFromGroupName(Zone) )
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else
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self = BASE:Inherit( self, ZONE_RADIUS:New( Zone:GetName(), Zone:GetVec2(), Zone:GetRadius() ) ) -- #ZONE_GOAL
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self:F( { Zone = Zone } )
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end
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-- Goal object.
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self.Goal = GOAL:New()
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|
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|
||||
Loading…
x
Reference in New Issue
Block a user