mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Merge branch 'master' into FF/MasterDevel
This commit is contained in:
commit
8fb126682f
@ -449,10 +449,10 @@ do -- Zones and Pathlines
|
||||
|
||||
-- Loop over layers.
|
||||
for layerID, layerData in pairs(env.mission.drawings.layers or {}) do
|
||||
|
||||
|
||||
-- Loop over objects in layers.
|
||||
for objectID, objectData in pairs(layerData.objects or {}) do
|
||||
|
||||
|
||||
-- Check for polygon which has at least 4 points (we would need 3 but the origin seems to be there twice)
|
||||
if objectData.polygonMode and (objectData.polygonMode=="free") and objectData.points and #objectData.points>=4 then
|
||||
|
||||
@ -488,10 +488,32 @@ do -- Zones and Pathlines
|
||||
|
||||
-- Create new polygon zone.
|
||||
local Zone=ZONE_POLYGON:NewFromPointsArray(ZoneName, points)
|
||||
|
||||
|
||||
--Zone.DrawID = objectID
|
||||
|
||||
-- Set color.
|
||||
Zone:SetColor({1, 0, 0}, 0.15)
|
||||
|
||||
Zone:SetFillColor({1, 0, 0}, 0.15)
|
||||
|
||||
if objectData.colorString then
|
||||
-- eg colorString = 0xff0000ff
|
||||
local color = string.gsub(objectData.colorString,"^0x","")
|
||||
local r = tonumber(string.sub(color,1,2),16)/255
|
||||
local g = tonumber(string.sub(color,3,4),16)/255
|
||||
local b = tonumber(string.sub(color,5,6),16)/255
|
||||
local a = tonumber(string.sub(color,7,8),16)/255
|
||||
Zone:SetColor({r, g, b}, a)
|
||||
end
|
||||
if objectData.fillColorString then
|
||||
-- eg fillColorString = 0xff00004b
|
||||
local color = string.gsub(objectData.colorString,"^0x","")
|
||||
local r = tonumber(string.sub(color,1,2),16)/255
|
||||
local g = tonumber(string.sub(color,3,4),16)/255
|
||||
local b = tonumber(string.sub(color,5,6),16)/255
|
||||
local a = tonumber(string.sub(color,7,8),16)/255
|
||||
Zone:SetFillColor({r, g, b}, a)
|
||||
end
|
||||
|
||||
-- Store in DB.
|
||||
self.ZONENAMES[ZoneName] = ZoneName
|
||||
|
||||
@ -532,7 +554,26 @@ do -- Zones and Pathlines
|
||||
|
||||
-- Set color.
|
||||
Zone:SetColor({1, 0, 0}, 0.15)
|
||||
|
||||
|
||||
if objectData.colorString then
|
||||
-- eg colorString = 0xff0000ff
|
||||
local color = string.gsub(objectData.colorString,"^0x","")
|
||||
local r = tonumber(string.sub(color,1,2),16)/255
|
||||
local g = tonumber(string.sub(color,3,4),16)/255
|
||||
local b = tonumber(string.sub(color,5,6),16)/255
|
||||
local a = tonumber(string.sub(color,7,8),16)/255
|
||||
Zone:SetColor({r, g, b}, a)
|
||||
end
|
||||
if objectData.fillColorString then
|
||||
-- eg fillColorString = 0xff00004b
|
||||
local color = string.gsub(objectData.colorString,"^0x","")
|
||||
local r = tonumber(string.sub(color,1,2),16)/255
|
||||
local g = tonumber(string.sub(color,3,4),16)/255
|
||||
local b = tonumber(string.sub(color,5,6),16)/255
|
||||
local a = tonumber(string.sub(color,7,8),16)/255
|
||||
Zone:SetFillColor({r, g, b}, a)
|
||||
end
|
||||
|
||||
-- Store in DB.
|
||||
self.ZONENAMES[ZoneName] = ZoneName
|
||||
|
||||
@ -756,7 +797,7 @@ end -- cargo
|
||||
|
||||
--- Finds a CLIENT based on the ClientName.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string ClientName
|
||||
-- @param #string ClientName - Note this is the UNIT name of the client!
|
||||
-- @return Wrapper.Client#CLIENT The found CLIENT.
|
||||
function DATABASE:FindClient( ClientName )
|
||||
|
||||
|
||||
@ -2020,7 +2020,7 @@ _ZONE_TRIANGLE = {
|
||||
Coords={},
|
||||
CenterVec2={x=0, y=0},
|
||||
SurfaceArea=0,
|
||||
DrawIDs={}
|
||||
DrawID={}
|
||||
}
|
||||
---
|
||||
-- @param #_ZONE_TRIANGLE self
|
||||
@ -2100,15 +2100,35 @@ function _ZONE_TRIANGLE:Draw(Coalition, Color, Alpha, FillColor, FillAlpha, Line
|
||||
for i=1, #self.Coords do
|
||||
local c1 = self.Coords[i]
|
||||
local c2 = self.Coords[i % #self.Coords + 1]
|
||||
table.add(self.DrawIDs, c1:LineToAll(c2, Coalition, Color, Alpha, LineType, ReadOnly))
|
||||
local id = c1:LineToAll(c2, Coalition, Color, Alpha, LineType, ReadOnly)
|
||||
self.DrawID[#self.DrawID+1] = id
|
||||
end
|
||||
return self.DrawIDs
|
||||
local newID = self.Coords[1]:MarkupToAllFreeForm({self.Coords[2],self.Coords[3]},Coalition,Color,Alpha,FillColor,FillAlpha,LineType,ReadOnly)
|
||||
self.DrawID[#self.DrawID+1] = newID
|
||||
return self.DrawID
|
||||
end
|
||||
|
||||
--- Draw the triangle
|
||||
-- @param #_ZONE_TRIANGLE self
|
||||
-- @return #table of draw IDs
|
||||
function _ZONE_TRIANGLE:Fill(Coalition, FillColor, FillAlpha, ReadOnly)
|
||||
Coalition=Coalition or -1
|
||||
FillColor = FillColor
|
||||
FillAlpha = FillAlpha
|
||||
local newID = self.Coords[1]:MarkupToAllFreeForm({self.Coords[2],self.Coords[3]},Coalition,nil,nil,FillColor,FillAlpha,0,nil)
|
||||
self.DrawID[#self.DrawID+1] = newID
|
||||
return self.DrawID
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @type ZONE_POLYGON_BASE
|
||||
-- @field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCS#Vec2}.
|
||||
-- @field #number SurfaceArea
|
||||
-- @field #table DrawID
|
||||
-- @field #table FillTriangles
|
||||
-- @field #table _Triangles
|
||||
-- @field #table Borderlines
|
||||
-- @extends #ZONE_BASE
|
||||
|
||||
|
||||
@ -2133,9 +2153,11 @@ end
|
||||
-- @field #ZONE_POLYGON_BASE
|
||||
ZONE_POLYGON_BASE = {
|
||||
ClassName="ZONE_POLYGON_BASE",
|
||||
_Triangles={}, -- _ZONE_TRIANGLES
|
||||
_Triangles={}, -- #table of #_ZONE_TRIANGLE
|
||||
SurfaceArea=0,
|
||||
DrawID={} -- making a table out of the MarkID so its easier to draw an n-sided polygon, see ZONE_POLYGON_BASE:Draw()
|
||||
DrawID={}, -- making a table out of the MarkID so its easier to draw an n-sided polygon, see ZONE_POLYGON_BASE:Draw()
|
||||
FillTriangles = {},
|
||||
Borderlines = {},
|
||||
}
|
||||
|
||||
--- A 2D points array.
|
||||
@ -2172,7 +2194,7 @@ function ZONE_POLYGON_BASE:New( ZoneName, PointsArray )
|
||||
self._Triangles = self:_Triangulate()
|
||||
-- set the polygon's surface area
|
||||
self.SurfaceArea = self:_CalculateSurfaceArea()
|
||||
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
@ -2470,18 +2492,18 @@ end
|
||||
-- @param #table FillColor RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as `Color` value. -- doesn't seem to work
|
||||
-- @param #number FillAlpha Transparency [0,1]. Default 0.15. -- doesn't seem to work
|
||||
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
|
||||
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.
|
||||
-- @param #boolean ReadOnly (Optional) Mark is readonly and cannot be removed by users. Default false.s
|
||||
-- @return #ZONE_POLYGON_BASE self
|
||||
function ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly, IncludeTriangles)
|
||||
|
||||
local coords = self:GetVerticiesCoordinates()
|
||||
|
||||
|
||||
local coord=coords[1] --Core.Point#COORDINATE
|
||||
|
||||
|
||||
table.remove(coords, 1)
|
||||
|
||||
|
||||
coord:MarkupToAllFreeForm(coords, Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly, "Drew Polygon")
|
||||
|
||||
|
||||
if true then
|
||||
return
|
||||
end
|
||||
@ -2533,8 +2555,94 @@ function ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlph
|
||||
table.add(self.DrawID, c1:LineToAll(c2, Coalition, Color, Alpha, LineType, ReadOnly))
|
||||
end
|
||||
end
|
||||
|
||||
if self._.Polygon and #self._.Polygon >= 3 then
|
||||
Coalition = Coalition or self:GetDrawCoalition()
|
||||
|
||||
-- Set draw coalition.
|
||||
self:SetDrawCoalition(Coalition)
|
||||
|
||||
Color = Color or self:GetColorRGB()
|
||||
Alpha = Alpha or self:GetColorAlpha()
|
||||
|
||||
FillColor = FillColor or self:GetFillColorRGB()
|
||||
FillAlpha = FillAlpha or self:GetFillColorAlpha()
|
||||
|
||||
if FillColor then
|
||||
self:ReFill(FillColor,FillAlpha)
|
||||
end
|
||||
return self
|
||||
|
||||
if Color then
|
||||
self:ReDrawBorderline(Color,Alpha,LineType)
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Change/Re-fill a Polygon Zone
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red.
|
||||
-- @param #number Alpha Transparency [0,1]. Default 1.
|
||||
-- @return #ZONE_POLYGON_BASE self
|
||||
function ZONE_POLYGON_BASE:ReFill(Color,Alpha)
|
||||
local color = Color or self:GetFillColorRGB() or {1,0,0}
|
||||
local alpha = Alpha or self:GetFillColorAlpha() or 1
|
||||
local coalition = self:GetDrawCoalition() or -1
|
||||
-- undraw if already filled
|
||||
if #self.FillTriangles > 0 then
|
||||
for _, triangle in pairs(self._Triangles) do
|
||||
triangle:UndrawZone()
|
||||
end
|
||||
-- remove mark IDs
|
||||
for _,_value in pairs(self.FillTriangles) do
|
||||
table.remove_by_value(self.DrawID, _value)
|
||||
end
|
||||
self.FillTriangles = nil
|
||||
self.FillTriangles = {}
|
||||
end
|
||||
-- refill
|
||||
for _, triangle in pairs(self._Triangles) do
|
||||
local draw_ids = triangle:Fill(coalition,color,alpha,nil)
|
||||
self.FillTriangles = draw_ids
|
||||
table.combine(self.DrawID, draw_ids)
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Change/Re-draw the border of a Polygon Zone
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param #table Color RGB color table {r, g, b}, e.g. {1,0,0} for red.
|
||||
-- @param #number Alpha Transparency [0,1]. Default 1.
|
||||
-- @param #number LineType Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
|
||||
-- @return #ZONE_POLYGON_BASE
|
||||
function ZONE_POLYGON_BASE:ReDrawBorderline(Color, Alpha, LineType)
|
||||
local color = Color or self:GetFillColorRGB() or {1,0,0}
|
||||
local alpha = Alpha or self:GetFillColorAlpha() or 1
|
||||
local coalition = self:GetDrawCoalition() or -1
|
||||
local linetype = LineType or 1
|
||||
-- undraw if already drawn
|
||||
if #self.Borderlines > 0 then
|
||||
for _, MarkID in pairs(self.Borderlines) do
|
||||
trigger.action.removeMark(MarkID)
|
||||
end
|
||||
-- remove mark IDs
|
||||
for _,_value in pairs(self.Borderlines) do
|
||||
table.remove_by_value(self.DrawID, _value)
|
||||
end
|
||||
self.Borderlines = nil
|
||||
self.Borderlines = {}
|
||||
end
|
||||
-- Redraw border
|
||||
local coords = self:GetVerticiesCoordinates()
|
||||
for i = 1, #coords do
|
||||
local c1 = coords[i]
|
||||
local c2 = coords[i % #coords + 1]
|
||||
local newID = c1:LineToAll(c2, coalition, color, alpha, linetype, nil)
|
||||
self.DrawID[#self.DrawID+1]=newID
|
||||
self.Borderlines[#self.Borderlines+1] = newID
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the surface area of this polygon
|
||||
@ -2870,6 +2978,7 @@ function ZONE_POLYGON_BASE:Boundary(Coalition, Color, Radius, Alpha, Segments, C
|
||||
Alpha = Alpha or 1
|
||||
Segments = Segments or 10
|
||||
Closed = Closed or false
|
||||
local Limit
|
||||
local i = 1
|
||||
local j = #self._.Polygon
|
||||
if (Closed) then
|
||||
@ -3068,18 +3177,18 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
|
||||
self.ScanData.Scenery = {}
|
||||
self.ScanData.SceneryTable = {}
|
||||
self.ScanData.Units = {}
|
||||
|
||||
|
||||
local vectors = self:GetBoundingSquare()
|
||||
|
||||
|
||||
local minVec3 = {x=vectors.x1, y=0, z=vectors.y1}
|
||||
local maxVec3 = {x=vectors.x2, y=0, z=vectors.y2}
|
||||
|
||||
|
||||
local minmarkcoord = COORDINATE:NewFromVec3(minVec3)
|
||||
local maxmarkcoord = COORDINATE:NewFromVec3(maxVec3)
|
||||
local ZoneRadius = minmarkcoord:Get2DDistance(maxmarkcoord)/2
|
||||
-- self:I("Scan Radius:" ..ZoneRadius)
|
||||
local CenterVec3 = self:GetCoordinate():GetVec3()
|
||||
|
||||
|
||||
--[[ this a bit shaky in functionality it seems
|
||||
local VolumeBox = {
|
||||
id = world.VolumeType.BOX,
|
||||
@ -3089,7 +3198,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
|
||||
}
|
||||
}
|
||||
--]]
|
||||
|
||||
|
||||
local SphereSearch = {
|
||||
id = world.VolumeType.SPHERE,
|
||||
params = {
|
||||
@ -3097,13 +3206,13 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
|
||||
radius = ZoneRadius,
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
local function EvaluateZone( ZoneObject )
|
||||
|
||||
if ZoneObject then
|
||||
|
||||
local ObjectCategory = Object.getCategory(ZoneObject)
|
||||
|
||||
|
||||
if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
|
||||
|
||||
local CoalitionDCSUnit = ZoneObject:getCoalition()
|
||||
@ -3137,7 +3246,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
|
||||
self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- trying with box search
|
||||
if ObjectCategory == Object.Category.SCENERY and self:IsVec3InZone(ZoneObject:getPoint()) then
|
||||
local SceneryType = ZoneObject:getTypeName()
|
||||
@ -3156,7 +3265,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
|
||||
-- Search objects.
|
||||
local inzoneunits = SET_UNIT:New():FilterZones({self}):FilterOnce()
|
||||
local inzonestatics = SET_STATIC:New():FilterZones({self}):FilterOnce()
|
||||
|
||||
|
||||
inzoneunits:ForEach(
|
||||
function(unit)
|
||||
local Unit = unit --Wrapper.Unit#UNIT
|
||||
@ -3164,7 +3273,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
|
||||
EvaluateZone(DCS)
|
||||
end
|
||||
)
|
||||
|
||||
|
||||
inzonestatics:ForEach(
|
||||
function(static)
|
||||
local Static = static --Wrapper.Static#STATIC
|
||||
@ -3172,19 +3281,19 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
|
||||
EvaluateZone(DCS)
|
||||
end
|
||||
)
|
||||
|
||||
|
||||
local searchscenery = false
|
||||
for _,_type in pairs(ObjectCategories) do
|
||||
if _type == Object.Category.SCENERY then
|
||||
searchscenery = true
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if searchscenery then
|
||||
-- Search objects.
|
||||
world.searchObjects({Object.Category.SCENERY}, SphereSearch, EvaluateZone )
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- Count the number of different coalitions inside the zone.
|
||||
@ -3400,7 +3509,7 @@ end
|
||||
end
|
||||
|
||||
do -- ZONE_ELASTIC
|
||||
|
||||
|
||||
---
|
||||
-- @type ZONE_ELASTIC
|
||||
-- @field #table points Points in 2D.
|
||||
@ -3427,14 +3536,14 @@ do -- ZONE_ELASTIC
|
||||
function ZONE_ELASTIC:New(ZoneName, Points)
|
||||
|
||||
local self=BASE:Inherit(self, ZONE_POLYGON_BASE:New(ZoneName, Points)) --#ZONE_ELASTIC
|
||||
|
||||
|
||||
-- Zone objects are added to the _DATABASE and SET_ZONE objects.
|
||||
_EVENTDISPATCHER:CreateEventNewZone( self )
|
||||
|
||||
|
||||
if Points then
|
||||
self.points=Points
|
||||
end
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@ -3443,10 +3552,10 @@ do -- ZONE_ELASTIC
|
||||
-- @param DCS#Vec2 Vec2 Point in 2D (with x and y coordinates).
|
||||
-- @return #ZONE_ELASTIC self
|
||||
function ZONE_ELASTIC:AddVertex2D(Vec2)
|
||||
|
||||
|
||||
-- Add vec2 to points.
|
||||
table.insert(self.points, Vec2)
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@ -3456,10 +3565,10 @@ do -- ZONE_ELASTIC
|
||||
-- @param DCS#Vec3 Vec3 Point in 3D (with x, y and z coordinates). Only the x and z coordinates are used.
|
||||
-- @return #ZONE_ELASTIC self
|
||||
function ZONE_ELASTIC:AddVertex3D(Vec3)
|
||||
|
||||
|
||||
-- Add vec2 from vec3 to points.
|
||||
table.insert(self.points, {x=Vec3.x, y=Vec3.z})
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@ -3469,10 +3578,10 @@ do -- ZONE_ELASTIC
|
||||
-- @param Core.Set#SET_GROUP GroupSet Set of groups.
|
||||
-- @return #ZONE_ELASTIC self
|
||||
function ZONE_ELASTIC:AddSetGroup(GroupSet)
|
||||
|
||||
|
||||
-- Add set to table.
|
||||
table.insert(self.setGroups, GroupSet)
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@ -3484,13 +3593,13 @@ do -- ZONE_ELASTIC
|
||||
-- @param #boolean Draw Draw the zone. Default `nil`.
|
||||
-- @return #ZONE_ELASTIC self
|
||||
function ZONE_ELASTIC:Update(Delay, Draw)
|
||||
|
||||
|
||||
-- Debug info.
|
||||
self:T(string.format("Updating ZONE_ELASTIC %s", tostring(self.ZoneName)))
|
||||
|
||||
|
||||
-- Copy all points.
|
||||
local points=UTILS.DeepCopy(self.points or {})
|
||||
|
||||
|
||||
if self.setGroups then
|
||||
for _,_setGroup in pairs(self.setGroups) do
|
||||
local setGroup=_setGroup --Core.Set#SET_GROUP
|
||||
@ -3505,7 +3614,7 @@ do -- ZONE_ELASTIC
|
||||
|
||||
-- Update polygon verticies from points.
|
||||
self._.Polygon=self:_ConvexHull(points)
|
||||
|
||||
|
||||
if Draw~=false then
|
||||
if self.DrawID or Draw==true then
|
||||
self:UndrawZone()
|
||||
@ -3515,7 +3624,7 @@ do -- ZONE_ELASTIC
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Start the updating scheduler.
|
||||
-- @param #ZONE_ELASTIC self
|
||||
-- @param #number Tstart Time in seconds before the updating starts.
|
||||
@ -3524,9 +3633,9 @@ do -- ZONE_ELASTIC
|
||||
-- @param #boolean Draw Draw the zone. Default `nil`.
|
||||
-- @return #ZONE_ELASTIC self
|
||||
function ZONE_ELASTIC:StartUpdate(Tstart, dT, Tstop, Draw)
|
||||
|
||||
|
||||
self.updateID=self:ScheduleRepeat(Tstart, dT, 0, Tstop, ZONE_ELASTIC.Update, self, 0, Draw)
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@ -3535,46 +3644,46 @@ do -- ZONE_ELASTIC
|
||||
-- @param #number Delay Delay in seconds before the scheduler will be stopped. Default 0.
|
||||
-- @return #ZONE_ELASTIC self
|
||||
function ZONE_ELASTIC:StopUpdate(Delay)
|
||||
|
||||
|
||||
if Delay and Delay>0 then
|
||||
self:ScheduleOnce(Delay, ZONE_ELASTIC.StopUpdate, self)
|
||||
else
|
||||
|
||||
|
||||
if self.updateID then
|
||||
|
||||
|
||||
self:ScheduleStop(self.updateID)
|
||||
|
||||
|
||||
self.updateID=nil
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Create a convec hull.
|
||||
-- @param #ZONE_ELASTIC self
|
||||
-- @param #table pl Points
|
||||
-- @return #table Points
|
||||
function ZONE_ELASTIC:_ConvexHull(pl)
|
||||
|
||||
|
||||
if #pl == 0 then
|
||||
return {}
|
||||
end
|
||||
|
||||
|
||||
table.sort(pl, function(left,right)
|
||||
return left.x < right.x
|
||||
end)
|
||||
|
||||
|
||||
local h = {}
|
||||
|
||||
|
||||
-- Function: ccw > 0 if three points make a counter-clockwise turn, clockwise if ccw < 0, and collinear if ccw = 0.
|
||||
local function ccw(a,b,c)
|
||||
return (b.x - a.x) * (c.y - a.y) > (b.y - a.y) * (c.x - a.x)
|
||||
end
|
||||
|
||||
|
||||
-- lower hull
|
||||
for i,pt in pairs(pl) do
|
||||
while #h >= 2 and not ccw(h[#h-1], h[#h], pt) do
|
||||
@ -3582,7 +3691,7 @@ do -- ZONE_ELASTIC
|
||||
end
|
||||
table.insert(h,pt)
|
||||
end
|
||||
|
||||
|
||||
-- upper hull
|
||||
local t = #h + 1
|
||||
for i=#pl, 1, -1 do
|
||||
@ -3592,12 +3701,12 @@ do -- ZONE_ELASTIC
|
||||
end
|
||||
table.insert(h, pt)
|
||||
end
|
||||
|
||||
|
||||
table.remove(h, #h)
|
||||
|
||||
|
||||
return h
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
@ -3634,7 +3743,7 @@ ZONE_OVAL = {
|
||||
function ZONE_OVAL:New(name, vec2, major_axis, minor_axis, angle)
|
||||
|
||||
self = BASE:Inherit(self, ZONE_BASE:New())
|
||||
|
||||
|
||||
self.ZoneName = name
|
||||
self.CenterVec2 = vec2
|
||||
self.MajorAxis = major_axis
|
||||
@ -3672,7 +3781,7 @@ function ZONE_OVAL:NewFromDrawing(DrawingName)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Gets the major axis of the oval.
|
||||
--- Gets the major axis of the oval.
|
||||
-- @param #ZONE_OVAL self
|
||||
-- @return #number The major axis of the oval
|
||||
function ZONE_OVAL:GetMajorAxis()
|
||||
@ -3868,7 +3977,7 @@ do -- ZONE_AIRBASE
|
||||
|
||||
self._.ZoneAirbase = Airbase
|
||||
self._.ZoneVec2Cache = self._.ZoneAirbase:GetVec2()
|
||||
|
||||
|
||||
if Airbase:IsShip() then
|
||||
self.isShip=true
|
||||
self.isHelipad=false
|
||||
@ -3876,11 +3985,11 @@ do -- ZONE_AIRBASE
|
||||
elseif Airbase:IsHelipad() then
|
||||
self.isShip=false
|
||||
self.isHelipad=true
|
||||
self.isAirdrome=false
|
||||
self.isAirdrome=false
|
||||
elseif Airbase:IsAirdrome() then
|
||||
self.isShip=false
|
||||
self.isHelipad=false
|
||||
self.isAirdrome=true
|
||||
self.isAirdrome=true
|
||||
end
|
||||
|
||||
-- Zone objects are added to the _DATABASE and SET_ZONE objects.
|
||||
|
||||
@ -1064,9 +1064,9 @@ function UTILS.BeaufortScale(speed)
|
||||
return bn,bd
|
||||
end
|
||||
|
||||
--- Split string at seperators. C.f. [split-string-in-lua](http://stackoverflow.com/questions/1426954/split-string-in-lua).
|
||||
--- Split string at separators. C.f. [split-string-in-lua](http://stackoverflow.com/questions/1426954/split-string-in-lua).
|
||||
-- @param #string str Sting to split.
|
||||
-- @param #string sep Speparator for split.
|
||||
-- @param #string sep Separator for split.
|
||||
-- @return #table Split text.
|
||||
function UTILS.Split(str, sep)
|
||||
local result = {}
|
||||
@ -2146,17 +2146,17 @@ function UTILS.IsLoadingDoorOpen( unit_name )
|
||||
return true
|
||||
end
|
||||
|
||||
if string.find(type_name, "Bell-47") then -- bell aint got no doors so always ready to load injured soldiers
|
||||
if type_name == "Bell-47" then -- bell aint got no doors so always ready to load injured soldiers
|
||||
BASE:T(unit_name .. " door is open")
|
||||
return true
|
||||
end
|
||||
|
||||
if string.find(type_name, "UH-60L") and (unit:getDrawArgumentValue(401) == 1 or unit:getDrawArgumentValue(402) == 1) then
|
||||
|
||||
if type_name == "UH-60L" and (unit:getDrawArgumentValue(401) == 1 or unit:getDrawArgumentValue(402) == 1) then
|
||||
BASE:T(unit_name .. " cargo door is open")
|
||||
return true
|
||||
end
|
||||
|
||||
if string.find(type_name, "UH-60L" ) and (unit:getDrawArgumentValue(38) == 1 or unit:getDrawArgumentValue(400) == 1 ) then
|
||||
if type_name == "UH-60L" and (unit:getDrawArgumentValue(38) > 0 or unit:getDrawArgumentValue(400) == 1 ) then
|
||||
BASE:T(unit_name .. " front door(s) are open")
|
||||
return true
|
||||
end
|
||||
|
||||
@ -3772,54 +3772,66 @@ function CONTROLLABLE:OptionProhibitAfterburner( Prohibit )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Defines the usage of Electronic Counter Measures by airborne forces. Disables the ability for AI to use their ECM.
|
||||
--- [Air] Defines the usage of Electronic Counter Measures by airborne forces.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param #number ECMvalue Can be - 0=Never on, 1=if locked by radar, 2=if detected by radar, 3=always on, defaults to 1
|
||||
-- @return #CONTROLLABLE self
|
||||
function CONTROLLABLE:OptionECM_Never()
|
||||
function CONTROLLABLE:OptionECM( ECMvalue )
|
||||
self:F2( { self.ControllableName } )
|
||||
|
||||
if self:IsAir() then
|
||||
self:SetOption( AI.Option.Air.id.ECM_USING, 0 )
|
||||
local DCSControllable = self:GetDCSObject()
|
||||
if DCSControllable then
|
||||
local Controller = self:_GetController()
|
||||
|
||||
if self:IsAir() then
|
||||
Controller:setOption( AI.Option.Air.id.ECM_USING, ECMvalue or 1 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Defines the usage of Electronic Counter Measures by airborne forces. If the AI is actively being locked by an enemy radar they will enable their ECM jammer.
|
||||
--- [Air] Defines the usage of Electronic Counter Measures by airborne forces. Disables the ability for AI to use their ECM.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @return #CONTROLLABLE self
|
||||
function CONTROLLABLE:OptionECM_Never()
|
||||
self:F2( { self.ControllableName } )
|
||||
|
||||
self:OptionECM(0)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- [Air] Defines the usage of Electronic Counter Measures by airborne forces. If the AI is actively being locked by an enemy radar they will enable their ECM jammer.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @return #CONTROLLABLE self
|
||||
function CONTROLLABLE:OptionECM_OnlyLockByRadar()
|
||||
self:F2( { self.ControllableName } )
|
||||
|
||||
if self:IsAir() then
|
||||
self:SetOption( AI.Option.Air.id.ECM_USING, 1 )
|
||||
end
|
||||
self:OptionECM(1)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Defines the usage of Electronic Counter Measures by airborne forces. If the AI is being detected by a radar they will enable their ECM.
|
||||
--- [Air] Defines the usage of Electronic Counter Measures by airborne forces. If the AI is being detected by a radar they will enable their ECM.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @return #CONTROLLABLE self
|
||||
function CONTROLLABLE:OptionECM_DetectedLockByRadar()
|
||||
self:F2( { self.ControllableName } )
|
||||
|
||||
if self:IsAir() then
|
||||
self:SetOption( AI.Option.Air.id.ECM_USING, 2 )
|
||||
end
|
||||
self:OptionECM(2)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Defines the usage of Electronic Counter Measures by airborne forces. AI will leave their ECM on all the time.
|
||||
--- [Air] Defines the usage of Electronic Counter Measures by airborne forces. AI will leave their ECM on all the time.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @return #CONTROLLABLE self
|
||||
function CONTROLLABLE:OptionECM_AlwaysOn()
|
||||
self:F2( { self.ControllableName } )
|
||||
|
||||
if self:IsAir() then
|
||||
self:SetOption( AI.Option.Air.id.ECM_USING, 3 )
|
||||
end
|
||||
self:OptionECM(3)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
77
docs/beginner/ask-for-help.md
Normal file
77
docs/beginner/ask-for-help.md
Normal file
@ -0,0 +1,77 @@
|
||||
---
|
||||
parent: Beginner
|
||||
nav_order: 06
|
||||
---
|
||||
# How to ask for help
|
||||
{: .no_toc }
|
||||
|
||||
1. Table of contents
|
||||
{:toc}
|
||||
|
||||
After you have tried to solve the problem on your own, you can also get help
|
||||
from the community.
|
||||
|
||||
{: .highlight }
|
||||
> But it is important to follow certain rules! Read them below.
|
||||
|
||||
## Communities
|
||||
|
||||
There are two ways to communicate with the community.
|
||||
The fastest way is to use Discord:
|
||||
|
||||
- <https://discord.gg/gj68fm969S>{:target="_blank"}
|
||||
|
||||
But if you don't like Discord, you are able to post in the DCS forum.
|
||||
Check out the MOOSE thread here:
|
||||
|
||||
- <https://forums.eagle.ru/showthread.php?t=138043>
|
||||
|
||||
## How to post requests
|
||||
|
||||
MOOSE is a community project and support is community based.
|
||||
|
||||
Please remember when posting a question:
|
||||
|
||||
- Before posting anything follow the [troubleshooting steps].
|
||||
- **Read your logs**.
|
||||
|
||||
A post should contain the following:
|
||||
|
||||
1. A describtion what you expected to happen and what actually happened.
|
||||
- Do not use vague words this stuff is hard to help with! Be specific.
|
||||
|
||||
2. Describe what happens instead.
|
||||
- The less detail you offer, the less chance you can be helped.
|
||||
- Don’t say it doesn’t work. Or is it broken. Say what it actually does.
|
||||
|
||||
3. Post your code in Discord as formatted code:
|
||||
|
||||
- Wrap a single line of code in backticks \` like this:
|
||||
|
||||

|
||||
|
||||
- Multiple lines of code should be posted like this:
|
||||
|
||||

|
||||
|
||||
- Post your log lines with the error or warning messages. Format them like this:
|
||||
|
||||

|
||||
|
||||
- Some complex problems need the mission (.miz file) also.
|
||||
|
||||
- But post your mission only when requested.
|
||||
- Try to simplify your mission if it is complex!
|
||||
|
||||
There are people in the Discord and in the forum, who spend their free time to
|
||||
help you. <br />
|
||||
It is your responsibility to make their "work" as easy as possible.
|
||||
|
||||
Welcome to MOOSE and good luck!
|
||||
|
||||
## Next step
|
||||
|
||||
Last but not least some [tipps and tricks].
|
||||
|
||||
[troubleshooting steps]: problems.md
|
||||
[tipps and tricks]: tipps-and-tricks.md
|
||||
@ -9,5 +9,50 @@ nav_order: 04
|
||||
1. Table of contents
|
||||
{:toc}
|
||||
|
||||
{: .warning }
|
||||
> THIS DOCUMENT IS STILL WORK IN PROGRESS!
|
||||
The best way to get compftable with a Moose class is to try the demo missions of
|
||||
the class you want to learn. The Moose team created a lot of demo missions for
|
||||
most of the classes.
|
||||
|
||||
## Download demo missions
|
||||
|
||||
Go to the repository [MOOSE_MISSIONS]{:target="_blank"}, search the folder of
|
||||
the class, download the mission (`.miz`) and rum them.
|
||||
|
||||
## Read the mission script
|
||||
|
||||
In the same folder a `.lua` file with the same name is placed which is the
|
||||
included mission script. You can watch these mission scripts easily online at
|
||||
GitHub to understand what is happening in the mission.
|
||||
|
||||
## Read documentation
|
||||
|
||||
Next step is to read the [documentation]{:target="_blank"} of the class to
|
||||
understand the code of the demo mission.
|
||||
|
||||
{: .note }
|
||||
> The documentation is quite long and might be confusing for beginners.
|
||||
> Start by looking at the description at the top of the documentation of a
|
||||
> class. It often contains examples and explanations. <br /><br />
|
||||
> Then search for the function names and look at the description of the
|
||||
> functions and its parameters.
|
||||
|
||||
## Make small changes to the script
|
||||
|
||||
Download the `.lua` file, change the parameters to suit your needs in
|
||||
[Notepad++]{:target="_blank"}, add it to the mission and rerun the mission.
|
||||
Observe what happens and adapt the code.
|
||||
|
||||
If you want to use more functions combine them all up.
|
||||
|
||||
{: .note }
|
||||
> But it is wise to do this in small steps. So it is easier to find errors.
|
||||
|
||||
## Next step
|
||||
|
||||
If the mission shows not the expected behaviour take a look at section
|
||||
[problems].
|
||||
|
||||
[MOOSE_MISSIONS]: https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop
|
||||
[documentation]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/index.html
|
||||
[Notepad++]: https://notepad-plus-plus.org/downloads/
|
||||
[problems]: problems.md
|
||||
|
||||
@ -144,9 +144,16 @@ have create everything on your own.
|
||||
- Change the text a little bit, like `Hello Dude! ...` and save the file.
|
||||
- Run the mission again.
|
||||
- The text will not be changed in the mission. Why?
|
||||
The mission editor copies the script into the mission file when you add it.
|
||||
Ever change on the script file on your hard disk is not recognized by mission editor.
|
||||
You have to add the file after each change again.
|
||||
|
||||
{: .important }
|
||||
The mission editor copies the script into the mission file when you add it.
|
||||
Every change on the script file on your hard disk is not recognized by mission
|
||||
editor. **You have to add the file after each change again!**
|
||||
|
||||
There is also another method available to dynamically load mission scripts.
|
||||
But this method has some brawbacks and will be explained in the advanced section.
|
||||
|
||||
Now we add the mission script again:
|
||||
|
||||
- On the left side of the `TRIGGERS` dialog click on `Load Mission Script`.
|
||||
- On the right side under `ACTIONS` you need to add the script again:
|
||||
|
||||
46
docs/beginner/problems.md
Normal file
46
docs/beginner/problems.md
Normal file
@ -0,0 +1,46 @@
|
||||
---
|
||||
parent: Beginner
|
||||
nav_order: 05
|
||||
---
|
||||
|
||||
# Problems
|
||||
{: .no_toc }
|
||||
|
||||
1. Table of contents
|
||||
{:toc}
|
||||
|
||||
## Something went wrong
|
||||
|
||||
If the mission shows not the expected behaviour do the following steps:
|
||||
|
||||
1. Double check if you added the changed mission script to the mission again!
|
||||
1. Check if the triggers are configured as requested in the last sections.
|
||||
|
||||
## Read the logs
|
||||
|
||||
The DCS log is a super important and useful log for the entire of DCS World.
|
||||
All scripting and other errors are recorded here. It is the one stop shop for
|
||||
things that occurred in your mission. It will tell you if there was a mistake.
|
||||
|
||||
1. Open the file `dcs.log` in the `Logs` subfolder in your DCS
|
||||
[Saved Games folder].
|
||||
|
||||
1. Search for the following line: `*** MOOSE INCLUDE END ***`
|
||||
- If it is included in the log, Moose was loaded.
|
||||
- If the line is not in the log check the triggers again!
|
||||
|
||||
1. Search for lines with `SCRIPTING` and `WARNING` or `ERROR` and read them.
|
||||
- This might help to find your error.
|
||||
|
||||
{: .note }
|
||||
> You will find a lot of warning and error lines in the log which are not
|
||||
> related to `SCRIPTING`. They are related to stuff from Eagle Dynamics or
|
||||
> Third Parties and you have to ignore them. EA does the same. ;o)
|
||||
|
||||
## Next step
|
||||
|
||||
If you don't find the error and/or don't understand the messages in the log file
|
||||
you can [ask for help].
|
||||
|
||||
[Saved Games folder]: tipps-and-tricks.md#find-the-saved-games-folder
|
||||
[ask for help]: ask-for-help.md
|
||||
@ -33,7 +33,9 @@ This folder can be found in your userprofile as subfolder of `Saved Games`.
|
||||
The easiest way to find it, is to open search and paste the text below into it
|
||||
and press Enter:
|
||||
|
||||
```%userprofile%\Saved Games```
|
||||
```
|
||||
%userprofile%\Saved Games
|
||||
```
|
||||
|
||||
{: .note }
|
||||
> The text will work even if your Windows is installed with another language,
|
||||
|
||||
BIN
docs/images/beginner/discord-fomat-logs.png
Normal file
BIN
docs/images/beginner/discord-fomat-logs.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 3.6 KiB |
BIN
docs/images/beginner/discord-multi-line-code.png
Normal file
BIN
docs/images/beginner/discord-multi-line-code.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 7.3 KiB |
BIN
docs/images/beginner/discord-single-line-code.png
Normal file
BIN
docs/images/beginner/discord-single-line-code.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 3.3 KiB |
Loading…
x
Reference in New Issue
Block a user