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#COORDINATE
* Added `IsInSteepArea()`and `IsInFlatArea()`
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@ -3284,6 +3284,51 @@ do -- COORDINATE
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return self:GetTemperatureText( nil, Settings )
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end
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--- Function to check if a coordinate is in a steep (>8% elevation) area of the map
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-- @param #COORDINATE self
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-- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter)
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-- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters)
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-- @return #boolen IsSteep If true, area is steep
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-- @return #number MaxElevation Elevation in meters measured over 100m
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function COORDINATE:IsInSteepArea(Radius,Minelevation)
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local steep = false
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local elev = Minelevation or 8
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local bdelta = 0
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local h0 = self:GetLandHeight()
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local radius = Radius or 50
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local diam = radius * 2
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for i=0,150,30 do
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local polar = math.fmod(i+180,360)
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local c1 = self:Translate(radius,i,false,false)
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local c2 = self:Translate(radius,polar,false,false)
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local h1 = c1:GetLandHeight()
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local h2 = c2:GetLandHeight()
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local d1 = math.abs(h1-h2)
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local d2 = math.abs(h0-h1)
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local d3 = math.abs(h0-h2)
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local dm = d1 > d2 and d1 or d2
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local dm1 = dm > d3 and dm or d3
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bdelta = dm1 > bdelta and dm1 or bdelta
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self:T(string.format("d1=%d, d2=%d, d3=%d, max delta=%d",d1,d2,d3,bdelta))
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end
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local steepness = bdelta / (radius / 100)
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if steepness >= elev then steep = true end
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return steep, math.floor(steepness)
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end
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--- Function to check if a coordinate is in a flat (<8% elevation) area of the map
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-- @param #COORDINATE self
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-- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter)
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-- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters)
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-- @return #boolen IsFlat If true, area is flat
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-- @return #number MaxElevation Elevation in meters measured over 100m
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function COORDINATE:IsInFlatArea(Radius,Minelevation)
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local steep, elev = self:IsInSteepArea(Radius,Minelevation)
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local flat = not steep
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return flat, elev
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end
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end
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do -- POINT_VEC3
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