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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Updated documentation of SCHEDULER and ZONE and FSM
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@@ -66,8 +66,7 @@
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-- @module Zone
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--- The ZONE_BASE class
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-- @type ZONE_BASE
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--- @type ZONE_BASE
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-- @field #string ZoneName Name of the zone.
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-- @field #number ZoneProbability A value between 0 and 1. 0 = 0% and 1 = 100% probability.
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-- @extends Core.Base#BASE
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@@ -83,19 +82,26 @@
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--
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-- ## Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}:
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--
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-- * @{#ZONE_BASE.IsVec2InZone}(): Returns if a Vec2 is within the zone.
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-- * @{#ZONE_BASE.IsVec3InZone}(): Returns if a Vec3 is within the zone.
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-- * @{#ZONE_BASE.IsVec2InZone}(): Returns if a 2D vector is within the zone.
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-- * @{#ZONE_BASE.IsVec3InZone}(): Returns if a 3D vector is within the zone.
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-- * @{#ZONE_BASE.IsPointVec2InZone}(): Returns if a 2D point vector is within the zone.
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-- * @{#ZONE_BASE.IsPointVec3InZone}(): Returns if a 3D point vector is within the zone.
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--
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-- ## A zone has a probability factor that can be set to randomize a selection between zones:
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--
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-- * @{#ZONE_BASE.SetRandomizeProbability}(): Set the randomization probability of a zone to be selected, taking a value between 0 and 1 ( 0 = 0%, 1 = 100% )
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-- * @{#ZONE_BASE.GetRandomizeProbability}(): Get the randomization probability of a zone to be selected, passing a value between 0 and 1 ( 0 = 0%, 1 = 100% )
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-- * @{#ZONE_BASE.SetZoneProbability}(): Set the randomization probability of a zone to be selected, taking a value between 0 and 1 ( 0 = 0%, 1 = 100% )
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-- * @{#ZONE_BASE.GetZoneProbability}(): Get the randomization probability of a zone to be selected, passing a value between 0 and 1 ( 0 = 0%, 1 = 100% )
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-- * @{#ZONE_BASE.GetZoneMaybe}(): Get the zone taking into account the randomization probability. nil is returned if this zone is not a candidate.
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--
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-- ## A zone manages Vectors:
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-- ## A zone manages vectors:
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--
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-- * @{#ZONE_BASE.GetVec2}(): Returns the @{DCSTypes#Vec2} coordinate of the zone.
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-- * @{#ZONE_BASE.GetRandomVec2}(): Define a random @{DCSTypes#Vec2} within the zone.
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-- * @{#ZONE_BASE.GetVec2}(): Returns the 2D vector coordinate of the zone.
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-- * @{#ZONE_BASE.GetVec3}(): Returns the 3D vector coordinate of the zone.
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-- * @{#ZONE_BASE.GetPointVec2}(): Returns the 2D point vector coordinate of the zone.
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-- * @{#ZONE_BASE.GetPointVec3}(): Returns the 3D point vector coordinate of the zone.
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-- * @{#ZONE_BASE.GetRandomVec2}(): Define a random 2D vector within the zone.
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-- * @{#ZONE_BASE.GetRandomPointVec2}(): Define a random 2D point vector within the zone.
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-- * @{#ZONE_BASE.GetRandomPointVec3}(): Define a random 3D point vector within the zone.
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--
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-- ## A zone has a bounding square:
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--
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@@ -106,8 +112,7 @@
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-- * @{#ZONE_BASE.SmokeZone}(): Smokes the zone boundaries in a color.
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-- * @{#ZONE_BASE.FlareZone}(): Flares the zone boundaries in a color.
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--
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-- @field #ZONE_BASE ZONE_BASE
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--
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-- @field #ZONE_BASE
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ZONE_BASE = {
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ClassName = "ZONE_BASE",
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ZoneName = "",
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@@ -366,8 +371,7 @@ end
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-- * @{#ZONE_RADIUS.GetRandomPointVec2}(): Gets a @{Point#POINT_VEC2} object representing a random 2D point in the zone.
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-- * @{#ZONE_RADIUS.GetRandomPointVec3}(): Gets a @{Point#POINT_VEC3} object representing a random 3D point in the zone. Note that the height of the point is at landheight.
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--
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-- @field #ZONE_RADIUS ZONE_RADIUS
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--
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-- @field #ZONE_RADIUS
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ZONE_RADIUS = {
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ClassName="ZONE_RADIUS",
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}
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@@ -648,8 +652,7 @@ end
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-- The ZONE class, defined by the zone name as defined within the Mission Editor.
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-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
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--
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-- @field #ZONE ZONE
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--
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-- @field #ZONE
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ZONE = {
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ClassName="ZONE",
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}
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@@ -686,8 +689,7 @@ end
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-- The ZONE_UNIT class defined by a zone around a @{Unit#UNIT} with a radius.
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-- This class implements the inherited functions from @{#ZONE_RADIUS} taking into account the own zone format and properties.
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--
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-- @field #ZONE_UNIT ZONE_UNIT
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--
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-- @field #ZONE_UNIT
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ZONE_UNIT = {
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ClassName="ZONE_UNIT",
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}
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@@ -769,7 +771,6 @@ function ZONE_UNIT:GetVec3( Height )
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end
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--- @type ZONE_GROUP
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-- @field Wrapper.Group#GROUP ZoneGROUP
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-- @extends #ZONE_RADIUS
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@@ -778,8 +779,7 @@ end
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-- The ZONE_GROUP class defines by a zone around a @{Group#GROUP} with a radius. The current leader of the group defines the center of the zone.
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-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
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--
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-- @field #ZONE_GROUP ZONE_GROUP
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--
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-- @field #ZONE_GROUP
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ZONE_GROUP = {
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ClassName="ZONE_GROUP",
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}
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@@ -794,7 +794,7 @@ function ZONE_GROUP:New( ZoneName, ZoneGROUP, Radius )
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local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, ZoneGROUP:GetVec2(), Radius ) )
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self:F( { ZoneName, ZoneGROUP:GetVec2(), Radius } )
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self.ZoneGROUP = ZoneGROUP
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self._.ZoneGROUP = ZoneGROUP
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return self
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end
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@@ -806,7 +806,7 @@ end
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function ZONE_GROUP:GetVec2()
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self:F( self.ZoneName )
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local ZoneVec2 = self.ZoneGROUP:GetVec2()
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local ZoneVec2 = self._.ZoneGROUP:GetVec2()
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self:T( { ZoneVec2 } )
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@@ -820,7 +820,7 @@ function ZONE_GROUP:GetRandomVec2()
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self:F( self.ZoneName )
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local Point = {}
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local Vec2 = self.ZoneGROUP:GetVec2()
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local Vec2 = self._.ZoneGROUP:GetVec2()
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local angle = math.random() * math.pi*2;
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Point.x = Vec2.x + math.cos( angle ) * math.random() * self:GetRadius();
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@@ -834,7 +834,7 @@ end
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--- @type ZONE_POLYGON_BASE
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-- @field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCSTypes#Vec2}.
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-- --@field #ZONE_POLYGON_BASE.ListVec2 Polygon The polygon defined by an array of @{DCSTypes#Vec2}.
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-- @extends #ZONE_BASE
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@@ -852,8 +852,7 @@ end
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-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec2}(): Return a @{Point#POINT_VEC2} object representing a random 2D point within the zone.
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-- * @{#ZONE_POLYGON_BASE.GetRandomPointVec3}(): Return a @{Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
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--
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-- @field #ZONE_POLYGON_BASE ZONE_POLYGON_BASE
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--
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-- @field #ZONE_POLYGON_BASE
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ZONE_POLYGON_BASE = {
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ClassName="ZONE_POLYGON_BASE",
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}
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@@ -874,12 +873,12 @@ function ZONE_POLYGON_BASE:New( ZoneName, PointsArray )
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local i = 0
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self.Polygon = {}
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self._.Polygon = {}
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for i = 1, #PointsArray do
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self.Polygon[i] = {}
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self.Polygon[i].x = PointsArray[i].x
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self.Polygon[i].y = PointsArray[i].y
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self._.Polygon[i] = {}
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self._.Polygon[i].x = PointsArray[i].x
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self._.Polygon[i].y = PointsArray[i].y
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end
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return self
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@@ -902,7 +901,7 @@ end
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function ZONE_POLYGON_BASE:Flush()
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self:F2()
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self:E( { Polygon = self.ZoneName, Coordinates = self.Polygon } )
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self:E( { Polygon = self.ZoneName, Coordinates = self._.Polygon } )
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return self
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end
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@@ -918,17 +917,17 @@ function ZONE_POLYGON_BASE:BoundZone( UnBound )
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local Segments = 10
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i = 1
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j = #self.Polygon
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j = #self._.Polygon
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while i <= #self.Polygon do
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self:T( { i, j, self.Polygon[i], self.Polygon[j] } )
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while i <= #self._.Polygon do
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self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
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local DeltaX = self.Polygon[j].x - self.Polygon[i].x
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local DeltaY = self.Polygon[j].y - self.Polygon[i].y
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local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x
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local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y
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for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line.
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local PointX = self.Polygon[i].x + ( Segment * DeltaX / Segments )
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local PointY = self.Polygon[i].y + ( Segment * DeltaY / Segments )
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local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments )
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local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments )
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local Tire = {
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["country"] = "USA",
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["category"] = "Fortifications",
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@@ -968,17 +967,17 @@ function ZONE_POLYGON_BASE:SmokeZone( SmokeColor )
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local Segments = 10
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i = 1
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j = #self.Polygon
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j = #self._.Polygon
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while i <= #self.Polygon do
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self:T( { i, j, self.Polygon[i], self.Polygon[j] } )
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while i <= #self._.Polygon do
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self:T( { i, j, self._.Polygon[i], self._.Polygon[j] } )
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local DeltaX = self.Polygon[j].x - self.Polygon[i].x
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local DeltaY = self.Polygon[j].y - self.Polygon[i].y
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local DeltaX = self._.Polygon[j].x - self._.Polygon[i].x
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local DeltaY = self._.Polygon[j].y - self._.Polygon[i].y
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for Segment = 0, Segments do -- We divide each line in 5 segments and smoke a point on the line.
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local PointX = self.Polygon[i].x + ( Segment * DeltaX / Segments )
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local PointY = self.Polygon[i].y + ( Segment * DeltaY / Segments )
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local PointX = self._.Polygon[i].x + ( Segment * DeltaX / Segments )
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local PointY = self._.Polygon[i].y + ( Segment * DeltaY / Segments )
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POINT_VEC2:New( PointX, PointY ):Smoke( SmokeColor )
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end
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j = i
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@@ -1004,12 +1003,12 @@ function ZONE_POLYGON_BASE:IsVec2InZone( Vec2 )
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local InPolygon = false
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Next = 1
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Prev = #self.Polygon
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Prev = #self._.Polygon
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while Next <= #self.Polygon do
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self:T( { Next, Prev, self.Polygon[Next], self.Polygon[Prev] } )
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if ( ( ( self.Polygon[Next].y > Vec2.y ) ~= ( self.Polygon[Prev].y > Vec2.y ) ) and
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( Vec2.x < ( self.Polygon[Prev].x - self.Polygon[Next].x ) * ( Vec2.y - self.Polygon[Next].y ) / ( self.Polygon[Prev].y - self.Polygon[Next].y ) + self.Polygon[Next].x )
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while Next <= #self._.Polygon do
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self:T( { Next, Prev, self._.Polygon[Next], self._.Polygon[Prev] } )
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if ( ( ( self._.Polygon[Next].y > Vec2.y ) ~= ( self._.Polygon[Prev].y > Vec2.y ) ) and
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( Vec2.x < ( self._.Polygon[Prev].x - self._.Polygon[Next].x ) * ( Vec2.y - self._.Polygon[Next].y ) / ( self._.Polygon[Prev].y - self._.Polygon[Next].y ) + self._.Polygon[Next].x )
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) then
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InPolygon = not InPolygon
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end
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@@ -1080,17 +1079,17 @@ end
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-- @return #ZONE_POLYGON_BASE.BoundingSquare The bounding square.
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function ZONE_POLYGON_BASE:GetBoundingSquare()
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local x1 = self.Polygon[1].x
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local y1 = self.Polygon[1].y
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local x2 = self.Polygon[1].x
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local y2 = self.Polygon[1].y
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local x1 = self._.Polygon[1].x
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local y1 = self._.Polygon[1].y
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local x2 = self._.Polygon[1].x
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local y2 = self._.Polygon[1].y
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for i = 2, #self.Polygon do
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self:T2( { self.Polygon[i], x1, y1, x2, y2 } )
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x1 = ( x1 > self.Polygon[i].x ) and self.Polygon[i].x or x1
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x2 = ( x2 < self.Polygon[i].x ) and self.Polygon[i].x or x2
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y1 = ( y1 > self.Polygon[i].y ) and self.Polygon[i].y or y1
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y2 = ( y2 < self.Polygon[i].y ) and self.Polygon[i].y or y2
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for i = 2, #self._.Polygon do
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self:T2( { self._.Polygon[i], x1, y1, x2, y2 } )
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x1 = ( x1 > self._.Polygon[i].x ) and self._.Polygon[i].x or x1
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x2 = ( x2 < self._.Polygon[i].x ) and self._.Polygon[i].x or x2
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y1 = ( y1 > self._.Polygon[i].y ) and self._.Polygon[i].y or y1
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y2 = ( y2 < self._.Polygon[i].y ) and self._.Polygon[i].y or y2
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end
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@@ -1107,8 +1106,7 @@ end
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-- The ZONE_POLYGON class defined by a sequence of @{Group#GROUP} waypoints within the Mission Editor, forming a polygon.
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-- This class implements the inherited functions from @{Zone#ZONE_RADIUS} taking into account the own zone format and properties.
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--
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-- @field #ZONE_POLYGON ZONE_POLYGON
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--
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-- @field #ZONE_POLYGON
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ZONE_POLYGON = {
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ClassName="ZONE_POLYGON",
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}
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@@ -1124,7 +1122,7 @@ function ZONE_POLYGON:New( ZoneName, ZoneGroup )
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local GroupPoints = ZoneGroup:GetTaskRoute()
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local self = BASE:Inherit( self, ZONE_POLYGON_BASE:New( ZoneName, GroupPoints ) )
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self:F( { ZoneName, ZoneGroup, self.Polygon } )
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self:F( { ZoneName, ZoneGroup, self._.Polygon } )
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return self
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end
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