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#CONTROLLABLE
* Docu fix #WAREHOUSE * Changes from dev #ZONE * Additions to ZONE_POLYGON
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@ -2084,6 +2084,52 @@ function ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlph
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return self
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end
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--- Get the smallest circular zone encompassing all points points of the polygon zone.
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-- @param #ZONE_POLYGON_BASE self
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-- @param #string ZoneName (Optional) Name of the zone. Default is the name of the polygon zone.
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-- @param #boolean DoNotRegisterZone (Optional) If `true`, zone is not registered.
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-- @return #ZONE_RADIUS The circular zone.
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function ZONE_POLYGON_BASE:GetZoneRadius(ZoneName, DoNotRegisterZone)
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local center=self:GetVec2()
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local radius=0
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for _,_vec2 in pairs(self._.Polygon) do
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local vec2=_vec2 --DCS#Vec2
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local r=UTILS.VecDist2D(center, vec2)
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if r>radius then
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radius=r
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end
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end
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local zone=ZONE_RADIUS:New(ZoneName or self.ZoneName, center, radius, DoNotRegisterZone)
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return zone
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end
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--- Get the smallest rectangular zone encompassing all points points of the polygon zone.
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-- @param #ZONE_POLYGON_BASE self
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-- @param #string ZoneName (Optional) Name of the zone. Default is the name of the polygon zone.
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-- @param #boolean DoNotRegisterZone (Optional) If `true`, zone is not registered.
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-- @return #ZONE_POLYGON The rectangular zone.
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function ZONE_POLYGON_BASE:GetZoneQuad(ZoneName, DoNotRegisterZone)
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local vec1, vec3=self:GetBoundingVec2()
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local vec2={x=vec1.x, y=vec3.y}
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local vec4={x=vec3.x, y=vec1.y}
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local zone=ZONE_POLYGON_BASE:New(ZoneName or self.ZoneName, {vec1, vec2, vec3, vec4})
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return zone
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end
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--- Smokes the zone boundaries in a color.
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-- @param #ZONE_POLYGON_BASE self
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-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
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@ -2286,6 +2332,32 @@ function ZONE_POLYGON_BASE:GetBoundingSquare()
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return { x1 = x1, y1 = y1, x2 = x2, y2 = y2 }
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end
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--- Get the bounding 2D vectors of the polygon.
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-- @param #ZONE_POLYGON_BASE self
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-- @return DCS#Vec2 Coordinates of western-southern-lower vertex of the box.
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-- @return DCS#Vec2 Coordinates of eastern-northern-upper vertex of the box.
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function ZONE_POLYGON_BASE:GetBoundingVec2()
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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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end
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local vec1={x=x1, y=y1}
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local vec2={x=x2, y=y2}
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return vec1, vec2
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end
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--- Draw a frontier on the F10 map with small filled circles.
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-- @param #ZONE_POLYGON_BASE self
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-- @param #number Coalition (Optional) Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1= All.
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@ -302,8 +302,8 @@
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--
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-- Initial Spawn states is as follows:
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-- GROUND: ROE, "Return Fire" Alarm, "Green"
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-- AIR: ROE, "Return Fire" Reaction to Threat, "Passive Defense"
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-- NAVAL ROE, "Return Fire" Alarm,"N/A"
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-- AIR: ROE, "Return Fire" Reaction to Threat, "Passive Defense"
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-- NAVAL ROE, "Return Fire" Alarm,"N/A"
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--
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-- A request can be added by the @{#WAREHOUSE.AddRequest}(*warehouse*, *AssetDescriptor*, *AssetDescriptorValue*, *nAsset*, *TransportType*, *nTransport*, *Prio*, *Assignment*) function.
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-- The parameters are
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@ -2647,6 +2647,13 @@ function WAREHOUSE:SetWarehouseZone(zone)
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return self
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end
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--- Get the warehouse zone.
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-- @param #WAREHOUSE self
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-- @return Core.Zone#ZONE The warehouse zone.
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function WAREHOUSE:GetWarehouseZone()
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return self.zone
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end
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--- Set auto defence on. When the warehouse is under attack, all ground assets are spawned automatically and will defend the warehouse zone.
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-- @param #WAREHOUSE self
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-- @return #WAREHOUSE self
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@ -5810,6 +5817,7 @@ function WAREHOUSE:_SpawnAssetRequest(Request)
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-- Now we try to find all parking spots for all cargo groups in advance. Due to the for loop, the parking spots do not get updated while spawning.
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local Parking={}
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if Request.cargocategory==Group.Category.AIRPLANE or Request.cargocategory==Group.Category.HELICOPTER then
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--TODO: Check for airstart. Should be a request property.
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Parking=self:_FindParkingForAssets(self.airbase, cargoassets) or {}
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end
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@ -6069,7 +6077,9 @@ function WAREHOUSE:_SpawnAssetAircraft(alias, asset, request, parking, uncontrol
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end
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if self.Debug then
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coord:MarkToAll(string.format("Spawnplace unit %s terminal %d.", unit.name, terminal))
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local text=string.format("Spawnplace unit %s terminal %d.", unit.name, terminal)
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coord:MarkToAll(text)
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env.info(text)
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end
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unit.x=coord.x
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@ -7374,6 +7384,7 @@ function WAREHOUSE:_CheckRequestNow(request)
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local _transports
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local _assetattribute
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local _assetcategory
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local _assetairstart=false
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-- Check if at least one (cargo) asset is available.
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if _nassets>0 then
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@ -7381,21 +7392,28 @@ function WAREHOUSE:_CheckRequestNow(request)
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-- Get the attibute of the requested asset.
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_assetattribute=_assets[1].attribute
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_assetcategory=_assets[1].category
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_assetairstart=_assets[1].takeoffType and _assets[1].takeoffType==COORDINATE.WaypointType.TurningPoint or false
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-- Check available parking for air asset units.
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if _assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER then
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if self.airbase and self.airbase:GetCoalition()==self:GetCoalition() then
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if self:IsRunwayOperational() then
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if self:IsRunwayOperational() or _assetairstart then
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local Parking=self:_FindParkingForAssets(self.airbase,_assets)
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if _assetairstart then
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-- Airstart no need to check parking
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else
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--if Parking==nil and not (self.category==Airbase.Category.HELIPAD) then
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if Parking==nil then
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local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all requested assets at the moment.", self.alias)
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self:_InfoMessage(text, 5)
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return false
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-- Check parking.
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local Parking=self:_FindParkingForAssets(self.airbase,_assets)
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-- No parking?
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if Parking==nil then
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local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all requested assets at the moment.", self.alias)
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self:_InfoMessage(text, 5)
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return false
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end
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end
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else
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@ -7970,92 +7988,122 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
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for _,asset in pairs(assets) do
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local _asset=asset --#WAREHOUSE.Assetitem
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-- Get terminal type of this asset
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local terminaltype=asset.terminalType or self:_GetTerminal(asset.attribute, self:GetAirbaseCategory())
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if not _asset.spawned then
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-- Asset specific parking.
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parking[_asset.uid]={}
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-- Get terminal type of this asset
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local terminaltype=asset.terminalType or self:_GetTerminal(asset.attribute, self:GetAirbaseCategory())
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-- Loop over all units - each one needs a spot.
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for i=1,_asset.nunits do
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-- Asset specific parking.
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parking[_asset.uid]={}
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-- Asset name
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local assetname=_asset.spawngroupname.."-"..tostring(i)
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-- Loop over all units - each one needs a spot.
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for i=1,_asset.nunits do
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-- Loop over all parking spots.
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local gotit=false
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for _,_parkingspot in pairs(parkingdata) do
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local parkingspot=_parkingspot --Wrapper.Airbase#AIRBASE.ParkingSpot
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-- Asset name
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local assetname=_asset.spawngroupname.."-"..tostring(i)
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-- Check correct terminal type for asset. We don't want helos in shelters etc.
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if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) and self:_CheckParkingValid(parkingspot) and self:_CheckParkingAsset(parkingspot, asset) and airbase:_CheckParkingLists(parkingspot.TerminalID) then
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-- Loop over all parking spots.
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local gotit=false
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for _,_parkingspot in pairs(parkingdata) do
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local parkingspot=_parkingspot --Wrapper.Airbase#AIRBASE.ParkingSpot
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-- Coordinate of the parking spot.
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local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
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local _termid=parkingspot.TerminalID
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local free=true
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local problem=nil
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-- Loop over all obstacles.
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for _,obstacle in pairs(obstacles) do
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-- Check if aircraft overlaps with any obstacle.
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local dist=_spot:Get2DDistance(obstacle.coord)
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local safe=_overlap(_asset.size, obstacle.size, dist)
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-- Spot is blocked.
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if not safe then
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self:T3(self.lid..string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is NOT SAFE", assetname, _asset.uid, _termid, dist))
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free=false
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problem=obstacle
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problem.dist=dist
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break
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else
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--env.info(string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is SAFE", assetname, _asset.uid, _termid, dist))
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end
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end
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-- Check if spot is free
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if free then
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-- Add parkingspot for this asset unit.
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table.insert(parking[_asset.uid], parkingspot)
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-- Debug
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self:T(self.lid..string.format("Parking spot %d is free for asset %s [id=%d]!", _termid, assetname, _asset.uid))
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-- Add the unit as obstacle so that this spot will not be available for the next unit.
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table.insert(obstacles, {coord=_spot, size=_asset.size, name=assetname, type="asset"})
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gotit=true
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break
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-- Parking valid?
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local valid=true
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if asset.parkingIDs then
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-- If asset has assigned parking spots, we take these no matter what.
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valid=self:_CheckParkingAsset(parkingspot, asset)
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else
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-- Debug output for occupied spots.
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if self.Debug then
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local coord=problem.coord --Core.Point#COORDINATE
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local text=string.format("Obstacle %s [type=%s] blocking spot=%d! Size=%.1f m and distance=%.1f m.", problem.name, problem.type, _termid, problem.size, problem.dist)
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self:I(self.lid..text)
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coord:MarkToAll(string.format(text))
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else
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self:T(self.lid..string.format("Parking spot %d is occupied or not big enough!", _termid))
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end
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-- Valid terminal type depending on attribute.
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local validTerminal=AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype)
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-- Valid parking list.
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local validParking=self:_CheckParkingValid(parkingspot)
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-- Black and white list.
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local validBWlist=airbase:_CheckParkingLists(parkingspot.TerminalID)
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-- Debug info.
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--env.info(string.format("FF validTerminal = %s", tostring(validTerminal)))
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--env.info(string.format("FF validParking = %s", tostring(validParking)))
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--env.info(string.format("FF validBWlist = %s", tostring(validBWlist)))
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-- Check if all are true
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valid=validTerminal and validParking and validBWlist
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end
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else
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self:T2(self.lid..string.format("Terminal ID=%d: type=%s not supported", parkingspot.TerminalID, parkingspot.TerminalType))
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end -- check terminal type
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end -- loop over parking spots
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-- No parking spot for at least one asset :(
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if not gotit then
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self:I(self.lid..string.format("WARNING: No free parking spot for asset %s [id=%d]", assetname, _asset.uid))
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return nil
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end
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end -- loop over asset units
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-- Check correct terminal type for asset. We don't want helos in shelters etc.
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if valid then
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-- Coordinate of the parking spot.
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local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
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local _termid=parkingspot.TerminalID
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local free=true
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local problem=nil
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-- Loop over all obstacles.
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for _,obstacle in pairs(obstacles) do
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-- Check if aircraft overlaps with any obstacle.
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local dist=_spot:Get2DDistance(obstacle.coord)
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local safe=_overlap(_asset.size, obstacle.size, dist)
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-- Spot is blocked.
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if not safe then
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self:T3(self.lid..string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is NOT SAFE", assetname, _asset.uid, _termid, dist))
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free=false
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problem=obstacle
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problem.dist=dist
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break
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else
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--env.info(string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is SAFE", assetname, _asset.uid, _termid, dist))
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end
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end
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-- Check if spot is free
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if free then
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-- Add parkingspot for this asset unit.
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table.insert(parking[_asset.uid], parkingspot)
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-- Debug
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self:T(self.lid..string.format("Parking spot %d is free for asset %s [id=%d]!", _termid, assetname, _asset.uid))
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-- Add the unit as obstacle so that this spot will not be available for the next unit.
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table.insert(obstacles, {coord=_spot, size=_asset.size, name=assetname, type="asset"})
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gotit=true
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break
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else
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-- Debug output for occupied spots.
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if self.Debug then
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local coord=problem.coord --Core.Point#COORDINATE
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local text=string.format("Obstacle %s [type=%s] blocking spot=%d! Size=%.1f m and distance=%.1f m.", problem.name, problem.type, _termid, problem.size, problem.dist)
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self:I(self.lid..text)
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coord:MarkToAll(string.format(text))
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else
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self:T(self.lid..string.format("Parking spot %d is occupied or not big enough!", _termid))
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end
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end
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else
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self:T2(self.lid..string.format("Terminal ID=%d: type=%s not supported", parkingspot.TerminalID, parkingspot.TerminalType))
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end -- check terminal type
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end -- loop over parking spots
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-- No parking spot for at least one asset :(
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if not gotit then
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self:I(self.lid..string.format("WARNING: No free parking spot for asset %s [id=%d]", assetname, _asset.uid))
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return nil
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end
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end -- loop over asset units
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end -- Asset spawned check
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end -- loop over asset groups
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return parking
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@ -1416,7 +1416,7 @@ end
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-- @param #CONTROLLABLE self
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-- @param Core.Zone#ZONE Zone The zone where to land.
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-- @param #number Duration The duration in seconds to stay on the ground.
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-- @return #CONTROLLABLE self
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-- @return DCS#Task The DCS task structure.
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function CONTROLLABLE:TaskLandAtZone( Zone, Duration, RandomPoint )
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-- Get landing point
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