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https://github.com/FlightControl-Master/MOOSE.git
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Merge branch 'master' into develop
This commit is contained in:
@@ -300,23 +300,23 @@ do -- Zones
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for ZoneID, ZoneData in pairs(env.mission.triggers.zones) do
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local ZoneName = ZoneData.name
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-- Color
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local color=ZoneData.color or {1, 0, 0, 0.15}
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-- Create new Zone
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local Zone=nil --Core.Zone#ZONE_BASE
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if ZoneData.type==0 then
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---
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-- Circular zone
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---
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self:I(string.format("Register ZONE: %s (Circular)", ZoneName))
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Zone=ZONE:New(ZoneName)
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else
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---
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@@ -324,51 +324,51 @@ do -- Zones
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---
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self:I(string.format("Register ZONE: %s (Polygon, Quad)", ZoneName))
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Zone=ZONE_POLYGON_BASE:New(ZoneName, ZoneData.verticies)
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--for i,vec2 in pairs(ZoneData.verticies) do
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-- local coord=COORDINATE:NewFromVec2(vec2)
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-- coord:MarkToAll(string.format("%s Point %d", ZoneName, i))
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--end
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end
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if Zone then
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-- Store color of zone.
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-- Store color of zone.
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Zone.Color=color
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-- Store in DB.
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self.ZONENAMES[ZoneName] = ZoneName
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-- Add zone.
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self:AddZone(ZoneName, Zone)
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end
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end
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-- Polygon zones defined by late activated groups.
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for ZoneGroupName, ZoneGroup in pairs( self.GROUPS ) do
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if ZoneGroupName:match("#ZONE_POLYGON") then
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local ZoneName1 = ZoneGroupName:match("(.*)#ZONE_POLYGON")
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local ZoneName2 = ZoneGroupName:match(".*#ZONE_POLYGON(.*)")
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local ZoneName = ZoneName1 .. ( ZoneName2 or "" )
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-- Debug output
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self:I(string.format("Register ZONE: %s (Polygon)", ZoneName))
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-- Create a new polygon zone.
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local Zone_Polygon = ZONE_POLYGON:New( ZoneName, ZoneGroup )
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-- Set color.
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Zone_Polygon:SetColor({1, 0, 0}, 0.15)
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-- Store name in DB.
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self.ZONENAMES[ZoneName] = ZoneName
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-- Add zone to DB.
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self:AddZone( ZoneName, Zone_Polygon )
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end
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@@ -138,24 +138,24 @@ SPAWNSTATIC = {
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-- @return #SPAWNSTATIC self
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function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
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local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
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local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
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local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
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if TemplateStatic then
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self.SpawnTemplatePrefix = SpawnTemplateName
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self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
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self.CountryID = SpawnCountryID or CountryID
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self.CategoryID = CategoryID
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self.CoalitionID = CoalitionID
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self.SpawnIndex = 0
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else
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error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
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end
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local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
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if TemplateStatic then
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self.SpawnTemplatePrefix = SpawnTemplateName
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self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
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self.CountryID = SpawnCountryID or CountryID
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self.CategoryID = CategoryID
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self.CoalitionID = CoalitionID
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self.SpawnIndex = 0
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else
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error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
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end
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self:SetEventPriority( 5 )
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return self
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return self
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end
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--- Creates the main object to spawn a @{Static} given a template table.
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@@ -498,8 +498,8 @@ end
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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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ClassName="ZONE_RADIUS",
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}
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--- Constructor of @{#ZONE_RADIUS}, taking the zone name, the zone location and a radius.
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-- @param #ZONE_RADIUS self
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@@ -510,15 +510,15 @@ ZONE_RADIUS = {
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function ZONE_RADIUS:New( ZoneName, Vec2, Radius )
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-- Inherit ZONE_BASE.
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local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) -- #ZONE_RADIUS
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self:F( { ZoneName, Vec2, Radius } )
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local self = BASE:Inherit( self, ZONE_BASE:New( ZoneName ) ) -- #ZONE_RADIUS
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self:F( { ZoneName, Vec2, Radius } )
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self.Radius = Radius
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self.Vec2 = Vec2
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self.Radius = Radius
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self.Vec2 = Vec2
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--self.Coordinate=COORDINATE:NewFromVec2(Vec2)
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--self.Coordinate=COORDINATE:NewFromVec2(Vec2)
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return self
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return self
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end
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--- Update zone from a 2D vector.
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@@ -746,11 +746,11 @@ end
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-- @param #ZONE_RADIUS self
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-- @return DCS#Vec2 The location of the zone.
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function ZONE_RADIUS:GetVec2()
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self:F2( self.ZoneName )
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self:F2( self.ZoneName )
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self:T2( { self.Vec2 } )
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self:T2( { self.Vec2 } )
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return self.Vec2
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return self.Vec2
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end
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--- Sets the @{DCS#Vec2} of the zone.
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@@ -1165,20 +1165,20 @@ end
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-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
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-- @return DCS#Vec2 The random location within the zone.
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function ZONE_RADIUS:GetRandomVec2( inner, outer )
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self:F( self.ZoneName, inner, outer )
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self:F( self.ZoneName, inner, outer )
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local Point = {}
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local Vec2 = self:GetVec2()
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local _inner = inner or 0
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local _outer = outer or self:GetRadius()
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local Point = {}
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local Vec2 = self:GetVec2()
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local _inner = inner or 0
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local _outer = outer or self:GetRadius()
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local angle = math.random() * math.pi * 2;
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Point.x = Vec2.x + math.cos( angle ) * math.random(_inner, _outer);
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Point.y = Vec2.y + math.sin( angle ) * math.random(_inner, _outer);
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local angle = math.random() * math.pi * 2;
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Point.x = Vec2.x + math.cos( angle ) * math.random(_inner, _outer);
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Point.y = Vec2.y + math.sin( angle ) * math.random(_inner, _outer);
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self:T( { Point } )
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self:T( { Point } )
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return Point
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return Point
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end
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--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
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