Merge branch 'FF/MasterDevel' into FF/OpsDev

This commit is contained in:
Frank 2023-02-08 16:14:45 +01:00
commit b8498fa58f
9 changed files with 531 additions and 50 deletions

1
.gitignore vendored
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@ -235,3 +235,4 @@ MooseCodeWS.code-workspace
.gitignore .gitignore
.gitignore .gitignore
/.gitignore /.gitignore
Moose Development/Moose/.vscode/settings.json

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@ -1,7 +1,8 @@
{ {
"Lua.workspace.preloadFileSize": 1000, "Lua.workspace.preloadFileSize": 1000,
"Lua.diagnostics.disable": [ "Lua.diagnostics.disable": [
"undefined-doc-name" "undefined-doc-name",
"need-check-nil"
], ],
"Lua.diagnostics.globals": [ "Lua.diagnostics.globals": [
"BASE", "BASE",
@ -9,9 +10,14 @@
"__Moose", "__Moose",
"trigger", "trigger",
"coord", "coord",
"missionCommands" "missionCommands",
"world"
], ],
"Lua.completion.displayContext": 5, "Lua.completion.displayContext": 5,
"Lua.runtime.version": "Lua 5.1", "Lua.runtime.version": "Lua 5.1",
"Lua.completion.callSnippet": "Both" "Lua.completion.callSnippet": "Both",
"Lua.workspace.library": [
"${3rd}/lfs/library"
],
"Lua.workspace.checkThirdParty": false
} }

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@ -89,6 +89,7 @@ DATABASE = {
FLIGHTGROUPS = {}, FLIGHTGROUPS = {},
FLIGHTCONTROLS = {}, FLIGHTCONTROLS = {},
OPSZONES = {}, OPSZONES = {},
PATHLINES = {},
} }
local _DATABASECoalition = local _DATABASECoalition =
@ -245,7 +246,7 @@ function DATABASE:FindAirbase( AirbaseName )
end end
do -- Zones do -- Zones and Pathlines
--- Finds a @{Core.Zone} based on the zone name. --- Finds a @{Core.Zone} based on the zone name.
-- @param #DATABASE self -- @param #DATABASE self
@ -268,7 +269,6 @@ do -- Zones
end end
end end
--- Deletes a @{Core.Zone} from the DATABASE based on the zone name. --- Deletes a @{Core.Zone} from the DATABASE based on the zone name.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string ZoneName The name of the zone. -- @param #string ZoneName The name of the zone.
@ -278,6 +278,39 @@ do -- Zones
end end
--- Adds a @{Core.Pathline} based on its name in the DATABASE.
-- @param #DATABASE self
-- @param #string PathlineName The name of the pathline
-- @param Core.Pathline#PATHLINE Pathline The pathline.
function DATABASE:AddPathline( PathlineName, Pathline )
if not self.PATHLINES[PathlineName] then
self.PATHLINES[PathlineName]=Pathline
end
end
--- Finds a @{Core.Pathline} by its name.
-- @param #DATABASE self
-- @param #string PathlineName The name of the Pathline.
-- @return Core.Pathline#PATHLINE The found PATHLINE.
function DATABASE:FindPathline( PathlineName )
local pathline = self.PATHLINES[PathlineName]
return pathline
end
--- Deletes a @{Core.Pathline} from the DATABASE based on its name.
-- @param #DATABASE self
-- @param #string PathlineName The name of the PATHLINE.
function DATABASE:DeletePathline( PathlineName )
self.PATHLINES[PathlineName]=nil
return self
end
--- Private method that registers new ZONE_BASE derived objects within the DATABASE Object. --- Private method that registers new ZONE_BASE derived objects within the DATABASE Object.
-- @param #DATABASE self -- @param #DATABASE self
-- @return #DATABASE self -- @return #DATABASE self
@ -371,60 +404,100 @@ do -- Zones
-- Add zone to DB. -- Add zone to DB.
self:AddZone( ZoneName, Zone_Polygon ) self:AddZone( ZoneName, Zone_Polygon )
end end
end end
-- Drawings as zones -- Drawings as zones
if env.mission.drawings and env.mission.drawings.layers then if env.mission.drawings and env.mission.drawings.layers then
-- Loop over layers. -- Loop over layers.
for layerID, layerData in pairs(env.mission.drawings.layers or {}) do for layerID, layerData in pairs(env.mission.drawings.layers or {}) do
-- Loop over objects in layers. -- Loop over objects in layers.
for objectID, objectData in pairs(layerData.objects or {}) do 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) -- Check for polygon which has at least 4 points (we would need 3 but the origin seems to be there twice)
if objectData.polygonMode=="free" and objectData.points and #objectData.points>=4 then if objectData.polygonMode and objectData.polygonMode=="free" and objectData.points and #objectData.points>=4 then
-- Name of the zone. -- Name of the zone.
local ZoneName=objectData.name or "Unknown Drawing Zone" local ZoneName=objectData.name or "Unknown Drawing"
-- Reference point. All other points need to be translated by this. -- Reference point. All other points need to be translated by this.
local vec2={x=objectData.mapX, y=objectData.mapY} local vec2={x=objectData.mapX, y=objectData.mapY}
-- Copy points array. -- Debug stuff.
--local vec3={x=objectData.mapX, y=0, z=objectData.mapY}
--local coord=COORDINATE:NewFromVec2(vec2):MarkToAll("MapX, MapY")
--trigger.action.markToAll(id, "mapXY", vec3)
-- Copy points array.
local points=UTILS.DeepCopy(objectData.points) local points=UTILS.DeepCopy(objectData.points)
-- Translate points. -- Translate points.
for i,_point in pairs(points) do for i,_point in pairs(points) do
local point=_point --DCS#Vec2 local point=_point --DCS#Vec2
points[i]=UTILS.Vec2Add(point, vec2) points[i]=UTILS.Vec2Add(point, vec2)
end end
-- Remove last point. -- Remove last point.
table.remove(points, #points) table.remove(points, #points)
-- Debug output -- Debug output
self:I(string.format("Register ZONE: %s (Polygon drawing with %d verticies)", ZoneName, #points)) self:I(string.format("Register ZONE: %s (Polygon drawing with %d vertices)", ZoneName, #points))
-- Create new polygon zone. -- Create new polygon zone.
local Zone=ZONE_POLYGON:NewFromPointsArray(ZoneName, points) local Zone=ZONE_POLYGON:NewFromPointsArray(ZoneName, points)
-- Set color. -- Set color.
Zone:SetColor({1, 0, 0}, 0.15) Zone:SetColor({1, 0, 0}, 0.15)
-- Store in DB. -- Store in DB.
self.ZONENAMES[ZoneName] = ZoneName self.ZONENAMES[ZoneName] = ZoneName
-- Add zone. -- Add zone.
self:AddZone(ZoneName, Zone) self:AddZone(ZoneName, Zone)
end elseif objectData.lineMode and (objectData.lineMode=="segments" or objectData.lineMode=="segment" or objectData.lineMode=="free") and objectData.points and #objectData.points>=2 then
end
-- Name of the zone.
local Name=objectData.name or "Unknown Line Drawing"
-- Reference point. All other points need to be translated by this.
local vec2={x=objectData.mapX, y=objectData.mapY}
-- Copy points array.
local points=UTILS.DeepCopy(objectData.points)
-- Translate points.
for i,_point in pairs(points) do
local point=_point --DCS#Vec2
points[i]=UTILS.Vec2Add(point, vec2)
end
-- Debug output
self:I(string.format("Register PATHLINE: %s (Line drawing with %d points)", Name, #points))
-- Create new polygon zone.
local Pathline=PATHLINE:NewFromVec2Array(Name, points)
-- Set color.
--Zone:SetColor({1, 0, 0}, 0.15)
-- Add zone.
self:AddPathline(Name,Pathline)
end
end
end end
end end
end end
end -- zone end -- zone
do -- Zone_Goal do -- Zone_Goal
@ -470,7 +543,7 @@ do -- OpsZone
function DATABASE:FindOpsZone( ZoneName ) function DATABASE:FindOpsZone( ZoneName )
local ZoneFound = self.OPSZONES[ZoneName] local ZoneFound = self.OPSZONES[ZoneName]
return ZoneFound return ZoneFound
end end
@ -478,15 +551,15 @@ do -- OpsZone
-- @param #DATABASE self -- @param #DATABASE self
-- @param Ops.OpsZone#OPSZONE OpsZone The zone. -- @param Ops.OpsZone#OPSZONE OpsZone The zone.
function DATABASE:AddOpsZone( OpsZone ) function DATABASE:AddOpsZone( OpsZone )
if OpsZone then if OpsZone then
local ZoneName=OpsZone:GetName() local ZoneName=OpsZone:GetName()
if not self.OPSZONES[ZoneName] then if not self.OPSZONES[ZoneName] then
self.OPSZONES[ZoneName] = OpsZone self.OPSZONES[ZoneName] = OpsZone
end end
end end
end end
@ -1081,7 +1154,7 @@ function DATABASE:_RegisterClients()
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
self:I(string.format("Register Client: %s", tostring(ClientName))) self:I(string.format("Register Client: %s", tostring(ClientName)))
local client=self:AddClient( ClientName ) local client=self:AddClient( ClientName )
client.SpawnCoord=COORDINATE:New(ClientTemplate.x, ClientTemplate.alt, ClientTemplate.y) client.SpawnCoord=COORDINATE:New(ClientTemplate.x, ClientTemplate.alt, ClientTemplate.y)
end end
return self return self
@ -1131,7 +1204,7 @@ end
function DATABASE:_RegisterAirbase(airbase) function DATABASE:_RegisterAirbase(airbase)
if airbase then if airbase then
-- Get the airbase name. -- Get the airbase name.
local DCSAirbaseName = airbase:getName() local DCSAirbaseName = airbase:getName()
@ -1760,7 +1833,7 @@ function DATABASE:_RegisterTemplates()
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group
self:_RegisterGroupTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID) self:_RegisterGroupTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
else else

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@ -0,0 +1,351 @@
--- **Core** - Path from A to B.
--
-- **Main Features:**
--
-- * Path from A to B
-- * Arbitrary number of points
-- * Automatically from lines drawtool
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Core.Pathline
-- @image CORE_Pathline.png
--- PATHLINE class.
-- @type PATHLINE
-- @field #string ClassName Name of the class.
-- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the path line.
-- @field #table points List of 3D points defining the path.
-- @extends Core.Base#BASE
--- *When nothing goes right... Go left!*
--
-- ===
--
-- # The PATHLINE Concept
--
-- List of points defining a path from A to B.
--
-- Line drawings created in the mission editor are automatically registered as pathlines and stored in the MOOSE database.
-- They can be accessed with the @{#PATHLINE.FindByName) function.
--
--
-- @field #PATHLINE
PATHLINE = {
ClassName = "PATHLINE",
lid = nil,
points = {},
}
--- Point of line.
-- @type PATHLINE.Point
-- @field DCS#Vec3 vec3 3D position.
-- @field DCS#Vec2 vec2 2D position.
-- @field #number surfaceType Surface type.
-- @field #number landHeight Land height in meters.
-- @field #number depth Water depth in meters.
-- @field #number markerID Marker ID.
--- PATHLINE class version.
-- @field #string version
PATHLINE.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new PATHLINE object. Points need to be added later.
-- @param #PATHLINE self
-- @param #string Name Name of the path.
-- @return #PATHLINE self
function PATHLINE:New(Name)
-- Inherit everything from INTEL class.
local self=BASE:Inherit(self, BASE:New()) --#PATHLINE
self.name=Name or "Unknown Path"
self.lid=string.format("PATHLINE %s | ", Name)
return self
end
--- Create a new PATHLINE object from a given list of 2D points.
-- @param #PATHLINE self
-- @param #string Name Name of the pathline.
-- @param #table Vec2Array List of DCS#Vec2 points.
-- @return #PATHLINE self
function PATHLINE:NewFromVec2Array(Name, Vec2Array)
local self=PATHLINE:New(Name)
for i=1,#Vec2Array do
self:AddPointFromVec2(Vec2Array[i])
end
return self
end
--- Create a new PATHLINE object from a given list of 3D points.
-- @param #PATHLINE self
-- @param #string Name Name of the pathline.
-- @param #table Vec3Array List of DCS#Vec3 points.
-- @return #PATHLINE self
function PATHLINE:NewFromVec3Array(Name, Vec3Array)
local self=PATHLINE:New(Name)
for i=1,#Vec3Array do
self:AddPointFromVec3(Vec3Array[i])
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Find a pathline in the database.
-- @param #PATHLINE self
-- @param #string Name The name of the pathline.
-- @return #PATHLINE self
function PATHLINE:FindByName(Name)
local pathline = _DATABASE:FindPathline(Name)
return pathline
end
--- Add a point to the path from a given 2D position. The third dimension is determined from the land height.
-- @param #PATHLINE self
-- @param DCS#Vec2 Vec2 The 2D vector (x,y) to add.
-- @return #PATHLINE self
function PATHLINE:AddPointFromVec2(Vec2)
if Vec2 then
local point=self:_CreatePoint(Vec2)
table.insert(self.points, point)
end
return self
end
--- Add a point to the path from a given 3D position.
-- @param #PATHLINE self
-- @param DCS#Vec3 Vec3 The 3D vector (x,y) to add.
-- @return #PATHLINE self
function PATHLINE:AddPointFromVec3(Vec3)
if Vec3 then
local point=self:_CreatePoint(Vec3)
table.insert(self.points, point)
end
return self
end
--- Get name of pathline.
-- @param #PATHLINE self
-- @return #string Name of the pathline.
function PATHLINE:GetName()
return self.name
end
--- Get number of points.
-- @param #PATHLINE self
-- @return #number Number of points.
function PATHLINE:GetNumberOfPoints()
local N=#self.points
return N
end
--- Get points of pathline. Not that points are tables, that contain more information as just the 2D or 3D position but also the surface type etc.
-- @param #PATHLINE self
-- @return <#PATHLINE.Point> List of points.
function PATHLINE:GetPoints()
return self.points
end
--- Get 3D points of pathline.
-- @param #PATHLINE self
-- @return <DCS#Vec3> List of DCS#Vec3 points.
function PATHLINE:GetPoints3D()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
table.insert(vecs, point.vec3)
end
return vecs
end
--- Get 2D points of pathline.
-- @param #PATHLINE self
-- @return <DCS#Vec2> List of DCS#Vec2 points.
function PATHLINE:GetPoints2D()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
table.insert(vecs, point.vec2)
end
return vecs
end
--- Get COORDINATES of pathline. Note that COORDINATE objects are created when calling this function. That does involve deep copy calls and can have an impact on performance if done too often.
-- @param #PATHLINE self
-- @return <Core.Point#COORDINATE> List of COORDINATES points.
function PATHLINE:GetCoordinats()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
local coord=COORDINATE:NewFromVec3(point.vec3)
end
return vecs
end
--- Get the n-th point of the pathline.
-- @param #PATHLINE self
-- @param #number n The index of the point. Default is the first point.
-- @return #PATHLINE.Point Point.
function PATHLINE:GetPointFromIndex(n)
local N=self:GetNumberOfPoints()
n=n or 1
local point=nil --#PATHLINE.Point
if n>=1 and n<=N then
point=self.point[n]
else
self:E(self.lid..string.format("ERROR: No point in pathline for N=%s", tostring(n)))
end
return point
end
--- Get the 3D position of the n-th point.
-- @param #PATHLINE self
-- @param #number n The n-th point.
-- @return DCS#VEC3 Position in 3D.
function PATHLINE:GetPoint3DFromIndex(n)
local point=self:GetPointFromIndex(n)
if point then
return point.vec3
end
return nil
end
--- Get the 2D position of the n-th point.
-- @param #PATHLINE self
-- @param #number n The n-th point.
-- @return DCS#VEC2 Position in 3D.
function PATHLINE:GetPoint2DFromIndex(n)
local point=self:GetPointFromIndex(n)
if point then
return point.vec2
end
return nil
end
--- Mark points on F10 map.
-- @param #PATHLINE self
-- @param #boolean Switch If `true` or nil, set marks. If `false`, remove marks.
-- @return <DCS#Vec3> List of DCS#Vec3 points.
function PATHLINE:MarkPoints(Switch)
for i,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
if Switch==false then
if point.markerID then
UTILS.RemoveMark(point.markerID, Delay)
end
else
if point.markerID then
UTILS.RemoveMark(point.markerID)
end
point.markerID=UTILS.GetMarkID()
local text=string.format("Pathline %s: Point #%d\nSurface Type=%d\nHeight=%.1f m\nDepth=%.1f m", self.name, i, point.surfaceType, point.landHeight, point.depth)
trigger.action.markToAll(point.markerID, text, point.vec3, "")
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get 3D points of pathline.
-- @param #PATHLINE self
-- @param DCS#Vec3 Vec Position vector. Can also be a DCS#Vec2 in which case the altitude at landheight is taken.
-- @return #PATHLINE.Point
function PATHLINE:_CreatePoint(Vec)
local point={} --#PATHLINE.Point
if Vec.z then
-- Given vec is 3D
point.vec3=UTILS.DeepCopy(Vec)
point.vec2={x=Vec.x, y=Vec.z}
else
-- Given vec is 2D
point.vec2=UTILS.DeepCopy(Vec)
point.vec3={x=Vec.x, y=land.getHeight(Vec), z=Vec.y}
end
-- Get surface type.
point.surfaceType=land.getSurfaceType(point.vec2)
-- Get land height and depth.
point.landHeight, point.depth=land.getSurfaceHeightWithSeabed(point.vec2)
point.markerID=nil
return point
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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@ -193,21 +193,29 @@ do -- land
--- [Type of surface enumerator](https://wiki.hoggitworld.com/view/DCS_singleton_land) --- [Type of surface enumerator](https://wiki.hoggitworld.com/view/DCS_singleton_land)
-- @type land.SurfaceType -- @type land.SurfaceType
-- @field LAND -- @field LAND Land=1
-- @field SHALLOW_WATER -- @field SHALLOW_WATER Shallow water=2
-- @field WATER -- @field WATER Water=3
-- @field ROAD -- @field ROAD Road=4
-- @field RUNWAY -- @field RUNWAY Runway=5
--- Returns altitude MSL of the point. --- Returns the distance from sea level (y-axis) of a given vec2 point.
-- @function [parent=#land] getHeight -- @function [parent=#land] getHeight
-- @param #Vec2 point point on the ground. -- @param #Vec2 point Point on the ground.
-- @return #Distance -- @return #number Height in meters.
--- Returns the surface height and depth of a point. Useful for checking if the path is deep enough to support a given ship.
-- Both values are positive. When checked over water at sea level the first value is always zero.
-- When checked over water at altitude, for example the reservoir of the Inguri Dam, the first value is the corresponding altitude the water level is at.
-- @function [parent=#land] getSurfaceHeightWithSeabed
-- @param #Vec2 point Position where to check.
-- @return #number Height in meters.
-- @return #number Depth in meters.
--- returns surface type at the given point. --- Returns surface type at the given point.
-- @function [parent=#land] getSurfaceType -- @function [parent=#land] getSurfaceType
-- @param #Vec2 point Point on the land. -- @param #Vec2 point Point on the land.
-- @return #land.SurfaceType -- @return #number Enumerator value from `land.SurfaceType` (LAND=1, SHALLOW_WATER=2, WATER=3, ROAD=4, RUNWAY=5)
--- [DCS Singleton land](https://wiki.hoggitworld.com/view/DCS_singleton_land) --- [DCS Singleton land](https://wiki.hoggitworld.com/view/DCS_singleton_land)
land = {} --#land land = {} --#land

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@ -34,6 +34,7 @@ __Moose.Include( 'Scripts/Moose/Core/UserFlag.lua' )
__Moose.Include( 'Scripts/Moose/Core/Velocity.lua' ) __Moose.Include( 'Scripts/Moose/Core/Velocity.lua' )
__Moose.Include( 'Scripts/Moose/Core/Zone_Detection.lua' ) __Moose.Include( 'Scripts/Moose/Core/Zone_Detection.lua' )
__Moose.Include( 'Scripts/Moose/Core/Zone.lua' ) __Moose.Include( 'Scripts/Moose/Core/Zone.lua' )
__Moose.Include( 'Scripts/Moose/Core/Pathline.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Airbase.lua' ) __Moose.Include( 'Scripts/Moose/Wrapper/Airbase.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Client.lua' ) __Moose.Include( 'Scripts/Moose/Wrapper/Client.lua' )

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@ -1819,7 +1819,7 @@ AIRBOSS.version = "1.3.0"
function AIRBOSS:New( carriername, alias ) function AIRBOSS:New( carriername, alias )
-- Inherit everthing from FSM class. -- Inherit everthing from FSM class.
local self = BASE:Inherit( self, FSM:New() ) -- #AIRBOSS self = BASE:Inherit( self, FSM:New() ) -- #AIRBOSS
-- Debug. -- Debug.
self:F2( { carriername = carriername, alias = alias } ) self:F2( { carriername = carriername, alias = alias } )
@ -8338,7 +8338,7 @@ function AIRBOSS:OnEventLand( EventData )
local dist = coord:Get2DDistance( self:GetCoordinate() ) local dist = coord:Get2DDistance( self:GetCoordinate() )
-- Get wire -- Get wire
local wire = self:_GetWire( coord, 0 ) local wire = self:_GetWirePos( coord, 0 )
-- Aircraft type. -- Aircraft type.
local _type = EventData.IniUnit:GetTypeName() local _type = EventData.IniUnit:GetTypeName()
@ -10180,12 +10180,34 @@ function AIRBOSS:_GetSternCoord()
return self.sterncoord return self.sterncoord
end end
--- Get wire from
-- @param #AIRBOSS self
-- @param Core.Point#COORDINATE Lcoord Landing position.
-- @return #number Trapped wire (1-4) or 99 if no wire was trapped.
function AIRBOSS:_GetWire()
local wireArgs={}
wireArgs[1]=141
wireArgs[2]=142
wireArgs[3]=143
wireArgs[4]=144
for wire,drawArg in pairs(wireArgs) do
local value=self.carrier:GetDrawArgumentValue(drawArg)
if math.abs(value)>0.001 then
return wire
end
end
return 99
end
--- Get wire from landing position. --- Get wire from landing position.
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @param Core.Point#COORDINATE Lcoord Landing position. -- @param Core.Point#COORDINATE Lcoord Landing position.
-- @param #number dc Distance correction. Shift the landing coord back if dc>0 and forward if dc<0. -- @param #number dc Distance correction. Shift the landing coord back if dc>0 and forward if dc<0.
-- @return #number Trapped wire (1-4) or 99 if no wire was trapped. -- @return #number Trapped wire (1-4) or 99 if no wire was trapped.
function AIRBOSS:_GetWire( Lcoord, dc ) function AIRBOSS:_GetWirePos( Lcoord, dc )
-- Final bearing (true). -- Final bearing (true).
local FB = self:GetFinalBearing() local FB = self:GetFinalBearing()
@ -10306,7 +10328,7 @@ function AIRBOSS:_Trapped( playerData )
end end
-- Get wire. -- Get wire.
local wire = self:_GetWire( coord, dcorr ) local wire = self:_GetWirePos( coord, dcorr )
-- Debug. -- Debug.
local text = string.format( "Player %s _Trapped: v=%.1f km/h, s-dcorr=%.1f m ==> wire=%d (dcorr=%d)", playerData.name, v, s - dcorr, wire, dcorr ) local text = string.format( "Player %s _Trapped: v=%.1f km/h, s-dcorr=%.1f m ==> wire=%d (dcorr=%d)", playerData.name, v, s - dcorr, wire, dcorr )

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@ -967,6 +967,24 @@ function UNIT:GetDamageRelative()
return 1 return 1
end end
--- Returns the current value for an animation argument on the external model of the given object.
-- Each model animation has an id tied to with different values representing different states of the model.
-- Animation arguments can be figured out by opening the respective 3d model in the modelviewer.
-- @param #UNIT self
-- @param #number AnimationArgument Number corresponding to the animated part of the unit.
-- @return #number Value of the animation argument [-1, 1]. If draw argument value is invalid for the unit in question a value of 0 will be returned.
function UNIT:GetDrawArgumentValue(AnimationArgument)
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local value = DCSUnit:getDrawArgumentValue(AnimationArgument or 0)
return value
end
return 0
end
--- Returns the category of the #UNIT from descriptor. Returns one of --- Returns the category of the #UNIT from descriptor. Returns one of
-- --
-- * Unit.Category.AIRPLANE -- * Unit.Category.AIRPLANE

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@ -30,6 +30,7 @@ Core/Timer.lua
Core/Goal.lua Core/Goal.lua
Core/Spot.lua Core/Spot.lua
Core/TextAndSound.lua Core/TextAndSound.lua
Core/Pathline.lua
Core/Condition.lua Core/Condition.lua
Wrapper/Object.lua Wrapper/Object.lua