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Merge remote-tracking branch 'origin/master' into develop
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d7841b47a5
@ -4137,6 +4137,45 @@ function UTILS.LCGRandom()
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return UTILS.lcg.seed / UTILS.lcg.m
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return UTILS.lcg.seed / UTILS.lcg.m
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end
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end
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--- Create a table of grid-points for n points.
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-- @param #number startVec2 Starting DCS#Vec2 map coordinate, e.g. `{x=63598575,y=-63598575}`
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-- @param #number n Number of points to generate.
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-- @param #number spacingX Horizonzal spacing (meters).
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-- @param #number spacingY Vertical spacing (meters).
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-- @return #table Grid Table of DCS#Vec2 entries.
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function UTILS.GenerateGridPoints(startVec2, n, spacingX, spacingY)
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local points = {}
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local gridSize = math.ceil(math.sqrt(n))
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local count = 0
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local n = n or 1
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local spacingX = spacingX or 100
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local spacingY = spacingY or 100
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local startX = startVec2.x or 100
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local startY = startVec2.y or 100
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for row = 0, gridSize - 1 do
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for col = 0, gridSize - 1 do
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if count >= n then
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break
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end
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local point = {
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x = startX + (col * spacingX),
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y = startY + (row * spacingY)
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}
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table.insert(points, point)
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count = count + 1
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end
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if count >= n then
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break
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end
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end
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return points
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end
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--- Spawns a new FARP of a defined type and coalition and functional statics (fuel depot, ammo storage, tent, windsock) around that FARP to make it operational.
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--- Spawns a new FARP of a defined type and coalition and functional statics (fuel depot, ammo storage, tent, windsock) around that FARP to make it operational.
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-- Adds vehicles from template if given. Fills the FARP warehouse with liquids and known materiels.
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-- Adds vehicles from template if given. Fills the FARP warehouse with liquids and known materiels.
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-- References: [DCS Forum Topic](https://forum.dcs.world/topic/282989-farp-equipment-to-run-it)
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-- References: [DCS Forum Topic](https://forum.dcs.world/topic/282989-farp-equipment-to-run-it)
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@ -4157,10 +4196,38 @@ end
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-- @param #string F10Text Text to display on F10 map if given. Handy to post things like the ADF beacon Frequency, Callsign and ATC Frequency.
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-- @param #string F10Text Text to display on F10 map if given. Handy to post things like the ADF beacon Frequency, Callsign and ATC Frequency.
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-- @param #boolean DynamicSpawns If true, allow Dynamic Spawns from this FARP.
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-- @param #boolean DynamicSpawns If true, allow Dynamic Spawns from this FARP.
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-- @param #boolean HotStart If true and DynamicSpawns is true, allow hot starts for Dynamic Spawns from this FARP.
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-- @param #boolean HotStart If true and DynamicSpawns is true, allow hot starts for Dynamic Spawns from this FARP.
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-- @param #number NumberPads If given, spawn this number of pads.
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-- @param #number SpacingX For NumberPads > 1, space this many meters horizontally. Defaults to 100.
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-- @param #number SpacingY For NumberPads > 1, space this many meters vertically. Defaults to 100.
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-- @return #list<Wrapper.Static#STATIC> Table of spawned objects and vehicle object (if given).
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-- @return #list<Wrapper.Static#STATIC> Table of spawned objects and vehicle object (if given).
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-- @return #string ADFBeaconName Name of the ADF beacon, to be able to remove/stop it later.
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-- @return #string ADFBeaconName Name of the ADF beacon, to be able to remove/stop it later.
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-- @return #number MarkerID ID of the F10 Text, to be able to remove it later.
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-- @return #number MarkerID ID of the F10 Text, to be able to remove it later.
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function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,Country,CallSign,Frequency,Modulation,ADF,SpawnRadius,VehicleTemplate,Liquids,Equipment,Airframes,F10Text,DynamicSpawns,HotStart)
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function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,Country,CallSign,Frequency,Modulation,ADF,SpawnRadius,VehicleTemplate,Liquids,Equipment,Airframes,F10Text,DynamicSpawns,HotStart,NumberPads,SpacingX,SpacingY)
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local function PopulateStorage(Name,liquids,equip,airframes)
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local newWH = STORAGE:New(Name)
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if liquids and liquids > 0 then
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-- Storage fill-up
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newWH:SetLiquid(STORAGE.Liquid.DIESEL,liquids) -- kgs to tons
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newWH:SetLiquid(STORAGE.Liquid.GASOLINE,liquids)
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newWH:SetLiquid(STORAGE.Liquid.JETFUEL,liquids)
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newWH:SetLiquid(STORAGE.Liquid.MW50,liquids)
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end
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if equip and equip > 0 then
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for cat,nitem in pairs(ENUMS.Storage.weapons) do
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for name,item in pairs(nitem) do
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newWH:SetItem(item,equip)
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end
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end
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end
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if airframes and airframes > 0 then
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for typename in pairs (CSAR.AircraftType) do
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newWH:SetItem(typename,airframes)
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end
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end
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end
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-- Set Defaults
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-- Set Defaults
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local farplocation = Coordinate
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local farplocation = Coordinate
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@ -4181,12 +4248,36 @@ function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,
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local Country = Country or (Coalition == coalition.side.BLUE and country.id.USA or country.id.RUSSIA)
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local Country = Country or (Coalition == coalition.side.BLUE and country.id.USA or country.id.RUSSIA)
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local ReturnObjects = {}
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local ReturnObjects = {}
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-- Spawn FARP
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-- many FARPs
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local newfarp = SPAWNSTATIC:NewFromType(STypeName,"Heliports",Country) -- "Invisible FARP" "FARP"
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local NumberPads = NumberPads or 1
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newfarp:InitShape(SShapeName) -- "invisiblefarp" "FARPS"
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local SpacingX = SpacingX or 100
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newfarp:InitFARP(callsign,freq,mod,DynamicSpawns,HotStart)
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local SpacingY = SpacingY or 100
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local spawnedfarp = newfarp:SpawnFromCoordinate(farplocation,0,Name)
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local FarpVec2 = Coordinate:GetVec2()
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table.insert(ReturnObjects,spawnedfarp)
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if NumberPads > 1 then
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local Grid = UTILS.GenerateGridPoints(FarpVec2, NumberPads, SpacingX, SpacingY)
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for id,gridpoint in ipairs(Grid) do
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-- Spawn FARP
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local location = COORDINATE:NewFromVec2(gridpoint)
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local newfarp = SPAWNSTATIC:NewFromType(STypeName,"Heliports",Country) -- "Invisible FARP" "FARP"
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newfarp:InitShape(SShapeName) -- "invisiblefarp" "FARPS"
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newfarp:InitFARP(callsign,freq,mod,DynamicSpawns,HotStart)
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local spawnedfarp = newfarp:SpawnFromCoordinate(location,0,Name.."-"..id)
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table.insert(ReturnObjects,spawnedfarp)
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PopulateStorage(Name.."-"..id,liquids,equip,airframes)
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end
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else
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-- Spawn FARP
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local newfarp = SPAWNSTATIC:NewFromType(STypeName,"Heliports",Country) -- "Invisible FARP" "FARP"
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newfarp:InitShape(SShapeName) -- "invisiblefarp" "FARPS"
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newfarp:InitFARP(callsign,freq,mod,DynamicSpawns,HotStart)
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local spawnedfarp = newfarp:SpawnFromCoordinate(farplocation,0,Name)
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table.insert(ReturnObjects,spawnedfarp)
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PopulateStorage(Name,liquids,equip,airframes)
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end
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-- Spawn Objects
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-- Spawn Objects
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local FARPStaticObjectsNato = {
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local FARPStaticObjectsNato = {
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["FUEL"] = { TypeName = "FARP Fuel Depot", ShapeName = "GSM Rus", Category = "Fortifications"},
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["FUEL"] = { TypeName = "FARP Fuel Depot", ShapeName = "GSM Rus", Category = "Fortifications"},
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@ -4220,29 +4311,6 @@ function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,
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table.insert(ReturnObjects,spawnedvehicle)
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table.insert(ReturnObjects,spawnedvehicle)
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end
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end
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local newWH = STORAGE:New(Name)
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if liquids and liquids > 0 then
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-- Storage fill-up
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newWH:SetLiquid(STORAGE.Liquid.DIESEL,liquids) -- kgs to tons
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newWH:SetLiquid(STORAGE.Liquid.GASOLINE,liquids)
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newWH:SetLiquid(STORAGE.Liquid.JETFUEL,liquids)
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newWH:SetLiquid(STORAGE.Liquid.MW50,liquids)
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end
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if equip and equip > 0 then
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for cat,nitem in pairs(ENUMS.Storage.weapons) do
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for name,item in pairs(nitem) do
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newWH:SetItem(item,equip)
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end
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end
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end
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if airframes and airframes > 0 then
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for typename in pairs (CSAR.AircraftType) do
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newWH:SetItem(typename,airframes)
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end
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end
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local ADFName
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local ADFName
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if ADF and type(ADF) == "number" then
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if ADF and type(ADF) == "number" then
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local ADFFreq = ADF*1000 -- KHz to Hz
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local ADFFreq = ADF*1000 -- KHz to Hz
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