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Merge remote-tracking branch 'refs/remotes/origin/master' into FlightControl
# Conflicts: # Moose Development/Moose/Core/Zone.lua # Moose Development/ReleaseNotes.txt # Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua # Moose Mission Setup/Moose.lua # Moose Test Missions/ZON - Zones/ZON-100 - Normal Zone/ZON-100 - Normal Zone.miz # Moose Test Missions/ZON - Zones/ZON-200 - Group Zone/ZON-200 - Group Zone.miz # Moose Test Missions/ZON - Zones/ZON-300 - Unit Zone/ZON-300 - Unit Zone.miz # Moose Test Missions/ZON - Zones/ZON-400 - Radius Zone/ZON-400 - Radius Zone.miz # Moose Test Missions/ZON - Zones/ZON-500 - Polygon Zone/ZON-500 - Polygon Zone.miz # Moose Test Missions/ZON - Zones/ZON-510 - Send message if Clients fly the first time in the Polygon Zones/ZON-510 - Send message if Clients fly the first time in the Polygon Zones.miz # docs/Documentation/Zone.html
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@@ -1,4 +1,5 @@
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--- This module contains the ZONE classes, inherited from @{Zone#ZONE_BASE}.
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--- This core module contains the ZONE classes, inherited from @{Zone#ZONE_BASE}.
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--
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-- There are essentially two core functions that zones accomodate:
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--
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-- * Test if an object is within the zone boundaries.
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@@ -24,94 +25,111 @@
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--
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-- ===
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--
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-- 1) @{Zone#ZONE_BASE} class, extends @{Base#BASE}
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-- ================================================
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-- # 1) @{Zone#ZONE_BASE} class, extends @{Base#BASE}
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--
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-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
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--
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-- ### 1.1) Each zone has a name:
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-- ## 1.1) Each zone has a name:
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--
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-- * @{#ZONE_BASE.GetName}(): Returns the name of the zone.
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--
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-- ### 1.2) Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}:
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-- ## 1.2) Each zone implements two polymorphic functions defined in @{Zone#ZONE_BASE}:
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--
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-- * @{#ZONE_BASE.IsPointVec2InZone}(): Returns if a @{Point#POINT_VEC2} is within the zone.
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-- * @{#ZONE_BASE.IsPointVec3InZone}(): Returns if a @{Point#POINT_VEC3} is within the zone.
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--
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-- ### 1.3) A zone has a probability factor that can be set to randomize a selection between zones:
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-- ## 1.3) 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.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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-- ### 1.4) A zone manages Vectors:
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-- ## 1.4) 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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--
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-- ### 1.5) A zone has a bounding square:
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-- ## 1.5) A zone has a bounding square:
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--
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-- * @{#ZONE_BASE.GetBoundingSquare}(): Get the outer most bounding square of the zone.
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--
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-- ### 1.6) A zone can be marked:
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-- ## 1.6) A zone can be marked:
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--
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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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-- ===
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--
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-- 2) @{Zone#ZONE_RADIUS} class, extends @{Zone#ZONE_BASE}
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-- =======================================================
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-- # 2) @{Zone#ZONE_RADIUS} class, extends @{Zone#ZONE_BASE}
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--
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-- The ZONE_RADIUS class defined by a zone name, a location and a radius.
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-- This class implements the inherited functions from Core.Zone#ZONE_BASE taking into account the own zone format and properties.
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--
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-- ### 2.1) @{Zone#ZONE_RADIUS} constructor:
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-- ## 2.1) @{Zone#ZONE_RADIUS} constructor
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--
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-- * @{#ZONE_BASE.New}(): Constructor.
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-- * @{#ZONE_RADIUS.New}(): Constructor.
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--
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-- ### 2.2) Manage the radius of the zone:
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-- ## 2.2) Manage the radius of the zone
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--
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-- * @{#ZONE_BASE.SetRadius}(): Sets the radius of the zone.
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-- * @{#ZONE_BASE.GetRadius}(): Returns the radius of the zone.
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-- * @{#ZONE_RADIUS.SetRadius}(): Sets the radius of the zone.
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-- * @{#ZONE_RADIUS.GetRadius}(): Returns the radius of the zone.
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--
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-- ### 2.3) Manage the location of the zone:
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-- ## 2.3) Manage the location of the zone
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--
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-- * @{#ZONE_BASE.SetVec2}(): Sets the @{DCSTypes#Vec2} of the zone.
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-- * @{#ZONE_BASE.GetVec2}(): Returns the @{DCSTypes#Vec2} of the zone.
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-- * @{#ZONE_BASE.GetVec3}(): Returns the @{DCSTypes#Vec3} of the zone, taking an additional height parameter.
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-- * @{#ZONE_RADIUS.SetVec2}(): Sets the @{DCSTypes#Vec2} of the zone.
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-- * @{#ZONE_RADIUS.GetVec2}(): Returns the @{DCSTypes#Vec2} of the zone.
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-- * @{#ZONE_RADIUS.GetVec3}(): Returns the @{DCSTypes#Vec3} of the zone, taking an additional height parameter.
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--
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-- ## 2.4) Zone point randomization
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--
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-- Various functions exist to find random points within the zone.
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--
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-- * @{#ZONE_RADIUS.GetRandomVec2}(): Gets a random 2D point in the zone.
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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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-- ===
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--
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-- 3) @{Zone#ZONE} class, extends @{Zone#ZONE_RADIUS}
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-- ==========================================
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-- # 3) @{Zone#ZONE} class, extends @{Zone#ZONE_RADIUS}
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--
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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 {Core.Zone#ZONE_RADIUS} taking into account the own zone format and properties.
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--
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-- ===
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--
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-- 4) @{Zone#ZONE_UNIT} class, extends @{Zone#ZONE_RADIUS}
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-- =======================================================
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-- # 4) @{Zone#ZONE_UNIT} class, extends @{Zone#ZONE_RADIUS}
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--
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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#ZONE_RADIUS} taking into account the own zone format and properties.
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--
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-- ===
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--
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-- 5) @{Zone#ZONE_GROUP} class, extends @{Zone#ZONE_RADIUS}
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-- =======================================================
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-- # 5) @{Zone#ZONE_GROUP} class, extends @{Zone#ZONE_RADIUS}
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--
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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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-- ===
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--
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-- 6) @{Zone#ZONE_POLYGON_BASE} class, extends @{Zone#ZONE_BASE}
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-- ========================================================
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-- # 6) @{Zone#ZONE_POLYGON_BASE} class, extends @{Zone#ZONE_BASE}
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--
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-- The ZONE_POLYGON_BASE 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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-- This class is an abstract BASE class for derived classes, and is not meant to be instantiated.
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--
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-- ## 6.1) Zone point randomization
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--
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-- Various functions exist to find random points within the zone.
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--
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-- * @{#ZONE_POLYGON_BASE.GetRandomVec2}(): Gets a random 2D point in the zone.
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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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--
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-- ===
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--
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-- 7) @{Zone#ZONE_POLYGON} class, extends @{Zone#ZONE_POLYGON_BASE}
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-- ================================================================
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-- # 7) @{Zone#ZONE_POLYGON} class, extends @{Zone#ZONE_POLYGON_BASE}
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--
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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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@@ -127,6 +145,14 @@
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--
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-- Hereby the change log:
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--
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-- 2017-02-18: ZONE_POLYGON_BASE:**GetRandomPointVec2()** added.
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--
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-- 2017-02-18: ZONE_POLYGON_BASE:**GetRandomPointVec3()** added.
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--
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-- 2017-02-18: ZONE_RADIUS:**GetRandomPointVec3( inner, outer )** added.
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--
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-- 2017-02-18: ZONE_RADIUS:**GetRandomPointVec2( inner, outer )** added.
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--
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-- 2016-08-15: ZONE_BASE:**GetName()** added.
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--
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-- 2016-08-15: ZONE_BASE:**SetZoneProbability( ZoneProbability )** added.
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@@ -265,7 +291,6 @@ function ZONE_BASE:GetPointVec3( Height )
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end
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--- Define a random @{DCSTypes#Vec2} within the zone.
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-- @param #ZONE_BASE self
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-- @return Dcs.DCSTypes#Vec2 The Vec2 coordinates.
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@@ -273,6 +298,20 @@ function ZONE_BASE:GetRandomVec2()
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return nil
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end
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--- Define a random @{Point#POINT_VEC2} within the zone.
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-- @param #ZONE_BASE self
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-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
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function ZONE_BASE:GetRandomPointVec2()
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return nil
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end
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--- Define a random @{Point#POINT_VEC3} within the zone.
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-- @param #ZONE_BASE self
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-- @return Core.Point#POINT_VEC3 The PointVec3 coordinates.
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function ZONE_BASE:GetRandomPointVec3()
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return nil
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end
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--- Get the bounding square the zone.
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-- @param #ZONE_BASE self
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-- @return #nil The bounding square.
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@@ -501,12 +540,12 @@ function ZONE_RADIUS:IsPointVec3InZone( Vec3 )
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return InZone
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end
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--- Returns a random location within the zone.
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--- Returns a random Vec2 location within the zone.
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-- @param #ZONE_RADIUS self
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-- @param #number inner minimal distance from the center of the zone
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-- @param #number outer minimal distance from the outer edge of the zone
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-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
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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.DCSTypes#Vec2 The random location within the zone.
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function ZONE_RADIUS:GetRandomVec2(inner, outer)
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function ZONE_RADIUS:GetRandomVec2( inner, outer )
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self:F( self.ZoneName, inner, outer )
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local Point = {}
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@@ -523,6 +562,36 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer)
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return Point
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end
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--- Returns a @{Point#POINT_VEC2} object reflecting a random 2D location within the zone.
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-- @param #ZONE_RADIUS self
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-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
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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 Core.Point#POINT_VEC2 The @{Point#POINT_VEC2} object reflecting the random 3D location within the zone.
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function ZONE_RADIUS:GetRandomPointVec2( inner, outer )
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self:F( self.ZoneName, inner, outer )
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local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() )
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self:T3( { PointVec2 } )
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return PointVec2
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end
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--- Returns a @{Point#POINT_VEC3} object reflecting a random 3D location within the zone.
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-- @param #ZONE_RADIUS self
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-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
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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 Core.Point#POINT_VEC3 The @{Point#POINT_VEC3} object reflecting the random 3D location within the zone.
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function ZONE_RADIUS:GetRandomPointVec3( inner, outer )
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self:F( self.ZoneName, inner, outer )
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local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2() )
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self:T3( { PointVec3 } )
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return PointVec3
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end
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--- The ZONE class, defined by the zone name as defined within the Mission Editor. The location and the radius are automatically collected from the mission settings.
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@@ -837,6 +906,33 @@ function ZONE_POLYGON_BASE:GetRandomVec2()
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return Vec2
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end
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--- Return a @{Point#POINT_VEC2} object representing a random 2D point at landheight within the zone.
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-- @param #ZONE_POLYGON_BASE self
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-- @return @{Point#POINT_VEC2}
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function ZONE_POLYGON_BASE:GetRandomPointVec2()
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self:F2()
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local PointVec2 = POINT_VEC2:NewFromVec2( self:GetRandomVec2() )
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self:T2( PointVec2 )
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return PointVec2
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end
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--- Return a @{Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
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-- @param #ZONE_POLYGON_BASE self
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-- @return @{Point#POINT_VEC3}
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function ZONE_POLYGON_BASE:GetRandomPointVec3()
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self:F2()
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local PointVec3 = POINT_VEC3:NewFromVec2( self:GetRandomVec2() )
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self:T2( PointVec3 )
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return PointVec3
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end
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--- Get the bounding square the zone.
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-- @param #ZONE_POLYGON_BASE self
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-- @return #ZONE_POLYGON_BASE.BoundingSquare The bounding square.
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