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Merge remote-tracking branch 'origin/develop' into develop
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ee23daa651
@ -1317,6 +1317,10 @@ AIRBOSS.AircraftCarrier={
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-- @field #string FORRESTAL USS Forrestal (CV-59) [Heatblur Carrier Module]
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-- @field #string VINSON USS Carl Vinson (CVN-70) [Deprecated!]
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-- @field #string ESSEX Essex class carrier (e.g. USS Yorktown (CV-10)) [Magnitude 3 Carrier Module]
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-- @field #string BONHOMMERICHARD USS Bon Homme Richard carrier [VWV Mod]
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-- @field #string ESSEXSCB125 Generic Essex class carrier with angled deck (SCB-125 upgrade) [VWV Mod]
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-- @field #string ENTERPRISE66 USS Enterprise in the 1966 configuration [VWV Mod]
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-- @field #string ENTERPRISEMODERN USS Enterprise in a modern configuration [Derived VWV Mod]
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-- @field #string HERMES HMS Hermes (R12) [V/STOL Carrier]
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-- @field #string INVINCIBLE HMS Invincible (R05) [V/STOL Carrier]
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-- @field #string TARAWA USS Tarawa (LHA-1) [V/STOL Carrier]
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@ -1331,8 +1335,12 @@ AIRBOSS.CarrierType = {
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TRUMAN = "CVN_75",
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STENNIS = "Stennis",
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FORRESTAL = "Forrestal",
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ENTERPRISE66 = "USS Enterprise 1966",
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ENTERPRISEMODERN = "cvn-65",
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VINSON = "VINSON",
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ESSEX = "Essex",
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BONHOMMERICHARD = "USS Bon Homme Richard",
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ESSEXSCB125 = "essex_scb125",
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HERMES = "HERMES81",
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INVINCIBLE = "hms_invincible",
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TARAWA = "LHA_Tarawa",
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@ -2019,11 +2027,19 @@ function AIRBOSS:New( carriername, alias )
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self:_InitNimitz()
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elseif self.carriertype == AIRBOSS.CarrierType.FORRESTAL then
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self:_InitForrestal()
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elseif self.carriertype == AIRBOSS.CarrierType.ENTERPRISE66 then
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self:_InitEnterprise()
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elseif self.carriertype == AIRBOSS.CarrierType.ENTERPRISEMODERN then
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self:_InitEnterprise()
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elseif self.carriertype == AIRBOSS.CarrierType.VINSON then
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-- Carl Vinson is legacy now.
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self:_InitStennis()
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elseif self.carriertype == AIRBOSS.CarrierType.ESSEX then
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self:_InitEssex()
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elseif self.carriertype == AIRBOSS.CarrierType.BONHOMMERICHARD then
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self:_InitBonHommeRichard()
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elseif self.carriertype == AIRBOSS.CarrierType.ESSEXSCB125 then
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self:_InitEssexSCB125()
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elseif self.carriertype == AIRBOSS.CarrierType.HERMES then
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-- Hermes parameters.
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self:_InitHermes()
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@ -4653,6 +4669,26 @@ function AIRBOSS:_InitForrestal()
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end
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--- Init parameters for Enterprise carrier.
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-- @param #AIRBOSS self
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function AIRBOSS:_InitEnterprise()
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-- Using Forrestal as template
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self:_InitForrestal()
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self.carrierparam.sterndist = -164.30
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self.carrierparam.deckheight = 19.52
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self.carrierparam.totlength = 335
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self.carrierparam.rwylength = 223
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-- Wires.
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self.carrierparam.wire1 = 57.7
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self.carrierparam.wire2 = 69.6
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self.carrierparam.wire3 = 79.5
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self.carrierparam.wire4 = 90.0
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end
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--- Init parameters for Essec class carriers.
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-- @param #AIRBOSS self
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function AIRBOSS:_InitEssex()
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@ -4698,6 +4734,35 @@ function AIRBOSS:_InitEssex()
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end
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--- Init parameters for CVA-31 Bon Homme Richard carriers.
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-- @param #AIRBOSS self
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function AIRBOSS:_InitBonHommeRichard()
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-- Init Essex as default
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self:_InitEssex()
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self.carrierparam.deckheight = 16.95
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-- Landing runway.
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-- from BHR EssexRunwayAndRoutes.lua
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self.carrierparam.rwyangle = -11.4
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self.carrierparam.rwylength = 97
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self.carrierparam.rwywidth = 20
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-- Wires.
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self.carrierparam.wire1 = 40.4 -- Distance from stern to first wire. Original from Frank - 42
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self.carrierparam.wire2 = 45
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self.carrierparam.wire3 = 51
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self.carrierparam.wire4 = 58.1
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end
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--- Init parameters for Generic Essex SC125 class carriers.
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-- @param #AIRBOSS self
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function AIRBOSS:_InitEssexSCB125()
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-- Init Bon Homme Richard as default
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self:_InitBonHommeRichard()
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end
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--- Init parameters for R12 HMS Hermes carrier.
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-- @param #AIRBOSS self
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function AIRBOSS:_InitHermes()
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@ -1823,6 +1823,7 @@ function LEGION:_CreateFlightGroup(asset)
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---
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opsgroup=ARMYGROUP:New(asset.spawngroupname)
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opsgroup:SetValidateAndRepositionGroundUnits(self.ValidateAndRepositionGroundUnits)
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elseif self:IsFleet() then
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@ -7847,8 +7847,13 @@ function OPSGROUP:_Spawn(Delay, Template)
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-- Debug output.
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self:T2({Template=Template})
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if self:IsArmygroup() and self.ValidateAndRepositionGroundUnits then
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UTILS.ValidateAndRepositionGroundUnits(Template.units)
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end
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-- Spawn new group.
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self.group=_DATABASE:Spawn(Template)
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self.group:SetValidateAndRepositionGroundUnits(self.ValidateAndRepositionGroundUnits)
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--local countryID=self.group:GetCountry()
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--local categoryID=self.group:GetCategory()
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--local dcsgroup=coalition.addGroup(countryID, categoryID, Template)
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@ -13955,6 +13960,15 @@ function OPSGROUP:_GetDetectedTarget()
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return targetgroup, targetdist
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end
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--- This function uses Disposition and other fallback logic to find better ground positions for ground units.
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--- NOTE: This is not a spawn randomizer.
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--- It will try to find clear ground locations avoiding trees, water, roads, runways, map scenery, statics and other units in the area and modifies the provided positions table.
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--- Maintains the original layout and unit positions as close as possible by searching for the next closest valid position to each unit.
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--- Uses UTILS.ValidateAndRepositionGroundUnits.
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-- @param #boolean Enabled Enable/disable the feature.
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function OPSGROUP:SetValidateAndRepositionGroundUnits(Enabled)
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self.ValidateAndRepositionGroundUnits = Enabled
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -2231,6 +2231,10 @@ function GROUP:Respawn( Template, Reset )
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--UTILS.PrintTableToLog(Template)
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if self.ValidateAndRepositionGroundUnits then
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UTILS.ValidateAndRepositionGroundUnits(Template.units)
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end
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-- Spawn new group.
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self:ScheduleOnce(0.1,_DATABASE.Spawn,_DATABASE,Template)
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--_DATABASE:Spawn(Template)
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@ -3192,3 +3196,13 @@ function GROUP:IsAAA()
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end
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return isAAA
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end
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--- This function uses Disposition and other fallback logic to find better ground positions for ground units.
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--- NOTE: This is not a spawn randomizer.
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--- It will try to find clear ground locations avoiding trees, water, roads, runways, map scenery, statics and other units in the area and modifies the provided positions table.
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--- Maintains the original layout and unit positions as close as possible by searching for the next closest valid position to each unit.
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--- Uses UTILS.ValidateAndRepositionGroundUnits.
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-- @param #boolean Enabled Enable/disable the feature.
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function GROUP:SetValidateAndRepositionGroundUnits(Enabled)
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self.ValidateAndRepositionGroundUnits = Enabled
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end
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@ -377,6 +377,10 @@ function UNIT:ReSpawnAt(Coordinate, Heading)
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--self:T( SpawnGroupTemplate )
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if self.ValidateAndRepositionGroundUnits then
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UTILS.ValidateAndRepositionGroundUnits(SpawnGroupTemplate.units)
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end
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_DATABASE:Spawn(SpawnGroupTemplate)
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end
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@ -1938,3 +1942,13 @@ end
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function UNIT:SetCarrierIlluminationMode(Mode)
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UTILS.SetCarrierIlluminationMode(self:GetID(), Mode)
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end
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--- This function uses Disposition and other fallback logic to find better ground positions for ground units.
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--- NOTE: This is not a spawn randomizer.
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--- It will try to find clear ground locations avoiding trees, water, roads, runways, map scenery, statics and other units in the area and modifies the provided positions table.
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--- Maintains the original layout and unit positions as close as possible by searching for the next closest valid position to each unit.
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--- Uses UTILS.ValidateAndRepositionGroundUnits.
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-- @param #boolean Enabled Enable/disable the feature.
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function UNIT:SetValidateAndRepositionGroundUnits(Enabled)
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self.ValidateAndRepositionGroundUnits = Enabled
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end
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