Merge remote-tracking branch 'origin/master' into branch

This commit is contained in:
Applevangelist
2025-07-23 12:36:55 +02:00
4 changed files with 65 additions and 2 deletions

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@@ -3797,6 +3797,22 @@ do -- COORDINATE
function COORDINATE:GetRandomPointVec3InRadius( OuterRadius, InnerRadius )
return COORDINATE:NewFromVec3( self:GetRandomVec3InRadius( OuterRadius, InnerRadius ) )
end
--- Search for clear zones in a given area. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #number SearchRadius Radius of the search area.
-- @param #number PosRadius Required clear radius around each position.
-- @param #number NumPositions Number of positions to find.
-- @return #table A table of Core.Point#COORDINATE that are clear of map objects within the given PosRadius.
function COORDINATE:GetSimpleZones(SearchRadius, PosRadius, NumPositions)
local clearPositions = UTILS.GetSimpleZones(self:GetVec3(), SearchRadius, PosRadius, NumPositions)
local coords = {}
for _, pos in ipairs(clearPositions) do
local coord = COORDINATE:NewFromVec2(pos)
table.insert(coords, coord)
end
return coords
end
end

View File

@@ -1509,6 +1509,43 @@ function ZONE_RADIUS:IsVec3InZone( Vec3 )
return InZone
end
--- Search for clear ground spawn zones within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #number PosRadius Required clear radius around each position.
-- @param #number NumPositions Number of positions to find.
-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found.
function ZONE_RADIUS:GetClearZonePositions(PosRadius, NumPositions)
local clearPositions = UTILS.GetSimpleZones(self:GetVec3(), self:GetRadius(), PosRadius, NumPositions)
if clearPositions or #clearPositions > 0 then
local validZones = {}
for _, vec2 in pairs(clearPositions) do
if self:IsVec2InZone(vec2) then
table.insert(validZones, vec2)
end
end
if #validZones > 0 then
return validZones
end
end
return nil
end
--- Search for a random clear ground spawn coordinate within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #number PosRadius (Optional) Required clear radius around each position. (Default is math.min(Radius/10, 200))
-- @param #number NumPositions (Optional) Number of positions to find. (Default 50)
-- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found.
-- @return #number Assigned radius for the found zones. nil if no clear positions are found.
function ZONE_RADIUS:GetRandomClearZoneCoordinate(PosRadius, NumPositions)
local radius = PosRadius or math.min(self.Radius/10, 200)
local clearPositions = self:GetClearZonePositions(radius, NumPositions or 50)
if clearPositions or #clearPositions > 0 then
local randomPosition = clearPositions[math.random(1, #clearPositions)]
return COORDINATE:NewFromVec2(randomPosition), radius
end
return nil
end
--- Returns a random Vec2 location within the zone.
-- @param #ZONE_RADIUS self
-- @param #number inner (Optional) Minimal distance from the center of the zone. Default is 0.