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https://github.com/FlightControl-Master/MOOSE.git
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PATROLZONE class + integration of PATROLZONE class in AIBALANCER class + documentation.
This commit is contained in:
@@ -22,14 +22,8 @@
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--
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-- 1.3) AIBALANCER allows AI to patrol specific zones:
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-- ---------------------------------------------------
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-- Use @{AIBalancer#AIBALANCER.AddPatrolZone}() to specify zones where airplanes need patrol a zone ( @{Zone} ) for a specific time, at a specific altitude, with a specific speed.
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-- Multiple zones can be patrolled, calling @{AIBalancer#AIBALANCER.AddPatrolZone}() multiple times. The AI will patrol at a random zone in the list.
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-- And when the PatrolTime is finished, it will patrol another zone.
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-- Use @{AIBalancer#AIBALANCER.SetPatrolZone}() to specify a zone where the AI needs to patrol.
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--
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-- 1.4) AIRBALANCER manages AI out of fuel events:
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-- -----------------------------------------------
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-- Once an AI is out of fuel, it will contact the home base, so that on time, a new replacement AI is spawned, while the old will orbit for a specific time and RTB.
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-- Use @{AIBalancer#AIBALANCER.GuardFuel}() to guard for each AI the fuel status.
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--
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-- ===
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--
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@@ -40,8 +34,8 @@
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-- James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
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--
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-- **SNAFU**
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-- Had a couple of mails with the guys to validate, if the same concept in the GTI/CAP script could be reworked within MOOSE.
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-- Non of the script code has been used however within the new AIBALANCER moose class.
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-- Had a couple of mails with the guys to validate, if the same concept in the GCI/CAP script could be reworked within MOOSE.
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-- None of the script code has been used however within the new AIBALANCER moose class.
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--
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-- @module AIBalancer
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-- @author FlightControl
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@@ -54,6 +48,7 @@
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-- @field Set#SET_AIRBASE ReturnAirbaseSet
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-- @field DCSTypes#Distance ReturnTresholdRange
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-- @field #boolean ToHomeAirbase
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-- @field PatrolZone#PATROLZONE PatrolZone
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-- @extends Base#BASE
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AIBALANCER = {
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ClassName = "AIBALANCER",
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@@ -119,6 +114,15 @@ function AIBALANCER:ReturnToHomeAirbase( ReturnTresholdRange )
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self.ReturnTresholdRange = ReturnTresholdRange
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end
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--- Let the AI patrol a @{Zone} with a given Speed range and Altitude range.
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-- @param #AIBALANCER self
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-- @param PatrolZone#PATROLZONE PatrolZone The @{PatrolZone} where the AI needs to patrol.
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-- @return PatrolZone#PATROLZONE self
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function AIBALANCER:SetPatrolZone( PatrolZone )
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self.PatrolZone = PatrolZone
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end
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--- @param #AIBALANCER self
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function AIBALANCER:_ClientAliveMonitorScheduler()
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@@ -133,6 +137,12 @@ function AIBALANCER:_ClientAliveMonitorScheduler()
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local AIGroup = Client:GetState( self, 'AIGroup' ) -- Group#GROUP
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local PatrolZone = Client:GetState( self, "PatrolZone" )
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if PatrolZone then
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PatrolZone = nil
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Client:ClearState( self, "PatrolZone" )
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end
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if self.ToNearestAirbase == false and self.ToHomeAirbase == false then
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AIGroup:Destroy()
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else
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@@ -193,7 +203,27 @@ function AIBALANCER:_ClientAliveMonitorScheduler()
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-- OK, spawn a new group from the SpawnAI objects provided.
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local SpawnAICount = #self.SpawnAI
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local SpawnAIIndex = math.random( 1, SpawnAICount )
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Client:SetState( self, 'AIGroup', self.SpawnAI[SpawnAIIndex]:Spawn() )
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local AIGroup = self.SpawnAI[SpawnAIIndex]:Spawn()
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Client:SetState( self, 'AIGroup', AIGroup )
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--- Now test if the AIGroup needs to patrol a zone, otherwise let it follow its route...
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if self.PatrolZone then
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local PatrolZone = PATROLZONE:New(
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self.PatrolZone.PatrolZone,
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self.PatrolZone.PatrolFloorAltitude,
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self.PatrolZone.PatrolCeilingAltitude,
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self.PatrolZone.PatrolMinSpeed,
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self.PatrolPatrolMaxSpeed
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)
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if self.PatrolZone.PatrolManageFuel == true then
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PatrolZone:ManageFuel( self.PatrolZone.PatrolFuelTresholdPercentage, self.PatrolZone.PatrolOutOfFuelOrbitTime )
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end
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PatrolZone:SetGroup( AIGroup )
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Client:SetState( self, "PatrolZone", PatrolZone )
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end
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end
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end
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end
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@@ -494,10 +494,15 @@ end
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-- Use the method @{Group@GROUP:WayPointExecute) to start the execution of the new mission plan.
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-- Note that when WayPointInitialize is called, the Mission of the group is RESTARTED!
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-- @param #GROUP self
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-- @param #table WayPoints If WayPoints is given, then use the route.
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-- @return #GROUP
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function GROUP:WayPointInitialize()
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function GROUP:WayPointInitialize( WayPoints )
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self.WayPoints = self:GetTaskRoute()
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if WayPoints then
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self.WayPoints = WayPoints
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else
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self.WayPoints = self:GetTaskRoute()
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end
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return self
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end
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@@ -36,6 +36,7 @@ Include.File( "Movement" )
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Include.File( "Sead" )
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Include.File( "Escort" )
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Include.File( "MissileTrainer" )
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Include.File( "PatrolZone" )
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Include.File( "AIBalancer" )
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Include.File( "AirbasePolice" )
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@@ -14,8 +14,17 @@
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-- --------------------------------------
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-- The following methods are available to modify the parameters of a PATROLZONE object:
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--
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-- * @{PatrolZone#PATROLZONE.SetSpeed}(): Set the patrol speed of the AI, while patrolling.
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-- * @{PatrolZone#PATROLZONE.SetAltitude}(): Set altitude of the AI, while patrolling.
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-- * @{PatrolZone#PATROLZONE.SetGroup}(): Set the AI Patrol Group.
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-- * @{PatrolZone#PATROLZONE.SetSpeed}(): Set the patrol speed of the AI, for the next patrol.
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-- * @{PatrolZone#PATROLZONE.SetAltitude}(): Set altitude of the AI, for the next patrol.
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--
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-- 1.3) Manage the out of fuel in the PATROLZONE:
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-- ----------------------------------------------
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-- When the PatrolGroup is out of fuel, it is required that a new PatrolGroup is started, before the old PatrolGroup can return to the home base.
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-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
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-- When the fuel treshold is reached, the PatrolGroup will continue for a given time its patrol task in orbit, while a new PatrolGroup is targetted to the PATROLZONE.
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-- Once the time is finished, the old PatrolGroup will return to the base.
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-- Use the method @{PatrolZone#PATROLZONE.ManageFuel}() to have this proces in place.
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--
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-- ===
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--
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@@ -25,6 +34,12 @@
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--- PATROLZONE class
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-- @type PATROLZONE
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-- @field Group#GROUP PatrolGroup The @{Group} patrolling.
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-- @field Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
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-- @field DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
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-- @field DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
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-- @field DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Group} in km/h.
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-- @field DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Group} in km/h.
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-- @extends Base#BASE
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PATROLZONE = {
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ClassName = "PATROLZONE",
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@@ -32,7 +47,6 @@ PATROLZONE = {
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--- Creates a new PATROLZONE object, taking a @{Group} object as a parameter. The GROUP needs to be alive.
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-- @param #PATROLZONE self
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-- @param Group#GROUP PatrolGroup The @{Group} patrolling.
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-- @param Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
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-- @param DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
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-- @param DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
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@@ -44,12 +58,11 @@ PATROLZONE = {
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-- PatrolZone = ZONE:New( 'PatrolZone' )
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-- PatrolGroup = GROUP:FindByName( "Patrol Group" )
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-- PatrolArea = PATROLZONE:New( PatrolGroup, PatrolZone, 3000, 6000, 600, 900 )
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function PATROLZONE:New( PatrolGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed )
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function PATROLZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed )
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-- Inherits from BASE
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local self = BASE:Inherit( self, BASE:New() )
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self.PatrolGroup = PatrolGroup
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self.PatrolZone = PatrolZone
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self.PatrolFloorAltitude = PatrolFloorAltitude
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self.PatrolCeilingAltitude = PatrolCeilingAltitude
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@@ -58,3 +71,194 @@ function PATROLZONE:New( PatrolGroup, PatrolZone, PatrolFloorAltitude, PatrolCei
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return self
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end
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--- Set the @{Group} to act as the Patroller.
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-- @param #PATROLZONE self
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-- @param Group#GROUP PatrolGroup The @{Group} patrolling.
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-- @return #PATROLZONE self
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function PATROLZONE:SetGroup( PatrolGroup )
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self.PatrolGroup = PatrolGroup
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self.PatrolGroupTemplateName = PatrolGroup:GetName()
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self:NewPatrolRoute()
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if not self.PatrolOutOfFuelMonitor then
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self.PatrolOutOfFuelMonitor = SCHEDULER:New( self, self._MonitorOutOfFuelScheduled, {}, 60, 120, 0.2 )
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self.SpawnPatrolGroup = SPAWN:New( self.PatrolGroupTemplateName )
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end
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return self
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end
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--- Sets (modifies) the minimum and maximum speed of the patrol.
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-- @param #PATROLZONE self
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-- @param DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Group} in km/h.
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-- @param DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Group} in km/h.
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-- @return #PATROLZONE self
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function PATROLZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
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self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
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self.PatrolMinSpeed = PatrolMinSpeed
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self.PatrolMaxSpeed = PatrolMaxSpeed
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end
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--- Sets the floor and ceiling altitude of the patrol.
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-- @param #PATROLZONE self
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-- @param DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
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-- @param DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
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-- @return #PATROLZONE self
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function PATROLZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
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self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
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self.PatrolFloorAltitude = PatrolFloorAltitude
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self.PatrolCeilingAltitude = PatrolCeilingAltitude
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end
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--- @param Group#GROUP PatrolGroup
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function _NewPatrolRoute( PatrolGroup )
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PatrolGroup:T( "NewPatrolRoute" )
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local PatrolZone = PatrolGroup:GetState( PatrolGroup, "PatrolZone" ) -- PatrolZone#PATROLZONE
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PatrolZone:NewPatrolRoute()
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end
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--- Defines a new patrol route using the @{PatrolZone} parameters and settings.
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-- @param #PATROLZONE self
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-- @return #PATROLZONE self
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function PATROLZONE:NewPatrolRoute()
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self:F2()
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local PatrolRoute = {}
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if self.PatrolGroup:IsAlive() then
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--- Determine if the PatrolGroup is within the PatrolZone.
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-- If not, make a waypoint within the to that the PatrolGroup will fly at maximum speed to that point.
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-- --- Calculate the current route point.
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-- local CurrentVec2 = self.PatrolGroup:GetPointVec2()
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-- local CurrentAltitude = self.PatrolGroup:GetUnit(1):GetAltitude()
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-- local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
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-- local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
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-- POINT_VEC3.RoutePointAltType.BARO,
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-- POINT_VEC3.RoutePointType.TurningPoint,
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-- POINT_VEC3.RoutePointAction.TurningPoint,
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-- ToPatrolZoneSpeed,
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-- true
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-- )
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--
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-- PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
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self:T2( PatrolRoute )
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if self.PatrolGroup:IsNotInZone( self.PatrolZone ) then
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--- Find a random 2D point in PatrolZone.
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local ToPatrolZoneVec2 = self.PatrolZone:GetRandomVec2()
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self:T2( ToPatrolZoneVec2 )
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--- Define Speed and Altitude.
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local ToPatrolZoneAltitude = math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
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local ToPatrolZoneSpeed = self.PatrolMaxSpeed
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--- Obtain a 3D @{Point} from the 2D point + altitude.
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self:T2( ToPatrolZoneVec2.x )
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self:T2( ToPatrolZoneVec2.y )
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local ToPatrolZonePointVec3 = POINT_VEC3:New( ToPatrolZoneVec2.x, ToPatrolZoneAltitude, ToPatrolZoneVec2.y )
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--- Create a route point of type air.
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local ToPatrolZoneRoutePoint = ToPatrolZonePointVec3:RoutePointAir(
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POINT_VEC3.RoutePointAltType.BARO,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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ToPatrolZoneSpeed,
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true
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)
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PatrolRoute[#PatrolRoute+1] = ToPatrolZoneRoutePoint
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end
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--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
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--- Find a random 2D point in PatrolZone.
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local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
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self:T2( ToTargetVec2 )
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--- Define Speed and Altitude.
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local ToTargetAltitude = math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
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local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
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--- Obtain a 3D @{Point} from the 2D point + altitude.
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local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
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--- Create a route point of type air.
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local ToTargetRoutePoint = ToTargetPointVec3:RoutePointAir(
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POINT_VEC3.RoutePointAltType.BARO,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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ToTargetSpeed,
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true
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)
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ToTargetPointVec3:SmokeRed()
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PatrolRoute[#PatrolRoute+1] = ToTargetRoutePoint
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--- Now we're going to do something special, we're going to call a function from a waypoint action at the PatrolGroup...
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self.PatrolGroup:WayPointInitialize( PatrolRoute )
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--- Do a trick, link the NewPatrolRoute function of the PATROLGROUP object to the PatrolGroupin a temporary variable ...
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self.PatrolGroup:SetState( self.PatrolGroup, "PatrolZone", self )
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self.PatrolGroup:WayPointFunction( #PatrolRoute, 1, "_NewPatrolRoute" )
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--- NOW ROUTE THE GROUP!
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self.PatrolGroup:WayPointExecute( 1, 2 )
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end
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end
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--- When the PatrolGroup is out of fuel, it is required that a new PatrolGroup is started, before the old PatrolGroup can return to the home base.
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-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
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-- When the fuel treshold is reached, the PatrolGroup will continue for a given time its patrol task in orbit, while a new PatrolGroup is targetted to the PATROLZONE.
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-- Once the time is finished, the old PatrolGroup will return to the base.
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-- @param #PATROLZONE self
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-- @param #number PatrolFuelTresholdPercentage The treshold in percentage (between 0 and 1) when the PatrolGroup is considered to get out of fuel.
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-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel PatrolGroup will orbit before returning to the base.
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-- @return #PATROLZONE self
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function PATROLZONE:ManageFuel( PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime )
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self.PatrolManageFuel = true
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self.PatrolFuelTresholdPercentage = PatrolFuelTresholdPercentage
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self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
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if self.PatrolGroup then
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self.PatrolOutOfFuelMonitor = SCHEDULER:New( self, self._MonitorOutOfFuelScheduled, {}, 60, 120, 0.2 )
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self.SpawnPatrolGroup = SPAWN:New( self.PatrolGroupTemplateName )
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end
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return self
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end
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--- @param #PATROLZONE self
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function PATROLZONE:_MonitorOutOfFuelScheduled()
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if self.PatrolGroup and self.PatrolGroup:IsAlive() then
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local Fuel = self.PatrolGroup:GetUnit(1):GetFuel()
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if Fuel < self.PatrolFuelTresholdPercentage then
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local OldPatrolGroup = self.PatrolGroup
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local PatrolGroupTemplate = self.PatrolGroup:GetTemplate()
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local OrbitTask = OldPatrolGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
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local TimedOrbitTask = OldPatrolGroup:TaskControlled( OrbitTask, OldPatrolGroup:TaskCondition(nil,nil,nil,nil,self.PatrolOutOfFuelOrbitTime,nil ) )
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OldPatrolGroup:SetTask( TimedOrbitTask, 10 )
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local NewPatrolGroup = self.SpawnPatrolGroup:Spawn()
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self.PatrolGroup = NewPatrolGroup
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self:NewPatrolRoute()
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end
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else
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self.PatrolOutOfFuelMonitor:Stop()
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end
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end
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@@ -30,6 +30,9 @@
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-- @extends Base#BASE
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||||
-- @field #POINT_VEC3.SmokeColor SmokeColor
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||||
-- @field #POINT_VEC3.FlareColor FlareColor
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||||
-- @field #POINT_VEC3.RoutePointAltType RoutePointAltType
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||||
-- @field #POINT_VEC3.RoutePointType RoutePointType
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-- @field #POINT_VEC3.RoutePointAction RoutePointAction
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POINT_VEC3 = {
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ClassName = "POINT_VEC3",
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SmokeColor = {
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@@ -38,14 +41,24 @@ POINT_VEC3 = {
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White = trigger.smokeColor.White,
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Orange = trigger.smokeColor.Orange,
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Blue = trigger.smokeColor.Blue
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||||
},
|
||||
},
|
||||
FlareColor = {
|
||||
Green = trigger.flareColor.Green,
|
||||
Red = trigger.flareColor.Red,
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||||
White = trigger.flareColor.White,
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||||
Yellow = trigger.flareColor.Yellow
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||||
},
|
||||
}
|
||||
},
|
||||
RoutePointAltType = {
|
||||
BARO = "BARO",
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||||
},
|
||||
RoutePointType = {
|
||||
TurningPoint = "Turning Point",
|
||||
},
|
||||
RoutePointAction = {
|
||||
TurningPoint = "Turning Point",
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
--- SmokeColor
|
||||
-- @type POINT_VEC3.SmokeColor
|
||||
@@ -55,6 +68,8 @@ POINT_VEC3 = {
|
||||
-- @field Orange
|
||||
-- @field Blue
|
||||
|
||||
|
||||
|
||||
--- FlareColor
|
||||
-- @type POINT_VEC3.FlareColor
|
||||
-- @field Green
|
||||
@@ -62,6 +77,26 @@ POINT_VEC3 = {
|
||||
-- @field White
|
||||
-- @field Yellow
|
||||
|
||||
|
||||
|
||||
--- RoutePoint AltTypes
|
||||
-- @type POINT_VEC3.RoutePointAltType
|
||||
-- @field BARO "BARO"
|
||||
|
||||
|
||||
|
||||
--- RoutePoint Types
|
||||
-- @type POINT_VEC3.RoutePointType
|
||||
-- @field TurningPoint "Turning Point"
|
||||
|
||||
|
||||
|
||||
--- RoutePoint Actions
|
||||
-- @type POINT_VEC3.RoutePointAction
|
||||
-- @field TurningPoint "Turning Point"
|
||||
|
||||
|
||||
|
||||
-- Constructor.
|
||||
|
||||
--- Create a new POINT_VEC3 object.
|
||||
@@ -69,15 +104,68 @@ POINT_VEC3 = {
|
||||
-- @param DCSTypes#Distance x The x coordinate of the Vec3 point, pointing to the North.
|
||||
-- @param DCSTypes#Distance y The y coordinate of the Vec3 point, pointing Upwards.
|
||||
-- @param DCSTypes#Distance z The z coordinate of the Vec3 point, pointing to the Right.
|
||||
-- @return Point#POINT_VEC3
|
||||
-- @return Point#POINT_VEC3 self
|
||||
function POINT_VEC3:New( x, y, z )
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F2( { x, y, z } )
|
||||
self.PointVec3 = { x = x, y = y, z = z }
|
||||
self:F2( self.PointVec3 )
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Build an air type route point.
|
||||
-- @param #POINT_VEC3 self
|
||||
-- @param #POINT_VEC3.RoutePointAltType AltType The altitude type.
|
||||
-- @param #POINT_VEC3.RoutePointType Type The route point type.
|
||||
-- @param #POINT_VEC3.RoutePointAction Action The route point action.
|
||||
-- @param DCSTypes#Speed Speed Airspeed in km/h.
|
||||
-- @param #boolean SpeedLocked true means the speed is locked.
|
||||
-- @return #table The route point.
|
||||
function POINT_VEC3:RoutePointAir( AltType, Type, Action, Speed, SpeedLocked )
|
||||
|
||||
local RoutePoint = {}
|
||||
RoutePoint.x = self.PointVec3.x
|
||||
RoutePoint.y = self.PointVec3.z
|
||||
RoutePoint.alt = self.PointVec3.y
|
||||
RoutePoint.alt_type = AltType
|
||||
|
||||
RoutePoint.type = Type
|
||||
RoutePoint.action = Action
|
||||
|
||||
RoutePoint.speed = Speed
|
||||
RoutePoint.speed_locked = true
|
||||
|
||||
RoutePoint.properties = {
|
||||
["vnav"] = 1,
|
||||
["scale"] = 0,
|
||||
["angle"] = 0,
|
||||
["vangle"] = 0,
|
||||
["steer"] = 2,
|
||||
}
|
||||
|
||||
-- ["task"] =
|
||||
-- {
|
||||
-- ["id"] = "ComboTask",
|
||||
-- ["params"] =
|
||||
-- {
|
||||
-- ["tasks"] =
|
||||
-- {
|
||||
-- }, -- end of ["tasks"]
|
||||
-- }, -- end of ["params"]
|
||||
-- }, -- end of ["task"]
|
||||
|
||||
|
||||
RoutePoint.task = {}
|
||||
RoutePoint.task.id = "ComboTask"
|
||||
RoutePoint.task.params = {}
|
||||
RoutePoint.task.params.tasks = {}
|
||||
|
||||
|
||||
return RoutePoint
|
||||
end
|
||||
|
||||
|
||||
--- Smokes the point in a color.
|
||||
-- @param #POINT_VEC3 self
|
||||
-- @param Point#POINT_VEC3.SmokeColor SmokeColor
|
||||
|
||||
@@ -77,6 +77,15 @@ ZONE_BASE = {
|
||||
ClassName = "ZONE_BASE",
|
||||
}
|
||||
|
||||
|
||||
--- The ZONE_BASE.BoundingSquare
|
||||
-- @type ZONE_BASE.BoundingSquare
|
||||
-- @field DCSTypes#Distance x1 The lower x coordinate (left down)
|
||||
-- @field DCSTypes#Distance y1 The lower y coordinate (left down)
|
||||
-- @field DCSTypes#Distance x2 The higher x coordinate (right up)
|
||||
-- @field DCSTypes#Distance y2 The higher y coordinate (right up)
|
||||
|
||||
|
||||
--- ZONE_BASE constructor
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param #string ZoneName Name of the zone.
|
||||
@@ -91,7 +100,7 @@ function ZONE_BASE:New( ZoneName )
|
||||
end
|
||||
|
||||
--- Returns if a location is within the zone.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param DCSTypes#Vec2 PointVec2 The location to test.
|
||||
-- @return #boolean true if the location is within the zone.
|
||||
function ZONE_BASE:IsPointVec2InZone( PointVec2 )
|
||||
@@ -101,7 +110,7 @@ function ZONE_BASE:IsPointVec2InZone( PointVec2 )
|
||||
end
|
||||
|
||||
--- Returns if a point is within the zone.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param DCSTypes#Vec3 PointVec3 The point to test.
|
||||
-- @return #boolean true if the point is within the zone.
|
||||
function ZONE_BASE:IsPointVec3InZone( PointVec3 )
|
||||
@@ -112,6 +121,21 @@ function ZONE_BASE:IsPointVec3InZone( PointVec3 )
|
||||
return InZone
|
||||
end
|
||||
|
||||
--- Define a random @{DCSTypes#Vec2} within the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return DCSTypes#Vec2 The Vec2 coordinates.
|
||||
function ZONE_BASE:GetRandomVec2()
|
||||
return { x = 0, y = 0 }
|
||||
end
|
||||
|
||||
--- Get the bounding square the zone.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return #ZONE_BASE.BoundingSquare The bounding square.
|
||||
function ZONE_BASE:GetBoundingSquare()
|
||||
return { x1 = 0, y1 = 0, x2 = 0, y2 = 0 }
|
||||
end
|
||||
|
||||
|
||||
--- Smokes the zone boundaries in a color.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @param SmokeColor The smoke color.
|
||||
@@ -495,6 +519,55 @@ function ZONE_POLYGON_BASE:IsPointVec2InZone( PointVec2 )
|
||||
return c
|
||||
end
|
||||
|
||||
--- Define a random @{DCSTypes#Vec2} within the zone.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @return DCSTypes#Vec2 The Vec2 coordinate.
|
||||
function ZONE_POLYGON_BASE:GetRandomVec2()
|
||||
self:F2()
|
||||
|
||||
--- It is a bit tricky to find a random point within a polygon. Right now i am doing it the dirty and inefficient way...
|
||||
local Vec2Found = false
|
||||
local Vec2
|
||||
local BS = self:GetBoundingSquare()
|
||||
|
||||
self:T2( BS )
|
||||
|
||||
while Vec2Found == false do
|
||||
Vec2 = { x = math.random( BS.x1, BS.x2 ), y = math.random( BS.y1, BS.y2 ) }
|
||||
self:T2( Vec2 )
|
||||
if self:IsPointVec2InZone( Vec2 ) then
|
||||
Vec2Found = true
|
||||
end
|
||||
end
|
||||
|
||||
self:T2( Vec2 )
|
||||
|
||||
return Vec2
|
||||
end
|
||||
|
||||
--- Get the bounding square the zone.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @return #ZONE_POLYGON_BASE.BoundingSquare The bounding square.
|
||||
function ZONE_POLYGON_BASE:GetBoundingSquare()
|
||||
|
||||
local x1 = self.Polygon[1].x
|
||||
local y1 = self.Polygon[1].y
|
||||
local x2 = self.Polygon[1].x
|
||||
local y2 = self.Polygon[1].y
|
||||
|
||||
for i = 2, #self.Polygon do
|
||||
self:T2( { self.Polygon[i], x1, y1, x2, y2 } )
|
||||
x1 = ( x1 > self.Polygon[i].x ) and self.Polygon[i].x or x1
|
||||
x2 = ( x2 < self.Polygon[i].x ) and self.Polygon[i].x or x2
|
||||
y1 = ( y1 > self.Polygon[i].y ) and self.Polygon[i].y or y1
|
||||
y2 = ( y2 < self.Polygon[i].y ) and self.Polygon[i].y or y2
|
||||
|
||||
end
|
||||
|
||||
return { x1 = x1, y1 = y1, x2 = x2, y2 = y2 }
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user