Added option for ground units to change skill

This commit is contained in:
Stefan Arsic 2024-01-12 22:33:43 +01:00
parent 9942ff476b
commit 497f718e4b
5 changed files with 28 additions and 16 deletions

View File

@ -165,11 +165,12 @@ private:
class SpawnGroundUnits : public Command
{
public:
SpawnGroundUnits(string coalition, vector<SpawnOptions> spawnOptions, string country, bool immediate, function<void(void)> callback = [](){}) :
SpawnGroundUnits(string coalition, vector<SpawnOptions> spawnOptions, string country, string skill, bool immediate, function<void(void)> callback = [](){}) :
Command(callback),
coalition(coalition),
spawnOptions(spawnOptions),
country(country),
skill(skill),
immediate(immediate)
{
priority = immediate? CommandPriority::IMMEDIATE: CommandPriority::LOW;
@ -181,6 +182,7 @@ private:
const string coalition;
const vector<SpawnOptions> spawnOptions;
const string country;
const string skill;
const bool immediate;
};
@ -188,11 +190,12 @@ private:
class SpawnNavyUnits : public Command
{
public:
SpawnNavyUnits(string coalition, vector<SpawnOptions> spawnOptions, string country, bool immediate, function<void(void)> callback = [](){}) :
SpawnNavyUnits(string coalition, vector<SpawnOptions> spawnOptions, string country, string skill, bool immediate, function<void(void)> callback = [](){}) :
Command(callback),
coalition(coalition),
spawnOptions(spawnOptions),
country(country),
skill(skill),
immediate(immediate)
{
priority = immediate ? CommandPriority::IMMEDIATE : CommandPriority::LOW;
@ -204,6 +207,7 @@ private:
const string coalition;
const vector<SpawnOptions> spawnOptions;
const string country;
const string skill;
const bool immediate;
};

View File

@ -46,6 +46,7 @@ string SpawnGroundUnits::getString()
<< "unitType = " << "\"" << spawnOptions[i].unitType << "\"" << ", "
<< "lat = " << spawnOptions[i].location.lat << ", "
<< "lng = " << spawnOptions[i].location.lng << ", "
<< "skill = \"" << spawnOptions[i].skill << "\"" << ", "
<< "liveryID = " << "\"" << spawnOptions[i].liveryID << "\"" << " }, ";
}
@ -55,6 +56,7 @@ string SpawnGroundUnits::getString()
<< "category = " << "\"" << "GroundUnit" << "\"" << ", "
<< "coalition = " << "\"" << coalition << "\"" << ", "
<< "country = \"" << country << "\", "
<< "skill = \"" << skill << "\", "
<< "units = " << "{" << unitsSS.str() << "}" << "}";
return commandSS.str();
}
@ -70,6 +72,7 @@ string SpawnNavyUnits::getString()
<< "unitType = " << "\"" << spawnOptions[i].unitType << "\"" << ", "
<< "lat = " << spawnOptions[i].location.lat << ", "
<< "lng = " << spawnOptions[i].location.lng << ", "
<< "skill = \"" << spawnOptions[i].skill << "\"" << ", "
<< "liveryID = " << "\"" << spawnOptions[i].liveryID << "\"" << " }, ";
}
@ -79,6 +82,7 @@ string SpawnNavyUnits::getString()
<< "category = " << "\"" << "NavyUnit" << "\"" << ", "
<< "coalition = " << "\"" << coalition << "\"" << ", "
<< "country = \"" << country << "\", "
<< "skill = \"" << skill << "\", "
<< "units = " << "{" << unitsSS.str() << "}" << "}";
return commandSS.str();
}

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@ -223,6 +223,7 @@ void Scheduler::handleRequest(string key, json::value value, string username, js
bool immediate = value[L"immediate"].as_bool();
string coalition = to_string(value[L"coalition"]);
string country = to_string(value[L"country"]);
string skill = "";
int spawnPoints = value[L"spawnPoints"].as_number().to_int32();
if (!checkSpawnPoints(spawnPoints, coalition)) return;
@ -234,15 +235,16 @@ void Scheduler::handleRequest(string key, json::value value, string username, js
double lng = unit[L"location"][L"lng"].as_double();
Coords location; location.lat = lat; location.lng = lng;
string liveryID = to_string(unit[L"liveryID"]);
skill = to_string(unit[L"skill"]);
spawnOptions.push_back({ unitType, location, "", liveryID });
log(username + " spawned a " + coalition + " " + unitType, true);
}
if (key.compare("spawnGroundUnits") == 0)
command = dynamic_cast<Command*>(new SpawnGroundUnits(coalition, spawnOptions, country, immediate));
command = dynamic_cast<Command*>(new SpawnGroundUnits(coalition, spawnOptions, country, skill, immediate));
else
command = dynamic_cast<Command*>(new SpawnNavyUnits(coalition, spawnOptions, country, immediate));
command = dynamic_cast<Command*>(new SpawnNavyUnits(coalition, spawnOptions, country, skill, immediate));
}
/************************/
else if (key.compare("attackUnit") == 0)

View File

@ -754,7 +754,8 @@ export class GroundUnitSpawnMenu extends UnitSpawnMenu {
var unitTable: UnitSpawnTable = {
unitType: spawnOptions.name,
location: spawnOptions.latlng,
liveryID: spawnOptions.liveryID? spawnOptions.liveryID: ""
liveryID: spawnOptions.liveryID? spawnOptions.liveryID: "",
skill: spawnOptions.skill ? spawnOptions.skill : "High"
};
var units = [];
@ -804,7 +805,8 @@ export class NavyUnitSpawnMenu extends UnitSpawnMenu {
var unitTable: UnitSpawnTable = {
unitType: spawnOptions.name,
location: spawnOptions.latlng,
liveryID: spawnOptions.liveryID? spawnOptions.liveryID: ""
liveryID: spawnOptions.liveryID? spawnOptions.liveryID: "",
skill: spawnOptions.skill ? spawnOptions.skill : "High"
};
var units = [];

View File

@ -562,10 +562,10 @@ function Olympus.spawnUnits(spawnTable, skill)
route = Olympus.generateAirUnitsRoute(spawnTable)
category = 'helicopter'
elseif spawnTable.category == 'GroundUnit' then
unitsTable = Olympus.generateGroundUnitsTable(spawnTable.units)
unitsTable = Olympus.generateGroundUnitsTable(spawnTable.units, skill)
category = 'vehicle'
elseif spawnTable.category == 'NavyUnit' then
unitsTable = Olympus.generateNavyUnitsTable(spawnTable.units)
unitsTable = Olympus.generateNavyUnitsTable(spawnTable.units, skill)
category = 'ship'
end
@ -696,7 +696,7 @@ function Olympus.generateAirUnitsRoute(spawnTable)
end
-- Generates ground units table, either single or from template
function Olympus.generateGroundUnitsTable(units)
function Olympus.generateGroundUnitsTable(units, skill)
local unitsTable = {}
for idx, unit in pairs(units) do
local spawnLocation = mist.utils.makeVec3GL(coord.LLtoLO(unit.lat, unit.lng, 0))
@ -708,7 +708,7 @@ function Olympus.generateGroundUnitsTable(units)
["x"] = spawnLocation.x + value.dx,
["y"] = spawnLocation.z + value.dy,
["heading"] = 0,
["skill"] = "High",
["skill"] = skill,
["name"] = "Olympus-" .. Olympus.unitCounter .. "-" .. #unitsTable + 1
}
end
@ -719,7 +719,7 @@ function Olympus.generateGroundUnitsTable(units)
["x"] = spawnLocation.x,
["y"] = spawnLocation.z,
["heading"] = unit.heading,
["skill"] = "High",
["skill"] = skill,
["name"] = "Olympus-" .. Olympus.unitCounter .. "-" .. #unitsTable + 1,
["livery_id"] = unit.liveryID
}
@ -730,7 +730,7 @@ function Olympus.generateGroundUnitsTable(units)
end
-- Generates navy units table, either single or from template
function Olympus.generateNavyUnitsTable(units)
function Olympus.generateNavyUnitsTable(units, skill)
local unitsTable = {}
for idx, unit in pairs(units) do
local spawnLocation = mist.utils.makeVec3GL(coord.LLtoLO(unit.lat, unit.lng, 0))
@ -742,7 +742,7 @@ function Olympus.generateNavyUnitsTable(units)
["x"] = spawnLocation.x + value.dx,
["y"] = spawnLocation.z + value.dy,
["heading"] = 0,
["skill"] = "High",
["skill"] = skill,
["name"] = "Olympus-" .. Olympus.unitCounter .. "-" .. #unitsTable + 1,
["transportable"] = { ["randomTransportable"] = false }
}
@ -754,7 +754,7 @@ function Olympus.generateNavyUnitsTable(units)
["x"] = spawnLocation.x,
["y"] = spawnLocation.z,
["heading"] = unit.heading,
["skill"] = "High",
["skill"] = skill,
["name"] = "Olympus-" .. Olympus.unitCounter .. "-" .. #unitsTable + 1,
["transportable"] = { ["randomTransportable"] = false },
["livery_id"] = unit.liveryID
@ -1113,9 +1113,9 @@ function Olympus.setUnitsData(arg, time)
elseif table["category"] == 'Helicopter' then
unitsTable = Olympus.generateAirUnitsTable(spawnTable.units, skill)
elseif table["category"] == 'GroundUnit' then
unitsTable = Olympus.generateGroundUnitsTable(spawnTable.units)
unitsTable = Olympus.generateGroundUnitsTable(spawnTable.units, skill)
elseif table["category"] == 'NavyUnit' then
unitsTable = Olympus.generateNavyUnitsTable(spawnTable.units)
unitsTable = Olympus.generateNavyUnitsTable(spawnTable.units, skill)
end
-- Save the units in the database, for cloning