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https://github.com/Pax1601/DCSOlympus.git
synced 2025-10-29 16:56:34 +00:00
Added indirect fire mode
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@@ -275,4 +275,8 @@ export const MGRS_PRECISION_1M = 6;
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export const DELETE_CYCLE_TIME = 0.05;
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export const DELETE_SLOW_THRESHOLD = 50;
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export const GROUPING_ZOOM_TRANSITION = 13;
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export const GROUPING_ZOOM_TRANSITION = 13;
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export const MAX_SHOTS_SCATTER = 3;
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export const MAX_SHOTS_INTENSITY = 3;
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export const SHOTS_SCATTER_DEGREES = 10;
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@@ -5,7 +5,7 @@ import { CustomMarker } from '../map/markers/custommarker';
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import { SVGInjector } from '@tanem/svg-injector';
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import { UnitDatabase } from './databases/unitdatabase';
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import { TargetMarker } from '../map/markers/targetmarker';
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import { DLINK, DataIndexes, GAME_MASTER, HIDE_GROUP_MEMBERS, IDLE, IRST, MOVE_UNIT, OPTIC, RADAR, ROEs, RWR, SHOW_UNIT_CONTACTS, SHOW_UNITS_ENGAGEMENT_RINGS, SHOW_UNIT_PATHS, SHOW_UNIT_TARGETS, VISUAL, emissionsCountermeasures, reactionsToThreat, states, SHOW_UNITS_ACQUISITION_RINGS, HIDE_UNITS_SHORT_RANGE_RINGS, FILL_SELECTED_RING, GROUPING_ZOOM_TRANSITION } from '../constants/constants';
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import { DLINK, DataIndexes, GAME_MASTER, HIDE_GROUP_MEMBERS, IDLE, IRST, MOVE_UNIT, OPTIC, RADAR, ROEs, RWR, SHOW_UNIT_CONTACTS, SHOW_UNITS_ENGAGEMENT_RINGS, SHOW_UNIT_PATHS, SHOW_UNIT_TARGETS, VISUAL, emissionsCountermeasures, reactionsToThreat, states, SHOW_UNITS_ACQUISITION_RINGS, HIDE_UNITS_SHORT_RANGE_RINGS, FILL_SELECTED_RING, GROUPING_ZOOM_TRANSITION, MAX_SHOTS_SCATTER, SHOTS_SCATTER_DEGREES } from '../constants/constants';
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import { DataExtractor } from '../server/dataextractor';
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import { groundUnitDatabase } from './databases/groundunitdatabase';
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import { navyUnitDatabase } from './databases/navyunitdatabase';
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@@ -14,6 +14,8 @@ import { Ammo, Contact, GeneralSettings, LoadoutBlueprint, ObjectIconOptions, Of
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import { RangeCircle } from "../map/rangecircle";
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import { Group } from './group';
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import { ContextActionSet } from './contextactionset';
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import * as turf from "@turf/turf";
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var pathIcon = new Icon({
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iconUrl: '/resources/theme/images/markers/marker-icon.png',
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shadowUrl: '/resources/theme/images/markers/marker-shadow.png',
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@@ -1424,7 +1426,22 @@ export abstract class Unit extends CustomMarker {
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if (!getApp().getMap().hasLayer(this.#targetPositionPolyline))
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this.#targetPositionPolyline.addTo(getApp().getMap());
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this.#targetPositionMarker.setLatLng(new LatLng(targetPosition.lat, targetPosition.lng));
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this.#targetPositionPolyline.setLatLngs([new LatLng(this.#position.lat, this.#position.lng), new LatLng(targetPosition.lat, targetPosition.lng)])
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if (this.getState() === 'simulate-fire-fight' && this.getShotsScatter() != MAX_SHOTS_SCATTER) {
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let turfUnitPosition = turf.point([this.getPosition().lng, this.getPosition().lat]);
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let turfTargetPosition = turf.point([targetPosition.lng, targetPosition.lat]);
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let bearing = turf.bearing(turfUnitPosition, turfTargetPosition);
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let scatterDistance = turf.distance(turfUnitPosition, turfTargetPosition) * Math.tan((MAX_SHOTS_SCATTER - this.getShotsScatter()) * deg2rad(SHOTS_SCATTER_DEGREES));
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let destination1 = turf.destination(turfTargetPosition, scatterDistance, bearing + 90);
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let destination2 = turf.destination(turfTargetPosition, scatterDistance, bearing - 90);
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this.#targetPositionPolyline.setStyle({dashArray: "4, 8"});
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this.#targetPositionPolyline.setLatLngs([new LatLng(destination1.geometry.coordinates[1], destination1.geometry.coordinates[0]), new LatLng(this.#position.lat, this.#position.lng), new LatLng(destination2.geometry.coordinates[1], destination2.geometry.coordinates[0])])
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} else {
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this.#targetPositionPolyline.setStyle({dashArray: ""});
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this.#targetPositionPolyline.setLatLngs([new LatLng(this.#position.lat, this.#position.lng), new LatLng(targetPosition.lat, targetPosition.lng)])
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}
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}
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#clearTargetPosition() {
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@@ -1570,7 +1587,7 @@ export class GroundUnit extends Unit {
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if (targetPosition !== null) {
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if (this.canTargetPoint()) {
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contextActionSet.addContextAction(this, "fire-at-area", "Fire at area", "Fire at a specific area on the ground", (units: Unit[]) => { getApp().getUnitsManager().fireAtArea(targetPosition, units) });
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contextActionSet.addContextAction(this, "simulate-fire-fight", "Simulate fire fight", "Simulate a fire fight by shooting randomly in a certain large area.\nWARNING: works correctly only on neutral units, blue or red units will aim", (units: Unit[]) => { getApp().getUnitsManager().fireAtArea(targetPosition, units) });
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contextActionSet.addContextAction(this, "simulate-fire-fight", "Simulate fire fight", "Simulate a fire fight by shooting randomly in a certain large area.\nWARNING: works correctly only on neutral units, blue or red units will aim", (units: Unit[]) => { getApp().getUnitsManager().simulateFireFight(targetPosition, units) });
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}
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}
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else {
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