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#Minor Fixes
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378e76e45b
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@ -1097,6 +1097,7 @@ do
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GroupPrefixes = nil,
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GroupPrefixes = nil,
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Zones = nil,
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Zones = nil,
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Functions = nil,
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Functions = nil,
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Alive = nil,
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},
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},
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FilterMeta = {
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FilterMeta = {
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Coalitions = {
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Coalitions = {
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@ -1470,7 +1471,7 @@ do
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end
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end
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--- Builds a set of groups that are only active.
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--- Builds a set of groups that are active, ie in the mission but not yet activated (false) or actived (true).
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-- Only the groups that are active will be included within the set.
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-- Only the groups that are active will be included within the set.
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-- @param #SET_GROUP self
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-- @param #SET_GROUP self
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-- @param #boolean Active (Optional) Include only active groups to the set.
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-- @param #boolean Active (Optional) Include only active groups to the set.
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@ -1496,6 +1497,14 @@ do
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return self
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return self
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end
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end
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--- Build a set of groups that are alive.
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-- @param #SET_GROUP self
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-- @return #SET_GROUP self
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function SET_GROUP:FilterAlive()
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self.Filter.Alive = true
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return self
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end
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--- Starts the filtering.
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--- Starts the filtering.
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-- @param #SET_GROUP self
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-- @param #SET_GROUP self
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-- @return #SET_GROUP self
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-- @return #SET_GROUP self
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@ -1994,6 +2003,15 @@ do
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self:F2( MGroup )
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self:F2( MGroup )
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local MGroupInclude = true
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local MGroupInclude = true
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if self.Filter.Alive == true then
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local MGroupAlive = false
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self:F( { Active = self.Filter.Active } )
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if MGroup and MGroup:IsAlive() then
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MGroupAlive = true
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end
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MGroupInclude = MGroupInclude and MGroupAlive
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end
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if self.Filter.Active ~= nil then
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if self.Filter.Active ~= nil then
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local MGroupActive = false
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local MGroupActive = false
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self:F( { Active = self.Filter.Active } )
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self:F( { Active = self.Filter.Active } )
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@ -330,14 +330,14 @@ function ZONE_BASE:GetRandomVec2()
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return nil
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return nil
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end
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end
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--- Define a random @{Core.Point#POINT_VEC2} within the zone.
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--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
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-- @param #ZONE_BASE self
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-- @param #ZONE_BASE self
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-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
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-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
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function ZONE_BASE:GetRandomPointVec2()
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function ZONE_BASE:GetRandomPointVec2()
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return nil
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return nil
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end
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end
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--- Define a random @{Core.Point#POINT_VEC3} within the zone.
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--- Define a random @{Core.Point#POINT_VEC3} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
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-- @param #ZONE_BASE self
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-- @param #ZONE_BASE self
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-- @return Core.Point#POINT_VEC3 The PointVec3 coordinates.
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-- @return Core.Point#POINT_VEC3 The PointVec3 coordinates.
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function ZONE_BASE:GetRandomPointVec3()
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function ZONE_BASE:GetRandomPointVec3()
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@ -1515,7 +1515,7 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
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return point
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return point
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end
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end
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--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
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--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
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-- @param #ZONE_RADIUS self
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-- @param #ZONE_RADIUS self
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-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
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-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
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-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
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-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
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@ -1546,7 +1546,7 @@ function ZONE_RADIUS:GetRandomVec3( inner, outer )
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end
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end
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--- Returns a @{Core.Point#POINT_VEC3} object reflecting a random 3D location within the zone.
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--- Returns a @{Core.Point#POINT_VEC3} object reflecting a random 3D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
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-- @param #ZONE_RADIUS self
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-- @param #ZONE_RADIUS self
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-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
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-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
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-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
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-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
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@ -1990,7 +1990,7 @@ function ZONE_GROUP:GetRandomVec2()
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return Point
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return Point
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end
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end
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--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
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--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
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-- @param #ZONE_GROUP self
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-- @param #ZONE_GROUP self
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-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
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-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
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-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
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-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
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@ -2834,7 +2834,7 @@ function ZONE_POLYGON_BASE:GetRandomVec2()
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end
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end
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end
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end
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--- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone.
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--- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
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-- @param #ZONE_POLYGON_BASE self
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-- @param #ZONE_POLYGON_BASE self
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-- @return @{Core.Point#POINT_VEC2}
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-- @return @{Core.Point#POINT_VEC2}
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function ZONE_POLYGON_BASE:GetRandomPointVec2()
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function ZONE_POLYGON_BASE:GetRandomPointVec2()
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@ -2847,7 +2847,7 @@ function ZONE_POLYGON_BASE:GetRandomPointVec2()
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return PointVec2
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return PointVec2
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end
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end
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--- Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
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--- Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
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-- @param #ZONE_POLYGON_BASE self
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-- @param #ZONE_POLYGON_BASE self
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-- @return @{Core.Point#POINT_VEC3}
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-- @return @{Core.Point#POINT_VEC3}
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function ZONE_POLYGON_BASE:GetRandomPointVec3()
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function ZONE_POLYGON_BASE:GetRandomPointVec3()
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@ -3835,18 +3835,18 @@ function ZONE_OVAL:GetRandomVec2()
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return {x=rx, y=ry}
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return {x=rx, y=ry}
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end
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end
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--- Define a random @{Core.Point#POINT_VEC2} within the zone.
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--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
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-- @param #ZONE_OVAL self
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-- @param #ZONE_OVAL self
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-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
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-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
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function ZONE_OVAL:GetRandomPointVec2()
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function ZONE_OVAL:GetRandomPointVec2()
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return POINT_VEC2:NewFromVec2(self:GetRandomVec2())
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return POINT_VEC2:NewFromVec2(self:GetRandomVec2())
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end
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end
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--- Define a random @{Core.Point#POINT_VEC2} within the zone.
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--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table.
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-- @param #ZONE_OVAL self
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-- @param #ZONE_OVAL self
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-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
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-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
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function ZONE_OVAL:GetRandomPointVec3()
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function ZONE_OVAL:GetRandomPointVec3()
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return POINT_VEC2:NewFromVec3(self:GetRandomVec2())
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return POINT_VEC3:NewFromVec3(self:GetRandomVec2())
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end
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end
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--- Draw the zone on the F10 map.
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--- Draw the zone on the F10 map.
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@ -3986,7 +3986,7 @@ do -- ZONE_AIRBASE
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return ZoneVec2
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return ZoneVec2
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end
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end
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--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
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--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table.
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-- @param #ZONE_AIRBASE self
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-- @param #ZONE_AIRBASE self
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-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
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-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
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-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
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-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
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@ -320,9 +320,6 @@ function SEAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADG
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end
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end
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local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterZones({targetzone}):FilterOnce()
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local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterZones({targetzone}):FilterOnce()
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local tgtcoord = targetzone:GetRandomPointVec2()
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--if tgtcoord and tgtcoord.ClassName == "COORDINATE" then
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--local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
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local tgtgrp = seadset:GetRandom()
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local tgtgrp = seadset:GetRandom()
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local _targetgroup = nil
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local _targetgroup = nil
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local _targetgroupname = "none"
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local _targetgroupname = "none"
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@ -426,7 +426,7 @@ function GROUP:IsActive()
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local DCSGroup = self:GetDCSObject() -- DCS#Group
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local DCSGroup = self:GetDCSObject() -- DCS#Group
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if DCSGroup then
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if DCSGroup and DCSGroup:isExist() then
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local unit = DCSGroup:getUnit(1)
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local unit = DCSGroup:getUnit(1)
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if unit then
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if unit then
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local GroupIsActive = unit:isActive()
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local GroupIsActive = unit:isActive()
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