merge master

This commit is contained in:
funkyfranky
2017-09-15 14:09:31 +02:00
11 changed files with 170 additions and 93 deletions

View File

@@ -338,7 +338,7 @@ do -- COORDINATE
-- @return #string
function COORDINATE:GetMovingText( Settings )
return self:GetVelocityText( Settings ) .. self:GetHeadingText( Settings )
return self:GetVelocityText( Settings ) .. ", " .. self:GetHeadingText( Settings )
end
@@ -350,6 +350,7 @@ do -- COORDINATE
return { x = TargetCoordinate.x - self.x, y = TargetCoordinate.y - self.y, z = TargetCoordinate.z - self.z }
end
--- Get a correction in radians of the real magnetic north of the COORDINATE.
-- @param #COORDINATE self
-- @return #number CorrectionRadians The correction in radians.

View File

@@ -200,6 +200,7 @@
-- * @{#SPAWN.SpawnFromStatic}(): Spawn a new group from a structure, taking the position of a @{Static}.
-- * @{#SPAWN.SpawnFromUnit}(): Spawn a new group taking the position of a @{Unit}.
-- * @{#SPAWN.SpawnInZone}(): Spawn a new group in a @{Zone}.
-- * @{#SPAWN.SpawnAtAirbase}(): Spawn a new group at an @{Airbase}, which can be an airdrome, ship or helipad.
--
-- Note that @{#SPAWN.Spawn} and @{#SPAWN.ReSpawn} return a @{GROUP#GROUP.New} object, that contains a reference to the DCSGroup object.
-- You can use the @{GROUP} object to do further actions with the DCSGroup.
@@ -982,16 +983,49 @@ function SPAWN:OnSpawnGroup( SpawnCallBackFunction, ... )
return self
end
--- Will spawn a group at an airbase.
--- Will spawn a group at an @{Airbase}.
-- This method is mostly advisable to be used if you want to simulate spawning units at an airbase.
-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
-- You can use the returned group to further define the route to be followed.
--
-- The @{Airbase#AIRBASE} object must refer to a valid airbase known in the sim.
-- You can use the following enumerations to search for the pre-defined airbases on the current known maps of DCS:
--
-- * @{Airbase#AIRBASE.Caucasus}: The airbases on the Caucasus map.
-- * @{Airbase#AIRBASE.Nevada}: The airbases on the Nevada (NTTR) map.
-- * @{Airbase#AIRBASE.Normandy}: The airbases on the Normandy map.
--
-- Use the method @{Airbase#AIRBASE.FindByName}() to retrieve the airbase object.
-- The known AIRBASE objects are automatically imported at mission start by MOOSE.
-- Therefore, there isn't any New() constructor defined for AIRBASE objects.
--
-- Ships and Farps are added within the mission, and are therefore not known.
-- For these AIRBASE objects, there isn't an @{Airbase#AIRBASE} enumeration defined.
-- You need to provide the **exact name** of the airbase as the parameter to the @{Airbase#AIRBASE.FindByName}() method!
--
-- @param #SPAWN self
-- @param Wrapper.Airbase#AIRBASE SpawnAirbase The @{Airbase} where to spawn the group.
-- @param #SPAWN.Takeoff Takeoff (optional) The location and takeoff method. Default is Hot.
-- @param #number TakeoffAltitude (optional) The altitude above the ground.
-- @return Wrapper.Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
-- @usage
-- Spawn_Plane = SPAWN:New( "Plane" )
-- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Cold )
-- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Hot )
-- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Runway )
--
-- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( "Carrier" ), SPAWN.Takeoff.Cold )
--
-- Spawn_Heli = SPAWN:New( "Heli")
--
-- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Cold" ), SPAWN.Takeoff.Cold )
-- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Hot" ), SPAWN.Takeoff.Hot )
-- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Runway" ), SPAWN.Takeoff.Runway )
-- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "FARP Air" ), SPAWN.Takeoff.Air )
--
-- Spawn_Heli:SpawnAtAirbase( AIRBASE:FindByName( "Carrier" ), SPAWN.Takeoff.Cold )
--
function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude ) -- R2.2
self:E( { self.SpawnTemplatePrefix, SpawnAirbase, Takeoff, TakeoffAltitude } )
@@ -1008,55 +1042,74 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude ) -- R2.2
self:T( { "Current point of ", self.SpawnTemplatePrefix, SpawnAirbase } )
local SpawnPoint = SpawnTemplate.route.points[1]
-- These are only for ships.
SpawnPoint.linkUnit = nil
SpawnPoint.helipadId = nil
SpawnPoint.airdromeId = nil
local AirbaseID = SpawnAirbase:GetID()
local AirbaseCategory = SpawnAirbase:GetDesc().category
self:F( { AirbaseCategory = AirbaseCategory } )
if AirbaseCategory == Airbase.Category.SHIP then
SpawnPoint.linkUnit = AirbaseID
SpawnPoint.helipadId = AirbaseID
elseif AirbaseCategory == Airbase.Category.HELIPAD then
SpawnPoint.linkUnit = AirbaseID
SpawnPoint.helipadId = AirbaseID
elseif AirbaseCategory == Airbase.Category.AIRDROME then
SpawnPoint.airdromeId = AirbaseID
end
SpawnPoint.alt = 0
SpawnPoint.type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type
SpawnPoint.action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action
-- Translate the position of the Group Template to the Vec3.
for UnitID = 1, #SpawnTemplate.units do
self:T( 'Before Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
-- These cause a lot of confusion.
local UnitTemplate = SpawnTemplate.units[UnitID]
UnitTemplate.parking = nil
UnitTemplate.parking_id = nil
UnitTemplate.alt = 0
local SX = UnitTemplate.x
local SY = UnitTemplate.y
local BX = SpawnTemplate.route.points[1].x
local BY = SpawnTemplate.route.points[1].y
local BX = SpawnPoint.x
local BY = SpawnPoint.y
local TX = PointVec3.x + ( SX - BX )
local TY = PointVec3.z + ( SY - BY )
SpawnTemplate.units[UnitID].x = TX
SpawnTemplate.units[UnitID].y = TY
UnitTemplate.x = TX
UnitTemplate.y = TY
if Takeoff == GROUP.Takeoff.Air then
SpawnTemplate.units[UnitID].alt = PointVec3.y + ( TakeoffAltitude or 200 )
else
SpawnTemplate.units[UnitID].alt = PointVec3.y + 10
UnitTemplate.alt = PointVec3.y + ( TakeoffAltitude or 200 )
--else
-- UnitTemplate.alt = PointVec3.y + 10
end
SpawnTemplate.units[UnitID].parking = nil
SpawnTemplate.units[UnitID].parking_id = nil
self:T( 'After Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
self:T( 'After Translation SpawnTemplate.units['..UnitID..'].x = ' .. UnitTemplate.x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. UnitTemplate.y )
end
SpawnTemplate.route.points[1].x = PointVec3.x
SpawnTemplate.route.points[1].y = PointVec3.z
SpawnPoint.x = PointVec3.x
SpawnPoint.y = PointVec3.z
if Takeoff == GROUP.Takeoff.Air then
SpawnTemplate.route.points[1].alt = PointVec3.y + ( TakeoffAltitude or 200 )
else
SpawnTemplate.route.points[1].alt = PointVec3.y + 10
SpawnTemplate.route.points[1].airdromeId = SpawnAirbase:GetID()
SpawnPoint.alt = PointVec3.y + ( TakeoffAltitude or 200 )
--else
-- SpawnPoint.alt = PointVec3.y + 10
end
SpawnTemplate.route.points[1].type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type
SpawnTemplate.route.points[1].action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action
SpawnTemplate.x = PointVec3.x
SpawnTemplate.y = PointVec3.z
-- test if the airbase is a ship
self:F( { AirbaseDesc = SpawnAirbase:GetDesc() } )
if SpawnAirbase:GetDesc().category == Airbase.Category.SHIP then
SpawnTemplate.route.points[1].linkUnit = SpawnAirbase:GetID()
SpawnTemplate.route.points[1].helipadId = SpawnAirbase:GetID()
SpawnTemplate.route.points[1].alt = 0
SpawnTemplate.units[1].alt = 0
SpawnTemplate.route.points[1].airdromeId = nil
self:F( { linkUnit = SpawnTemplate.route.points[1].linkUnit, helipadId = SpawnTemplate.route.points[1].helipadId } )
end
return self:SpawnWithIndex( self.SpawnIndex )
end
end

View File

@@ -879,19 +879,20 @@ function TASK:MenuMarkToGroup( TaskGroup )
local TaskInfoIDText = "" --string.format( "%s: ", TaskInfoID )
if type( TaskInfo.TaskInfoText ) == "string" then
Report:Add( TaskInfoIDText .. TaskInfo.TaskInfoText )
elseif type(TaskInfo) == "table" then
if TaskInfoID == "Targets" then
else
Report:Add( TaskInfoIDText .. TaskInfo.TaskInfoText )
end
elseif type( TaskInfo ) == "table" then
if TaskInfoID == "Coordinates" then
local ToCoordinate = TaskInfo.TaskInfoText -- Core.Point#COORDINATE
Report:Add( TaskInfoIDText .. ToCoordinate:ToString() )
--local ToCoordinate = TaskInfo.TaskInfoText -- Core.Point#COORDINATE
--Report:Add( TaskInfoIDText .. ToCoordinate:ToString() )
else
end
end
end
self:E("ok5")
local Coordinate = self:GetInfo( "Coordinates" ) -- Core.Point#COORDINATE
local Velocity = self.TargetSetUnit:GetVelocity()
@@ -1564,6 +1565,8 @@ function TASK:ReportDetails( ReportGroup )
-- Determine the status of the Task.
local Status = "<" .. self:GetState() .. ">"
Report:Add( "Task: " .. Name .. " - " .. Status .. " - Detailed Report" )
-- Loop each Unit active in the Task, and find Player Names.
local PlayerNames = self:GetPlayerNames()
@@ -1572,10 +1575,11 @@ function TASK:ReportDetails( ReportGroup )
PlayerReport:Add( "Group " .. PlayerGroup:GetCallsign() .. ": " .. PlayerName )
end
local Players = PlayerReport:Text()
Report:Add( "Task: " .. Name .. " - " .. Status .. " - Detailed Report" )
Report:Add( " - Players:" )
Report:AddIndent( Players )
if Players ~= "" then
Report:Add( " - Players assigned:" )
Report:AddIndent( Players )
end
for TaskInfoID, TaskInfo in pairs( self.TaskInfo, function( t, a, b ) return t[a].TaskInfoOrder < t[b].TaskInfoOrder end ) do
@@ -1585,17 +1589,24 @@ function TASK:ReportDetails( ReportGroup )
Report:Add( TaskInfoIDText .. TaskInfo.TaskInfoText )
elseif type(TaskInfo) == "table" then
if TaskInfoID == "Coordinates" then
local FromCoordinate = ReportGroup:GetUnit(1):GetCoordinate()
local ToCoordinate = TaskInfo.TaskInfoText -- Core.Point#COORDINATE
Report:Add( TaskInfoIDText )
Report:AddIndent( ToCoordinate:ToStringBRA( FromCoordinate ) .. ", " .. TaskInfo.TaskInfoText:ToStringAspect( FromCoordinate ) )
Report:AddIndent( ToCoordinate:ToStringBULLS( ReportGroup:GetCoalition() ) )
Report:Add( TaskInfoIDText .. ToCoordinate:ToString() )
else
end
end
end
local Coordinate = self:GetInfo( "Coordinates" ) -- Core.Point#COORDINATE
local Velocity = self.TargetSetUnit:GetVelocity()
local Heading = self.TargetSetUnit:GetHeading()
Coordinate:SetHeading( Heading )
Coordinate:SetVelocity( Velocity )
Report:Add( "Targets are" .. Coordinate:GetMovingText() .. "." )
return Report:Text()
end